Overview
In this Guide I will walk you through & provide Hints for Zoombinis 1: Logical Journey HD (or Logical Journey of the Zoombinis HD) for the PC.Brought to you by: baldie and greygoalie
1. The Story so Far…
Once upon a time, there was a beautiful land with lush Green hills, Trees, Plants & Sparkling Waters and in this land, lived the Zoombinis… The Zoombinis all looked Different in every way: Eyes, Nose, Hair, Feet… but these Differences ment nothing to the Zoombinis. They all lived happily on Zoombini Isle making Trinkets to be prized all over the world. They were living a happy life with innerpeace (Let’s not forget Healthy & Good Bank Accounts too). But then, one day, the Bloats showed up & offered to help the Zoombinis (which they agreed). Sadly, the Bloats took Zoombini Isle and enslaved them to the point where the Zoombinis got Stressed out.
So to speak that you can only push them so far that it would be only a matter of time before the Zoombinis can take matter into their own hands. So they decided to escape Zoombini Isle and build a new home in a Promised Land known as Zoombiniville.
1-1. Map Screen
The Map Screen in Zoombinis 1: Logical Journey HD show your Current Progress in Journey Mode.
Difficulty Levels
There are 4 Types of Difficulty Levels in Zoombinis Logical Journey:
Not So Easy = Easy (Green Trail in Classic/HD Versions)
Oh So Hard = Normal (Yellow Trail in the Classic Version/Purple Trail in the HD Version)
Very Hard = Hard (Orange Trail in the Classic Version/Yellow Trail in the HD Version)
Very Very Hard = Very Hard (Red Trail in Classic/HD Versions)
You will automatically move to the next level when you get 3 full bands of 16 Zoombinis
through each of the three puzzles in a particular leg of the journey. For example, the game
starts on the Easy Difficulty Level of play on The Big, the Bad, and the Hungry Trail. You must
lead 3 different bands of all 16 Zoombinis through all three puzzles on this trail to progress to
the next level (Normal Difficulty Level or higher Difficulty Level) of play. The game screen may not always appear to change, but the puzzles will grow more challenging with each level increase.
The transition screens between the puzzles will show a different colored trail depending on the
level of play. You can also see which level of play you are in by looking at the Terrain Key located on the Map.
Once you complete a level successfully, you may not return to a puzzle at that level unless you
are in Practice Mode.
1-2. Practice Mode
You can practice any puzzle at any level with a random band of 16 Zoombinis by selecting Practice Mode (or Practice button in the HD Version) on the Map. After Practice Mode is selected, you can choose the level of play and the specific puzzle to solve. The levels may be selected from the terrain key in the lower right side of the map screen. To continue with your game, select Continue Journey (or the Journey button in the HD Version) and click Zoombini Isle or a Base Camp.
1-3. Losing Zoombinis
There will be times when some of your Zoombinis don’t manage to make it through a puzzle, and
they will be temporarily lost in the wilderness. But don’t worry! Zoombinis are clever and resourceful
and manage to make their way back to the last Base Camp they visited. If you come to a Base
Camp, or even Zoombini Isle & see a few familiar faces already there, these are the wandering
Zoombinis rejoining the group and ready to tackle another obstacle.
2. Zoombini Isle
Now Perhaps your wondering what all this has to do with YOU. The Zoombinis need your help to escape of course! Only 16 Zoombinis at a time in the boat.
First you may want to create a profile before beginning the game.
Zoombini Isle is not really a puzzle or level, but it is where all of those adorable little Zoombinis begin their journey to freedom. Here, you will be faced with a collection of 23 buttons, all which help you choose Zoombinis for the trip. You need exactly 16 Zoombinis to set off. You can choose Zoombinis either by pressing some of the buttons on the left to create a custom Zoombini, or clicking on the button with a picture of dice on it, which creates a random Zoombini.
