Multiplication first. Digits 1–9, each used once per puzzle. More than one correct filling exists — commit at the first valid one and lock. Level 6 is the hardest form candidates report: _ × _ × _ − _ = 213. Target before the real test: 12+ cleared, ≥90% first-try.
The numbers on a branch are the top positions, read out in the bottom row's order. Label the top 1-2-3-4, read the bottom left to right, write the labels — that string is the branch. Levels 3–4 chain two branches: apply the first, re-label, apply the second. Level 5 is the reverse item candidates report: the code and the bottom row are given and you pick the top row that produced it.
Round 1 mirror (is right = mirror of left?) · Round 2 rotation (rotated = yes, rotated and mirrored = no) · Round 3 composition (does top-left +/− top-right equal the box below?). Name each dot out loud and keep re-naming the list through the filler task, then click the cells in the exact order.
The three ideas that decide your score
- Accuracy sets the level, speed buys attempts. A wrong answer drops the next question a level, and higher levels are worth more — so one clean read beats two fast mistakes.
- Never re-derive an answer you already have. Commit at the first valid solution. Re-checking costs time and buys nothing.
- The 20-second rule. If a level stalls you, submit any valid attempt and move on. The next level is worth more than the one you are stuck on.
Digit — how to solve it in four moves
- Do the multiplication first, then work the remainder. In _ × _ + _ = 34 the product must be 34 or less: 9 × 3 = 27, and 34 − 27 = 7. Answer 9, 3, 7.
- For a target with a subtraction, add it back first. _ × _ × _ − _ = 212 means the product is 212 + the subtracted digit. 9 × 8 × 3 = 216, and 216 − 212 = 4, unused. Answer 9, 8, 3, 4.
- Brackets change nothing. _ + ( _ × _ ) − _ = 57 is only product = 57 − first digit + last digit. Start from a product you already know near the target (7 × 8 = 56) and close the gap with the two remaining digits: 2 + (7 × 8) − 1 = 57.
- Keep a running tally of digits you have spent and never reuse one. When you are stuck, the tally usually reveals the answer — often only one unused digit fits.
All three worked examples re-checked: 9 × 3 + 7 = 34, 9 × 8 × 3 − 4 = 212, and 2 + 7 × 8 − 1 = 57 — with every digit used once in each.
Speed drills in order: level 1–2 until a solving takes under 5 seconds, then level 3–4 under 15 seconds, then level 6 (a three-term product minus a digit) until you never stall on one.
Switch — the two-line method
Number the top symbols 1 2 3 4. Now read the bottom row one position at a time and write down the number of the symbol you find there. That string is the code. Do it left to right and never hold the whole row in your head.
Worked example. Top: ◆ ▲ ● ■. Bottom: ● ▲ ■ ◆. Bottom's first symbol ● sits at top position 3 → first digit 3. ▲ is at position 2 → second digit 2. ■ is at position 4 → third digit 4. ◆ is at position 1 → fourth digit 1. Code: 3, 2, 4, 1.
The elimination shortcut — this is how you get fast. You rarely need all four digits. Work out digit one, then cross out every branch whose first digit differs. Usually one or two remain; check digit two only on those. Two reads instead of four, on most items.
Reverse items (code + bottom row given, pick the top row): the code is an instruction. Code 4, 2, 1, 3 means put the bottom row's first symbol in position 4, its second in position 2, its third in position 1, its fourth in position 3. Place the four symbols in that order and the top row has assembled itself, no thinking required.
Chained items (two codes): do not build the intermediate row. Track one symbol through both codes — that single journey usually rules out every wrong pair. Confirm with a second symbol only if two pairs survive.
Target: single-branch items under 8 seconds, and the first reading correct. That is a speed you get from the elimination habit, not from being clever.
Grid — the recall comes first
- Name every dot the instant it appears, in a fixed vocabulary: "top-left", "middle-right", "bottom-centre". Naming is what makes the order survive.
- Lock the list before you touch the filler task. Re-say the whole list once, in order, then answer the symmetry/rotation question.
- Answer the filler, then immediately repeat the list once. That single repetition after each filler is the whole technique — silent memory decays in about three seconds, a re-said list does not.
- Four or more dots: chunk them. First two as one shape, last two as another, and remember the two shapes plus their order.
- Recall fast and in order. The round ends when the timer bar empties, and a half-finished recall scores nothing.
- If you blank: the first dot is the one you have rehearsed longest — click it first, then choose the rest by "which of these came later".
The spatial task is not the test. It exists to occupy the memory you need, so answering it slowly is a losing trade.
On the real test
- Two clicks, every item: choose the answer, then the lock/arrow. Get that rhythm from this trainer so the interface costs you nothing.
- Nothing here is typed. The whole Interactive Assessment is tapping: digits into gaps, a branch, grid cells.
- The timer is per game, not per question. Digit runs out at 6 minutes whether you have answered 5 items or 20 — so never sit still.
- Only the in-page arrow. Browser Back or Refresh errors the session; there is no going back to a previous item anyway.
- Do the example items. They do not score and they calibrate your clicking.
- Twenty minutes of rest before you start. Both the Grid and the Digit scores fall apart tired, and you get one attempt.