The Castle of Dr. Brain/Logic hall

The elevator will dump you out in a hall that looks similar to the first hall. Similarly, the door at the end is locked and can only be opened after the puzzles in the rooms to the left and right are solved. First, open the door on the right.

Computer Circuit
Through this door, it looks like you have stepped into the heart of a computer, or some piece of electronic machinery. There is a console to the left and to the right. The right side contains a broken circuit. The red screen give instructions on how to build the circuit, while the green screen contains the circuit itself.

The instructions are as follows: 1) Form a complete circuit from the lower left to the lower right. 2) Don't make any short circuits or duplicate connections. 3) The power source comes first. 4) You need to slow things down before you can whirl them around. 5) If a component is yellow, leave it until last. 6) Banded elements must come after switches.

Now that you have the instructions, click the green screen to build the circuit. The circuit starts with the wire at the bottom left and snakes up the left side, then goes across the top, then snakes back down the right side. The goal of this puzzle is to complete the circuit by adding components in the correct positions. The first component is the battery. Next is the switch, followed by the resistor, then the coil, and last, the capacitor. See the picture to the right for a visual representation.

Binary Code
When the circuit is complete, the second console will become available. On one end is an ancient reel-to-reel and on the right is a blue screen. Click on the blue screen to bring up the binary calculator.

This puzzle contains three windows. The green boxed numbers represent the number you are trying to reach. The orange boxed numbers (when visible) represent the current count. The blue buttons represent the current binary number. The goal of this puzzle is to make the binary number (the blue buttons) equal the number in the green box. On Standard and Novice difficulties, the binary number converted into arabic numeral will appear in the orange box. When the binary number matches the number in the green box, the bulb to the right will turn on.

To calculate the binary number, imagine that each column of blue 1s and 0s represents a power of two. The first column stands for "128", then second "64", the third "32", then "16", "8", "4", "2", and the last column stands for "1". For the number given on the right, find the highest of these numbers that is below the number in the green box and check the blue number in that column to "1". Then subtract the number that column represents from the number in the orange box to get a new number. Do the same with this new number, checking the box that represents the highest of these numbers that doesn't go over that number. Then subtract and do the same. Eventually, the bulb will turn on and you can move to the next number.

For instance, for "130" in the example above, the highest of the numbers represented in the blue columns that doesn't exceed 130 is 128. So the blue box that represents "128" is clicked, becoming a "1". 130 minus 128 is 2, the new number. This number is represented in the blue column numbers, so that button is clicked. Because 2 - 2 = 0, the bulb turns on.

When the last of the bulbs turns on, you'll receive a magnetic data card, the room will shake, and you'll be sent back out into the hallway.

Robot Maze
Through the door on the left, you will find the robot maze. The goal of this puzzle is to guide the robot to collect every letter "A" in the maze. The secondary goal is to try not to get distracted by the cool dinosaur bones in the background, but who am I kidding? Nobody is that good. To guide the robot, click between one of the four red dots to create a rotary arrow. This arrow will make the robot turn to the right when it gets to that position. The swirls are teleporters that will transport the robot back to the starting position, though they only work when active and moving. The green switches can turn on or off various teleporters. The maze is the same through all difficulty levels, though the robot moves faster on harder settings.

Final Door
When you have collected all of the answers, you will find yourself back in the hall. Click on the computer at the end of the hall to continue. The computer on the door will light up and bring up the interface. To get through, you must match the punchlines with jokes.

Q: What's special about the way a robot plant grows? A: It has square roots

Q: What kind of computer does a dairy farmer use? A: A cowculator

Q: Why do robots always take the longest path between two points? A: To avoid short circuits

Q: What do robot rabbits do best? A: Multiply

Q: What should you do when a robot is having a heart attack? A: Apply CPU