
ongratulations on your purchase of the Einstein Brain 
Station! This unique handheld unit is designed to train and 
strengthen your mind. It is packed with games and features for 
 Albert Einstein is probably best known for his famous 
unparalleled contributions to modern scientifi c thought. In the 
fi eld of physics, he introduced his special theory and general 
theory of relativity and, in 1921, his work on the photoelectric 
effect won him the Nobel Prize in Physics.
   Read this guide thoroughly, especially noting safety and care 
instruction. Keep this guide for reference. 
ALBERT EINSTEIN and related rights ™/© of HUJ, used under license. 

4.2.1 After selecting “Your Word”  8
4.2.2 After selecting “My Word”  8
4.7 Word Squares Puzzle          10
6.1.1 Object and method          14
6.1.2 Special features          15
7.2 Change of level recommended    17
7.3 Altering the time for the level     17
8 Language and LCD Contrast       17 
9.1 Memory puzzles, number puzzles,         
“The secret to creativity is knowing how to hide your sources.”

Insert three AAA or LR03 size batteries 
into the compartment in the base. Make 
sure the “positive” tip of each battery 
matches up with a “+” sign inside the 
compartment. You should hear a sound  
and a list of languages should appear 
on the display – with the word English 
(If this list fails to appear, push a thin 
object into the hole on the underside of 
1.2 SELECTING THE LANGUAGE
To make the computer display its 
messages in English, simply press the key 
marked ENTER. If you want to select 
a different language instead, press the 
as necessary until the desired option 
“blinks”. Then press ENTER.
Brain Station offers 22 activities (puzzles 
and games) which fall into 4 categories. 
Once you have selected the language, a 
list of these categories appears. 
1.3.1 SELECTING THE CATEGORY 
Point to an item on the main menu by 
necessary. When the required option is 
If you choose WORDS, the computer 
offers you a further choice:
Each of the word activities can be played 
either as a puzzle (for which you obtain 
a score) or as a game (i.e. contest). To 
switch between these options, press 
 . When the option you want is 

1.3.2 SELECTING THE ACTIVITY 
Each category has its own sub-menu: 
Word activities a sub-menu
(Sums = Mental Arithmetic
Number     = “Number Squares”)
(Blocks = “Sliding Blocks”)
Select the desired activity from the sub-
menu, using UP or DOWN and ENTER
1.3.3 SELECTING THE LEVEL OF DIFFICULTY 
The display now shows the activity and 
the level of diffi culty, e.g.
There are 10 levels – Level 1 is easiest, 
appears, then press ENTER. You are now 
ready to start the puzzle or game. 
Each level has a standard solving time, 
ranging from 10 minutes on Level 1, to 
60 minutes on Level 10. (This applies to 
all activities except “Anagram Puzzle” 
and “Hangman”, where the allotted time 
1.3.4 PLAYING AND SOLVING
In most activities, one square of the 9x9 
grid contains a “blinking” character 
called the cursor. You will need to move 
the cursor by using the arrow keys. See 
the section of this guide dealing with the 
activity you have chosen.
When the cursor reaches the end of a row 
or column, a further press on the same 
arrow key makes it jump to the opposite 
end. In a location which is otherwise 
vacant, the cursor is represented by a “  ” 

In some situations you can retract your 
last action by pressing CLEAR. Note 
• Your remaining time “counts down”   
• A “Big Ben” chiming sequence means  
• Three slow chimes mean the time is  
 up. You can still carry on solving,   
 but you lose points. Your excess time  
•  In some activities, you are given a   
 series of separate tasks to complete   
•  You can “give up” by pressing   
 SOLVE. The computer then shows 
 you the solution, and you can press   
 ENTER to see your score – you   
 receive points if you solved part of the  
1.4 STARTING A FRESH PUZZLE OR GAME
You may do this at the end or in the 
(1)  Press the key marked NEW. The  
computer asks you for confi rmation:
To switch between No and Yes, press UP 
or DOWN. When Yes is “blinking”, press 
ENTER. (By answering “no” you would 
go back to where you were before.) In 
several other situations, the computer asks 
you to confi rm your command like this.
(3) The display now indicates the current 
activity and level. For a puzzle or game of 
the same type as before: simply select the 
level (using UP/DOWN and ENTER), as 
(4) For a different type of activity: press 
the LEFT key. This takes you to the “sub-
menu” of games or puzzles (§ 1.3.2). 
Then you can select a new item from this 
sub-menu, using UP/DOWN and ENTER. 
Alternatively press LEFT again (once or 
twice, as necessary) to return to the main 
menu and select a new category (§ 1.3).
To switch the unit on and off press 
the ON/OFF key. When “off”, it will 
remember the current puzzle.
The machine itself can give information 
on any of the activities. During a puzzle, a 
press on the HELP key displays the “help 
•  Now if you press 1, the computer   
 explains the rules of the current   
 activity. The information “scrolls”   
 across the bottom line of the display.  
 (Press CLEAR to continue.)
• If instead you press 2, the computer  
 states what actions you have available  

