Walkthrough Menu
- General Tips & Information
- Chapter One – Genie or Not Genie...
- Chapter Two – Stop, Or My Mom Will Bite...
- Chapter Three – The Informer
- Chapter Four – Undercover
- Chapter Five – The Truth
General Tips & Information
- Each location may have several puzzles, so look at everything and talk to everyone. You may need to go back to an object or person several times.
- There are three hints for each puzzle. Each hint will cost one key. Keys are earned by doing exercises in the brain training section found in the genie lamp menu in the lower left. You start off with three keys.
- After you have completed each puzzle, select the Submit button to check your answer; then the Complete button to finish and exit the puzzle.
- Some puzzles are randomized, so your solutions may vary.
- You may replay a completed puzzle at any time.
Chapter One – Genie or Not Genie ...
- Talk to the genie. Select each topic until complete. You can left-click through the dialogue.
- The Genie will take you on a mini-tutorial to show you how to navigate through the game.
- Click on the open drawer.
- Click on the bookshelf.
- Click on the blue arrow to walk right to the next screen.
- Click on the glowing scroll.
PUZZLE: SHINING STAR
- The object of this puzzle is to draw a continuous line, connecting every dot without retracing any line.
- Click on the wooden laptop. No time to play!
- Click on the bedroom door. It’s locked.
- Click on the wooden laptop again to unlock the door.
PUZZLE: ACE SHUFFLE
- Drag the red symbols into the empty slots. The symbols must not repeat themselves horizontally, vertically, or through the designated lines.
- Click on the blue arrow to leave the bedroom and enter the kitchen.
- The Genie tells you that the objects you need to look at will no longer be glowing and to return to the bedroom to find the puzzles that are still hidden.
- Click on the blue arrow to move left to exit the kitchen. Click on the left blue arrow to move to the first part of the bedroom.
- Click on the chemistry set.
PUZZLE: SMART DRINK
- The object of this puzzle is to split the ten pieces into two groups of five pieces. Select the arrows to move the pieces around the board.
- Click on the right blue arrow to walk right. Continue to the kitchen by clicking the right blue arrow.
- Click on the fridge.
PUZZLE: FRIDGE NOTE
- Drag the letters to the spaces directly below to answer the question. You may also double-click to send the letter to the next available space.
- The rest of the note says that the wolf’s mother has been arrested by the Charmings, and she has been put in jail for murder.
- Click on the right door to exit the kitchen and walk to the pub.
- Talk to the waiter.
- Click on the right blue arrow to walk right.
- Talk to the leprechaun bouncer thoroughly, and learn that the waiter knows the "passphrase" for the white gate.
- Walk left and ask the waiter about the "passphrase."
PUZZLE: UPSIDE DOWN
- The object of this puzzle is to point the pyramid down by moving only three pieces.
- Walk right twice and click on the intercom.
PUZZLE: THE BROKEN PYRAMID
- Place the four pieces inside the pyramid. Click on a piece once; then click the Rotate button to turn the piece.
- Click on the path to walk to the fountains.
- Talk to the fox thoroughly.
PUZZLE: TOGGLE PUZZLE STRIPE
- The object of this puzzle is to turn on all the lights by clicking on the squares.
- Click on the path next to the fountain.
PUZZLE: MAGIC SQUARE
- Place all the numbers so that all vertical, horizontal, and diagonal lines add up to 15.
- Select the right blue arrow to walk to the next scene.
- Talk to the grasshopper thoroughly.
- Select the right blue arrow to walk to the courthouse.
- Click on the courthouse door.
PUZZLE: SWITCHING PLACES
- The object of this puzzle is to move the pieces to their correct locations.Move the green square to the left. Move the orange square down, to the right. Move the blue square up, to the right. Move the green square left. Move the orange square to the left. Move the yellow square up, to the right. Move the green square down, to the right. Move the orange square left to solve the puzzle.
- Enter the courthouse and click on the elf attorney.
