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FAQ/Walkthrough

by Gbness

Zoombinis: Mountain Rescue FAQ/Walkthrough
Version: Final
Copyright 2003 RichardB
E-Mail: [email protected]

******************
1. Version History
******************

Here's the version history to this guide for Zoombinis: Logical Journey:

=======================================================================
Version Final: The first, and almost definitely the final version of
this guide.
=======================================================================

1. Version History
2. Introduction
3. Legal Disclaimer
4. Email Rules
5. IM Rules
6. Basics
7. Walkthrough
7a. Zoombiniville
7b. Turtle Hurdle
7c. Pipes of Paloo
7d. Aqua Cube
7e. Track A: Beetle Bug Alley
7f. Track A: Chez Norf
7g. Track B: Bubble Bumpers
7h. Track B: Magic Mirrors
7i. Snowboard Gulch
7j. Boolie Boggle
7k. Boolieland
8. Outro
9. Credits

***************
2. Introduction
***************

This is my twelfth guide. I don't know just how many guides I will end up doing
in my GameFAQs career, but anyways this is the twelfth. Anyway, this is Gbness,
just a regular writer. If you're using this guide, you've likely played
Zoombinis: Mountain Rescue, and in that case you've probably played Zoombinis:
Logical Journey. Yes, I recently did a guide for Zoombinis: Logical Journey. I
figured that since this game was on the Requested FAQ List, there are no
current guides, and I've written a guide for the original, I'd write a guide
for this game.

And then I suppose I'll include my ramblings about the game. Okay then...
Zoombinis Mountain Rescue was a good game, but it was nowhere near as good as
Zoombinis Logical Journey was. They did have the same gameplay, but this game
just does not stand up to the excellent the previous game held. Still, this
game isn't bad. It has some good in all of its aspects, and even though it's
weaker in just about all of them compared to the first game, it is a good game,
worthy of being one for a computer, and especially if you've played the first
game, it is worth a shot.

I suppose that some people who came to this site looking for help on this game
aren't too familiar with regular guides, so I'll explain how this guide will be
done. It'll start off with this introduction, the legal disclaimer, the email
rules and IM rules, and then the basics for the game. You know, all the small
things that are needed for this game. After that, I'll give you the real
walkthrough for the game. After that is finished, the FAQ will end with the
outro and credits. That will be pretty much all. Remember, the guide itself is
laid out in a certain way and it isn't like a guide for an adventure game. It's
just helping you on the puzzles and guiding you through them, as opposed to an
adventure game guide's "turn left" and "turn right" stuff.

Anyway, thanks for choosing to read this guide. I don't deal with terrible
quality guides, so believe me I tried to make this guide as good as I could, so
enjoy. If you find any errors that I may not have covered in this game, please
feel free to e-mail me. I appreciate any sort of feedback that I receive, and
that even includes negative feedback. Just remember to give me a subject and
I'll be absolutely sure to read it if possible. Anyway, let's stop this long,
99% nonsensical introduction already and continue with the guide, shall we not?

 -Rich "Gbness" B.

*******************
3. Legal Disclaimer
*******************

You are NOT permitted to put this FAQ on your site without my permission first.
All you have to do is email me or IM me saying you want this FAQ on your site,
then you can tell me your site and the chance is high that I'll let you. But if
you put this FAQ on your site without my permission I swear you will regret it.
If I let you, not ONE word should be changed from this FAQ! NOT ONE! Got it?
Good.

4. E-Mail Rules: I love getting good emails, so you're free to email me with a
question any time, but I will not answer questions already answered in this
FAQ. These are the rules:

1. Don't send me a question for something that this FAQ shouldn't list anyway.
2. If you email me try to make it neat. There's a much higher chance I won't
respond to you if the email has ALL CAPS, no caps, and no short talk like i
instead of I, ur instead of you're, etc.
3. Don't send me advertisements. They will be ignored and deleted.
4. No silly stuff.
5. You must have a subject relating to the game. I will delete any emails that
don't.

