# Walkthrough - Castle of Dr. Brain

Castle Of Dr. Brain Hints/Solve

From

Sierra On-Line

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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

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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, 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

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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 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

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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

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

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

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

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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

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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.