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    FAQ/Walkthrough by Lord Seth

    Version: 1.06 | Updated: 08/20/05 | Search Guide | Bookmark Guide

    The Return of The Incredible Machine: Contraptions FAQ
    by Lord Seth
    
    Contact me at: lseths@yahoo.com
    When to contact me:
    If you just want to drop by a little "Thank you!" for my guide
    If you can't understand part of the guide and need clarification
    If you find an error in the guide
    If you want to make a suggestion for the guide
    If you want to ask permission to put the guide on your site. It's possible I 
    won't give permission, and if so, you have to respect that. 
    If you have another good reason. Don't send SPAM or otherwise pointless 
    messages to me about this guide. In fact, don't send SPAM or otherwise 
    pointless messages to me, period.
    
    
    WARNING: Before you look at any of the solutions, PLEASE try your very best to 
    solve the puzzle yourself. If you solve a puzzle by looking up the solution, 
    you just don't get the same satisfaction. Try your utmost to figure out how to 
    solve it before turning to this guide.
    
    Table of Contents:
    I. Intro
    II. Version History
    III. FAQ
    
    IV. The Parts
    i. Balls
    ii. Walls
    iii. Large Pipes
    iv. Barriers & Inclines
    v. Pool Parts
    vi. Ropes and Rope-Related Parts
    vii. Things That Go Boom!
    viii. Electrical Items 
    ix. Laser-Related Parts
    x. Belts & Belt-Related Parts
    xi. Miscellaneous Parts
    
    V. Walkthrough
    i. Tutorial
    ii. Easy
    iii. Medium
    iv. Difficult
    v. Expert
    
    VI. Thanks/Legal Stuff
    
    
    I. Intro
    
    Yes, here I am, once again, to do another FAQ for a game in The Incredible 
    Machine Series, the previous one being one of The Incredible Toon Machine. 
    Huzzah! Since these games certainly deserve FAQs, here's another one! It's my 
    personal opinion that every game deserves at least one FAQ, which is why I 
    wrote this one. Hopefully it will help people who are stuck on a certain 
    puzzle.
    
    My personal favorite Incredible Machine game was probably The Incredible 
    Machine 3. It seemed the most creative. It added all sorts of new parts, while 
    the later games (like this one) really didn't. It's true The Incredible Toon 
    Machine was perhaps even more creative, but that game's difficulty level was a 
    bit too high and it had a mere 100 puzzles. However, The Incredible Machine 3 
    already has an FAQ, so I figured, why not do one for this game?
    
    Like my The Incredible Toon Machine FAQ, this is a guide for the Macintosh 
    version of the game. However, I am very confident that the PC version has few 
    differences, if any, so this should work for that also.
    
    
    
    II. Version History
    
    1.06: Noticed a mistake in the version history (which I have fixed). Also 
    fixed a few small mistakes, like typos. Hey, what can I say, I'm a 
    perfectionist. Oh, the margins of the file were a bit off before; instead of 
    going to 79 characters, it would cut off at about 56. The margins being 
    smaller made the file have more lines. This has been fixed. Also, at the end 
    of the last puzzle, previously I said something about how I might write a 
    guide to The Incredible Machine: Even More Contraptions. As I've already 
    written one for it, that has been adjusted. Finally, to "streamline" my guides 
    for games in The Incredible Machine series, I added a "What To Do:" just 
    before what you should do in each puzzle. (8/20/05)
    
    1.04: Found a mistake where I didn't put the "What Happens" in Tutorial #8. 
    Okay, it's just a Tutorial, and the "What Happens" part was really short, but 
    hey, we want this guide to be complete, right? Oh, I also found one typo. 
    (4/4/05)
    
    1.03: Fixed up a few typos and caught a mistake where I didn't put "What 
    Happens" in Tutorial #14. (2/25/05)
    
    1.02: I gave permission for this guide to be allowed on a site other than 
    GameFAQs, so I updated the "allowed sites" list. I also fixed a few mistakes 
    in the guide. (11/20/04)
    
    1.01: Some of the spacing between the puzzles wasn't quite right, so I fixed 
    that. I also spell-checked this again and found a few errors, and fixed them. 
    Changed a few other small things in the guide. (11/14/04)
    
    1.00: Gee, if I had known how easy and quick it is to do walkthrough for the 
    Tutorial levels, I would've done them before submitting version 0.83. Anyway, 
    I finished those up and added them, even though the game flat-out tells you 
    what to do on them. (11/10/04)
    
    0.83: Gee, I wasn't kidding when I said to expect an update coming up. I have 
    school off today, so I finished the Expert puzzles. Now all I have to do is 
    write up solutions to the Tutorial puzzles, which shouldn't be too hard. 
    (11/9/04)
    
    0.68: Removed smart quotes from the document, which were making some 
    apostrophes and quotation marks look screwed up. Realized I had skipped the 
    "What Happens" section in KITTY IN A CAGE and fixed it. I'm about 2/3 through 
    the Expert puzzles, so expect a more major update coming up. (11/8/04)
    
    0.67: First release. Includes walkthrough for all levels except Tutorial and 
    Expert. Also includes FAQ and Part Guide. The Expert and Tutorial puzzles will 
    be added in a later release. (30/10/2004)
    
    
    
    III. FAQ
    
    Q: I found an error on your guide. Should I-
    
    A: Tell me about it? Of course! I want this guide to be as perfect as 
    possible. If you found even a small grammar mistake, tell me about it! 
    
    Q: I need help on something, and it isn't included in your guide! What do I 
    do?
    
    A: That depends. If you're having trouble with a puzzle that I haven't done 
    yet, I'm working on it, so just wait until I update it. It takes a while to 
    write these things, you know. If you have a question about something else, 
    make sure it isn't covered in the guide, and then e-mail me about it.
    
    Q: I solved a puzzle and forgot how to do it. How can I see the official 
    solution again?
    
    A: Go to "Build Contraptions" and then choose to Load a contraption. Choose 
    "Contraption type" and then go to whatever difficulty it's in. Now choose to 
    load the contraption and you'll see the official solution! Note that you can, 
    of course, only do this after solving the puzzle.
    
    Q: I have the Macintosh version, and if I try to go to another application and 
    come back into here while in Full Screen mode, I get this "You cannot switch 
    out of full screen. Your screen display size is too small." message. I tried 
    clicking "OKAY", but nothing happened! What do I do?
    
    A: I don't know if this has happened to anyone else, or if it also happens on 
    Windows, but if your screen resolution size isn't large enough, you'll get 
    this message. Here's how I do it. Note that you need to be using Mac OS X for 
    this to work. Basically, if you leave the program and come back in, that 
    message appears. Click "OKAY". Now, it's true nothing happens. But now press 
    Control, Alt, and Escape all at the same time. The "Force Quit Applications" 
    window will pop up. DON'T make anything quit. Instead, just close the window. 
    The message should disappear and you can go back to playing the game.
    
    
    IV. The Parts
    
    I don't even know why I included this section, as information on the parts is 
    in the Tutorial and you can even find information about them by either 
    selecting "Help" and clicking on them or clicking on the magnifying glass 
    that's shown when you select them. But, hey, it makes my guide more complete.
    
    
    i. Balls
    
    All of the balls are functionally the same. They're affected by gravity and 
    will move if something strong enough hits them. The difference is the size, 
    weight, and bounciness. Since you can tell their size fairly easy, I'll list 
    them by bounciness and weight to demonstrate them.
    
    Bounciness, least bouncy to most bouncy: Pinball, Baseball, Bowling Ball, 
    Soccer Ball, Basketball-Tennis Ball (tie), Super Ball.
    
    It's worthwhile pointing out that the Super Ball is the ONLY ball that 
    actually GAINS height with its bounces. I'm pretty sure that's scientifically 
    impossible, but then again, so is alligators floating in the air...
    
    Now for weight:
    
    Pinball, Bowling Ball, Basketball-Soccer Ball (tie), Baseball, Tennis Ball.
    
    The Super Ball is not included because its weight is not important, as it 
    never stops bouncing.
    
    There is, however, one Ball left, the Programmable Ball. Because it can be 
    changed in so many ways, it is impossible to list its weight or bounciness.
    
    
    ii. Walls
    
    (Red) Brick Wall: This is pretty slippery, but not very slippery. Explosions 
    will affect it.
    
    Yellow Brick Wall: This is more slippery than a normal Brick Wall, and also 
    can be exploded.
    
    Cinder Block Wall: Not very slippery, and explosions affect it.
    
    Greco-Roman Wall: This is pretty slippery and explosions won't affect it.
    
    Wood Wall: Not very slippery, explosions will affect it.
    
    Log Wall: Not very slippery, explosions will affect it.
    
    Caution Wall: This wall is very slippery and isn't affected by explosives.
    
    Grass Floor: Not very slippery, explosives will affect it.
    
    Sand Wall: Not very slippery, and explosions won't affect it.
    
    Pipe Wall: Slippery and unaffected by explosives.
    
    Curved Pipe Wall: This can be used to "connect" Pipe Walls or other walls. 
    Unaffected by explosives.
    
    Well, that was a big waste of time, wasn't it?
    
    
    iii. Large Pipes
    
    Large Pipe: These can be stretched out far and things can be put inside them. 
    If something enters one end, it will exit the other end.
    
    T-Connector: This can connect different segments of pipe together. If 
    something enters through the top, it exits through the bottom, and vice versa. 
    If it enters through the left, it exits through the right, and vice versa.
    
    Large Curved Pipes: These can be used to change the direction of a pipe. Since 
    they can be rotated, if I tell you to put one on the puzzle, I'll explain how 
    it should be oriented. For example, an "up-right" Large Curved Pipe will be 
    one with its exits being up and the other one to the right.
    
    Accelerator Tube: These speed up an object that enters them. It also can 
    change its direction.
    
    Note that if an item enters a pipe, it is actually unaffected by gravity as 
    long as it's only in a pipe...so if it enters a Curved Pipe that moves upward, 
    they'll exit the upward end.
    
    
    iv. Barriers & Inclines
    
    All the barriers (Lattice, Scaffold, Wooden, and Archway) are functionally the 
    same. They can't be blown up and objects can go through them. They can, 
    however, bounce off of them.
    
    Inclines: You can use these to change the speed or direction of something if 
    it's sliding/rolling. If something is moving upward and encounters an Incline, 
    it can change its direction. If something is moving to the left and encounters 
    an incline sloping down that way, it speeds up. No inclines are affected by 
    explosives.
    
    
    v. Pool Parts
    
    Pool Table Wall: These are usually used to complete a pool table. Of course, 
    what would a pool table be without...
    
    Pool Table Pocket: These can be rotated into eight different angles. If 
    anything enters them, it's gone. 
    
    Pool Cue: If something hits the red end, the white end will push forward 
    anything near it. This can actually be put inside of walls, as long as the 
    wall doesn't touch the red section.
    
    Pool Ball: I could've put this in the Ball section, but it's so different than 
    the rest there's no point. Unlike the other balls, this is unaffected by 
    gravity. It stays in place until something moves it. You can change it to look 
    like any pool ball if you want.
    
    
    vi. Ropes and Rope-Related parts
    
    Rope is one of the most important items in the game, because it can be used in 
    so many different ways. Here are some "rope related" parts.
    
    Rope: Well, what did you expect? You can use this to connect items, to either 
    pull on them or hold them down. It can be cut by either Tin Snips or Trimmers.
    
    Teeter-Totter: If something hits the upper side from above, or the lower side 
    from below, this flips. This can make things be catapulted upward OR can move 
    things. If the Teeter-Totter is connected to something with Rope, it can also 
    affect that. Ropes can also be used to pull on the Teeter-Totters, changing 
    their direction. Teeter-Totters are unaffected by gravity.
    
    Tipsy Trailer: Basically the same as a Teeter-Totter. They're so similar, in 
    fact, that I refer to it as a Teeter-Totter.
    
    Steel Cable: Basically the same as Rope, except it's a little harder to cut. 
    Only Tin Snips can cut it.
    
    Pulleys: This can be used to change the direction of the rope, which is often 
    necessary. For example, the Lava Lamp needs to be pulled downward to turn on. 
    But suppose you can only pull on it upward (say, with its Balloon). If you put 
    a Pulley beneath the Lava Lamp, then put the Rope THROUGH it while connecting 
    the Balloon to the Lava Lamp, the Lava Lamp will turn on. They're unaffected 
    by gravity.
    
    Boat Cleat: This can be used to prevent things from flying away or falling 
    down. If a Bucket is tied to it, the Bucket can't fall all the way. This can 
    also be used to alter the way something falls. For example, if a Balloon is to 
    the right of it and they're connected, the Balloon, rather than floating 
    simply upward, will float upward and towards the Boat Cleat, ending up being 
    above it. They're unaffected by gravity.
    
    Tin Snips: These will cut either Rope or Steel Cable. To make them cut, 
    something needs to hit their back side (or their "middle"). If a Balloon or 
    Blimp hits one, it's popped. Unaffected by gravity.
    
    Hedge Trimmers: I call these "Trimmers" for short. They're the same as Tin 
    Snips, only they can only cut Rope. Unaffected by gravity.
    
    Captain Z Super Phazer: I call this a "Phazer" for short. If you tie it to 
    something behind the Phazer, and that thing pulls on the Phazer from behind, 
    directly upward, or directly downward, the Phazer will fire. You can program 
    it to shoot up to 99 shots. The shots will light things or move them around. 
    I'm sounding like a broken record here, but this is unaffected by gravity.
    
    Bucket: Buckets are interesting. You can put things into them to make them 
    heavier. If you connect a bucket, via Pulleys, to another Bucket and one gets 
    heavier due to something going into it, that Bucket will lower while the other 
    goes up. This can also be used to pull on things if you connect them with 
    Rope.
    
    Leaky Bucket: This is very similar to a Bucket. The only difference is that 
    this can be programmed to leak, making it lighter. Note that a Leaky Bucket is 
    as heavy as a Bucket before it leaks.
    
    Laundry Basket: You can tie Ropes to this to make it work the same as the 
    Bucket. The difference, of course, is that it can trap things rather than hold 
    them. 
    
    Trans-Roto-Matic: If a Rope pulls on this, it's activated. It can also be 
    activated if the "springy" side is hit by something. If activated, it does two 
    things: 1) It can push things with its springy side and 2) If you connect a 
    Belt to it, it'll turn the Belt. Unaffected by gravity.
    
    
    vii. Things That Go Boom!
    
    These are things that explode, or that help things explode or light.
    
    Flashlight: If something hits the switch on this, it turns on. By itself it 
    can turn on Solar Panels. With a Magnifying Glass it can light things. 
    Flashlights are unaffected by gravity.
    
    Lava Lamp: Similar to the Flashlight in that it can light things. If it gets a 
    tug via rope from the bottom of it, it lights up. You'll often have to use 
    Pulleys to make sure the tug is from the bottom. It can also turn on Solar 
    Panels. Lava Lamps are unaffected by gravity.
    
    Magnifying Glass: You need this is you want to light something with a 
    Flashlight or Lava Lamp. It can also be used with a Candle or Flint Rocks. 
    Just put it between the Flashlight (or whatever it is you're using) and it 
    will light the thing in front of them. Note that the glass you can see on the 
    Magnifying Glass must be facing the light source. Magnifying Glasses can light 
    Candles, Cannons, Rockets, Fireworks, Missiles, Dynamite, and Aladdin's Lamps. 
    Magnifying Glasses are unaffected by Gravity.
    
    Candle: If this is lit, and the lit part of it encounters something that can 
    be lit, it lights it. For example, if a lit candle encounters a Rocket's fuse, 
    it lights it. Candles can also be used in conjunction with a Magnifying Glass 
    to light things. Finally, Candles can turn on Solar Panels. If a lit Candle 
    encounters a Balloon or Blimp, it pops it. Finally, if a lit Candle is under a 
    Coffee Pot, it activates it.
    
    Aladdin's Lamp: I call this the "Lamp" for short. It's very similar to the 
    Candle. It can do all the things the Candle can do. The only difference is 
    that only one side is lit and that's it a little bigger.
    
    Flint & Tinder: I call these "Flint Rocks", personally. If one of the Rocks is 
    hit, it activates and produces a flame, which is able to light things. It can 
    be used with a Magnifying Glass (though it can light things on its own) and 
    can turn on Solar Panels. Flint Rocks are unaffected by gravity.
    
    Match-on-a-Spring: I call these "Matches" for short. You can attach Rope to 
    these. If it feels a tug, it activates and a lit Match pops out, which can 
    light things. It can also be used with Magnifying Glasses, but is able to 
    light things on its own. Matches are unaffected by gravity.
    
    Cannons: These can be rotated into six directions. It can be facing to the 
    right or left and can be horizontal, facing almost straight upward, or 
    in-between those two. If the fuse is lit, it fires a Pinball. Cannons are 
    unaffected by gravity.
    
    Dynamite: If its fuse is lit, it blows up.
    
    Rockets: If the Rocket's fuse is lit, it is launched and moves in the 
    direction it is facing. Its lit fuse can be used to light things.
    
    Fireworks: These are very similar to Rockets, only they can only face up. They 
    also explode when they go far enough up or hit something after launched.
    
    Missiles: The same as Rockets, BUT if it hits something after being launched, 
    it explodes.
    
    Nitroglycerine: If something touches this, or it falls far enough, this tube 
    explodes.
    
    Remote Control/Remote Control Explosives: I call the Remote Control Explosives 
    "explosives" for short. This is a two-part item. If something activates the 
    Remote Control, the Explosives go off. The Remote Control can be activated 
    either by something hitting its upper side or by it feeling a pull downward if 
    it's connected with Rope.
    
    
    viii. Electrical items
    
    These are either items that supply electricity or can be plugged in. None are 
    affected by gravity. Note that Electric Motors and Generators are included in 
    the "Belt" section. Also note that something has to be close enough to the 
    outlet to be plugged in.
    
    Can Opener: If given power, it opens a can. If Curie sees the can, she moves 
    toward it.
    
    Mixer: If plugged in and powered, this mixes whatever it is that's in it.
    
    Fan: If plugged in and powered, this blows in the direction it's facing. This 
    can moved objects or rotate Pinwheels.
    
    Vacuum: If plugged in and powered, this will suck items underneath it toward 
    it.
    
    Toaster: Two things are required to make this work. First, the switch on its 
    side must be pushed down on. Second, it must be given power. You can change 
    what kind of toast it gives. The more burnt the toast is, the longer it takes 
    for it to come out. The Toast that pops out can hit things and move them 
    upward.
    
    Electrical Outlet: If something's plugged into this, it automatically gets 
    power.
    
    Electric Switch & Outlet: I personally call this the Electric(al) Switch. Same 
    as the Electric Outlet, except that the switch needs to be flipped. The switch 
    can be set to down, so that it needs to be flipped upward to work. Note that 
    if the switch is flipped power is supplied, but flipping the switch back turns 
    it off.
    
    Solar Panel: If light is shined on this, it activates and supplies power to 
    things plugged into it.
    
    Laser-Activated Plug: This can be set to various different colors. It gives 
    power if and only if the little black "box" on it is hit by a laser that is 
    the same color as the plug.
    
    The Lasers: These are Red, Green, and Blue. Unless you're dealing with 
    Laser-Activated Plugs, it really doesn't matter which color you use. And that 
    brings us to our next section...
    
    ix. Laser-Related Parts
    
    Okay, so there are only three parts in this. Too bad.
    
    Laser Mixer: These are important in levels where you have to use 
    Laser-Activated Plugs that aren't Red, Green, or Blue. They can also be used 
    to change where horizontally or vertically a laser is moving. If two or more 
    lasers enter this, the laser will send out the color that is those colors 
    combined. For example, all three colors send out a white laser, and blue and 
    red will send out purple.
    
    Mirrors: The can reflect a laser's direction. Since it's difficult to explain 
    which way mirrors should be facing, I'll just say where to put them or where 
    they need to be reflecting the laser. I'm pretty sure you're smart enough to 
    figure out which way it should face.
    
    Laser Detector: If a laser strikes the black sphere on it, the green light 
    turns on. If a laser strikes it and is ever disrupted, the red light will turn 
    on until the laser goes back.
    
    
    x. Belts & Belt-Related Parts
    
    Belts are a bit like Ropes. They can affect a lot of things. If you get a Belt 
    to rotate, it can do helpful things. Note that all of these parts are 
    unaffected by gravity.
    
    Belts: Like Ropes, these can be connected to various things. UNLIKE Ropes, 
    they have a limited range.
    
    Electric Motor: If powered, this will rotate a Belt.
    
    Generator: If connected to a Belt, and the Belt is rotated, this will supply 
    energy.
    
    Mouse Motor: You'll see these a lot. The Mouse will run if something hits the 
    Motor. It will rotate Belts connected to it when that happens. Mice are scared 
    of Curie Cat, so if Curie is close it will run without being hit by something.
    
    Mandrill Motor: If a Rope is connected to this and pulled, Pavlov Mandrill 
    will try to move towards it, rotating any Belts that are attached to it. You 
    can also bop him on the head with things, but that won't accomplish anything 
    unless it's a requirement of the puzzle.
    
    Conveyer Belt: This is what Belts are usually used for. Whatever direction the 
    Belt is rotating will be the direction the Conveyer Belt will move (well, the 
    top of it anyway). Conveyer Belts are used to move things around. The bottom 
    side moves also, so it can move Balloons.
    
    Tiny Gears and Gears: I personally prefer to call Tiny Gears "Small Gears" and 
    Gears "Large Gears". These can be connected to each other with Belts, or put 
    adjacent to each other. If one Gear turns, it will turn all Gears adjacent to 
    it. Here's an interesting tidbit: If a Large Gear spins and makes an adjacent 
    Small Gear spin, the Small Gear spins faster than normal. If a Small Gear 
    moves a Large Gear, the Large Gear moved slower than normal. Adjacent gears 
    will change the direction the Belts are rotating in. Gears are usually used to 
    either change the direction Belts are rotating in OR span gaps, as Belts have 
    a limited range.
    
    Pinwheels: If air is blown onto this, it spins. Attach a Belt to it to make 
    the Belt rotate. Pinwheels can be flipped to make the Belt rotate in the 
    opposite direction.
    
    Roto-Trans Converter: The opposite of a Trans-Roto-Matic. If a Belt and Rope 
    are connecting to it and the Belt is moving, it will pull on the Rope.
    
    Jack-in-the-Box: If connected to a rotating Belt, Jack will pop out of his 
    Box. This will move things on top of it. Jack-in-the-Boxes can be rotated to 
    change which direction Jack pops out of the Box.
    
    xi. Miscellaneous Parts
    
    These are parts that are used, but don't really fit into any specific 
    category.
    
    Thumb Tack: This can be used as a platform. But if a Hot Air Balloon, Balloon, 
    or Blimp touches the pointy side, it pops.
    
    Balloon: Balloons will move upward. They actually are a lot like "backwards 
    Buckets". That is, they act like Buckets, except instead of falling down, they 
    move upward. Anti-Gravity Pads have a reverse impact on them. Balloons can be 
    tied down using Rope and can be popped by a variety of things, such as Thumb 
    Tacks, Trimmers, Lasers, and explosions.
    
    Hot Air Balloon: Like normal Balloons, this can be tied down using Rope. 
    Unlike Normal Balloons, it isn't quite as easily popped (Lasers and Candles 
    don't pop it, for example). If the candle in it is lit, it floats upward, 
    provided it isn't tied down.
    
    Blimps: If a Blimp is in range of an explosion, it goes down in flames. While 
    doing so, it can light other things and temporarily activate Solar Panels. If 
    it encounters other Blimps while doing so, they go down in flames also. Blimps 
    ordinarily move in a straight line. If they encounter a straight surface, they 
    turn around and move backward. If they hit a non-straight surface, they turn 
    around and move diagonally.
    
    Egg Timer: I call this a Timer for short. If something hits the knob on top of 
    it, it starts counting down. When it reaches 0, it pushes forward whatever is 
    in front of it. The time it takes to do so can be adjusted. Timers are 
    unaffected by gravity. 
    
    Bike Pump: If something hits this, it blows out air for a short amount of 
    time. This can be used to rotate Pinwheels or move items. These are unaffected 
    by gravity.
    
    Anti-Gravity Pads: This reverses gravity's effect on things that are affected 
    by gravity. Balloons are moved downward by these, and the other parts that 
    normally fall downward will go upward. Note that if something gets far enough 
    away from an Anti-Gravity Pad (off-screen) the Anti-Gravity Pad will stop 
    affecting it and the item will fall downward, and the Anti-Gravity Pad will 
    begin affecting it once again, and the cycle will continue. Anti-Gravity Pads 
    are unaffected by gravity; if anything, gravity is affected by them!
    
    Springboard: If something falls onto these, it will start to bounce higher and 
    higher. Springboards are unaffected by gravity.
    
    Pinball Bumpers: If something hits this, it'll be bounced away. Pinball 
    Bumpers are unaffected by gravity.
    
    Pinball Flippers: If something lands on this, it'll flip it upward. It's 
    unaffected by gravity.
    
    Boxing Glove: This is like a Pool Cue, except it only has one use. If 
    something hits the smaller side of it, it will hit anything in front of it, 
    making that move or increasing its speed. Boxing Gloves are unaffected by 
    gravity.
    
    Mel's House: If Mel walks by one of these, he'll enter it. A lot of puzzles 
    require you to get Mel home. These are unaffected by gravity.
    
    Mouse Hole: These are to Newton what the houses are to Mel. If Newton goes by 
    one, he enters it. They're unaffected by gravity.
    
    Cheese: If Newton sees Cheese, he'll run toward it. If he gets to Cheese, 
    he'll stop and start nibbling on it.
    
    Newton Mouse: "Newton" for short, this mouse will run towards Cheese and will 
    run away from Curie. If he passes by a Mouse Hole, he enters it.
    
    Curie Cat: Curie for short, there are three things that attract Curie: Newton, 
    Fish Tanks, and opened Cans. If something hits Curie she'll move a little in 
    the opposite direction of whatever it was that hit her.
    
    Fish Tank: If anything ever hits this, it breaks. It will attract Curie. It 
    will attract Curie from a larger distance if it's broken. Fish Tanks are 
    unaffected by gravity.
    
    Alligator: His full name is Edison Alligator, but we'll just call him "the 
    Alligator". He's a bit like a platform, but if something other than Mel or 
    Newton goes onto his mouth, he flips it into the air. If Mel or Newton is 
    unfortunate enough to be on his mouth, he eats them. He's not affected by 
    gravity.
    
    Mel Schlemming: Mel isn't very bright. If he's headed in a direction, he'll 
    mindlessly move in that direction, even if it means walking off a cliff or 
    into an Alligator. I'm a little reminded of Lemmings...hey, maybe that's where 
    his last name comes from. Mel "SchLEMMING"! Anyway, if Mel walks into 
    something and can't continue on in that direction, he'll turn around and go in 
    the other direction. Mel can move a few things around if he touches them. If 
    Mel falls too far, he'll fall asleep. Mel has two settings: Stand, Walk, and 
    Run. If he's in Stand and something hits him, he'll change to Walk. If Mel 
    goes by one of his homes, he'll enter it.
    
    Boxes: These can be changed into the five different kinds: Glass (also known 
    as "Aquariums"), Wooden, Wicker, Metal, or Cardboard. They're unaffected by 
    gravity and vary in size.
    
    Message Computer: Also known as "Terminals" or "Computer Terminals", if 
    something lands on the keyboard the monitor will display a character, which 
    can be changed. These are usually used to give "hidden messages". They're 
    unaffected by gravity.
    
    
    
    V. Walkthrough
    
    A few things to explain before we go through this.
    
