Brain Test 5 level guide

Brain Test 5 Level 108 Walkthrough

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Brain Test 5 Level 108 is a three-part Monster Hunter Joe level. On the desert page, drag the green cactus to poke Joe awake while ignoring the bucket, hammer, and balloon. On the mummy page, tap each of the three bandaged mummies to shoot them with Joe's gun. On the diamond page, tap the row of spike traps first to retract them, then drag Joe up through the three rows of stepping stones to the red diamond on the pedestal.

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How to Solve Brain Test 5 Level 108 — Full Solution

  1. On "Wake him up," drag the green cactus from the right over to Joe so one of its arms pokes him in the side. The "Zzz" disappears and the page clears.
  2. On "Kill the monsters!," tap each of the three bandaged mummies in turn as they walk in from the right; Joe's gun takes them down one by one.
  3. The page flips to "He must get to the diamond." Joe is at the bottom, a row of yellow spike traps sits between him and the 3×3 grid of gray stepping stones, the red diamond sits on a pedestal at the top under a spotlight, and a clock is parked in the upper-right.
  4. Tap the row of yellow spike traps first to retract them. Do not drag Joe up while the spikes are still extended.
  5. Drag Joe straight upward through the three rows of stepping stones until he is standing on the upper platform next to the red diamond on its pedestal.
  6. The success page "ANOTHER DAY AT THE OFFICE FOR MONSTER HUNTER JOE" appears once Joe is beside the diamond.

Common Mistakes to Avoid

  • Trying to wake Joe by hitting him with the wooden hammer on the desert page — only the cactus pokes him, and the hammer is unused.
  • Dragging Joe up the stepping stones before retracting the row of yellow spike traps on the diamond page — the spikes block his path and the part does not register.
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Quick Tips for Brain Test 5 Level 108 (spoiler-free)

  • On the desert page, only the green cactus is real — the bucket, hammer, and pink balloon are all decoys and the cactus pokes Joe awake.
  • On the monster page, tap each of the three mummies in order as they walk in; you do not need to grab the wrappings or use any other tool.
  • On the diamond page, tap the row of yellow spike traps first to retract them, then walk Joe up. Leave the clock in the upper-right alone — it does nothing.
Board notes 5 details
Layout
Part 1 (`Wake him up.`) shows Joe in a black suit and hat sleeping against a gray boulder in the desert, a `Zzz` above his head, a green cactus on the right, and a blue bucket, a wooden hammer, and a pink balloon on the sand. Part 2 (`Kill the monsters!`) shows Joe standing on the left holding an assault rifle while three mummies in white bandages walk in from the right. Part 3 (`He must get to the diamond.`) is a top-down view: Joe at the bottom, a row of yellow downward-pointing spike traps above him, a 3x3 grid of gray stepping stones, a red pedestal topped with a red diamond at the top under a yellow spotlight, and a round clock showing roughly 3:00 in the upper-right corner.
Goal
Wake Joe on the desert page, then clear all three mummies on the monster page, then walk Joe up the stepping stones past the spike traps so he stands on the upper platform next to the red diamond on the pedestal. The run only clears when the success page "ANOTHER DAY AT THE OFFICE FOR MONSTER HUNTER JOE" appears.
Opening
On the desert page, drag the green cactus from the right over to Joe so one of its arms pokes him in the side and the "Zzz" disappears. On the monster page, tap each of the three mummies in turn to shoot them. On the diamond page, tap the row of yellow spike traps first to retract them, then drag Joe straight upward through the stepping stones up to the platform with the diamond.
Danger Zone
The clock in the upper-right of the diamond page is a static decoy — its face looks tappable but it is never interacted with. The real hazard is the row of yellow spike traps between Joe and the first row of stepping stones — if Joe is dragged up the stones while the spikes are still extended, his path is blocked and the part does not register. On the desert page the wooden hammer is a secondary red herring; players reach for it to whack Joe awake, but it is unused.
Mechanics
Level 108 is a three-act Monster Hunter Joe scenario that escalates from a prop-swap wake-up page (cactus vs decoy props), to a tap-each-enemy combat page (three mummies in sequence), to a clear-the-trap-then-walk-the-path puzzle (retract spikes, then walk Joe). The notebook page-turn between the second and third prompts is the cue that the puzzle has switched from prop interaction on Joe to hazard management on the field. The clock is drawn to look time-based, but the real gating element is the spike row.

Frequently Asked Questions

  • How do I wake Monster Hunter Joe in Brain Test 5 Level 108?

    Drag the green cactus from the right of the desert page over to Joe so one of its arms pokes him in the side. The "Zzz" disappears and the page clears. The blue bucket, wooden hammer, and pink balloon on the sand are all decoys and none of them wake Joe.

  • Why does the clock not matter on the diamond page of Brain Test 5 Level 108?

    The clock in the upper-right corner of the third page is a static decoy drawn to look time-based, but it is never interacted with. The real gating element is the row of yellow spike traps between Joe and the stepping stones — tap them first to retract, then drag Joe up to the red diamond on the pedestal.

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