Second Floor: Komplettlösung The Castle of Dr. Brain

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.

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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.

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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.

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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.

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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.

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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.

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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 itoff 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.

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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.

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Weiter mit: Komplettlösung The Castle of Dr. Brain: Third Floor

Zurück zu: Komplettlösung The Castle of Dr. Brain: The Castle Door, Elevator Maze / First Floor

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The Castle of Dr. Brain

The Castle of Dr. Brain

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