 in the current situation. 
• If you press 3 followed by any key, the  
 computer briefl y explains how that key  
Five symbols appear. One after the other, 
they “blink” (together with a “beep”). 
Your task is to point to them in the order 
(1)  Use the arrow keys to bring the   
  “cursor” to the correct place.
(2)  When the correct symbol is   
If you make a mistake, the computer 
demonstrates the sequence again, and you 
When the fi rst task is solved, you are 
given a new task with one more symbol. 
The total number of tasks depends on the 
The display shows a number of ? signs. 
Imagine that each ? sign is “covering up” 
a symbol (a letter or number). Choose one 
of the ? signs, and point to it as follows: 
(1)  Use the arrow keys to bring the   
  “cursor” to the correct place.
(2)  When the desired ? sign is   
  “blinking”, press ENTER. This   
  discloses the symbol (letter or 
  number) which the ? sign was   
Now do the same for a second ? sign. 
If the two symbols you have disclosed 
are identical, there is a ping and the two 
squares are cleared. Otherwise there is a 
buzz, and the symbols are covered up by 
Continue pointing to pairs of ? signs. If 
the fi rst square of a pair contains a symbol 
you have seen before, try to point to the 
? which conceals that matching symbol. 
The object is to clear the entire grid by 
The display shows 5 symbols. After an 
interval there is a beep, after which 4 of 
the symbols reappear in different places 
(they have been “shuffl ed” around). The 
5th symbol has been replaced by a new 
Your task is to point to this new symbol, 
(1)  Use the arrow keys to    
  bring the “cursor” to the correct   
(2)  When the correct symbol is   
When the fi rst task is solved, you are 
given a new task with one more symbol. 
The total number of tasks depends on the 
The display shows several numbers, 
moving (“swimming”) around. Your task 
is to add them up. Type the total using the 
number keys, then press ENTER. 
When the fi rst task is solved, you are 

given a new one. The overall number of 
tasks depends on the level.
The computer selects a word and displays 
one letter from it. The other letters are 
replaced by dashes as below: 
Your task is to guess the remaining letters. 
Press a letter key, and if the letter occurs 
in the word, the computer inserts it in the 
The letters that have been tried so far 
(whether right or wrong) are recorded in 
the lower lines. If you make more than 
computer discloses the solution; press 
When the fi rst task is completed, you 
are given a new one. The number of 
words to be guessed (before your score is 
displayed) depends on the level.
At the start you have 2 options: 
You can switch between them by pressing 
UP or DOWN. When the right option is 
4.2.1 AFTER SELECTING “YOUR WORD”
(1) Think of a word of 2-9 letters. Press 
the RIGHT arrow key as many times as 
required, until there are as many dashes 
on the display as letters in your word. 
(2) The computer guesses a letter 
(displayed “blinking”, below the dashes). 
If the letter occurs in your word, press 
ENTER. If not, press CLEAR.
(3) If you have pressed ENTER, the fi rst 
dash “blinks”. This asks, “Does my letter 
occur at the start of your word?” Answer 
“yes” by pressing ENTER, or “no” by 
(4) Then the second dash “blinks”. Does 
the letter occur in this place? Answer with 
ENTER or CLEAR. ... And so on, until 
the end of the word is reached. Then the 
computer guesses another letter.
For every letter guessed wrongly, a part 
of a gallows is drawn. If the computer 
runs out of guesses or “gives up”, the 
man falls through the trap door – your 
opponent is “hanged”, and you have won. 
If the computer guesses the whole word, 
a sound signal announces that you have 
4.2.2 AFTER SELECTING “MY WORD”
The game is played like “Hangman 
Puzzle” (see § 4.1), only the computer 
doesnʼt begin by “giving away” a letter 
– it just displays a number of dashes 
corresponding to the letters in the word. 
The gallows (as in § 4.2.1) illustrates the 

