• Brain Hotel

    Brain Hotel is a point-and-click adventure game in the tradition of such classic LucasArts games as Maniac Mansion and the Monkey Island series. You play the role of Ed Arnold, a hapless deliveryman who gets tangled in the annual supervillain convention at the Brain Hotel. Ed reluctantly becomes involved in a plot to defeat one of the more ruthless supervillains at the convention.

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3 comments:

  1. Anonymous

    walkthrough

    ++++ Read through the 4 comic-strip pages.

    ++++ The interactive game starts here.

    ++++ You (Ed Arnold) are standing next to your ‘Stuff Bringers’ van outside the entrance to the “Brain Hotel”. You have a package to deliver to “The Botsmith”.



    *** Get the (intermittently glittering) Canadian coin from the fountain outside the front door of the hotel.

    *** Get the sticky pennies from the same fountain.

    *** Enter the hotel.

    *** Talk to the desk clerk until he refuses to allow you to go beyond the lobby area.

    *** Exit the hotel.

    *** Use the outside white courtesy phone “Help, I’m stuck on the thirteenth floor !” … (The desk clerk leaves his counter).

    *** Enter the hotel and use the reception’s computer … find the number of The Botsmith’s room … number 616 … Book yourself (Ed Arnold) into an adjoining room (number 618).

    *** Walk to the left.

    *** Talk to Impo, the elevator operator … “6th floor please”.

    *** Get a can of ammonia from the maid-cart.

    *** Knock on the door and enter room number 616.

    *** Give The Botsmith his package … notice a label detaching and floating to the floor.

    *** Get kicked out of the room by ‘Robot 6’.

    *** Enter your room … number 618.

    *** Try to enter room number 616 through the inter-communicating door … listen to The Botsmith’s plan to take over this city.

    *** Hear the sound of sobbing from room number 616 … so enter.

    *** Get the label which fell from the package delivered to The Botsmith … ‘Danger Radioactive’.

    *** Talk to the sobbing Robot 6 and hear its plan for you (Ed) to thwart the evil plan.

    *** Receive a list of five essential items in and around the hotel to obtain, and bring to Robot 6 …

    A 9-volt battery ~~~~ A cellular phone ~~~~ Some plutonium ~~~~ A Quad-C computer chip ~~~~ An airtight insulated rubber vessel in which to assemble the device.

    The acquisition of this somewhat bizarre collection of items (in whatever order) constitutes the bulk of this game !

    *** Leave the room and walk left to the elevator which takes you down to the ground floor.

    *** (The next 2 lines are not essential for finishing the game … but add ‘credence’ to the proceedings).

    *** Walk to the left. View a maintenance clone attending to items in a closet.

    *** Try to grab something, talk to the clone, look around at &/or use anything … nothing ‘works’.

    *** Walk right, and continue past the elevator, reception area, and the bar, to the lobby with the large dispensing machine.

    *** Get the pail.

    *** Use the stuck together pennies with the dispenser (soda machine). This jams the machine, and causes the maintenance clone to come running to repair it

    *** Return left to where the maintenance clone was working on the closet … which is now left open and unattended.

    *** Get the green bottle of deodorant.

    *** Look at the deodorant … “Caution: highly flammable”.

    *** Walk right to the elevator.

    *** Talk to Impo … “Take me to the pool”.

    *** Fill the bucket with pool water.

    *** Return to the ground floor.

    *** Walk right … to the very end.

    *** Talk to Judge Mental (This is not essential for finishing the game).

    *** Look around, and especially at the hi-tech wares.

    *** Notice the Quad-C computer chip on the table.

    *** Take it … You can’t !

    *** Use the gas mask.

    *** In your inventory, use the ammonia on the pool water. … Sweet dreams Judge Mental.

    *** Get the Quad-C computer chip.

    *** Return left twice, to the bar.

    *** Look at the drinks standing on the bar.

    *** Try to get the green bottle of plutonium … “I think I’d better ask that guy behind the bar”!

    *** Ask the bartending clone :- but he can’t oblige.

    *** Show him your ‘radioactive label’.

    *** He gives you a new bottle of liquid plutonium.

    *** Talk again to the bartending clone.

    *** The guy is only allowed to hand you one specific bottle of drink … it’s a horrible chocolate smoothie. Take a swig and gag … but keep the bottle just the same.

    *** Walk left to the reception area and then out of the hotel.

    *** Open the rear door of the van (if it’s not already open).

    *** Get the undeliverable package. It apparently contains some sort of adult rubber toy … presumably the required airtight insulated rubber vessel in which to assemble the device.

    *** Reenter the hotel and walk left to the elevator operator.

    *** Talk to Impo … “You haven’t seen a cell phone around here, have ya?”

    *** He won’t help you until you prove to him that you have a sense of humor.

    *** Try any of the listed jokes … none amuse him.

    *** Use the chocolate smoothie on Impo … a lot of spluttering and gagging back and forth takes place (slapstick humor ?).

    *** OK ! You can have his cell phone !

    *** “So where is the cell phone?” … You have to get it from his pants.

    *** But how ? “They don’t call me ‘magic pants for nothing!”

    *** Use your Canadian coin on Impo … he eventually gives you a cellular phone.

    *** Talk to Impo … go up to 6th floor and enter your (Ed Arnold’s) room, number 618.

    *** look at bearskin rug and notice the static electricity sparks when you walk on it.

    *** In Inventory, open the bottle of deodorant.

    *** Walk on your rug …the highly flammable open deodorant is ignited by the sparks.

    *** Notice the red warning light which is blinking behind Chuck the Plant in the corner of the room.

    *** Move Chuck.

    *** Look at the smoke detector which was hidden behind the plant.

    *** From inside the smoke detector, take the 9-volt battery.

    *** Enter room 616.

    *** The undeliverable parcel needs a LOT of force t open it :- give it to Robot 6 … it provides a large inflated rubber doll.

    *** Talk to Robot 6 and tell him you have all five items to stop The Botman from carrying out his evil plan.

     
  1. Anonymous

    im sorry i fogot to say

    'well done u finished the game'

     
  1. I'm stuck at hotel computer...

     
    Casualgamer

    If you want to more escaping fun, try Escape the Museum 2 game.

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