Castle of Dr Brain
Game Details: Fantasy, 1991
Links: Moby Games, Adventure Gamers
Walkthrough Updated: 11/5/2004
Suggested Listening: Give Up Now (Ash 25)
Entry
Memory Puzzle Plaque
To get into the castle, press the doorbell. Now you need to follow the pattern indicated by the flashing parts of the doorway and surrounds. The number of tones to repeat depends on the difficulty level (6 for novice, 8 for standard and 10 for expert) and the harder difficulties include more possible objects (the lamps and the flamingos).
First Floor
You need to solve 3 separate puzzles here before using the words you are given and the codes indicated in your manual to get through the keypad into the next area.
Math Marvel
Create sums as follows to get the first code word:
Novice | Standard | Expert |
---|---|---|
11 + 22 = 33 90 - 80 = 10 42 x 2 = 84 60 / 20 = 3 |
12 + 23 = 35 99 - 33 = 66 22 x 4 = 88 56 / 8 = 7 |
44 + 21 = 65 30 - 18 = 12 8 x 11 = 88 75 / 5 = 15 |
Magic Square
Make sure all the rows, columns and diagonals add up to the same numbers, and you will get a second code word. Here are some that work:
Novice | Standard | Expert |
---|---|---|
06 07 02 01 05 09 08 03 04 |
16 02 03 13 05 11 10 08 09 07 06 12 04 14 15 01 |
07 27 29 01 17 13 11 23 09 21 19 15 31 03 05 25 |
Sliding Tiles
There is no simple way to learn how to do this - you need to start at the top and work down, getting one row finished at a time. Complete the puzzle to get a third code word.
Clock Room Countdown
To stop the countdown, press the large grey buttons in this order (numbered top to bottom): 1, 2, 3, 2, 4, 1. The timer will stop and you will have access to the next puzzle.
Acme Time Clock
On the novice level, flip the 15 when the 25 runs out, then open when the 15 is finished. On the harder levels, flip the 15 when it is done, then again when it runs out a second time. Flip it a third time when the 35 is finished, then when it runs out again, click open.
Punch Clock
Use the key to open the panel in the punch clock, and set the time to 4:48, then use the card. Set it to 11:00 for the second card, then 1:45 for the third and final card.
Elevator Mazes
You will come across 3 of these mazes throughout the game. The easiest way to solve any maze is to follow the right-hand wall (left is just as easy, but we'll use right here). Always go right when you can, and take any up or down passages you find. You will reach the exit eventually. You can also draw out the map as you go if you want to.
Second Floor
Circuit Breaker
Starting in the lower left corner, insert the battery, switch, resistor, coil and capacitor in that order to complete the circuit.
Binary Conversion Computer
You need to change zeros to ones in each row to create the binary representation of the decimal number indicated. The digits represent 1, 2, 4, 8, 16, 32, 64 and 128 respectively. For example to make 13, you would make the display show 1011000 (1 + 4 + 8 = 13). The harder the difficulty level, the higher the numbers you have to make up.
Robot Maze
Simply click the red symbols to change them from allowing the robot to continue in a straight line, to making it turn right. Collect all of the A symbols (answer cards) on the way through the maze, going over the + symbols to activate/deactivate the swirling traps. The harder difficulty levels simply increase the speed of the robot through the maze.
Robot Programming
It is easiest to use Iron Face, because he will follow your instructions correctly. Select each of the arms as appropriate to collect each of the items in the maze. Here are the programs you need to write:
Magnetic Arm | Dart-Gun Arm | Fork-Shaped Arm |
---|---|---|
|
|
|
You will encounter another elevator maze at this point.
Third Floor
Word Search
Simply highlight all of the words from the Ultra Top Secret Decoder Grid in your manual (they are not hard to find, just look vertically horizontally and diagonally, backward and forward and they are all there. The number you need to find depends on your difficulty level.
Acrostics Puzzle
The aim is to spell out "Parlor Games" from top to bottom, so insert the games in this order: Spades, Hearts, Cribbage, Blackjack, Poker, Bridge, Backgammon, Tictictoe, Dominos, Checkers, Chess.
Tangram
Just put the pieces in and spin them around to display the word "Enter" - look carefully at the pieces to spot parts of the word in pink and red lettering.
Jigsaw Puzzle
The easiest way is to start out putting all the edge pieces in place (if a piece that comes out of the chest is not an edge piece, just put it back or else your screen will get too cluttered). Also note that if pieces are almost in the right place, they will snap into place and a sound will be heard - don't move the piece again. Go through the door once the puzzle is completed.
Hangman
Just a simple game of hangman - remember that the most common letters are E, T, A, O, I, N and S. The most common words used include: doctor, dentist, train, honest, rental, password, complete, newspaper, resistance, antelope, entrance, session, pattern, brains, western, magazine and editorial. Save the hangman three times to get three codes to enter with the keypad, then get the things from the drawer.
Dr Brain's Safe
This is a trial-and-error exercise. You have unlimited goes at this game of "Mastermind", so just start by trying three of a single symbol, then three of the next, etc. to work out how many of each symbol needs to be present. Then start trying combinations until you succeed. You will get a red key from the safe.
Cipher Monitor
Click on letters to swap them, trying to decode the secret message. Read the hints in the book that is available and it should be fairly straight forward. The messages are:
Novice | Standard | Expert |
---|---|---|
Your mind is the key to every door. When you set your mind free, no lock can hold you, no bars restrain you. | Free from every earthen tide, past stars and planets you must ride, until you reach the farther side. | The elevators of the mind only operate for those who keep their minds open to new possibilities. |
The final elevator maze happens right now.
The Basement
Star Map
On the Novice setting you can see in the images the patterns of stars to look for. On the other settings, you will have to use a bit of trial-and-error. In order from left to right, are Perseus, Ursa Major, Cancer and Orion.
Card Matching
Just match each alien race with its appropriate home planet:
- Webbed Amphitons - Oceania
- Mechroids - Metallica
- Geoids - Magma 4
- Giras - Veldta
- Strigers - Stroud
- Moleri - Holucidar
- Mastons - Graviton
Planet Naming
Look at the cosmic scroll from the Hangman safe to get a clue to the planet order: Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune, Pluto. Click on the name of a planet then the actual spinning object on the planetary map.
The Office
Job Skills Board
Match each of the skills with one of your award plaques as follows:
- Programming - Robot
- Language - Anagrams
- Pattern Recognition - Jigsaw puzzle
- Mathematics - Equation
- Follow Instructions - Circuit board
- Logic and Deduction - "Mastermind" safe
- Memory - colored boxes
- Timeliness - Hourglass
- Cosmic Consciousness - Stars
Bookcase
Start off by opening the draw with the red key, and you will get a decoder ring. Use this ring on the code sheet from the "Mastermind" safe and you will get instructions on how to move the books. Do this to complete the game.