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    FAQ/Walkthrough by The Lost Gamer

    Version: Final | Updated: 05/07/02 | Search Guide | Bookmark Guide

    Final Version 5/7/02
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          | |__________| |
          |              |
          |    _____     |
          |   |     |    |
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    Museum Madness Walkthrough
    by The Lost Gamer (ilovecartoonssomuch@yahoo.com)
    Copyright 2002
    Table of Contents:
    001.  General information
    002.  Story
    003.  Equipment
    004.  Walkthrough
      004a. Knights, Heraldry, and Jousting
      004b. Salem Witch Trials
      004c. Wright Brothers
      004d. Revolutionary War
      004e. Ellis Island
      004f. Transcontinental Railroad
      004g. Louisianna Purchase
      004h. Hall of Dinosaurs
      004i. Ocean Life
      004j. Industrial Revolution
      004k. Simple Machines
      004l. Galileo's Telescope
      004m. Development of Writing
      004n. Prehistoric People
      004o. How Big is the Universe?
      004p. Robots
      004q. Computer Technology
      004r. Discovery of Radio
      004s. Energy Technology 
      004t. Animal Habitats
      004u. The Earth's Geology
      004v. Air Powered Flight
      004w. Hall of Ecology
      004x. Solar System
      004y. Rockets and Computers
      004z. Beat the Virus
    005.  Credits
    001-General Information
    This is a walkthrough for the Windows/Macintosh game called
    Museum Madness.  Museum Madness is definitely a cool game,
    and I recommend playing it.  You will enjoy playing this game,
    but if you are more "adult" orientated, then you should
    try out Chaos, another game I have a guide for.  I'm the
    lost gamer.  Contact me at ilovecartoonssomuch@yahoo.com
    if you have anything important to tell me, but make the
    subject Museum Madness or n at all (I won't answer unless
    you follow this format; I receive a lot of spam).  If you
    want to use part of this guide for somwthing, e-mail me
    first because if you don't, I can sue your pants off.  And
    since I really like this game, I'll probably do it.  Just
    ask nicely, and I'll let you.  Have fun playing this game!
    Please note that this is the final version of my guide,
    and so it will not be updated unless someone informs me of
    something relevant.
    You're a dude.  You live in a highly populated city that has
    a famous museum (cough...cough...New York...cough).  Anyway
    this museum is undergoing repairs right now, and is setting
    up it's new supercool system.  You see, the museum has extremely
    life-like androids in the exhibits, and they're going through
    the process of programming the androids so they can do...uh...
    You also have a friend at the museum.  His name is MICK.
    He's a robot, and lets you do cool stuff, but since the
    museum is down, you haven't seen him for awhile.
    You're surfing the net, when your computer is interrupted.
    MICK appears onscreen.  He tells you something about a virus,
    the museum shutting down, and you need to get there quickly.
    He transfers some information to your floppy disk.  The next
    day, you arrive at the museum to see what's up.
    You take your backpack with you to the museum.  In your
    backpack are the following:
    A floppy disk
    A flashlight
    A comb
    A handkerchief
    A pen
    A pocketknife
    A dollar bill
    You arrive at the museum, but since it's closed for repairs
    the door is shut.  You can use your great powers of logic to
    enter the side door, go through a maze, and enter the museum.
    Or, just press the Escape button.  You automatically enter
    the museum when that happens.
    In the main room of the museum, there are several things.
     is a map of the museum, another is a picture of George
    Washington, antoher is some stairs, another is the audio-
    recorded tour tapes (now with batteries!), and the last 
    is your buddy MICK.
    Talk to MICK.  The virus got him, and all he can say is
    I/O error.  That can't be right.  Insert the floppy disk and
    he regains the lost memory.  But wait!  He doesn't have
    enough energy.  He says he needs new bat...
    What does he mean, new bat?  You don't have any bats.  What
    you should do is take out your pocketknife, and cut open 
    of the recorded tour tapes.  Grab the batteries and insert
    them into MICK.  He comes back to life and asks you to re-
    insert the floppy disk  last time.
    After you insert the floppy, MICK explains.  A virus has
    attacked the museum.  The androids in the exhibits have g
    all out of whack, and as you saw, MICK lost his power.  You
    need to fix all of the museum exhibits.  To go to an exhibit,
    you should first check out the map, and choose an exhibit
    from there.
    But wait!  The map is scrambled also.  Click on a square,
    and then another square to switch the two.  Do this again and
    again until the map is back to normal.
    Now it's time to check out an exhibit.  You can choose them
    in any order you want, but I suggest the following order.
    004a-Knights, Heraldry, and Jousting
    Hey, you're in the middle ages!  In the middle ages, people
    called knights dressed in armor and had jousting compeitions.
    The android representing the king has declared a tournament
    and will have his knight take on any other challengers.
    The main point of this room is to win the joust.
    Go right.  Since the two knights are equal in speed, strength,
    agility and all that stuff, there is only one way your knight
    can be superior.  Click on the board.  Now pick and choose
    parts of the shield, which are the left side, right side,
    animal on the shield, and animal position.
