Training grounds
The Tower Keeper
Gold banked from your climbs buys open doors. Each sealed room is a new kind of puzzle — once unsealed, it joins the tower's floors and the training grounds for good.
The courtyard plaque
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How to play
Climb the Brain Tower. Every floor holds a spoken puzzle — solve it to climb. Three lanterns light your way, and a wrong answer snuffs one out; when all three are dark, the run ends and your height and gold are recorded. Landings offer a choice of two doors, so you pick your path. Watch for a goblin offering double-or-nothing bets, quiet alcoves that relight a lantern, and unmarked mystery doors worth extra gold. Every tenth floor, the Floor Warden sets two trials back to back — pass both and it relights a lantern, but the tower grows trickier above.
Big climbs earn titles, from Apprentice Climber up to Mind Master. The Training grounds let you practice any single puzzle type without lanterns at stake.
The Keeper, sealed rooms, and deeds
When a climb ends, its gold drops into your courtyard purse. The Tower Keeper sells sealed rooms for banked gold — each one is a brand-new kind of puzzle that joins the tower's floors and the training grounds permanently: the mimic's landing (a chest has swallowed a word; guess it letter by letter, or try the whole word — each miss costs one of its allowed bites), the bell gallery (bells play a scale from low to high, then a song, once; type the song back as digits), the statue court (four spoken numbers, one breaks the pattern; press 1 to 4), and the scribe's study (a phrase is dictated once; type it back word for word).
The courtyard plaque records your deeds — feats like big streaks, beating Floor Wardens, winning the goblin's bet, and opening every sealed room. Deeds are earned during climbs and announced as you go; visit the plaque from the menu to hear what's left.
Type your answer and press Enter, or press the number keys 1 to 4 for choices. The answer clock only starts once the question has finished being read, and you can start typing before it finishes — your first key press skips the rest of the prompt.
Keys
- Space (with an empty answer box) — repeat the question. Shift+Space repeats it slowly.
- 1–4 — answer trivia questions and pick doors.
- Enter — submit your answer. On a riddle, pressing Enter with an empty box reveals the answer.
- R — open your relic bag mid-puzzle (the clock pauses while it's open). While your cursor is in the answer box, Tab to the "Open relic bag" button instead. Inside the bag, press a number to use a relic or Escape to close.
- Escape — pause. Escape again resumes with the question repeated and a fresh timer.
Memory rounds are the one exception: the sequence is only read once, so listen closely — Space repeats the instructions, not the digits.
Difficulty
Each puzzle type has a level from 1 to 10 that adjusts itself: answer quickly and correctly to move up, miss and you move down. Levels are remembered between visits, and every Warden you defeat nudges the whole tower up a notch.
Relics
Relics are one-use tools you carry (up to three). You earn them from Floor Wardens and mystery doors, or buy them from a merchant with gold. Open your bag any time during a puzzle: the Time Gear adds six seconds, the Lantern Wick shields your next lantern, the Skeleton Key opens a floor you're stuck on, and Second Wind relights every lantern. Gold is both your score and your spending money — hoard it for a high score, or spend it to climb higher.
Screen reader users
In Settings, turn off "Game speaks aloud". Prompts are then sent to your screen reader via a live region at your own voice and speed, and timed rounds get extra grace time.
About & credits
Trivia questions come from the Open Trivia Database, licensed CC BY-SA 4.0. Riddles are bundled from the public-domain crawsome/riddles collection and the MIT-licensed nkilm/riddles-api collection. The word list derives from google-10000-english. No accounts, no tracking; progress is saved in your browser only.