    First off, parts whose name are capitalized are there to show you that those 
    are parts you have to place in the puzzle. If you put a part in the puzzle, 
    I'll mention it. It may get a bit tedious when I keep writing out "with a 
    Rope" or "with a Belt", but it's more thorough that way.
    
    Secondly, the "What Happens" part is there in case you're having trouble 
    figuring out what I'm saying you should do. So it's a bit of a "double 
    reference".
    
    
    
    i. Tutorial
    
    I don't know why I even bothered explaining how to do the Tutorial puzzles, 
    especially when the game's hints flat-out tell you exactly how to do it. Well, 
    it makes the guide complete, so I figure I should include it.
    
    
    TUTORIAL #1: BALL PLAY
    
    Okay, no offense, but if you can't figure THIS one out, you probably shouldn't 
    play this game. But I might as well give the solution to make this complete.
    
    What To Do: Put a SUPER BALL underneath the 8-Ball.
    
    What Happens: The Super Ball bounces and hits the 8-Ball, sending it off the 
    screen.
    
    
    TUTORIAL #2: WALLS & INCLINE
    
    What To Do: Use a horizontal YELLOW BRICK WALL to fill up the first gap the 
    Bowling Ball has to cross. Use an INCLINE to fill up the second.
    
    What Happens: The two Bowling Balls slide down into the box.
    
    
    TUTORIAL #3: GEARS AND BELTS
    
    What To Do: Put a CONVEYER BELT just underneath the Basketball. Put a GEAR 
    next to the right Gear and put another Gear next to the second Gear. Use a 
    BELT to connect the third Gear to the Conveyer Belt.
    
    What Happens: The Mouse Motors are hit. They start up, moving the Basketballs 
    into the piped area.
    
    
    TUTORIAL #4: TEETER-TOTTERS & ROPE
    
    What To Do: Put a "/" TEETER-TOTTER underneath the Pinball, with its upper 
    side underneath it. Put another "/" TEETER-TOTTER under the Bowling Ball, with 
    its lower side underneath the Bowling Ball. Connect the upper ends of both 
    Teeter-Totters with a ROPE.
    
    What Happens: The Pinballs land on the Teeter-Totters, flipping the other 
    Teeter-Totters, and sending the Bowling Balls into the baskets.
    
    
    TUTORIAL #5: PULLEYS
    
    What To Do: Put a PULLEY beneath the Teeter-Totters (it should be about in the 
    middle of them). Attach ROPE to the upper end of the left Teeter-Totter, put 
    it through the Pulley, and attach it to the lower end of the other 
    Teeter-Totter.
    
    What Happens: The Soccer Ball flips the Teeter-Totter, moving the Basketball 
    to the right. The Basketball flips the Teeter-Totter, sending the Soccer Ball 
    into the right Box before bouncing back to the left and falling into its box.
    
    
    TUTORIAL #6: A SWITCH AND A PLUG
    
    What To Do: Put a TENNIS BALL above the Electric Switch. Plug the CAN OPENER 
    into one of the plugs and the FAN into the other.
    
    What Happens: The Tennis Ball flips the switch, and all of the appliances turn 
    on.
    
    
    TUTORIAL #7: MORE SWITCHES AND PLUGS
    
    What To Do: Put the SUPER BALL underneath the right Electric Switch. Put the 
    BASEBALL above the right side of the Toaster. Put the TENNIS BALL above the 
    left Electric Switch.
    
    What Happens: The Baseball puts the Bread in the Toaster and the Tennis Ball 
    flips the switch, turning the Toaster and Can Opener on. Meanwhile, the Super 
    Ball bounces until it flips the switch, turning the Fan and Mixer on.
    
    
    TUTORIAL #8: MOTORS
    
    What To Do: Put the ELECTRICAL OUTLET underneath the right Conveyer Belt and 
    plug the ELECTRIC MOTOR into it, then connect the Electric Motor to the 
    Conveyer Belt with a BELT. 
    
    What Happens: The Electric Motors turn on and activate the Conveyer Belts, 
    moving the Bowling Balls into the "pit".
    
    
    TUTORIAL #9: GENERATORS
    
    What To Do: Plug the CAN OPENER into the right Generator. Put a BASEBALL above 
    the right Mouse Motor and connect it to the Generator with a BELT.
    
    What Happens: Both Mouse Motors are hit and start. They turn on the Generator, 
    turning on the Blender and Can Opener.
    
    
    TUTORIAL #10: LIGHTS & SOLAR PANELS
    
    What To Do: Connect the Lava Lamp to the upper part of the Teeter-Totter with 
    STEEL CABLE. Put the SOCCER BALL above the Flashlight.
    
    What Happens: The Flashlight shines on the Solar Panel, activating it and 
    turning the Electric Motor on. The Baseball is moved to the left, falls onto 
    the Inclines and then onto the Teeter-Totter, flipping it and turning the Lava 
    Lamp on.
    
    
    TUTORIAL #11: ALADDIN'S FIRE
    
    What To Do: Put a MAGNIFYING GLASS in front of the Flashlight.
    
    What Happens: The Flashlight lights Aladdin's Lamp. It slides down and lights 
    the Candle, pushing it to the left. The Candle lights the second Aladdin's 
    Lamp.
    
    
    TUTORIAL #12: MATCH & FLINT
    
    What To Do: Put a BOWLING BALL above the upper end of the Teeter-Totter. Use 
    ROPE to connect that end to the Match.
    
    What Happens: The Bowling Ball flips the switch, activating the Match. It then 
    hits the Flint Rocks, lighting them also.
    
    
    TUTORIAL #13: MAKE STUFF 'SPLODE!
    
    What To Do: Put a FLASHLIGHT to the right of both Magnifying Glasses. Put 
    NITROGLYCERINE at the top of the three boxes on the right side of the screen. 
    Put the other NITROGLYCERINE above the 8-Ball. Put the PINBALL above the lower 
    Flashlight.
    
    What Happens: The three right Nitroglycerine blow up, and you can observe 
    their effect on the walls. The left Nitroglycerine blows up, sending the 
    8-Ball onto the Flashlight and lighting one Dynamite. The Pinball activates 
    the bottom Flashlight, lighting the Dynamite. 
    
    
    TUTORIAL #14: REMOTE BOMBS
    
    What To Do: Put the SOCCER BALL above the right Remote Control. Put the 
    BOWLING BALL above the higher part of the Teeter-Totter. Connect the higher 
    part of the Teeter-Totter to the left Remote Control with ROPE. 
    
    What Happens: The Soccer Ball hits the Remote Control, triggering it. The 
    Bowling Ball flips the Teeter-Totter, which pulls on the other Remote Control, 
    triggering it. Both Explosives then explode. Well, what did you EXPECT 
    explosives to do?
    
    
    TUTORIAL #15: ROCKETS GALORE!
    
    What To Do: Put a PINBALL just above the lowest Flashlight. Put a ROCKET above 
    the Caution floor that's to the right of the lower Magnifying Glass.
    
    What Happens: The Pinball turns on the Flashlight, lighting the bottom Rocket, 
    which gets off the top of the screen just before the other Rockets stop it.
    
    
    TUTORIAL #16: 4TH OF JULY
    
    What To Do: Put the three FIREWORKS above the upper Pipe floor.
    
    What Happens: The Candle is lit and slides to the right. It lights all three 
    Fireworks and they...um...what's the verb for what Fireworks do? Well, 
    whatever it is, they do that.
    
    
    TUTORIAL #17: MISSILES AWAY!
    
    What To Do: Put a horizontal CAUTION WALL above the Log Wall and Greco-Roman 
    Walls. It should connect with the two. Put a TENNIS BALL above the Flashlight.
    
    What Happens: The Flashlight lights the middle Missile. The Missile launches, 
    lighting the other Missiles, and they also launch.
    
    
    TUTORIAL #18: CANNONS
    
    What To Do: Put a CANNON to the right of the left-most Flashlight/Magnifying 
    Glass. Put a BASEBALL above the left side of the Teeter-Totter. Connect the 
    lower part of the Teeter-Totter to the Match with ROPE.
    
    What Happens: The upper two Cannons are fired by the Flashlights. The lower  
    one is fired when the Match is activated due to the Baseball flipping the 
    Teeter-Totter.
    
    TUTORIAL #19: FANS & PINWHEELS
    
    What To Do: Use a BELT to connect the Pinwheel and Conveyer Belt. Put NEWTON 
    above the Electric Switch.
    
    What Happens: Newton turns on the Fan, which spins the Pinwheel. This 
    activates the Conveyer Belt, which moves the Baseball to the right, into the 
    Steel Cage.
    
    
    TUTORIAL #20: BIKE PUMPS & PINWHEELS
    
    What To Do: Put a PINBALL above the Bike Pump. Plug a MIXER into the 
    Generator. Connect the Generator and Pinwheel with a BELT.
    
    What Happens: The Pinball hits the Bike Pump, which blows on the Pinwheel. The 
    Pinwheel activates the Generator, which turns on the Mixer.
    
    
    TUTORIAL #21: BALLOONS
    
    What To Do: Attach ROPE to the purple Balloon, put it through the Pulleys, and 
    connect it to the big-nosed Balloon (or whatever it's called. Put a 
    downwards-facing THUMB TACK just above the happy face Balloon. Put a Brick 
    floor below the Nitroglycerine.
    
    What Happens: The big-nosed Balloon keeps the purple Balloon from floating 
    into the Trimmers. The Happy Face Balloon is popped by the Thumb Tack. The 
    Nitroglycerine falls but is blocked by the Brick floor, so it doesn't blow up 
    the big-nosed Balloon.
    
    
    TUTORIAL #22: BLIMPS
    
    What To Do: Put a BLIMP to the left of the upper Flint Rocks, facing right. 
    Put a right-facing THUMB TACK behind it.
    
    What Happens: Two Blimps bump the Flint Rocks and then are popped by the Thumb 
    Tacks. The other two Blimps encounter the lit Flint Rocks and go down in 
    flames. 
    
    
    TUTORIAL #23: HOT AIR BALLOONS
    
    What To Do: Put a right-facing BLIMP to the left of the Flint Rocks. Put 
    TRIMMERS below the Pinball. Put a PINBALL above the right side of the 
    Teeter-Totter.
    
    What Happens: The middle Hot Air Balloon is lit by the Flashlight and is freed 
    when the Trimmers cut the Rope. The Blimp bumps the Flint Rocks, launching the 
    left Hot Air Balloon. The last Hot Air Balloon is launched when the Pinball 
    hits the Teeter-Totter and activates the Match.
    
    
    TUTORIAL #24: ANTI-GRAVITY PADS
    
    What To Do: Put an ANTI-GRAVITY PAD underneath the Balloons and Bowling Balls 
    that doesn't have an anti-Gravity Pad beneath them.
    
    What Happens: The Anti-Gravity Pads push the Bowling Balls into the red brick 
    boxes and pull the Balloons into the yellow brick boxes.
    
    
    TUTORIAL #25: JACK-IN-THE-BOX, SPRINGBOARD
    
    What To Do: Put a SPRINGBOARD below the right Baseball. Put a right-facing 
    JACK-IN-THE-BOX underneath the Bowling Ball and connect it to the Mouse Motor 
    with a BELT. 
    
    What Happens: The Baseballs hit the Mouse Motors, which start the 
    Jack-in-the-Boxes. The Jack-in-the-Boxes activate, sending the Bowling Balls 
    into the cages.
    
    
    TUTORIAL #26: PINBALL WIZARD
    
    What To Do: There are two ways to do this puzzle: The easy way and the more 
    interesting way. I'll give the easy way, as usual. If you want the interesting 
    way, follow the Hints. Just put a PINBALL BUMPER in the gap in the middle of 
    the screen.
    
    What Happens: If the Pinball ever comes near the hole, the Bumper will bump it 
    out, so it'll never fall off the screen.
    
    
    TUTORIAL #27: BOXING GLOVES
    
    What To Do: Put a right-facing BOXING GLOVE to the left of the Purple Balloon.
    
    What Happens: The Balls hit the Boxing Gloves, which push the Balloons off the 
    screen.
    
    
    TUTORIAL #28: ELECTRIC MIXERS, CAN OPENERS
    
    What To Do: Plug a CAN OPENER into one Electric Switch and the MIXER into 
    another Electric Switch.
    
    What Happens: The Electric Switches turn on, turning on all the appliances.
    
    
    TUTORIAL #29: TOASTERS
    
    What To Do: Plug a TOASTER into the left Electrical Outlet. Put a BASEBALL 
    above the Toaster's switch.
    
    What Happens: The bread goes into the Toaster when the balls hit their 
    switches. The toast comes popping up, knocking the 8-Ball off the screen.
    
    
    TUTORIAL #30: LARGE PIPE & ACCELERATORS
    
    What To Do: Use an ACCELERATOR TUBE to bridge the gap in the left pipes. 
    Attach a right-up LARGE CURVED PIPE to the right pipe.
    
    What Happens: The Bowling Balls go into their pipes and are shot out. They hit 
    the Inclines and fall into the Steel Cages.
    
    
    TUTORIAL #31: EGG TIMERS
    
    What To Do: Put a right-facing TIMER to the left of the right-most Pinball. 
    Set it so that the Timer will activate instantaneously. Put a BASEBALL above 
    the upper Timer.
    
    What Happens: The right Timer will push the Pinball onto the Remote Control, 
    detonating the Explosives. Then the other two Timers will push the remaining 
    Pinballs off the screen.
    
    
    TUTORIAL #32: MESSAGE MACHINES
    
    What To Do: Put a SOCCER BALL beneath the Incline.
    
    What Happens: The two Soccer Balls land on the Message Machines and then roll 
    to the right, turning on the other Message Machines.
    
    
    TUTORIAL #33: BILLIARDS
    
    What To Do: Put a upper-left POOL TABLE POCKET in the upper-left part of the 
    Pool Table. Put a POOL CUE to the left of the Tennis Ball. Put a POOL BALL 
    (let's make it a Cue Ball, just to make it seem more "natural") to the left of 
    the Pool Cue. As with the other Pool puzzles, you may have to move things 
    around a little to get them to work.
    
    What Happens: The Cue Ball is sent to the right, where it hits the Pool Balls 
    and sends the 15-Ball into the upper left Corner Pocket.
    
    
    TUTORIAL #34: COFFEE POTS
    
    What To Do: Put a right-facing COFFEE POT above the Flint Rocks. Put FLINT 
    ROCKS beneath the other Coffee Pot. Put a MOUSE MOTOR to the left of the right 
    Flint Rocks and connect it to the Jack-in-the-box with a BELT. Put a BASEBALL 
    above the left Flint Rocks.
    
    What Happens: The Baseballs hit the Flint Rocks, activating the Coffee Pots. 
    The left Coffee Pot blows the Hot Air Balloon off the screen and the Mouse 
    Motor turns on the Jack-in-the-box.
    
    
    TUTORIAL #35: LASERS
    
    What To Do: Plug the three LASERS into the Electric Switches and Electrical 
    Outlet. Put a SUPER BALL underneath the left Electric Switch.
    
    What Happens: The two Electric Switches are flipped, turning all the Lasers 
    on.
    
    
    TUTORIAL #36: LASER-ACTIVATED PLUGS
    
    What To Do: Put a GREEN LASER-ACTIVATED PLUG above the Green Laser and to the 
    left of the Mixer. Plug a BLUE LASER into it and have the Blue Laser face the 
    Blue Laser-Activated Plug.
    
    What Happens: The Red Laser turns on the Green Laser, which turns on the Blue 
    Laser, which turns on the Mixer.
    
    
    TUTORIAL #37: LASER MIXERS
    
    What To Do: Plug a right-facing BLUE LASER and GREEN LASER into the bottom 
    Electrical Outlet. Put a LASER MIXER in front of them and have it point 
    towards the Blue/Green Laser-Activated Plug.
    
    What Happens: The Lasers combine in the Laser Mixers and activate the 
    Laser-Activated Plugs, turning all the Can Openers on.
    
    
    TUTORIAL #38: LASER MIRRORS
    
    What To Do: Put a MIRROR in front of the Blue Laser so it'll reflect into the 
    Mirror below and into the Mixer.
    
    What Happens: The lasers reflect into the Laser Mixer, which emits a White 
    laser, turning on the Mixer.
    
    
    TUTORIAL #39: LASER DETECTORS
    
    What To Do: Put a LASER DETECTOR in front of the Green Laser. Plug a LASER 
    into the remaining Electrical Outlet and have it face the lowest Laser 
    Detector.
    
    What Happens: All the Lasers turn on and shoot lasers into the Laser 
    Detectors, turning on the Green Lights.
    
    
    TUTORIAL #40: TRANSLATIONS & ROTATIONS
    
    What To Do: Put a ROTO-TRANS CONVERTER to the left of the Mouse Motor and 
    connect the two with a BELT. Put a TRANS-ROTO-MATIC to the left of the Pulley 
    and attach ROPE to it. Put the Rope through the Pulley and connect it to the 
    Roto-Trans Converter. Connect the Trans-Roto-Matic to the Conveyer Belt with a 
    BELT.
    
    What Happens: The Mouse Motors activate the Conveyer Belts via the Roto-Trans 
    Converter and Trans-Roto-Matic. The Conveyer Belts move the Pinballs into the 
    Aquariums.
    
    
    TUTORIAL #41: BUCKETS
    
    What To Do: Put a LEAKY BUCKET underneath the right Pulley. Attach ROPE to it, 
    put it through the Pulley, and connect it to the Buckets.
    
    What Happens: The Leaky Buckets fall down, pulling the Buckets up into the 
    yellow bricks.
    
    
    TUTORIAL #42: SNIPS & TRIMMERS
    
    What To Do: Put TIN SNIPS underneath the Baseball and TRIMMERS beneath the 
    Pinball.
    
    What Happens: The balls hit the Tin Snips and Trimmers, breaking the Rope and 
    making the Buckets and Leaky Buckets fall into the Baskets.
    
    
    TUTORIAL #43: CATS AND AQUARIUMS
    
    What To Do: Put a FISH TANK to the left of the lower Cats and put a TENNIS 
    BALL above it.
    
    What Happens: The right-most Curie sees the Fish Tank and goes after it. She 
    flips the Teeter-Totter, breaking the Fish Tank and attracting the upper 
    Curie. Meanwhile, the other Fish Tank breaks, the the Curies follow it and go 
    into the pipes. The last Curie moves forward due to the Baseball hitting her.
    
    
    TUTORIAL #44: MICE & CHEESE
    
    What To Do: Put CURIE behind the Newton that's on the platform without a Curie 
    or Cheese. Put CHEESE on the lowest Platform.
    
    What Happens: The highest Newton goes after the Cheese, then eats it. The 
    second-highest Newton and the Newton underneath that Newton run from Curie and 
    fall onto the platform with the Cheese, and eat it. The two bottom Newtons see 
    the Cheese and run after it, then eat it.
    
    
    TUTORIAL #45: MOUSE HOLES
    
    What To Do: Put CHEESE to the right of the lower Mouse Hole.
    
    What Happens: Both Newtons see the Cheese and run towards it. They then enter 
    their Mouse Holes.
    
    
    TUTORIAL #46: MANDRILL MOTORS
    
    What To Do: Put a LAUNDRY BASKET underneath the right Mandrill Motor and 
    connect the two with ROPE. Connect the Mandrill Motor to the Conveyer Belt 
    above it with a BELT. 
    
    What Happens: The Mandrill Motors activate and move the Bowling Balls into the 
    Wooden Crates.
    
    
    TUTORIAL #47: MEL SCHLEMMINGS
    
    What To Do: Put a MEL to the left of the lower "normal" house and program him 
    to run. Put a different MEL to the right of the lower log house and program 
    him to run. Instead of flipping him, just to make this puzzle more "correct", 
    put a CAUTION WALL behind him.
    
    What Happens: Two Mels run right into their houses. The other two Mels run 
    away, hit the Caution Wall, turn around, and then run into their houses.
    
    
    TUTORIAL #48: EDISON ALLIGATORS
    
    What To Do: Put a left-facing ALLIGATOR to the right of the bottom of the 
    bottom Incline.
    
    What Happens: The Pinball rolls down, hits the Alligator, and it bounces it 
    into the Aquarium.
    
    
    TUTORIAL #49: VACUUMS
    
    What To Do: Put CHEESE above the bottom Electric Switch.
    
    What Happens: The Cheese flips the switch. Both Newtons run towards the Cheese 
    and are sucked up by the Vacuums.
    
    
    TUTORIAL #50: PROGRAMMABLE BALLS
    
    What To Do: Put a PROGRAMMABLE BALL below the highest Electric Switch and set 
    its Elasticity to the highest it can be. (alternatively, you can set its 
    Density to the lowest it can be and it'll float up rather than bounce). Put a 
    PROGRAMMABLE BALL in front of the Red Ball and set its Mass and Friction to 
    the highest they can be. Put a PROGRAMMABLE BALL to the right of the bottom 
    Boxing Glove. Plug the MIXER into the lower Electric Switch.
    
    What Happens: The Red Ball can't hit the Boxing Glove because the Programmable 
    Ball you placed in its path stops it. The Programmable Ball near the Fan 
    bounces and flips the switch. The remaining Programmable Balls turn on the 
    Mixer and hit the lower Boxing Glove.
    
    
    
    ii. Easy
    
    
    EASY #1: ROCKET POOL
    
    What To Do: Connect the match and the lower section of the Teeter-Totter using 
    ROPE and put the BASKETBALL in the area underneath the Mouse Motor.
    
    What Happens: The Teeter-Totter flips, both activating the Timer and bringing 
    out the match. The Candle goes by the match and is lit, then launches the 
    Rocket. The Rocket hits the Basketball, which hits the Mouse Motor, sending 
    the pinball into the corner pocket.
    
    
    EASY #2: UNDER THE SEA
    
    What To Do: Attach a LARGE PIPE to the right of the curved pipe and stretch it 
    so it will make Mel fall to the lower part of the screen. Put an Anti-Gravity 
    Pad underneath the PIPE WALL that's serving as a "barrier" for Mel. Place an 
    INCLINE far above it. You may have to do some moving of the Incline or 
    Anti-Gravity Pad to get them to work.
    
    What Happens: Mel falls into the Large Pipe and comes out. He continues 
    walking and comes to the Anti-Gravity Pad. It levitates him upward, and the 
    Incline sends him over the "wall" and into his house.
    
    
    EASY #3: YELLOW BRICK PATH
    
    What To Do: Put CHEESE to the far right of Newton, but close enough so he sees 
    it. Put the REMOVE CONTROL just underneath Newton and the EXPLOSIVES 
    underneath the floor to the right of Newton. Make sure it's far enough from 
    Newton so that it doesn't blow him to the left. Place CHEESE on the ledge 
    underneath the Dynamite and put CHEESE on the far right of the middle yellow 
    path. It needs to be far right so that Newton doesn't stop and eat it. Lastly, 
    put CHEESE above the red floor that's above the Mouse Hole.
    
    What Happens: Newton triggers the Explosives and runs towards the cheese. He 
    falls down and runs left to the cheese. He falls down and runs towards the 
    cheese BUT because the cheese is so close to the edge he overshoots it and 
    falls down. He runs towards the cheese and away from Curie and ends up in his 
    mouse hole.
    
    
    EASY #4: CANDLE VERTIGO
    
    What To Do: Place a HOT AIR BALLOON in the middle of the "pipe ring", above 
    the Match. Put an ELECTRICAL OUTLET with its switch in the downward position 
    above the Candle. Plug in a BLUE LASER to the Outlet, facing towards the Hot 
    Air Balloon. Lastly, attach the Hot Air Balloon to the Match.
    
    What Happens: The candle flicks the switch and turns on the laser. The laser 
    lights the Hot Air Balloon and the match is released. The candle hits the 
    match and is lit.
    
    
    EASY #5: SPACE HOOPS
    
    What To Do: Place a JACK-IN-THE-BOX to the right of the yellow incline (it 
    should be lined up with the bottom of it). Place a YELLOW BRICK INCLINE (the 
    smallest it can be) next to that yellow incline, and then place two more 
    (smallest they can be) YELLOW BRICK INCLINES to the right of the 
    Jack-in-the-Box. Connect the Mouse Motor to the Jack-in-the-Box with a BELT. 
    Be sure that the Jack-in-the-Box is facing left, or else it will send the 
    Basketball in the opposite direction it should go. Finally, put the last 
    YELLOW BRICK INCLINE (stretched out to length two) to the left of the basket 
    so that the Basketball won't bounce away from it.
    
    What Happens: The basketball hits the Mouse Motor and lands on the 
    Jack-in-the-Box. The jack comes out of the box and sends the Basketball into 
    the basket.
    
    
    EASY #6: BUMP AND ROLL
    
    What To Do: Place a BOXING GLOVE to the right of the Pinball and put an EGG 
    TIMER to the right of the Baseball.
    
    What Happens: The Bowling Ball hits the Boxing Glove, moving the Pinball. The 
    Pinball hits the other Bowling Ball, which lands on the Timer and sends the 
    Baseball moving. It hits the Tennis Ball, which ends up in the aquarium.
    
    
    EASY #7: MAKE SOME TOAST
    
    What To Do: Put the PINBALL above the Toaster (a little to the right of it). 
    Place a "/" TEETER-TOTTER underneath the Toaster, its right side sticking out 
    from beneath the platform the Toaster is on. Put the LAVA LAMP next to the 
    SOLAR PANEL and connect the Lava Lamp and top of the Teeter-Totter with a 
    ROPE.
    
    What Happens: The Pinball puts the toast into the toaster and hits the 
    Teeter-Totter. This turns on the Lava Lamp and the the bread turns into toast.
    
    EASY #8: MIDNIGHT BLAST
    
    What To Do: Put a CONVEYER BELT underneath the lowest Pinball. Connect it to 
    the Electric Motor with a BELT. Put a FLASHLIGHT in front of the Magnifying 
    Glass and put a BOXING GLOVE to the right of the middle Pinball.
    
    What Happens: The Pinball hits the Boxing Glove, moving the other Pinball. It 
    flips the switch and the Electric Motor moves the third Pinball onto the 
    Flashlight, firing the cannon.
    
    
    EASY #9: BILL'S AQUARIUM
    
    What To Do: Connect the Electric Motor to the Conveyer Belt with a BELT. Put 
    an ANTI-GRAVITY PAD to the left of the one already on the screen. Put some 
    INCLINES above the Anti-Gravity Pads so that they'll move the ball towards the 
    Large Pipe. Put a left-up LARGE CURVED PIPE underneath the right Accelerator 
    Tube, and an down-left LARGE CURVED PIPE above it.
    
    What Happens: The Conveyer Belt moves the ball right. The anti-gravity pads 
    move it upward and into the pipe. It finally goes into the curved pipe and 
    exits, hitting the aquarium.
    
    
    EASY #10: HYPERSPACE
    
    What To Do: Put an ANTI-GRAVITY PAD underneath the Bowling Ball and a BIKE 
    PUMP to the left of the Basketball. Put another BIKE PUMP to the left of the 
    Balloon. Put the last BIKE PUMP to the right of the TENNIS BALL. Put TWO GEARS 
    underneath the rightmost Bike Pump, TWO GEARS far underneath the 
    second-rightmost Bike Pump, and TWO GEARS under the second-leftmost Bike Pump. 
    Connect the Mouse Motor with the rightmost Gear with BELT, then connect the 
    Gear next to that Gear with the next one with more BELTS, and so on until you 
    connect the leftmost Gear to the Generator.
    
    What Happens: The Bowling Ball moves the ball above it to the right. This 
    begins a chain reaction where the balls or balloon hit the bike pumps, moving 
    the next ball/balloon over. Finally the Mouse Motor is hit, which starts up 
    the Generator and activates the Fan.
    
