Koala Lumpur: Journey to the Edge
PC
Warning: The following is a detailed walkthrough of Koala Lumper. It will help you solve the game. Please, DO NOT READ FROM START TO FINISH. If you do, a horrible fate might befall you. Have you ever been befallen? I was befallen once. It wasn't pleasant.
A STEP-BY-STEP WALK THROUGH FOR KOALA LUMPUR: JOURNEY TO THE EDGE THIS WALK THROUGH WILL TAKE YOU THROUGH THE GAME FROM START TO FINISH SO...IF YOU WANT TO TEST THE WATERS YOURSELF... DO NOT READ ON! Search for Dr. Dingo: The point of "Search for Dr. Dingo" is to find Dr. Dingo so that he can accompany Koala and Fly for the remainder of the adventure. To free Dingo from the filing cabinet in which he has locked himself, the Player can either figure out how to unlock the filing cabinet or shoot the Hunter-Seeker missile at the filing cabinet to blow it up. Briefly, these are the essential steps to both of those solutions: Get elevator key card in green book. Find computer log-in password in yellow book's "to do" list ("steamer"). Find encoded filing cabinet password and the appropriate decoding scheme in maroon book (notice letters on corners of book pages). Send Fly into the filing cabinet keyhole to discover Dingo inside. Unlock elevator in shed with key card. Turn elevator hand crank and press the down button to get to the lab. Locate the generator switch in the lab and turn on the generator. To unlock the filing cabinet: Pick up a piece of Dingo's clothing (for use with the sniffer) and store this item in Koala's Fez for later use. Connect the Computer to the filing cabinet with the network patch bay. Turn on the Computer and log in with the correct password ("steamer"). Decode the filing cabinet password with the correct encryption scheme ("pememez" decodes to "bananas" with the infinity symbol). Download the decoded password to the filing cabinet. Return to the trailer and turn on the refrigerator/filing cabinet's terminal. While holding Dingo's clothing, click to open the cabinet. Dingo is unlocked if the password is correct and the sniffer detects Dingo. To blow up the filing cabinet: Connect the Identi-Kit to the Computer at the network patch bay. Assemble a picture of Dingo on the Identi-Kit and download it to the Computer. Connect the Computer to the Hunter Seeker Missile with the patch bay. Turn on the computer and log in with the correct password ("steamer"). Locate Dingo's picture in the Computer's data storage area and download it to the Hunter-Seeker missile terminal. Return to the Hunter-Seeker Missile terminal and turn it on. Confirm Dingo as the missile's target and fire it! Return to the trailer to find Dingo. After watching the animation that shows Dingo getting out of the filing cabinet, you'll need to place his marbles back into his brain. Do this by clicking on each marble to pick it up (only one at a time), and clicking again over each hemisphere of Dingo's brain to drop the marble inside. You'll now watch an animation showing Koala and Dingo depart from Dingo's atoll, and you'll regain control back inside of the TTRV. This is a good time to save your game (CTRL-S). You can play any of the remaining 3 episodes in any order. Each of the 4 animating icons on the TTRV's "map" represents each of the 4 episodes. Clockwise from the upper left they are: Dingo's atoll, Land of Lost Things, Stream of Consciousness, and Eye in the Sky. Land of Lost Things Pick up the bone lying on the ground just to the right of the TTRV. Place it into inventory by clicking on Koala's fez. Enter the first pipe maze opening you see as you scroll the screen to the right (it resembles the tail of a WWII warplane). Move through the maze, turning right twice. You will emerge in the Lost Expedition Clearing. Pick up (and read) the Lost Expedition Log Book. Reenter the pipe maze. Move through the maze, turning to the right once. Pick up the wrench you find in the clearing and place it into Koala's fez. Reenter the pipe maze. Move through the maze, turning right and then left. You should emerge in the "arrival clearing" and see the TTRV still parked there. Now enter the other pipe maze entrance from this clearing (not the one that looks like the WWII plane). You will emerge in the "pipe lid" clearing. Pick up the broken TV set lying on the ground, and place it into inventory by clicking on Koala's fez. Click on Koala's fez. When inside the fez, click on the wrench. This should prompt Koala to open the pipe lid. After it is open, you'll automatically enter the pipe. Move through the maze, making a left turn at the first intersection, and a right turn at the second. You should emerge in the "catapult clearing." Click on Koala's fez and retrieve the bone from inventory. Scroll to the right until the bone is being "zapped" by the laser beams surrounding the catapult. As soon as the catapult launches, click on the pipe entrance behind it. Move through the maze making a left turn when you get to the intersection. You'll emerge into a "3-way" clearing. Reenter the pipe maze by clicking on the pipe opening to left of the one you just came out of (that's the one on your left, not Koala and Dingo's left!). Move through the maze, making a right turn when you have the opportunity. You'll emerge into the "bomb" clearing. Click on the bomb's "timer" to cause it to explode. You'll be blasted to another clearing in the maze. Pick up the goblet you find on the ground in the clearing you land in, and place it into inventory by clicking on fez. Move through the maze making a left turn when you get to the intersection. You'll emerge into a "3-way" clearing. Reenter the pipe maze by clicking on the pipe opening that has the wooden plank in front of it (there's two openings, and this is the one on the left). Move through the maze, making a right turn and then a left turn. You should arrive in the catapult clearing again. Pick up the bone (the same one you had before) that is lying on the ground in this clearing. Use it to trigger the catapult and click on the pipe opening behind the catapult. Move through the maze making a left turn when you get to the intersection. You'll emerge into a "3-way" clearing. Reenter the pipe maze by clicking on the pipe opening just to left of the one you just came out of (that's the one on your left, not Koala and Dingo's left!). Move through the maze, making a right turn when you have the opportunity. You'll emerge into the "bomb" clearing. Exit the bomb clearing by entering the pipe opening behind the crater left by the exploded bomb (there's only two exits from this clearing, and this is the one you didn't just come in through). As you move through the maze, turn right when you can. You'll emerge into the "winch bone" clearing. Pick up the winch bone you see lying on the ground in this clearing, and place it into inventory. Reenter the pipe maze. Make a right turn when you have the chance. You'll emerge into a "4-way" clearing. Reenter the pipe maze through the pipe that has the spare tire in front of it. As you move forward and emerge into the next clearing, Koala and Dingo will be trapped in a cage. Click on Koala's fez and retrieve the winch bone from inventory. While carrying the bone, click on the winch just to the left of the cage trap. When the bone is properly inserted, click on the winch again and Koala and Dingo will be freed. Reenter the pipe maze using the opening on the opposite side of the clearing (the one that doesn't have the cage trap in front of it). Congratulations! You've successfully navigated the pipe maze. The clearing you just arrived in is the entrance to Junk City. Click on the door (the only one in this clearing). Inside Junk City, scroll up and click on the door just above the one you came in. Click on the door opening again to enter Immigration. After being ejected by the guard dog, click on the door to Immigration to try again. This time, fly is placed in Dingo's head so that you can tell Dingo what to say. Inside Dingo's brain, do the following to satisfy the guard dog: say "bow wow" and wait for the guard dog to respond "bow wow"; present your butt for sniffing (by clicking the "butt" button); say "woof bark arf bark" and wait for the guard dog to respond "woof whine pant"; say "arf yelp whine" and wait for the guard dog to respond "bark grrr"; now "sign in" by clicking on the fire hydrant button and wait for the guard dog to say "bark" and turn his back to you. Now that you're outside of Dingo's brain, you'll need to place a bribe for the guard dog. Click on Koala's fez to access inventory and retrieve either the goblet or the TV. Place the retrieved item on the ground in front of the guard dog. After Koala and Dingo are done talking, the guard dog will signal that it's OK for you to pass. At this point, you'll see Koala and Dingo go up the pipe to Customs. At the end of the animation you'll end up back inside Dingo's head. Do the following to satisfy the Customs guard dog: sniff his butt (click the "nose/butt" button); say "arf bark woof bark" and wait for the guard dog to respond "woof whine pant"; say "arf yelp whine" and wait for the guard dog to respond "bark grrr"; now "sign in" by clicking on the fire hydrant button and wait for the guard dog to say "bark" and turn his back to you. Click on Koala's fez to access inventory and retrieve either the goblet or the TV. Place the retrieved item on the ground in front of the guard dog. After Koala and Dingo are done talking, the guard dog will signal that it's OK for you to pass. At this point, you'll be entering Woody Knot's throne room. When the non-interactive sequence is over, Dingo will be lying on the ground and Koala will be trapped beneath the all-seeing helmet. Click on the jet pack on the back of the guard dog on the right side of your screen (he's the one directly beneath the ceiling fan). After Dingo retrieves the scroll piece, pick up one of the pieces of dog meat and use it to lure the other guard dog away from the switch he's guarding. By keeping the meat close enough to the dog, you'll be able to get him to walk all the way to the throne room's cannon (about 180 degrees from the throne you'll see an opening to the barrel of the cannon). Drop the meat into the cannon while the dog is still being lured by it. You should see the dog bend over and start chewing the meat. Fire the cannon by clicking on the light blue "pullcord" to the upper right of the cannon. Flip the switch that the guard dog was guarding and then open the exit to the throne room (the door directly below Koala). When you exit the throne room, you'll see