    When you find a shield you think is cool, click on the
    trumpeter.  He blows his trumpet.  Your knight comes in, grabs
    the shield and says he is ready to defeat the king's
    Go left.  Click on the guy with the flag.  When you do, he
    lowers the flag and the joust begins.  If you're lucky, your
    guy wins.
    If your guy loses, the king is happy and keeps the challenge
    open.  Go right then, and talk to the wizard.  The wizard
    comments on your shield.  By left field hue he means the left
    hand side of the shield, the right field hue is the right
    side, charge type is the animal, and charge position is which
    position he is in (of three).  Use the magician's information
    to change your shield and make it better.
    When you like the new shield, start another joust.  If your
    knight loses again, go back to the wizard and use his info.
    to make another shield.  Do this again and again until you
    beat the king's champion.
    004b-Salem Witch Trials
    250 years ago in Salem, many women were burned for being
    witches.  You run into a trial.
    A girl named Sarah is accused of being a witch.  The three
    girls who incriminated her say she made three specters
    appear.  Talk to everyone there to get the whole story, and
    then they decide to examine the places where the three
    specters appeared.  Go right.
    You are on a haunted hill top.  The girls say Sarah made
    three dangerous animals appear here.  Look at the scenery,
    and notice that there are shapes in the background that look
    like dangerous animals.  It was all a mistake, and they just
    saw the shadows.  But how do you prove it?
    Grab your flashlight (the villagers wonder what it is), and
    shine light on each of the three animals.  The girls scream,
    but the chief elders are convinced Sarah is not responsible
    for the first specter.
    Go right for the second specter.  You are in Sarah's house.
    She was talking about colors when a rainbow appeared.  That's
    strange.  Take out your pocketknife and attack the boarded
    window.  A small board comes out, and a sliver of light
    enters.  It bounces off a window and onto the ceiling.
    Take the vase on the table.  Place it on the dresser.  The
    light goes through the crystal vase, and makes a rainbow
    on the ceiling.  The elders are convinced that Sarah is not
    responsible for this specter.
    Go right for the third and final specter.  A witch appeared
    here, while Sarah adjusted the lamp.  Click on the lamp to
    adjust it, and notice the shadows on the wall change a bit.
    Keep on adjusting it, and the shadows form the shape of a
    witch.  Everyone screams, but you explain the witch is just
    made of the shadows, and it is like the one your sister
    wears on Halloween.
    The elders are convinced, and say Sarah is innocent.  But
    what is this Halloween of which you speak?  You hastily
    change the subject and go back the musuem main hall.
    004c-Wright Brothers
    The Wright Brothers invented the airplane.  That's swell and
    good, but due to the virus, the androids that are the Wright
    Brothers have decided to go back to selling bikes because
    they have some problems.
    To finish this room, solve their problems.
    You start in a room.  Wilbur and Orville are packing their
    stuff to leave.  Talk to both of them.  Grab the tool chest
    one of them leaves.  This means you now get a crank, pliers
    and a wrench.
    The other Wright brother leaves a map of their plans.  Grab
    the map.  It's in pieces!  Put all the pieces together correctly
    and they decide that you could help them with their three
    problems.  Go right.
    The problem is with the wing.  It just can't go above the
    red line.  Use your wrench to open the windows.  Now fiddle
    around with the arrows, and the wing starts flying in no
    time.  The Wright brothers are happy.  You say they're on
    the right track to start their airplane.  One of the brothers
    says airplane is a good name, but the other prefers Motorkite.
    In the room to the right, there is enginge trouble.  First,
    grab the gas.  Now examine the enging parts.  Piece them
    together to form an engine.  Now examine the propeller.  Use
    the middle blades, and put them on the propeller.  Now place
    the propeller on the engine.
    Put some gas in the engine.  Use your crank to get the engine
    going.  The propeller works now!  Only one more problem
    to solve.
    Go right for the last problem.  This one is easy.  They simply
    need the rope (wire) to be put on the wing.  Use your pliers
    to cut the rope into four pieces.  Now place the four pieces
    on the wing in two big X's.  You fixed the wing, and solved
    all the puzzles.  The Wrights thank you and start working on
    the airplane.  That means you solved this room.
    004d-Revolutionary War
    In the late 1700's, the British colonies in the New World
    rebelled against the crown.  George Washington was the leader
    of one of these armies.
    However, due to the virus George lost his memory.  He is now
    supporting the British.  We can't have that now, can we?
    You have to change George's mind!
    You start in front of a fort.  Brits guard the entrance.
    They refuse to let you inside.  Not much to do but go right.
    Here are some workers.  One is a former locksmith, and he is
    forced to make swords, but he makes them weak.  The other
    is a gun dealing with guns.  He challenges you to a test of
    skill.  Accept it.
    To win the test, fire your gun before the redcoat does.  This
    means you have to load it in the right order.  Fill in the
    powder, the paper, the bullet and the long pole in that order
    to fire first.  You win a jar of gunpowder.
    Talk to the guy on the horse.  He says George is held captive
    in Fort Ticonderoga, the fort you saw before.  He's been down
    the rouad hundreds of times, but hasn't seen anyone who
    dresses like you.  You quickly explain that you're from France.
