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Author: George K. Ison
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TIP: Any programs running in the background should be turned off. They will
greatly affect game play, especially the non-interactive ending sequence.
Dr. Dingo's Hideout
You must find Dingo so that he can accompany Fly and Koala 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.
Enter the trailer. To the right of the front door, you can watch different TV
channels, play different selections on the jukebox, and listen to phone
messages. Next to the telephone, get Koala out of the bathroom. Click the
light over the roll-top desk.
The preliminary steps, to both methods of finding Dingo, are as follows:
* Open the roll-top desk.
* Get elevator key card in the green book.
* Find computer Log-in password in yellow books' "to do" list ("steamer,
on page 9")
* Find encoded filing cabinet password and the appropriate decoding scheme
in maroon book (notice letters on corners of book pages-- P E M E M E
Z.)
* Open the refrigerator and send fly into the filing cabinet keyhole and
click on Dingo.
* Outside the trailer, unlock elevator in shed with key card.
* Enter elevator, turn hand crank and press the down button to get to the
lab.
* Locate the generator switch in the lab and turn on the generator.
Now SAVE GAME so that you can try both methods of freeing Dingo.
Unlocking 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 (intersection of left-side wavy red spiral and the
top bar lock symbol.) At the tape recorder, listen to a few of Dingo's logs
just for fun. Turn on the computer (by the tape recorder) and log in with the
correct password, "steamer."
Click the left down arrow for the decoding program. Push the infinity symbol
at the top. Type in the pass-code "PEMEMEZ", then hit the left ??!! button.
You'll see the decoded pass-code which is "BANANAS." Download the decoded
password (click page with feet) to the filing cabinet.
TIP: If you want, click the up or down arrow till you see a diagram and click
the large ? for a description. You can scroll left or right for more diagrams.
Return to the trailer and turn on the refrigerator/filing cabinet's terminal.
While holding Dingo's clothing, click the right side purple key to open the
cabinet. Dingo is unlocked if the password is correct and the sniffer detects
Dingo.
Blowing up the Filing Cabinet.
Connecting the Identi-Kit to the Computer at the network patch bay (move the
network switch to the intersection of the mixed person symbol on the left and
the red wavy spiral symbol on the top.) Move to the terminal on the left and
turn it on. Assemble a picture of Dingo on the Identi-Kit (skinny dog wearing
pith helmet, guns, and holsters.) Koala will say "Unmistakably Dingo" when
it's correct. Hit the paper with feet.
Move back to the connection terminal and put the switch at the intersection of
the wavy red spiral on the left and the skull symbol on the top. At the
computer, next to the tape recorder, type in the password "steamer." Click the
left down arrow to see a picture of Dingo. Click the page with feet. Return
outside to the Hunter-Seeker missile terminal and turn it on. Click the
person/arrows button on the right and keep clicking any yes response on the
left to fire. Go back to the trailer for 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 (one at a time), and clicking again over
each side of Dingo's brain to drop the marble in place. With both marbles in
place, click the brain again to close it.
You'll now watch an animation showing Koala and Dingo departing the TTRV. SAVE
your game right here by pressing Esc then Save or simply press Ctrl-S and then
Save. Now you can restore the Laboratory save, where you first turned on the
lights, and try the other method of freeing Dingo. Move left to the machine
with four rotating dials. Click on the upper right rotating dial to go to the
Land of Lost Things.
Land of Lost Things.
Pick up the bone lying on the ground just to the right of the TTRV. Place it
in inventory by clicking it on Koala's fez.
NOTE: Move carefully through the mazes. Click on the side of the tunnel to
stop, if need be. Make sure you choose the correct direction when you come to
an intersection. Hold fly on side of the tunnel, where you expect to make the
next turn, to automatically make that turn.
As you scroll to the right, you'll see the tail section of a warplane leading
to a pipe maze. There's a star beneath it. Enter the tail section maze and
turn right twice. You will emerge in the Lost Expedition Clearing. To the
right, pick up (and read) the Lost Expedition Log Book and keep it. Reenter
maze, turn right, then straight. Get large wrench.
Reenter maze, turn left, then straight back to where you found the log book.
Reenter the maze. Turn left twice. You should emerge in the "arrival clearing"
and see the TTRV. Now enter the other pipe maze from this clearing (not the
tail section). You will emerge in the "pipe lid" clearing. Pick up the broken
TV set and place it in inventory by clicking it on Koala's fez.
Click on the fez again. When inside, click on the wrench. This should cause
Koala to open the pipe lid. After it's open, you'll automatically enter the
pipe. Turn left at the first intersection, then right at the second
intersection. You should emerge in the "catapult clearing."
