# Koala Lumper: Journey to the Edge (walkthrough)

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