a non-interactive sequence that will complete this episode of the adventure. Once back in the TTRV, select another episode. Stream of Consciousness After the opening animation has played, navigate to the fortune teller and click the "button" on his forehead. After Koala retrieves the scroll piece, click on the fortune teller again to get a ticket. Click on the ticket. Click on the train when it arrives in the station. Once inside Dingo's brain and Tuff Luv prompts you to do some word association, click on the following series of words: Please unpack my emotional baggage. Once you're off the train of thought, navigate to the door of the train station and open it by clicking on it. Click again on the open door to enter the house of doors. In the house of doors, Tuff Luv will ask Dingo a number of questions. The answers to the eight questions are as follows: C, B, A, B, C, C, B, A. After confronting Dingo's phobias, you'll be back in the train station and ready for another word association game. Click on the fortune teller to get a ticket, click on the ticket itself, and then click on the train when it arrives. The words to select once inside Dingo's brain are: Beneath this tough Dingo exterior scared little pup. Upon completion of the word association, you'll progress to the next train station. Once off the train, navigate to the giant wooden teeth and click on them. Click once again to actually go into the mouth. You should now see a non-interactive sequence that leaves you in the House of Self Knowledge searching for another scroll piece. The scroll piece is located on a stack of papers on an end table next to a couch. Clicking on this scroll piece brings this episode to a close (Don't click on the scroll piece right away, though, if you want to see some interaction between Dingo and Tuff. Clicking on Dingo or Tuff will also get a reaction). Once back in the TTRV, select another destination. Eye in the Sky After the opening non-interactive sequence, you'll be left in Annie Body's bedroom with Dingo locked up inside her "dress-up" wardrobe. To get Dingo out, you must get him back in his own clothes. Click on the head, body, legs, and feet on the "dress-up" controller so that each item is highlighted blue. You'll need to press the left arrow button five times and then hit the "Dress" button to get Dingo back into his own clothes. Pick up Koala's clothes that are lying on the floor. Exit Annie's bedroom by clicking on the big cat face door just to the left of the "dress-up" controller. Click again to go through the open door. Navigate through the space station "hub" by dragging fly to the bottom edge of the screen. Enter the second door you see on right. You should end up in the galley and find Koala in a diaper sitting at a "tea party." Click on Koala while holding his clothes to get him dressed again. At this point, Koala picks up the scroll pieces from the table and you must now figure out how to escape from Annie's space station. Click on the puzzle piece that Koala had been sitting on and, while holding it, click on Fez to place it into inventory. Exit the Galley by clicking on the cat face door you came through before. Click again to go through the open door. Back in the hub, drag fly to the bottom of the screen until you see a door on the left hand side of the hallway. This is the Door to the Captain's Bridge. Click on the door. You should now see a close-up of a Number Lock. NOTE: You have ten (10) guesses to get the correct three digit number to unlock the door to the Captain's Bridge. The arrows above and below the number digit increase or decrease that digit's value. The button with the hand on it to the right of the numbers enters your guess. The arrow bar to the left of the numbers tell you if your number is too low or too high. The arrow bar will change into an equals sign when you guess the right number. Enter 499 Add or subtract 250 depending if your guess is too low or too high. Add or subtract 125 depending if your guess is too low or too high. Add or subtract 62 depending if your guess is too low or too high. Add or subtract 31 depending if your guess is too low or too high. Add or subtract 16 depending if your guess is too low or too high. Add or subtract 8 depending if your guess is too low or too high. Add or subtract 4 depending if your guess is too low or too high. Add or subtract 2 depending if your guess is too low or too high. Add or subtract 1 depending if your guess is too low or too high. The arrow bar to the left of the numbers should turn to an equals sign, and you will hear a click signifying that the door to the Captain's Bridge is now unlocked. Click on the door to the Captain's Bridge to open it and click again on the open doorway to enter the bridge. When you're inside the Captain's Bridge, scroll down to the bottom where you should see a maroon-colored control panel with a lever on it. This is a Telepad Control Panel. Click on the Telepad Control Panel. This should give you a close up of the Telepad Control Panel. Make note of the coordinates of this Telepad Control Panel for future reference (Doll, Hand 4, Auto, House). Exit the Telepad Control Panel by clicking either to the far left or far right of the screen. Scroll to the top of the Captain's Bridge. Click on the door