    The messenger leaves, but accidentally drops his letter.
    Pick it up and go right.
    You're in a hotel entrance.  Three patriots are to the left
    and three Brits are to the right.  All of them discuss the
    Boston Massacre, and none trusts you.  Give the letter to
    the hotel owner (the man wearing neither red nor blue), and
    he thanks you.  For a reward, you can take some food, a
    water jug and a sandwich.  The sandwich is wrapped in a
    newspaper, which has an article about the stamp act.  Grab
    the water and go right.
    You're in a classroom.  A young scholar is busy writing sutff
    with his quill and ink.  Talk to him, and he is so startled
    by the interruption that he drop the ink bottle and smashes
    it.  Loan him your pen, and as thanks he gives you an article
    on the food taxes, mostly about the Sugar Tax.  Grab the candle
    in the corner, and stick it in the lock of the chest.  Go
    left back to the two guys who are making weapons.
    The man by the fire is thirsty.  Give him your water jug.
    He wishes he could repay you.  He can because he was a lock-
    smith, remember?  Hand him you candle (shaped like the lock
    on the box).  He says he'll have to make the key in secret,
    but will have it down.  Go left to the fort.
    Drop off your gunpowder on the ground.  It goes off with a
    boom.  The British guards, hearing the boom, run away like
    a pair of sissies.  Grab the key one dropped, and enter the
    Inside is George Washington.  You try to tell him to right for
    the rebels, but he refuses to trust you.  Show him your
    dollar bill.  He is impressed that you have a picture of him
    and decides that he can trust you.  To show his trust, you
    can have one of his buttons.  Take your packetknife and cut
    a button off his uniform.  Leave the fort and go right.
    Grab the key from the worker at the weapons site.  At the
    room right of that, give George's button to the patriots.
    They give you a newspaper article about opression.  Grab it
    and go right.
    Using your key, open the chest.  Grab the copy of "Common
    Sense", another thing about why the rebels are cool.  Go back
    to George and give him all four of the papers you have on the
    George now believes there definitely is opression, but still
    won't fight.  He want the Declaration of Independence.  Where
    can you get that?
    Go back to the hotel entrance.  The Brits crumple up a paper,
    saying, "Take that, stupid rebel declaration!", tear it into
    pieces, stomp it in the ground, and run off.  Grab the pieces
    of the declaration and put them back together (notice that
    the pieces are shaped exactly like the pieces of the Wrights
    blueprints).  You now have the Declaration of Independence.
    Go back to George and give him the Declaration of Independence.
    He decides to go back and fight for the rebel cause.  You
    just beat the room!
    004e-Ellis Island
    In case you don't know, Ellis Island is an island.  It is the
    island where immigrants were forced to go onto when they were
    trying to get into America.  On Ellis island, you had to pass
    some tests to get into America.
    The main point of this room is for you to get to America.
    You start off in some country.  Talk to the rich man on the
    left.  He has the glass eye.  He has one spare ticket to
    America if you're interested, but you need to barter first.
    Give the man your dollar bill, then your pen, your pocket-
    kinfe...give him everything you have except the floppy disk.
    He gives you a ticket after that.
    Well, now you have a ticket, but which boat do you board?
    Give the ticket to the man guarding the boat on the right.
    Say that you want on, and he'll let you go.
    On the ship, the captain says you have to be in the third
    class storage room before the eighth bell rings, or else.
    Go into the ship, and you run into a maze.  Navigate your
    way through to find the third class room (it's downstairs,
    by the way).
    Once you enter the storage room, you can exit right onto
    Ellis Island.  There's a big line of immigrants here.  Go
    right to take the first test, an eye test.
    To pass the eye test, you must answer two out of three questions
    correctly.  Pick the picture that is different from the
    others (C first and then B) to go to the next test.
    Go right once you pass the eye test.  The man says, "I see
    you passed the eye test.  That's a little joke!".  You wittily
    retort that you hope he isn't a comedian.  He gets serious and
    starts the test on US history.  Get two of three right to pass.
    The questions are: When was the Declaration of Independence
    signed (July 4th, 1776), and which of these men was not a
    president (Benjamin Franklin).
    Go right for the test on the Statue of Liberty.  Once again,
    get two out of three right.  The questions are: What date is
    on the plaque the statue of liberty holds (July 4, 1776) and
    which hand holds the torch (right hand).  Get these answers
    right and go right for the final test.
    The final test is on the English language.  Answer the questions
    correctly.  One answer is immigrants.  The other asks for
    what persecution means, which is suffering for your beliefs.
    Answer them right to get into America.  Oh, and the guy who
    sold you the ticket was convicted of ripping off immigrants,
    so you get all your stuff back.
    Yay, you got into America!  Gag on the corny moral the guy
    says, and then get ready for the next exhibit.
    004ef-Transcontinental Railroad
    Well, this one sure is simple.  The Transcontinental
    Railroad was made when trains were the fastest thing around.
    There was a railroad track running from California to the
    East Coast.  Two companies made the trains tracks; one went
    from California east and the other went from the east coast
    west.  The two tracks met at Utah, and to signify the spot
    a golden spike was placed there.
