Dr. Brain I.Q. Adventure SparkBoy, Submitted the following Information: Email: sparkboy@dr.com DR. BRAIN THINKING GAMES: I.Q. ADVENTURE ----------------------------------------- Walkthrough Version: 0.4 This game was produced by Knowledge Adventure, Inc. for the Windows PC. -------- Contents -------- + Introduction + Story + General Information + Characters & Enemies + Items + Puzzles & Quizzes + Guide to the Walkthrough + Walkthrough ------------ Introduction ------------ The walkthrough only covers the easy version of the game. ----- Story ----- Dr. Brain has just put the finishing touches on his latest experiment; the Interdimensional Transporter Machine (IDTM). You win the coin toss to see who gets to try it out first. Armed with nothing more than a special jumpsuit,, you are sent on your way by Dr. Brain. However, something goes terribly wrong. The IDTM breaks apart and you crash-land in an alternative universe filled with strange fauna and flora. Marooned and surrounded by Robots eager to harness your human brainpower, you must find the lost pieces of the IDTM before the robots rebuild it as a gateway to Earth. The Robots have created puzzles in this bizzare landscape to identify the smart creatures whose brainpower they wish to harness. Are you smart enough and fast enough to solve the puzzles, defeat the Robots, and ensure the survival of Earth? ------------------- General Information ------------------- GOAL Return to Earth! Find the eleven missing IDTM pieces by exploring different environments, solving perplexing puzzles, using strange indigenous tools, and defeating the Robots and other dangerous creatures. MISSING PIECES Every level, with the exceptions of Levels 2, 8, 13 and 14, contain a piece of the Interdimensional Transporter Machine. Collect all 11 pieces to return to Earth.Often the pieces are guarded by perplexing puzzles and hostile creatures. ENVIRONMENTS Througout the game you will explore five environments. They are: Jungle: Levels 1, 2, 5, 6, 7, 10, and 13. Cavern: Levels 3, 4, 8, 11, and 12. Pollution: Levels 5, 6, 7 and 13. Outpost: Levels 4, 7, 8 and 13. Metropolis: Levels 9, 14 and 15. Jungle, Cavern and Metropolis are the only environments that can be found by themselves. Pollution is found within the Jungle only. Robot Outposts litter the land, and are only found within other environments. The robot Metropolis is a large Outpost that takes up an entire level, and is the only environment that CANNOT have any other type of environment with it. If it does have another type with it, it turns into an Outpost. The three Metropolises make up the Robot Fortess, Level 9 being the Outer Ring, Level 14 being the Middle Ring and Level 15 being the Inner Ring. At the center of the Robot Fortress is the final IDTM piece. ---------------------- Characters and Enemies ---------------------- JUNGLE Friendly Creatures Botan: Readings show that these creatures are comprised of mostly plant matter. If you talk to them, they may help you. Grass Bug: These harmless insects won't hurt you. But more importantly, you can pick them up and put them in your inventory. They can be used as decoys to distract the Mutans, and they are poisonous to the Snapdragon! Hostile Creatures Dragonfly: Found near water, the dragonfly's venom slows their victim down, making it harder to get away. This fast-moving insect is pretty easy to defeat, in fact, one zap is usually all it takes. Once you have beaten the Dragonfly, you can pick up a stinger to use later on. This stinger will slow down any player or creature! Fumblebee: The sneaky fumble bee can snatch items right out of your inventory! It's best to keep your distance from this giant insect, which is always found near flowers. If you zap a Fumble Bee enough times, you will get a Fumble Bee Stinger. You can use the stinger to make another player or creature drop an item! Snapdragon: These are large meat-eating plants. To a snapdragon, you look like a nice snack, so keep your distance! Grass bugs are poisonous to snapdragons. Spider: Be careful. It looks like they are very protective, and can be dangerous if you get too close. CAVERN Friendly Creatures Moles: These easy-going cave dwellers may have helpful information if you ask them. Worms: These are just your garden-variety worms. They won't hurt you, but can be used to help you get past Roots. Hostile Creatures Bat: When they attack in waves, the bats can hurt you, but when you defeat them, their wings remain, and you can use their wings like boomerangs