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Museum Madness Walkthrough, Hints and Tips for PC Games. | | |
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Museum Madness
General Hints
-------------
Move your mouse around the screen. If the cursor changes, click on that
object. You may see a close-up view or you may pick up the object for later
use.
Ask MICK, your robot guide, when you aren't sure what to do next.
If you need something, don't forget to look in your backpack. Save your game
frequently. If you want to pass the introductory sequence, press the Esc
key. The Esc key can get you out of many tight spots.
In the Lobby
------------
One of the tools in your backpack will help you get the batteries which can
be found on a table in the lobby. Press the Esc key if you want the program
to complete the museum map for you.
Hall of Technology
Robots Exhibit - First, click on the disassembled machines in each of the
displays.
To complete the robots, you must get replacement parts that are available
from the Rogue robot. The part must be in the room with you when you return
it to the display.
Computer Technology - Click on the circuit panel and solve the puzzles.
Discovery of Radio - Talk to each inventor and assemble the puzzles in each
of the first three rooms.
In room 4, talk with Fessenden. He likes to tinker with devices -- give him
one from EJ's backpack. The book EJ is looking for is in this room. When
you've found the book, return to Room 1 and give items from EJ's backpack to
each inventor who will then give EJ something in return. Again, make sure
you solve all the puzzles in the exhibit.
Marconi will receive a coded message. You must help him decipher this
message by using a helpful document in this room.
When you return to room 4, Fessenden will require several objects from EJ's
backpack.
Energy Technology - You must shut down the nuclear power plant before you
can replace the turbine.
All fuel rods must be safely stored. This cannot be done until you've
restored the power plant to full operation.
Look in one of the pictures in room 4 for the missing safety devices.
Simple Machines - Click on the disassembled machines in the displays and
reassemble them.
Hall of Air and Space
How Big is the Universe? Exhibit - Click on ACTIVATE to scramble the
puzzles.
The Solar System Exhibit - Click on the Star Atlas and make notes, then find
the four telescopes and check out their view of the star. Project the star
onto the planetarium's sky. EJ will let you know if you've identified the
correct star.
Rockets and Computers Exhibit - To move the rocket through the asteroids, it
is not necessary to use every step in a sequence. You can choose not to fire
a rocket for the duration of step 2, for example. The rocket will drift
during this time -- sometimes you need that to happen to make it through the
asteroids. There are several different combinations of rocket firings which
will get your rocket through successfully. For one of them, refer to the
last page of this hint sheet.
Air-Powered Flight Exhibit - These air-powered devices require a breeze to
stay aloft. The fans must be stopped momentarily, but when you leave the
exhibit, the fans must be turned on. The airship is secured by the nose.
Wright Brothers Exhibit - As in the other exhibits, you'll want to talk with
the CyReps and pick up anything you can. You'll use several tools in this
exhibit. One long piece of wire will not solve the final puzzle -- you'll
need several shorter pieces.
Hall of American History
Transcontinental Railroad Exhibit - To make an informed decision, look at
all the information in the room and visit room 2 before you decide to work
with Central Pacific or Union Pacific.
Salem Witch Trials Exhibit - Modern-day tools come in handy. Be sure to talk
to all the people and get hints from MICK the robot.
Revolutionary War Exhibit - Again, be sure to talk with everyone and pick up
everything you can. Some objects that you collect will help you to get other
objects that you need.
Ellis Island Exhibit - Talk to everyone you can and follow their advice.
Louisiana Purchase Exhibit - Talk to everyone and look at/pick up everything
you can. If you offer a gift, people may give you something in return.
Hall of Natural History
Hall of Dinosaurs Exhibit - You may visit the exhibit rooms to read about
the creatures before or after assembling them. EJ wants to see your
handiwork after all the dinos are back together.
Ocean Life Exhibit - Click on everything you can -- be sure to get help,
from MICK and from living creatures.
Hall of Animal Habitats Exhibit - Remember, you only have 8 trips to restore
all 16 animals to their habitats. Fill the cart as much as you can. Be
careful where on the cart you click -- you may waste a trip and end up in
the basement.
Hall of Ecology Exhibit - Good luck on the rearranging puzzle. In the
computer, try different levels for each animal. For the answer to this
puzzle, refer to the end of this document.
The Earth's Geology Exhibit - For clues on how to assemble the puzzles, see
the small diagram in the upper right hand corner of the display. To make
things happen, move forward in time...
Hall of World History
Prehistoric People Exhibit - Talk to everyone and pick up all that is
offered. Watch the CyReps carefully; there may be something you can offer
them from your backpack.
The Development of Writing Exhibit - The gift you receive from the Chinese
scribe is useful in two other rooms. Remember, to make a note one needs a
pen with ink and something to write on.
Knights, Heraldry and Jousting Exhibit - Make a note of the shield's
appearance at the jousting field in room 1. Note your design and the wizard
will tell you after the joust how the two shields compare.
Galileo's Telescope Exhibit - Talk to everyone and pick up whatever you can.
If you offer a gift, a gift may be offered to you in return.
Industrial Revolution Exhibit- Look at everything in the room and pick up
whatever you can.
- - -
--
SaULo BeNiGNO «» MaLiGNO « maligno@elogica.com.br
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