    
    EASY #11: CAGED BALLOONS
    
    What To Do: Easy one. Put a facing-up THUMB TACK just underneath each of the 
    Balloons, and then an ANTI-GRAVITY PAD under each of the Thumb Tacks.
    
    What Happens: The Balloons fall onto the Thumb Tacks, popping them.
    
    
    EASY #12: AIR TIME
    
    What To Do: Take the CINDER BLOCK WALLS and put them in front of the three 
    right Blimps. The three walls should be of length two. 
    
    What Happens: The right blimps hit the walls and move back, essentially caging 
    them in. Meanwhile, the other blimps move right and enter the hanger.
    
    
    EASY #13: FALLING BASKETS
    
    What To Do: Put a PHAZER above the left part of the Teeter-Totter, facing the 
    Hot Air Balloon (or rather, the candle in the Hot Air Balloon). Connect it to 
    the upper part of the Teeter-Totter with ROPE. Put an INCLINE sloping up to 
    the right above the Hot Air Balloon, and put a THUMB TACK facing downward 
    above the hole on the bottom of the screen. The Thumb Tack needs to be where 
    the Hot Air Balloon will travel, so see where it goes before placing the Thumb 
    Tack.
    
    What Happens: Mel flips the Teeter-Totter, triggering the Phazer. The Hot Air 
    Balloon is lit and moves upward and encounters the Thumb Tack. It pops and the 
    laundry basket falls off the screen.
    
    
    EASY #14: PULLEY POPPER
    
    What To Do: Put the LEAKY BUCKET a good deal underneath the floor that's 
    underneath the left Pulley. Set it so that it doesn't leak at all. Connect 
    ROPE to it, put the Rope through the Pulleys, and then connect it to the 
    Bucket. Put an ANTI-GRAVITY PAD underneath the ball an INCLINE of length two 
    far above it. The Incline should be sloping upward to the right.
    
    What Happens: The ball moves upward and because of the incline turns right. It 
    triggers the explosives and lands in the Bucket. The Bucket moves downward and 
    lands on the trimmers, releasing the Balloon and popping it.
    
    
    EASY #15: SEPARATION
    
    What To Do: This one is hard to do an exact walkthrough for, so I'll just say 
    what you need to do. Make sure the two balls will trigger the two REMOTE 
    CONTROLS and have the REMOTE CONTROLLED EXPLOSIVES above the brick floor 
    that's above the containers. Have the ANTI-GRAVITY PAD be in the gap that's to 
    the right of the aquarium, and put the SPRINGBOARD wherever you need to.
    
    What Happens: The baseball rolls over the Trap Door and the pinball falls in. 
    This achieves the separation necessary. The balls land on the Remote Controls, 
    breaking the walls above their containers, and continue on their way until 
    they reach there.
    
    
    EASY #16: LASER LAUNCH
    
    What To Do: Put a LASER MIXER underneath the Laser-Activated Plug. Put two 
    MIRRORS underneath it, lined up with the topmost mirrors. Plug ELECTRIC MOTORS 
    into the plug and connect them to the Conveyer Belts with BELTS. 
    
    What Happens: The Lasers go through the mirrors and end up mixing in the Laser 
    Mixer. The Electric Motors move the Rockets to the right and left, and the 
    lasers ignite them.
    
    
    EASY #17: BEACH BLAST
    
    What To Do: Use an INCLINE to fill in the incline gap. Line up the LASER with 
    the fuses of the Fireworks and plug it into the ELECTRICAL OUTLET. Put FLINT 
    ROCKS underneath the rightmost Fireworks.
    
    What Happens: The Laser pops the balloons and lights five Fireworks. Mel walks 
    over and hits the Flint Rocks, lighting the last one.
    
    
    EASY #18: THE DREAM
    
    What To Do: Simple. Place ANTI-GRAVITY PADS underneath all of the balls and 
    INCLINES sloping upward to the left above them all.
    
    What Happens: The Balls all move up because of the Anti-Gravity Pads, hit the 
    inclines, move left, and fall into their respective containers.
    
    
    PUZZLE #19: BALLS IN THE BOXES
    
    What To Do: Put three adjacent GEARS underneath each of the Conveyer Belts, 
    except for the top one, which only needs two. Connect the Electric Motor with 
    a BELT to the middle bottom Gear. Of the gears in the "second row", connect 
    one to the Conveyer Belt with a BELT and the other to the middle gear in the 
    row above it. Of that row, connect one gear to the Conveyer Belt above it and 
    the other to a gear in the top row. Lastly, connect the one remaining gear to 
    the top Conveyer Belt. Now put a Balloon underneath the switch.
    
    What Happens: The Electric Motor starts up and turns all the gears. The gears 
    move the balls into their boxes.
    
    
    EASY #20: LATE FOR THE WORLD CUP
    
    What To Do: Put a "\" TEETER-TOTTER underneath the Basketball. Put an 
    ANTI-GRAVITY PAD at the bottom of the "room" to the right of it and place a 
    down-to-right LARGE CURVED PIPE connected to the Pipe Accelerator.
    
    What Happens: The Teeter-Totter flips the Basketball, which goes through the 
    pipes and triggers the explosives, allowing the Soccer Ball to enter the 
    basket.
    
    
    EASY #21: TRAP NEWTON
    
    What To Do: Put CHEESE on top of the platform that's to the left of the 
    platform Newton is on. Put TRIMMERS above the Laundry Basket, on its rope. Put 
    a REMOTE CONTROL underneath the gap between the platform with the Cheese on it 
    and the platform with Newton on it and the EXPLOSIVES above the rightmost red 
    brick floor.
    
    What Happens: Newton triggers the Remote Control, which allows the Pinball to 
    move all the way up and go to the left. It hits the Trimmers, which release 
    the Laundry Basket on Newton.
    
    
    EASY #22: THE WEB
    
    What To Do: First, put the CAUTION WALL underneath the Baseball. Place a 
    MIRROR below and to the left of the bottom-left Mirror. Put the GREEN LASER 
    and RED LASER to the right of the Green Laser-Activated Plug, facing the left 
    mirrors and plugged in.
    
    What Happens: The vial explodes, making the Baseball flip the switch. The 
    lasers end up activating the Green Laser-Activated Plug, which turns on the 
    lasers, which turns on the mixer.
    
    
    EASY #23: BALLOON TRAVELER
    
    What To Do: Pretty easy. In the places where the Balloon needs to go downward, 
    place ANTI-GRAVITY PADS. When the Balloon needs to change direction, use the 
    INCLINES.
    
    What Happens: The Balloon goes through the whole "maze" and due to the 
    Anti-Gravity Pad at the end it hits the Thumb Tack.
    
    
    EASY #24: KITTY IN A CAGE
    
    What To Do: Plug the ELECTRIC MOTOR into the plug at the right. Connect it to 
    the Roto-Trans Converter with a BELT. Connect the Trans-Roto-Matic to the Gear 
    and place another GEAR next to that Gear. Connect the new Gear to the 
    Generator with a BELT, and put a CAN OPENER underneath the Generator, plugged 
    in.
    
    What Happens: Newton flips the switch, and the Electric Motor turns on. Via 
    the Roto-Trans Converter and Trans-Roto-Matic (and the Gears) the Generator 
    starts up. The Can Opener is turned on, and Curie sees it. Curie goes after 
    the Can Opener and falls into the cage.
    
    
    PUZZLE #25: HUNGRY KITTY
    
    What To Do: Connect the Leaky Bucket through the Pulley to the Match, via 
    ROPE. Put a FIREWORKS underneath the CAN OPENER and a LAVA LAMP to the right 
    of the Magnifying Glass. Place a CANNON facing to the left on the match. The 
    Cannon should be facing a little upward. Put an ANTI-GRAVITY PAD under Curie. 
    Connect the bottom part of the Teeter-Totter to the Pulley, and then the Lava 
    Lamp.
    
    What Happens: The match comes out and lights the Cannon. The Cannonball is 
    fired and ends up landing on the Teeter-Totter, which turns on the Lava Lamp, 
    firing the Fireworks and turning on the Can Opener. Curie meanwhile is at the 
    top and sees the Can Opener, and goes after it.
    
    
    EASY #26: THE FOOD MACHINE
    
    What To Do: Use two INCLINES to connect the upper Yellow floor with the Yellow 
    floor just below it. The Inclines should be as small as they can be and should 
    be connected. Plug the RED LASER into the upper plug, pointing downward at the 
    Laser-Activated Plug. Connect the MOUSE MOTOR to the Generator with a BELT. 
    Connect the lower part of the Teeter-Totter with the Match using ROPE.
    
    What Happens: The Pinball flips the switch, turning on the Can Opener. It 
    lands on the Teeter-Totter, turning on the Mixer and Coffee Pot.
    
    
    EASY #27: NIGHT IN THE MOUNTAINS
    
    What To Do: Use a "\" Teeter-Totter to bridge the gap at the lowest log floor. 
    Connect the upper part of it with the upper part of the Teeter-Totter above it 
    using ROPE. Put an ACCELERATOR TUBE at the bottom left of the screen. 
    
    What Happens: Mel walks left over the Teeter-Totter, flipping the other 
    Teeter-Totter. He is sent upward due to the Accelerator Tube, walks right, and 
    comes to his house.
    
    
    EASY #28: BLIMP BREAKING
    
    What To Do: Put a MAGNIFYING GLASS to the right of the Flashlight and put a 
    CANNON facing to the right (it should be horizontal) to the right of the 
    Magnifying Glass. Place a CANNON facing to to the left (it needs to be facing 
    high upwards). Put a BALLOON at the upper right of the screen and connect it 
    to the match with ROPE.
    
    What Happens: The lower Cannon fires and the Pinball fires the other Cannon, 
    blowing up the explosives and Blimps.
    
    
    EASY #29: DOUBLE WHAMMY
    
    What To Do: Place a MATCH-ON-A-SPRING near the fuse of each Missile, their 
    pink side facing towards the center. Put a "/" TEETER-TOTTER above the middle 
    floor (just to the left of the inclines). Connect ROPE to the top end and put 
    it through the Pulley just above it, and then to the right match. Attach ROPE 
    to the other end, put it through the bottom Pulley, then the upper Pulley, and 
    lastly attach it to the match. Finally, put a BOWLING BALL above the 
    Teeter-Totter.
    
    What Happens: The Bowling Ball flips the Teeter-Totter, causing the two 
    matches to be released, igniting the missiles and blowing them up.
    
    
    PUZZLE #30: DEEP SEA EXPLOSION
    
    What To Do: Put a "/" TEETER-TOTTER underneath the Bowling Ball, with the 
    upper side underneath the Bowling Ball. Attach ROPE to the upper side and 
    connect it to the Remote Control.
    
    What Happens: The Bowling Ball flips the Teeter-Totter, triggering the 
    explosives and freeing the Soccer Ball.
    
    
    EASY #31: WALL OF FIRE
    
    What To Do: Put the FIREWORKS just left of the bottom Dynamite and put FLINT 
    ROCKS underneath the Fireworks. Put an ACCELERATOR TUBE (facing upward) just 
    underneath the bottom part of the T-Connector. Put a left-up LARGE CURVED PIPE 
    underneath the Accelerator Tube and a down-right LARGE CURVED PIPE above the 
    T-Connector. Connect a left-down LARGE CURVED PIPE to it, and put an up-right 
    LARGE CURVED PIPE far below it
    
    What Happens: The Pinball hits the Pinball Bumper and goes into the pipes. It 
    falls from the upper pipe down to the lower one and emerges into the area 
    where the Flint Rocks are. It moves over and hits them, setting off the 
    Fireworks and in turn setting off the dynamite, blowing Mel away.
    
    
    EASY #32: NEWTON DROPS A MESSAGE
    
    What To Do: Put an ANTI-GRAVITY PAD just to the left of the alligator. Place 
    NITROGLYCERINE in the same "room" as the Pinball. Put the POOL CUE underneath 
    the Baseball with its red side on the side of the Baseball. 
    
    What Happens: Newton triggers the explosives and releases Curie. He scurries 
    right but is stopped by the Anti-Gravity Pad. Curie goes after him but falls 
    through the Trap Door onto the Remote Control. The Pool Cue knocks Curie off 
    the screen and sends the Pinball to the left, revealing the message.
    
    
    EASY #33: HOME SWEET HOME
    
    What To Do: Put an up-right LARGE CURVED PIPE just beneath Newton and attach a 
    left-up LARGE CURVED PIPE to it. The two pipes should thus connect to the 
    upper-right pipe. Place a right-down LARGE CURVED PIPE attached to the right 
    of the upper-left Accelerator Tube. Put the Remote Control in the middle of 
    the screen (or anywhere as long as it doesn't interfere with Newton's journey) 
    and put the EXPLOSIVES to the right of the wall next to the Mouse Hole. Place 
    CHEESE just above the Remote Control.
    
    What Happens: The Cheese triggers the Remove Control, removing the wall. 
    Newton goes through the pipes and lands where the Explosives were and enters 
    the Mouse Hole.
    
    
    EASY #34: CAT MANEUVERS
    
    What To Do: Tricky one. Place a "\" TEETER-TOTTER so that the lower side is 
    beneath Curie and the upper side is beneath the Pinball. Put a MOUSE MOTOR 
    just to the right of the gap to the upper right of Curie Cat. Place a CONVEYER 
    BELT on the red floor that's underneath the gap. Finally, place a right-facing 
    TIMER to the left of Newton.
    
    What Happens: The Teeter-Totter flips Curie to the right. The mouse sees it 
    and starts running, causing the Conveyer Belt to send Curie to the right. 
    Meanwhile the Pinball has hit the Timer and sent Newton to the right. Curie 
    sees Newton and goes after him. Newton runs right and Curie falls down the 
    gap. Newton triggers the Timer, which pushes Curie into the grass corner.
    
    
    EASY #35: FEEDING CURIE
    
    What To Do: Place DYNAMITE between the wooden floors that's underneath the 
    Bucket. Put a "/" TEETER-TOTTER to the right of the match (it doesn't really 
    matter where, as long as it doesn't interfere with the puzzle) and connect it 
    to the match with ROPE. Put a BALLOON underneath it. Connect the Mandrill 
    Motor to a GEAR with a BELT and put another GEAR next to it. Place two more 
    GEARS (adjoined) closer to the Generator and one of those Gears to the 
    Generator with a BELT. Connect the two remaining Gears with a BELT.
    
    What Happens: The Balloon flips the Teeter-Totter, igniting the Dynamite. The 
    Bucket falls and Pavlov starts running. This turns on the Generator, which 
    turns on the Can Opener.
    
    
    EASY #36: FISHTANK TARGET
    
    Man, when I was younger and I was playing this level in The Incredible Machine 
    3, it took me forever to solve. But now I can do it easily, and so can you if 
    you follow this guide.
    
    What To Do: Put a MOUSE MOTOR to the left of the Inclines underneath the 
    Missile. Put two adjoined GEARS above and to the right of it. Connect one to 
    the Mouse Motor with a BELT and the other to the Roto-Trans Converter with 
    another BELT. Use two INCLINES stretched out as far as they can go to bridge 
    the gap between the lower Inclines and the brick wall. Connect the Roto-Trans 
    Converter to the match with ROPE.
    
    What Happens: The Missile disturbs the mouse, which releases the match. The 
    Missile is lit by the Match and hits the fish tank. 
    
    
    EASY #37: WAKE UP PAVLOV
    
    What To Do: Place a "\" TEETER-TOTTER underneath the Baseball. Place an 
    INCLINE of width two in the corner to the left of the lower Teeter-Totter. 
    Place an INCLINE to the right of the baseball and connect the upper part of 
    both Teeter-Totters with ROPE.
    
    What Happens: The upper incline prevents the baseball from rolling off the 
    Teeter-Totter. Meanwhile, the Bowling Ball falls and flips the Teeter-Totter, 
    flipping the Teeter-Totter the Baseball is on, and bonking Pavlov on the head.
    
    
    EASY #38: GHOST DYNAMITE
    
    What To Do: Put the ANTI-GRAVITY PADS along the bottom of the floor, but make 
    sure none affect the Candle at the moment. Put a BALLOON underneath the 
    Candle. Attach ROPE to the Balloon, put it through the Pulley, and attach it 
    to the match.
    
    What Happens: The Candle pushes the Balloon down and opens the match. The 
    match pops the Balloon and lights the Candle. The Anti-Gravity Pads move the 
    Candle along its way so that it finally lights the dynamite.
    
    
    EASY #39: THE MERRY MIXER
    
    What To Do: This puzzle is easy if you take it one step at a time. Place a 
    SPRINGBOARD underneath the pinball. Connect an up-right LARGE CURVED PIPE with 
    the curved pipe already on the screen and put an ACCELERATOR TUBE above the 
    right large curved pipe. Put a HEDGE TRIMMERS underneath and to the right of 
    the Balloon. Place an ANTI-GRAVITY PAD underneath the lower left incline.
    
    What Happens: The pinball bounces up and moves right. It goes through the 
    pipes and ends up hitting the Trimmers and cutting the rope. The Balloon moves 
    left and is pulled downward, then moves left and flies upward, flipping the 
    switch and turning on the Mixer.
    
    
    EASY #40: EXERCISE THE MOUSE
    
    What To Do: Put a MAGNIFYING GLASS to the left of the Dynamite and a LAVA LAMP 
    to the left of the Magnifying Glass. Connect the Lava Lamp to the Bucket with 
    ROPE. Put an up-left LARGE CURVED PIPE underneath the pipe on the screen and 
    attach an ACCELERATOR TUBE to the left part of the large curved pipe.
    
    What Happens: The dynamite is lit and the Bowling Ball moves right. It enters 
    the pipes and hits the Mouse Motor.
    
    
    EASY #41: MIXING A MESS
    
    What To Do: Put a "\" TEETER-TOTTER underneath the switch underneath the 
    Pinball. Attach the upper part of it to the Remote Control with ROPE. Put a 
    MANDRILL MOTOR just to the right of the Remote Control. Put a PULLEY far 
    underneath the Pavlov Motor (make sure it's beneath the Teeter-Totter). Attach 
    a ROPE to the lower part of the Teeter-Totter, put it through the Pulley, and 
    then attach it to the Mandrill Motor. Connect the Mandrill Motor to the 
    Generator near it with a BELT. Put a MOUSE MOTOR next to the explosives and 
    attach it to the Generator with a BELT.
    
    What Happens: The pinball flips the Teeter-Totter, which turns on the 
    explosives AND makes Pavlov run. These two events let the Generators turn and 
    the Mixers all...um...mix.
    
    
    
    iii. Medium
    
    
    MEDIUM #1: THE GREAT BALLOON ESCAPE
    
    As with many puzzles involving Lasers, this puzzle will probably take several 
    tweaks to accomplish.
    
    What To Do: Plug in a RED LASER into the Electrical Outlet, facing right. Plug 
    a GREEN LASER and  BLUE LASER into the Red Laser-Activated Plug and have them 
    both face right. Put a LASER MIXER in front of them. Connect the Electric 
    Motor to the Conveyer Belt using a BELT. Place an ANTI-GRAVITY PAD underneath 
    the Hot-Air Balloon.
    
    What Happens: The Red Laser activates the Red Laser-Activated Plug. The two 
    other Lasers mix to form green-blue and turn on the Electric Motor. The ball 
    moves left and releases the Hot Air Balloon. The ball then reacts to the 
    Anti-Gravity Pad (or does the Anti-Gravity Pad react to the ball?) and pushes 
    the Balloon up. It encounters the Laser and lights, then flies off the screen.
    
    
    MEDIUM #2: MOUNTAIN MAN MEL
    
    What To Do: Place a BUCKET to a little above and just to the right of the 
    Bucket already on the screen. Put a BALLOON underneath the log platform. 
    Connect the Mandrill Motor to the Jack-in-the-Box with a BELT. Put NEWTON to 
    the left of Curie (far enough away so that Curie can't catch him) and put a 
    left-facing ALLIGATOR just to the left of the bottom of the sand platform.
    
    What Happens: The Bucket knocks the other Bucket off the ledge, starting up 
    the Mandrill Motor. The Jack-in-the-Box sends Mel flying, and he hits the 
    Balloon, then falls. He'll wander on the Balloon a little but will fall down. 
    Since Curie was moved left by chasing Newton, Mel will walk into her and then 
    turn around, entering his Cabin.
    
    
    MEDIUM #3: MONDRIAN'S TOY BOX
    
    What To Do: Easy. Put an ELECTRICAL OUTLET somewhere on the screen and plug 
    the FAN into it. Put the PINWHEEL in front of the Fan and put a GEAR adjacent 
    to a gear close to the Pinwheel, then connect the Gear and Pinwheel with a 
    BELT. Put the JACK-IN-THE-BOX somewhere on the screen and point the remaining 
    GEAR adjacent to a Gear close to the new Jack-in-the-Box. Connect the new Gear 
    to the Jack-in-the-Box with a BELT.
    
    What Happens: The Fan spins the pinwheel, which turns all the gears and opens 
    all the Jack-in-the-Boxes.
    
    
    MEDIUM #4: SHOCK THE MONKEY
    
    What To Do: Put a SPRINGBOARD underneath the Pinball and TRIMMERS above the 
    Leaky Bucket. Put a left-facing BOXING GLOVE to the right of the Balloon and 
    put a right-facing BIKE PUMP underneath the lower part of the Teeter-Totter. 
    Put a PINWHEEL to the right of the BIKE PUMP and connect it to the Conveyer 
    Belt with a BELT.
    
    What Happens: The Pinball hits the Trimmers and triggers the explosives. Mel 
    is blown out of his prison and hits the Boxing Glove, flipping the 
    Teeter-Totter. The Bike Pump makes the Pinwheel spin, and the Pinball hits 
    Pavlov on the head.
    
    
    MEDIUM #5: GIMPY BLIMPY
    
    What To Do: Put NITROGLYCERINE above the top-most Blimps, about in the middle. 
    Put a left-facing BOXING GLOVE to the right of the Balloon and a BLIMP to the 
    right of the Boxing Glove. To make sure there's enough time for the 
    Nitroglycerine to hit, making the Blimp face right OR put it far to the right.
    
    What Happens: The Nitroglycerine should barely squeeze between the two Blimps. 
    It hits the bottom, allowing the Balloon to go free. AFTER that happens, the 
    Blimp hits the Boxing Glove and the Balloon is freed.
    
    
    MEDIUM #6: PIPE GRIPE
    
    What To Do: Put the T-CONNECTOR between the three pipes in the middle of the 
    screen, to the left of the T-Connector already on the screen. Put a down-right 
    LARGE CURVED PIPE far above the bottom left-up Large Curved Pipe. Put an 
    ACCELERATOR TUBE just to the right of it. Put a left-down LARGE CURVED PIPE 
    above the left T-Connector. Lastly, put a down-right LARGE CURVED PIPE 
    attached to the upper-right down-left Large Curved Pipe.
    
    What Happens: The ball goes through the pipes and falls off the bottom of the 
    screen. Sorry that's not very descriptive, but otherwise it would be a real 
    pain to type. It's my FAQ, so shut up.
    
    
    MEDIUM #7: BALLOON BREAK-OUT
    
    This puzzle took me forever to figure out when I first got this game. I just 
    couldn't figure out how to start it. However, now I know. I forgot about the 
    other way to move the Trans-Roto-Matic. Argh...
    
    What To Do: First off, place a TRANS-ROTO-MATIC just to the left of the match. 
    Its "springy" side should be facing the side the Bowling Ball is on. Connect 
    it to the Teeter-Totter with a ROPE and connect the Trans-Roto-Matic to the 
    Conveyer Belt near it with a BELT. Put a right-facing MISSILE on the log 
    platform to the right of the match. Put a right-facing BOXING GLOVE to the 
    left of Curie. Put a JACK-IN-THE-BOX underneath the lower part of the other 
    Teeter-Totter and connect it to the MOUSE MOTOR. Connect the MANDRILL MOTOR to 
    the Conveyer Belt with a BELT and put a TRIMMERS underneath the left Balloon.
    
    What Happens: The Bowling Ball moves up and hits the Trans-Roto-Matic, making 
    it move. THAT was what stumped me...but anyway, this lights the Missile and 
    moves the pinball into the pipes. It hits the Boxing Glove and Curie is moved 
    to the right. The Mouse Motor starts up, and the Jack-in-the-Box turns on the 
    Mandrill Motor, moving the pinball to the right and cutting the rope. This 
    frees the Balloons and they float out the hole created by the Missile.
    
    
    MEDIUM #8: UP AND AWAY!
    
    What To Do: Put an ANTI-GRAVITY PAD underneath the pinball and an ACCELERATOR 
    TUBE to the right of the down-right pipe that's above the pinball. Use two 
    more ACCELERATOR TUBES to bridge the gap between the right Accelerator Tube 
    and the Large Curved Pipe to the right. Put an ACCELERATOR TUBE to the left of 
    the up-left LARGE CURVED PIPE next to the Missile. Put a down-left LARGE 
    CURVED PIPE above the right-up Large Curved Pipe. Put a HOT AIR BALLOON to the 
    right of the Magnifying Glass. Put a MATCH beneath the Missile and connect it 
    to the HOT AIR BALLOON with ROPE.
    
    What Happens: The pinball goes through the pipes and finally ends up turning 
    on the Flashlight. This lights the Hot Air Balloon, opening the Match and 
    launching the Missile.
    
    
    MEDIUM #9: MOUSE HOUSE MUNCHIES
    
    What To Do: Put an up-left LARGE CURVED PIPE underneath the baseball and a 
    down-left LARGE CURVED PIPE above the other Large Curved Pipe. The new Large 
    Curved Pipe should have its left edge next to the red brick incline. Put a 
    TRIMMERS underneath the Balloon, and a FLASHLIGHT and MAGNIFYING GLASS to the 
    left of the Cannon. Place a down-left LARGE CURVED PIP above the Remote 
    Control.
    
    What Happens: The baseball enters the pipes and emerges from the last one. It 
    rolls down the incline and hits the Trimmers, cutting the Rope and sending the 
    Balloon upward. It knocks the Baseball to the right, turning on the Flashlight 
    and making the Cannon fire. The cannon enters the Large Curved Pipe and exits, 
    triggering the Remote Control, and letting Newton get the Cheese.
    
    
    MEDIUM #10: POP THOSE BALLOONS!
    
    What To Do: Put a TRIMMERS below the Pinball, on the Rope holding down the 
    left-most Balloon. Put another TRIMMERS below the Balloon to the right of that 
    one. This one should be much lower than the other. Put a CANDLE on the 
    Conveyer Belt and a MAGNIFYING GLASS and LAVA LAMP to the left of it. Put a 
    PULLEY underneath the Lava Lamp and connect the lower part of the 
    Teeter-Totter, with ROPE, to the Lava Lamp, being sure to go through the 
    Pulley. Put an ELECTRICAL SWITCH near the floor in the middle of all the 
    Balloons. Plug the GENERATOR into it (it may have to be a bit away from the 
    Switch) and connect it to the Conveyer Belt with a BELT. The placement of the 
    Switch and Electric Motor will be the tricky part of this puzzle.
    
    What Happens: The first two Balloons are released and are popped, but the 
    first one turns on the Lava Lamp, lighting the Candle. The Pinball flips the 
    switch and the Electric Motor sends the Candle to the right, popping the two 
    remaining Balloons.
    
    
    MEDIUM #11: LASER LAUNCH
    
    What To Do: Place a down-right LARGE CURVED PIPE far above the Anti-Gravity 
    Pad. Connect it to a LARGE PIPE and ACCELERATOR TUBE. They should stop just 
    short of being in front of the yellow wall that's to the right of the Electric 
    Motor. Put a FLASHLIGHT next to the Magnifying Glass. Put a MIRROR underneath 
    the right mirror but also to the right of the Laser. Connect the upper part of 
    the Teeter-Totter and the Match with ROPE. Put a CONVEYER BELT underneath the 
    Rocket and connect it to the Electric Motor with a BELT.
    