If you follow these 5 rules there's a 99% chance I will respond to you within
12 hours.

***********
5. IM Rules
***********

I also like getting IMs, but don't send them to me too often, or they may be
ignored. I am on often, so feel free to IM me, but keep it light. However, you
are not allowed to use a lot of profane language. If you do, I might not want
to help you. Keep the message clean and I'll most likely talk to you.

*********
6. Basics
*********

Here are the basics and all of the stuff that you will probably need to know
before playing Zoombinis Mountain Rescue. Anything of slim importance, anyway.

=======================
WHAT'S THIS GAME ABOUT?
=======================

Ah, straight to the point. I guess that I'll just discuss the game's story.
This game doesn't have an instruction manual included with it for some reason,
so that's why I'm here... anyway, remember the first game, and the Zoombinis
got out of Zoombini Isle and went to live in harmony on Zoombiniville. This
game takes place when all the Zoombinis were living in harmony on
Zoombiniville, but a little something happened that ruined their harmony and
took them on a big adventure... Okay, maybe not a big adventure, but moving on.

One day, the Zoombinis were hunting for strawberries when all of a sudden, a
storm struck. The Zoombinis were very scared, and then they ran into a cave for
shelter. This cave had a door that was opened and closed by a wheel on the
outside. Inside the cave, the Zoombinis were scared to death. They encountered
some mysterious creatures called the Boolies inside, and even though no
Zoombini had ever seen a Boolie, they knew they were something to be feared. A
wise Zoombini ran outside of the cave, but then a bolt of lightning hit the
wheel.

This of course took the door right down, trapping this Zoombini's pals inside
the cave with the Boolies. The Zoombini tried as hard as he could to open the
door, but to no success. It would take at the very minimum sixteen to open it.
The Zoombini then went running back to Zoombiniville and told his friends about
it, and a search party was organized to help the other Zoombinis who were with
the Boolies. And thus the game starts at Zoombiniville.

====================
THE GOAL OF THE GAME
====================

Zoombinis Mountain Rescue is similar to Zoombinis Logical Journey in that you
are forced to get your Zoombinis to Booliewood, but unlike ZLJ, it only has
nine levels opposed to Zoombinis Logical Journey's twelve, and once you get
some Zoombinis all the way to Booliewood, you actually do not need to get the
full 625 Zoombinis to Booliewood, but perhaps this is a good thing because
about 1% of the people who played ZLJ have gotten all their Zoombinis to
Zoombiniville and built all 16 buildings.

=========
ZOOMBINIS
=========

Just in case you haven't played Zoombinis Logical Journey, I'll mention what
Zoombinis themselves are. Zoombinis are cute little blue characters that look a
lot like Kirby if you've heard of him, but they differ in a lot of ways.
Zoombinis have noses, hair, eyes, and feet that all differ. Basically, all
Zoombinis look the same, but no two Zoombinis are exactly equal.

=====
CAMPS
=====

This is yet another well known thing from Zoombinis Logical Journey, but again
some might not have played ZLJ, so I'll explain what these are. Camps are a
place to rest for the Zoombinis. Plus, if you want to go to the map, you have
to be on one of the four camps (two of them are Zoombiniville and Booliewood)
to go back if you need to for some reason without losing all of your work. The
other two camps are just Rescue Site I and Rescue Site II, not really anything
that special to talk about.

=================
DIFFICULTY LEVELS
=================

As opposed to Zoombinis Logical Journey's four difficulty levels, Zoombinis
Mountain Rescue only has three. Those are Not So Easy, Oh So Hard, and Very
Hard. In Not So Easy (which is actually easy), the puzzles usually don't prove
too much difficulty. In Oh So Hard, the puzzles take a big step up, but if
you're careful and intelligent they still shouldn't prove too much of a
challenge. In Very Hard, they get, well, very hard. Beware of the difficulty
when you get that far.