    You start in a room with Leland Stanford, a dude who was the
    head of one of the coal companies.  He is made because his
    head engineer quit.  Accept his job offer.  Now click on the
    map on the wall.
    This map is just like the museum map; click on a square, then
    another one to make the two switch places.  Fix the map of the
    US back together to beat the room.  I told you it was simple.
    004g-Louisianna Purchase
    President Jefferson bought the Louisianna Purchase, a huge
    chunk of land, from France's emperor Napoleon for 15 million
    You start in the oval office.  Talk to Mr. Jefferson, and
    he asks you to check out Louisianna so he can get more info.
    on the Spain-controlled area.  Also, he wants you to fix up
    his map.  Put the pieces together, and he gives you a note
    saying that you have a lot of authority.
    Grab the note and go right into Louisianna.  There are two
    wealthy men and a sailor here.  Talk to all of them.  Give
    the wealthy men your official note, and they hand you a
    paper dealing with Louisianna.  Give the sailor your pocket-
    knife for a page from the captain's log.
    Go left back to the President.  Give Jefferson the captain's
    log and the note.  He now realizes that Spain made a secret
    deal with France and gave France all the land.  He asks you
    to go to France and check out the treaty.
    Go teo screens right to end up in France.  Napolean is there,
    and mistakes you for Robert Livingston, the man who made the
    official deal to buy the Louisianna Purchase.  Napolean runs
    off.  Look at Napolean's map and put it back together to
    get proof of Napolean's secret deals with Spain.
    Go back to Jefferson and give him the treaty.  He gives you
    a note to give to Livingston.  Go back to France, and give
    Livingston the note.  Livingston has not been in the US for
    a while, and asks you to decide on the deal for him.
    Napolean offers to sell the land for $ 22,500,000.  Deny this
    offer; it is too high.  Accept his second offer of $ 15,000,000.
    He gladly gives you land, hoping you can make something out
    of all that forest.  Perhaps 15 states.  Who knows.
    Anyway, you just bought the Louisianna Purchase.  Good job!
    004h-Hall of Dinosaurs
    Ha, ha, ha!  This room is so easy!  You see, a computer
    program has several dinosaurs in its database, but all the
    pieces are mixed up and you must sort and figure out all of
    the dinosaurs.
    Examine the computer, and press the Help button repeatedly.
    It will solve the problem for you, but will stop after a
    little bit.  When this happens, exit the computer, go back
    in, and start pressing help again.  Eventually, the computer
    will solve all the problems.
    Go right and look at all the dinosaurs.  That's it!
    004i-Ocean Life
    You start out on the beach of an ocean.  For some reason,
    the ocean is becoming polluted, and you must save the fishies!
    Notice a sea star is on the sand.  Pick it up and put it in
    the tide pool.  It goes to a clam, and the clam opens.  Inside
    is...a key?  Use the key to open the chest on the beach.
    Grab the net and the diving suit.  Put the suit on, and you
    go down to the next level of the ocean.
    Nothing's here except the pistol shrimp, which emits a loud
    bang when stuff happens.  Use the next to capture it and
    go right down to the next part of the ocean.
    A shark swims here.  Release the pistol shrimp to scare it
    away.  Pick up the wrench on the floor and go right down
    to the ocean floor.
    You can't see much, just a fish that emits light.  Capture
    it with the net, and place it over the leaking pipe to your
    right.  Then, use the wrench to fix the pipe.  Go left all
    the way to the beach shore, and you beat the level!
    004j-Industrial Revolution
    In case you don't know, the Industrial Revolution is the
    official name for the time when people started using machines.
    This is a simple room if you are good at the putting blue-
    prints together thing.
    In the first room, put the pieces of the blueprints together.
    Go right and put the pieces of those blueprints together.
    Get the two spare parts.  Go right and fix the blueprints
    there.  Get the spare part.  Go right and fix the blueprints
    there.  Get the spare part.
    Go left back to the first room.  Use your spare parts and put
    them together in the blue print to beat this level.
    004k-Simple Machines
    Hey, this room is rather easy.  The room is made up of simple
    machines.  You have nothing to do, but a kangaroo hops
    through, destroys all the machines, and gets trapped on a
    shelf.  You'll have to rebuild the machines to save the
    The first machine goes like this:
      |          _____
      |          /   /|
      |    _    /   / |
     / \  / \  /   /  |
     \_/  \_/ /___/   |
    In case you have trouble telling what that is, it is a ball
    connected to a pole.  Next to it is another ball on a board
    ramp, which is held up by the car jack.
    The next room has two boards.  The board on the left is held
    up by the pyramid.  On the right-most edge of the other board
    is the weird block, with the ball on top.
    The next room is different.  There is a candy cane shaped thing,
    which is really a water spout.  Next to it is an upside-down
    screw.  On the top of the screw is the long pole that goes
    left and right.  Under the long pole go the gears (press help
    to solve where they go).
    Okay, last room.  Here's a picture:
                __          __
    _II_       /  \        /  \
        |     /\__/\      /\__/\
        |    |      |    |      |
        |    |      |    |      |
        |    |      |    |      |
        | __ |      | __ |    __|__
        \/  \/      \/  \/   |    |
         \__/        \__/    |____|
    The I's are the can, and the hexagons are wheels.  The box
    is the box.