SAVE!
Click on the fez and retrieve the bone. 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
and make a left turn at the intersection. You should emerge into a "three way"
clearing.
Reenter the opening to your left (from the one you just emerged from), not
Koala and Dingo's left. Move through the maze and make a right turn at the
intersection. You should emerge in the "bomb" clearing. Click on the bomb's
timer to cause it to explode. You'll be blasted to another clearing. Pick up
the goblet and place it in inventory.
Reenter the tunnel with the step in front of it. Move through the maze and
make two left turns at the intersections. You should arrive at the catapult
clearing again.
Pick up the bone again (the one you had before). Use it to trigger the
catapult, then click on the opening behind the catapult. Move through the maze
making two left turns at the intersections. You should emerge into a three way
clearing. Enter the pipe to your left (from where you just emerged), not Koala
and Dingo's left.
Move through the maze, making a right at the intersection. You should emerge
in the bomb clearing again. Enter the other pipe, behind the crater caused by
the exploding bomb. Make a right turn at the intersection. You should emerge
into the "winch bone" clearing. Pick up the winch bone and place it in
inventory.
Reenter the maze and turn right at the intersection. You should emerge into a
four way clearing. Reenter the pipe with the spare tire in front of it. Move
forward to the next clearing. Koala and Dingo will be trapped. Click on the
fez and retrieve the winch bone. Click the winch bone on the winch just to the
left of the cage trap.
Click on the winch/winch bone to free Koala and Dingo. Reenter the maze using
the opening on the opposite side of the clearing (the one that doesn't have
the trap in front of it.) The clearing you just arrived in is the entrance to
Junk City. Click on the door (the only one in this clearing.)
Junk City: Scroll up and click on the door just above the one you just came
in. Click on the door 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, click on "bow wow" and wait for the guard to say "bow
wow." Then click on the "butt" button to get sniffed; say "woof bark arf
bark." The guard should say "woof whine pant." Say "arf yelp whine." The guard
should say "bark grrr." "Sign in" by clicking on the fire hydrant button. The
guard should say "bark" and turn his back to you.
Take either the TV or the goblet from inventory and place it on the ground at
the guard dog. After Koala and Dingo are done talking, the guard 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 in Dingo's head again. The guard says "bow
wow." Answer him "bow wow," click the nose/butt button to sniff the guard, say
"arf bark woof bark," the guard should say "woof whine pant." Say "arf yelp
whine."
The guard says "bark grrr." Sign in by clicking the fire hydrant button. The
guard will say "bark" and turn his back. Place either the TV or goblet on the
ground at the guard. After Koala and Dingo are done talking, the guard will
signal for you to pass. 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 on the right side of your screen (he's the one
directly beneath the ceiling fan.) After Dingo retrieves the scroll piece,
pick up a piece of dog meat (drum stick) just to the left of the dog collar.
SAVE!
Scroll right to see the cannon and the opening at it's base. Notice the light
blue pull cord at the upper right. Use the meat 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 walk him (in small steps) all the way right to the
cannon. Drop the meat into the cannon opening.
While the dog is chewing the meat, pull the cord to fire 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. You're now back in the TTRV.
Click the surfboard looking thing, at the lower right, to go to the "Stream of
Consciousness."
Stream of Consciousness.
After opening animation, go to the fortune teller and click the button on his
forehead. After Koala retrieves the scroll piece (the scroll piece may appear
on another visit), click the fortune teller again to get a ticket. Click the
ticket. When the train arrives, click it. Inside Dingo's brain, Tuff Luv
prompts you in some word associations. Click the following series of words:
"Please unpack my emotional baggage." Once you're off the train of thought,
navigate to the train station door and open it. Click the train station door
again to enter the house of doors.
House of Doors: Tuff Luv asks Dingo some 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 the fortune teller to get a scroll piece. Click again
to get a ticket. Click on the train when it arrives.
Inside Dingo's brain, choose "beneath this tough Dingo exterior scared little
pup."
Upon completion of the word association, you'll go to the next train station.
Once off the train, navigate to the giant wooden teeth and click them. Click
again to go into the mouth. You should see a non-interactive sequence that
leaves you in the House of Self Knowledge searching for another scroll piece.
Click Dingo or Tuff a few times to see some interaction.
Next to the couch, click the stack of papers for a scroll piece. This takes
you back to the TTRV. Click the lower left swirling thing to go to the Eye in
the Sky.
Eye in the Sky.
