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Return of the Incredible Machine Contraptions: FAQ/Walkthrough by Lord Seth

Version 1.06, Last Updated 2005-08-20 View/Download Original File


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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.

Return of the Incredible Machine Contraptions: FAQ/Walkthrough by Lord Seth


Version 1.06, Last Updated 2005-08-20 View/Download Original File
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