    Go back to room #1.  Press the car jack once to lift if up.
    Now click on the pole to start it swinging.  Watch how the
    machines work, and you beat the level.
    004l-Galileo's Telescope
    Oh man, here's another room where you have to do stuff.  Lame.
    Well, Galileo made a telescope and discovered that the sun,
    not the earth is the center of the universe.  Due to the
    computer error, he is now doing gravity experiments.
    Talk to Galileo and you ask him to research astronomy.  He
    asks for Coprenicus' book on the subject.  He lets you take
    his thermescope and the orange. Go right and talk to the
    librarian.  He says the book is under the picture of
    the globe.  Enter the library, go through the maze-like
    shelves until you find the globe.  Grab the book and then
    exit the library.
    Go back to Galileo.  Give him the book and swing the pendelum.
    He is interested, and says he'll make a telescope if he gets
    the right materials.  Go right twice.
    You run into a man in Texas-getup.  He's working on plans for
    a telescope, but needs help.  Choose option number one, and
    he thanks you by giving you his plans for the telescope.
    Go right here into a marketplace.  Four dudes are here.  One
    is a man with glasses who needs help seeing in his dark
    corner.  Another is a bald man who has friends in a university.
    Another is a high-class lady.  The last is a hungry handkerchief
    Give the hungry man the orange.  He gives you a fine silk
    handkerchief.  Give that to the lady, and she gives you a
    candle.  Give the candle to the man with glasses, and he
    gives you his glasses.  Finally, give the thermoscope to the
    bald man, and grab the tubing he gives you.  Go back left
    to Galileo.
    Give Galileo all the stuff you got (the plans, tubing and
    glasses).  Use the pendelum again, and he builds the telescope.
    Excited, Galileo runs out to use it.  He discovers the earth
    isn't the center of the universe.  You just hope your sister
    will find out that she isn't the center of the universe
    either.  In any case, you beat this level.
    004m-Development of Writing
    You're in ancient Egypt.  The scribe here went to a concert
    instead of studying, and cannot translate the heiroglyphics.
    You must help him!
    Talk to the scribe to find out what's going on.  Then look
    at the stone, and talk to the scribe again.  It's the
    Rossetta Stone (I think that's what it's called).  Egyptian
    is on the top, Greek in the middle, and latin on the bottom.
    Look at the paper on the tree.  It tells you how to make
    papyrus.  Click on the guy below the tree.  Grab his hammer
    and stone.  Knife the small thing left on the table.  Cover
    it with your handkerchief, and hit it with the hammer.  Stone
    it, remove the handkerchief to get papyrus!  Yay!
    Go right.  There are two Greek vases here.  Unfortunately,
    they are smashed, so piece them together.  One depicts a
    chariot race, and the other shows a guy writing stuff down.
    Go right twice.  You're in ancient China.  Talk to the Chinese
    man.  Accept his offer.  Now examine the chart on the wall.
    Match up the new and old way of drawing things.  They look
    mostly the same, so it's easy.  Once you do that, the Chinese
    man gives you a pen and an ink bottle.
    Go left twice.  Dip your pen into the ink to put ink on the
    pen.  Now click on the papyrus, and you automatically copy
    down the Greek.  Go right.
    A man leaves the room.  It is a Roman school, where they are
    learning to write.  Talk to the dudes here, and the teacher
    returns.  He recruits you to be his new student, and asks
    one of his current students to show you his tablet with Latin
    on it.  Looks like today's alphabet.
    Take your pen with ink on it and click on the tablet the man
    holds up.  Copy down the Latin, and now you've got the
    Greek and Latin alphabets.  They should help with the
    Rossetta stone.
    Go left to the room with the stone.  Examine the Rossetta
    stone.  You see the three alphabets, and which letters
    correspond to which.  Insert the Greek and Latin parts of
    the alphabet to spell out the message.  It says, "Scribe
    do not be idle".  Looks like the scribe is busted.  But at
    least you beat this room.
    004n-Prehistoric People
    The wolly mammoth in the exhibit has escaped!  You must put
    him back in his cage.
    Throughout the exhibit, the mammoth will run by randomly.
    Go right and see three cave men.  Talk to the one who is on
    a deer skin.  Give him you pocketknife, and he gives you the
    deerskin.  Put it on.  Boy, you look silly.
    Talk to the man near the fire.  Give him your flashlight, and
    then enter the cave he mentions.  He says the mammoth fears
    flame.  Go back to the three guys.
    Talk to the one guy you haven't talked to yet.  He gives you
    a stone.  Go right to see another tribe.
    A woman here has a child.  The child has a cold.  Give her
    the handkerchief, and she lets the child use it.  She gives
    you a basket of fruit in return.
    Talk to the man who is drawing something.  Give him your
    pen.  He'll tell you about the cave his tribe has.  Enter
    that cave to learn that the mammoth loves fruit.  Go back.
    Talk to the man with a spear.  He gives you some flint.
    Now talk to the only guys you haven't yet, the guys with
    the machetes.  Give them your comb.  In return, they let
    you have the straw.
