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.