How Smart Are You?


How Smart Are You?

TrickyThe year is 3518. You and your crew land on a distant planet where traces of intelligent life have been detected, the first time this has occurred. In the remains of a lost civilization, the technology of nearly forgotten creatures asks you the pivotal question: How Smart Are You? A puzzle game by Entertainment Forge, How Smart Are You? is a work where, in order to get some answers, you'll need to provide some first. Use the [arrow keys] to move and [spacebar] to interact with objects. In each room is a puzzle or challenge you must complete before moving on to the next room. Answering questions correctly will raise your IQ point gauge and grant you credits to buy hints and power-ups. Answering incorrectly will lower your point gauge. There is no penalty for skipping a room but every set of five rooms you complete will unlock more of the planet's history. Completing all thirty will allow you access to the ruins' inner sanctum.

How Smart Are You?How Smart Are You? looks a lot like Mystery IQ Test, it plays a lot like Mystery IQ Test, it was made by the same people as Mystery IQ Test, and it was referred to as Mystery IQ Test 2 on the developer's website right up until the moment the game got a different sponsor from the original. So I guess Keiji Inafune isn't the only developer not even trying to fool anyone. So it should be no surprise that it has the same mix of sleek design, engagingly quirky puzzles, and fourth-wall breaking humor as that game. Admittedly, some of the late-game twists in the story are telegraphed so early that it might take a moment for them to even register as plot twists, but that's a minor quibble. How Smart Are You? may not claim to accurately answer the titular question with its challenge but, hey, get a high score and you'll feel like quite the intelligent baked-good indeed.

Play How Smart Are You?

Walkthrough Guide


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How Smart Are You? Walkthrough

1.1 Dummy Filter

Walk through the door with "True" written over it. Remember: Green is good!

1.2 Boxes

Pick up the boxes and check each with the X-Ray machine. Since "7" is the only door number that's inside a box, that's the door you should go through.

1.3 Riddle

"When the wolves howlit is visible in the sky and owls awake." Type in the password: MOON

1.4 The Eye!

The eye is a motion detector and will send you back if it spots you. Move little bits at a time and halt when the eye opens, and you'll be able to get through the door.

1.5 Your Place In The World

The numbers in the center in the room tell the coordinates of your position. The door with "13,1" written over it is the only one with accurate coordinates, so that is the door to go through.

2.1 Buttons Play

In this rooms pattern, the segment on the right of the shape will rotate clockwise 45 degrees. Hit the button third from the left, and you'll be able to pass through the door.

2.2 Color Combination

The screen shows various shapes, but the colors of them are always the same order: green, blue, purple, orange. Place the planks in the compartments in that order to open the gate.

2.3 Train

Hit the lever, and the train will activate the lights in the order yellow, red, yellow, red. Go through the door with that pattern above it, third from the top.

2.4 Funny Floor

The "Funny Floor" shuts the door whenever you try to walk on it. Use the lever to rotate the platform so you can walk on one of the dividing line segments to the door.

2.5 Brick by Brick

Use the computer console. Switch the pictures around so that left to right, the pictures go from one line segments, two line segments, three line segments, four line segments, then five line segments.

3.1 Rules

There is a chessboard here that you can walk across. Since you can move horizontally and vertically, that means you should enter the door with the rook/castle overhead.

3.2 Tape Examining

Looking at the rotating belts, only one door has a shape/color combination which appears. Enter the door with the blue diamond.

3.3 Examine Details

Each of the five metal plates as a letter on it that corresponds to a placement in the password that will open the door, A-E. The password is 92645. Also, you can zoom in on the scribbles above the microscope to read a secret message.

3.4 Hidden Number

The four numbers in the room, 8, 21, 34 and 47, go up by 13 each time. Enter the door with "13" written above it.

3.5 Let's Be Friends

The five letters in the room can be rearranged to spell the word UNITY, which will unlock the doors. Go through the door with "1" written above.

4.1 Tales

To complete this room, you must enter the four doors on top in the order that completes the story of the warrior being called to battle, then dying. Each time you enter the correct door, a segment is added to the totem pole. From left to right, the correct order of doors to enter is 3124.

4.2 Connection

Use the console and switch the images to show the correct food chain from left to right: Grass, Grasshopper, Frog, Snake, Eagle. This will unlock the gate.