    The wolly mammoth comes and stands right in this room,
    refusing to leave.  Since you have the deer skin, you can
    walk by him without being killed.  Put the straw on the
    floor to the right of him.  Drop the flint next to it.
    Finally, drop the stone.  A fire starts, and the mammoth
    runs away.
    The mammoth winds up running back to his pen, but isn't
    inside; he's eating the bushes outside.  Put the fruit in
    his pen.  He goes in after it, and the cavemen push a rock
    to trap it inside.  You just beat the level!
    004o-How Big is the Universe?
    This exhibit is rather simple, yet hard.
    You start in the only room of the exhibit.  It has a big
    computer monitor.  Look at it, and see picture of the earth
    and its moon.  Get a good look at it.  Click activate, and
    it gets scrambled.  Put it together like the museum map (the
    edges of the picture are on the pieces, which helps).  When
    you finish that, the same thing happens, but this time you
    get the solar system mixed up.
    After the solar system, you get a picture of the milky way.
    Same thing; it gets mixed up and you have to fix it.  After
    that is a fourth picture of galaxies beyond.  It gets mixed
    up and you have to fix it.  Once you do that, you're done.
    This exhibit simply has four different robots; one in each
    room.  The first is a moon walker, the second is a car
    making part, the third is a laser cutter, and the fourth
    is a submarine.
    Unfortunately, a rogue robot has been created.  Made up of
    parts from these four machines, it destroyed the machines
    and has taken control of the exhibit.  You have to stop it!
    In the first room, examine the moon walker.  Piece the
    ruined parts back together.  The moon walker is restored
    as good as new, but the sole of one of the legs is missing.
    Go right.  Put the pieces of the car making parts together.
    It also ends up as new, but an arm is missing.
    Go right.  Put all the pieces of the laser cutter together.
    It ends up as good as new, but with a piece missing.
    Go right.  Put the pieces of the submarine together.  It
    ends up as good as new, but a piece is missing.  Who could
    have guessed it?
    You've now cornered the rogue robot in this room.  However,
    you can't get close because he's using the laser cutter
    parts to fire at you.  Grab the fire extinguisher in this
    room, and set it off on him.  Smoke appears and the rogue
    robot is temporarily stunned.  Grab his head and put it
    on the submarine.
    Viola!  The submarine is now fixed, and the rogue robot is
    under your control.  Go left and the rogue robot follows you.
    Grab the on/off part of the robot and put it on the laser
    cutter (on the top/left part of what you have now).
    Go left, and the robot follows you.  Grab his leg and put
    it on the car machine.  Now the robot is just a foot and
    some arms.  Grab the foot and put it in your backpack.
    Go left and put the robot foot on the leg of the moon
    walker (the one with a sphere at the end).  You now fixed
    all the machines!
    004q-Computer Technology
    The computer in this room has shut down!  It has three
    different situations for you to program.  Fix the three
    situations to beat the room.
    In the first situation, press the blue button.  You have
    three one digit numbers you want to get, and five spaces
    for either a one or a zero.  Check the number connected to
    the not.  If the number below it is one, make the number
    above it zero.  If the number below it is zero, make the
    number above it one.  Check out the number below the or.
    If the number below it is one, make the two numbers above
    it one.  If the number below it is zero, make the two
    numbers above it zero.  Check out the number below the
    and.  If it is zero, make the two numbers above it zero.
    If the number below the and is one, make the two numbers
    above it one.  Press the blue button.
    If you did everything right, you solved this part of this
    puzzle.  You get a new one.  Follow the above instructions
    to solve it.  Then, you get a third puzzle.  Follow the
    above instructions to solve it.  Close the computer and
    open it again.
    You get another puzzle.  This one you need a two digit
    number.  You have two places, and you can enter a one or
    a zero.  Try 00, 01, 10, and 11 (the only possibilities).
    One of them solves the puzzle.  You get another one.  Try
    00, 01, 10 and 11 again to solve it.  You get a third 
    puzzle; try 00, 01, 10 and 11 to solve it.  Close the
    computer and open it again.
    This is the last on you have to do.  Look at the picture
    and get a good idea of what it looks like.  Press the blue
    button, and the picture becomes mixed up.  Solve it like
    the museum map, and then you beat this level.
    004r-Discovery of Radio
    Before you start this level, you get a radio and batteries
    from MICK.  There are four rooms in this exhibit, and you
    need to help all four inventors.
    The first room has Hertz, who invented radio waves.  He
    wants Maxwell's book.  You can't do anything for him now
    but look at the thing on the table and put it together.
    When you do that, go right.
    You're in Marconi's room.  Marconi was the man who invented
    a way to transmit Morse code through wires.  Right now, the
    virus knocked out his cyborg.  Using your flashlight, click
    his head constantly until he awakens.  He tells you that he
    needs a transmitter.
    Go right, and you'll be in Alexander Graham Bell's room.
    Bell invented the telephone.  He needs a magnet.  Fix his
    thing, which is a microphone connected to a box.  Go right.
    You're in the last room, which is Fessenden's room.