After the opening non-interactive sequence, you'll be left in Annie Body's
bedroom with Dingo locked inside the "dress-up" wardrobe. You must get Dingo
back in his own clothes. On the "dress-up" controller, click on the head,
body, legs, and feet so that each item is highlighted in blue. Press the left
arrow button five times, then hit the "Dress" button.
Dingo should be back in his own clothes. Pick up Koala's clothes that are
lying on the floor. Exit Annie's bedroom by clicking on the cat face door to
the left of the "dress-up" controller. Click again to go through the door.
From the door you just came out of, navigate through the station "hub" by
dragging fly to the bottom of the screen. Enter the second door on the right.
You should now be in the galley where Koala is in a diaper and sitting at a
"tea party." While holding his clothes, click on Koala to dress him. Koala
picks up the scroll pieces from the table. Now to escape from the space
station. Pick up the puzzle piece and place it in the fez inventory. You can
click the characters around the table, and the NASA skeleton. Exit the galley
through the cat face door you came through before.
Back in the hub, scroll down and enter the door on the left hand side of the
hallway. This is the door to the Captain's Bridge. Click on the door to see a
close-up of a Number Lock. You have ten guesses to get the correct three digit
number. The arrows, above and below the number digit, increases or decreases
that digit's value. The button with the hand on it enters your guess. The
arrow bar, to the left of the numbers, tells you if your number is too low or
too high. If you guess right, the arrow bar changes into an equal sign.
* Enter 499. If the red arrow points up, it means to add more. If it
points down, it means to subtract more.
* 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 equal sign, and you
will hear a click signifying that the door to the Captain's Bridge is now
unlocked. Open the door and enter the bridge.
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 (V shaped with maroon and
black stripes.) Click in the V shaped area and you should get a close-up of
the Telepad Control Panel.
Make note of the coordinates, of this panel, for future reference (Doll, Hand
4, Auto, House.) Exit the control panel by clicking either to the far left or
far right of the screen. Scroll to the top of the Captain's Bridge. Open the
cat face door and go back out to the hub. Navigate down and stop at the first
door to the right. This should be a Tractor Beam Corridor.
Get the puzzle piece from the fez inventory and click it on the red control
panel to the left of the door. Drop the puzzle piece into place on the control
panel. Notice the LED pattern on the face of the control panel. The LEDs
indicate the force field patterns within the corridor. Take note of the pie
section patterns, at the end of each corridor, on the bottom half of the
panel.
Beam Corridor #1: sometimes the beam corridors change location each game*.
The corridor you're now at is marked with a small "x." Write down each of the
three patterns, and mark the one for the corridor you're about to enter. Exit
the close-up and SAVE! You have to pass through a very long corridor and avoid
laser fields along the way. You can stop by moving fly to the side, move
forward by placing fly in the center of the hallway, or move back by moving
fly to the bottom of the screen. Turn background music off before entering a
beam corridor. It's critical that you hear the beam sounds correctly!
I discovered a method that worked for me. It enabled me to traverse the
corridor without encountering any lasers. Consider the following before trying
it:
*As you enter the corridor, wait. You should hear a series of three-shot
pulses. After the fourth three-shot pulse, immediately start forward. If
you've timed it correctly, you should safely reach the end of the hallway.
With the above paragraph in mind, enter the corridor and try that method. When
you've reached the end of the corridor, exit through the cat face door to the
Stinger Puzzle Room.
Click on the Stinger Puzzle Control Panel #1 located in the middle of the
room. You may have to move fly to the side to get the guys out of the way.
Rotate the rings of the puzzle to create a pattern matching the one you took
note of before entering the corridor. Segments are highlighted when there are
two adjacent segment rings that match (two stars or no stars.)
The two outer rings don't affect the two inner rings. The easiest way to solve
this puzzle is to rotate the outermost two rings until they match the pattern.
Then get the inner two rings to match the pattern. The pattern must also be
oriented according to your drawing. If you are taking a long time on this
puzzle, cheat by looking at the last page of this walkthru.
When the Stinger Puzzle is solved, the power for the Tractor Beam shuts off
and a Telepad will be exposed on the left. Click the Telepad's control panel
and make note of the coordinates for this location; Hand 0, Hand 0, Hand 0,
Umbrella. Now enter the Captain's Bridge coordinates, by using the up and down
arrows on the control; Doll, Hand 4, Auto, House.
Exit the close-up and click on the panel's lever to activate the Telepad. You
should be teleported back to the Captain's Bridge.