to reach switches that are far away. Fungus: You'll know the fungus by its slimy appearance. The best way to defeat it is just to run away from it, but that might be hard -- it's faster than you are! Rock Monster: These living stone giants can crush anything that gets in their way, including you! Be very careful around these slow-moving creatures. Luckily, they are limited to the lava areas of the caverns, and can only attack if they are standing right next to their enemy. These things are so intent on destruction that they will even chase after worms! Root: Tough and strong, the roots attack from the ground itself, entangling the feet of its victims. Watch your step! You can distract the Root for a few seconds if you toss it a worm. POLLUTION Hostile Creatures Mutan: Stay away from these bad-tempered beasts! They were almost killed by toxic pollution, and they're still mad about it. They will chase almost anything that moves, but due to the level of pollution they received, they can't step on unpolluted ground. OUTPOST/METROPOLIS Hostile Creatures: Eye Bot: These guys have a single eye stalk rising out of their metal bodies, and aren't very smart. They'll shoot at almost anything that moves, especially you! They'll start shooting from a distance, and their zaps get stronger the closer they get. It's best to defeat these enemies before they can get right next to you. Guard Bot: These guards can detect non-robots even farther away than the Tread Bots, and they are just as deadly. Sentry Bot: These guards can't move, but walk past them and you'll get a nasty zap. Unfortunately, sometimes you have to walk past them! Tread Bot: This guard is constantly on the move, looking for anything non-robotic to shoot at. Quiz Bot: When a Quiz Bot hits you with a Quiz Bomb, you better be quick to answer. If you don't answer fast enough, you'll lose some brainpower. ------ Items ------ JUNGLE Bag of Seeds: Mutans hate grass! Use this bag of grass seeds to surround them with grass and render them incapable of moving. Botan Bamboo Skirt: With this in your inventory, Fumblebees can't make you drop items and no-one can use a Fumblebee stinger on you. Brain Fruit: Use this handy item to restore your brainpower. Disguises: Use a Disguise to transform into another creature. Blend in with the natives! Dragonfly Stinger: Use the Dragonfly's stinger to slow an enemy or another player down. Fumblebee Stinger: Use this stinger to make creatures drop items that they are holding. Keys: Use these keys to unlock doors and open gates. Snapdragon Seed: Defeat a Snapdragon to get one of these. Throw this at your enemies to damage or destroy them. Spiky Pear: Use this handy weapon to damage or destroy your enemies. CAVERN Batwing Boomerang: Defeat a Bat to get one of these. Use the boomerang to hit levers which are out of your reach. Disguises: Use a Disguise to transform into another creature. Blend in with the natives! Frozen Crystal: Throw this crystal at your enemies to freeze them in their tracks. While frozen, enemies can't attack or chase you. Medicine Flask: This helpful mole medicine restores your brainpower. Paw of Gathering: Use the Ancient Paw to grab items which are out of your reach. Primitive Weapon: Throw this at your enemies to damage or destroy them. Relics: Lots of moles like to collect Relics. If you give them one, they may give you a handy item in return. Spiked Club: Same as the Primitive Weapon but it can be used several times. Zap Mine: Place a Zap Mine on the ground and it becomes invisible. Then, if someone steps on it (you or an enemy) the mine will damage them. OUTPOST / METROPOLIS Access Cards: Place an Access Card in a lock to open a door or a hatch. Brain Orb: This orb can restore brainpower multiple times. Brain Shield: With this helmet in your inventory, Quiz Bots won't be able to quiz you. Disguise Chips: Use a Disguise to transform into another creature. Blend in with the natives! Drill: This robot tool can be used to drill through rock. Dynamite: Use this explosive to blast through stalagmites. Energy Drainer: This item will slow down enemies, giving you an oppurtunity to escape! Force Field: Set up force fields around your enemies to slow them down. Freeze Ray Gun: Shoot this at your enemies to freeze them in their tracks. While frozen, enemies can't attack or chase you. The Freeze Ray can be used multiple times. Giant Magnet: Use the magnet to hit levers that are out of your reach. Magnetized Arm: Use the Magnetized Arm to grab items which