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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.

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