The display shows a word and a “target 
In this example, the object is to make 34 
words, using the letters from “oarsman”. 
Each of your words must contain at least 
3 letters; type it and press ENTER, e.g.:
With each valid word entered, the target 
You may inspect the words typed so far. 
Press NOTE. The full list of words can 
then be “scrolled” up and down with the 
UP and DOWN keys. When ready to 
continue typing, re-press NOTE.
If you reach the target: The computer 
lists your words, with the initial letter 
fl ashing (the list can be “scrolled” with 
UP/DOWN). Below your words, it gives 
its own list of other possible entries, with 
If you “give up”: Press SOLVE (and 
confi rm with UP or DOWN and ENTER) 
to display the word list.
After inspecting the word list, press 
At the start you have 2 options: “Your 
word” or “My word”, as in a “Hangman 
Game” (see § 4.2). You can switch 
between the options using UP or DOWN 
. When the right one is “blinking”, press 
If you chose “Your word”, type a word 
(maximum 9 letters) and press ENTER. If 
you chose “My word”, a word and target 
number appear automatically. See the 
illustration for “Target Puzzle” (§ 4.3).
The object is to make words (preferably 
as many as the “target”) using the letters 
from the word at the top. As a suggestion, 
several players may write down their 
word lists, stopping when the computer 
gives its chimes to announce that the time 
is up. After that, you may press SOLVE 
(and confi rm with UP or DOWN and 
ENTER) to see the computerʼs own word 
The display shows a sequence of letters 
and a “target length”, e.g.:
Object: To make words (minimum 3 
letters) from the letters at the top. If 
possible, make a word containing the 
target number of letters (in this case 5). 

Here, this can be done by typing PATIO. 
Press ENTER after typing your word.
If you type a word of the target length: 
The computer lists your words, with the 
initial letter fl ashing. (The list can be 
“scrolled” up and down with the UP and 
DOWN keys). Below your words, it gives 
its own list of other possible entries, with 
If you have no more words to type: Press 
SOLVE (and confi rm with UP or DOWN 
and ENTER) to display the word list.
After inspecting the word list, press 
ENTER. When the fi rst task is over, you 
are given a new one. The number of 
tasks to be solved (before your score is 
displayed) depends on the level.
You may use the NOTE key at any time, 
to inspect the words typed so far – as in a 
At the start you have 2 options: “Your 
word” or “My word”, as in a “Hangman 
Game” (see § 4.2). You can switch 
between the options using UP or DOWN. 
When the right one is “blinking”, press 
If you chose “Your word”, type a 
sequence of letters (maximum 9) and 
press ENTER. If you chose “My word”, 
a sequence and “target length” appear 
automatically. See the illustration for 
“Anagram Puzzle” (§ 4.5).
The object is to make words (containing 
as many letters as possible), using the 
letters at the top. Several players may 
write down their word lists, stopping 
when the “chimes” announce that the time 
is up. After that, you may press SOLVE 
(and confi rm with UP or DOWN and 
ENTER) to see the computerʼs own word 
At the start, you are asked to choose the 
Press UP or DOWN until the desired 
option is “blinking”, then press ENTER. 
Here is an example of a “4 x 4” square:
Object: To form words from these letters. 
A word is formed by going from one 
letter to the next in a horizontal, vertical 
or diagonal direction. A letter in a 
particular location may not be used twice 