are out of your reach. Plasma Orb: Use this plasma weapon to damage or destroy your enemies. Plasma Staff: Same as the Plasma Orb, but it can be used multiple times. Power Charge: Use the power charge to make you run faster. Robot Vest: With this in your inventory, you're protected against enemy attacks for a while. ----------------- Puzzles & Quizzes ----------------- PUZZLES Throughout your journey through this strange world, you will encounter puzzles. Solving these puzzles allow you to cross dangerous paths, open doors, unlock secret stashes, and get brainpower. These are the puzzles you will encounter: AFFINITY NETWORK PUZZLE A group of creatures is not satisfied with its arrangement. Push on the neighbouring creatures. Every creature must match at least one of its neighbours with at least one characteristic. When all the neighbours are satisfied, you have completed the puzzle. BEAM TRANSFORMER PUZZLE A laser beam fence blocks your path! The colored lasers flow from left to right, passing through transformers that can change the colors of the lasers. To short out the lasers, so you can get by, the colors of the rightmost lasers need to match the colored rectangular lights on the far right transformer. When a laser entering the transformer matches the rectangular light next to it, it lights up. A white rectangle will light up >from any color laser. When all three rectangular lights on the transformer are lit up, the laser beams will change to the colors indicated by the colored arrows. If there is a white arrow, the beam's color will not be altered. Click on a transformer to change the pattern of colored lights on its side. Find a sequence that will change the beams coming from the left side of the puzzle to the colors on the rectangular lights on the right side of the puzzle. FUSE BOX PUZZLE There are slots on the ground with fuses lying around. The fuses look like a cross with a different color on each side. You need to pick up the fuses and arrange them in the slots so that the side of a fuse of each points to the points to the side of another fuse which is the same colour. A completed fuse box puzzle might look like this: B R R R-----------R R B R | | | | | | B R R B-----------B R B R B=Blue R=Red As you can see, you need to match colours to colours to solve the puzzle. Hint: Try laying the pieces out in your inventory to figure out the puzzle before you put the pieces PATTERN BRIDGE PUZZLE If you see fish, crabs, or orbs moving around, pick them up. You'll need them for a pattern bridge puzzle. A pattern bridge puzzle is when a bridge of creatures has been broken up by robots. Look at the bridge pieces already laid down and try to determine if there is a pattern. Place all the missing pieces where they belong to solve the puzzle.But be careful. If you try to place a piece where it doesn't belong, the bridge guardian will zap you! PATTERN MINEFIELD PUZZLE If you see a field of flowers, tiles, or patterened rocks ahead you know that a Pattern Minefield is coming up. You must look for a path and, if you take a wrong step, you'll get zapped. Try looking for, at the beginning of a Minefield, a tile that matches one touching it. If the one it matches matches another one, keep looking and you'll find the path. This is probably the easiest kind of puzzle. SYMBOL REFLEX PUZZLE If you see two odd pairs of statues, eggs, or poles, you know you've come to a Symbol Reflex puzzle. Each time you click an object in the puzzle, one or more of its characteristics will change. Unlike the Affinity Network puzzle, each set of partners must match in ALL characteristics. If you take too long to solve the puzzle you will get zapped. Once all the sets are matched, you beat the puzzle. TOGGLE NETWORK PUZZLE Here there are a certain number of items (levers or statues) that can be in one of two positions, up/down or on/off. You must set the items so they are all in the same position. Sounds simple, huh? Well, some items are linked to others so that if one changes position, so does the other. However, this is still an easy puzzle. WATER PIPES PUZZLE Pick up the pipes lying around and fit them into the a nearby pipe system. The pipes should fit in so there aren't any open ends in the system. You can't rotate pipes: they only fit in one direction. WHEEL LOCK PUZZLE This puzzle is a lot like a fuse box puzzle. Just rotate the wheel so that each color is the same as the color it points to. Check the indicators between the wheels to see if you've made a match. QUIZZES