PUZZLE: PULL MY FINGER
- The object of this puzzle is to determine the number of diamonds that would stay on top of the rope if both ends were pulled tight.
- Click on the blue arrow to walk right, further into the courtroom.
- Talk to Pinocchio.
- Talk to the princess to end the court session.
- Select the stage lantern.
PUZZLE: LAMP CHALLENGE
- Place the numbers so that all the statements are satisfied.
- Select the right emblem on the wall.
PUZZLE: PIXEL SWIVEL
- The object of this puzzle is to rotate the numbers into numeric order. Click in the center of the following sets of four numbers and rotate left:Bottom left Top center Middle right Bottom right Middle right Middle center Bottom center Middle left Top left Middle left Middle center Middle right Bottom right Middle center Top right
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- Walk right and talk to mom. She tells you to come see her in jail.
- Walk left three times to exit the courthouse and end the chapter.
Chapter Two – Stop, Or My Mom Will Bite ...
- Click on the wolves, but they will not talk to you.
- Click on one of the three pigs. They want you to sign over some land.
PUZZLE: THE GREATER MAZE
- Starting at the lower left corner, draw a line to the upper right corner going through subsequently higher numbers.
- Talk to the wolves. They want you to get one of the Black Sheep to go into an alley.
- Walk left and talk to the Black Sheep by the fountain.
- Walk left again and warn the Black Sheep about the wolves. He wants you to tell his friend.
- Walk right and warn the Black Sheep by the fountain. He asks that you warn their leader.
- Walk right and speak to the activist sheep.
PUZZLE: FOUR QUEENS
- Place the queens so that no queen may attack another.
- Speak to Sara. She wants you to check on her fellow Black Sheep in jail.
- Talk to the wolves to tell them that the Black Sheep are not coming.
- Walk left twice and speak with the Black Sheep.
PUZZLE: SAFE TRAVEL
- Connect each pair of heads in one continuous line without crossing any other lines. Do not release the mouse button between each head.
- Walk right two times and click on the upper blue arrow to enter the jail.
- Click on the darkened doorway to enter the cell.
- Click on the loose bricks.
PUZZLE: TETRAMINOS
- Divide the grid into four identically shaped pieces containing one of each number. Click on the squares to change colors to form each piece.
- Click on the torture machine.
PUZZLE: PAINLESS
- Find the rope that is connected to the torture device.
- Talk to Mama Wolf. She wants you to give a message to Tom Thumb.
- Exit the cell and talk to the Black Sheep. Sara has been arrested!
- Click on the keypad. Water is dripping onto the keypad.
- Click on the puddle of water to repair the leak.
PUZZLE: HANOI STACK
- The object is to move the pieces of the stack to the third tower. Larger pieces cannot be set upon smaller pieces. Numbering the pieces 1-4, from smallest to largest, and the towers I-III, make the following moves:1-II 2-III 1-III 3-II 1-I 2-II 1-II 4-III 1-III 2-I 1-I 3-III 1-II 2-III 1-III
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- Select the keypad to break the code.
PUZZLE: ONE, TWO, THREE
- Enter the next sequence of numbers. The next sequence is typed as if you have read the previous line aloud. For example, 21 would mean the next line is 1211; or, one 2, one 1.
- Enter the cell to find Sara.
- Click on the cell behind Sara.
PUZZLE: GENIE SETS
- Select the groupings to get a total of four each: hats, lamps, and shoes.
- Talk to Sara thoroughly.
- Push the detonator.
PUZZLE: MAGIC WAND SQUARES
- Click and drag eight wands to the recycle bin, leaving two squares that do not touch each other.
- Talk to the Black Sheep that "dropped-in." He wants you to inform the other agent.
- Walk left and talk to the Black Sheep. He will not leave until you clear a path.
- Click on the door to enter Mama Wolf’s cell and immediately leave the room.
- Walk right and click on the upper blue arrow to escape to Black Sheep HQ.
- Talk to Sara completely.
PUZZLE: DIRECTMATE 101
- You are playing white. Determine the two moves that will give you checkmate and make the first move on the board.
