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 ---END OF FILE---