Brain Puzzle 3: Crazy Mind Level 70 Pattern Overview
The Overall Puzzle Structure
Level 70 of Brain Puzzle 3 places players in what appears to be a pigpen, tasked by a sharp-dressed gentleman, accompanied by a woman, to "pick the best pig today." The scene features a brick wall separating a lower ground area from an upper platform, both populated by numerous pink pigs lounging around. On the ground level, various seemingly unrelated objects are scattered near the man and woman: a stone block, a bag of feed, a hammer, a treadmill, and a small picture of a man. The level's fundamental test is not about direct selection of a "best" pig from the start, but rather an indirect process of elimination. Players must identify and remove pigs that exhibit undesirable traits, using the available objects in clever, sometimes counter-intuitive, ways. The puzzle challenges players to interpret the spoken commands as elimination criteria and to match the environmental cues and available tools to these criteria.
The Key Elements at a Glance
The puzzle is dominated by several key elements:
- The Man in the Yellow Suit: This character dictates the criteria for pig elimination, voicing demands like "No dumb pigs" or "No dirty pigs." His instructions are the direct prompts for action.
- The Woman in White: She is a constant presence, observing the process, but does not directly interact with the puzzle elements.
- The Pigs: Initially, there are twelve identical-looking pink pigs, lying down in various positions across the two levels of the pigpen. These pigs will change their behavior and appearance based on player interactions, revealing the "undesirable" traits that lead to their removal.
- The Objects on the Ground:
- Stone Block: This initially appears as just part of the scenery.
- Bag of Feed: A common item in a pigpen, hinting at feeding.
- Hammer: A construction tool, its purpose is not immediately obvious.
- Treadmill: A piece of exercise equipment, suggesting physical activity.
- Small Picture of a Man: This is actually a poster that can be placed on the wall.
- Violin: This appears later, delivered by the butler, to test musical talent.
- Ghost Sheet: This also appears later, used to test courage.
- The Environment: The pigpen itself, with its distinct upper and lower sections, and the water in the background, sometimes plays a role in pig behavior.
Step-by-Step Solution for Brain Puzzle 3: Crazy Mind Level 70
Opening: The Best First Move
The initial instruction from the man is to "pick the best pig today." The first actual clue for action comes when the man states, "No dumb pigs." To identify the "dumb pigs," you need to find an item that can test their intelligence. Looking at the initial items on the ground, the stone block is the key. Drag the stone block over to the pigs. When placed near them, it reveals a hidden notepad and pencil, and the pigs immediately sit up and start writing on them. One pig scribbles "100" on its paper. This pig is then identified as "dumb" and is subsequently removed by the man. This move is crucial because it establishes the core mechanic: activating pigs to reveal a negative trait, which then leads to their elimination.
Mid-Game: How the Puzzle Opens Up
With the first pig removed, the remaining pigs settle back down. The man's next criteria guide the subsequent eliminations:
- Eliminate "No dirty pigs": The man states "No dirty pigs." Looking at the environment, there's a body of water in the background. The hammer on the ground is the tool to interact with this. Drag the hammer to the brick wall on the upper level, near the water. The hammer breaks a hole in the wall, causing a cascade of water to flood the upper pigpen. Most pigs swim to safety, but one pig rolls around in the mud. This pig is then declared "dirty" and removed. This sequence teaches players to look for environmental interactions.
- Eliminate "No pigs that can't fly": The next command is "No pigs that can't fly." This is a bit of a literal misdirection since pigs famously don't fly. To make them attempt to fly, you need to use the shovel (which was the hammer after it broke the wall, now shaped like a shovel). Drag the shovel to the upper platform, and it will launch pigs into the air. One pig fails to "fly" and is eliminated, indicating a literal interpretation of the command by the game's logic.
- Eliminate "This one must be all fat": The man then points to a pig that appears particularly inactive and declares, "This one must be all fat." To confirm or remove this, you need to activate the treadmill. Drag the treadmill from the ground up to the pigs. All remaining pigs get on the treadmills and start running, except for the "fat" pig, which flops over, confirming its laziness. This pig is then removed. This step emphasizes using items for their intended (or satirical) purpose.