    What Happens: The Pinball flips the switch. The Laser goes through the mirrors 
    and activates the Laser-Activated Plug, and the Rocket moves to the right. 
    Meanwhile, the Pinball has encountered the Anti-Gravity Pad and moves up into 
    the pipes. It leaves the pipes and enters the Large Curved Pipe to the right. 
    It falls out, flips the Teeter-Totter, activating the Match. The Coffee Pot 
    then blows the Bowling Ball to the left, turning on the Flashlight, and 
    launching the Rocket.
    
    
    MEDIUM #12: FIRE BALL
    
    What To Do: Put a DYNAMITE above the Bucket.
    
    What Happens: The Dynamite lowers the Bucket. It hits the Teeter-Totter and 
    launches the Fireworks. Okay, okay, so that was pretty cheap, but it worked, 
    right?
    
    
    MEDIUM #13: SURFACE TO AIR ATTACK
    
    What To Do: Put a TIMER to the right of the Missile and put a BOWLING BALL 
    above it. Put a "/" TEETER-TOTTER with its lower end underneath the Baseball. 
    Put a PULLEY to the right of the Trans-Roto-Matic. Attach ROPE to the 
    Trans-Roto-Matic, put it through the Pulley, and then connect it to the lower 
    part of the Teeter-Totter.
    
    What Happens: The Bowling Ball starts the Timer, which pushes the Missile to 
    the right. The Bowling Ball then moves right and puts the baseball onto the 
    Teeter-Totter. This makes the Trans-Roto-Matic push Mel, and he activates the 
    Flint Rocks, making the Missile launch just in time to destroy the Blimps.
    
    
    MEDIUM #14: FOURTH OF JULY
    
    What To Do: Put a left-facing TIMER underneath the Candle. It should be a 
    little to the right of it so that after activating it the Candle falls to the 
    left. Plug the ELECTRIC MOTOR into the Electrical Outlet. Put a ROTO-TRANS 
    CONVERTER next to it and connect the two with a BELT. Put a MATCH to the left 
    of the Timer and connect it to the Roto-Trans Converter with ROPE. Take the 
    four INCLINES and make them all sloping down to the right. Make them as small 
    as they can be. Have the highest one have its upper edge next to the caution 
    wall and connect the other ones to it. Next to the bottom one, put the CAUTION 
    WALL and stretch it out horizontally enough so that it reaches the bottom 
    caution floor.
    
    What Happens: The Candle starts the Timer and falls to its left. Meanwhile the 
    Electric Motor has opened the Match and the Candle is lit. The Timer pushes 
    the Candle to the right. The Candle gets momentum from the steep incline and 
    moves right, lighting all the Fireworks.
    
    
    MEDIUM #15: BEACH BALL BONANZA
    
    What To Do: Put DYNAMITE in the "box" below the Dynamite, and put 
    NITROGLYCERINE in the MIDDLE of the "box" below the new Dynamite. Put an 
    ANTI-GRAVITY PAD beneath the striped ball. Put the GEAR next to the Large 
    Gear. Put the GENERATOR to the right of the Mouse Motor. Connect the the Mouse 
    Motor to the left-most Gear with a BELT. Using BELTS, connect the right-most 
    Gear to the Conveyer Belt and the middle Gear to the Generator. Plug a 
    right-facing FAN into the Generator. Use a BELT to connect the Pinwheel and 
    Conveyer Belt. Use two small INCLINES to bridge the gap between the left 
    Incline and the Sand Wall. Place two ANTI-GRAVITY PADS just to the right of 
    the Sand Wall, just above the sand floor.
    
    What Happens: The Anti-Gravity Pad moves the ball upwards. The incline makes 
    it move left. It starts up the Mouse Motor. This makes the Timer blow up the 
    Nitroglycerine and the Dynamite, and also starts the Pinwheel up. Meanwhile 
    the striped ball has encountered the Anti-Gravity Pads and has moved up, then 
    right. It falls into where the Dynamite used to be and lands on the Conveyer 
    Belt, which moves it into the Bucket.
    
    
    MEDIUM #16: TABLE SOCCER
    
    What To Do: Put an ANTI-GRAVITY PAD in the area underneath the right pinball. 
    They should be adjacent and to the right. Put a MOUSE MOTOR to the right of 
    the upper Explosives and connect it to the Conveyer Belt with a BELT.
    
    What Happens: The Anti-Gravity Pads move the Pinball upward. It hits the 
    Remote Control, triggering the explosives. This makes the Mouse Motor run, 
    moving the other Pinball to the left and it hits the Remote Control, 
    triggering the other explosives. The soccer ball then falls into the middle 
    pocket.
    
    
    MEDIUM #17: CAT BOUNCE
    
    What To Do: Put a GENERATOR above the upper Mouse Motor, Plug a FAN into the 
    Generator and have it face the Balloon. Put an ANTI-GRAVITY PAD in the area 
    underneath the Cheese. Put a GENERATOR to the upper right of the lower Mouse 
    Motor and plug a CAN OPENER into it. Connect it to the lower Mouse Motor with 
    a BELT.
    
    What Happens: The lower Newton moves left and goes upward, hitting the Mouse 
    Motor. It makes the Can Opener run, and Curie goes after it. She bounces and 
    the upper Newton runs away from her. He hits the upper Mouse Motor, turning on 
    the Fan, and sending the Balloon into the Thumb Tack.
    
    
    MEDIUM #18: LASER TARGET
    
    What To Do: Put a FLASHLIGHT underneath the Pinball. Put a MIRROR above the 
    sensor, lined up with the Red Laser. Put a LAVA LAMP above the Solar Panel and 
    put a PULLEY underneath it. Attach ROPE to the Hot Air Balloon, put it through 
    the Pulley, and connect it to the Lava Lamp.
    
    What Happens: The Pinball turns on the Flashlight and sets off one of the 
    Explosives. The Candle gets lit and lights the Hot Air Balloon and detonates 
    the other Explosive. The Hot Air Balloon turns on the Solar Panel, so the 
    Laser turns on and is reflected onto the Laser Sensor.
    
    
    MEDIUM #19: FAVORITE PASTIME
    
    What To Do: Put an ELECTRICAL SWITCH underneath Newton and plug a right-facing 
    LASER into it. Put a CANNON above the Rocket, with its fuse in the rocket's 
    path. The Cannon should be pointing to the left, as far upward as it can. Run 
    the puzzle and look where the Baseball goes. Put a MOUSE MOTOR above where it 
    first lands and put a CONVEYER BELT to its left. Connect the two with a BELT.
    
    What Happens: Newton triggers the switch, and the Laser ignites the Rocket. It 
    in turn ignites the Cannon, which sends its Pinball into the upper bucket. It 
    hits the Trimmers, and the other Bucket hits the Remote Control. The ball is 
    blown to the right and hits the Mouse Motor, then rolls onto the Conveyer 
    Belt. It's moved left, off the screen.
    
    
    MEDIUM #20: BREAKFAST BUFFET
    
    What To Do: Put a MOUSE MOTOR in the gap on the lower brick wall. Connect it 
    to one of the Gears with a BELT. Put a ROTO-TRANS CONVERTER to the right of 
    the Gears and connect the remaining Gear to it with a BELT. Attach ROPE to the 
    Roto-Trans Converter, put it through the Pulley, and connect it to the match. 
    Put an ANTI-GRAVITY PAD just to the right of the lowest incline. Use a 
    stretched-out INCLINE to bridge the gap between the Anti-Gravity Pad and the 
    Incline to its right. See the red brick platform above of where you put the 
    Inclines? Use the two remaining INCLINES to connect it to the platform above 
    and to the right of it. Have one incline be of width two and the other of 
    width four. Put a right-facing TIMER on the left platform. Make sure the delay 
    is set to the longest possible.
    
    What Happens: The tennis ball rolls left and activates the Mouse Motor, which 
    starts the Coffee. The tennis ball encounters the Anti-Gravity Pad and moves 
    upward. It activates the Timer and rolls to the right a little, but then 
    returns. By now the Timer is ready and pushes the ball to the right. It 
    activates the Toaster by hitting it and flipping the switch.
    
    
    MEDIUM #21: PIPE MIXER
    
    What To Do: Put an ANTI-GRAVITY PAD at the bottom of the screen, underneath 
    the Pinball. Put a left-up LARGE CURVED PIPE just to the right of the right 
    pipe platform. Put an ACCELERATOR TUBE above the new Large Curved Pipe. 
    Connect the upper part of the Teeter-Totter to the Match with a ROPE. Lastly, 
    put a BLIMP, facing right, between the Leaky Bucket and Teeter-Totter.
    
    What Happens: The Pinball is moved up and hits the Incline. It rolls left and 
    is moved over the gap by the Anti-Gravity Pad. It enters the bottom Large 
    Curved Pipe and emerges out of the upper Large Curved Pipe. It rolls right and 
    lands on the Leaky Bucket. This opens the Match, which sets the Blimp on fire. 
    The Blimp falls downward, lighting the Solar Panel, and starting the Mixer.
    
    
    MEDIUM #22: LOSE THE SOCCER BALL
    
    What To Do: Put a TIMER to the right of the Soccer Ball, facing it. Put an 
    incline of width one (sloping down to the right) above and to the left of the 
    Timer. Put a "\" TEETER-TOTTER to the left of the Basketball. Connect the 
    upper part of the Teeter-Totter to the Lava Lamp with a ROPE. Put the SOLAR 
    PANEL to the left of the Lava Lamp, and plug a left-facing LASER into it. Put 
    a MIRROR in front of the Laser and a HOT AIR BALLOON to the right of the lower 
    Mirror. Put the ELECTRIC SWITCH/OUTLET far above the Hot Air Balloon and plug 
    the ELECTRIC MOTOR into it. Lastly, connect the Electric Motor to the Conveyer 
    Belt with a BELT.
    
    What Happens: The Nitroglycerine sends the Basketball to the left, and it 
    flips the Teeter-Totter, turning on the Laser. The laser hits the mirror and 
    goes down, towards the other mirror. It bounces off of that mirror and the Hot 
    Air Balloon is lit. It moves up, flips the switch, and the Pinball (with the 
    help of the Incline) hits the Timer, sending the Soccer Ball off the screen.
    
    
    MEDIUM #23: FISHING IN ROME
    
    What To Do: Put a "/" TEETER-TOTTER underneath the Baseball. Put a FLASHLIGHT 
    and MAGNIFYING GLASS to the right of the Cannon. Finally, put a right-facing 
    BOXING GLOVE on the platform that's to the left of the Fish Tank.
    
    What Happens: The Pinball flips the Baseball into the air and it turns on the 
    Flashlight, lighting the Cannon. The Cannonball hits the Boxing Glove, 
    breaking the Fish Tank.
    
    
    MEDIUM #24: BOMB BAFFLE
    
    What To Do: Put a POOL CUE between the Pinball and the Blimp. Put an 
    ANTI-GRAVITY PAD in the "hole" between the double-caution floor (that is, 
    where there are the two caution floors adjoined) and the Caution Wall. Put an 
    INCLINE of width two to the right of the Anti-Gravity Pad, sloping down to the 
    left. Place an INCLINE (stretched as far as it can go) at the top of the 
    Caution Wall and have it slope upwards to the left. Put a "/" TEETER-TOTTER 
    underneath the upper Leaky Bucket and connect its upper part to the upper 
    Remote Control with ROPE.
    
    What Happens: The Pool Cue sends the Pinball to the right. The Anti-Gravity 
    Pad will move it upward and then it will move left because of the Incline. It 
    flips the Teeter-Totter, setting off both bombs.
    
    
    MEDIUM #25: OH T'ANKS
    
    What To Do: Put a SOLAR PANEL to the right of the Lava Lamp and plug the RED 
    LASER and BLUE LASER into it. The two should be lined up with the mirrors to 
    the right. Put DYNAMITE in front of the Bowling Ball. Put a LASER MIXER in 
    front of the Laser-Activated Plug. Put a BIKE PUMP to the left of the 
    Pinwheel, facing it. Put a ROTO-TRANS CONVERTER above the Pinwheel and connect 
    the two with a BELT, then connect the Roto-Trans Converter to the Lava Lamp 
    with ROPE.
    
    What Happens: The Pinball breaks the aquarium, but then moves right and hits 
    the Bike Pump, starting up the Pinwheel. This turns the Lava Lamp on, turning 
    on the Lasers. The upper Laser blows up the Dynamite, getting rid of the 
    Bowling Ball. After the Bowling Ball is gone, the lasers will reach the 
    mirrors and turn downwards into the Laser Mixer, turning on the Vacuum.
    
    
    MEDIUM #26: BOWL ME OVER
    
    What To Do: Put a BOXING GLOVE between the Pinball and Bowling Ball. Put a 
    MOUSE MOTOR in the gap between the caution floors. Use a CONVEYER BELT 
    (stretched out all the way) to fill the gap to the left of the bottom caution 
    floor. Put a ROTO-TRANS CONVERTER underneath the Mouse Motor and connect them 
    with a BELT. Put a TRANS-ROTO-MATIC above and to the right of the Conveyer 
    Belt and connect it to the Roto-Trans Converter with ROPE and to the Conveyer 
    Belt with a BELT. Lastly, put a SPRINGBOARD in the gap at the right end of the 
    bottom caution floor.
    
    What Happens: The Bowling Ball rolls right, drops, then goes left. It starts 
    the Mouse Motor and falls onto the Conveyer Belt. The Mouse Motor, via the 
    Roto-Trans Converter and Trans-Roto-Matic, move the Bowling Ball to the right 
    when it gets onto the Conveyer Belt. It comes to the Springboard and starts 
    bouncing. It may bounce around for a while, but it should eventually enter the 
    cage.
    
    
    MEDIUM #27: MEL IN A MUDDLE
    
    What To Do: Put a left-facing TIMER to the right of the Pinball. Put a "/" 
    TEETER-TOTTER in the space to the left of the left Explosives. Connect the 
    upper part of the Teeter-Totter to the lower Remote Control with a ROPE. 
    Finally, put an ANTI-GRAVITY PAD to the left of the Pinball.
    
    What Happens: Mel turns on the Timer and continues right. He blows up one set 
    of Explosives by running on the Teeter-Totter, and the Timer pushes the 
    Pinball onto the Anti-Gravity Pad, and the Pinball eventually hits the other 
    Remote Control, blowing up the other explosives. Mel now runs right and enters 
    his house.
    
    
    MEDIUM #28: ROCKET LULLABY
    
    What To Do: Put an ACCELERATOR TUBE above the Large Curved Pipe. Put a 
    left-facing TIMER to the right of the Candle. Run the puzzle and see where the 
    Pinball goes after activating the Timer. Place the MOUSE MOTOR somewhere in 
    there, but make sure the Pinball doesn't bounce back from the Mouse Motor and 
    hit the Candle. Anyway, connect the Mouse Motor to the Jack-in-the-Box with a 
    BELT. Put a TEETER-TOTTER with its lower end above the Jack-in-the-Box. Put a 
    MANDRILL MOTOR above it and connect the upper part of the Teeter-Totter to the 
    Mandrill Motor with ROPE. Connect the Mandrill Motor to the Generator with a 
    BELT.
    
    What Happens: The Pinball goes into the pipe and is thrust to the right. It 
    turns on the Timer AND hits the Mouse Motor. The end result of the Mouse Motor 
    being turned on is that the laser hits the Candle and it's lit. By this time 
    the Timer will pushes it to the right, igniting the Missile, and knocking Mel 
    off his platform.
    
    
    MEDIUM #29: MEL'S AMAZING MAZE
    
    What To Do: Put a REMOTE CONTROL in the wooden "corner" near the top and put 
    the EXPLOSIVES over the wooden area at the top left. Put another REMOTE 
    CONTROL in the other "wooden corner" on the second floor and the EXPLOSIVES on 
    the wooden part on the right. Use a CAUTION WALL to make a floor underneath 
    the caution floor beneath the second explosives. Put a right-facing TIMER (set 
    to instantaneous reaction) to the left of the Bowling Ball.
    
    What Happens: Mel walks right and then walks onto the Remote Control. It 
    triggers the explosives. He continues left and falls down the new gap, moves 
    right, then triggers the other Remote Control. He continues right and falls 
    down the new gap, turns left, and pushes the Pinball to the left. It activates 
    the Timer and pushes the Bowling Ball to the right. The Bowling Ball opens the 
    Trap Door, so Mel falls into it and enters his house.
    
    
    MEDIUM #30: ILLUMINATE THE LAB
    
    What To Do: Put the two ANTI-GRAVITY PADS in the gaps between the sand floors. 
    Put a right-facing TIMER to the left of the right Pinball. Put a down-right 
    LARGE CURVED PIPE to the left of the Lava Lamp. Connect ROPE to the Lava Lamp, 
    put it through the Pulley, and connect it to the lower part of the 
    Teeter-Totter.
    
    What Happens: The Anti-Gravity Pad sends the Pinball upwards. It enters the 
    Bucket, which falls down and activates the Timer. The Timer sends the other 
    Pinball to the right onto the Anti-Gravity Pad. It enters the pipe, falls out, 
    enters the other pipe, and falls onto the Teeter-Totter, turning on the Lava 
    Lamp.
    
    
    MEDIUM #31: FIRE TWO!
    
    What To Do: Put FLINT ROCKS to the right of the TIMER and put the COFFEE POT 
    above them. Put a ROTO-TRANS CONVERTER beneath the Mouse Motor and connect the 
    two with a BELT. Put a MATCH at the fuse of the Cannon and connect it to the 
    Roto-Trans Converter with ROPE. Put a left-up LARGE CURVED PIPE to the right 
    of the Cannon. Place an ACCELERATOR TUBE above the Large Curved Pipe and place 
    a down-left LARGE CURVED PIPE above the Accelerator Tube.
    
    What Happens: The Timer activates the Flint Rocks, so the Coffee Pot starts 
    up. This makes the Mouse Motor run, activating the Match and igniting the 
    Cannon. The Cannon fires and the Pinball goes into the pipes and emerges, 
    hitting the Nitroglycerine.
    
    
    MEDIUM #32: BLOW UP
    
    What To Do: Put a REMOTE CONTROL underneath the baseball and put the 
    EXPLOSIVES between the floor above the Hot Air Balloon and the floor above 
    that floor. Put DYNAMITE to the right of the Bowling Ball and put a BUCKET on 
    the Incline to the right of the Hot Air Balloon. Put FLINT ROCKS underneath 
    the Hot Air Balloon and put TRIMMERS underneath the Bowling Ball and are on 
    the Rope. the Hot Air Balloon down.
    
    What Happens: The Explosives blow up the floor above the Hot Air Balloon and 
    the floor above that floor. The Bucket activates the Flint Rocks, and the Hot 
    Air Balloon moves upward. This lights the Match, which in turn lights the 
    Dynamite, blowing up the floor and sending the Bowling Ball to the left. The 
    Bowling Ball hits the Trimmers, cutting the Rope and letting the Balloon fly 
    off the top of the screen.
    
    
    MEDIUM #33: GRAVITY CAVITY
    
    What To Do: Take a CONVEYER BELT and stretch it out as far as you can. Put it 
    just above the Soccer Ball and move it as far left as you can without it not 
    preventing the Soccer Ball from moving upward. Now move it up two spaces. Put 
    a stretched out INCLINE just to the left of the Conveyer Belt. The Incline 
    should be sloping down to the right. Now move the Incline four spaces left and 
    two spaces up. Put a PINBALL below the lower part of the Teeter-Totter. Attach 
    ROPE to the upper part of the Teeter-Totter, put it through the upper Pulley, 
    then the lower one, and then connect it to the Lava Lamp. Put a MAGNIFYING 
    GLASS to the right of the Lava Lamp. Plug an ELECTRIC MOTOR into the Solar 
    Panel (it should be below the Solar Panel). Connect the ELECTRIC MOTOR with 
    the Conveyer Belt with a BELT.
    
    What Happens: The Pinball turns on the Lava Lamp. The candle will be moving up 
    and down a bunch (when it's far enough off the screen the Anti-Gravity Pad 
    will stop working on it and it'll fall, triggering the Anti-Gravity Pad 
    again), and it will be a little closer to being lit each time it comes by the 
    Magnifying Glass. Once it's lit, it'll turn on the Solar Panel and Electric 
    Motor, moving the Pinball into the caution box.
    
    
    MEDIUM #34: UP, UP, AND BOOM!
    
    What To Do: Put a "/" TEETER-TOTTER underneath the baseball and connect its 
    lower end to the Phazer with ROPE. Put FLINT ROCKS underneath the Fireworks. 
    Put the BOAT CLEAT a little above the floor that's underneath the Flint Rocks. 
    Connect the Boat Cleat to the Hot Air Balloon with a ROPE. This puzzle will 
    probably take some fine-tuning with the placement of the Flint Rocks and Boat 
    Cleats.
    
    What Happens: The baseball turns on the Phazer and the Hot Air Balloon veers 
    to the left because it's tied down. It hits the Flint Rocks, which light the 
    Fireworks.
    
    
    MEDIUM #35: THE SKY IS FALLING
    
    What To Do: Put a BOAT CLEAT underneath each of the Nitroglycerine tubes and 
    attach each to the Bucket that's to the right of it with ROPE. Put an 
    ANTI-GRAVITY PAD at the bottom of the screen, partly under the Caution Wall. 
    Use the WOOD WALL to make a floor to bridge the gap between the wooden floor 
    and the Anti-Gravity Pad. Put an INCLINE above the Anti-Gravity Pad.
    
    What Happens: The Buckets all stop the Nitroglycerine from harming Mel. He 
    runs right and encounters the Anti-Gravity Pad, which sends him upward. The 
    Incline moves him left and he enters his House.
    
    
    MEDIUM #36: STOP THE INVASION
    
    What To Do: Put a BALLOON to the right of the PHAZER and connect them with 
    ROPE. Put FLINT ROCKS in front of the Phazer. They should be above and a 
    little to the right of the Missile's fuse, and be low enough to affect the 
    upper Blimp. Put a MISSILE on the lower platform, facing right.
    
    What Happens: The Phazer shoots the Flint Rocks. The Blimp encounters them and 
    goes down in flames. It lights both Missiles, destroying the other Blimps.
    
    
    MEDIUM #37: CHEF MEL
    
    What To Do: Put an upside-down ROTO-TRANS CONVERTER to the right of the Mouse 
    Motor. Connect the two with a BELT. Put a PHAZER underneath it and to the left 
    of the Dynamite. Connect the ROTO-TRANS CONVERTER to the Phazer with ROPE. 
    Connect the Bucket to the Mandrill Motor with ROPE, and connect the Mandrill 
    Motor to the other Roto-Trans Converter with a BELT. Connect the Roto-Trans 
    Converter to the lower part of the Teeter-Totter with ROPE. Put two adjoined 
    GEARS between the Generator and Mouse Motor. Connect one to the Mouse Motor 
    and the other to the Generator, both with BELTS.
    
    What Happens: The Phazer shoots the Dynamite. This makes the Mouse Motor run 
    the Generator and turns on the Mandrill Motor. It pulls the Teeter-Totter up, 
    making Mel go right. He turns on the Toaster and the Toast comes up.
    
    
    MEDIUM #38: MEL-O-DRAMA
    
    What To Do: Put CURIE above Mel and put a left-facing NEWTON where the Hint is 
    pointing. Now place NITROGLYCERINE in the indentation that's underneath and to 
    the left of the Newton you just placed.
    
    What Happens: Newton runs from Curie. This part's a bit confusing, but it ends 
    up with Mel getting to the right edge of the platform. He falls, then uses 
    Newton to climb up to the upper platform. He continues left, falls, then goes 
    right. He falls into the hole made by the Nitroglycerine and enters his house.
    
    
    MEDIUM #39: LUNAR BASE TAKE-OFF
    
    What To Do: Put FLINT ROCKS below the Rocket and an ANTI-GRAVITY PAD beneath 
    the Balloon. Connect the Teeter-Totter to the Lava Lamp with a ROPE. Put a 
    LASER MIXER in front of the Laser so that it will reach the Laser-Activated 
    Plug. Plug an ELECTRIC MOTOR into the outlet and put a ROTO-TRANS CONVERTER 
    below it. Connect the two with a BELT and put a PULLEY below the Phazer. 
    Attach a ROPE to the Roto-Trans Converter, put it through the Pulley, and 
    connect it to the Phazer.
    
    What Happens: The Balloon flips the Teeter-Totter, turning the Lava Lamp on. 
    This turns the Laser on and it goes into the Laser Mixer, which sends the 
    laser into the Laser-Activated Plug. The Electric Motor turns on the Phazer, 
    which hits the Flint Rocks and launches the Rocket.
    
    
    MEDIUM #40: LAUNCH THE FIREWORKS
    
    What To Do: Put a FLASHLIGHT and MAGNIFYING GLASS to the left of the Hot Air 
    Balloon. Put an ELECTRICAL SWITCH high above the Hot Air Balloon, with the 
    switch down. Plug an ELECTRIC MOTOR into it. Take two GEARS and put them in 
    the space between the Electric Motor and the Conveyer Belt. Connect one Gear 
    to the Electric Motor, and the other to the Conveyer Belt the Candle is on 
    using BELTS.
    
    What Happens: The Pinball turns on the Flashlight. It lights the Hot Air 
    Balloon, which moves upward, and then lights the Candle. The Hot Air Balloon 
    flips the switch and turns on the Electric Motor, which moves the lit candle 
    to the right, setting off the Fireworks.
    
    
    MEDIUM #41: FLIGHT THROUGH THE ALPS
    
    What To Do: Put an ANTI-GRAVITY PAD beneath the Soccer Ball. Put a FLASHLIGHT 
    to the left of the Solar Panel. Put a "\" TEETER-TOTTER underneath the 
    Baseball. Put the TIN SNIPS on the Steel Cable holding the Hot Air Balloon to 
    the ground. Plug one LASER into the Electric Switch and have it point down at 
    the Cannon's fuse. Make sure it's to the left of the Electric Switch. Plug the 
    other LASER into the Solar Panel and have it face the Hot Air Balloon. Put a 
    BIKE PUMP to the right of the Pinwheel.
    
    What Happens: The Soccer Ball moves upward and pushes the Basket onto the 
    Teeter-Totter. The flipped Teeter-Totter sends the baseball to the right, and 
    it hits the Bike Pump. The Bowling Ball moves to the right and turns on the 
    Blue Laser, then moves right because of the Pinball Bumper hits the Tin Snips, 
    releasing the Hot Air Balloon. The Cannon launches its Pinball, which hits the 
    Flashlight and makes the Laser light the Hot Air Balloon.
    
     
    MEDIUM #42: SOCCER SHOCKER
    
    What To Do: Put TIN SNIPS on the Steel Cable and put a "/" TEETER-TOTTER just 
    underneath them. Put a FLASHLIGHT to the left (and a little lower than) the 
    Pinball. Put a MAGNIFYING GLASS to the Flashlight's right. Put the TRIMMERS on 
    the rope holding the Balloon down. Put the POOL CUE between the Balloon and 
    Soccer. The Pool Cue should be diagonal, its red side facing the Balloon. Put 
    an up-left LARGE CURVED PIPE above and to the right of the Springboard. 
    Connect an ACCELERATOR TUBE to its left side and connect a right-up LARGE 
    CURVED PIPE to the Accelerator Tube's right side. Put a down-right LARGE 
    CURVED PIPE a bit above it and connect an ACCELERATOR TUBE to its right. The 
    bottom of the Accelerator Tube should barely touch the the corner of the 
    yellow brick wall and yellow brick platform. Put a THUMB TACK a little above 
    the right-most yellow wall (or something else to stop the Soccer Ball from 
    going too far).
    
