**Castle Of Dr. Brain - Hints**

**The Hints are divided into 5
sections as follows: **

**1> The Castle Door, Elevator
Maze
2> First Floor
3> Second Floor
4> Third Floor
5> The Basement **

**1> The Castle Door, Elevator
Maze **

**Problem:
How do I open the castle door? **

**Hint:
When you press the doorbell, notice which stone flashes and plays a tone. Click the hand
cursor on that stone. Now two stones will flash and play tones. Click the hand cursor on
these stones in the same order they flashed. Now, three stones will play, etc. Try it,
it's fun! **

**Problem:
Help! I'm lost in the mazes of the Stone Elevator! **

**Hint:
A really fun way to get through these mazes is to just explore. Try punching through as
many walls as you can! Each maze has four levels to it. You start at the bottom and work
your way up to the top. Sometimes you have to go up and then back down again to get
through. If you get really stuck, you may wish to sketch out each level to help you keep
track of paths you've already explored. **

**2> First Floor **

**Problem:
The Math Marvel Puzzle Room has me stumped - Novice. **

**Hint:
Eleven plus twenty-two equals thirty-three, ninety minus eighty equals ten, forty-two
times two equals eighty-four, and sixty divided by twenty equals three. **

**Problem:
The Math Marvel Puzzle Room has me stumped - Standard. **

**Hint:
Twelve plus twenty-three equals thirty-five, ninety-nine minus thirty-three equals
sixty-six, twenty-two times four equals eighty-eight, and fifty-six divided by eight
equals seven. **

**Problem:
The Math Marvel Puzzle Room has me stumped - Expert. **

**Hint:
Twelve plus eighteen equals thirty, sixty-five minus twenty-one equals forty-four, five
times fifteen equals seventy-five, and eighty-eight divided by eleven equals eight. **

**Problem:
Magic Square Puzzle solution - Novice. **

**Hint:
Arrange the numbers from left to right. The numbers in the top row are two, nine, and
four. The numbers in the middle row are seven, five, and three. Finally, the numbers in
the last row are six, one, and eight. **

**Problem:
Magic Square Puzzle solution - Standard. **

**Hint:
Arrange the numbers from left to right. The numbers in the top row are sixteen, two,
three, and thirteen. The numbers in the second row are five, eleven, ten, and eight. The
numbers in the third row are nine, seven, six, and twelve. Finally, the numbers in the
bottom row are four, fourteen, fifteen, and one. **

**Problem:
Magic Square Puzzle solution - Expert. **

**Hint:
Arrange the numbers from left to right. The numbers in the top row are thirty-one, three,
five, and twenty-five. The numbers in the second row are nine, twenty-one, nineteen, and
fifteen. The numbers in the third row are seventeen, thirteen, eleven, and twenty-three.
Finally, the numbers in the bottom row are seven, twenty-seven, twenty-nine, and one. **

**Problem:
15-Sliding Tile Puzzle solution - Novice. **

**Hint:
Start with the top row and work your way down. One useful technique is to snake tiles into
position. Let's say you want to place the first two numbered tiles. First, move the one
tile just under the two position, and the two tile right under it. Then move other tiles
so that the empty square is in the two position and slide both tiles up. Finally, empty
the one position square, slide the one tile over, then the two tile up. Work your way down
the puzzle this way. **

**Problem:
15-Sliding Tile Puzzle solution - Standard and Expert. **

**Hint:
For starters, begin with the Novice solution. On the Standard and Expert Level puzzles,
the last two rows are a little trickier. Think of those squares as points around a circle.
Let's say you have most of the third row, but the ten tile is out of order, like so --
nine, eleven, ten, and twelve. Move the bottom row pieces until the empty square is
underneath the ten tile. Then slide the ten tile down and rotate both rows together,
clearing the square between the nine and eleven tiles, with the ten tile underneath it.
Slide the ten tile into position and rotate the pieces back into their correct rows. When
you complete the Expert Level puzzle, you'll form a picture of Dr. Brain's Castle. **

**Problem:
I've run out of time in the Clock Room! **

**Hint:
Did you notice the remote-control panel beside Dr. Brain's favorite cuckoo clock? Press
the top button to make the toy Elf start dancing. Press the second button from the top to
turn the clock off and the alarm on. Press the third button from the top to start the
clock once again and put away the cuckoo bird. Finally, press the second button from the
top to stop the clock, followed by the bottom button to turn off the alarm, and then the
top button to stop the Elf from dancing. You'll have plenty of time now. **

**Problem:
Acme Time Clock sand measurement - Novice. **

**Hint:
Wait until the 25-second hourglass runs out of sand, then immediately flip the 15-second
hourglass. Click the open button and the drawer will open. **