- Eliminate "No pigs with a bad appetite": The man then points to the bag of feed and says, "No pigs with a bad appetite." Drag the bag of feed to the feeding trough on the left side of the pigpen. All the pigs rush to eat, except for one, which turns away. This pig is then removed for its lack of appetite. This move is more straightforward, using the feed where it naturally belongs.
- Eliminate "No pigs with zero musical talent": Next, the man calls for his butler, who delivers a violin. The man then declares, "No pigs with zero musical talent." Take the violin and play it near the pigs. All pigs cover their ears in pain, except for one, which picks up a tiny violin and starts playing beautifully (or at least, enthusiastically). This musically gifted pig is spared, while the others are removed. This introduces a new item delivered dynamically.
- Eliminate "No pigs that are too rough": With only a few pigs left, the man points to one and says, "No pigs that are too rough." The small picture of a man on the ground is the key here. Drag the picture of the man to the wall in the upper section of the pigpen. This places a poster on the wall. The pigs then start exercising and flexing their muscles, except for one pig that punches the wall, damaging it. This "rough" pig is then removed. This is a subtle interaction, as the picture isn't obviously a tool for "roughness."
- Eliminate "No pigs who lose more money than me": The man then brings out a smartphone and states, "No pigs who lose more money than me." All the pigs immediately take out their own smartphones and start looking at stock charts, showing fluctuating graphs. One pig's phone shows a downward trend, indicating it's losing money. This pig is removed. This step highlights modern-day references and unexpected pig behaviors.
End-Game: Final Cleanup and Completion
At this point, only one pig remains. The man then says, "No pigs that don't get my music," and plays the violin again. The remaining pig covers its ears in annoyance. This pig is then eliminated. This is a bit of a trick, as it feels like a repeat, but it signifies that even the "musically talented" pig from before wasn't perfect enough.
Now, only a single pig is left. The man then pulls out a ghost sheet (which appears from the bag of feed on the ground after it's empty) and dresses up as a ghost. He declares, "No cowardly pigs." The ghost then jumps at the last pig, which shudders in fear and is eliminated for being cowardly.
Finally, only one pig is left. The man proudly states, "Emily, this is your dinner tonight—finish it all." The remaining pig is selected, completing the level. The entire level is about weeding out the "bad" pigs until only the truly "best" one, by the man's arbitrary standards, remains.
Why Brain Puzzle 3: Crazy Mind Level 70 Feels So Tricky
Narrative Misdirection: "Pick the Best" vs. Elimination
The primary source of trickiness in Level 70 stems from the man's initial instruction: "pick the best pig." This phrase naturally leads players to look for a pig with positive attributes to select. However, the actual gameplay mechanic is entirely based on elimination. Every subsequent instruction, such as "No dumb pigs" or "No dirty pigs," is a criterion for removing pigs. Players who focus on finding a single, outstanding pig from the start will be constantly frustrated until they realize the goal is to systematically remove all the undesirable ones until only one remains by default.
Deceptive Lookalike Groups and Changing States
At the beginning, all pigs appear identical, lying down. This makes it impossible to discern any individual traits. The trick is that their "traits" are only revealed when an appropriate interaction occurs. For example, pigs only reveal if they are "dumb" when given a notepad, or "dirty" when exposed to water. This means players have to experiment with tools to change the pigs' states and then observe their reactions. The game doesn't explicitly tell you how a pig will reveal its "dumbness" or "cowardice," forcing trial and error.
Wrong Draggable Object Assumptions
Many of the objects on the ground have conventional uses that are completely irrelevant to the puzzle or are used in an unexpected way. For instance:
- The hammer isn't used for construction but for breaking a wall to create mud.
- The bag of feed is for testing appetite, which is logical, but other items are less so.
- The stone block hides a notepad, revealing it as a test of intelligence, not as a building material.
- The small picture of a man transforms the pigs into bodybuilders, leading to a "rough" pig.
- The violin is used to test musical talent, but most pigs react negatively, making the "talented" one stand out by not reacting negatively (or playing back).
- The ghost sheet is used to test cowardice, which is a narrative-driven trick.
Players often assume items will be used for their most obvious function, leading to incorrect attempts and confusion. The puzzle challenges players to think laterally and consider how an item might trigger a specific behavioral response in the pigs, even if that use seems absurd in a real-world context.