- Continue talking to Sara.
- Click on the horse’s head.
PUZZLE: KNIGHT STROLL
- Move the knight to land on fifteen of the sixteen spaces.
- Click on the metal detector, and Hook tells you the Black Sheep has too much metal.
- Talk to Hook, and he tells you that a demagnetizer is hidden in the area.
- Walk left and click on the towels.
PUZZLE: TOGGLE PUZZLE X
- Turn on all the lights by clicking on the boxes.
- Walk right and talk to the Black Sheep.
- Click on the upper blue button to exit and end the chapter.
Chapter Three: The Informer
- Look at the lumberjack and notice he is not well.
- Click on the pile of logs.
PUZZLE: SWAPPING PLACES
- The object of this puzzle is to move the pieces to their correct locations.Move the yellow square down. Move the green square down, to the right. Move the blue square up, to the right. Move the orange square up. Move the green square down, to the left. Move the yellow square up. Move the brown square up, to the right. Move the green square down, to the right. Move the yellow square down, to the right. Move the brown square up.
- Walk left and talk to Sara. She is thirsty.
PUZZLE: THIRST QUENCHER
- The object of this puzzle is to split the 80 ml of liquid into two 40 ml amounts.
- Talk to Sara again, and she warns you about the three pigs. She suggests you speak with the lumberjack.
- Walk right and click on the lumberjack.
PUZZLE: LUMBER LETTERS
- Drag the letters to the spaces directly below to answer the question. You may also double-click to send the letter to the next available space.
- Talk to the lumberjack and he also warns you about the three pigs.
- Walk left and talk to Sara.
- Walk right twice to head to the lounge.
- Click on the giant shoes on the right.
PUZZLE: GIANT PRANK
- Locate the one area that will form a knot if the laces are pulled.
- Select the door to leave; but it’s too dangerous with the cat dancing.
- Talk to the cat; he refuses to stop dancing.
- Click on the disco ball.
PUZZLE: THE DISCO THREAT
- Draw a line to connect all the dots. You need to draw two lines from the start point.
- Walk right and talk to the pole dancer.
PUZZLE: FIVE QUEENS
- Place the queens so that no queen may attack another.
- Walk left and select the door to exit the lounge.
- Walk right and click on the bushes twice.
PUZZLE: FRESH FLOWERS
- Find the combination of tulips and daisies that will give you a total of eight flowers with 28 leaves.
- Walk left two times and talk to the wolves.
- Talk to the waiter. He wants you to get rid of the wolves.
- Talk to all three wolves until the right wolf lets slip that the boss wolf may have eaten the grandmother.
- Click on the bottle on the bar.
PUZZLE: LATIN SQUARE
- Rotate the tiles to have one of each number vertically and horizontally.Rotate A right twice. Rotate B right twice. Rotate C right twice. Rotate D right twice. Rotate E right twice. Rotate D right once. Rotate F right once. Rotate E right twice. Rotate F right twice.
- Talk to the boss wolf. He has an alibi.
PUZZLE: DRAG-A-LETTER
- Drag the letters to the grid, making sure that no consecutive letters touch.
- Talk to all three wolves.
- Walk right and enter the VIP Lounge.
- Walk right and click on the Other Half-Elf.
PUZZLE: MAGIC WAND PYRAMIDS
- Move two magic wands to make three triangles.
- Talk to Tom Thumb.
PUZZLE: ENCLOSED
- Find the maximum number of squares that can be contained by twelve pawns.
- Talk to the giant. He will send hummingbird spies to verify information.
- Talk to the giant again.
PUZZLE: CHARMING PATROL
- Draw paths to join each pair of heads without crossing paths. Make sure to keep the mouse button down for each line.
- Talk to Tom Thumb, and he sends you to see Geppetto.
- Walk right and use the secret exit to end the chapter.
Chapter Four - Undercover
- Talk to Pinocchio.
- Walk left to the workshop.
- Talk to Geppetto thoroughly.