Captain's Bridge again
At the top of the bridge, go through the door back into the hub. Scroll down
to the first door on the right. This should be the Beam Corridor you just
finished. Retrieve the puzzle piece from the control panel. Scroll down and
stop at the second door on the right. This should be another Beam Corridor.
Insert the puzzle piece on the control panel, exit the close-up and SAVE!
Beam Corridor #2: make sure background music is off!
Again, you should have noted the LED pattern and the pie section pattern.
Navigate through the corridor as best you can or consider the following before
trying it:
*As soon as you enter the corridor, start counting along with the pulses and
continue counting even after you don't hear them. Try to duplicate the
interval of the pulses. At the count of 43 or 44, start forward. The count
will depend on how accurate you are in duplicating the pulse intervals.
With the above paragraph in mind, enter the corridor and try it out. At the
end of the corridor, go through the cat face door into Stinger Puzzle Room #2.
Stinger Puzzle #2
Try your luck on this puzzle. If you've no conscience, refer to the last page
of this walkthru. When the puzzle is solved, the corridor beam shuts down and
a Telepad is exposed to the left. Click on the Telepad Control Panel and note
the coordinates; Hand 0, Hand 0, Hand 0, Flower.
Enter the coordinates; Doll, Hand 4, Auto, House. Exit close-up and click the
lever. You should end up back at the Captain's Bridge. Scroll to the top of
the bridge and go through the cat door into the hub. Scroll down and stop at
the third door to the right. This should be corridor #2. Retrieve the puzzle
piece from the control panel and exit close-up.
Scroll down and stop at the second door to the right. This should be the final
Corridor #3. Insert the puzzle piece into the control panel. Exit close-up and
SAVE! Before trying the corridor, consider the following paragraph: (make sure
background music is off!)
*Just inside the door, wait. A group of lasers will eventually approach and go
away. A second group will approach and move away. Listen carefully and you
will hear a pulse group in the distance. After hearing a second distant pulse
group complete, start forward. If you time it near enough, you can safely
reach the other end without stopping.
With the above paragraph in mind, enter the corridor and try it out. Enter the
door at the end of the hallway. You are now in Stinger Puzzle Room #3. Rotate
the puzzle circles to match the pattern at the beginning of this corridor or
refer to the last page of this walkthru. Click the Telepad Control Panel on
the left and note the coordinates; Hand 0, Hand 0, Hand 0, Fish.
Enter the Captain's Bridge coordinates; Doll, Hand 4, Auto, House. Exit
close-up and click on the lever to return to the bridge.
Captain's Bridge (final time) Now you can turn background music back on.
Go up to the Big Screen with a picture of Annie in an Indian Chief's
Headdress. Click the red button on the right, next to the stairs. Click the
button at the lower right of the new screen. There's a three-armed satellite
on the button. This brings up a Tractor Beam schematic for Annie's Satellite.
A clue for teleporting to the TTRV is also shown on the schematic.
In the upper left corner of this schematic you will see a "Hand 2" followed by
three pie section patterns that are the same for each of the coordinates at
the Stinger Puzzles. They are in a different order that they were visited;
shown here as Two, Three, One. Note also that the coordinate colors are
reversed (light to dark and vice versa.)
With that out of the way, the coordinates for the TTRV are; Hand 2, Flower,
Fish, Umbrella. Scroll down to the Telepad Control on the floor. When those
coordinates are entered, exit close-up and see an animation showing you
departing the Eye in the Sky. Once the four episodes, listed above, are
completed, you'll see an animation of Macho Mental being released.
Back in the TTRV, SAVE! If you have any programs running in the background,
turn them off! If you don't, the ending sequence might not show even though
you still hear it. You should have only what's necessary to keep windows
running. Now you have to travel to each of the 3 episodes other than Dingo's
atoll. Click on the Eye in the Sky, lower left on the map, and watch the
animation. Click on the Land of Lost Things, upper right, and watch the
animation. Click on the Stream of Consciousness, lower right, and watch the
animation.
Dingo's head explodes and fly is placed inside the brain again. You should see
a set of puzzle pieces. The objective is to connect Dingo and Koala to the
mallet, since that's what you are after. 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 Station should
disconnect.
* Connect Koala/Dingo+Annie to All Seeing Helmet+Woody. Annie and Helmet
should be connected, and Koala/Dingo and Woody should be by
themselves.
* Connect Woody to Tuff Luv+Mallet. Woody and Tuff should be connected,
and the Mallet should be by itself.
* Connect Koala/Dingo to Mallet. You may have to move a piece out of the
way.
Enjoy the ending sequence.