**************
7. Walkthrough
**************

Here is the full FAQ for Zoombinis Mountain Rescue. Trust me, you have no need
to fear that this will be a huge guide, because as this game has only eight
levels (actually 10 if you include Zoombinville and Boolieland), so obviously
the FAQ can't be big. Anyway, enough of that. This guide isn't going to provide
seperates guides for the multiple difficulty levels. It'll just say some stuff
about what it'll be like at higher levels, so don't expect anything like that.
All the walkthrough will do is help you and tell you what to do in the puzzle,
so hopefully you can do it better the next time you do it. ^_^ Now that you're
ready... Let's get it ON!

*****************
7a. Zoombiniville
*****************

Zoombiniville/The Zoombini Picker isn't really a level, but it's where all the
Zoombinis live at the current time. In the middle of the screen, you will find
buttons that will decide the Zoombini's features, and then you can push the
button on the right of that and the Zoombini that looks just like your sketch
will appear. You can call all 16 that you need if you want by pushing the "16"
button, and a random one if you want by simply pressing the "1" button. When
you have all 16 ready and you are prepared for the journey ahead of you, just
push the green arrow button.

*****************
7b. Turtle Hurdle
*****************

Remember the Lion's Lair from Zoombinis Logical Journey? Well, a similar game
is put into Zoombinis Mountain Rescue, this one called Turtle Hurdle. See the
log in the water? Well, this means a lot. The turtles in the water will take
the Zoombinis across, but only in a certain order. Here's an example: Let's say
that the log has blue, green, red, purple, and white noses, in that order on
it. In this case, you would put all the blue-nosed Zoombinis on the turtles
FIRST, then when they ran out, you'd do the same with the green. At higher
modes however, not all of them would be displayed. Remember that there are only
so many incorrect choices you can make before the boat falls.

******************
7c. Pipes of Paloo
******************

I'm sure that you know that this exact puzzle came from Stone Rise in Zoombinis
Logical Journey, but just in case you did not know that and are new to this...
The way to get out of here is through the pipe on the right, but you need to
get the water running. To get it running, correct Zoombinis must be on the
correct pipes, otherwise they will not flow in. In Not So Easy mode anyway,
there are sixteen of these, and in eight pairs. In each pair, two are
connected. A Zoombini feature is also displayed on the pair of pipes. You have
to put two Zoombinis together on each, but they have to have matching features.
This isn't hard, but it is sure time-consuming, I have to admit. *growl* At
harder levels, the pipes are connected more and it gets far more complex.

*************
7d. Aqua Cube
*************

My very least favorite level in the whole game, this is one of the most
complicated and least intellectual puzzles ever thought up in history. You know
the Zoombinis' cousins, the Fleens? They are in the Aqua Cube's bubbles, and
running into them is evil business. All of the Zoombinis and Fleens are trapped
inside the cube. You want to get as many Zoombinis inside the ball of light as
possible, but NO FLEENS WHATSOEVER. Do not even get near them, or it could be
good-bye. Anyway, this has really bad control and even I hardly understand this
system. On the right, there are levers that move the light ball. It's hardly
predictable for all that I know. I hate this puzzle. Worst. Puzzle. Ever. At
higher levels, a warp option and more levers appear.

=============
RESCUE SITE I
=============

The Zoombinis are now in more trouble with the Boolies, because more are
trapped with the Boolies. Now, we need to gather up eight Zoombinis. We have
two tracks to go through, so I'll refer to them as Track A and Track B. Only
eight Zoombinis can go. Anyway, I'll go with Track A and then I'll handle Track
B after that. Here we go with more puzzles!