PUZZLE: FOR THE RECORD
- Place the numbers in the slots so that all criteria are met.
- Click on the wooden laptop.
PUZZLE: THE TWO-MOVER
- Make the first of two moves that will result in a checkmate.
- Walk right and talk to Pinocchio. His fairy godmother will help them break into Charming headquarters, but he can’t remember the spell.
PUZZLE: FAIRY ENOUGH
- Place the letters in the slot to complete the spell. The letters are made up of a different number of pieces.
- Click on the fairy godmother to be transported to Charming headquarters.
- Talk to Pinocchio. He needs a disguise.
- Look at the left set of overalls.
- Look at the janitor schedule.
PUZZLE: THREE QUEENS
- Place the queens so that no queen may attack another.
- Try to leave the closet. Now Pinocchio is hungry.
- Click on the pocket of the right overalls.
- Talk to Pinocchio.
- Click on the pocket of the right overalls to find some magic beans.
PUZZLE: HANOI TEMPLE
- The object of this game is to move the pieces of the stack to the third tower. Larger pieces cannot be set upon smaller pieces. Numbering the pieces 1-5, from smallest to largest, and the towers I-III, make the following moves:1-III 2-II 1-II 3-III 1-I 2-III 1-III 4-II 1-II 2-I 1-I 3-II 1-III 2-II 1-II 5-III 1-II 2-III 1-III 3-I 1-II 2-I 1-I 4-III 1-III 2-I 1-II 3-III 1-1 2-III 1-III
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- Click on the doorway to leave, but Pinocchio is still hungry.
- Click on the vacuum button.
- Walk right to exit the closet.
- Walk left to exit the closet area.
- Talk to the punk elf about the mirror pieces.
- Talk to Pinocchio.
- Walk left.
- Click on the door and decide it is time to talk to the dragon.
- Click on the dragon.
PUZZLE: TOGGLE PUZZLE
- The object of this game is to turn on all the lights.
- Talk to Pinocchio. He is so frightened, he drops a magic bean.
- Click on the beanstalk elevator.
- Click on the blue microwave.
PUZZLE: MAGIC TRIANGLE
- Place the numbers so that the edges of the triangle each add up to seventeen.
- Talk to Pinocchio.
- Look at the brown boxes.
PUZZLE: RECTANGLE LOCK
- Use the pieces to fill in the diagram.
- Look at the elevator.
PUZZLE: ELEVATOR HOIST
- Determine which rope will lift the elevator.
- Select the upper blue arrow to exit the tower.
- Walk right and talk to Charming.
PUZZLE: TRICKY TIE
- Draw one continuous line, hitting all the points and lines without crossing any lines.
- Walk right and look at the screwdrivers.
PUZZLE: SHIFTING PLACES
- Move the tiles to their matching places. Click on the tiles in this order:Yellow Orange Yellow Blue Brown Green Yellow Blue Brown Orange Blue Brown Orange Green Yellow Brown Blue Orange
- Walk left twice and take the elevator to the tower.
- Look at all the wall safes.
- Look at the crate with the red label. It finally opens.
- Open the chest. Inside is a smaller chest.
- Look at all the wall safes.
- Open the smaller chest. Inside are the broken mirror pieces.
- Click on the broken mirror pieces.
PUZZLE: GO ROUND
- Split the sixteen pieces into two equal parts of eight pieces.
- Talk to Pinocchio to end the chapter.
Chapter Five – The Truth
- Wolf and Pinocchio have been caught red-handed.
- Look at the boxes on the left.