4.3 Time is Everything

On the spinning clock, note that the hour hand flashes green when it points to one of the numbers (11, 4, 9, or 6) that appears above the doors. You must enter a door after its number flashes, but before another door number is triggered.

4.4 Inside Beauty

Moving each of the panels into the line of the laser will reveal a letter on each: FOUR. Enter the door with four dots above it.

4.5 Damn Bugs!

Nope, this is not a bug. Reload the browser window and you will have completed this room. Very "This Is The Only Level", guys.

5.1 Dancing Triangles

As the colored triangles move about the screen, only one will flash at a point that correlates with its respective door. Enter the door with the purple triangle marked above it.

5.2 Whole Lotta Numbers

As the laser reveals the hidden colors of each number, only one number will have a color that's the same as the one over a door. Enter the door with the cyan 24 above it.

5.3 Squares Puzzle

Each line and column of squares has a color pattern repeated throughout the grid. Though the square with the question mark is empty, logically, it should contain a purple square, and therefore you should head through the purple door.

5.4 Line by Line

To open the gate, you must walk over the buttons in the order that makes the green line move from the bottom of the display, to the top. In order, the buttons are: top right, bottom left, top left, top center, bottom right.

5.5 Astronomy Adventures

Only one constellation both appears in the star chart and is visible through the telescope: enter the door with the constellation that looks a bit like a bird, third from the top.

6.1 Floor Drawings

Each button will reveal a hidden web of letter/color combinations that attach to the doors. Only one correct door letter/color combination is properly connected to on each of the charts: enter the door with the cyan N written above it.

6.2 Think Outside The Room

Crossing the laser will shut the door on the other side of the room. What you must do is use the hint console and skip to the next room (which you can do without penalty). In room 6.3, there is a laser lever you can flip to disable the laser in 6.2. Walk back to 6.2 and cross the room to exit.

6.3 Smells Good

Each button you walk over will reveal either a number above the doors, a picture of food in front of each door, or nothing. You can use the box in the room to hold down one of the buttons if you need to. Suffice to say, you should enter the top door, which has "3.14" written above, and a picture of pie in front of it.

6.4 Road of Truth

Each of the five buttons will reveal a sequence of shapes. You must choose the sequence that you can follow and repeat from the entryway, up to the bridge. The proper sequence to display and follow is Circle, Square, Triangle, Pentagon. Be sure that you follow the pattern right from the beginning, or else the bridge may drop out on you.

6.5 Glass of Disguise

Walking behind each pane will reveal color and shape combinations on the wheel in the center of the screen. In particular the second from the left will display shapes with the same color as the ones above the door. In this wheel, the yellow circle has a green background. Like it said at the beginning, green is good, so head through the door with the yellow circle.

And Finally...

You may have noticed that each room has one or two letters hidden in the background. When taken in order, the letters spell

Ooou! So you noticed my secret message! Good good!

Thanks to Tricky for the walkthrough!

24 Comments

Did not in the least pay attention to

the letters sprinkled on the walls

Anyone note these?

Bug found: for some reason, in room 5-3 my character is invisible, and cannot interact with objects, only randomly bump his way through doors.

Other than that, it's a simple little game like its prequel, but calling the scoring system "IQ" (when even the devs pointed out in the credits it's obviously not accurate) still irks me a little.

@Shudog:

It's a message from whoever left it there. Probably the devs. If you assemble it in the order they appear you get:

Ouuu! So you noticed my secret message! Good, good!

How Smart Are You? Walkthrough

1.1 Dummy Filter

Walk through the door with "True" written over it. Remember: Green is good!

1.2 Boxes

Pick up the boxes and check each with the X-Ray machine. Since "7" is the only door number that's inside a box, that's the door you should go through.

1.3 Riddle

"When the wolves howlit is visible in the sky and owls awake." Type in the password: MOON

1.4 The Eye!

The eye is a motion detector and will send you back if it spots you. Move little bits at a time and halt when the eye opens, and you'll be able to get through the door.

1.5 Your Place In The World

The numbers in the center in the room tell the coordinates of your position. The door with "13,1" written over it is the only one with accurate coordinates, so that is the door to go through.

2.1 Buttons Play

In this rooms pattern, the segment on the right of the shape will rotate clockwise 45 degrees. Hit the button third from the left, and you'll be able to pass through the door.