In the HD Version, 1 Zoombini with the same Features can be created throughout a single journey and 2 Zoombinis with the same Features can be created thoughout the entire game.
Zoombinis differ in the following ways:
Hair = Spiked hair, ponytail, green cap, straight hair, or balding hair
Eyes = Brown eyes, one eye, half-closed (or Sleepy) eyes, spectacles, or sunglasses
Nose = Green, orange, red, purple, or blue
Feet = Shoes, skates, wheels, propeller, or springs
Many of the puzzles involve the bodily features of the Zoombinis, so be certain that you are satisfied with your selection of Zoombinis.
Clicking on the dice will create a random Zoombini which has not appeared yet. When you are satisfied with the Zoombini you have chosen, click the arrow above the picture of the Zoombini.
To create 16 Random Zoombinis in the Classic Version: Repeat 15 times. (Or hold down the SHIFT key and click on the Dice) In the HD Version, you can Click on the second Dice button.
When you have 16 Zoombinis out, click on the green arrow at the bottom-right of the screen. In all cases, this button allows you to move forward with the Zoombinis that have gotten through.
3. The Big, Bad & Hungry
All Zoombinis pass through this area, where they face three challenges: Allergic Cliffs, Stone Cold Caves, and Pizza Pass, all of which take place in a steeply terrained valley. If a Zoombini is stranded here, it returns to Zoombini Isle.
3-1. The Big, Bad & Hungry: Allergic Cliffs
The Zoombinis have to cross a gorge with two possible bridges. The cliff faces on the other side have unusual allergies to Zoombinis: a Zoombini let through by one cliff will be blown away by the other. After being put on an incorrect bridge, the Zoombini on the bridge is blown back. If you guess wrongly 6 times, the bridges collapse, stranding the Zoombinis on your left. Obviously, this is not what you want.
Not So Easy:
One cliff is allergic to a feature, the other is allergic to other Zoombinis.
Oh So Hard:
One cliff is allergic to 2 features, while the other is allergic to all other Zoombinis.
Very Hard:
One cliff is allergic to Zoombinis that DON’T have 2 features
(example: red nose and spectacles), the other is allergic to those that have either.
Very Very Hard: Surprisingly similar to Very Hard.
3-2. The Big, Bad & Hungry: Stone Cold Caves
The Zoombinis must go through a passage. There are four caves that they can enter through, but to reach these caves, they will have to pass two of four rocks. The larger rocks guard each row of caves, the smaller rocks guard the smaller caves. If one of the large rocks does not let a Zoombini through, the other one surely will. If the rocks stop Zoombinis too many times, a line of boulders blocks up the cave entrances, preventing the Zoombinis on the ground from continuing.
Not So Easy:
One of the large rocks does not accept any Zoombini. One of the
snall rocks will not accept Zoombinis with a particular feature.
Oh So Hard:
One of the large rocks does not accept Zoombinis with a particular
feature. One of the small rocks does not accept Zoombinis with a particular
feature (of a different kind, eg. a type of feet and a type of eyes).
Very Hard:
One of the large rocks does not accept Zoombinis with a particular
feature. One of the small rocks does not accept Zoombinis with one of 2 features.
Sometimes it is the other way round, and one large rock won’t take Zoombinis with
one of 2 features, and one small rock disallows Zoombinis with a particular
feature.
Very Very Hard:
One of the large rocks will not accept roughly half the Zoombinis
for varied reasons; one of the small rocks will not accept roughly half the
Zoombinis for varied reasons. These reasons usually are: Having 1 of 2 features,
having a combination of 2 features, or having 1 of 3 features.
3-3. The Big, Bad & Hungry: Pizza Pass
The Zoombinis find their paths blocked by a troll/group of trolls. Trolls will block your way until you can satisfy them by making a pizza. When shown a pizza, a troll will respond by saying that he/she: A. is satisfied
B. wants more toppings
or C Does not approve of at least one of the toppings.