SEQUENCE RECOGNITION Which of the four shapes at the bottom fits the sequence at the top? Pick the right one or get a nasty zap! UNFOLDED CUBE If you could fold the picture at the top into a cube, what would it look like? Pick one of the pictures at the bottom to make your choice. SHAPE COMPLETION You are shown a target shape, then must choose which shape or shapes are needed to create the target. PATTERN RECOGNITION You see a line pattern, and the same pattern with some of the lines removed. You have to choose a pattern that when added to the partial pattern, makes the given shape. ROTATION RECOGNITION You have to pick which of the choices is the same as the box on top, only rotated (turned). ------------------------ Guide to the Walkthrough ------------------------ LEVEL ? : The level's name and number Type: The level environment (or environments) Puzzles: The puzzles you will solve in this level Enemies: The hostile creatures you will encounter in this level. Walkthrough: A complete guide to the level, showing where to go, what to do, and where key items are. Now, it's time for the walkthrough! Walkthrough LEVEL 1 Type: Jungle Puzzles: Pattern Minefield Enemies: Snapdragon Walkthrough: Walk through the trees and you'll see the crater where the IDTM landed. In the area are several Brain Fruit, pick them up and use them. (Well, I think you should use the because you lose a lot of brainpower in the crash.) Walk past the big TV. Now, flip the switch and go through the door. In the clearing you come to you'll find 6 spiky pears and 3 brain fruit. You should also pick up a Grass Bug for the upcoming Snapdragon. In the center you'll find a Pattern Minefield. Cross it and flip the lever on the other side, then return and go through the door at the edge of the clearing. Go around the lake, then kill the Snapdragon and grab Machine Piece #1! LEVEL 2 Type: Jungle Puzzles: Symbol Reflex, Pattern Minefield Enemies: Fumblebee, Snapdragon Walkthrough: Start out by solving the Symbol Reflex puzzle. After you solve it, the dinosaur's tail will vanish into the ground, clearing a path for you. You'll now come to a large clearing. Pick up three Grass Bugs (there are three Snapdragons later) and also there are some Spiky Pears which you can use to kill the three Fumblebees and get three Fumblebee stingers. Now, approach the two Botans. Speak to the one on the bamboo stool. Click 'village' then click 'come in' and the Botan blocking the entrance will move, allowing you to enter the village. Cross the village. The Botan near the big tree has 3 Brain Fruit if you use your Fumblebee stingers on him. Now speak to the Botan near the locked gate. Click 'key' then click 'key' again to receive the gate key. Open the gate with it. Go through the gate and cross the Pattern Minefield. Now kill the three Snapdragons, and go down the stairs to Level 3. LEVEL 3 Type: Cavern Puzzles: Symbol Reflex, Pattern Bridge, Pattern Minefield Enemies: Bat Walkthrough: Walk down the passage. Ignore the mole (he has nothing interesting to say) and go past the stash. Solve the Symbol Reflex puzzle and return to the stash, which is now open. Collect the three Primitive Weapons inside. Go back past the Symbol Reflex and into a room with three bats. Kill them and grab the batwing boomerangs they leave behind. Now go down the passage. Grab the two fish and put them in place to solve the Pattern Bridge puzzle. On the other side is a mole who isn't that helpful...yet. Go through the room he's in and down the passage. Cross the Pattern Minefield. On the other side is an open stash. Grab the Relic inside and return to the mole. Speak to him. Click 'trade' then 'yes' and the relic will disappear from your inventory. You will get a Paw of Gathering in return. Search the room that the moleman is in to find a door with a lever on the other side. Use a Batwing to hit the lever, opening the door. Go through. Now, use the Paw of Gathering to grab Piece #2 from the moles. LEVEL 4 Type: Cavern/Outpost Puzzles: Wheel Lock, Pattern Bridge, Symbol Reflex, Pattern Minefield Enemies: Fungus Walkthrough: Solve the Wheel Lock puzzle to open the door. Go through into the mole's house. The mole isn't very helpful, but you should grab the Power Charge next to him; you'll need it for the Fungus. Go through the house into the mushroom forest. Get the three Medicine Flasks in the forest, then go cross the Pattern Bridge. Now you'll come to a room where the floor is covered in fungus. There are also two Fungus creatures in