The End
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TIP: Any programs running in the background should be turned off. They will
greatly affect game play, especially the non-interactive ending sequence.
Dr. Dingo's Hideout
You must find Dingo so that he can accompany Fly and Koala 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.
Enter the trailer. To the right of the front door, you can watch different TV
channels, play different selections on the jukebox, and listen to phone
messages. Next to the telephone, get Koala out of the bathroom. Click the
light over the roll-top desk.
The preliminary steps, to both methods of finding Dingo, are as follows:
* Open the roll-top desk.
* Get elevator key card in the green book.
* Find computer Log-in password in yellow books' "to do" list ("steamer,
on page 9")
* Find encoded filing cabinet password and the appropriate decoding scheme
in maroon book (notice letters on corners of book pages-- P E M E M E
Z.)
* Open the refrigerator and send fly into the filing cabinet keyhole and
click on Dingo.
* Outside the trailer, unlock elevator in shed with key card.
* Enter elevator, turn hand crank and press the down button to get to the
lab.
* Locate the generator switch in the lab and turn on the generator.
Now SAVE GAME so that you can try both methods of freeing Dingo.
Unlocking 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 (intersection of left-side wavy red spiral and the
top bar lock symbol.) At the tape recorder, listen to a few of Dingo's logs
just for fun. Turn on the computer (by the tape recorder) and log in with the
correct password, "steamer."
Click the left down arrow for the decoding program. Push the infinity symbol
at the top. Type in the pass-code "PEMEMEZ", then hit the left ??!! button.
You'll see the decoded pass-code which is "BANANAS." Download the decoded
password (click page with feet) to the filing cabinet.
TIP: If you want, click the up or down arrow till you see a diagram and click
the large ? for a description. You can scroll left or right for more diagrams.
Return to the trailer and turn on the refrigerator/filing cabinet's terminal.
While holding Dingo's clothing, click the right side purple key to open the
cabinet. Dingo is unlocked if the password is correct and the sniffer detects
Dingo.
Blowing up the Filing Cabinet.
Connecting the Identi-Kit to the Computer at the network patch bay (move the
network switch to the intersection of the mixed person symbol on the left and
the red wavy spiral symbol on the top.) Move to the terminal on the left and
turn it on. Assemble a picture of Dingo on the Identi-Kit (skinny dog wearing
pith helmet, guns, and holsters.) Koala will say "Unmistakably Dingo" when
it's correct. Hit the paper with feet.
Move back to the connection terminal and put the switch at the intersection of
the wavy red spiral on the left and the skull symbol on the top. At the
computer, next to the tape recorder, type in the password "steamer." Click the
left down arrow to see a picture of Dingo. Click the page with feet. Return
outside to the Hunter-Seeker missile terminal and turn it on. Click the
person/arrows button on the right and keep clicking any yes response on the
left to fire. Go back to the trailer for 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 (one at a time), and clicking again over
each side of Dingo's brain to drop the marble in place. With both marbles in
place, click the brain again to close it.
You'll now watch an animation showing Koala and Dingo departing the TTRV. SAVE
your game right here by pressing Esc then Save or simply press Ctrl-S and then
Save. Now you can restore the Laboratory save, where you first turned on the
lights, and try the other method of freeing Dingo. Move left to the machine
with four rotating dials. Click on the upper right rotating dial to go to the
Land of Lost Things.
Land of Lost Things.
Pick up the bone lying on the ground just to the right of the TTRV. Place it
in inventory by clicking it on Koala's fez.
NOTE: Move carefully through the mazes. Click on the side of the tunnel to
stop, if need be. Make sure you choose the correct direction when you come to
an intersection. Hold fly on side of the tunnel, where you expect to make the
next turn, to automatically make that turn.
As you scroll to the right, you'll see the tail section of a warplane leading
to a pipe maze. There's a star beneath it. Enter the tail section maze and
turn right twice. You will emerge in the Lost Expedition Clearing. To the
right, pick up (and read) the Lost Expedition Log Book and keep it. Reenter
maze, turn right, then straight. Get large wrench.
Reenter maze, turn left, then straight back to where you found the log book.
Reenter the maze. Turn left twice. You should emerge in the "arrival clearing"
and see the TTRV. Now enter the other pipe maze from this clearing (not the
tail section). You will emerge in the "pipe lid" clearing. Pick up the broken
TV set and place it in inventory by clicking it on Koala's fez.
Click on the fez again. When inside, click on the wrench. This should cause
Koala to open the pipe lid. After it's open, you'll automatically enter the
pipe. Turn left at the first intersection, then right at the second
intersection. You should emerge in the "catapult clearing."