Each of your words must contain at least 
3 letters; type it and press ENTER, e.g.:
When you have no more words to type, 
press SOLVE (and confi rm with UP OR 
DOWN and ENTER). The computer lists 
your words, with the initial letter fl ashing; 
the list can be “scrolled” up and down. 
Below your words, the computer gives its 
own list of other possible entries.
After inspecting the word list, press 
ENTER to see your score for the puzzle.
Start by selecting the size of the word 
square, using the arrow keys and ENTER 
– see the illustrations in § 4.7. 
The object is to form words from the 
letters in the square, following the same 
rules as in “Word Squares Puzzle”. As 
a suggestion, several players may write 
down their word lists, stopping when 
the computerʼs “chimes” announce 
that the time is up. After that, you may 
press SOLVE (and confi rm with UP 
OR DOWN and ENTER) to see the 
computerʼs own word list. 
A 9-letter word is displayed horizontally 
and vertically, see below. 
Object: to insert new words in the grid, 
so that they fi t together with those already 
there – like Scrabble or a crossword. 
In this example, suppose you want to 
begin by inserting the words ENOUGH 
(1)  Using the arrow keys , bring the   
    cursor to the place for the fi rst   
(3)  Press the UP arrow key. This   
  indicates that you are typing your  
  word in a horizontal direction. The  
  cursor moves one square to the   
ype N O U G H then press ENTER

(1)  Bring the cursor to the square for  
  the A, and press the A key.
(2)  Press the UP arrow key to indicate  
  that you are typing your word   
  vertically. The cursor moves one  
(3)  Press Z, then ENTER. The points  
  obtained (for this word, and the   
  total so far) appear briefl y in the   
To calculate the points for each word 
you complete, the total number of letters 
in the word is multiplied by the number 
of letters you have just added to it. In 
our example, you score 30 for ENOUGH 
(6x5) and 8 for HAZE (4x2).
When you have no more words to type, 
press SOLVE (and confi rm with UP or 
DOWN and ENTER) to see your fi nal 
At the start you have 2 options: “Your 
word” or “My word”, as in a “Hangman 
Game” (see § 4.2). You can switch 
between the options using UP or DOWN. 
When the right one is “blinking”, press 
Next, you are given a choice between two 
Under “standard” scoring, every letter 
scores the same. Under “bonus” scoring,  
more points are awarded for using letters 
that are seen less commonly. Again, 
make your choice using UP/DOWN and 
If you chose “Your word”, you must 
now type a word of 9 letters and press 
ENTER. If you chose “My word”, a word 
appears automatically, e.g.:
The user plays fi rst, then the computer 
and user play by turns. On his turn, each 
player inserts one letter into the grid. 
The letter must complete at least one 
new word, and must fi t together with 
those already there – like Scrabble or a 
To play, bring the cursor to the desired 
square using the arrow keys, then press a 
letter key. In the above example, on your 
fi rst turn you could place an X under one 
of the Oʼs. Then your opponent could 
place a B above the same O. 
After each turn, your points and current 
total appear briefl y in the bottom line. 
If unable to continue, press ENTER to 
“pass”. If the computer displays “I pass”, 
you have another turn. If both players 
Note: If “bonus” scoring is selected, 
the “help” menu (see § 2) includes an 
extra item. You can press HELP then 
4, to display a table of letters and their 
corresponding scores. (Then press 
CLEAR to continue with the game.) 

The display shows something like this:
The numbers in the top rows (5, 6, 7, 8 
and 9) must be arranged with arithmetic 
signs between them, so as to produce the 
number that follows the = sign (23). In 
this puzzle (on Level 4), the solution is: 9 
(Note that the operation is treated as a 
pocket calculator would treat it – the 
multiplications are not carried out before 
You would enter this solution as follows:
(1)  Use the arrow keys to bring the   
  cursor to the 9. When the 9 is   
  “blinking”, press ENTER. (The   
  calculations relevant to the scoring;  
  you may see a rotating “hourglass”  
(2)  Using the UP/DOWN keys, point to 
  the “minus” sign (in the 5th row);
when it is “blinking”, press ENTER.
(3)  In the same way, using the arrow  
  keys and ENTER, point to the 8,  
  the “*” sign, the 5, the “*” sign   
  again, the 6, the – sign and the 7.
The selected items and the current “sub-
total” are recorded in the bottom lines. 
Mistakes may be retracted with CLEAR. 
On reaching the solution, press ENTER to 
The display shows something like this 
The three pairs of ?? signs at the bottom 
indicate that in this case you have to 
select three numbers from those in the top 
rows. They must add up to the number 
after the = sign (186). To solve this 
puzzle, you would select 41, 70 and 75.
To select a number: bring the cursor to 
it, using the arrow keys. When the right 
number is “blinking”, press ENTER.
The selected items and the current “sub-
total” are recorded in the bottom lines. 
Mistakes may be retracted with CLEAR.