*****************************
7e. Track A: Beetle Bug Alley
*****************************

This is one of the funnest puzzles in the game, and it's especially creative
compared to a few other puzzles. Anyway, on the marbles above you can see
beetles on colored marbles. All of the beetles are different colors, as are the
marbles. So what we have to do is (you guessed it), get all of the beetles on
the correct colored marbles. The buttons on the bottom of the screen will move
the beetles. It'll show the two marbles and the areas the beetle will move to.
In case you don't understand, here's an example diagram:

0     0

0-----0

0     0

Very few puzzles will have something like this, but it's an example. If you
press that button in that example, the beetle will move from the middle-left to
the middle-right, and so will the one on the middle-right moving to the
middle-left. Anyway, once the lights are on above a door, the door can be
opened. Pull the switch to the right of the doors and Zoombinis will head
through the open doors. It can only be pulled twice.

**********************
7f. Track A: Chez Norf
**********************

Remember Pizza Pass from Zoombinis Logical Journey? This is very similar. This
however is a bit more tricky. A bunch of tree trolls (called the Norfs) will be
seated at the table. All of them will give you hints to what they want, what
they don't want, what their neighbors want, etc. The Order Pad on the top-left
of the screen will sort of let you keep track on what a troll likes or dislikes
by clicking on it. This could be handy if you forget something. Anyway, this
game is fun. Also, it could get funny if you give the Norfs the wrong thing, so
don't get worried on this part.

Now I'll do Track B.

***************************
7g. Track B: Bubble Bumpers
***************************

This is akin to Bubblewonder Abyss from Zoombinis Logical Journey. There is a
pattern right above a river making a bridge, but it is magical in a way, and
the Zoombinis have to ride bubbles to get to the other side. Alright, now we
want all the Zoombinis to get across. How do we do this? Place a Zoombini on a
crater right close to where they are. A bubble will appear around them and you
can see where they're going. Magnets will take the Zoombinis back so try to
avoid them. Normal arrows will take the Zoombinis in the direction they are
pointing in, and arrows with a feature on them makes them travel in a certain
direction, but depending on if they have the feature. Some arrows change when
walked on. Whirlpools will make the Zoombinis disappear. AVOID THEM AT ALL
COSTS. This is tricky, so be careful not to screw up! At higher levels, the
pattern gets even tougher.

**************************
7h. Track B: Magic Mirrors
**************************

This puzzle is somewhat similar to Fleens from the first game. On the wall,
there are images of the Fleens, the Zoombinis' deadly cousins. Actually, most
of these images aren't actually real... but one of them is. The cannon at the
bottom of the screen needs to fire at a Fleen. If it's a real Fleen, it will
run away. If it's an image, it will show how many features on it are alike to
those of the real Fleen, but it won't show which features. In Not So Easy mode,
you only have twelve shots, and when you run out you have to use Zoombinis, who
easily run out. At higher levels, you have less and less cannonballs to get
them, and the wall becomes much bigger. Good luck! This is the second most
awful level in the game, in my opinion anyway.

==============
RESCUE SITE II
==============

All the Zoombinis will get trapped with the Boolies. But then, they take a
close look at them. Some had happy faces and some had sad faces. The Boolies
weren't dangerous creatures at all! Instead, they needed to get back to
Booliewood. And so the Zoombinis volunteered to help their new friends. And now
we have to go through the next two levels to reach Booliewood. Neither of them
have very much difficulty in them compared to levels like Magic Mirrors, Beetle
Bug Alley, or Aqua Cube, so that's a good thing.

*******************
7i. Snowboard Gulch
*******************

This puzzle is similar to Stone Cold Caves in Zoombinis Logical Journey, but a
little different. There are four paths down below, three guarded by Norfs and
one free. Now what we want to do is go down the free path and leave the Norfs
alone! The sign on the right of the screen has images that'll show you more or
less what to do with a few features of Zoombinis. To send them down these
paths, just grab the Zoombini and put them above the path. Still, do not try to
run over the Norfs! If you do, they get mad. If they get mad enough, they can
block all four paths so you cannot go further at all. So part of this can be
guesswork. Anyway, at higher levels less things will show up on the sign.

