Brain Test 5 ยท Level 119

Brain Test 5 Level 119

๐Ÿ“ Walkthrough

Overview

Level 119 is a secret-agent scenario across two rounds. The first shows a suited agent wearing sunglasses and holding a gun, a red-handled lever mounted on a box above him, and a gray trapdoor panel on the floor, with the prompt "Stop the evil robot." The second shows a large doomsday console with a screen carrying three colored numbered circles, a row of blue, yellow, and red buttons below the console, and the same agent standing beside it thinking, with the prompt "Turn off the doomsday device." The first round uses the lever and floor panel against the robot, and the second decodes the console's color sequence to disarm it.

  • Difficulty: Regular
  • Estimated moves: 4

Step-by-Step Solution

  1. In the robot round, read "Stop the evil robot." Identify the agent on the left, the red lever above him, and the gray floor panel that looks like a trapdoor or cover.
  2. Do not rely on the gun alone. Look at the lever as the control that releases the floor mechanism, and the floor panel as the opening the robot can be stopped through.
  3. Pull the red lever to trigger the floor panel. Open or drop the panel so the robot can be stopped by the mechanism rather than shot directly.
  4. Guide or push the robot toward the open panel once the lever has been pulled. When the robot is stopped by the trapdoor, the first round clears and the console scene appears.
  5. In the doomsday round, read "Turn off the doomsday device." Study the console screen: it shows a yellow circle marked 2, a red circle marked 4, and a blue circle marked 3 stacked in a column.
  6. Match each colored circle to the button of the same color on the row below the console. The screen's colors define the button order the device expects.
  7. Press the buttons in the sequence shown on the screen, following the yellow, red, and blue circles from top to bottom. The numbered labels help confirm which color belongs to each step.
  8. After the correct button sequence is entered, the device powers down. When the console is disarmed, the level reaches its completion celebration.

Strategy & Reasoning

The first round separates the weapon from the mechanism. The gun looks like the obvious answer, but the scene supplies a lever and a floor panel, which signals that the intended stop is mechanical: the lever releases the trapdoor, and the panel catches or drops the robot. Shooting alone would be the rejected shortcut.

The second round is a color-code lock. The screen lists the colors in a fixed vertical order, and the three buttons below repeat those same colors, so the disarm code is read straight off the display. The numbers on the circles are labels for the colors, not digits to type on a keypad.

Reading the sequence before pressing matters: mixing up red and blue, or pressing the buttons in left-to-right order instead of the screen order, will leave the device armed. The frame on the wall and the agent's thinking pose are scene dressing; the console screen and button row are the controls that matter.

Tips & Common Mistakes

  • Do not shoot the robot as the first move; pull the lever and use the floor panel mechanism to stop it.
  • Do not press the console buttons by their left-to-right position; follow the color order shown on the screen instead.
  • Do not treat the numbered circles as a numeric code; match each circle's color to its matching console button.

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