The display shows an arithmetic problem. 
Use the number keys to type the answer 
from left to right, then press ENTER. 
A rising or falling sequence of notes tells 
you whether you are right or wrong. Then 
the next problem appears. After a series of 
Your task is to insert the numbers 1-9 
into the vacant spaces, in such a way that 
the horizontal and vertical sums give 
the correct totals. Each number can be 
To insert a number: bring the cursor to the 
appropriate square using the arrow keys, 
then press the number key. 
Numbers already entered can be 
“overwritten”. The number in the cursor 
square can be erased with CLEAR.
NB: You may “lock” a number (with 
ENTER), retract and repeat a series of 
entries (using UP/DOWN ), and store 
“candidate numbers” (using NOTE). 
These features are also used in Su Doku; 
they are fully described in § 6.1.2.
The 9x9 grid is subdivided into nine 
“boxes” of 3x3 squares each. At the start 
of a puzzle, some of the squares contain 
numbers. This example is on Level 5:
The idea is to fi ll the empty squares with 
numbers (1-9), in such a way that each 
number occurs once in each horizontal 
row, once in each vertical column, and 
once in each 3x3 box. Here is the solution 
To play, bring the cursor to a vacant 
square using the arrow keys, then press a 
number key to insert the number. 
Numbers already entered can be 
“overwritten”. The number in the cursor 
square can be erased with CLEAR.

(a) Retract and replay: You can take back 
a series of entries by repeatedly pressing 
the BACK key. You can then enter 
different numbers, or else replay the same 
series by repeatedly pressing FORWARD.
(b) Locked numbers: If you are fairly sure 
that a number you have entered is correct, 
you can “lock” it by bringing the cursor 
to it and pressing ENTER. The locked 
number is underlined. While locked, a 
number cannot be erased (with CLEAR) 
or overwritten. You can, however, 
“unlock” the number in the cursor square 
(c) Display of legal numbers: If you try 
to enter a number that “clashes” with the 
same number in the same row, column 
or box, the computer rejects this entry as 
“illegal”. If you press the LEGAL key, the 
bottom line of the display will show the 
numbers that can “legally” be placed in 
whichever square contains the cursor. 
For example at the start of the puzzle in § 
6.1.1, with the cursor in the middle square 
of the extreme right column, the bottom 
To switch this feature off, re-press 
(d) Notepad: Suppose you have logically 
eliminated 6 numbers as possibilities for 
a particular square. You can make a note 
of the other 3 numbers as “candidates” 
for this square, by using the “note pad” 
(1)  Press NOTE. The bottom line   
  shows the candidates (if any) that  
  you have recorded for the current  
(2)  To add or remove a candidate, press  
  the corresponding number key.
(3)  You may move the cursor to   
  another square, to view or alter its  
(4)  When ready, re-press NOTE   
  (clearing the bottom line), and   
There are numerous horizontal and 
vertical sequences of blank squares. 
The idea is to fi ll in the blanks with the 
numbers 1-9, in such a way that each 
sequence adds up to the total (displayed in 
small size) at the top or left. No number 
may occur twice in the same sequence.
The totals for the horizontal and vertical 
sequences containing the cursor square 
are displayed “blinking”. 
To enter a number in the cursor square, 
simply press the number key. (The 
number can be erased with CLEAR; 
numbers already entered can be 
replay a series of entries (with BACK 
and FORWARD), “lock” numbers (with 
ENTER), and use the “note pad” feature. 
For details, see § 6.1.2.
The display shows a block of letters with 
one square blank. On Levels 1-4 there 
are eight letters; on Levels 5-10 there are 