**Problem:
Acme Time Clock sand measurement - Standard and Expert. **

**Hint:
Flip the 15-second hourglass three times. Flip it the first time after the sand runs out
of it. Flip it a second time when the sand runs out of it again. Finally, flip it once
more when the 35-second hourglass runs out. Click the open button and the drawer will
open. **

**Problem:
What times do I punch in the Clock Room? Hint:
The time to punch on the first card is four forty-eight. The time to punch on the second
card is eleven o'clock. The time to punch on the third card is one forty-five. **

**3> Second Floor **

**Problem:
I can't fix the circuit in the computer room! **

**Hint:
Starting from the lower left-hand side, place the battery in the first position, the
switch in the second position, the resistor in the third position, the coil in the fourth
position, and finally the capacitor in the fifth position. **

**Problem:
How do I use the binary conversion computer? **

**Hint:
One fun strategy is to just twiddle each of the zeros to ones until you get the light on
right-hand side of each row to turn on. If you examine each position in a row from right
to left, you'll notice the numbers increase by a power of two. This means when you change
a zero to one in the right-most column it's worth one, then increases to two in the next
column, then four, then eight, then sixteen, then thirty- two, then sixty-four, and
finally one-hundred and twenty-eight in the left-most column. The total to the far left is
simply a sum of these values. **

**Problem:
How can I get through the robot maze? **

**Hint:
To get through this maze, you'll need to go all the way around the outer edges of the
maze, moving from left to right. If a swirling circle sends you back to the start of the
maze, turn it off by first running the robot over a plus symbol. As you move the robot
around the maze gather as many answer cards as you can. **

**Problem:
Which robot head do I use in the robot design room? **

**Hint:
You may wish to use Iron face since it's the honest robot head and will follow your
program exactly. If you choose the dishonest Saucer head, it will disobey your program
exactly. Propeller head is dishonest half the time and will disobey every second line of
your program. **

**Problem:
What is the program listing to get the blue book? **

**Hint:
Program listing using the Iron-faced robot head and the fork-shaped robot arm: **

**1. Begin
2. Move right
3. Move forward
4. Move left
5. Turn on
6. Move right
7. Move backward
8. Move left
9. Move left
10. Move forward
11. Move forward
12. Move forward
13. Move right
14. Move forward
15. Move right
16. Move forward
17. Turn off
18. End
**

**Problem:
What is the program listing to get the green plastic clue sheet? **

**Hint:
Program listing using the Iron-faced robot head and the dart-gun robot arm: **

**1. Begin
2. Move left
3. Move forward
4. Move forward
5. Move forward
6. Move right
8. Move right
9. Turn on
10. Move left
11. Move left
12. Move forward
14. Move forward
15. Turn off
16. End **

**Problem:
What is the program listing to get the gray iron plaque? **

**Hint:
Program listing using the Iron-faced robot head and the electromagnetic robot arm: **

**1. Begin
2. Move left
3. Move forward
4. Move forward
5. Move forward
6. Move right
8. Move left
9. Turn on
10. Move right
11. Move right
12. Move forward
14. End **

**4> Third Floor **

**Problem:
I need some tips on the Word Search Puzzle! **

**Hint:
All of the words in this puzzle can be found in the section of your game documentation
entitled Dr. Brain's Ultra Top Secret Decoder Grid. Here's a few to help get you started.
Moving from left to right, in the top row you'll find TicTacToe; in the second row, Golf;
in the third row, Jacks; in the eighth row, Chess; and in the tenth row, Cribbage. Moving
from right to left, in the second row you'll find Football; in the third row, Dominos; in
the fifth row, Poker and Hearts; in the seventh row, Blackjack; in the second to the
bottom row, Checkers; and in the bottom row, Horseshoes. Now you try. Examine each column,
both from top to bottom and bottom to top. Finally, look for any words spelled diagonally.
**

**Problem:
I can't figure out the Acrostics Puzzle. **

**Hint:
You're trying to spell Parlor Games. Therefore, from top to bottom, select these games:
Spades, Hearts, Cribbage, Blackjack, Poker, and Bridge to spell Parlor. Then select these
games: Backgammon, Tic-tac-toe, Dominoes, Checkers, and Chess to spell Games. **

**Problem:
I'm stumped by the Tangram Puzzle. **

**Hint:
Arrange the tangram pieces to spell the word Enter. **

**Problem:
I need a clue to solve the Jigsaw Puzzle! **

**Hint:
One way to solve jigsaw puzzles is to look for edge and corner pieces first. If a puzzle
piece has a flat edge on the top, left, or right side, place it along the edges of the
screen. Then you can also look for like colors or patterns and assemble these pieces right
in the middle of the screen, then place them into their final position. If your screen
gets too cluttered, you can always place pieces back into the box. **