*****************
7j. Boolie Boggle
*****************

This is the final puzzle, where the Zoombinis are going to help the Boolies get
across to the other side of the river and into Booliewood. However, there are
happy and sad Boolies. To get across the river, the Boolies need boats. Each
Zoombini (there are eight we have here) has a boat. Only the happy Boolies will
jump into the boat and get to Booliewood. Now, the way to change them will be
with the pinball machine here. Unfortunately though, this isn't a pinball game!
^_^ We can get the pinballs to strike whichever Boolie we want. When a ball
hits a Boolie, they will change their state. However, the Boolies next to them
will likely change their state as well, so we want all the Boolies here to be
happy. However, we can't do this forever. You just have a limited number of
pinballs. At higher levels, the number will decrease and there will be even
more Boolies waiting to be happy.

**************
7k. Booliewood
**************

And at last the Zoombinis and the Boolies reach their new home, the Booliewood.
But when they get there, they find that the whole town is deserted. All the
Boolies had left, so obviously the mayor, Grand Boolie Boolie had to leave. If
the town is re-populated with 400 Boolies, the mayor will return! So now, if
you really want to get him to return, go back to Zoombiniville and start
sending Zoombinis across this journey again! In Boolie Boggle, try to be as
successful as you can, because sometimes the number of Boolies that get there
is really high. Also note that I have not seen the Grand Boolie Boolie return.
If you ever do, please e-mail me and tell me what happens. Thanks a lot for
that if you do. Anyway, good luck! You have completed Zoombinis Mountain Rescue
for the first time.

********
8. Outro
********

Thanks for reading this guide, and it is dedicated to the entire board of the
FAQ Contributors and its social board. I am proud to be a part of it and a
contributor, so hopefully you enjoyed this guide. Look for another million
guides that I'm hopefully going to do in my future.

**********
9. Credits
**********

Gbness: For wasting his time and having a small enough life to do this guide.
CJayC: Excellent web site, one of the best on the web, and being a great person
for hosting this guide on his site.
My father: Getting me this game on my birthday, even though I was hoping for a
ZLJ-quality sequel.

And of course, there are a lot of FANTASTIC authors on the GameFAQs FAQ
Contributors and Social Boards. Some day, I really want to meet these authors
in person; they rule that much! Thanks to most of you for supporting me at
times. Check them out at these links:

� Cyril: (Stephanie Nutter)
http://www.gamefaqs.com/features/recognition/26010.html
� Psycho Penguin: (Steve McFadden)
http://www.gamefaqs.com/features/recognition/9471.html
� DBM11085: (Devin Morgan)
http://www.gamefaqs.com/features/recognition/3579.html
� ZoopSoul: (David McCutcheon)
http://www.gamefaqs.com/features/recognition/26774.html
� Supernova54321: (Duncan Hardy)
http://www.gamefaqs.com/features/recognition/22472.html
� Fox: (Martin Dale-Hench)
http://www.gamefaqs.com/features/recognition/30730.html
� Meowthnum1: (Trace Jackson)
http://www.gamefaqs.com/features/recognition/11356.html
� BSulpher: (Brian Sulpher)
http://www.gamefaqs.com/features/recognition/19608.html
� BTB: (Chad Steele)
http://www.gamefaqs.com/features/recognition/26608.html
� Karpah: (Rebecca Skinner)
http://www.gamefaqs.com/features/recognition/22431.html
� AlaskaFox: (Ronan Murphy)
http://www.gamefaqs.com/features/recognition/7818.html
� Snow Dragon: (Jesse Eubanks)
http://www.gamefaqs.com/features/recognition/10258.html
� Warhawk: (Stephen Harris)
http://www.gamefaqs.com/features/recognition/12949.html
� SinirothX: (Nick Henson)
http://www.gamefaqs.com/features/recognition/30775.html
� Gbness: (Richard B.)
http://www.gamefaqs.com/features/recognition/32454.html

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