SAVE!
Click on the fez and retrieve the bone. 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
and make a left turn at the intersection. You should emerge into a "three way"
clearing.
Reenter the opening to your left (from the one you just emerged from), not
Koala and Dingo's left. Move through the maze and make a right turn at the
intersection. You should emerge in the "bomb" clearing. Click on the bomb's
timer to cause it to explode. You'll be blasted to another clearing. Pick up
the goblet and place it in inventory.
Reenter the tunnel with the step in front of it. Move through the maze and
make two left turns at the intersections. You should arrive at the catapult
clearing again.
Pick up the bone again (the one you had before). Use it to trigger the
catapult, then click on the opening behind the catapult. Move through the maze
making two left turns at the intersections. You should emerge into a three way
clearing. Enter the pipe to your left (from where you just emerged), not Koala
and Dingo's left.
Move through the maze, making a right at the intersection. You should emerge
in the bomb clearing again. Enter the other pipe, behind the crater caused by
the exploding bomb. Make a right turn at the intersection. You should emerge
into the "winch bone" clearing. Pick up the winch bone and place it in
inventory.
Reenter the maze and turn right at the intersection. You should emerge into a
four way clearing. Reenter the pipe with the spare tire in front of it. Move
forward to the next clearing. Koala and Dingo will be trapped. Click on the
fez and retrieve the winch bone. Click the winch bone on the winch just to the
left of the cage trap.
Click on the winch/winch bone to free Koala and Dingo. Reenter the maze using
the opening on the opposite side of the clearing (the one that doesn't have
the trap in front of it.) The clearing you just arrived in is the entrance to
Junk City. Click on the door (the only one in this clearing.)
Junk City: Scroll up and click on the door just above the one you just came
in. Click on the door 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, click on "bow wow" and wait for the guard to say "bow
wow." Then click on the "butt" button to get sniffed; say "woof bark arf
bark." The guard should say "woof whine pant." Say "arf yelp whine." The guard
should say "bark grrr." "Sign in" by clicking on the fire hydrant button. The
guard should say "bark" and turn his back to you.
Take either the TV or the goblet from inventory and place it on the ground at
the guard dog. After Koala and Dingo are done talking, the guard 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 in Dingo's head again. The guard says "bow
wow." Answer him "bow wow," click the nose/butt button to sniff the guard, say
"arf bark woof bark," the guard should say "woof whine pant." Say "arf yelp
whine."
The guard says "bark grrr." Sign in by clicking the fire hydrant button. The
guard will say "bark" and turn his back. Place either the TV or goblet on the
ground at the guard. After Koala and Dingo are done talking, the guard will
signal for you to pass. 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 on the right side of your screen (he's the one
directly beneath the ceiling fan.) After Dingo retrieves the scroll piece,
pick up a piece of dog meat (drum stick) just to the left of the dog collar.
SAVE!
Scroll right to see the cannon and the opening at it's base. Notice the light
blue pull cord at the upper right. Use the meat 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 walk him (in small steps) all the way right to the
cannon. Drop the meat into the cannon opening.
While the dog is chewing the meat, pull the cord to fire 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. You're now back in the TTRV.
Click the surfboard looking thing, at the lower right, to go to the "Stream of
Consciousness."
Stream of Consciousness.
After opening animation, go to the fortune teller and click the button on his
forehead. After Koala retrieves the scroll piece (the scroll piece may appear
on another visit), click the fortune teller again to get a ticket. Click the
ticket. When the train arrives, click it. Inside Dingo's brain, Tuff Luv
prompts you in some word associations. Click the following series of words:
"Please unpack my emotional baggage." Once you're off the train of thought,
navigate to the train station door and open it. Click the train station door
again to enter the house of doors.
House of Doors: Tuff Luv asks Dingo some 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 the fortune teller to get a scroll piece. Click again
to get a ticket. Click on the train when it arrives.
Inside Dingo's brain, choose "beneath this tough Dingo exterior scared little
pup."
Upon completion of the word association, you'll go to the next train station.
Once off the train, navigate to the giant wooden teeth and click them. Click
again to go into the mouth. You should see a non-interactive sequence that
leaves you in the House of Self Knowledge searching for another scroll piece.
Click Dingo or Tuff a few times to see some interaction.
Next to the couch, click the stack of papers for a scroll piece. This takes
you back to the TTRV. Click the lower left swirling thing to go to the Eye in
the Sky.
Eye in the Sky.