the room, so use your Power Charge. Once you've got through the fungus room you will be in the first Robot Outpost. Ignore the Drainbrain machine with the mole for now, and go on to the room with the Symbol Reflex puzzle. Solve it and go through the door to the room containing a power switch. Flip the switch and return to the mole. Speak to him (evidently you've turned off the machine) and click 'key' to get an Access Card. Use it in the nearby lock to open the door. Now cross the pattern minefield for Piece #3! LEVEL 5 Type: Jungle/Pollution Puzzles: Symbol Reflex, Wheel Lock, Water Pipes, Pattern Bridge, Pattern Minefield Enemies: Eye Bot, Dragonfly, Snapdragon Walkthrough: Walk along the passage. Go through the Botan village, and after some searching, you should find a Symbol Reflex puzzle. Solve it to open a stash of spiky pears which you will need later. Now go and find the entrance to the Pollution. As soon as you enter the Pollution you'll see a Wheel Lock puzzle. Solve it and a path will appear in the polluted pond, leading to a stash with a robot vest. Continue through the pollution and you'll come to a Water Pipes puzzle. Solve it to open a path across the nearby polluted pond. When you get to the other side an Eye Bot will appear. Defeat it with your spiky pears and then cross the Pattern Bridge puzzle. On the other side you'll find two Snapdragons and a Dragonfly. If you want, beat the Dragonfly to get its stinger. Also, pick up the Key. On the other side of this area is a Pattern Minefield with a hidden stash on the other side containing 5 Brain Fruit. Now go back all the way to the Botan Village. Here, use the Key to unlock the orchard. In the orchard is Piece #4. LEVEL 6 Type: Jungle/Pollution Puzzles: Affinity Network, Beam Transformer, Water Pipes, Wheel Lock, Pattern Bridge Enemies: Eye Bot, Mutan, Spider Walkthrough: You'll appear in a large Botan Village. Scattered around are lots and lots of Brain Fruit. Search around a little and you'll find an Affinity Network Puzzle. When you solve it you will gain access to a stash containing 8 spiky pears. Now head to the opposite end of the village. There are two Eye Bots there who periodically change into Botans. Beat them with your Spiky Pears. When you beat them they leave behind two chips. Each one transforms you into a Botan. Save them; you'll need them later. Now solve the Beam Transformer puzzle and progress to the Pollution. Here you'll find a Wheel Lock puzzle and a Water Pipes puzzle. The Water Pipes puzzle only get you a couple of Energy Drainers but the Wheel Lock gives you access to two teleporters. Go on the right one. You'll appear in a polluted area full of Mutans. Use a chip to transform into a Botan (so that the Mutans won't bother you) and collect the three crabs in the area. Now leave by the teleporter and warp on the other one. Put the crabs in place on the Pattern Bridge puzzle. Now cross the spider web, avoiding the spiders (or kill them with spiky pears if you want) and grab Machine Piece #5. LEVEL 7 Type: Jungle/Pollution/Outpost Puzzles: Affinity Network, Water Pipes, Pattern Bridge, Symbol Reflex, Wheel Lock Enemies: Mutan, Eye Bot Walkthrough: First, solve the Affinity Network puzzle. This will open a stash with 6 Spiky Pears in it. Now, head over to the polluted area. Before entering it, however, speak to the Botan nearby to get some bags of seeds. Now search the polluted area, being careful of Mutans, for the pipes for the Water Pipes puzzle. When you have solved the Water Pipes puzzle, search for the entrance to the Outpost and go in. Kill the Eye Bot with your Spiky Pears, then collect the Pattern Bridge orbs and cross the Pattern Bridge. On the other side you'll find a Symbol Reflex puzzle. Solve it and a stash will open containing a Key. Search around until you find a gate, then put the Key in the lock there. On the other side of the gate is a Wheel Lock puzzle. Solve it, then search around until you find a polluted pond with islands in it. Cross the islands and Machine Piece #6 is on the other side. LEVEL 8 Type: Cavern/Outpost Puzzles: Affinity Network, Water Pipes, Pattern Bridge, Wheel Lock, Beam Transformer Enemies: Root, Bat, Tread Bot Walkthrough: First, go past the Roots and solve the Affinity Network Puzzle. Once you solve it, a door will open, with 4 Medicine Flasks behind it. Now solve the Water Pipes puzzle and a hatch will open. Drop through the hatch into the Mole Village. None of the Moles have anything helpful to say, so walk through