If a particular pizza ends up being disliked by all trolls, it is thrown into a basin at the bottom-
right of the screen. If a particular pizza is partially satisfying (ie. the troll in question wanting more toppings), then it will be thrown onto a rock which corresponds to the troll that liked the pizza. When too many pizzas are made (not counting perfect pizzas), the trolls start throwing away Zoombinis. When all trolls are satisfied, the Zoombinis can pass through.
Not So Easy:
Only Arno the troll. 5 possible topppings.
Oh So Hard:
Introducing Willomaen the troll. 6 possible toppings.
This Includes making an Ice Cream with the Pizza.
Very Hard:
Introducing Shyler the troll. 7 possible toppings.
This Includes making an Ice Cream with the Pizza.
Very Very Hard:
3 trolls, 8 possible toppings. There are 4 pizzas in the pit to begin with. Here’s a strategy for times like this. The bin would look like:
TOPPINGS 1&4
TOPPINGS 1&3
TOPPINGS 2&3
TOPPINGS 2&4
Make a pizza using toppings 3 AND 4, NOT 1 and 2. One of the trolls likes both of these. This is a useful starting point which just saves you a Zoombini. Try to make one Troll’s Pizza and Ice Cream first before moving on to the next.
Pizza Toppings:
= Classic Version
1. None (Default)
2. Pepper Spice?
3. Jalapeno
4. Pepperoni
5. Mushrooms
6. Cheese
= HD Version
1. None (Default)
2. Pineapple Slices
3. Jalapeno
4. Pepperoni
5. Mushrooms
6. Cheese
Ice Cream Toppings:
= Classic Version
1. Plain (Default)
2. Cherry
3. Whipped Cream (My 1st Personal Favorite Ice Cream Topping)
4. Chocolate Fudge
= HD Version
1. Plain (Default)
2. Whipped Cream & Cherry
3. Sprinkles (My 2nd Personal Favorite Ice Cream Topping)
4. Chocolate Fudge
Pizza Troll Repsones & Retorts (NOTE: the Wrong Answer Retorts ALWAYS made me laugh):
= Upon Arrival
1. Fleens?! You’re not Fleens!
2. Pizza for Breakfast… Pizza with tea.
3. Pizza for Lunch and snack and Dinner and Desert! Baby would satisfy me!
4. Oh come on! Pizza, you know I love you!
= Arno (First Time/Idle Quotes)
1. Huh… Whatever you are. MAKE ME A PIZZA!
2. Huh…
3. MAKE ME A PIZZA!
= Arno (Wants more Toppings)
1. MORE TOPPINGS!!!
2. More Toppings! (again)
3. Come on! More Stuff!
4-5. MORE! (twice)
6. MORE! (again but 6x & faster)
= Arno (First Time, Wrong Answer)
1. Something on that I don’t like!
2. Something must go!
3. EWWWW YUCK!!!
4. THERE’S STUFF ON THAT I DON’T LIKE!!!
5. SOME OF THAT STUFF MUST GO!!!! (again for 7)
6. SOME OF THAT STUFF… IS YUCK!!! (again for 8)
= Arno (Same Pizza & Ice Cream, Wrong Answer)
1. Saw that, Smelled that, Still don’t like it!
2. Been there, Seen that, Still don’t like it!
= Arno (Correct Answer)
1. The Perfect Pizza!
2. Thank you! (twice)
3. Oh. My Pizza!
= Willa (First Time/Idle Quotes)
1. Hmph!
2. I’m Starving!
= Willa (Wants more Toppings)
1. I’d Appricate More Toppings.
2. Is THAT all I get?!
3. More Toppings!
4-5. More! (First Time, then MORE! the second time)
= Willa (First Time, Wrong Answer)