to open it and click again on the open door to get back to the hub. Move Fly to the bottom of the screen to navigate "down" in the hub. Stop at the first door to the right. This should be a Tractor Beam Corridor. Click on Koala's fez to access your inventory and, once inside of Fez, retrieve the puzzle piece by clicking on it. Click on the red control panel to the left of this door. Drop the puzzle piece you're still holding into place on the control panel. Take note of the LED pattern on the face of the control panel. The LEDs indicate the force field patterns within the corridor. Note that the fields cancel each other out when they pass through each other. Also take note of the "pie piece" patterns at the end of each of the three corridors on the space station map (located on the bottom half of the control panel you're looking at now). You can tell which corridor you're about to enter because your current position in the space station is indicated by the small "x." Write down each of the three patterns, and mark the one for the corridor you're about to enter. Click on either the right or left edge of the screen to exit the close-up view. Click on the door next to the control panel and it should now open. Click again to go through the open door. Navigate corridor number one, making sure not to come in contact with the force fields traversing the corridor. You can move forward by moving Fly to the upper center portion of the screen, and you can move backward by moving Fly to the bottom center portion of the screen. You can stop by either centering Fly on the screen or by moving him to the left or right edge of the screen (this is easier and provides better control). When you've reached the end of the corridor, click on the "cat face" in front of you to exit the corridor. You should now be in the Stinger Puzzle Room. Click on the Stinger Puzzle Control Panel located in the middle of the Stinger Puzzle Room. This should give you a close up of the Stinger Puzzle. Rotate the rings of the Stinger Puzzle to create a pattern that matches the pie piece pattern that you took note of before entering the corridor. Segments are highlighted (pink) when there are two adjacent segments (on separate rings) that "match" (i.e., the two adjacent segments either both have a star in them or both don't). Note that the outer two rings don't affect the inner two rings (i.e., two adjacent and matching segments on the middle two rings won't be highlighted). The easiest way to solve Stinger Puzzle is to rotate the outermost ring until the outer two rings match the pattern on the control panel at the entrance of this particular Tractor Beam Corridor. Do the same for the inner two rings. Make sure to not only match the pattern, but to have it oriented properly (not only do the highlighted pie piece shapes need to be in the proper pattern relative to each other, they must be, as a group, positioned exactly as you saw the pattern on the space station map. When the Stinger Puzzle is solved, an animation of the power for the Tractor Beam shutting off should play. A Telepad should now be exposed to the left. Click on the Telepad's Control Panel Make note of the coordinates of this Telepad Control Panel for future reference (Hand 0, Hand 0, Hand 0, Umbrella). Enter the Captain's Bridge's coordinates using the up and down arrows on the Telepad Control Panel. (Doll, Hand 4, Auto, House) Exit the Telepad Control Panel by clicking either to the far left or far right of the screen. Click on the Telepad Control Panel's Lever to activate the Telepad. You should be teleported to the Captain's Bridge. Scroll to the top of the Captain's Bridge. Click on the door to open it. Click on the open doorway to enter the hub. Scroll downward in the hub. Stop at the first door to the right. This should be a Tractor Beam Corridor you just finished. Click on the Tractor Beam Corridor Control Panel to retrieve the Puzzle Piece. Exit the Tractor Beam Corridor Control Panel by clicking either to the far left or far right of the screen. Scroll downward in the hub. Stop at the second door to the right. This should be another Tractor Beam Corridor. Click on the Tractor Beam Corridor Control Panel Insert the Puzzle Piece into the Puzzle Piece Impression. Again, take note of the "LED" pattern that displays the force field pattern inside of the corridor, and also take note of the pie piece pattern for this corridor. Exit the Tractor Beam Corridor Control Panel by clicking either to the far left or far right of the screen. Click on door to the Tractor Beam Corridor. Click on the open doorway to enter the Tractor Beam Corridor. Navigate through the Tractor Beam Corridor avoiding the red energy beams. Click on the door at the end of the Tractor Beam Corridor. You should now be in the Stinger Puzzle Room. Click on the Stinger Puzzle Control Panel located in the middle of the Stinger Puzzle Room. This should give you a close up of the Stinger Puzzle. Rotate segments of the Stinger Puzzle to match the pie piece pattern on the control panel at the entrance of this particular Tractor Beam Corridor. When the Stinger Puzzle is solved, an animation of the power for the Tractor Beam shutting off should play. A Telepad should now be exposed to the left. Click on the Telepad Control