the village and drop through the hatch on the other side. Next, solve the Pattern Bridge puzzle. Either before or after the puzzle will be some Primitive Weapons. Kill two of the bats after the Pattern Bridge, then solve the Wheel Lock puzzle. When you solve it you will have access to three stashed containing a Spiked Club, 3 Primitive Weapons and 3 Zap Mines. Now beat the last Bat, and pick up all the Batwing Boomerangs. Now drop through the hatch you came into the room by. In the room you land in there is a Tread Bot: KILL IT FAST (I recommend you use the Spiked Club). Now go through the doors at the edge of the room and use a Batwing Boomerang to hit the lever. Speak to the Mole, and click the only highlighted word and you will receive an Access Card. The mole will follow you (don't worry: he helps you). Now look for a passage in the wall. You will find a very small Outpost with a Beam Transformer blocking the way. Solve it and put the Access Card in the lock. The hatch will open, and you can drop through into Level 9... LEVEL 9 Type: Metropolis Puzzles: Affinity Network, Beam Transformer, Fuse Box, Pattern Bridge, Water Pipes Enemies: Eye Bot, Quiz Bot Walkthrough: Your Mole friend (yep: he's still there) will beat an Eye Bot for you. Solve the Affinity Network puzzle, and once you solve it, a door will open. Behind it are 3 stashes containing a Freeze Ray Gun, 2 Robot Vests, and 6 Plasma Orbs. Also in the room are 3 Bridge Pieces. Now head past the Affinity Network in the other direction, towards the Quiz Bots. Collect the Bridge Pieces in their area and don't mind if they quiz you (because they're the first Quiz Bots in the game, their quizzes are pretty easy) or you can freeze them with your Freeze Ray Gun. Eventually, your friend will kill both Quiz Bots. Collect more Bridge Pieces and head for the Beam Transformer. There are two Eye Bots behind it, and you can kill them if you want. Once you get through the gate, kill an Eye Bot (if you haven't already) and let your friend kill the other one. Get more bridge pieces, and solve the Fuse Box puzzle. Solving it releases the Mole's imprisoned friends. Now head for the Pattern Bridge. Cross it, then have your friend kill the two Eye Bots. Solve the Water Pipes puzzle, go through the consequently opened door and grab Machine Piece #7! LEVEL 10 Type: Jungle Puzzles: Toggle Network, Pattern Bridge, Fuse Box, Affinity Network, Beam Transformer Enemies: Spider, Fumblebee Walkthrough: Solve the Toggle Network puzzle and go through the door. Don't cross the Spider webs yet. Walk around and pick up all the crabs (there are lots) and cross the Pattern Bridge to the Botan. Talk to him and click 'building friends' then 'problems' then 'Fumble Bees' then 'want' and you will receive a handy Botan Bamboo Skirt. Go back and search the spider webs. Eventually you'll find a Fuse Box puzzle and an Affinity Network puzzle. You get an Access Card for each one you solve. Now search some more and you'll find a place with three locks. Fit in the two Access Cards you already have and you'll find the third Key next to the third Lock. Put it in place and a door will open, giving you access to a Teleporter. Teleport on it and you will arrive by a Beam Transformer puzzle. Solve it and you gain access to a stash containing three plasma orbs, and also a drill. Teleport back (you can use the Plasma Orbs to kill the Fumblebees if you want) then do just a little more searching until you find Machine Piece #8 encircled by rock. Drill through the rock and grab the piece! LEVEL 11 Type: Cavern Puzzles: Pattern Minefield, Toggle Network, Fuse Box, Beam Transformer, Pattern Bridge Enemies: Rock Monster Walkthrough: Start by grabbing the Primitive Weapons from the nearby stash. They aren't very useful, but you can defeat one Rock Monster with them. (A quick note: this level is full of Rock Monsters). Look around and you'll find three puzzles: a Pattern Minefield, a Toggle Network and a Fuse Box. For each puzzle you solve you'll get a Relic. Trade the relics to the mole near that start for a Rock Monster Disguise. There's no particular time you need to use it, in fact I've done the level several times without it. Once you have the disguise, look for the cave with the worms. Collect all 4, then look for the nearby Beam Transformer puzzle. Solve it, then go through. Collect all the fish, then go back to the main cave and do the Pattern Bridge puzzle. (I recommend that you use your disguise now, if you got it.) On the other side are a