PUZZLE: HANOI TOWER
- The object is to move the pieces of the stack to the third tower. Larger pieces cannot be set upon smaller pieces. Numbering the pieces 1-6, from smallest to largest, and the towers I-III, make the following moves:1-II 2-III 1-III 3-II 1-I 2-II 1-II 4-III 1-III 2-I 1-I 3-III 1-II 2-III 1-III 5-II 1-I 2-II 1-II 3-I 1-III 2-I 1-I 4-II 1-II 2-III 1-III 3-II 1-I 2-II 1-II 6-III 1-III 2-I 1-I 3-III 1-II 2-III 1-III 4-I 1-I 2-II 1-II 3-I 1-III 2-I 1-I 5-III 1, II 2-III 1-III 3-II 1-I 2-II 1-II 4-III 1-III 2-I 1-I 3-III 1-II 2-III 1-III
- Watch Video on Big Fish Games Tips YouTube Channel
- Talk to Pinocchio.
- Talk to the left Charming.
- Talk to the right Charming.
- Talk to Pinocchio.
- Talk to the right Charming.
PUZZLE: MAGIC WAND TRIANGLES
- Move the magic wands to create six triangles. Do not complete this puzzle if you have not completed Hanoi Tower! You will not be able to return.
- The Charmings lock Wolf and Pinocchio in frozen slime.
- Look at the casino sign.
PUZZLE: CARBON COPY
- Divide the grid into four identical sections, containing each number only once. Click on the squares to change the color.
- Talk to the princess completely. She was behind the plot to kill her grandmother.
PUZZLE: KNIGHT TOUR
- Move the knight around the board to cover all 25 spaces.
- The princess calls the Charmings, and the Genie alerts the Black Sheep.
- Talk to the princess.
- Talk to Pinocchio.
- Look at the mirror.
- Look at the casino sign.
PUZZLE: TRY YOUR LUCK
- Drag the letters to the spaces directly below to answer the question. You may also double-click to send the letter to the next available space.
- Talk to Commissioner Merlin twice.
- Look at each of the Black Sheep and the Charmings.
- Walk left and talk to Sara.
- Look at the mirror. Wolf needs to gather everyone to see the recording.
- Click on the portrait of the left queen.
PUZZLE: EIGHT QUEENS
- Place the queens so that no queen may attack another.
- Walk left to see the rest of the scene.
- Talk to the blond Charming.
PUZZLE: SHEPHERD’S MAZE
- Connect each pair of heads without crossing lines.
- Talk to the Black Sheep nearest Sara.
PUZZLE: PEACEFUL SOLUTION
- Reverse the pieces, moving one position at a time. Number the spaces from 1-7 and click on the piece in the numbered positions in this order:3 5 4 2 3 4 6 5 7 6 5 3 1 2 4 6 5 3 4
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- Walk right twice and talk to the princess.
- Talk to Pinocchio.
- Look at the mirror.
PUZZLE: SECRET CODE
- Determine what letters equal the symbols.
- Walk left twice.
- Talk to the blond Charming. He will take orders from Merlin.
- Talk to the Black Sheep. He makes Wolf an honorary member of the Black Sheep.
- Talk to Sara. She gives you permission to ask her on a date.
- Walk right twice and speak to Merlin. He doubts the video.
- Talk to the princess.
- Talk to Pinocchio. His nose will prove the truth.
- Everyone is now at the fountain.
- Talk to Sara and the two Black Sheep.
- Walk right.
- Talk to the left Charming.
- Talk to the right Charming.
PUZZLE: SERIAL LETTERS
- Find the characters to complete the sequence. Each letter corresponds to a number. One is "O," two is "T," and three is "T."
- Walk right to the front of the courthouse.
- Talk to Pinocchio, Tom Thumb, the wolves, and then Mama Wolf.
- Talk to Pinocchio, Tom Thumb, the wolves, and then Mama Wolf again.
- Talk to the lumberjack.
PUZZLE: THE THREE MOVER
- Make the first of three moves that will ensure a checkmate.
- Walk left and talk to both Charmings.
- Walk left and talk to the right Black Sheep.
- Talk to Sara.
PUZZLE: GOOD OFFICES
- Select the three desk sets that meet Sara’s criteria.
- Wolf is now officially a genie. Sara hints that they will be spending quite a bit of time together.
- And they lived happily ever after ... or did they?
Congratulations!
You have successfully completed Big Brain Wolf!Created at: 2009-06-18