The Nuance of the Musical Talent and Fear Tests
Two particular eliminations are especially tricky due to their subtle logic:
- "No pigs with zero musical talent": When the violin is played the first time, one pig actually plays along. This seems like the "best" pig. However, later, the man plays the violin again for the remaining few pigs, and the one that doesn't appreciate his music is removed. This implies a subjective musical taste from the man, not objective talent. Players might incorrectly assume the musically gifted pig from the first round is the final one.
- "No cowardly pigs": This requires the ghost sheet. The game dynamically provides the ghost sheet after the bag of feed is used. The trick here is the literal interpretation of the ghost scaring the pig to reveal cowardice, a very specific and less obvious interaction compared to others. The sudden appearance of the ghost sheet can also be confusing if players aren't actively looking for new items.
The Logic Behind This Brain Puzzle 3: Crazy Mind Level 70 Solution
From the Biggest Clue to the Smallest Detail
The universal solving logic behind Level 70, and indeed many Brain Puzzle 3 levels, hinges on understanding that the instructions are the primary clues, but their execution requires creative thinking and observation. The man's declarations ("No dumb pigs," "No dirty pigs," etc.) are the biggest clues, directly telling you what trait to eliminate next. The challenge lies in identifying which of the available objects (or dynamically appearing ones) will trigger the specific behavior that reveals this undesirable trait.
The "smallest detail" often comes from observing the subtle reactions of the pigs. When an item is used, multiple pigs might react differently. The one that reacts in a way that aligns with the negative trait mentioned by the man is the one to be removed. For example, when the stone block is introduced, most pigs write "100," but only one squirms while writing it, signifying its "dumbness." Similarly, when the violin is first played, one pig plays along, but others cover their ears. The lack of a negative reaction (covering ears) indicates talent. It's about paying close attention to these individual pig behaviors that differentiate them from the group.
The Reusable Rule for Similar Levels
A key reusable rule for tackling similar levels in Brain Puzzle 3 is the "Process of Elimination" combined with "Contextual Interaction." Instead of seeking a direct solution or selecting a single "best" item, often the puzzle requires you to systematically remove all "undesirable" options.
Here's how this pattern can be reused:
- Listen to the Narrative/Instructions: Pay close attention to what the character says. These are your direct prompts for what needs to be changed or eliminated.
- Analyze the Available Items: Look at all the objects in the scene, both initially present and those that appear later. Consider their literal functions, but also how they could be used metaphorically or in unexpected ways to trigger reactions from the interactive elements (like the pigs).
- Observe Reactions: When you use an item, don't just look for a reaction, but for specific and differential reactions among the group. Often, only one item or character will exhibit the "undesirable" trait needed for elimination, or conversely, the "desirable" trait that protects it from elimination.
- Embrace Trial and Error: Don't be afraid to try interacting with items in unconventional ways. Many Brain Puzzle games thrive on this "outside-the-box" thinking. If one approach doesn't work, try another item or a different way of using the same item.
- Dynamic Elements: Be aware that new items might appear as the puzzle progresses, or existing items might change form or function (like the hammer becoming a shovel). The game can surprise you with these dynamic changes.
By adopting this mindset, players can approach future levels that involve selection or elimination with a structured method, focusing on the criteria for removal rather than direct choice, and creatively matching tools to behavioral triggers.
FAQ
How do I identify and remove the "dumb" pigs in Level 70?
To identify the "dumb" pigs, you need to provide them with something to test their intelligence. Drag the stone block from the ground to the pigpen. This action reveals notepads and pencils, and the pigs will start writing. The pig that writes "100" and then struggles or appears confused is the one the man identifies as "dumb," leading to its removal.
Which item is used to deal with the "flying" pigs in this level?
The "flying" pigs are addressed after the "dirty" pigs. Once you've used the hammer to break the wall, it transforms into a shovel. Drag this shovel to the upper pigpen area. It will then launch the pigs into the air. The pig that fails to "fly" (i.e., falls back down) is the one that gets eliminated.
How do I trigger the "cowardly" pig test in Level 70?
The "cowardly" pig test is one of the final steps. After the bag of feed has been used, a ghost sheet will become available from where the bag of feed was. The man will then don this sheet to become a ghost. Drag the ghost to the remaining pig to scare it. If the pig reacts with fear, it's deemed "cowardly" and is eliminated, leaving the true "best" pig.