    What Happens: The Pinball turns on the Flashlight and launches the Hot Air 
    Balloon. The Hot Air Balloon flips the Teeter-Totter, releasing the Bucket. 
    The Bucket hits the Trimmers and releases the Balloon, which makes the Soccer 
    Ball go to the left. It enters the pipes, is thrust out of the left one, 
    enters the one above it, then exits the Accelerator Tube. It rolls up the 
    incline, hits the Thumb Tack, then falls into the wooden crate.
    
    
    MEDIUM #43: LIGHT MELS' WAY
    
    What To Do: Put a "/" TEETER-TOTTER underneath the Baseball. Put a PULLEY 
    underneath the Lava Lamp. Attach ROPE to the Lava Lamp, put it through the 
    Pulley, and connect it to the lower part of the Teeter-Totter. Put a stretched 
    out CONVEYER BELT underneath the Pinball. Put a MOUSE MOTOR above the lower 
    part of the Teeter-Totter and connect the two with a BELT. Put a MOUSE MOTOR 
    just to the left of the Conveyer Belt the Pinball is on and connect it to the 
    Conveyer Belt the top Mel is on with a BELT. Put a MOUSE MOTOR underneath and 
    to the right of the Conveyer Belt the upper Mel is on. Connect the Mouse Motor 
    to the lower Conveyer Belt with a BELT. Take a CONVEYER BELT, stretch it out 
    as far as you can, and put it just to the right of the platform the houses are 
    on. Put a MOUSE MOTOR to the right of that Conveyer Belt. DO NOT CONNECT THEM.
    
    What Happens: The Teeter-Totter flips, turning on the Lava Lamp and starting 
    the Mouse Motor. The Pinball moves right, hitting the other Mouse Motor. Mel 
    is moved right and hits the third Mouse Motor, moving the other Mel to the 
    right. The two Mels continue right and fall. They land on the Conveyer Belt, 
    walk right, encounter the Mouse Motor, then go to the left and enter their 
    houses.
    
    
    MEDIUM #44: PINBALL PUZZLER
    
    What To Do: Put an up-right LARGE CURVED PIPE below the Pinball and a left-up 
    LARGE CURVED PIPE next to it. Put an ACCELERATOR TUBE just above that Large 
    Curved Pipe and put a down-right LARGE CURVED PIPE far above it. Put a 
    left-down LARGE CURVED PIPE next to that one. Far below it put an up-right 
    LARGE CURVED PIPE (note that it may not line up perfectly with the above pipe) 
    and connect a left-up LARGE CURVED PIPE to it. Put an ACCELERATOR TUBE above 
    that pipe and far above it put a down-right LARGE CURVED PIPE. Connect a 
    left-down LARGE CURVED PIPE to it. Below the T-Connector put an up-right LARGE 
    CURVED PIPE and connect a left-up LARGE CURVED PIPE. Put an ACCELERATOR TUBE 
    above it and put a down-left LARGE CURVED PIPE above that. The new Large 
    Curved Pipe should be connected to the T-Connector.
    
    What Happens: The Pinball falls into the pipes and is thrown upward into the 
    down-right pipe. It falls down into the up-right pipe and is thrown upward 
    into the down-right pipe. It falls down into the T-Connector. It then falls 
    into the lower pipe and ends up entering the right side of the T-Connector, 
    then falls out the left side and falls off the screen.
    
    
    MEDIUM #45: ALL TERRAIN PINBALL
    
    Ugh. I hate this puzzle. Still, it is a good puzzle to put at the end of the 
    Medium puzzles. The tricky part is that you have to place things very 
    carefully.
    
    What To Do: Put an ACCELERATOR TUBE below the Pinball and a PINBALL BUMPER to 
    the lower left of the computer. Put another PINBALL BUMPER, this time far 
    above and a little to the right of the right flipper. Put an ACCELERATOR TUBE 
    at the bottom of the Wood Incline that's to the right. Put a PINBALL BUMPER 
    above the glass box, just below the highest log platform. It should be just to 
    the left of the Log Incline that's to the right of the log platform.
    
    What Happens: The Pinball falls into the Accelerator Tube and is thrown 
    upward. It hits the Terminal, then the lower Pinball Bumper. It moves up and 
    hits the upper one, goes back to it, hits it again, and then is moved right. 
    It ends up in the right Accelerator Tube and is thrust upward. It hits the 
    Pinball Bumper and is bounced back. It goes into the Accelerator Tube again, 
    then bursts out again. This time it hits the Pinball Bumper but stays in that 
    area, then enters the Wicker Basket. If that didn't work, try rearranging the 
    parts some. This level takes a lot of trial and error.
    
    
    
    iv. Difficult
    
    
    DIFFICULT #1: FIRE WORKS
    
    What To Do: Connect the LASER to the Generator. The Laser should be facing 
    down towards the Candle. Put a TIMER to the left of the Candle and an 
    ANTI-GRAVITY PAD level with the caution floor. Put an up-left LARGE CURVED 
    PIPE below the Pinball, with its left exit lined up with the upper Large 
    Curved Pipe's right exit. There should be enough space between them to put a 
    Mouse Motor. Place a MOUSE MOTOR underneath the gap between the two of them. 
    Place a down-left LARGE CURVED PIPE just to the right of the bottom Large 
    Curved Pipe. Take the BRICK WALL and put it next to the upper caution floor. 
    Stretch it out horizontally to the left. Put DYNAMITE above the Anti-Gravity 
    Pad. Lastly, connect the Mouse Motor and Generator with a BELT.
    
    What Happens: The Anti-Gravity Pad moves the Dynamite up, but it's halted by 
    the brick floor. Meanwhile, the Pinball enters the pipe. It emerges from its 
    left side. It slides over the Mouse Motor (which starts up the Generator, 
    lighting the Candle) and into the next pipe. It falls down and goes through 
    the pipes to land on the Timer. The Timer pushes the Candle to the right, 
    lighting the Dynamite and blowing up the brick wall. The Candle then moves 
    right and lights all the Fireworks.
    
    
    DIFFICULT #2: THINGS THAT GO BOOM!!!
    
    What To Do: Put a ROCKET underneath the left part of the Teeter-Totter. Put a 
    PULLEY underneath the Phazer. Use ROPE to connect the lower part of the 
    Teeter-Totter with the Phazer, making sure to go through the Pulley. Put a 
    MAGNIFYING GLASS and FLASHLIGHT to the right of the Fireworks. Lastly, put a 
    MISSILE on the ledge above the Flint Rocks.
    
    What Happens: Newton flips the Teeter-Totter, and the match lights the Rocket. 
    The Rocket makes the Phazer shoot the Flint Rocks and light the Missile. The 
    Missile destroys the Blimps and blows up the ledge the Pinball is on. The 
    Pinball hits the Remote Control, which sends the tennis ball to the right, 
    where it falls onto the Flashlight and lights the Fireworks.
    
    
    DIFFICULT #3: CURIE AND THE FISH SQUISH
    
    What To Do: Put a right-facing FLASHLIGHT underneath the Baseball, a 
    MAGNIFYING GLASS to the right of the Flashlight, and a CANDLE to the right of 
    the Magnifying Glass. Place a left-facing Blimp a bit to the right of the 
    Candle. Now for the tricky part. Put a SPRINGBOARD just to the left of the 
    caution floor the fourth Fish Tank is on. (that is, the fourth Fish Tank the 
    Pinball breaks). Put an INCLINE of length one sloping down to the left just 
    above the Springboard, then move it two spaces up. Place an INCLINE of length 
    two just to the right of the Incline you just placed. Place two connected 
    INCLINES of width one just underneath the right side of the caution platform 
    the third Fish Tank is on. The right end of the Inclines should stop just 
    short of the caution platform to the right.
    
    What Happens: The Blimp encounters the lit Candle and goes down in flames, 
    lighting the Cannon. The Pinball breaks the first four Fish Tanks with ease, 
    then lands on the Springboard. The Inclines move it to the right. It breaks 
    the remaining two Fish Tanks, and Curie follows them, moving right off the 
    screen. (pun intended)
    
    
    DIFFICULT #4: NEWTON'S CAFE
    
    What To Do: Put a SPRINGBOARD underneath Newton and an ANTI-GRAVITY PAD at the 
    bottom of the left side of the "room" Newton is in. Put the BOXING GLOVE to 
    the right of the Cheese.
    
    What Happens: Newton bounces until he hits the Pinball Bumper. He's thrown to 
    the left and moves up because of the Anti-Gravity Pad. He hits the Boxing 
    Glove, sending the Cheese to the left, and letting the other mice eat.
    
    
    DIFFICULT #5: MAKIN SOME COFFEE
    
    What To Do: Put an ANTI-GRAVITY PAD underneath the left-most Pinball. Plug an 
    ELECTRIC MOTOR into the right-most socket and connect it to the Conveyer Belt 
    with a BELT. Plug a RED LASER into the other Electrical Switch and have it 
    face down towards Aladdin's Lamp. Put an INCLINE underneath the highest 
    Pinball, sloping down to the left. Put a right-facing CANNON to the left of 
    the pipe. This Cannon should be facing as far up as possible (it barely 
    squeezes in there). Put a SPRINGBOARD underneath the Teeter-Totter. Plug the 
    BLUE LASER into the Solar Panel. Have it face down and have it be above the 
    Laser-Activated Plug. Plug an ELECTRIC MOTOR into the Laser-Activated Plug and 
    connect it to the Conveyer Belt with a BELT. Connect the Match and Roto-Trans 
    Converter with a ROPE.
    
    What Happens: One Pinball rolls down the Incline and flips the switch, making 
    the Laser light the Lamp. The other Pinball moves upward and flips the other 
    switch, sending the Lamp to the right and lighting the Cannon. The Pinball 
    falls into the pipe and bounces on the Springboard, flipping the 
    Teeter-Totter. It turns on the Lava Lamp, which turns on the Blue Laser. This 
    turns on the Laser-Activated Plug, so the Electric Motor moves the remaining 
    Pinball to the left. It hits Mel, who moves and hits the Mouse Motor. Through 
    the Roto-Trans Converter, the match is released, and the Coffee Pot is heated.
    
    
    DIFFICULT #6: CURIOUS CURIE
    
    What To Do: Put NEWTON on the ledge that's to the left of Curie. Put a POOL 
    CUE between the Tennis Balls and Pinball, the white end facing the Pinball. 
    Put a "\" TEETER-TOTTER underneath the Bowling Ball and TRIMMERS on the Rope 
    above the Bucket.
    
    What Happens: Curie goes after Newton. Meanwhile, the Tennis Balls hit the 
    Pool Cue and send the Pinball to the right. The Pinball flips the 
    Teeter-Totter and the Bowling Ball lands on the other Teeter-Totter, setting 
    off the Explosives. Meanwhile, Curie has landed on the Inclines and has slid 
    over, onto the Bucket. The Explosives, um, explode, sending the Bowling Ball 
    to the right, hitting the Trimmers and cutting the Rope, sending Curie off the 
    bottom of the screen.
    
    
    DIFFICULT #7: CAGE THE KITTY
    
    What To Do: Put a left-facing PHAZER to the right of Newton and put a BALLOON 
    to the right of it. Connect the two with STEEL CABLE. Connect an up-right 
    LARGE CURVED PIPE to the left of the Accelerator Tube and a left-up LARGE 
    CURVED PIPE to its right. Place an ACCELERATOR TUBE to the right of the 
    down-right LARGE CURVED PIPE that's in the middle of the screen. Plug an 
    ELECTRIC MOTOR to the Electric Switch and connect it to the Conveyer Belt with 
    a BELT. Finally, put a YELLOW BRICK WALL to the right of the cage (but not so 
    far right that it will interfere with Newton's pipe journey).
    
    What Happens: The Phazer hits the Dynamite and blows it up. Newton runs left 
    to the Cheese and falls into the pipes. He finally emerges from the right-most 
    Large Curved Pipe and flips the switch. The Electric Motor moves Curie Cat to 
    the left. The Anti-Gravity Pad moves her upward, and she's moved left by the 
    Inclines. She hits the Yellow Brick Wall and falls into the cage.
    
    
    DIFFICULT #8: TARGET PRACTICE
    
    What To Do: Put the REMOTE CONTROL on the left exit of the right Large Curved 
    Pipe and the Explosives next to the Grass Wall. Put an up-left LARGE CURVED 
    PIPE underneath the left Bowling Ball, and use an ACCELERATOR TUBE to connect 
    it to the left right-up Large Curved Pipe. Use a down-left LARGE CURVED PIPE 
    to connect that Large Curved Pipe to the Large Pipe. Place a right-down LARGE 
    CURVED PIPE to the left of the Large Pipe. Put a MAGNIFYING GLASS to the right 
    of the Flashlight and a CANNON to the right of the Magnifying Glass. Keep the 
    Cannon at the same angle as it comes into the puzzle at.
    
    What Happens: The right Bowling Ball triggers the explosives. The left Bowling 
    Ball turns on the Flashlight, lighting the Cannon and sending the Pinball onto 
    the Boxing Glove, popping the Balloon.
    
    
    DIFFICULT #9: DEEP SEA BASEBALL
    
    What To Do: Put a MIRROR above the Green Laser and another MIRROR to the far 
    right of that Mirror, underneath the Laser Mixer. Place a MIRROR underneath 
    the first Mirror you placed, to the right of the Blue Laser. The placement of 
    this mirror is tricky because it needs to reach the same Mirror as the Green 
    Laser. If you can't get it to work, try moving the original Mirror around a 
    little. Anyway, plug a RED LASER into the right Electrical Outlet and have it 
    face upward, into the Laser Mixer. Place the last MIRROR above the Laser Mixer 
    and to the right of the Laser-Activated Panel (yes, it will go through the 
    Balloon). Put NITROGLYCERINE just to the right of the Green Laser. Plug the 
    VACUUM into the Laser-Activated Plug, its vacuum side above the Incline. Put a 
    MOUSE MOTOR underneath the Bucket, a CONVEYER BELT underneath the Pinball, and 
    connect the two with a BELT.
    
    What Happens: The three Lasers all enter the Laser Mixer, producing a white 
    laser. This pops the Balloon, lowing the Bucket and making the Mouse Motor 
    run, sending the Pinball off the screen. Meanwhile the Vacuum sucks the 
    Baseball onto the Incline, and it rolls right into the Cardboard Box.
    
    
    DIFFICULT #10: PLURAL POP
    
    What To Do: Put a down-facing THUMB TACK above the left Balloon. Put an 
    INCLINE underneath the Basketball, sloping downward to the left. Put a 
    down-right LARGE CURVED PIPE above the Anti-Gravity Pad (make it as low as it 
    can be) and put an ACCELERATOR TUBE to the right of it. Put a TIMER to the 
    left of the Nitroglycerine and a left-down LARGE CURVED PIPE above it.
    
    What Happens: The Incline makes the Bowling Ball move left and onto the 
    Anti-Gravity Pad. It enters the pipe, then exits and enters the other one. It 
    lands on the Timer, which pushes the Nitroglycerine and blows up the right 
    Balloon. This releases the left Balloon, which hits the Thumb Tack and goes 
    POP!
    
    
    DIFFICULT #11: LASER COFFEE
    
    Darn mirror puzzles...they're so darn HARD to explain. I will assume, of 
    course, that you're smart enough to figure out which way each Mirror should 
    face.
    
    What To Do: Put a PINBALL above the right Electric Switch. Put a MIRROR above 
    the Mirror that the Green laser first hits, and have it be to the right of the 
    right-most Mirror that is above the Laser Mixer. Put a MIRROR underneath the 
    right-most Mirror, a MIRROR to the left of the right-most Mirror, and a MIRROR 
    above the the Mirror you just placed and to the right of the highest Mirror. 
    Put a MIRROR to the far right of the Red Laser, a MIRROR far above that 
    Mirror, and a MIRROR to the left of that Mirror and above the left-most 
    Mirror.
    
    What Happens: The Lasers reflect in their Mirrors and all enter the Laser 
    Mixer. This turns on the Electric Motor, which sends the Coffee Pot to the 
    right and off the screen. If a Mirror halts the Coffee Pot, try to move it out 
    of the way.
    
    
    DIFFICULT #12: NEWTON GOES BOWLING
    
    What To Do: Put CHEESE on the platform to the right of Newton. Put the REMOTE 
    CONTROL just above the log floor that's below the right Bucket and the 
    EXPLOSIVES above the log floor that's to the right of the Bowling Ball. Put a 
    RED LASER-ACTIVATED PLUG close to the Conveyer Belt and plug an ELECTRIC MOTOR 
    into it. Connect it to the Conveyer Belt using a BELT. Use the two MIRRORS to 
    reflect the laser so that it hits the Red Laser-Activated Plug.
    
    What Happens: Newton runs into the Bucket and it falls onto the Remote 
    Control, removing the floor obstacle. The other Bucket moves upward and flips 
    the switch. The Red Laser shoots a laser onto the mirror and it's reflected to 
    the Red Laser-Activated Plug, which activates the Electric Motor, sending the 
    Bowling Ball left, then into the Cardboard Box.
    
    
    DIFFICULT #13: SHOWTIME
    
    What To Do: Connect the MOUSE MOTOR to a ROTO-TRANS CONVERTER with a BELT. Put 
    a TRANS-ROTO-MATIC at the very top of the screen and connect it to the 
    Roto-Trans Converter with a BELT. Place a GEAR to the left of the 
    Trans-Roto-Matic and connect them with a BELT. Move the Gear as far to the 
    left as you can and still have the Belt connect them. Place two more GEARS to 
    the left of that Gear, adjacent. Connect the last Gear to the Conveyer Belt 
    with a BELT. Place MEL just to the right of the Flint Rocks and have him face 
    them, then set him to Run.
    
    What Happens: Mel lights the Flint Rocks and starts the Mouse Motor. The Mouse 
    Motor moves the Baseball to the right, and it moves the Balloon downward. 
    Meanwhile the Fireworks have launched, igniting the Rockets and sending them 
    off the screen while the Balloon is still being held down by the Baseball.
    
    
    DIFFICULT #14: TOAST ROAST
    
    I used to get totally stuck on this puzzle. Why? Because I didn't figure out 
    where to place the Accelerator Tube to make the puzzle work. But hey, I'm 
    about to tell you where it should be!
    
    What To Do: Put an ACCELERATOR TUBE (facing left) between the Flint Rocks and 
    the Fireworks. Connect a left-up LARGE CURVED PIPE to it. Put a CONVEYER BELT 
    just underneath the Baseball, then move it one space down. Make sure the right 
    edge of the Conveyer Belt is as close as possible to the Toaster. Put a MOUSE 
    MOTOR to the right of the upper Balloon and use a BELT to connect it to the 
    Conveyer Belt. Plug a right-facing FAN into the left ELECTRICAL SWITCH. 
    Lastly, put TRIMMERS above the Jack-in-the-Box.
    
    What Happens: The Bowling Ball enters the pipes and hits the Mouse Motor, then 
    comes back and hits the Flint Rocks. The Mouse Motor pops open the 
    Jack-in-the-Box, releasing the Balloon. It flips the switch and the Fan sends 
    the other Balloon onto the Mouse Motor, The baseball then puts the bread into 
    the Toaster. Earlier on, the Fireworks flipped the switch, so the Toaster 
    spits out some Toast. Hmmm...bread goes in, toast comes out. I wonder where 
    the bread goes...
    
    
    DIFFICULT #15: CLASH OF THE CRITTERS
    
    What To Do: Plug the CAN OPENER into the Outlet and put CHEESE on the platform 
    to the right of Newton. Place a REMOTE CONTROL between the two Inclines at the 
    upper-right of the screen, and put the Explosives underneath the Flashlight. 
    Place a left-facing CANNON (it should be horizontal) to the left of the 
    Magnifying Glass.
    
    What Happens: Newton and Curie both go after their favorite foods, setting off 
    the Cannons. Both Pinballs hit the Remote Controls, causing both to be blown 
    off the screen.
    
    
    DIFFICULT #16: CHEESE PLEASE!
    
    What To Do: Put a REMOTE CONTROL to the right of the platform that's above and 
    a little to the right of the Timer and put its EXPLOSIVES between in the left 
    part of the brick floors that are above the cage. Place another REMOTE CONTROL 
    to the right of the Incline beneath the Pinball. Put its EXPLOSIVES just to 
    the right of the other Explosives. Put FLINT ROCKS underneath the Rocket and 
    an ANTI-GRAVITY PAD in the space that's just to the left of the bottom Cheese. 
    Plug an ELECTRIC MOTOR into the Electrical Switch and connect it to the 
    Conveyer Belt with a BELT.
    
    What Happens: Newton runs right towards the Cheese. Meanwhile, the two Remote 
    Controls are hit by the Pinball and their Explosives, er, explode. The Pinball 
    hits activates the Timer and pushes the Pinball to the right, activating the 
    Flint Rocks. The Rocket ignites and launches, flipping the switch and 
    activating the Conveyer Belt and sending the Cheese to the right. Meanwhile, 
    Newton has run right towards the other Cheese and encountered the Anti-Gravity 
    Pad, which pushes him up and he ends up moving left and falling into the Cage. 
    The Cheese that was on the Conveyer Belt pushes the center Cheese to the 
    right, where it undergoes the same process Newton does, and falls into the 
    cage.
    
    
    DIFFICULT #17: CONTINUUM
    
    What To Do: Put a MIRROR to the right of the Laser that will reflect it upward 
    and hit the Fuse on the Cannon. Place another MIRROR, this time above that 
    Mirror, that will reflect the laser to the Rocket's fuse. Place CHEESE on the 
    platform to the right of Newton. Connect the lower part of the Teeter-Totter 
    to the Balloon with ROPE. Put an ANTI-GRAVITY PAD underneath the Cheese. Put a 
    SPRINGBOARD at the bottom of the Incline. Put a right-facing TIMER at the left 
    side of the screen, about level with the Mouse Hole. You may have to toy 
    around with the timing until you get it right.
    
    What Happens: A lot of stuff happens at once. 1) Newton goes for the Cheese, 
    lands on the Teeter-Totter, and is flipped right onto the Springboard. 2) The 
    laser activates both the Cannon and the Rocket. 3) The Cannon fires. The 
    Pinball hits the Mouse Motor (sending the Rocket off the screen) and due to 
    the Anti-Gravity Pads moves right and activates the Timer, sending Newton to 
    his Mouse Hole.
    
    
    DIFFICULT #18: DANGER BLIMP
    
    What To Do: Put a PULLEY above and a little to the right of the Bucket. Put 
    the REMOTE CONTROL just underneath the Pinball with its EXPLOSIVES in the 
    hanger, to the right of the Bucket. Put a MATCH underneath the Missile. Attach 
    ROPE to the Match, put it through the Pulley, and connect it to the Bucket. 
    
    What Happens: The Explosives go off, clearing the way for the Blimp and 
    knocking the Bucket away. It activates the Match, and the Missile is launched 
    and destroys the brick area above it. The Blimp, with no obstacles now, enters 
    the hanger.
    
    
    DIFFICULT #19: POMPEIAN RHAPSODY
    
    What To Do: Put a BALLOON above the left-most Pulley. Put a MATCH to the right 
    of the Pulley. Attach ROPE to the Match, put it through the Pulley, and 
    connect it to the Balloon. Put an ANTI-GRAVITY PAD in the gap at the 
    lower-right hand corner of the screen. Place an INCLINE above it and put a 
    ROTO-TRANS CONVERTER above the Mouse Motor. Connect the two with a BELT. 
    Lastly, connect the Lava Lamp and Roto-Trans Converter with ROPE.
    
    What Happens: The Balloon activates the Match, which lights the Candle. The 
    Candle slides over to the Anti-Gravity Pad, then moves left because of the 
    Incline. It lands on the Mouse Motor, which turns on the Lava Lamp via the 
    Roto-Trans Converter. 
    
    
    DIFFICULT #20: BLIMP-BE-GONE
    
    What To Do: Put a MOUSE MOTOR underneath the tennis ball and a CONVEYER BELT 
    just underneath the Missile, connecting the two with a BELT. Put a PINBALL 
    just above the right Bucket. See the gap to the left of the lower Bucket? 
    Place two Anti-Gravity Pads there. 
    
    What Happens: The Bucket lowers and sets off the Explosives and Dynamites. 
    Meanwhile the Missile is moved forward and slides left. The Anti-Gravity Pads 
    and the Incline move it to the right. It lands where the Match is, is ignited, 
    and blows up the Blimp.
    
    
    DIFFICULT #21: FLUFF
    
    What To Do: Put a "\" TEETER-TOTTER underneath the Basketball. Put an INCLINE 
    underneath the left Baseball and to the left of the Teeter-Totter. Put a BIKE 
    PUMP above the Basketball. It should be to the left of the "gap" in the wall. 
    Put a PINWHEEL above the Fish Tank and connect it to the Conveyer Belt. Put an 
    EGG TIMER underneath the right side of the Fish Tank, just above the floor. 
    Put three adjacent GEARS to the left of the Mouse Motor and connect the Mouse 
    Motor to the middle one with a BELT. Connect one of the others using a BELT to 
    the Conveyer Belt Curie is on. Put a ROTO-TRANS CONVERTER to the left of the 
    Gears and connect the remaining Gear to it with a BELT. Put DYNAMITE in the 
    area between the two red brick floors and put a MATCH next to it. Connect the 
    Match, via ROPE, to the Roto-Trans Converter.
    
    What Happens: The Baseball falls and flips the Teeter-Totter. The Basketball 
    hits the Bike Pump, which starts the Pinwheel and moves the upper Baseball. It 
    slides right and breaks the Fish Tank, then hits the Timer. It rolls back and 
    the Timer pushes it forward, and it hits the Mouse Motor. The Mouse Motor both 
    opens the Match (blowing up the Dynamite) and sends Curie to the right, making 
    her fall into the cardboard box.
    
    
    DIFFICULT #22: NEWTON'S SPECIAL BREW
    
    What To Do: Put CHEESE on the platform to the right of Newton. Put a 
    left-facing BIKE PUMP to the right of the Pinwheel, above the Remote Control. 
    Put a MATCH underneath the Coffee Pot and put a ROTO-TRANS CONVERTER close to 
    the Pinwheel. Connect the Roto-Trans Converter to the Pinwheel with a BELT and 
    to the Math with a ROPE.
    
    What Happens: Newton runs towards the Cheese and activates the Bike Pump. The 
    Pinwheel spins, releasing the Match and making the coffee brew.
    
    
    DIFFICULT #23: MEL ON THE MOVE
    
    What To Do: Put three TEETER-TOTTERS in the area to the left. Put a PHAZER 
    just to the right of Mel so it's facing the Balloon, a PHAZER facing the gap 
    between the Wooden Barriers, and a PHAZER that's facing just above the Wooden 
    Barriers. Put DYNAMITE on the platform in the upper-right and NITROGLYCERINE 
    in the middle of the platform to the right of the middle Phazer. Attach the 
    upper parts of each of the Teeter-Totters to the Phazers and put an 
    ANTI-GRAVITY PAD in the gap just to the left of the house.
    
    What Happens: Mel is moved upward and moved to the left. He walks along the 
    Teeter-Totters, activating the Phazers and blowing up the Dynamite, 
    Nitroglycerine, and Balloon. He then walks right and is moved upward by the 
    other Anti-Gravity Pad. With his path now clear of obstacles, Mel walks until 
    he reaches his home.
    