After the opening non-interactive sequence, you'll be left in Annie Body's
bedroom with Dingo locked inside the "dress-up" wardrobe. You must get Dingo
back in his own clothes. On the "dress-up" controller, click on the head,
body, legs, and feet so that each item is highlighted in blue. Press the left
arrow button five times, then hit the "Dress" button.
Dingo should be back in his own clothes. Pick up Koala's clothes that are
lying on the floor. Exit Annie's bedroom by clicking on the cat face door to
the left of the "dress-up" controller. Click again to go through the door.
From the door you just came out of, navigate through the station "hub" by
dragging fly to the bottom of the screen. Enter the second door on the right.
You should now be in the galley where Koala is in a diaper and sitting at a
"tea party." While holding his clothes, click on Koala to dress him. Koala
picks up the scroll pieces from the table. Now to escape from the space
station. Pick up the puzzle piece and place it in the fez inventory. You can
click the characters around the table, and the NASA skeleton. Exit the galley
through the cat face door you came through before.
Back in the hub, scroll down and enter the door on the left hand side of the
hallway. This is the door to the Captain's Bridge. Click on the door to see a
close-up of a Number Lock. You have ten guesses to get the correct three digit
number. The arrows, above and below the number digit, increases or decreases
that digit's value. The button with the hand on it enters your guess. The
arrow bar, to the left of the numbers, tells you if your number is too low or
too high. If you guess right, the arrow bar changes into an equal sign.
* Enter 499. If the red arrow points up, it means to add more. If it
points down, it means to subtract more.
* 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 equal sign, and you
will hear a click signifying that the door to the Captain's Bridge is now
unlocked. Open the door and enter the bridge.
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 (V shaped with maroon and
black stripes.) Click in the V shaped area and you should get a close-up of
the Telepad Control Panel.
Make note of the coordinates, of this panel, for future reference (Doll, Hand
4, Auto, House.) Exit the control panel by clicking either to the far left or
far right of the screen. Scroll to the top of the Captain's Bridge. Open the
cat face door and go back out to the hub. Navigate down and stop at the first
door to the right. This should be a Tractor Beam Corridor.
Get the puzzle piece from the fez inventory and click it on the red control
panel to the left of the door. Drop the puzzle piece into place on the control
panel. Notice the LED pattern on the face of the control panel. The LEDs
indicate the force field patterns within the corridor. Take note of the pie
section patterns, at the end of each corridor, on the bottom half of the
panel.
Beam Corridor #1: sometimes the beam corridors change location each game*.
The corridor you're now at is marked with a small "x." Write down each of the
three patterns, and mark the one for the corridor you're about to enter. Exit
the close-up and SAVE! You have to pass through a very long corridor and avoid
laser fields along the way. You can stop by moving fly to the side, move
forward by placing fly in the center of the hallway, or move back by moving
fly to the bottom of the screen. Turn background music off before entering a
beam corridor. It's critical that you hear the beam sounds correctly!
I discovered a method that worked for me. It enabled me to traverse the
corridor without encountering any lasers. Consider the following before trying
it:
*As you enter the corridor, wait. You should hear a series of three-shot
pulses. After the fourth three-shot pulse, immediately start forward. If
you've timed it correctly, you should safely reach the end of the hallway.
With the above paragraph in mind, enter the corridor and try that method. When
you've reached the end of the corridor, exit through the cat face door to the
Stinger Puzzle Room.
Click on the Stinger Puzzle Control Panel #1 located in the middle of the
room. You may have to move fly to the side to get the guys out of the way.
Rotate the rings of the puzzle to create a pattern matching the one you took
note of before entering the corridor. Segments are highlighted when there are
two adjacent segment rings that match (two stars or no stars.)
The two outer rings don't affect the two inner rings. The easiest way to solve
this puzzle is to rotate the outermost two rings until they match the pattern.
Then get the inner two rings to match the pattern. The pattern must also be
oriented according to your drawing. If you are taking a long time on this
puzzle, cheat by looking at the last page of this walkthru.
When the Stinger Puzzle is solved, the power for the Tractor Beam shuts off
and a Telepad will be exposed on the left. Click the Telepad's control panel
and make note of the coordinates for this location; Hand 0, Hand 0, Hand 0,
Umbrella. Now enter the Captain's Bridge coordinates, by using the up and down
arrows on the control; Doll, Hand 4, Auto, House.
Exit the close-up and click on the panel's lever to activate the Telepad. You
should be teleported back to the Captain's Bridge.