    Fessenden invented the radio.  You see, Hertz invented
    the waves, but Fessenden figured out how to transmit
    voices and music, not just clicks.  Give Fessenden your
    radio, and grab the book by Maxwell.  Go back to Hertz.
    Give Hertz Maxwell's book.  Hertz reads it and starts
    messing around with his thing.  Put your batteries in it,
    and he ends up with a transmitter.  Grab it and go to
    Marconi.  Give Marconi the transmitter.  Fix the thing on
    the right side of this room, and Marconi manages to receive
    a Morse code message.  Click on the board behind Marconi,
    which has a Morse code translation.  Marconi uses it to
    read the message, which says "there is a magnet in the
    drawer of the workbench".  Get the magnet and the
    Go to Bell.  Give Bell the magnet, and he fixes his
    telephone.  Grab the receiver he leaves and go to Fessenden.
    Give him the transmitter and the receiver.  Fessenden then
    transforms your small radio into a small radio.  Woohoo!
    Despite the fact that it doesn't seem that anything
    happened, the radio was invented.  Good job, dude!
    004s-Energy Technology
    The world uses energy, but sadly there is a lot of
    pollution.  You can't have that, can you?  You must save
    the world!
    Go right twice.  You're in a nuclear power plant.  You must
    figure out how to stop the radiation and get the plant
    working again.  You see, the plant doesn't work since a
    turbine has fallen out.
    See the four yellow things that are connected to sticks?
    Push each of them up as high as they can go (four times
    going up).  Now put in the turbine.  Push the four yellow
    things down, and the plant is now functioning perfectly.
    But what about the nuclear waste?  Grab the radiation suit,
    and you enter the radiation room.  Go forward.  Click on
    the lid of the barrel.  Click on the waste twice.  Put the
    lid back on the barrel and go backwards twice.  You now
    fixed the nuclear power plant.
    Go right, and you see a big screen.  Go to it, and fix the
    machine.  Put the pictures together to get four different
    pictures, of geothermic, wind, solar, and wave and tidal
    power.  Look at the geothermic picture.  There are three
    brown packages.  Look at each one, and take the stuff out
    of each one.
    Go left twice.  The cars are polluting, as is the factory.
    Use the catylic converter from the geothermic power thing
    to fix the cars.  Use the stack scrubber and the filter on
    the factory pipes to clean them.  You now fixed this room.
    Go left.  This is the environment.  Click on the small thing
    at the bottom right.  Now set the first three meters on the
    left to full.  Set the meters on the right to empty.  You
    saved the environment!
    004t-Animal Habitats
    Okay, in this exhibit there are four exhibits.  One is the
    desert, the second is the grasslands, the third is the
    woodlands, and the fourth is the rainforest.  Each one has
    four animals that go in the exhibit.  Go down.
    You can carry four animals on the cart.  You can't carr
    two animals from the same habitat together on the cart.
    Load up as many animals as you can and go up.
    Using the list below, put the four animals you got into
    their respective habitats.
    Desert: Mouse, cobra, owl, and spider.
    Grassland: Ant, lizard, ostrich, and leopard
    Woodland: Woodpecker, bee, deer and toad
    Rainforest: Toucan, snake, monkey and butterfly.
    Put the four animals in their proper habitats.  Go down,
    load up the cart, and put these four animals in their
    habitats.  Go down, load up the cart, and put those
    animals in the right habitats.
    Go down again, and put as many animals as you can on the
    cart.  Put them in their habitats.  If there are any
    animals left, go down and put them in their habitats.
    Once every animal is in its habitat, you fixed this exhibit.
    004u-The Earth's Geology
    The earth has a few problems that it needs you to solve.
    Actually, there are three problems.
    In the first one, put the continents together to from
    Pangaea.  Then move to 10 MYA (million years ago).
    Mountains pop up.  Examine them, and move each part of the
    landscape as high as it can go to solve this part.
    Volcanoes pop up.  Examine them, and move the ground
    pieces left/right until the volcano erupts.  You just
    saved the earth (again)!
    004v-Air Powered Flight
    This room has four exhibits.  The first is a kite, the
    second is a hot air balloon, the third is a glider and the
    last is a blimp.
    Unfortunately, the fan in the first room blew everything
    away into the last room.  Turn off the fan and go right.
    Grab the matches and go right.  Grab the newspapers and
    turn the vents on.  Go right.
    Ah, here's where all your things are.  Turn the fan off,
    and then use your pocketknife to cut the ropes (if the fan
    wasn't off, you die!).  Grab the kite and put it in your
    Turn the vent in this room on.  Grab the glider and put it
    over the vent.  It flies up and into the room to the left.
    If not, put the glider over the vent at a different level.
    Once you fixed the glider, light a match with the box of
    matches.  Use it to set the hot air balloon flying.  Turn
    on the fan.  Go left twice.
    You're in the balloon room.  The balloon, powered by the
    fan you turned on, will come floating in soon.  Grab the
    rope from the balloon and tie it to the sandbags to stop
    the balloon from floating away.
    Go left.  Drop the kite on the floor.  Now tie it to the
    post with the wire.  Turn the fan in this room on.  Go
    right to the last room.