1. Something’s Wrong!
2. There’s something there I won’t eat.
3. That Topping? Not for me thanks.
4. That Topping? No.
5. There’s something there I HATE!
6. Some of those Toppings are Distasteful!
7. Some of those Items… EWW!!!
8. I dislike some of those items!
9. Some of that, I won’t eat!
10. EWW!!!
= Willa (Same Pizza & Ice Cream, Wrong Answer)
1. I didn’t like that Pizza the last time!
2. We tried that one already.
= Willa (Correct Answer)
1. Mmm!
2. Mmm! Pizza! Pizza!
3. Now that’s more like it!
4. Mmm! Little Pizza Makers.
= Shyler (First Time/Idle Quotes)
1. I love them!
2. Food!
3. Pizza Time!
4. My Heroes!
5. I’m Hungry!
6. I’m Really getting Hungry!
7. Wow! Pizza Makers!
= Shyler (Wants more Toppings)
1. I’d like more Toppings Please!
2. It’s still missing my favorites.
3. More Toppings… Please?
4. May I have more Please?
5. More Please
= Shyler (First Time, Wrong Answer)
1. Uh oh! There’s something on that I don’t want.
2. Uh oh!
3. Oh… Something’s wrong!
4. Something’s Wrong!
5. Something on that’s not good for me!
6. Gee! I wasn’t expecting that one!
7. I’m allergic to some of those Toppings… Really!
8. I shouldn’t eat some of those Toppings.
9. Some of these might make me ill.
= Shyler (Same Pizza & Ice Cream, Wrong Answer)
1. Oops!
2. Aaaah! Make it go away!
3. Same as “Shyler: First Time, Wrong Answer 6”
= Shyler (Correct Anwser)
1. For me?
2. Thank you.
3. Yee-haw!
4. Shelter Rock
A resting point. You won’t lose Zoombinis if you go to the map from here. There are two buttons to continue from here. One goes through Who’s Bayou, the other goes through the Deep Dark Forest. Both paths meet. To head back to Zoombini Isle and Create 16 more Zoombinis, you can store the Zoombinis in the Rockbed for later use & click on the map.
5. Who’s Bayou
All Zoombinis go through either this route or Deep Dark Forest. Who’s Bayou
consists mainly of a long river and a steep hill.
5-1. Who’s Bayou: Captain Cajin’s Ferryboat
The Zoombinis need to cross the river. The easiest way is to take Captain Cajun’s boat across. Although he says, “I don’t really care”, he is very picky about where his riders sit. A Zoombini MUST have something in common with its neighbour to sit on a seat. If not, Captain Cajun kicks the Zoombini off the boat to try again. As far as I know, you have no limit to the number of tries, but it is, nonetheless, a hard activity.
Not So Easy:
A single straight line of seats curving around the boat.
Oh So Hard:
A 2×8 rectangle of seats.
Very Hard:
A 4×4 square of seats.
Very Very Hard:
A 4×4 square at an angle, so that a Zoombini can be next to up to 6 others at the one time.
5-2. Who’s Bayou: Titanic Tattooed Toads
The Zoombinis must cross a lake full of giant lilypads. Being too small to jump across, they must enlist the help of some giant toads. Each toad has a tatoo on its backl. The toad will only jump on lilypads which correspond to the tatoo. If the toad has a colored stripe on its back, it will only jump on lilypads with designs of that color. If the toad has a brown design on its back, it will only jump on lilypads with designs of the same shape. If the toad has a green design on its back, it can only jump on lilypads of the shape that the toad displays. You must find a path from one end of the river to another. The toads can only jump up, down, left or right. Once a Zoombini jumps onto a toad, it cannot get off. Each toad can be used twice, so you will need to find 8 (or less, depending on how many Zoombinis you have) paths.
HINT: Some Toads will not Cross the River and None can go diagonaly
Not So Easy:
Find paths on the lily pads. Try tracing a Complete Path using your mouse before sending a Toad across.
Oh So Hard: You can use a wand to swap pads (limited charge).
Roughly 2 paths to begin with.
