

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 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=-
