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Zoombinis Mountain Rescue

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Overview

Zoombinis Mountain Rescue is the second game in the franchise and boasts improved visuals and sound over its predecessor, Logical Journey of the Zoombinis. After re-releasing the original game, The Learning Company developed two sequels, one of which was this.

Story

After the foundation of Zoombiniville, the Zoombinis find peace once more, until a small group of them get trapped inside a cave seeking shelter from a storm. They meet up with strange creatures called Boolies who occupy a city known as Booliewood. As a result of the storm, the Boolies have been scattered across the land, and their leader, the Grand Boolie Boolie, has disappeared. The goal of the game is to recruit a total of 400 Boolies to Booliewood to resurrect the Grand Boolie Boolie.

After they've all made their way home, the grand Boolie Boolie returns and the game ends.

Other puzzles in the game include multi-dimensional movement, rotation puzzles, and several deduction problems, as well as new versions of puzzles from its prequel, Zoombinis: Logical Journey.

The graphics have been upgraded in this game and the Zoombinis now use 3D graphics. There are now three difficulty levels for each puzzle instead of four.

Puzzles

As with the previous Zoombinis adventure, the game is split into four paths that require the player to solve two or three puzzles on each path in order to continue further into the game.

The first path

Turtle Hurdle

This is the first puzzle. It requires the player to place the Zoombinis on the back of some turtles that sit in the river. They must be placed in the correct order or the turtle will spin round, throwing the wrong Zoombini off it's back. Too many mistakes will leave the Zoombinis that are not on turtles stranded. In the "Not So Easy" level the player can only manage three mistakes while in the "Oh So Hard" level it allows for 4 mistakes. The "Very Hard" level allows 6 mistakes.

This is similar to The Lion's Lair in its predecessor.

Pipes of Paloo

This is the second puzzle and it requires the Zoombinis to be matched according to their attibutes on the pipes. The water will only flow if they are matched correctly.

There are quite a few differences between the levels:

  • The "Not So Easy" level has 2x8 junctions with no central Zoombini.
  • The "Oh So Hard" level has 3x5 junctions with a central Zoombini.
  • The "Very Hard" level presents a complex system while all Zoombinis must still connect to a central Zoombini.

Aqua Cube

The Zoombinis can only escape if they are hit by light, which is controlled by certain levers. All levers will control a different axis. Hitting a fleen with the light causes all Zoombinis currently on land to be lost.

The second path

Beetle Bug Alley

The beetles must be matched to their correct symbols on the wall. If all the lights next to the doors light up, then the Zoombinis can pass through the doors. In the "Not So Easy" level the first part consists of a pentagon with a central piece. The second part consists of a pentagon with no central piece but with more ways of movement. The higher difficulties have more beetles to match up

Chez Norf

Zoombinis are demanded to serve the Norfs their food. The Norfs will not allow the Zoombinis to pass until they give the Norfs a decent meal. In the "Not So Easy" level the Zoombinis have to serve 4 norfs with a main meal and a drink. The "Oh So Easy" level is similar to the "Not So Easy" level but the Zoombinis now also have to serve a dessert. The "Very Hard" level requires them to serve 6 norfs.

The third path

Snowboard Gulch

This is the penultimate puzzle. The Zoombinis must get past the Norfs safely on a snowboard in order to continue their journey. The Zoombinis are given two chances to work their way through the snow without the Norfs, then the Norfs start appearing. If they are hit three times then the Norfs will get angry and close the paths, stranding those who have not got through the paths. In the "Not So Easy" level clues are shown, however in the subsequent difficulties they are disabled.

Boolie Pinball

This is the final puzzle. This uses the Boolie characters to teach how binary values are stored in computers, replicating up to four bits (a nibble) at a time. Only addition is shown, never any other operation.

Players have to try to change a series of boolean "Boolies" from random mood states (happy is 1 and sad is 0) into a pattern of all happy (1111) by adding integer values to the series. When they are all happy, they may jump into boats.

In the "Not So Easy" level it puts two Boolies in each group (leaving four possible values, 00, 01, 10 and 11). Higher difficulties do not add more attributes to the puzzle but it puts more and more Boolies in each group.

See also

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