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
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
Computer Technology -
Click on the circuit panel and solve the
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
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
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
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
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
Ocean Life Exhibit -
Click on everything you can -- be sure to
get help, from MICK and from living
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
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.