    
    DIFFICULT #24: CURIE'S BREAKFAST
    
    What To Do: Put a MOUSE MOTOR underneath the Balloon and connect it to the 
    Conveyer Belt with a BELT. Put TRIMMERS on the Rope holding the Balloon down, 
    next to the Incline. Put a PULLEY below the Lava Lamp. Connect the Lava Lamp 
    to the lower part of the Teeter-Totter with ROPE, being sure to go through the 
    Pulley. Plug a TOASTER into the Solar Panel
    
    What Happens: The Blimp pushes the Balloon into the Thumb Tack, making Newton 
    fall onto the Mouse Motor. The Tennis Ball turns on the Flashlight and hits 
    the Trimmers, releasing the Hot Air Balloon. The Hot Air Balloon flips the 
    Teeter-Totter, turning on the Lava Lamp and hitting the Toaster. The Toast 
    pops up, flipping the switch and turning on the Can Opener. 
    
    
    DIFFICULT #25: EXPLOSIVE ANIMALS
    
    What To Do: Put a HOT AIR BALLOON about midway between the Laundry Basket and 
    the Teeter-Totter, then connect it to the Laundry Basket with a ROPE. Put 
    FLINT ROCKS a little underneath and to the right of the Dynamite. Put an 
    ALLIGATOR underneath Curie Cat. Put a GENERATOR to the right of the Mouse 
    Motor and connect them with a BELT. Plug a LASER into the Generator and have 
    it face the Hot Air Balloon.
    
    What Happens: The Alligator flips Curie onto the Mouse Motor. The Laser makes 
    the Hot Air Balloon, which brings the Laundry Basket up AND hits the 
    Teeter-Totter, activating the Flint Rocks and blowing up the Dynamite. 
    Meanwhile, Curie has slid off the Mouse Motor and has chased after Newton. 
    Newton runs away from Curie and right into his Mouse Hole.
    
    
    DIFFICULT #26: MEL'S MINE FIELD
    
    What To Do: Put an ACCELERATOR TUBE underneath the third-to-left Mel and put a 
    down-left LARGE CURVED PIPE far above it (that is, at the top of the screen). 
    Put a PIPE WALL to the left of that Mel.
    
    What Happens: When Mel touches the Nitroglycerine, he's thrown up against the 
    Pipe Wall, then falls into the Accelerator Tube. He's thrust upward into the 
    Large Curved Pipe, exits, and enters his house.
    
    
    DIFFICULT #27: MEL TAKES A HIKE
    
    What To Do: Plug a LASER into the right Electrical Switch and have it face the 
    Mirror. Plug an ELECTRIC MOTOR into the Laser-Activated Plug and connect it to 
    the Gear with a BELT. Put the Electric Motor just to the right of Mel. Put an 
    ANTI-GRAVITY PAD in the "gap" above the Remote Control and to the left of the 
    Flint Rocks. 
    
    What Happens: The Red Laser is activated and it enters the Laser Mixer. The 
    Anti-Gravity Pad levitates the Tennis Ball upward, but when it gets high 
    enough the Anti-Gravity Pad stops and the Tennis Ball falls just far enough to 
    flip the switch, making the Blue laser join the Red laser in the Laser Mixer. 
    This turns on the Electric Motor, which detonates the Explosives. Now Mel can 
    walk left, fall, walk right, and then hit the Flint Rocks, setting off the 
    Fireworks.
    
    
    DIFFICULT #28: THE BIG BALLOON BUMMER
    
    What To Do: Put an ANTI-GRAVITY PAD underneath the Incline that's underneath 
    the Conveyer Belt. Put a BOXING GLOVE between the Pinball and Bowling Ball, 
    and plug a LASER (facing left the Hot Air Balloon) into the Electrical Switch. 
    Put the PINBALL FLIPPER in the "log corner" that's to the left of the Bowling 
    Ball and a CONVEYER BELT (smallest it can be) under the upper Pinball. Put a 
    MOUSE MOTOR to the left of the Conveyer Belt and connect them with a BELT. 
    
    What Happens: All the Balloons end up in the upper-right corner because of the 
    Anti-Gravity Pad. Meanwhile, the Pinball hits the Boxing Glove, sending the 
    Bowling Ball onto the Pinball Flipper. It hits the Bowling Ball upward and it 
    hits the Mouse Motor. The Pinball moves to the right and flips the switch, 
    sending the Hot Air Balloon up and activating the Phazer. The Phazer will 
    shoot a lot of times, popping each Balloon.
    
    
    DIFFICULT #29: LASER FOOD
    
    What To Do: Put the SUPER BALL underneath the Electrical Switch and the 
    ARCHWAY underneath the Super Ball. Place a "\" TEETER-TOTTER above the Solar 
    Panel with its lower edge being above the Basket. Put FLINT ROCKS underneath 
    the higher end of the Teeter-Totter. Plug a downward-facing RED LASER into the 
    Electrical Switch and put a MIRROR underneath it and to the left of the Hot 
    Air Balloon. Place another MIRROR to the right of the Hot Air Balloon that 
    will reflect the laser downward. Put a LASER MIXER underneath the 
    Laser-Activated Plug. Plug the GREEN LASER into the Solar Panel, facing right. 
    Put a MIRROR to its right and underneath the Laser Mixer. This last bit is 
    tricky. You have to position a MIRROR below the Mirror to the right of the Hot 
    Air Balloon. This Mirror should reflect the red laser into the Mirror 
    underneath the Laser Mixer. The hard part is positioning the Mirror so that it 
    works but also so that it doesn't stop the Green laser from reaching the 
    Mirror below the Laser Mixer. You may have to move some of the other Mirrors 
    around to get it to work.
    
    What Happens: The Super Ball turns the first Can Opener on, along with the Red 
    Laser, which lights the Hot Air Balloon. The Bucket being pulled up flips the 
    Teeter-Totter, activating the Flint Rocks and turning the Solar Panel on. This 
    turns on the second Can Opener and the Green Laser. The two lasers converge in 
    the Laser Mixer, turning on the last Can Opener.
    
    
    DIFFICULT #30: JOLLY JOLLY JUMPIN' JACK
    
    This puzzle can seem absolutely maddening if you don't know something: If a 
    pulse from a Phazer enters a pipe and the pipe curves, it WILL actually 
    emerge!
    
    What To Do: Okay, first of all, take the WOODEN WALL and put it underneath the 
    Nitroglycerine. Now, it should be horizontal and as small as possible, and 
    should be as low on the screen as it can be. Put a left-down LARGE CURVED PIPE 
    in the upper-right corner of the screen, to the right of the Phazer. Put a 
    LARGE PIPE beneath it and stretch it out. At the very bottom of the pipe (the 
    bottom right of the screen) put an up-left LARGE CURVED PIPE. Its exit should 
    be horizontal with the Balloon to the left. Now for the hard part. Put a 
    FLASHLIGHT underneath the right bucket and a MAGNIFYING GLASS to its right. 
    Place a right-facing CANNON to the right of the Magnifying Glass. The Cannon 
    should be facing upward as high as it can. You'll probably have to move the 
    three around some to get it to work right. Put an ELECTRICAL SWITCH in the 
    "corner" to the upper left of the Nitroglycerine. Plug a LASER into it, facing 
    up. Put a MIRROR far above the Laser, and a MIRROR to the right of that 
    Mirror, above the Dynamite.
    
    What Happens: The Nitroglycerine will fall onto the wooden floor, blowing up 
    the Wooden Wall to its right. The Phazer will shoot its beam, which will enter 
    the Large Curved Pipe and then exit the other one. The Large Curved Pipe will 
    hit the Balloon, popping it. This lowers the Bucket onto the Flashlight, which 
    lights the Cannon. The Cannon shoots a Pinball to the right, and it clears the 
    wall and falls down. It flips the switch on the Electrical Outlet, and the 
    Laser turns on. It fires a laser at the Mirror above it, and it's then 
    reflected to the other Mirror, and then onto the Dynamite. The Dynamite 
    explodes, pushing the Basketball to the right, starting the Mouse Motor, and 
    opening the Jack-in-the-Box.
    
    
    DIFFICULT #31: ROCKET RACKET
    
    What To Do: Put a LARGE GEAR to the right of the Mouse Motor, a LARGE GEAR 
    adjacent to that Gear, and a SMALL GEAR adjacent to the second Large Gear. 
    Connect the Small Gear to the Conveyer Belt and the first Large Gear to the 
    Mouse Motor, both times using BELTS. Put a BLUE LASER-ACTIVATED PLUG to the 
    left of the Teeter-Totter, lined up with the Blue Laser. Plug a BLUE LASER in 
    the Laser-Activated Plug. It should be to the left of the Laser-Activated Plug 
    and facing it. Plug another BLUE LASER into the Laser-Activated Plug, this 
    time underneath and facing downward. Put a MIRROR underneath that Laser so 
    that it will reflect and hit the fuses of the Rocket and Missile.
    
    What Happens: The Bowling Ball hits the Mouse Motor, which sends the other 
    Bowling Ball rolling up the incline. It is moved upward by the Anti-Gravity 
    Pad, then moves the Balloon to the right. The Balloon flips the Teeter-Totter 
    and for just an instant the Blue Laser will reach the Laser-Activated Plug. 
    Now a very interesting thing happens. This activates the Laser to the left of 
    the Plug, and it sends its laser into the plug. In other words, it powers 
    itself! Neat, huh? Anyway, the other laser hits the Mirror, breaks the 
    Balloon, and fires the Missile, then the Rocket, letting the rocket off the 
    top of the screen.
    
    
    DIFFICULT #32: TRICK SHOT
    
    I hate Pool puzzles so much...but at least they're nice enough to give you a 
    hint in them. As with many actual pool games, it all starts with the Cue Ball.
    
    What To Do: Basically, the solution is simple, and yet not simple. What you 
    have to do is have the POOL CUE facing diagonally at the Cue Ball. The Pool 
    Cue should be upward and to the right of the Cue Ball, with its white end 
    facing it. Put the TENNIS BALL above the red side of the Pool Cue. This will 
    probably take some trial and error.
    
    What Happens: The Tennis Ball hits the Pool Cue. The Cue Ball hits the 2 Ball, 
    which goes into the middle pocket. The Cue Ball then, due to complicated pool 
    physics that I am not privy to, goes off to the right and hits the 3 Ball, 
    sending it into the upper left corner pocket.
    
    
    DIFFICULT #33: EAT THE MOUSE!
    
    What To Do: Put a MOUSE MOTOR just above the right side of the red brick box 
    Newton is in (2/3 of it should next to the brick floor) and move it six spaces 
    up. Put a CONVEYER BELT just to the left of it, stretched out all the way. The 
    Conveyer Belt should be touching the bottom half of the Mouse Motor. Connect 
    the two with a BELT. The next part takes carefully positioning. Put a "\" 
    TEETER-TOTTER to the lower left of the Conveyer Belt. Put a MATCH next to the 
    Cannon's fuse and put a PULLEY to the left of it. Connect the Match and the 
    upper end of the Teeter-Totter with ROPE, being sure to go through the Pulley. 
    Put a REMOTE CONTROL to the lower left of the Teeter-Totter and put the 
    EXPLOSIVES above the left side of the top of the box Newton is in. Put an 
    ANTI-GRAVITY PAD in the "gap" underneath the Electric Switch and plug a MIXER 
    into the Switch.
    
    What Happens: Curie falls onto the Mouse Motor and slides onto the Conveyer 
    Belt. The Belt moves her left, onto the Teeter-Totter. She flips it, letting 
    the Match light the Cannon. Curie slides left, lands on the Remote Control, 
    and slides left some more. She slides onto the Anti-Gravity Pad (a lot of 
    sliding going on, eh?) and is moved upward. This flips the switch, turning the 
    Mixer on. Curie finally slides back to the right, falls into the box Newton is 
    in, and eats him.
    
    
    DIFFICULT #34: FIRE SHOW SHENANIGANS
    
    What To Do: Put the REMOTE CONTROL in the middle of the screen and put its 
    EXPLOSIVES below the Rocket. Put a CANDLE above the Remote Control (the 
    "correct" place to put it is at the bottom of the room with all the Inclines, 
    but that takes too long). Put an INCLINE underneath the left Tennis Ball. Take 
    a PIPE WALL and stretch it out horizontally, then put it underneath the 
    Fireworks, with just barely enough room for the Rocket to squeeze through. Put 
    FLINT ROCKS underneath the Incline at the lower left.
    
    What Happens: The Remote Control is triggered and the Explosives release the 
    Rocket and it falls. Meanwhile the Tennis Ball falls to the left and hits the 
    Flint Rocks. The Flint Rocks light the Rocket, and it zooms right, setting off 
    all the Fireworks.
    
    
    DIFFICULT #35: LATE FOR BREAKFAST
    
    This puzzle has two separate parts, so I'll divide this into those two parts.
    
    What To Do: 
    Part 1: Put an ACCELERATOR TUBE just to the left of the right exit of the 
    Large Curved Pipe. The Accelerator Tube should be facing TOWARDS the Large 
    Curved Pipe. Connect the Trans-Roto-Matic to the Generator with a BELT, and 
    plug a RED LASER and BLUE LASER into the Generator, both facing towards the 
    Laser Mixer. Put a MIRROR underneath the Laser Mixer so that it'll reflect 
    into the Laser-Activated Plug. 
    Part 2: Put a MAGNIFYING GLASS between the Flashlight and Rocket. Put TRIMMERS 
    a little above and to the right of the Flashlight so that it'll encompass the 
    Rope, then put the BASEBALL above the right edge of the Flashlight. Lastly, 
    plug the GREEN LASER into the Electrical Switch and have it face the Hot Air 
    Balloon.
    
    What Happens: 
    Part 1: The Soccer Ball falls into the Large Curved Pipe and hits the 
    Trans-Roto-Matic while doing so, moving the Generator a little. This makes the 
    Lasers fire for a little while, supplying a little power to the Toaster. The 
    Soccer Ball then comes out and goes back in again, hitting the 
    Trans-Roto-Matic both times. Each time this happens, a little more power goes 
    to the Toaster, and eventually it'll make toast.
    Part 2: The Baseball activates the Flashlight and rolls left, hitting the 
    Trimmers and cutting the Rope. The Rocket is lit and turns on the Laser, which 
    lights the Hot Air Balloon, which is then launched.
    
    
    DIFFICULT #36: CURIE AND THE CANNON
    
    What To Do: Put a TRAP DOOR underneath the Candle and an ACCELERATOR TUBE 
    underneath the Baseball. Plug a left-facing GREEN LASER into the Electrical 
    Switch and put a COFFEE POT above the Candle. Plug a left-facing FAN into the 
    Laser-Activated Plug. Use a BELT to connect the Pinwheel and Roto-Trans 
    Converter. Put the MATCH next to the Cannon's fuse and connect it to the 
    Roto-Trans Converter with a ROPE. You may want to, however, put the Rope 
    through a PULLEY to make it work.
    
    What Happens: The Baseball is thrown upward by the Tube and flips the switch, 
    turning on the Laser. This
    1) Lights the Candle, which activates the Coffee Pot, blowing the Cage onto 
    Curie
    2) Turns on the Fan, spinning the Pinwheel, and via the Roto-Trans Converter 
    activating the Match and firing the Cannon.
    
    
    DIFFICULT #37: FIND NEWTON'S HOME
    
    What To Do: Put a "\" TEETER-TOTTER underneath Newton and a PINBALL over the 
    upper side of the Teeter-Totter. Put a left-facing CURIE on the far right side 
    of the highest yellow floor. Put a CHEESE in the "room" underneath the highest 
    Curie and NITROGLYCERINE just to the right of the Cheese. 
    
    What Happens: The Pinball flips Newton into the air. He runs from Curie, then 
    runs to the Cheese. However, this makes him hit the Nitroglycerine, blowing a 
    hole in the floor. He falls down, runs from Curie, and enters his Mouse Hole.
    
    
    DIFFICULT #38: PATRIOTIC POP-A-THON
    
    What To Do: Simple, straightforward puzzle. Put TRIMMERS to the left of the 
    Phazer. Plug a RED LASER into the Electrical Switch and have it point downward 
    into the Red Laser-Activated Plug. Plug a BLUE LASER into the Red 
    Laser-Activated Plug and have it point towards the Blue Laser-Activated Plug. 
    Plug a GREEN LASER into the Blue Laser-Activated Plug and have it point at the 
    Hot Air Balloon. Okay, okay, so you can skip the step with the Green Laser, 
    but doesn't this look like a more "clean" solution? Anyway, Put a LAVA LAMP 
    and MAGNIFYING GLASS to the left of the Cannon. Connect the Lava Lamp to the 
    Hot Air Balloon with ROPE, being sure to go through the Pulleys. Finally, put 
    TRIMMERS underneath the remaining Balloon.
    
    What Happens: Mel flips the Teeter-Totter, and the Phazer hits the Trimmers, 
    releasing the Balloon. It flips the switch, starting off a "laser chain 
    reaction" that results in the Hot Air Balloon being lit. It moves upward, 
    turning on the Lava Lamp and making the Cannon fire. The Cannonball ends up 
    going onto the Anti-Gravity Pad, where it hits the Trimmers, releasing the 
    Balloon, and effectively popping it. 
    
    
    DIFFICULT #39: IMMOBILIZED MEL
    
    What To Do: Put the five TENNIS BALLS in the area to the right of the Tennis 
    Ball already on the screen. Put a SPRINGBOARD underneath the Nitroglycerine.  
    Lastly, put a SPRINGBOARD in the lower left corner of the screen.
    
    What Happens: The Nitroglycerine hits the Springboard, bounces, and blows up 
    the obstructing Cinder Block Wall. Meanwhile the Remote Control is hit and the 
    Explosives send the Tennis Balls to the right, the last one hitting the Remote 
    Control. This destroys the other Explosives and the surrounding 
    Nitroglycerine. The remaining Nitroglycerine falls, bounces up, and destroys 
    the remaining floor. Mel falls onto the Springboard, moves right, and the 
    puzzle is solved.
    
    
    DIFFICULT #40: FREE SMILEY
    
    What, are you kidding me? This puzzle is a cinch! Then again, there are some 
    distractions...
    
    What To Do: Put a SPRINGBOARD underneath the Nitroglycerine and plug a 
    right-facing FAN into the Solar Panel.
    
    What Happens: The Nitroglycerine bounces higher and higher, and ends up 
    hitting the Blimp when it comes close enough. The Blimp goes down in flames 
    and activates the Solar Panel. The Fan moves the purple Balloon pop, and the 
    Smiley Face Balloon flies off the top of the screen.
    
    
    DIFFICULT #41: ROCKETROPOLIS
    
    I. Hate. This. Puzzle. Okay. I. Know. That. I'm. Not. Using. Proper. 
    Sentences. And. That. This. Is. Getting. Annoying. So. I'll. Stop. Anyway, as 
    this puzzle is on par with some of the Expert levels, it does make sense to 
    end Difficult with it. Okay, here we go.
    
    What To Do: Put FLINT ROCKS underneath the Rocket. Put a PINBALL FLIPPER to 
    the right of the upper Tennis Ball, above the Electrical Switch. Put a TOASTER 
    underneath and to the left of the Tennis Ball and set it to Burnt (or whatever 
    the heck that's called). Put a MOUSE MOTOR to the right of it. Put a SMALL 
    GEAR just to the right of the Mouse Motor and a LARGE GEAR just to the right 
    of that Gear. Place a CONVEYER BELT underneath the Tennis Ball. Connect the 
    Mouse Motor to the Small Gear and the Large Gear to the Conveyer Belt, both 
    times using BELTS. Plug a left-facing LASER into the Electrical Switch. To its 
    left, put a BLUE LASER-ACTIVATED PLUG and plug the Toaster into it. Put a BIKE 
    PUMP to the left of the upper Tennis Ball. It needs to be right enough so it 
    affects the Tennis Ball, but left enough so that Mel will hit it when the 
    Toast hits him.
    
    What Happens: The Tennis Ball puts the Toast in the Toaster and starts the 
    Mouse Motor. The Mouse Motor starts the Conveyer Belt and the Baseball rolls 
    to the right slowly. It flips the switch, and the Blue Laser hits the 
    Laser-Activated Plug. The toast pops up just when Mel gets there, and he hits 
    the Bike Pump, blowing the Tennis Ball to the right. It hits the Pinball 
    Bumper, which sends it slamming into the Flint Rocks, firing the Rocket.
    
    
    
    v. Expert
    
    
    EXPERT #1: CAT-TRAP
    
    Interesting that the first level in Expert is easier than the final level in 
    Difficult. At least in my opinion, anyway.
    
    What To Do: Plug a LASER into the upper-right Electrical Outlet and have it 
    face towards the Candle. Use two MIRRORS to redirect the Green laser into the 
    Green Laser-Activated Plug. Plug a left-facing FAN into the Green 
    Laser-Activated Plug. Plug a CAN OPENER into the Green Laser-Activated Plug. 
    The Can Opener needs to be just above the Green Laser-Activated Plug. Put a 
    LARGE GEAR and SMALL GEAR a little above the Anti-Gravity Pad. Connect the 
    Large Gear to the Mandrill Motor with a BELT, and the Small Gear to the 
    Conveyer Belt using a BELT.
    
    What Happens: The Red laser lights the Candle. Meanwhile, the Green laser 
    turns on the Fan and Can Opener. The Fan makes Pavlov run and the Can Opener 
    attracts Curie. Pavlov moves the Baseball to the right. It goes onto the 
    Springboard and bounces, hitting the Mouse Motor. The Mouse Motor moves the 
    Candle to the left. It will float around a little, but it will end up hitting 
    the Tin Snips, and sending the Laundry Basket onto Curie Cat. 
    
    
    EXPERT #2: EXIT LAUGHING
    
    What To Do: Put a "/" TEETER-TOTTER above the second-to-left wall. Its upper 
    end should be above the Bike Pump and its lower end should be above the area 
    between the two walls. Put a BALLOON underneath the lower end of the 
    Teeter-Totter. Put a BALLOON just to the left of the Trans-Roto-Matic. Put an 
    ANTI-GRAVITY PAD just above the Pulley that's underneath the Balloon a little 
    to the left of the Happy Face Balloon. Lastly, put a (facing the Coffee Pot) 
    to the left of the Coffee Pot.
    
    What Happens: The left-most Balloon floats upward and flips the Teeter-Totter, 
    activating the Bike Pump. The other Balloon hits the Trans-Roto-Matic, which 
    pulls the Basket to the right. The Basket lands on the Timer, which pushes the 
    Coffee Pot to the right. The Coffee Pot flips the Teeter-Totter, making the 
    Phazer fire. Because the Balloon tied to the Happy Face Balloon is in front of 
    it due to the Anti-Gravity Pad, it pops, and the Happy Face Balloon flies off 
    the top of the screen. 
    
    
    EXPERT #3: THE CRITTER-GITTER CAT TRAP
    
    What To Do: Put a BALLOON to the left of the Bucket and tie it to the lower 
    side of the bottom Teeter-Totter with ROPE. Put a COFFEE POT on the "shelf" to 
    the lower right of the Laundry Basket. Put a MATCH on its lower side (that is, 
    the Match should actually be ON it) and tie it to the upper end of the bottom 
    Teeter-Totter with ROPE.
    
    What Happens: The Balloon flips the Teeter-Totter. This releases the Match, 
    which activates the Coffee Pot, blowing the Laundry Basket to the left, onto 
    Curie.
    
    
    EXPERT #4: LIL' MEL'S JAIL BREAK
    
    What To Do: Connect a LARGE PIPE (smallest possible) to the up-right Large 
    Curved Pipe. Connect a left-down LARGE CURVED PIPE to it, an up-right LARGE 
    CURVED PIPE to that, and a left-up LARGE CURVED PIPE to that last one. Plug a 
    BLUE LASER and a RED LASER into the Electrical Outlet, facing up. Plug an 
    ELECTRIC MOTOR into the Laser-Activated Plug and connect it to the Conveyer 
    Belt with a BELT. Put a TRANS-ROTO-MATIC above the lower Conveyer Belt and use 
    ROPE to attach it to the lower end of the Teeter-Totter. Connect it to the 
    lower Conveyer Belt with a BELT. Lastly, put an ANTI-GRAVITY PAD underneath 
    Mel.
    
    What Happens: The lasers mix and activate that Electric Motor. It moves the 
    Pinball to the left, flipping the Teeter-Totter and activating the 
    Trans-Roto-Matic. The Trans-Roto-Matic moves the Pinball to the right, blowing 
    up the Explosives. Mel is moved upward by the Anti-Gravity Pad and enters the 
    Pipes. He exits them and enters his house.
    
    
    EXPERT #5: LASER BALLOON BLITZ
    
    What To Do: Connect the Mouse Motor to the Generator with a BELT and plug a 
    right-facing FAN into the Laser-Activated Plug. Put DYNAMITE just to the right 
    of the Balloon that's to the left of the Red Laser. Put a right-facing MISSILE 
    on the caution platform near the bottom of the screen.
    
    What Happens: The Mouse Motor starts the Generator, and the Lasers fire. THe 
    Red Laser blows up the Dynamite, taking the middle Blimp with it. The middle 
    Blimp goes down in flames and lights the Missile. The Missile blows up the 
    right Blimp. This clears the path for the lasers enough so that it turns the 
    Fan on, sending the Balloon straight into the Nitroglycerine.
    
    
    EXPERT #6: BALLOON OVER MANHATTAN
    
    What To Do: Take the WOOD WALL and use it to fill the gap between the two Wood 
    Inclines. Put a FLASHLIGHT to the left of the Solar Panel and plug an ELECTRIC 
    MOTOR into it. Connect the Electric Motor to the Roto-Trans Converter with a 
    BELT. Put the TRANS-ROTO-MATIC just to the left of the left Roto-Trans 
    Converter and connect it to the right Roto-Trans Converter with ROPE. Connect 
    the Trans-Roto-Matic to the Roto-Trans Converter with a BELT. Put TRIMMERS 
    underneath the Solar Panel.
    
    What Happens: The Pinball rolls down the inclines and lands on the Flashlight, 
    then continues rolling to the right and hits the Trimmers, releasing the Hot 
    Air Balloon. Meanwhile, the Electric Motor activates the Roto-Trans Converter, 
    which activates the Trans-Roto-Matic, which activates the other Roto-Trans 
    Converter, which opens the Match and makes the Hot Air Balloon fly off the 
    screen. 
    
    
    EXPERT #7: WORKSHOP
    
    What To Do: Put an INCLINE underneath the Green Ball. Put a ROCKET above the 
    Flint Rocks. Put two ANTI-GRAVITY PADS to the left of the top of the Remote 
    Control. They should be as far right as they can be without interfering with 
    the Rocket's path upward. Put a MOUSE MOTOR underneath the Dynamite. Put a 
    CONVEYER BELT (stretched out as far as possible) just underneath the Baseball. 
    Use two GEARS and two BELTS to bridge the gap between the Conveyer Belt and 
    Mouse Motor. Put a left-up LARGE CURVED PIPE just to the right of the Conveyer 
    Belt and put an ACCELERATOR TUBE above it. Put an INCLINE of smallest length 
    (sloping up to the right) as high above the Accelerator Tube as you can 
    without it interfering with the Rocket's path.
    
    What Happens: The green ball rolls left because of the Incline and hits the 
    Flint Rocks, launching the Rocket. The Rocket hits the Large Curved Pipe and 
    moves to the left. Because it's early in its path, the Anti-Gravity Pads don't 
    stop it, so it lights the Dynamite. The Mouse Motor moves and the Baseball 
    goes into the pipes. It's launched out, hits the Incline, and moves right. The 
    Anti-Gravity Pads keep it upward and it enters the pipe. It blows up the 
    Explosives when it hits the Remote Control, and the Vacuum sucks up Newton.
    