Captain's Bridge again
At the top of the bridge, go through the door back into the hub. Scroll down
to the first door on the right. This should be the Beam Corridor you just
finished. Retrieve the puzzle piece from the control panel. Scroll down and
stop at the second door on the right. This should be another Beam Corridor.
Insert the puzzle piece on the control panel, exit the close-up and SAVE!
Beam Corridor #2: make sure background music is off!
Again, you should have noted the LED pattern and the pie section pattern.
Navigate through the corridor as best you can or consider the following before
trying it:
*As soon as you enter the corridor, start counting along with the pulses and
continue counting even after you don't hear them. Try to duplicate the
interval of the pulses. At the count of 43 or 44, start forward. The count
will depend on how accurate you are in duplicating the pulse intervals.
With the above paragraph in mind, enter the corridor and try it out. At the
end of the corridor, go through the cat face door into Stinger Puzzle Room #2.
Stinger Puzzle #2
Try your luck on this puzzle. If you've no conscience, refer to the last page
of this walkthru. When the puzzle is solved, the corridor beam shuts down and
a Telepad is exposed to the left. Click on the Telepad Control Panel and note
the coordinates; Hand 0, Hand 0, Hand 0, Flower.
Enter the coordinates; Doll, Hand 4, Auto, House. Exit close-up and click the
lever. You should end up back at the Captain's Bridge. Scroll to the top of
the bridge and go through the cat door into the hub. Scroll down and stop at
the third door to the right. This should be corridor #2. Retrieve the puzzle
piece from the control panel and exit close-up.
Scroll down and stop at the second door to the right. This should be the final
Corridor #3. Insert the puzzle piece into the control panel. Exit close-up and
SAVE! Before trying the corridor, consider the following paragraph: (make sure
background music is off!)
*Just inside the door, wait. A group of lasers will eventually approach and go
away. A second group will approach and move away. Listen carefully and you
will hear a pulse group in the distance. After hearing a second distant pulse
group complete, start forward. If you time it near enough, you can safely
reach the other end without stopping.
With the above paragraph in mind, enter the corridor and try it out. Enter the
door at the end of the hallway. You are now in Stinger Puzzle Room #3. Rotate
the puzzle circles to match the pattern at the beginning of this corridor or
refer to the last page of this walkthru. Click the Telepad Control Panel on
the left and note the coordinates; Hand 0, Hand 0, Hand 0, Fish.
Enter the Captain's Bridge coordinates; Doll, Hand 4, Auto, House. Exit
close-up and click on the lever to return to the bridge.
Captain's Bridge (final time) Now you can turn background music back on.
Go up to the Big Screen with a picture of Annie in an Indian Chief's
Headdress. Click the red button on the right, next to the stairs. Click the
button at the lower right of the new screen. There's a three-armed satellite
on the button. This brings up a Tractor Beam schematic for Annie's Satellite.
A clue for teleporting to the TTRV is also shown on the schematic.
In the upper left corner of this schematic you will see a "Hand 2" followed by
three pie section patterns that are the same for each of the coordinates at
the Stinger Puzzles. They are in a different order that they were visited;
shown here as Two, Three, One. Note also that the coordinate colors are
reversed (light to dark and vice versa.)
With that out of the way, the coordinates for the TTRV are; Hand 2, Flower,
Fish, Umbrella. Scroll down to the Telepad Control on the floor. When those
coordinates are entered, exit close-up and see an animation showing you
departing the Eye in the Sky. Once the four episodes, listed above, are
completed, you'll see an animation of Macho Mental being released.
Back in the TTRV, SAVE! If you have any programs running in the background,
turn them off! If you don't, the ending sequence might not show even though
you still hear it. You should have only what's necessary to keep windows
running. Now you have to travel to each of the 3 episodes other than Dingo's
atoll. Click on the Eye in the Sky, lower left on the map, and watch the
animation. Click on the Land of Lost Things, upper right, and watch the
animation. Click on the Stream of Consciousness, lower right, and watch the
animation.
Dingo's head explodes and fly is placed inside the brain again. You should see
a set of puzzle pieces. The objective is to connect Dingo and Koala to the
mallet, since that's what you are after. 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 Station should
disconnect.
* Connect Koala/Dingo+Annie to All Seeing Helmet+Woody. Annie and Helmet
should be connected, and Koala/Dingo and Woody should be by
themselves.
* Connect Woody to Tuff Luv+Mallet. Woody and Tuff should be connected,
and the Mallet should be by itself.
* Connect Koala/Dingo to Mallet. You may have to move a piece out of the
way.
Enjoy the ending sequence.
The End