2.2 Color Combination

The screen shows various shapes, but the colors of them are always the same order: green, blue, purple, orange. Place the planks in the compartments in that order to open the gate.

2.3 Train

Hit the lever, and the train will activate the lights in the order yellow, red, yellow, red. Go through the door with that pattern above it, third from the top.

2.4 Funny Floor

The "Funny Floor" shuts the door whenever you try to walk on it. Use the lever to rotate the platform so you can walk on one of the dividing line segments to the door.

2.5 Brick by Brick

Use the computer console. Switch the pictures around so that left to right, the pictures go from one line segments, two line segments, three line segments, four line segments, then five line segments.

3.1 Rules

There is a chessboard here that you can walk across. Since you can move horizontally and vertically, that means you should enter the door with the rook/castle overhead.

3.2 Tape Examining

Looking at the rotating belts, only one door has a shape/color combination which appears. Enter the door with the blue diamond.

3.3 Examine Details

Each of the five metal plates as a letter on it that corresponds to a placement in the password that will open the door, A-E. The password is 92645. Also, you can zoom in on the scribbles above the microscope to read a secret message.

3.4 Hidden Number

The four numbers in the room, 8, 21, 34 and 47, go up by 13 each time. Enter the door with "13" written above it.

3.5 Let's Be Friends

The five letters in the room can be rearranged to spell the word UNITY, which will unlock the doors. Go through the door with "1" written above.

4.1 Tales

To complete this room, you must enter the four doors on top in the order that completes the story of the warrior being called to battle, then dying. Each time you enter the correct door, a segment is added to the totem pole. From left to right, the correct order of doors to enter is 3124.

4.2 Connection

Use the console and switch the images to show the correct food chain from left to right: Grass, Grasshopper, Frog, Snake, Eagle. This will unlock the gate.

4.3 Time is Everything

On the spinning clock, note that the hour hand flashes green when it points to one of the numbers (11, 4, 9, or 6) that appears above the doors. You must enter a door after its number flashes, but before another door number is triggered.

4.4 Inside Beauty

Moving each of the panels into the line of the laser will reveal a letter on each: FOUR. Enter the door with four dots above it.

4.5 Damn Bugs!

Nope, this is not a bug. Reload the browser window and you will have completed this room. Very "This Is The Only Level", guys.

5.1 Dancing Triangles

As the colored triangles move about the screen, only one will flash at a point that correlates with its respective door. Enter the door with the purple triangle marked above it.

5.2 Whole Lotta Numbers

As the laser reveals the hidden colors of each number, only one number will have a color that's the same as the one over a door. Enter the door with the cyan 24 above it.

5.3 Squares Puzzle

Each line and column of squares has a color pattern repeated throughout the grid. Though the square with the question mark is empty, logically, it should contain a purple square, and therefore you should head through the purple door.

5.4 Line by Line

To open the gate, you must walk over the buttons in the order that makes the green line move from the bottom of the display, to the top. In order, the buttons are: top right, bottom left, top left, top center, bottom right.

5.5 Astronomy Adventures

Only one constellation both appears in the star chart and is visible through the telescope: enter the door with the constellation that looks a bit like a bird, third from the top.

6.1 Floor Drawings

Each button will reveal a hidden web of letter/color combinations that attach to the doors. Only one correct door letter/color combination is properly connected to on each of the charts: enter the door with the cyan N written above it.

6.2 Think Outside The Room

Crossing the laser will shut the door on the other side of the room. What you must do is use the hint console and skip to the next room (which you can do without penalty). In room 6.3, there is a laser lever you can flip to disable the laser in 6.2. Walk back to 6.2 and cross the room to exit.

6.3 Smells Good

Each button you walk over will reveal either a number above the doors, a picture of food in front of each door, or nothing. You can use the box in the room to hold down one of the buttons if you need to. Suffice to say, you should enter the top door, which has "3.14" written above, and a picture of pie in front of it.

6.4 Road of Truth

Each of the five buttons will reveal a sequence of shapes. You must choose the sequence that you can follow and repeat from the entryway, up to the bridge. The proper sequence to display and follow is Circle, Square, Triangle, Pentagon. Be sure that you follow the pattern right from the beginning, or else the bridge may drop out on you.