    
    EXPERT #8: POOL BALL SINKER
    
    What To Do: Put a SPRINGBOARD underneath the left Pinball and a right-facing 
    JACK-IN-THE-BOX underneath the other. Connect the Electric Motor and 
    Jack-in-the-Box with a BELT. Put an ANTI-GRAVITY PAD to the right of the 
    Remote Control. Put a BOXING GLOVE to the right of the Bowling Ball.
    
    What Happens: The Pinball bounces and turns the Electric Motor on and off. It 
    eventually opens the Jack-in-the-Box, sending the Pinball to the right. It 
    activates the Remote Control, destroying the Explosives and the wall next to 
    them. The Anti-Gravity Pad moves it upward and it hits the Boxing Glove, 
    sending the Bowling Ball to the left. It falls and hits the Pool Cue, sending 
    the Cue Ball to the right. It hits the 8 Ball, sinking it.
    
    
    EXPERT #9: MEGA-LAUNCH
    
    What To Do: Put an ANTI-GRAVITY PAD to the left of the left-most Yellow Brick 
    Incline. Just to the left of the Accelerator Tube, put a down-right LARGE 
    CURVED PIPE. Connect a LARGE CURVED PIPE to the right of the Accelerator Tube 
    and stretch it out as far as it can go. Put a horizontal CAUTION WALL above 
    the left-most Yellow Brick Incline. You'll have to experiment some to decide 
    how big it needs to be and where it needs to be placed. Anyway, put a 
    FLASHLIGHT and MAGNIFYING GLASS to the left of the Fireworks. Plug an ELECTRIC 
    MOTOR into the Electric Switch and put a JACK-IN-THE-BOX underneath the 
    Bucket, then connect the two with a BELT. Put a MATCH underneath the Missile. 
    Attach ROPE to the Match, put it through the Pulley, and then attach it to the 
    Bucket. Lastly, put FLINT ROCKS underneath the Rocket.
    
    What Happens: The Pinball falls down, flipping the switch. The Electric Motor 
    makes the Jack-in-the-box move the Bucket, activating the Match and lighting 
    the Missile. Meanwhile, the Pinball hits the Caution Wall and drops down, 
    turning on the Flashlight, which lights the Fireworks. It then falls to the 
    left, is moved upward by the Anti-Gravity Pad, and enters the pipe. It's 
    thrust to the right and enters the Large Curved Pipe. Finally, it exits the 
    Large Curved Pipe, drops down, and hits the Flint Rocks, launching the Rocket.
    
    
    EXPERT #10: NEWTON'S DILEMMA
    
    What To Do: Put two ANTI-GRAVITY PADS in the gap to the left of Newton. Put 
    CHEESE on the ledge to the left of that gap. Put CHEESE on the "floating" 
    platform to the upper left of the Anti-Gravity Pad in the middle of the 
    screen. Put CHEESE on the platform just to the right of the Anti-Gravity Pad, 
    and CHEESE on the platform above that one. Place a left-facing TIMER to the 
    right of the Pinball and put CHEESE to the upper right of the Timer. Plug an 
    ELECTRIC MOTOR into the Electric Switch (it needs to be to the upper right of 
    it). Put a SMALL GEAR and a LARGE GEAR just underneath the Electric Motor. 
    Connect the Electric Motor to the Small Gear with a BELT, and connect the 
    Large Gear to the Conveyer Belt with a BELT. Lastly, put CHEESE to the left of 
    the Mouse Hole.
    
    What Happens: Newton runs to the left, towards the Cheese, and is moved 
    upward. He moves right, falls, moves right, is moved upward, and moves right 
    again. He falls onto the Timer and then falls to the left. He sees the Cheese 
    and runs towards it, then falls again, and ends up on the Conveyer Belt. The 
    Timer will then push the Pinball to the left, flipping the switch. Newton is 
    moved far left, and is bumped off the Bumper and behind Curie. He sees the 
    Cheese next to his Mouse Hole and enters it.
    
    
    EXPERT #11: BRAIN TEASER BREAKOUT
    
    First of all, ignore the Rocket. It's just a decoy. Anyway, as to what you 
    should do...
    
    What To Do: Put an INCLINE (smallest possible, sloping down to the right) 
    underneath the Pinball. Put an ANTI-GRAVITY PAD in the corner just to the left 
    of the Teeter-Totter. Put DYNAMITE above the Remote Control Explosives. Put an 
    INCLINE of width two next to the Incline that's to the left of the Remote 
    Control Explosives. It should be connected to the upper right end of the 
    Incline already on the screen. Now, put a PULLEY above the Leaky Bucket and a 
    PULLEY above the Laundry Basket. Attach ROPE to the Laundry Basket, put it 
    through both Pulleys, and connect it to the Leaky Bucket.
    
    What Happens: The Pinball moves to the right. It hits the Incline and is then 
    moved left (is it just me, or are these descriptions full of "moves left" and 
    "moves right"?). It flips the Teeter-Totter, then the Anti-Gravity Pad moves 
    it up. It moves to the right and hits the Incline again. It falls onto the 
    Teeter-Totter, flipping it, and activating the Remote Control. The Explosives 
    are blown up, and the Leaky Bucket falls, lifting up the Laundry Basket. 
    Newton is freed and eats the Cheese. 
    
    
    EXPERT #12: JACK'S BIG FAN
    
    What To Do: See the "gap" that's to the left of the wall that's to the left of 
    the Springboard? Put an ANTI-GRAVITY PAD there. Put a FLASHLIGHT and 
    MAGNIFYING GLASS to the left of the Cannon. Put a left-facing TIMER to the 
    right of the left Pinball. Lastly, put a right-facing BOXING GLOVE (or Pool 
    Cue) to the lower right of the Pinwheel.
    
    What Happens: The Pinball moves left, over the Jack-in-the-box due to the 
    Anti-Gravity Pad. It hits the Timer and then falls down and rolls over to the 
    Anti-Gravity Pad. It ends up being stalled there due to the Incline. By this 
    time the Timer will have pushed the other Pinball to the left. It lands on the 
    Flashlight, firing the Cannon. The Pinball hits the Boxing Glove, which hits 
    the other Pinball to the left. It bounces upward because of the Springboard 
    and turns on the Fan, spinning the Pinwheel, and activating the 
    Jack-in-the-box.
    
    
    EXPERT #13: FORTHCOMING FIRE
    
    Oh, boy, is this a tricky one.
    
    What To Do: Put a left-facing TIMER underneath the Soccer Ball. See that 
    little indentation underneath the wooden floor? Put an ANTI-GRAVITY PAD there, 
    then move it to the bottom of the screen and one space right. Put a GRASS 
    INCLINE in the bottom-left corner. Far above the Anti-Gravity Pad, put an 
    incline (sloping upwards to the right) of width one in the upper-left corner 
    of the Sand Wall. Connect an incline of width three to it. Put a CONVEYER BELT 
    above the Mouse Motor. Place a LARGE GEAR adjacent to the Small Gear and put 
    another LARGE GEAR adjacent to that one. Put an adjoined LARGE GEAR and SMALL 
    GEAR just to the upper right of the lamp. Connect the left Conveyer Belt to 
    the left-most Gear with a BELT. Connect the Mouse Motor to the Large Gear 
    that's next to that Gear with a BELT. Connect the remaining Large Gear to with 
    the left Small Gear with a BELT. Connect the remaining Gear to the right 
    Conveyer Belt with a BELT. Put a SPRINGBOARD in the corner that's above the 
    lamp. Put a MATCH in front of the lamp and connect it to the Teeter-Totter 
    with STEEL CABLE. You see those "shelves" to the right? The Conveyer Belt is 
    one one. Put two INCLINES of width one (sloping down to the right) at the 
    bottom left of the two left shelves (not counting the very top one). Lastly, 
    put an INCLINE of width one in the corner that's above the Springboard. 
    
    What Happens: The Timer pushes the Pinball to the left. It's levitated upward 
    by the Anti-Gravity Pad. It falls down, moves right, is levitated upward, 
    moves right, then moves left. The Mouse Motor turns on the two Conveyer Belts. 
    The Tennis Ball is moved right and bounces onto the Springboard. It's bounced 
    upward and is moved right. It falls onto one of the shelves and then falls 
    left. Because of the Inclines and Conveyer Belt, it'll eventually hit the 
    Teeter-Totter, activating the Match, and lighting the lamp. 
    
    
    EXPERT #14: ILLUMINATED SCHLEMMING
    
    What To Do: Talk about your easy Expert puzzles! Put a BALLOON above the Thumb 
    Tack and attach ROPE to it. Put the Rope through the Pulley and connect it to 
    the Match. Put a ROCKET, facing up, to the left of the Balloon (it needs to be 
    left enough so that it isn't stopped by the floor overhead). Put two 
    right-facing ROCKETS on the ledges above the Rocket you placed. Put a 
    horizontal, left-facing CANNON right underneath the gap between the lower 
    Candle and the Rocket to the left of it. Put the REMOTE CONTROL at the bottom 
    of the gap to the left of the bottom Rocket and put the EXPLOSIVES between the 
    walls separating Mel and his house.
    
    What Happens: The Balloon opens the Match, lighting up the first Rocket. It 
    ignites the next Rocket, which, while going up, ignites the two remaining 
    Rockets. The upper Rocket lights the upper Candle, and the lower Rocket 
    ignites the Cannon and lower Candle. The Cannon shoots out a Pinball, which 
    lands on the Remote Control, detonating the explosives and letting Mel get 
    home.
    
    
    
    EXPERT #15: SCHLEMMING IN DREAMLAND
    
    The hard thing about this level is knowing exactly how to get Mel past each 
    part.
    
    What To Do: Put a right-facing BLIMP beneath Mel. Its right edge should be 
    just below him. Place four BALLOONS to the left of the Balloon on the screen 
    and tie them down with ROPES and BOAT CLEATS. Put a HOT AIR BALLOON to the 
    left of the left-most Balloon. They should all be able to barely squeeze in 
    there. Now, use two "/" TEETER-TOTTERS to help "bridge the gap" between the 
    right and left sand floors. Use two upside-down THUMB TACKS to bridge the rest 
    of the gap.
    
    What Happens: The Blimp brings Mel to the right. He walks across the Hot Air 
    Balloon and Balloons and then falls to the right. He walks left, over the 
    Teeter-Totters and Thumb Tacks, and enters his house.
    
    
    EXPERT #16: LASERMANIA
    
    My apologies if my explanation of this puzzle seems a bit unorganized, but 
    hey, this is probably the most unorganized puzzle of the bunch.
    
    What To Do: Put a MOUSE MOTOR underneath the Tennis Ball and connect it to one 
    of the Small Gears with a BELT. Put a CONVEYER BELT just underneath the 
    Baseball. Use BELTS to connect the Large Gear to the Conveyer Belt and the 
    other Small Gear to the Generator. Plug a GREEN LASER into the lower Green 
    Laser-Activated Plug and have it face right, towards the Mirror. Put a LASER 
    MIXER to the right of the Green/Blue Laser-Activated Plug, facing it. Plug a 
    BLUE LASER into the Electrical Outlet and have it face that Laser Mixer (yes, 
    they are currently separated by wall). Plug a BLUE LASER into the upper Green 
    Laser-Activated Plug, facing downward into the Laser Mixer. Plug a left-facing 
    RED LASER into the Green/Blue Laser-Activated Plug, facing the Mirror to its 
    right. Plug a GREEN LASER into the Blue Laser-Activated Plug, facing the right 
    Green Laser-Activated Plug. Be sure, of course, to make sure that the 
    placement of these lasers does not interfere with the puzzle.
    
    What Happens: The Mouse Motor moves the Baseball to the right, and it rolls 
    onto the Mirrors, temporarily stopping the Green Laser and letting the Red one 
    through. During that period of time, the Green Laser sets off the upper Green 
    Laser-Activated Plug. The Green & Blue Lasers plugged into it enter the Laser 
    Mixer and activate the Blue/Green Laser-Activated Plug. The left-facing Red 
    Laser plugged into activates and is reflected into the Red Laser-Activated 
    Plug. This in turn turns on the Blue Laser, which turns on the Blue 
    Laser-Activated Plug. THAT turns on the Green Laser in it, which turns on the 
    lower Green Laser-Activated Plug. That, in turn, turns on the Green Laser 
    plugged into it, which is reflected through the mirrors and enters the Laser 
    Mixer that's next to the Blue/Green Laser-Activated Plug. Since the Blue Laser 
    plugged into the Electric Switch will always be shooting into that, it turns 
    on the Blue/Green Laser-Activated Plug. It should be noted that this all 
    happens very quickly. Anyway, now that that's on, basically that loop keeps 
    going, in essence keeping itself powered. Since all of the Laser-Activated 
    Plugs are powered (except for the upper Green one) the downward-facing Red 
    Laser plugged into the Blue/Green Laser-Activated Plug, the Blue Laser plugged 
    into the lower Green Laser-Activated Plug, and the left-facing Green Laser 
    plugged into the Blue Laser-Activated Plug will all activate and end up 
    entering the upper-right Laser Mixer. They all mix, turning on the White 
    Laser-Activated Plug, and finally, FINALLY, turning on that Can Opener.
    
    
    EXPERT #17: BALLISTIC BALLOON
    
    What To Do: Put an ANTI-GRAVITY PAD just underneath Mel (its left edge should 
    be just to the left of the left Caution Wall), then move it down two spaces 
    and one space to the right. Put another ANTI-GRAVITY PAD just to the right of 
    it. Plug a FAN into the left Electric Switch. The Fan should be facing right 
    and be below the Electric Switch. Put a PINWHEEL in front of the Fan. Put a 
    ROTO-TRANS CONVERTER close to the Pinwheel, but make sure the side you attach 
    the Rope to it underneath the top of the Remote Control. Now connect the 
    Pinwheel to the Roto-Trans Converter with a BELT and connect the Remote 
    Control to the Roto-Trans Converter with a ROPE. Put a FLASHLIGHT underneath 
    the Explosives and put a MAGNIFYING GLASS and CANNON to its left. The 
    Magnifying Glass and Cannon will have to be spaced a bit out from the 
    Flashlight. The Cannon should be facing to the left and facing upward as high 
    as it can. Put a FLASHLIGHT and MAGNIFYING GLASS to the right of the Hot Air 
    Balloon. Put TIN SNIPS above the Hot Air Balloon.
    
    What Happens: Mel moves upward because of the Anti-Gravity Pads. He flips the 
    switch, causing the Explosives to explode. He falls down to the right of the 
    Anti-Gravity Pads. He walks left, then turns and walks right after hitting the 
    Anti-Gravity Pads. He activates the right Flashlight, lighting the Cannon. The 
    Pinball hits the Flashlight, lighting the Hot Air Balloon, which hits the Tin 
    Snips, releasing the Balloon, which enters the Laundry Basket.
    
    
    EXPERT #18: MISSILE VS. BLIMP
    
    What To Do: Put a CONVEYER BELT just underneath the right Baseball. Put a 
    FLASHLIGHT to the left of the Conveyer Belt and a MAGNIFYING GLASS to the left 
    of the Flashlight. Put a MOUSE MOTOR in the gap between Newton and the Cheese 
    and connect it to the Conveyer Belt with a BELT. Plug a left-facing FAN into 
    the bottom Electrical Switch. Put a left-facing ACCELERATOR TUBE just to the 
    left of the Soccer Ball. Attach a right-up LARGE CURVED PIPE to it and a 
    down-right LARGE CURVED PIPE to that one. Plug an ELECTRIC MOTOR into the 
    upper Electric Outlet and connect it to the Jack-in-the-Box with a BELT. 
    Attach ROPE to the lower end of the Teeter-Totter, put it through the Pulley, 
    and then connect it to the Lava Lamp. Put a MAGNIFYING GLASS to the left of 
    the Lava Lamp. Put a left-facing CANNON (facing as far up as possible) to the 
    left of the Magnifying Glass. Lastly, use ROPE to connect the upper 
    Teeter-Totter to the Match.
    
    What Happens: Newton runs right, activating the Mouse Motor. The Baseball is 
    moved to the right and turns on the Flashlight, which blows up the Dynamite. 
    The Baseball flips the Teeter-Totter, detonating the Explosives and turning 
    the Fan on. The Soccer Ball enters the pipes and is thrown to the right, where 
    it flips the switch, turning on the Electric Motor. Jack pops out of his box, 
    turning the Lava Lamp on, which lights the Cannon. The Pinball hits the 
    Teeter-Totter, lighting the Missile and proving that in a contest of Missile 
    vs. Blimp, the Missile always wins. 
    
    
    EXPERT #19: PANORAMA
    
    Before you go crazy trying to get Mel to flip the switch to turn on a blue 
    laser so you can turn the Electric Motor on, take a good look at it. It's 
    facing the wrong way! Trying to solve the puzzle that way is a waste of time. 
    If only I had seen that when *I* started this level...
    
    What To Do: Anyway, here's the actual solution, or at least mine. Put a POOL 
    CUE to the lower left of the Bowling Ball. Its white edge should be facing the 
    Bowling Ball. Put a BLIMP to the right of the bottom of the Pool Cue. Put an 
    ACCELERATOR TUBE (facing up) underneath the down-right Large Curved Pipe. Put 
    a FLASHLIGHT beneath the other end of the Pipe and put a MAGNIFYING GLASS to 
    the left of it.
    
    What Happens: The Blimp hits the Pool Cue, which hits the Bowling Ball. The 
    Bowling Ball moves to the right and enters the Accelerator Tube. It's thrown 
    up into the Large Curved Pipe. It comes out of the other Large Curved Pipe and 
    turns on the Flashlight, which lights the Dynamite. The Tennis Ball falls 
    down, off the screen.
    
    
    EXPERT #20: RODENT RESTAURANT
    
    What To Do: Put a CONVEYER BELT underneath the upper Tennis Ball and connect 
    it to the Mouse Motor with a BELT. Make the Conveyer Belt as small as 
    possible. Put a FLASHLIGHT to the left of the Solar Panel. Plug a RED LASER 
    and a GREEN LASER into the Solar Panel, both facing right. Put a LASER MIXER 
    in front of them, pointing at the Laser-Activated Panel. Put a "/" 
    TEETER-TOTTER above the Super Ball, with its lower edge above it. Connect the 
    lower edge with ROPE to the lower edge of the other Teeter-Totter. Put a 
    CONVEYER BELT above Mel. Plug a FAN into the Electric Switch and put a 
    PINWHEEL in front of it. Connect the Pinwheel to the Roto-Trans Converter with 
    a BELT. Put a TRANS-ROTO-MATIC in the upper left corner of the "room" the 
    Coffee Pot is in and connect it to the Roto-Trans Converter with Rope. Connect 
    the Trans-Roto-Matic to the Conveyer Belt the Coffee Pot is on. Put FLINT 
    ROCKS to the lower left of the Coffee Pot.
    
    What Happens: The Mouse Motor moves the Tennis Ball onto the Flashlight, 
    activating the Solar Panel. The Red and Green lasers mix in the Laser Mixer, 
    starting the Mixer. Meanwhile, the Super Ball has hit the Teeter-Totter, 
    flipping the other Teeter-Totter and the Basketball hits the Remote Control. 
    The Baseball is blown to the right (the Conveyer Belt above Mel is to prevent 
    him from stopping it) and flips the switch. The Fan rotates the Pinwheel, and 
    via the Roto-Trans Converter and Trans-Roto-Matic, the Coffee Pot is moved 
    onto the Flint Rocks. In doing so, it activates the Flint Rocks, activating 
    itself.
    
    
    EXPERT #21: FIREWORKS BERSERK
    
    What To Do: Put a PULLEY underneath the Remote Control. Attach ROPE to the 
    lower end of the left Teeter-Totter, put it through the Pulley, and connect it 
    to the Remote Control. Plug a RED LASER and BLUE LASER into the Electrical 
    Switch, both facing towards the Laser Mixer. Use two MIRRORS to reflect the 
    laser from the Laser Mixer onto the Purple Laser-Activated Plug. Plug a 
    right-facing FAN into the Laser-Activated Plug and put a PINWHEEL to the far 
    right of it. Connect the Pinwheel to the Conveyer Belt with a BELT. 
    
    What Happens: Curie sees Newton and moves right. She flips the Teeter-Totter, 
    triggering the Explosives. The Basketball flips the switch and turns on the 
    two Lasers, which combine in the Laser Mixer. The new laser comes out, 
    reflects through the mirrors, and activates the Laser-Activated Plug. The Fan 
    spins the Pinwheel, which turns on the Conveyer Belt. The Pinball moves left 
    and hits the Tennis Ball, which flips the Teeter-Totter, activating the Match, 
    and setting off the Fireworks.
    
    
    EXPERT #22: BIG JOB, LITTLE MOUSE
    
    What To Do: Put a LEAKY BUCKET in the area below the left Pulley (it should be 
    lower than the Caution floor Newton is on). Attach ROPE to it, put it through 
    the two Pulleys, then connect it to the other Leaky Bucket. Put an ACCELERATOR 
    TUBE just underneath the Basketball. Put TRIMMERS to the left of the Rope 
    holding the Bucket up. Put a "/" TEETER-TOTTER above the Trimmers, with its 
    upper side above the Trimmers and its lower side above the Basketball. Plug a 
    CAN OPENER into the Electrical Switch. Use GEARS and BELTS to connect the 
    Mandrill Motor to the Conveyer Belt. Put a right-facing TIMER to the left of 
    the Bowling Ball.
    
    What Happens: The Bowling Ball is thrust upward and flips the Teeter-Totter, 
    which makes the Trimmers cut the Rope. The Bucket flips the switch and turns 
    on the Can Opener. Curie sees the open can and goes towards it, flipping the 
    Teeter-Totter and making Pavlov move. The Conveyer Belt moves the Tennis Ball 
    to the right. It hits the Timer, which pushes the Bowling Ball to the right. 
    It lands on the Leaky Bucket. The added weight moves it down, and raises the 
    other Leaky Bucket above the scaffold.
    
    
    EXPERT #23: FANDANGO
    
    What To Do: Put a right-facing BIKE PUMP above Mel. Plug a RED LASER and GREEN 
    LASER (both facing right) into the Electrical Switch nearby. Put a LASER MIXER 
    in front of the two. Put a MIRROR in front of the Laser Mixer so the laser 
    will reflect upward, then put a MIRROR above that mirror so that it'll reflect 
    to the right. Now put a MIRROR to the right of that Mirror and above the 
    Laser-Activated Switch. Note that you don't use either of the 
    already-on-the-screen Mirrors. Plug an ELECTRIC MOTOR into the Laser-Activated 
    Plug and connect it to the Conveyer Belt near it with a BELT. Put a ROTO-TRANS 
    CONVERTER underneath the Mandrill Motor and connect the two with a BELT. Put a 
    TRANS-ROTO-MATIC above the Conveyer Belt that has the Baseball on it. Connect 
    it to the Roto-Trans Converter with ROPE. Connect the Trans-Roto-Matic to the 
    Conveyer Belt with a BELT.
    
    What Happens: Mel is levitated upward and hits the Bike Pump. It blows the 
    Soccer Ball to the right, which flips the switch. The two lasers mix in the 
    Laser Mixer, and then are reflected by the Mirrors so that the yellow laser 
    enters the Laser-Activated Plug. The Electric Motor moves the ball to the 
    right, where it flips the Teeter-Totter and starts up the Mandrill Motor. The 
    Mandrill Motor activates the Roto-Trans Converter, which in turn starts moving 
    the Trans-Roto-Matic. The Trans-Roto-Matic turns on the Conveyer Belt, which 
    moves the Basketball to the right, flipping the switch, and turning on the 
    Fan.
    
    
    EXPERT #24: IT'S HIP TO DRIP
    
    For such a simple-looking puzzle, this is definitely tough...
    
    What To Do: Put an ELECTRICAL SWITCH underneath the left Leaky Bucket. Plug an 
    ELECTRIC MOTOR into it and put a JACK-IN-THE-BOX below the lower end of the 
    Teeter-Totter. Connect the two with a BELT. Put the REMOTE CONTROL above the 
    upper end of the Teeter-Totter and put the EXPLOSIVES above the Yellow Brick 
    Wall that's to the right of the lower Pipe Wall. Use ROPE to connect the 
    Remote Control to the upper end of the Teeter-Totter. Put a left-facing TIMER 
    to the right of the Bowling Ball and place a TENNIS BALL above it. Lastly, put 
    a TENNIS BALL above the right Leaky Bucket.
    
    What Happens: One Tennis Ball falls into the right Leaky Bucket while the 
    other activates the Timer. Meanwhile, the right Leaky Bucket falls and flips 
    the switch. The Jack-in-the-box flips the Teeter-Totter, triggering the 
    Explosives. By this time the Timer will be done counting and will give the 
    Bowling Ball a push. The Leaky Bucket will no longer be blocking its way, so 
    it rolls down. By this time the left Leaky Bucket will have lost a good amount 
    of the stuff in it, so it will move upward, as the other Leaky Bucket is 
    heavier due to the Tennis Ball in it. With the Leaky Bucket no longer in the 
    way, the Bowling Ball rolls into the Steel Cage.
    
    
    EXPERT #25: GEOGRAPHY II
    
    Was there ever a Geography I? Well, anyway...
    
    What To Do: Put a right-facing COFFEE POT on the caution platform to the lower 
    left of the Balloon. Put a MATCH underneath it. Attach ROPE to the bottom of 
    the Teeter-Totter, put it through the Pulley, and connect it to the Match. 
    Connect a horizontal CAUTION WALL to the bottom of the vertical Yellow Brick 
    Wall that's just to the right of the Pinball. Put NITROGLYCERINE on it, just 
    to the right of the before-mentioned Yellow Brick Wall. Plug an ELECTRIC MOTOR 
    into the Electric Switch and connect the Electric Motor to the Generator with 
    a BELT. Put a left-up LARGE CURVED PIPE just to the right of the Accelerator 
    Tube. Put an ANTI-GRAVITY PAD underneath the Accelerator Tube, with one part 
    of it underneath the Conveyer Belt. Put a CONVEYER BELT just above and to the 
    right of the upper Pinball (it should be level with the highest part of the 
    vertical Yellow Brick Wall) and connect it to the Mouse Motor with a BELT.
    
    What Happens: The Teeter-Totter flips, opening the Match and having the Coffee 
    Pot blow the Balloon away, activating the Phazer. The Phazer hits the 
    Nitroglycerine, which blows up the Yellow Brick Walls and the other 
    Nitroglycerine, making the Pinball turn on the Electric Motor. This activates 
    the Generator and turns on the Fan, blowing Newton to the right. He turns on 
    all the computers and goes into the Accelerator Tube. He comes out the Large 
    Curved Pipe, goes to the left because of the Incline, and is then levitated by 
    the Anti-Gravity Pad. He lands on the Conveyer Belt, which moves him left, 
    right into the Wooden Crate.
    
    
    EXPERT #26: MIND-MIXER
    
    What To Do: Put a right-facing ACCELERATOR TUBE just to the left of the 
    Incline. Attach a right-up LARGE CURVED PIPE to it. Put the REMOTE CONTROL to 
    the lower left of the Flashlight and the EXPLOSIVES to the upper left of the 
    Bowling Ball. Put NITROGLYCERINE to the left of the Basketball. Put 
    NITROGLYCERINE to the left of the Baseball. Plug a BLUE LASER into the Solar 
    Panel and have it face upward, towards the Mirror. Plug a RED LASER into the 
    Generator and have it face downward. Put a MIRROR far below it (the Mirror 
    should be between the Green Laser and Laser Mixer). Put a MOUSE MOTOR a bit 
    above the Trap Door and connect it to the Generator with a BELT.
    