Very Hard:
You can still use the wand (limited use). Roughly 2 paths to start off with. Crabs will take a path from top to bottom, disrupting your toad’s progress. Crabs follow rules of what shape the lilypad is.
Very Very Hard:
No difference to Very Hard.
5-3. Who’s Bayou: Stone Rise
The Zoombinis need to go up a sheer cliff face. An electrical field of hexagons is their best chance. Zoombinis can only stand on hexagons outlined with pink/orange. Only Zoombinis standing on a glowing hexagon (red or blue) will go up. If a Zoombini is placed next to a glowing hexagon, its hexagon will glow. If there are two Zoombinis linked with a picture of hair/eyes/nose/feet, they share that feature in common AND one of them is standing on a glowing hexagon, their hexagons
will both glow. So if there is a Zoombini with spiky hair joined to another one with spiky hair by a picture of hair AND one of them is on a glowing square, they both will glow. The object is to linkup all the Zoombinis so that they can all go up.
Not So Easy:
Sets of 2.
Oh So Hard:
Sets of 3.
Very Hard:
Long chains of hexagons.
Very Very Hard:
An interlocking network of hexagons. If you can do this, you’re a
genius.
From here, Zoombinis will go on to Shade Tree.
6. Deep Dark Forest
All Zoombinis go through either this route or Who’s Bayou. Deep Dark Forest is set in a deep, dark forest.
6-1. Deep Dark Forest: Fleens!
The Zoombinis are trekking along, when suddenly, they find a group of their distand cousins, the Fleens! With yellow bodies and as diverse as the Zoombinis, the group of 16 Fleens has one Fleen for every Zoombini in the group. Wanting to continue their trek uninterrupted, the Zoombinis need a way of escaping the Fleens. You will notice three Fleens atop a tree branch. If you can trick those Fleens into following, all the Fleens will run for it. To make a Fleen come out, put a Zoombini in the gap between hedges. The corresponding Fleen will grab the Zoombini and take it over to a tree. Starting from your seventh Zoombini, you will start losing them to the Fleens, so it is best to finish this in 6 moves or less.
Not So Easy:
Zoombini hair corresponds to Fleen hair, Zoombini eyes to Fleen eyes,
etc. Therefore, two Zoombinis with different feet would attract two Fleens with
different feet.
Oh So Hard:
No difference to Not So Easy
Very Hard:
Zoombini hair could correspond to any of the Fleen features, and so
forth. Therefore, two Zoombinis with different feet could attract two Fleens with
either hair, eyes, nose or feet different.
Very Very Hard:
No difference to Very Hard.
6-2. Deep Dark Forest: Hotel Dimensia
The Zoombinis arrive at Hotel Dimensia for the night only minutes before midnight (closing time). You must help Zoombinis into a room at the last minute, but the management at the hotel is unbelievably picky about where Zoombinis sit. There are hidden sorting rules for which column (and row, smaller column) the Zoombini sits in. Unlike Stone Cold Caves, only the METHOD of sorting is already decided. So the first Zoombini you put down will definitely get a room. The sorting rules are simple: one type of (hair/eyes/nose/feet) per column, one type of (hair/eyes/nose/feet) per row, and so forth. If you put Zoombinis into incorrect rooms to many times, the ones remaining on the ground will be locked out.
Not So Easy:
5×1 rooms. (HINT: Look for 1 Feature)
Oh So Hard:
5×5 rooms. (HINT: Look for 2 Features)
Very Hard:
5×5 rooms, with several boarded up.
Very Very Hard:
5x5x5 rooms. If you can do this Difficulty, you are REALLY smart.
6-3. Deep Dark Forest: Mudball Wall
The Zoombinis need to scale a sheer cliff. To do this, they need to utilize the catapults provided on Mudball Wall. Three Zoombinis will line up on the catapult, and to send them flying up, you must shoot mudballs at the light-grey spaces. The more dots on the spaces, the more Zoombinis will be sent up. You will need to work out the rules that govern where different mudballs hit, according to their properties: color, shape, and in harder levels, inside color. Ideally, you would want to hit all light grey spots before your mud runs out.
