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Castle of Dr.Brain - PC

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CASTLE OF DR.BRAIN
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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
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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, et c. Try it, it's fun!

Problem: Help! I'm lost in the mazes of the Stone Elevator!
Hint: A really fun way to get throughthese 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
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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 mov e 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 tim e 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 draw er 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
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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 wh en 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 t otal 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 th e 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 li ne of your program.

Problem: What is the program listing to get the blue book?
Hint:
Program listing using the Iron-faced robot
hea