    What Happens: Several things are happening at once. First, the left 
    Nitroglycerine blows up the floor. The right Nitroglycerine also blows up the 
    floor. These clear the way for the lasers. The Baseball may get hurtled to the 
    down, but all it does it either block the Green laser OR fall down to the 
    right of the Mirror, but it shouldn't block the laser because the laser is 
    high enough. Meanwhile, the Bowling Ball has entered the Pipes and is 
    catapulted to the right. It hits the Mouse Motor (activating the Generator and 
    having the Red laser enter the Laser Mixer), and then falls into the Trap 
    Door. You may have to move the Mouse Motor around some to make this work. The 
    Bowling Ball then turns on the Flashlight (turning on the Blue Laser) and hits 
    the Remote Control, blowing up the Explosives and clearing the way for the 
    Blue Laser. The Lasers are reflected by the Mirrors and the two enter the 
    Laser Mixer, exiting as a Purple laser, and turning on the Mixer.
    
    
    EXPERT #27: THE ULTIMATE SCHLEMMING
    
    Personally, I think "Mel's Vacation" is the actual ultimate Schlemming puzzle. 
    But anyway...
    
    What To Do: Put an ANTI-GRAVITY PAD underneath the Mirror. Put a REMOTE 
    CONTROL underneath the Bucket and put the Explosives to the left of Mel. Put a 
    MOUSE MOTOR just underneath the Candle with the Candle barely touching it, 
    then move the Mouse Motor one square down (so that its bottom is roughly level 
    with the Accelerator Tube's top). Put a right-facing ROCKET on the upper log 
    platform, with its fuse sticking off of the platform. Put a SOLAR PANEL to the 
    right of it and plug a LASER into the Solar Panel, facing the Laser Detector. 
    Put a JACK-IN-THE-BOX underneath the lower part of the upper Teeter-Totter and 
    connect it to the Mouse Motor with a BELT. Put a CONVEYER BELT just to the 
    left of the log platform that's to the right of the upper Teeter-Totter. 
    Stretch it out as far as you can. Lastly, put a SPRINGBOARD just to the left 
    of the log platform that's just to the left of the Teeter-Totter.
    
    What Happens: The Candle falls onto the Mouse Motor and starts it, then falls 
    into the Accelerator Tube. The Mouse Motor makes the Jack-in-the-Box pop out 
    and flip the Teeter-Totter. Meanwhile, Mel walks left, bumps into the 
    Explosives, then walks right. Just then, the Bucket falls onto the Remote 
    Control and detonates the Explosives, but it shouldn't harm Mel as long as 
    they weren't too close. Mel flips the Teeter-Totter, opening the Match and 
    lighting the Candle. The Candle lights the Rocket's fuse, and the Rocket 
    launches to the right. It's halted by the small Log Wall, but its fuse does 
    turn on the Solar Panel. The Blue Laser plugged into it turns on and hits the 
    Laser Sensor. Since both lasers are affecting it, it doesn't matter if one of 
    them is blocked. Anyway, Mel encounters the Anti-Gravity Pad and is moved 
    upward. He walks on the platform, then the Conveyer Belt, then goes over the 
    Teeter-Totter. The Springboard bounces him onto the upper platform. He walks 
    right, and the Anti-Gravity Pad lifts him over the gap. He'll break the laser, 
    but it doesn't matter because the other laser is keeping the laser detector 
    on! The Bucket didn't fall and stop his path because it was halted by the 
    Remote Control, so Mel enters his house. Phew! Maybe this WAS the Ultimate 
    Schlemming after all...
    
    
    EXPERT #28: BLAST-A-BLIMP
    
    What To Do: Attach ROPE to the Bucket, put it through the Pulley, and connect 
    it to the Phazer. Put TRIMMERS to the left of the Phazer, on the Rope. Put a 
    BOXING GLOVE to the left of the Pinball. You'll notice there are two "gaps" on 
    the upper Yellow Brick platforms/Inclines. Beneath the left, put a 
    right-facing BIKE PUMP. Beneath the right gap, put a left-facing bike pump. 
    Put a PINWHEEL between the two and connect it to the Generator with a BELT. 
    Plug a LASER into the right side of the Generator, facing downward at the 
    Missile's fuse.
    
    What Happens: The Bucket turns on the Phazer, which hits the Trimmers. This 
    releases the Balloon, which hits the Boxing Glove. The Boxing Glove pushes the 
    Pinball and Baseball to the right. The Baseball bounces over the first gap and 
    falls into the second, hitting the left Bike Pump. The Pinball, however, falls 
    through the first gap and hits the right Bike Pump. The two Bike Pumps spin 
    the Pinwheel, activating the Generator and turning on the Laser just long 
    enough to light the Missile, which blows up the Blimp.
    
    
    EXPERT #29: ENCHANTED KINGDOM
    
    What To Do: Tough one. Put a "/" TEETER-TOTTER underneath the Pinball (it 
    should be a little above the other Teeter-Totter). Connect the upper side of 
    the right Teeter-Totter to the Lava Lamp with ROPE. Put a MAGNIFYING GLASS and 
    HOT AIR BALLOON to the right of the Lava Lamp. Attach ROPE to the Hot Air 
    Balloon, put it through the Pulleys, and connect it to the Laundry Basket. 
    Connect the lower end of the two Teeter-Totters with ROPE. Lastly, put a 
    right-facing BLIMP a little to the left of the Match.
    
    What Happens: The Pinball is what starts everything. It flips the 
    Teeter-Totter, which does two things: It activates the Match and turns on the 
    Lava Lamp. The Lava Lamp lights the Hot Air Balloon, which moves upwards, 
    pulling the Laundry Basket off of Mel. Meanwhile, the Blimp you placed has hit 
    the Match and gone down in flames, lighting the Cannon. The Cannon fires, and 
    its Pinball is thrust to the left. Because of the two Inclines, it flips the 
    switch and turns on the Laser, destroying the Balloon. The Blimp hits Mel, who 
    walks to the right...right onto the Blimp, which carries him off the side of 
    the screen. If this doesn't happen, you may have to move some of the parts 
    around a little.
    
    
    EXPERT #30: POOLIN' AROUND
    
    How I hate this level. Still, Sierra is still decent enough to give you one 
    hint: As with many versions of actual Pool, it starts with the Cue Ball. Oh, 
    and note that when I say "center" I mean either the horizontal or vertical 
    center of the pool ball. For example, "above and a little to the left of the 
    center of the 8-Ball" would mean the Pool Cue is above that ball, but a little 
    to its left side.
    
    What To Do: The official solution is probably the easiest one to explain. 
    Basically, put a downwards-facing POOL CUE above the 14-Ball, with the Pool 
    Cue being a above the left side of it. (note: The way a Pool Cue is "facing" 
    is the direction the white side is facing) Put another downwards-facing POOL 
    CUE above the 11-Ball, the Pool Cue being a little to the right of the ball's 
    center. Put a left-facing POOL CUE to the right of the Cue Ball, the Pool Cue 
    being a little lower than its center. Put another left-facing POOL CUE to the 
    right of the 3-ball, facing roughly its center. Put an INCLINE to the right of 
    the Pool Cue that's to the right of the Cue Ball, and put the TENNIS BALL on 
    it. You'll probably have to move the parts around some to get this to work. 
    
    What Happens: The Tennis Ball hits the Pool Cue, which hits the Cue Ball. The 
    Cue Ball is sent to the left and also a upward, and it pushes the 9-Ball into 
    its hole. The Cue Ball then rebounds to and hits the "middle" Pool Cue, 
    pushing the 11-Ball into its hole. The Pool Cue also pushes the 1-Ball to the 
    right, which hits the 10-Ball and sends it into its hole. Meanwhile, the Pool 
    Ball hits the 2-Ball, which hits the lower-right Pool Cue, which sends the 
    14-Ball into its hole. The 2-Ball then moves upward, hitting the 13-Ball into 
    its hole, and then hits the final Pool Cue, sending the 3-Ball into its hole. 
    This puzzle is one of the reasons I never play Pool...
    
    
    EXPERT #31: FREE THE MICE!
    
    What To Do: Put a SPRINGBOARD underneath the Dynamite and the ELECTRIC SWITCH 
    above it. Plug a right-facing LASER into the Electric Switch. Put CANDLE to 
    the lower left of the Bowling Ball. Put a MIRROR to the right of the Laser so 
    that it'll reflect onto the Candle. Put a SPRINGBOARD to the upper right of 
    the Basketball. This puzzle will probably take some moving around to solve. If 
     necessary, flip the switch.
    
    What Happens: The Dynamite starts bouncing. It turns on the Laser, which 
    lights the Candle. It may turn the Laser off, but the Candle should get lit if 
    you arranged them correctly. Anyway, the Dynamite hits the upper Incline and 
    is moved to the right. It's lit by the Dynamite and blows up. The Bowling Ball 
    is blown to the right and lands on the Springboard. It bounces on it until it 
    reaches the top and rolls to the left. The Basketball then activates the 
    Remote Control, blowing up the Explosives and moving the Mice off the screen.
    
    
    EXPERT #32: BEAM SCREAM
    
    What To Do: Start the puzzle and see where the Pinball lands. Put an ALLIGATOR 
    there. Plug a FAN into the right outlet and have it face left. Put a PINWHEEL 
    to the far left of the fan (just to the right of the wall to the left of the 
    fan). Put a CONVEYER BELT underneath the Basketball and connect it to the 
    Pinwheel with a BELT. Put a CONVEYER BELT underneath the Tennis Ball and 
    stretch it out as far as it can go, then connect it to the Mouse Motor with a 
    BELT. Make sure its left side touches the wall. Now make the Conveyer Belt as 
    small as possible without making it too far away from the Mouse Motor for the 
    Belt to reach. Put an ANTI-GRAVITY PAD just to the right of the Conveyer Belt. 
    Plug a downwards-facing LASER into the left Electric Switch. Lastly, put a 
    PINBALL in the "room" underneath the right-most Nitroglycerine.
    
    What Happens: The Pinball falls and the Alligator flips it to the right. It 
    flips the switch and the Fan turns the Pinwheel, moving the Basketball onto 
    the Mouse Motor. The Mouse runs, moving the Tennis Ball to the right. The 
    Anti-Gravity Pad moves it upward, and it flips the switch. The laser blows up 
    the Dynamite, and the Nitroglycerine falls. The Nitroglycerine blows up, 
    letting the Pinball fall downward, and breaking the laser beam.
    
    
    EXPERT #33: BASKETBALL BRAIN-BUSTER
    
    What To Do: This level has several decoys in it, and the trick is to avoid 
    them. Put a left-facing COFFEE POT in the "room" above the Nitroglycerine. Put 
    a MATCH underneath it and connect it to the Bucket. Put a PINWHEEL to the 
    upper right of the Coffee Pot and put a CONVEYER BELT underneath the 
    Basketball. Connect the two with a BELT.
    
    What Happens: The Nitroglycerine blows up the floor, so the Bucket falls, 
    releasing the Match. The Match activates and the Coffee Pot blows on the 
    Pinwheel. The Pinwheel rotates, moving the Basketball to the left, into the 
    Accelerator Tube, and off the top of the screen.
    
    
    EXPERT #34: KITTY CATCHER
    
    What To Do: Put NEWTON above the upper-left Mouse Motor. Put two LARGE GEARS 
    just to the left of the Gear connected to the Conveyer Belt. Connect the 
    left-most Gear to the Mouse Motor with a BELT. Put a LARGE GEAR and SMALL GEAR 
    (both adjacent to each other) near the lowest Mouse Motor. Connect the Mouse 
    Motor to the larger Gear and the Conveyer Belt to the smaller Gear, both times 
    using BELTS. Put a JACK-IN-THE-BOX underneath the Bucket. Put a SMALL GEAR 
    next to the Gear near the Bucket. Put a SMALL GEAR just to the left of the 
    Large Gear near the Bucket. Connect the Small Gear to the Mouse Motor and the 
    Large Gear to the Jack-in-the-Box, both times using BELTS.
    
    What Happens: The Mouse Motor moves the Bowling Ball to the right. It hits the 
    middle Mouse Motor (starting up the Jack-in-the-Box) and also flips the 
    Teeter-Totter, sending Curie Cat onto the right Conveyer Belt. The Mouse 
    Motors move the Conveyer Belts, sending Curie to the left and into the hole. 
    Meanwhile, the Jack-in-the-Box pops out, and the Bucket is thrown to the 
    right. This lowers the Laundry Basket, right onto Curie.
    
    
    EXPERT #35: MEL'S VACATION
    
    What To Do: They actually changed the name of this level. When it was 
    originally in The Incredible Machine 3, it was titled "TIM2 CONTEST CHAMPION!" 
    or something like that. Supposedly there was some contest in The Incredible 
    Machine 2 on who could make the best puzzle, and these two people won, and 
    this is their puzzle. But they removed the part that said that this time 
    around, and changed the name. This was the last level in The Incredible 
    Machine 3, and you can easily see why they selected this level for that 
    purpose. Now how about we get started?
    
    What To Do: The official solution is as good as any, which is what I'll give. 
    You'll notice there's a wooden "ceiling" above Mel. Put three LARGE GEARS just 
    underneath it, above the Conveyer Belt. None of these three should be adjacent 
    to the Large Gear already on the screen. Connect the center Gear to the lower 
    Mouse Motor with a BELT. Put a JACK-IN-THE-BOX in the gap between the Conveyer 
    Belt and Alligator, having it face to the right. With BELTS, connect the left 
    Gear to the Conveyer Belt and the right Gear to the Jack-in-the-box. Put two 
    LARGE GEARS just to the right of the Large Gear that was already on the screen 
    at the beginning of the puzzle. Connect the right one to the Generator and the 
    middle one to the Mouse Motor using two BELTS. There's a Small Gear already on 
    the screen. Put two more SMALL GEARS to its right and connect the right-most 
    Small Gear to the left-most of the Large Gears Gears you placed with a BELT. 
    Put CHEESE above the left side of the Mouse Motor. Connect the right Electric 
    Motor to the right-most Conveyer Belt with a BELT. Connect the left Electric 
    Motor to the other Conveyer Belt with a BELT. Plug a VACUUM into the Electric 
    Switch, having it face right. Put a BASEBALL above the Electric Switch. At the 
    top of the screen, above the highest Alligator, put a LARGE GEAR. Put another 
    LARGE GEAR just to the left of it, and a SMALL GEAR just to the left of the 
    Large Gear. Connect the right-most Large Gear to the Pinwheel with a BELT, and 
    the Small Gear to the Conveyer Belt with a BELT. Put a "/" TEETER-TOTTER to 
    the left of the upper Conveyer Belt, with its right edge above the Conveyer 
    Belt.
    
    What Happens: The Baseball flips the switch, which turns on the Vacuum and 
    right Electric Motor. Meanwhile, the left Mouse Motor starts running due to 
    the Cheese, turning on the Generator and moving the left Conveyer Belt. With 
    the Generator activated, the Fan spins the Pinwheel, moving the upper Conveyer 
    Belt. Furthermore, the left Electric Motor moves the Conveyer Belt the 
    Baseball is now on, which moves the Baseball to the left, onto the Mouse 
    Motor. Meanwhile, Mel is walking to the right. He walks over the Mouse Motor, 
    which starts up the Jack-in-the-Box and the Conveyer Belt. The Conveyer Belt 
    moves Mel onto the Jack-in-the-Box, which springs him over the Alligator just 
    before he walks into its jaws. Mel lands on the Springboard, and is bounced 
    upward. The Vacuum sucks him onto the Conveyer Belt, which moves him to the 
    left. Mel falls onto the next Conveyer Belt, which also moves him left. He's 
    dazed for a few moments, but recovers and walks right. He walks into the 
    Conveyer Belt and turns around. He walks over the Cheese and Baseball, and 
    falls onto the Springboard. He bounces on it and hits the Conveyer Belt, which 
    moves him onto the Gears. He walks to the left, off of the Gears and falls. 
    The Springboard bounces him upward again, and he ends up on the Gears again. 
    He walks left, but this time turns around and walks onto the Springboard. He 
    bounces on it and hits the Conveyer Belt, which moves him to the left. He 
    walks onto the Springboard, which bounces him up to the Incline, and he's 
    moved to the right. He lands on the Teeter-Totter, and walks to the right over 
    it. He ends up on the Conveyer Belt, which pushes him over the Alligator. He 
    gets onto the final Springboard, which pushes him upward. He hits the Incline 
    and is moved to the right onto the Grass Floor. He then walks to the right, 
    and enters his house. Some vacation...
    
    
    EXPERT #36: ROCKET MAN
    
    This puzzle took me forever to solve...but I finally did it, only to find that 
    the official solution was much better, which is what I'll give.
    
    What To Do: Plug a right-facing FAN into the Electric Switch. Note that the 
    Fan should be ABOVE the Electric Switch and just to the right of the Tennis 
    Ball. Put a ROCKET above the Flint Rocks. Put a GENERATOR to the lower right 
    of the Electric Switch and plug the LASER into it (the Laser should be facing 
    downward). Put three adjacent LARGE GEARS above the Blimp. Place another three 
    adjacent LARGE GEARS to the upper right of the Mouse Motor. With a BELT, 
    connect the Mouse Motor to the middle of the second group of Gears. Connect 
    the Gear just to the right of that Gear to the highest Small Gear with a BELT, 
    and connect the lowest Small Gear to the Conveyer Belt with a BELT. Connect 
    the right-most of the gears above the Blimp to the left-most of the other 
    group of three Gears with a BELT. Connect the right-most of the 
    above-the-blimp Gears to the Generator with a BELT.
    
    What Happens: The Tennis Ball flips the switch and activates the Flint Rocks. 
    The Fan pushes the Baseball into the Nitroglycerine, and then onto the Mouse 
    Motor. The Mouse Motor moves the Fireworks to the left and turns on the 
    Generator. The Laser lights the Dynamite. Just then, the Rocket takes off and 
    moves the Dynamite to the right when it's in the process of exploding. The 
    Dynamite blows up while near the Blimp, so the Blimp goes down in flames, 
    lighting the Fireworks. 
    
    
    EXPERT #37: CANDLE CRISIS
    
    What To Do: Put TRIMMERS above the Candle, on the Rope holding the Balloon 
    down. Put a "/" TEETER-TOTTER above the Balloon. Connect the Teeter-Totter's 
    lower side to the Match with ROPE. Put a BLUE LASER-ACTIVATED PLUG a bit to 
    the right of the Balloon and plug an ELECTRIC MOTOR into it. Put two adjacent 
    GEARS in the area between the Electric Motor and the Conveyer Belt. Connect 
    one Gear to the Electric Motor with a BELT and the other to the Conveyer Belt 
    with a BELT. Put a right-facing DYNAMITE between the two Brick floors that are 
    between the Bowling Ball and Basket. Put a MISSILE on the Brick platform to 
    the right of the Basket. Put an INCLINE of width three just to the right of 
    the Mouse Motor (it should be sloping down to the right). Put a SPRINGBOARD in 
    the gap between the new Incline and the steep Incline. Put an ANTI-GRAVITY PAD 
    in the gap to the right of the steep Incline and put NITROGLYCERINE above it. 
    Put an ELECTRIC SWITCH to the right of the Anti-Gravity Pad and plug a 
    downwards-facing LASER into it. Use two MIRRORS to reflect the laser into the 
    Laser-Activated Plug.
    
    What Happens: The Nitroglycerine is levitated upward and it blows up the 
    Yellow Brick barrier. Meanwhile, the Candle bounces upward until it hits the 
    Trimmers. The Trimmers release the Balloon, which flips the Teeter-Totter, 
    releasing the Match. Meanwhile, the Candle has been moved to the right due to 
    the Trimmers and is on the Incline. It slides to the right and is lit by the 
    Match. The Candle lights the Missile on its way. The Missile launches, lights 
    the Dynamite, and blows up the upper Dynamite, clearing a path for the Candle. 
    The lower Dynamite explodes, letting the Bowling Ball fall into the Basket. 
    Meanwhile, the Candle continues sliding to the right, and bounces to the right 
    due to the Springboard. It's levitated a little by the Anti-Gravity Pad, but 
    continues right and flips the switch, turning on the Laser. This turns on the 
    Electric Motor, which starts the Conveyer Belt. The Candle slides back to the 
    left and the Anti-Gravity Pad moves it upward. It hits the Conveyer Belt and 
    is moved to the left, falling into the Wooden Crate.
    
    
    EXPERT #38: MEL-IN-THE-BOX
    
    Gee, how did this level even end up in Expert? I think it might be able to 
    pass for a Medium puzzle. But anyway...
    
    What To Do: Put an ANTI-GRAVITY PAD underneath the Mouse Motor. Put an 
    ANTI-GRAVITY PAD at the bottom of the steep sloping down to the left Incline 
    (it should just fit). Put a LARGE GEAR just to the left of the 
    Jack-in-the-Box. Put another LARGE GEAR  just to the right of that Large Gear, 
    and a SMALL GEAR just to the right of THAT Large Gear. Use a MOUSE MOTOR, 
    JACK-IN-THE-BOX, and SMALL GEAR to bridge the gap in the middle-right side of 
    the screen.
    
    What Happens: Mel walks right and falls. He walks up the Incline, and then 
    when he reaches the Mouse Motor the Anti-Gravity Pad moves him up. Mel walks 
    left onto the other Anti-Gravity Pad, which moves him upward. Now he moves to 
    the right. He'll walk over the Mouse Motor, Jack-in-the-Box, and Small Gear 
    and then fall. He then walks left, over the Jack-in-the-Box and the Gears. He 
    falls off of the Gears, continues walking left, and ends up in the Wooden 
    Crate.
    
    
    EXPERT #39: RISE TO THE OCCASION
    
    It's so nice that the last and second-to-last puzzles have the best music in 
    the game...though I personally liked the original lyrics of this song more (in 
    The Incredible Machine 3). At the beginning, they didn't do that echoing of 
    "The Incredible Machine" and instead had some better lyrics. But as to the 
    actual PUZZLE...
    
    Anyway, the level's name fits it. As you probably figured out, the only way 
    you can get the Balloon popped is to make it get up to the area where there 
    are three Small Gears adjacent to each other. The hard part? Getting the 
    Balloon there and blowing up the Nitroglycerine to clear the path. 
    
    This puzzle has a lot of connecting using Belts, so just this once I'm not 
    going to do my usual "connect with a BELT" thing. Instead, I'll capitalize 
    CONNECT so it stands out.
    
    What To Do: Attach ROPE to the upper end of the Teeter-Totter and put it 
    through the Pulleys, then connect it to the Mandrill Motor. Now, there's a 
    group of three Small Gears that are to the right of the bottom Electric 
    Switch. Put a PINBALL above and a little to the left of the highest of the 
    three. Put a MOUSE MOTOR to the right of the Teeter-Totter and CONNECT it to 
    the lowest Conveyer Belt. Put a BOWLING BALL above the Mouse Motor. Now for 
    the tricky "connecting" part. CONNECT the Electric Motor to the middle of the 
    three Small Gears that are above it. Now, there are two groups of two Small 
    Gears below the Electric Motor. CONNECT the upper Gear of the left group to 
    the left-most Gear of the group of three Gears. CONNECT the lower of the two 
    Gears to the left-most Gear in the bottom three. CONNECT the highest of those 
    three Gears to the lower of the Gears above it. Put a CONVEYER BELT (smallest 
    it can be) just underneath the Bowling Ball. CONNECT it to the higher of the 
    two Small Gears. Put a CONVEYER BELT above the bottom Electric Switch. Plug a 
    right-facing ELECTRIC MOTOR into the upper Electric Switch. CONNECT it to the 
    Small Gear to its right (the Small Gear is just to the left of a Large Gear). 
    Put a CONVEYER BELT just underneath the Dynamite and CONNECT it to the Large 
    Gear that's adjacent to the Small Gear. There's a "gap" in the Caution Wall 
    that's below those Gears (I mean the Caution Wall that's above the highest 
    Bowling Ball, not the Caution Wall below it). Put a CONVEYER BELT in it, 
    stretching it out as far as it can go in it (it should be of width two). 
    CONNECT that Conveyer Belt to to to the left Gear in the group of two Gears 
    underneath the Conveyer Belt the Dynamite is on. There's a Large Gear just to 
    the right of that Gear. CONNECT it to the middle Small Gear in the group of 
    three Small Gears at the top of the screen. Of that group of three Small 
    Gears, CONNECT the left one to the left Small Gear in the group of two Small 
    Gears that's to the left of the Mandrill Motor. CONNECT the other Small Gear 
    in that group to the Mandrill Motor. There are two Large Gears beneath those 
    two. CONNECT the right of the two Large Gears to the remaining Conveyer Belt 
    and CONNECT the other one to the right-most of the three upper Small Gears. 
    Put a JACK-IN-THE-BOX just underneath the right Pinball, and put an 
    ANTI-GRAVITY PAD just to the right of the lower Yellow Brick platform.
    
    What Happens: Several things happen at once. First, the Pinball falls to the 
    left and flips the Teeter-Totter, turning on the Mandrill Motor. This moves 
    the right-most Conveyer Belt and the Conveyer Belt to the upper left of the 
    upper Bowling Ball. The lower Bowling Ball activates the Mouse Motor, which 
    moves the Balloon to the right. The Leaky Bucket falls downward, flipping the 
    top two switches, but not hitting the bottom due to the Conveyer Belt blocking 
    its way. The two Electric Motors turn on, moving the Dynamite to the right and 
    blowing up the Nitroglycerine AND turning on the Conveyer Belt the Bowling 
    Ball is on, moving it to the right. Due to the Conveyer Belts, the Balloon is 
    moved to the right, upward, then left, upward again, right, and then upward 
    (it's stopped by the Anti-Gravity Pad), right into the rotating Gears.
    
    
    EXPERT #40: CREATION
    
    The final level of The Return of The Incredible Machine: Contraptions is 
    actually not that hard. Still, the level is interesting, considering that 
    while you have all of those different parts available, the majority are 
    completely useless. However, I think they should've made the last level a 
    little more memorable. Then again, not counting Mel's Vacation, this probably 
    is the best of the bunch to be the final level. I just wish they had made the 
    final level be a bit more like a "final level". Anyway, here's my solution.
    
    What To Do: Put a BIKE PUMP to the upper right of the Bike Pump on the screen. 
    Put a PINWHEEL to the right of them. Put a GENERATOR to the upper right of the 
    Pinwheel and connect them with a BELT. Plug a LASER into the Generator and 
    have it face the Cannon's fuse. Lastly, put a BALLOON underneath the lower 
    Bike Pump.
    
    What Happens: The Balloon touches both Bike Pumps, and both make the Pinwheel 
    spin. It activates the Generator, and the Laser is turned on for JUST long 
    enough to light the Cannon, and fire it. Congratulations, you won! And this 
    guide is finished! Be sure to also check out my guide to The Incredible 
    Machine: Even More Contraptions!
    
    
    
    VI. Thanks/Legal Stuff
    
    Thanks to GameFAQs for posting this (and if this is ever posted anywhere else, 
    thanks to them for posting it, also).
    
    Thanks to Sierra for making this game. However, if any Sierra employees are 
    reading this, hear my plea. PLEASE MAKE MORE INCREDIBLE MACHINE GAMES! 
    
    Thanks to the people on GameFAQs who wrote guides for "The Incredible Machine 
    3", especially King Kool. Some of the puzzles in this game are from that game, 
    and had I not been able to look up the answers to those puzzles in their 
    guides, I may not have been able to finish The Return of The Incredible 
    Machine: Contraptions, and thus wouldn't have written this guide.
    
    
    Now for the legal stuff. You can't copy this and put it anywhere else without 
    my permission. If you do put it somewhere, you must keep it UNALTERED. You 
    also should preferably keep up with any updates I put out. At present, only 
    these websites can show this FAQ:
    gamefaqs.com
    dlh.net
    
    Copyright 2004, 2005 Lord Seth.

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