fi fteen letters. Your task is to arrange the 
letters in alphabetical order, leaving the 
blank space at the bottom right:
To play: Use the arrow keys to move 
the cursor. Point to a letter next to the 
blank space, in the same row or column. 
When the right letter is “blinking”, press 
ENTER and the letter slides into the 
space. In this way, rearrange the letters 
An area of the display contains black 
and white squares. The size of the area 
depends on the Level (5x5 on Levels 1-2; 
Use the arrow keys to move the cursor. 
A press on ENTER causes the “blinking” 
square to switch from a dark square to a 
light one or vice versa. At the same time, 
the adjacent squares in the same row and 
Your task is to switch all the dark squares 
to light ones, so that the entire area 
consists of light squares.
At the end of a puzzle, the computer gives 
you a score made up of 3 components:
(1)  a basic score (maximum 60) for   
  solving all or part of the puzzle;
(2)  points deducted (maximum 60) if  
  you have used any hints (see § 9);
(3)  points added (maximum 40) for   
  solving within the allotted time, or  
  deducted for exceeding it.
In this example, in Kakuro on Level 
3, you have correctly fi lled in 33 out 
of 44 vacant squares (i.e. 75%), before 
abandoning the puzzle with SOLVE. You 
had 5 minutes left, i.e. 25% of the time 
for the level (20 minutes). Your “basic” 
score is 60 x 75% = 45, and your “time 
bonus” is 40 x 25% = 10. You did not use 
Note that in “Word Cross”, the total 
number of points obtained for your words 
is used for calculating your “basic score”, 
but is not identical with it.

If the last 3 puzzles were of the same type 
and on the same level, a press on SCORE 
displays the 3 scores. (Press CLEAR to 
7.2 CHANGE OF LEVEL RECOMMENDED
If you obtain high scores in 3 successive 
puzzles, the bottom row of the grid may 
Then if you press ENTER, the computer 
displays the next higher level for the start 
of your next puzzle (§ 1.3.3). (Instead 
CLEAR leaves the level as it was before.)
Similarly if you make 3 successive low 
scores, the computer may invite you to 
switch to the next lower level.
7.3 ALTERING THE TIME FOR THE LEVEL
At the start of a puzzle, you may change 
the time allotted for the level:
(1)  When the level is displayed, press  
  TIMER. The time “blinks”, but the  
(2)  Press UP or DOWN (as many times  
  as required) to alter the time, then  
(3)  When the level is displayed for the  
  start of the next puzzle, a press on  
  TIMER will revert to the standard  
Note: When a non-standard timing is 
chosen, your fi nal score (see § 7.1) does 
not include a “time bonus” or “time 
penalty”. In this case the score at the 
bottom of the display is a percentage, 
During a puzzle you may stop the 
computerʼs clock by pressing PAUSE. 
The next key-press starts it again.
A press on the OPTIONS key displays:
To switch between these items, press UP 
or DOWN . When the required item is 
If you select Language, the list of 
languages appears as in § 1.1. The 
computerʼs language may be altered with  
If you select Contrast, you can press UP 
or DOWN repeatedly to view 10 different 
contrast settings for the liquid crystal 
display. When the right one is obtained, 
To return to the game or puzzle, press 
If you arenʼt sure how to continue the 
solution to a puzzle, you can ask for clues 
by using the HINT key. The way the clues 
work depends on the type of puzzle. 
“Whoever undertakes to set 
himself up as a judge of Truth 
and Knowledge is shipwrecked 
by the laughter of the gods.”