lot of Rock Monsters and a lever. Flip the lever and a door will open, giving you access to Machine Piece #9. LEVEL 12 Type: Cavern/Outpost Puzzles: Symbol Reflex, Wheel Lock, Toggle Network, Fuse Box, Water Pipes Enemies: Fungus, Bat, Root, Eye Bot Walkthrough: Drop down the hatch which is right next to you at the start. Solve the Symbol Reflex puzzle. When you solve it, a stash opens, containing 3 Primitive Weapons, 2 Power Charges and a Robot Vest. Also, talk to the nearby mole and click 'one of these' to get another Primitive Weapon. Now go back up, and use a Power Charge to cross to the only open hatch in the fungus. Drop down, and you'll see a Wheel Lock puzzle. Solve it, and three bats will be unleashed. Beat them with primitve weapons and pick up all the boomerangs (you need them all on this level). Now go back up to the fungus. Flip all three levers in the small outpost using your boomerangs, then drop in the hatch nearest the one you last went in. Solve the Toggle Network, then go through the door and you'll see the Roots and an Eye Bot. Ignore the Roots (they're killing the Eye Bot) and ignore the Eye Bot (it's getting killed by the roots) and grab the four Fuse Box pieces. Now return to the main cave, and go in the hatch north of you. Solve the Fuse Box puzzle, then the nearby stash will open. Grab the 6 Dynamite from inside, then return to the main cave and drop into the only hatch that you haven't been in yet. Here, solve the Water Pipes puzzle. After you solve it, the door will open and you can go through. Here there are Eye Bots. They won't bother you: they're too busy enslaving the moles. Use your Dynamite to blast through the stalagmites to Machine Piece #10. LEVEL 13 Type: Jungle/Pollution/Outpost Puzzles: Wheel Lock, Toggle Network, Water Pipes, Pattern Bridge, Fuse Box Enemies: Snapdragon, Mutan, Quiz Bot, Sentry Bot Walkthrough: First, head into the trees, picking up a Snapdragon Seed on your way. Here you'll find Spiky Pears, Brain Fruit, and Grass Bugs everywhere. Use Grass Bugs to kill two nearby Snapdragons, and head past it for even more rewards. Now head into the Pollution. In the Pollution, you'll find 3 puzzles: A Wheel Lock, a Toggle Network and a Water Pipes. For each puzzle you solve you get some Bridge Pieces. When you solve all the puzzles, go to the other side of the level where there is an Outpost. Here, there are two Pattern Bridge. Finish the main one, then go on a platform that connects to the main one and solve the secondary one. Cross the secondary one, and answer the Quiz Bot if it quizzes you. At the end of the Quiz Bot's area you'll find an open stash containing 4 Quiz Bot disguises. Grab as many as you can fit in your inventory, then go back and cross the main bridge. Here, Sentry Bots guard the path. Put on a Quiz Bot disguise and go past them. Pick up the Fuse Box pieces and solve the Fuse Box puzzle. A door will now open at the other end of the room. Go through it. Answer the Quiz Bot if it quizzes you, (or you can disguise yourself so that it won't quiz you,) and step on the teleporter to Level 14. LEVEL 14 Type: Metropolis Puzzles: Toggle Network, Pattern Minefield, Affinity Network, Symbol Reflex, Enemies: Quiz Bot, Sentry Bot, Guard Bot, Eye Bot Walkthrough: First, go south and solve the Toggle Network puzzle. This will open a stash containing 6 plasma orbs. Save them for the tough Guard Bot at the end. Now go back to the teleporter. It doesn't work, so head east and cross the Pattern Minefield. Next, go past the Quiz Bot and down to the Affinity Network puzzle. Solving it will allow to enter a room with 2 bridge pieces and 2 stashes containing 2 Robot Vests and 3 Giant Magnets. Next, head straight past the Quiz Bot and solve the Symbol Reflex puzzle. On the other side of the door that solving the puzzle opens is a room that contains a stash with 5 Plasma orbs and 3 bridge pieces. If you run out of room in your inventory you can lay down 2 Giant Magnets - you only need one. Don't bother with the hatches in either of these areas: they both lead down to a room full of Sentry Bots. Next, head east past the Quiz Bot and solve the Pattern Bridge puzzle. Past this puzzle is a Guard Bot: you need ALL your Plasma Orbs to kill him. Now use the giant magnet to flip the lever behind the wall. This lever will turn on the teleporter where the Guard Bot was. Step on this teleporter and you're onto Level 15 - the Main Robot Fortress! LEVEL 15 Type: Metropolis Puzzles: Wheel Lock, Toggle Network, Fuse Box, Pattern