home *** CD-ROM | disk | FTP | other *** search
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- USA/FLT
-
- United Software Association
-
- USA/FLT
-
-
-
- Fairlight PC Division
-
-
-
- USA-DoX Department
-
-
-
-
- Proudly Presents
-
-
-
-
- Castle Of Dr. Brain Hints/Solve
-
-
-
-
-
- From
-
-
-
-
- Sierra On-Line
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- 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
- 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
-
-
-
- ~~~~~~~~~~~~~~
-
- 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.
-
-
-
-
-
- -=USA/Fairlight=-