9.1 MEMORY PUZZLES, NUMBER PUZZLES, 
The computer fi rst offers you 3 
suggestions. For example:
(1)  In a “Simon” puzzle, press HINT  
  and 3 symbols briefl y “blink”. One  
  of these is the correct one to 
(2)  If you wish, you may re-press   
  HINT. Then the 3 suggestions are  
(3)  If you press HINT a third time, only  
  the correct symbol “blinks”.
The hint is cleared from the display if 
(e.g.) you press an arrow key to control 
In Pelmanism, Shuffl e, number puzzles 
and Switch, the system of hints is similar. 
• In Pelmanism, you are only given a 
hint if you have just disclosed a symbol 
and the matching symbol has been 
• In Totals, the fi rst press on HINT 
causes several numbers to be suggested 
(how many, depends on the level). The 
third press discloses all the numbers 
required for the solution.
• In Sums, the suggested answers are 
displayed in the lower lines of the grid. 
• In Number Squares, the “blinking” 
numbers at the bottom of the grid 
are suggestions for the current cursor 
In Swimming, the fi rst 2 presses on HINT 
slow down the motion of the numbers; the 
In Hangman, the hints are similar to those 
in the number puzzles, etc. (§ 9.1). Three 
suggested letters “blink”, and two of them 
can be eliminated by re-pressing HINT.
In other word puzzles, the system of 
threefold hints works like this:
(1) Press HINT and the computer 
demonstrates an incomplete word, e.g.:
 (2) You may re-press HINT to see more 
of the suggested word, e.g.:
(3) A third press on HINT displays the 
complete suggestion, e,g.:
You can then type the word and press 
In a Word Cross Game, the fi rst HINT 
suggests the place for your next letter; the 
second HINT suggests the letter.
(1)  Press HINT, and the computer   
  demonstrates 3 sequences of 3   
  moves each. One of them is the best  
  way to continue the puzzle.
(2)  If you press VERIFY, the 3   
(3)  If you re-press HINT, the computer  
  demonstrates 2 of the same   
sequences, including the correct one

(4)  If you press HINT a third time, only 
the correct sequence is demonstrated.
(1)  Press HINT, and an “H” suggests  
  the place for your next entry.
(2)  You may press HINT again for a  
  more explicit clue, for example: 
A single sequence “blinks”
his shows that the sum can be completed 
by placing the correct number.
Two sequences “blink”, with zeroes in the 
This indicates that there is only one 
number which both sequences require.
(3)  If you press HINT a third time,   
  the correct number is inserted into  
The hints work like this:
(1)  Press HINT, and an “H” suggests  
  the place for the next number.
(2)  You may press HINT again to see  
  the computerʼs logic for deducing  
(3)  Pressing Hint again will display   
  further steps in the logic.
(4)  A fi nal press on HINT inserts the  
  correct number into the H square.
Eight different numbers “blinking”
The ninth number must be placed in the 
The “blinking” number cannot be placed 
in any of the “0” squares and must 
therefore be placed in the “H” square.
Here none of the “0” squares can contain 
a 3, as this would “clash” with a 3 in the 
same “box”. Therefore the “H” square 
is the only place for a 3 in the leftmost 
This indicates that one number has been 
eliminated as a candidate for the “0” 
squares – and must therefore go in the 
“blinking” question marks in all the 
vacant squares, this means that the 
computer cannot give a valid hint because 
of an earlier mistake – you have placed 
a number in a wrong (though “legal”) 
Switches the machine on or off. When 
off, it still remembers the current puzzle 
or game. If inactive for 81⁄2 minutes, it 
switches off automatically.
In Su Doku, after LEGAL is pressed, the 
bottom line shows all numbers that may 
legally be placed in the current cursor 
location. To switch this feature off, re-

Switches the sound signals off or on.
If you want to “give up” a puzzle or 
game, you can press this key to display 
the computerʼs solution. To clear this 
Starts a new puzzle or game.
Stops or re-starts the clock.
Enables you to fi nd out (1) the rules of the 
current puzzle or game, (2) how to carry 
out your next action, and (3) how to use 
Displays your 3 most recent scores for the 
current activity and level.
VERIFY In a “Sliding Blocks” puzzle, 
In some puzzles, one or more actions can 
be retracted by pressing BACK (
Allows you to inspect the “note pad”. 
In word puzzles, the note pad contains 
words typed so far. In logic puzzles and 
“Number Squares”, it stores “candidate 
numbers” for the current cursor location. 
To remove the note pad from the display 
and continue solving, re-press NOTE.
At the start of an activity, TIMER allows 
you to change the allotted time without 
changing the level of diffi culty.
Gives you a clue to the best way of 
continuing the puzzle or game. You can 
usually re-press HINT for more explicit 
Allows you to change the LCD contrast 
DIRECTIONAL ARROWS (UP/DOWN/
The arrow keys move the cursor to the 
place for your next action.
 The LEFT key also returns you from 
a sub-menu to the main menu. In word 
puzzles, it deletes one letter at a time. 
 In a “Hangman” game, use RIGHT 
to indicate the length of the word to be 
 Use UP or DOWN to highlight an item 
Used for typing your words in word 
Used for typing numbers in number and 
Cancels an action. CLEAR also 
terminates a “help” message. In word 
puzzles, it deletes a whole sequence of letters.