    Turn the fan and the vent in this room off.  Press the 180
    button above the fan, and the three button.  The blimp
    flies in and hits the wall.  Turn the fan back on.  Now
    the fan is pushing the blimp left at a wind speed of three,
    and the blimp is moving right at the wind speed of three.
    Naturally, it doesn't move.
    Click on the two button and the three one again.  See how
    the blimp moved left, but stopped when you pressed three?
    Use this technique to stop the blimp at the thing hanging
    down from the ceiling.  The blimp's nose should touch the
    thing here, and it becomes secured.  You fixed the room!
    004w-Hall of Ecology
    This room is rather hard.  The first part is easy though,
    as is the third.  Just the second part is complicated.
    In the first part, a matching game comes up.  Click on a
    card to flip it over.  Click on another card to flip it
    over.  If the cards match, they both stay up.  If not,
    they both flip over again.  Match up all the cards.
    Each card had a picture of an animal.  Go right.  Look at
    the photo on the board next to the computer (is that the
    same computer from the computer technology room?).  Get a
    good look.  Now look at the computer.
    It's the same picture, but it is messed up.  It is one of
    those sliding puzzles.  It is really hard to do because
    sliding puzzles are naturally hard.  The empty spot in
    this puzzle is in the bottom right corner.  Eventually,
    you'll get the puzzle.  You can shut it and look at the
    picture again to see how the puzzle is supposed to look
    Once you get the ****ing puzzle right, another screen pops
    up.  You need to figure our which animal preys on which.
    Use the picture to solve this one easily.
    The last part of this level will pop up here.  It needs you
    to figure out how many of each animal should exist so each
    animal species will live after four years.  From left to
    right, put the levers at the following levels (1 is lowest
    (not empty), and 5 is highest (five is full)): 1, 2, 3, 3,
    3, 3, 4, 4, 3, 4, 4, 5, 4, and 4.  Do this to beat the
    004x-Solar System
    Five stars in the solar system have become mixed up.  You
    need to put them at their proper placing.
    Check out the star atlas.  It has five bright stars you
    can examine.  Each stars has an H, V and date.  Write down
    the five H, V and dates.  Now, on the projection device,
    insert a H, V and date.  Once it's correct, press the
    project button.  Do the same for another H, V and date,
    and the same for another H, V and date.  Do the same for
    the last two groupings of H, V and date to beat the room.
    004y-Rockets and Computers
    Woo hoo!  The last room!  This room is actually hard, but
    thanks to me you won't have much trouble, if any.
    Examine the big screen in this room.  Just like the screen
    in Energy Technology, the four pictures are messed up.
    Put them together to get the four pictures (Chinese rockets,
    liquid fuel rocket, von Braun's V-2 rocket, and multi-stage
    rockets).  That was easy.
    The next room has a projection.  A satellite is orbiting
    the earth.  You need to shoot it down in less than an hour.
    You can fire a rocket at it from a certain degree of the
    earth (0, 45, 90, 135. 180, 225, 270, 315).  There are
    eight degrees in total.  Set a rocket to zero and fire it.
    If the satellite still orbits, set it to the degree that is
    45 higher than the one you just tried.  Fire the rocket.
    Repeat the last two sentences of the paragraph until the
    satellite is down.  Since you have an hour, you can do it
    in time.
    The last room is really hard.  You must move a rocket
    through an asteroid field and get it to a target.  This is
    difficult to program, but you don't need to.  Just follow
    the directions.  Put the rockets to fire in the following
    order: left, left, right, right, down, left, left, right,
    right, right, up, left, left, and down.  Go away from the
    screen to beat the room.
    004z-Beat the Virus
    You beat all the rooms!  But all is not well...
    MICK is missing.  Oh no!  He left an audio tape for you.  Pick
    it up.  Look at the audio tape players.  Nos play the tape.
    MICK says he made the tape before you beat the last room.
    He went alone to the basement.  Don't worry, and don't go
    there; he'll take care of the virus.
    That sounds weird.  Why wouldn't he even thank you?  You
    go to the basement.  On the floor is a card.  It's the card
    for the workshop.  Pick it up.
    Go forward and left.  Once you find the workshop, insert the
    card and enter.
    MICK is in the room.  But not all in one piece.  The virus
    chopped MICK into pieces.  Put him back together.  He has an
    I/O error again.  Insert the disk.  He says the virus corrupted
    his system, and he made the tape so you would come help him.
    The virus is on the main computer's data.  You must stop it!
    Look at the computer.  The virus is walking around.  You
    must surround it.  Click on the thing below the virus.  MICK
    asks you a question dealing with an exhibit you went to.
    Answer correctly, and the thing turns red.  The virus
    now cannot move downwards.
    If you go it wrong, try again, using the thing below the virus.
    You have to get a question right before the virus reaches the
    bottom of the screen or else...well...the virus corrupts
    the system again, and you have to redo every exhibit.
    Once the virus can't move, answer questions on the three
    other squares it can move to.  Get them right to destroy
    the virus.  Hope you enjoy the ending!  (you probably won't).
    Lame ending after all that work.
    This FAQ is copyright of The Lost Gamer, 2002.  If you want
    to use any part of this FAQ, ask me first (instructions under
    general information)

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