CASTLE OF DOCTOR BRAIN, THE (Sierra On-Line) (?)
Hints & Solve:
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 7. Move backward 13. Move right
2. Move right 8. Move left 14. Move forward
3. Move forward 9. Move left 15. Move right
4. Move left 10. Move forward 16. Move forward
5. Turn on 11. Move forward 17. Turn off
6. Move right 12. Move forward 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 7. ??? 13. ???
2. Move left 8. Move right 14. Move forward
3. Move forward 9. Turn on 15. Turn off
4. Move forward 10. Move left 16. End
5. Move forward 11. Move left
6. Move right 12. Move forward
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 7. ??? 13. ???
2. Move left 8. Move left 14. End
3. Move forward 9. Turn on
4. Move forward 10. Move right
5. Move forward 11. Move right
6. Move right 12. Move forward
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.
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