Completes an action or selects the 
highlighted item on a menu. In some 
puzzles (“Number Squares”, Su Doku, 
Kakuro), ENTER “locks” or “unlocks” 
the number in the cursor square.
Resets computer and clears its memory. 
Reset switch accessible through base of 
immune from the effects of electrostatic 
discharge, strong electromagnetic 
radiation or other electrical disturbances 
since malfunction under such conditions 
is non-critical. The Reset button is 
included in the design to allow unit to 
reset to its default settings. 
• Do not submerge in water or other   
• Do not disassemble the product for any 
• Do not expose to extreme    
• Do not drop, throw, smash or   
 otherwise cause physical shock. 
• Clean using only a slightly damp cloth.
• Do not use cleaners with chemical   
• Do not short-circuit the battery   
• Do not use rechargeable batteries. 
• Do not mix old and new batteries. 
• Remove exhausted batteries. 
• Batteries should be installed and   
 replaced by an adult only. 
• Remove batteries when not in use. 
• Do not mix alkaline, standard (carbon-
 zinc) or rechargeable (nickel-   
Died: April 18, 1955 (aged 76)
idence: Germany, Italy, Swit

This device complies with Part 15 of the FCC Rules Operation is subject to the fol-
lowing two conditions: (1) this device may not cause harmful interference, and (2) this 
device must accept any interference received, including interference that may cause 
NOTE: This equipment has been tested and found to comply with the limits for a 
Class B digital device, pursuant to Part 15 of the FCC Rules. These limits are de-
signed to provide reasonable protection against harmful interference in a residential 
installation. This equipment generates, uses and can radiate radio frequency energy 
and, if no installed and used in accordance with the instructions, may cause harmful 
interference to radio communications. However, there is no guarantee that interfer-
ence will not occur in a particular installation. If this equipment does cause harmful 
interference to radio or television reception, which can be determined by turning the 
equipment off and on, the user is encouraged to try to correct the interference by one 
or more of the following measures. 
• Reorient or relocate the receiving antenna. 
• Increase the separation between the equipment and receiver. 
• Connect the equipment into an outlet on a circuit different from that to which the  
• Consult the dealer or an experienced radio/TV technician for help.
Excalibur Electronics, Inc. reserves the right to make technical changes 
without notice in the interest of progress.

EXCALIBUR ELECTRONICS, INC., warrants to the original consumer that its prod-
ucts are free from any electrical or mechanical defects for a period of 90 DAYS from 
the date of purchase. If any such defect is discovered within the warranty period, EX-
CALIBUR ELECTRONICS, INC., will repair or replace the unit free of charge upon 
receipt of the unit, shipped postage prepaid and insured to the factory address below.
The warranty covers normal consumer use and does not cover damage that occurs in 
shipment or failure that results from alterations, accident, misuse, abuse, neglect, wear 
and tear, inadequate maintenance, commercial use, or unreasonable use of the unit. This 
warranty does not cover cost of repairs made or attempted outside of the factory.
Any applicable implied warranties, including warranties of merchantability and fi tness, 
are hereby limited to 90 DAYS from the date of purchase. Consequential or incidental 
damages resulting from a breach of any applicable express or implied warranties are 
hereby excluded. Some states do not allow limitations on the duration of LIMITED 
90-DAY WARRANTY implied warranties and do not allow exclusion of incidental or 
consequential damages, so the above limitations and exclusions in these instances may 
not apply. The only authorized service center in the United States is:
Excalibur Electronics, Inc.
Miami, Florida 33186 U.S.A.
www.ExcaliburElectronics.com
Ship the unit carefully packed, preferably in the original carton, and send it prepaid, 
and adequately insured. Include a letter, detailing the complaint and including your 
daytime telephone number, inside the shipping carton. If your warranty has expired and 
you want an estimated fee for service, write to the above address, specifying the model 
NOTE: Please do not send your unit without fi rst receiving an estimate for servicing 
from EXCALIBUR ELECTRONICS, INC. Contact us before vsending your unit. We 

Please Visit Us @ www.ExcaliburElectronics.com