Minefield, Water Pipes, Pattern Bridge Enemies: Eye Bot, Quiz Bot, Sentry Bot, Tread Bot, Guard Bot. Walkthrough: Wow! You made it to the last level - the Main Robot Fortress. This level is pretty long and REALLY complicated, and I'll do the best I can to explain. Just something before we begin, however - in this level are four switches needed to open the doors blocking the way to the machine. When referring to these, I'll call them Anti-Defence switches. Okay. Let's begin: You'll appear in a room with two doorways. The left one has nothing behind it, so go through the right one. You'll come to a lever. Flipping it gives you access to three stashes, which contain a Freeze Ray Gun, a Robot Vest, and two Plasma Staffs. Go back up past the lever and you'll come to an Eye Bot: kill it with your Plasma Staffs (oh, just thought you should know: this level is swarming with robots). Now you'll come to a Quiz Bot. Go past him, as there's 4 Bridge Pieces and 2 Fuse Box Pieces behind him. Collect all the bridge pieces and Fuse Box pieces, and head up the nearby passage. You'll come to a Wheel Lock puzzle. Solving it will allow you to pass the double doors. Before you go through, however, pick up the nearby Fuse Box piece. Past the double doors is the final Fuse Box piece. Head east and you'll come to a room full of bridge pieces. Pick 'em all up, then head back and go the other way. You'll discover two stashes - one containing 4 Plasma Orbs, the other containing a Robot Vest (trade it for your old one which should be quite worn out by now). Then return to the room you were just in and kill the Eye Bot with the Plasma Orbs. Next, go past and you'll see - MORE bridge pieces! Pick as many up as you can fit in your inventory, then solve the Toggle Netwotrk to open the triple doors. Behind the doors you'll find a Fuse Box puzzle. Solve it. Two sets of doors will be opened now: one to the east and one to the south. Go through the east one first and hit the Anti-Defence switch, then pick up the bridge pieces. Now go through the south door. You'll come to a drainbrain waiting room full of Botans and Moles. You can't talk to any of them so proceed through the room. Then you'll come to the drainbrain room. Freeze the Eye Bot here, flip the lever and leave . Also in the drainbrain room are brain orbs: pick up as many as you can. Once outsde the drainbrain room, go up past the Pattern Minefield. You should really only go on it to regain brainpower (if you need to) as all it leads to is a stash containing a Brain Shield, which you don't need. After the Minefield, go down past the Sentry Bots and flip the lever to open the double doors. Here there is a huge line of Eye Bots who will occasionally zap you. Pick up all the Plasma Staffs lying around. Then, hit the power switch. This will open the double doors and allow you to exit. Go through the room, noting the Water Pipes. Go up the bridge (not a Pattern Bridge) and kill the Quiz Bot at the end. Behind him is an Anti-Defence switch: flip it. Notice the bridge is shaped like an M: Go down the middle part (the part you haven't been down yet) and you'll see a Water Pipes puzzle. Go and get the pipes in the room you were in, and put them in place. Next, go through the double doors that solving the puzzle opens. You'll come to a Beam Transformer puzzle. Before solving it, pick up a nearby Plasma Staff. Then, solve the puzzle. You'll enter an area with a Tread Bot: kill the Tread Bot with your Plasma Staffs. Then go up. Freeze the Eye Bot and hit the switch. Freeze the Guard Bot behind the door. You'll now come to a huge Pattern Bridge. You must build the bridge in three directions: to the left and right to hit the last two Anti-Defence switches, and forward to reach the double doors. To open the double doors you must hit all the Anti-Defence switches. Once the double doors are open, go through to find Machine Piece #11, and the IDTM itself! Congratulations! You finished the game!! ENDING A group of Eye Bots tries to stop you as you hop in the now-rebuilt IDTM and hit the activator button to return to Earth... Back in Dr. Brain's laboratory, Dr. Brain promises as he puts away your jumpsuit that next time, he'll test the equipment. The camera pans over to the IDTM (still in flames from its interdimensional journey) and you see three Eye Bots pop op, their eyes glaring menacingly... As the game leaves you on such a cliffhanger, who knows? Maybe there'll be I.Q Adventure 2. Anyway, the walkthrough for this game is over now.