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koala.txt
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1997-02-08
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A STEP-BY-STEP WALK THROUGH FOR
KOALA LUMPUR: JOURNEY TO THE EDGE
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.