Brain Test 5 Level 107
๐ Walkthrough
Overview
Level 107 is set inside Dracula's castle across two rounds. The first shows Dracula asleep in his purple coffin, with a row of candles on a shelf above him, a skull on the left, a cobweb in the corner, and Zzz marks by his head, and the prompt asks to wake him up. The second shows a closed ancient door with a hanging ring handle, six colored bats scattered around the frame, and six matching colored arrow-shaped icons floating above the door. The first round needs a way to disturb the sleeping vampire, and the second is a color-matching lock before the ring can be pulled.
- Difficulty: Regular
- Estimated moves: 5
Step-by-Step Solution
- In the coffin round, read "Wake Dracula up." Watch his face and the Zzz marks beside him to confirm he is still deeply asleep.
- Look over the shelf of candles. The candles are the main props in this room; disturbing or lighting them changes the quiet around the coffin.
- Interact with the candles or the pink lit candle on the shelf to make a disturbance, shine light toward the coffin, or remove the darkness around the sleeper. Wake him by removing the restful conditions around him rather than tapping his body directly.
- Ignore the skull and cobweb as decorations; they set the spooky scene but do not wake Dracula.
- When Dracula stirs and the first round clears, the ancient door scene appears. Read "How to open this ancient door?"
- Match each bat around the door to the floating arrow icon of the same color. There are six bats and six arrows: green, yellow, red, blue, purple, and the remaining pair each line up by shade.
- Tap or pair the bats and arrows in matching color order so the lock above the door accepts the sequence. The hanging ring above the door only responds once the matching pairs are set.
- Pull the hanging ring down to unlatch the door. When the matching sequence is accepted, the ancient door opens and the level reaches its completion celebration.
Strategy & Reasoning
The coffin round leans on vampire lore: Dracula rests in darkness and stillness, so waking him means changing that environment rather than shaking the coffin directly. The candles control the light and atmosphere in the room, which makes them the intended lever for disturbing the sleeper.
The door round is a color-code lock. The bats are placed around the frame as the color key, and the arrows above are the input symbols. Matching by color is the reliable rule here; shape and position are secondary, and pairing two different shades leaves the lock locked. Working through the six pairs one color at a time avoids mixing up similar hues.
The rejected mark at the top of the door scene shows that pulling the ring before the matching pairs are set does not work. The ring is the final confirmation action, not the first step, so the color matching has to be finished before the latch will give.
Tips & Common Mistakes
- Do not tap Dracula repeatedly in the coffin; the room's candles or light are what wake him.
- Do not match bats to arrows by position alone; always follow the matching color shade for each pair.
- Do not pull the door ring before the color pairs are set, or the lock will reject the attempt.