6.5 Glass of Disguise

Walking behind each pane will reveal color and shape combinations on the wheel in the center of the screen. In particular the second from the left will display shapes with the same color as the ones above the door. In this wheel, the yellow circle has a green background. Like it said at the beginning, green is good, so head through the door with the yellow circle.

And Finally...

You may have noticed that each room has one or two letters hidden in the background. When taken in order, the letters spell

Ooou! So you noticed my secret message! Good good!

Thanks to Tricky for the walkthrough!

Same invisibility bug, different room. I can't see myself in 6-3, so I guess I'm stuck here.

I disagree with 3.1. I was looking for a specific answer, which two of the other options satisfied. If they wanted that particular answer

they should have lined up the exits. Pawns which reach the other side of a board don't stay pawns.

I have the same invisibility problem in 6-3.

When you buy a mistake shield, the pop-up text calls it a "mistake shiled." I want to believe that was deliberate.

Shudog:

A rook is a rook, even if it used to be a pawn.

You guys are misunderstanding me. I didn't say it should be that. I was *eliminating* that possibility if they lined up the exits, therefore their answer would be the only one. Because the exits were NOT lined up, it opened it up to the other two pieces.

Like this.
Their set-up: bishop, knight, rook all possible.

Lining up exits, the only reason why I think they did NOT do that would be to eliminate the pawn. I'm saying the pawn would be automatically eliminated, potentially leaving only the rook.

Given that the stage was called the RULES, they obviously don't know them.

I can see that the reason they figured we'd get the right answer was because you yourself could only move in one way. But that's sloppy. Set it up so all the other pieces are eliminated no matter how you move. Because you move exactly the same way as outside of the board.

I had the bug in 6-3 as well. I actually managed to solve the room, and think I should get bonus IQ points for that.

@shudog

I'm not sure what you mean. A pawn can't move the way the character does, because the character can go sideways. Likewise, you can't be a a knight because you aren't limited to two-and-one steps. So the only piece you can be is a rook.

@Nickyh
Yeah, I know what you mean. I'm reminded of GURPS, where the intelligence stat is called IQ even though it bears no relationship to actual IQ measurement.

Sorry, shudog - my reply crossed your most recent one. I see what you mean now.

Also invisible in Room 6-3 so cannot finish game.

Knocking a point off the score for 6-3 invisibility. Luckily I could still beat the room but only because of the walkthrough here.

Hm. I thought the invisibility in 6-3 was deliberate, and that's why you're given a box: you can pick it up and thus know where you are. But the walkthrough doesn't mention anything about being invisible, so I guess it really is a bug.

Hm, slight mistake on my part. I had the invisibility bug on Room 6-3 as well, but accidentally remembered it as 5-3. So yes, most of us appear to have a problem with Room 6-3. 5-3 was alright.

Also, I couldn't pick up the box in 6-3 either, so I just blindly guessed doors until I passed.

I got the invisibility bug on 6.3 and I can't beat room 6.4 - judging from difficulties with 2.4 I'm assuming that the path is far more sensitive than it ought to be given that it's an odd curve and keyboard controls. If nothing else, the path should light up as you walk it to let you know that it's detecting what you think you're walking.

The invisibility on 6-3 is not a bug. Think about it. If the character was not invisible that level would be incredibly easy.
It's a simple matter of moving slowly forward and tapping space until you pick up the box.

Oh and Tenzi, you don't actually have to walk the path, simply push the button that displays the correct path and then cross the bridge.

is the invisibility of the player included in the gameplay?

Making us reload the game to complete a level is not a good gameplay mechanic, nor does it make you a clever developer. 1/5 just for that.

Also, the very last level is not very good.

If it truly hinges on that 'Green is good', which I haven't seen mentioned anywhere in the game, only in the walkthrough, it's bad level design to make the player have to guess at that being the right answer. There is absolutely no reason to believe that the green background was the right answer, when all the other shapes also appear on the doors. And if 'Green is good' does appear in the game, it's ridiculous to make a level that depends on memorization, not logic.

I am unable to enter any text at the terminal using my keyboard. That's a pretty early setback. Does the game not recognize AZERTY keyboards? Some other problem?

I lost IQ points on 6.3 because I was invisible. Boo.

4.4 Reloading the browser restarted the whole game.

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