**Problem:
I keep hanging the Hangman Dummy! **

**Hint:
Did you notice the chart on the wall? The most common letters to guess are E, T, and A --
so you're usually better off to guess these letters first. Some other common letters are
O, I, N, S, H, R, D, L, and U. Some of the words you'll encounter in this puzzle: honest,
antelope, entrance, train, session, pattern, doctor, resistance, rental, password, brains,
complete, editorial, newspaper, magazine, western, and dentist. **

**Problem:
How do I open Dr. Brain's Safe? **

**Hint:
You can solve this puzzle by a process of elimination and trial and error. On the first
line, start by guessing all the same symbols, for instance, all hearts. If you get one
right, on the next line guess one heart and two of another symbol, such as two oranges. If
you get two right, then guess one heart, one orange, and one of the remaining symbols. Now
just keep working with the symbols until they all fall in place. **

**Problem:
Cipher Monitor message - Novice. **

**Hint:
The Novice level message is "Your mind is the key to every door. When you set your
mind free, no lock can hold you, no bars restrain you." **

**Problem:
Cipher Monitor message - Standard. **

**Hint:
The Standard level message is "Free from every earthen tide, past stars and planets
you must ride, until you reach the farther side." **

**Problem:
Cipher Monitor message - Expert. **

**Hint:
The Expert level message is "The elevators of the mind only operate for those who
keep their minds open to new possibilities." **

**5> The Basement **

**Problem:
Where is Perseus? **

**Hint:
Perseus is the constellation on the far left-hand side of the screen and is made up of
nine stars. If you examine closely the illustration of Perseus on the Novice level
setting, you can see which nine stars you'll need to choose. **

**Problem:
Where is Ursa Major? **

**Hint:
Ursa Major is just to the right of Perseus and is made up of fifteen stars. If you examine
closely the illustration of Ursa Major on the Novice level setting, you can see which
stars you'll need to choose. **

**Problem:
Where is Cancer? **

**Hint:
Cancer is just to the right of Ursa Major and is made up of seven stars. If you examine
closely the illustration of Cancer on the Novice level setting, you can see which seven
stars you'll need to choose. **

**Problem:
Where is Orion? **

**Hint:
Orion is on the far right side of the screen and is made up of nineteen stars. If you
examine closely the illustration of Orion on the Novice level setting, you can see which
nineteen stars you'll need to choose. **

**Problem:
What are the alien's homes? **

**Hint:
Geoids live on Magma 4. Mastons live on Graviton. Winged Icarians live on Aerios.
Mechroids live on Metallica. Webbed Amphitons live on Oceania. Giras live on Veldta.
Strigers live on Stroud. Moleri live on Hollucidar. **

**Problem:
How do I place the planets where they belong? **

**Hint:
Remember the cosmic scroll from the Hangman safe? Consider the first letter of each word
in the clue: My Very Energetic Mother Just Sent Us Nine Pies. Each word starts with the
same letter as the planets orbiting the sun, from nearest to farthest--Mercury, Venus,
Earth, Mars, Jupiter, Saturn, Uranus, Neptune, and Pluto. **

**Problem:
How do I open the desk drawer in Dr. Brain's Private Office? **

**Hint:
Use the red key from the Mastermind Safe to open Dr. Brain's desk drawer. You'll find Dr.
Brain's Secret Decoder Ring. **

**Problem:
How do I use the job skills board? **

**Hint:
Match the Memory card to the picture of the Simon Puzzle Pieces. Match the Logic and
Deduction Card to the picture of the Mastermind Safe. Match the Follow Instructions Card
to the picture of the Circuit Board. Match the Mathematics Card to the card with the
equation 2+2=4. Match the Pattern Recognition Card to the picture of the Puzzle Piece.
Match the Programming Card to the picture of the Robot. Match the Language Card to the
card with the letters A-T-E, T-E-A, and E- A-T arranged on it. Match the Timeliness Card
to the picture of the Hourglass. Finally, match the Cosmic Consciousness Card with the
picture of the Stars. **

**Problem:
Which books should I get from Dr. Brain's Private Bookcase? **

**Hint:
Did you crack the Mastermind Safe in the Doce Amor Room? Inside the Mastermind Safe was a
step-by-step code sheet and a red key. Use the red key from the Mastermind Safe to open
Dr. Brain's desk drawer. You'll find Dr. Brain's Secret Decoder Ring. Click Dr. Brain's
Secret Decoder Ring on the code sheet to decipher the message. Now you'll have a set of
instructions explaining how to arrange these books.**