Jumbo Electro Generator Room

thumb|300px|right The Jumbo Electro Generator Room is one of the activities in JumpStart Adventures 3rd Grade: Mystery Mountain.

Mystery Mountain has a limited amount of "power" and playing the Mountain's games uses it. In this activity, the user is presented with several monitors displaying a number with an operation above it. The user must select which numbered batteries for an accurate equation when placed on the monitors. The device seems to be two large glass rings with what appears to be plasma swirling inside them. The exercise takes place here, and when the whole machine is charged, the central coil with a glowing bulb on top rises and spreads power throughout the mountain through both a transformer and a second bulb. Once the game has been completed, full power will be restored to the Mountain. Aside from the front door exercise, this is the only game in which no Mission Clue can be earned. Polly's lackey sometimes attempts to sabotage this generator with a banana peel which Botley slips on after leaping over the machine; This does very little damage, though.