Panel Make note of the coordinates of this Telepad Control Panel for future reference (Hand 0, Hand 0, Hand 0, Flower). Enter the Captain's Bridge's coordinates using the up and down arrows on the Telepad Control Panel. (Doll, Hand 4, Auto, House) Exit the Telepad Control Panel by clicking either to the far left or far right of the screen. Click on the Telepad Control Panel's Lever to activate the Telepad. You should be teleported to the Captain's Bridge. Scroll to the top of the Captain's Bridge. Click on the door to open it. Click on open doorway to enter the hub. Scroll downward in the hub and stop at the third door to the right. This should be the Tractor Beam Corridor you just finished. Click on the Tractor Beam Corridor Control Panel to retrieve the Puzzle Piece. Exit the Tractor Beam Corridor Control Panel by clicking either to the far left or far right of the screen. Scroll downward in the hub. Stop at the second door to the right. This should be the final Tractor Beam Corridor. Click on the Tractor Beam Corridor Control Panel. Insert the Puzzle Piece into the Puzzle Piece Impression and again note both the LED pattern and the pie piece pattern for this corridor. Exit the Tractor Beam Corridor Control Panel by clicking either to the far left or far right of the screen. Click on door to the Tractor Beam Corridor. Click on the open doorway to enter the Tractor Beam Corridor. Navigate through the Tractor Beam Corridor avoiding the red energy beams. Click on the door at the end of the Tractor Beam Corridor. You should now be in the Stinger Puzzle Room. Click on the Stinger Puzzle Control Panel located in the middle of the Stinger Puzzle Room. This should give you a close up of the Stinger Puzzle. Rotate segments of the Stinger Puzzle to match the pied pattern on the control panel at the entrance of this particular Tractor Beam Corridor. When the Stinger Puzzle is solved, an animation of the power for the Tractor Beam shutting off should play. A Telepad should now be exposed to the left. Click on the Telepad Control Panel Make note of the coordinates of this Telepad Control Panel for future reference (Hand 0, Hand 0, Hand 0, Fish). Enter the Captain's Bridge's coordinates using the up and down arrows on the Telepad Control Panel. (Doll, Hand 4, Auto, House) Exit the Telepad Control Panel by clicking either to the far left or far right of the screen. Click on the Telepad Control Panel's Lever to activate the Telepad. You should be teleported to the Captain's Bridge. Go up to the Big Screen with a picture of Annie in a Indian Chief's Headdress. On the Big Screen, click on the red button to the right. This button is close to the stairs to the right. Click on the button in the lower right corner. It has a three armed satellite on the button. This will bring up the Tractor Beam schematic for Annie's Satellite. The clue on how to teleport to the TTRV is also shown on this schematic. In the upper left corner of this schematic you will see a "Hand 2" symbol followed by three pie piece patterns that correspond to those on the space station map. Note that the Telepad coordinates for each of the Stinger Puzzle Rooms are the same except for the last coordinate. Taking the unique coordinate for each Stinger Puzzle Room and substituting it for the pie piece pattern it corresponds to will give you the coordinates for the TTRV (Hand2, Flower, Fish, Umbrella). Click on the Telepad Control Panel at the bottom of the Captain's Bridge. Input the coordinates for the TTRV (Hand2, Flower, Fish, Umbrella) Exit Control Panel. You'll now see an animation showing you departing the Eye in the Sky. You are now in the TTRV. This is a good place to save a game (Ctrl+S) Interactive Finale: Once you've completed each of the four episodes listed above, you'll see an animation that shows Macho Mental being released. Once you're back in the TTRV, you'll need to travel back to each of the 3 episodes other than Dingo's atoll. You can do this in any order, and this walk through suggests only one of several options (each slightly different). Click on the Eye in the Sky icon (lower left on the map). Watch the animation. Click on the Land of Lost Things icon (upper right). Watch the animation. Click on the Stream of Consciousness icon (lower right). Watch the animation. Now Dingo's head will explode and Koala will place Fly inside his brain to manipulate his thoughts. You should see a set of puzzle pieces inside of Dingo's brain. The objective here is to connect Dingo and Koala to the mallet (since, after all, that is what you're trying to get from Tuff Luv). Note how the following series of moves relates to the ending sequence you'll watch once the puzzle is solved. Connect [Koala/Dingo] to [Annie Body] + [Space Station] (the space station should now disconnect from Annie). Connect [Koala/Dingo] + [Annie] to [All Seeing Helmet] + [Woody] (Annie and the helmet should now be connected, and Koala/Dingo and Woody should now be by themselves). Connect [Woody] to [Tuff Luv] + [Mallet] (Woody and Tuff should now be connected, and the Mallet should be by itself). Connect [Koala/Dingo] to [Mallet]. That's it! Enjoy the ending sequence. Thanks for playing.Thanks to Revolution reader Mister S. Pain!
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