Brain Puzzle 3 ยท Level 132

Brain Puzzle 3 Level 132

๐Ÿ“ Walkthrough

Overview

Level 132 is a doctor's-office consultation puzzle played from the physician's point of view: a pair of blue-gloved hands rests on a wooden desk, and patients sit in the chair across from it. The room is a hospital waiting area โ€” double doors with red crosses lead toward the exam rooms, a wall monitor reads "PLEASE PROCEED TO EXAM ROOM 3," blue filing cabinets line the back wall with books stacked on top, a "CUPID" cherub poster hangs on the left, and a "Know Your Rights" police poster hangs on the right. On the desk in front of the doctor lie a black vinyl record with a red center label and a black horn printed with the word "TOOT." On a low wooden shelf to the left sits an old-fashioned gramophone with a brass horn. A succession of worried patients comes in complaining of different ailments, and the cure in every case is tied to the music objects on the desk and shelf. By the end, the first patient โ€” an anxious man in a grey suit and red tie โ€” leaves not merely cured but celebrating with a lottery ticket.

  • Difficulty: Regular
  • Estimated moves: 4

Step-by-Step Solution

  1. Read the first patient. The man in the grey suit and red tie sits slumped in the chair with one hand on his forehead, visibly stressed and unable to relax. Look at the two objects on the desk in front of you: the vinyl record and the "TOOT" horn, plus the silent gramophone on the shelf to the left.
  1. Place the vinyl record onto the gramophone. Tap the black record on the desk, then move it onto the turntable of the brass-horned gramophone on the shelf. The gramophone starts spinning and a floating music note appears beside its horn โ€” the room now has music playing.
  1. Use the "TOOT" horn. Tap the black horn on the desk. It is a noisemaker / megaphone that, combined with the playing record, projects the music across the room loud enough to reach the patients. Both desk objects then disappear from the desk, confirming they have been put to use.
  1. Treat the second patient. With the music playing, a different man โ€” black hair with a red streak, wearing a black denim jacket and a guitar T-shirt โ€” sits in the chair clutching his head in distress. The playing music soothes him and he settles.
  1. Treat the third patient. Next a short-haired girl wearing glasses and an oversized anime-print T-shirt sits down sadly. The subtitle reads "Doctor, I have no appetite." The continuing music from the gramophone lifts her mood.
  1. Watch the first patient's payoff. After the music has played through the waiting room, the original anxious man in the grey suit returns โ€” now dressed in a casual plaid shirt, cheering with his fist raised and holding up a lottery ticket. Green banknotes and confetti rain down, a lottery draw drum is visible behind him, and the red "Completed" banner appears alongside Home and Next buttons.

Strategy & Reasoning

The level is a music-therapy sketch. The doctor has no pills or instruments on the desk โ€” instead the only two props are a record and a horn, and the only working device is the gramophone. The logic is therefore that the cure for each patient's stress, headache and loss of appetite is simply to get the gramophone playing: the record has to be loaded onto the turntable before any sound exists, and the "TOOT" horn amplifies it so the whole waiting room benefits.

The three patients are shown in sequence rather than simultaneously, which means the puzzle is a chain: start the music once, and it carries through every consultation. The twist at the end โ€” the first anxious businessman winning the lottery โ€” is the game's punchline: being relaxed enough to notice good fortune is itself treated as part of the cure. The CUPID and police posters are atmospheric decoration; they do not need to be tapped.

There is no other way to advance. Tapping the patients directly or the exam-room doors does nothing until the gramophone is producing music; the desk props are the only levers, and once they are used the scene automatically cycles through the patients to the winning scene.

Tips & Common Mistakes

  • Mistake: tapping the patients or the "EXAM ROOM 3" door. None of the people or doors react on their own. Start by using the objects on the desk and the gramophone.
  • Mistake: leaving the record on the desk. The record must be placed onto the gramophone turntable to start the music; tapping the record while it sits on the desk does nothing.
  • Mistake: forgetting the "TOOT" horn. Loading the record starts the gramophone, but the horn is the second required prop; if the patients do not change, tap the horn to amplify the music.

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