Not So Easy:
Simple 5×5 grid. One attribute determines column, the other chooses row.
Oh So Hard:
Harder 5×5 grid. One attribute will determine row/column, the other uses a slightly more complex formula to determine column/row. There is an obvious pattern that, at most, you will only need spend 3 mudballs deciphering.
Very Hard:
Simple 5x5x5 grid. Basically, one attribute chooses what large column the mudball hits; the other two work like the ones in Not So Easy.
Very Very Hard:
Harder 5x5x5 grid. Basically, one attribute chooses what large column the mudball hits; the other two work like the ones in Oh So Hard.
7. Shade Tree
The second resting point. If you go to the map from here, you won’t lose any of your Zoombinis. Both “Who’s Bayou” & “Deep Dark Forest” meet here. From here, the Zoombinis are more that two thirds of the way through their journey. The rest is hard in a fairly climatic way, but nothing extremely bad. To head back to Zoombini Isle and Create 16 more Zoombinis, you can store the Zoombinis in the Treebed for later use & click on the map.
8. Mountains of Despair
This is the final stage of the trek for all Zoombinis. The mountains of despair take place in and around high and deep peaks of land. As these last 3 puzzle can become VERY HARD.
8-1. Mountains of Despair: The Lion’s Lair
The Zoombinis travers a mystical room. To pass the stone lion guarding the path, the Zoombinis must place themselves upon stone blocks. However, they must line up in groups, otherwise a gate will close, blocking the path. When a Zoombini is placed on a wrong block, it is forcefully moved to the correct space. If it is placed on a correct block, nothing happens. The Zoombinis are sorted by one or two of their features; for example, red noses then green then blue, orange and purple. Sometimes there are carvings to the left of the lion as a guide to how the Zoombinis should line up.
Not So Easy:
Sorted in groups. 5 carvings on the wall. Gate closes after 4 wrong guesses.
Oh So Hard:
Sorted in groups. 2 carvings on the wall. Gate closes after 5 wrong guesses.
Very Hard:
Sorted in groups and subgroups. 4 carvings on the wall: 2 for main groups and two for the smaller groups. 6 guesses.
Very Very Hard:
Sorted in groups and subgroups. No carvings. 7 guesses.
8-2. Mountains of Despair: Mirror Machine
The Mirror Machine decides the fates of the Zoombinis when they arrive at an old unused mine. Each Zoombini must ride a mine cart along a track. If the Mirror Machine has two perfectly symmetrical images on either side of the centre crystal, the Zoombini may pass. Otherwise, the Zoombini falls a long long way down to an unknown place. Most of the time, there will be chunks of crystal surrounding the mirror which change the appearance of the Zoombinis. Although not too realistic, (how can a picture of thin wispy hair block out an image of a GIANT ponytail?), this does serve to make gameplay more interesting. When you think that you have matched up your Zoombini(s) with the crytal(s) at the other end, click on the lever. After the Zoombini goes through, you must click on the lever one more time.
NOTE: Some people have been confused by the representation of wheels. The crystal images of wheels look NOTHING like the real thing.
Not So Easy:
Basically a warm-up to learn how the Mirror Machine works. You put a Zoombini onto the empty mine car, and a piece of crystal onto the far board.
Oh So Hard:
Again, a warm-up to understanding the Mirror Machine. There are now strange filters changing what your Zoombini looks like, as well as the crystal on the other end.
Very Hard:
Here’s where things get interesting. Zoombinis and crystal pieces are placed for you. You must now strategically place filters in front of them. By the way, flashing/changing features change depending on what feature of that type is behind them. Experiment with them, as sometimes they provide solutions.
Very Very Hard:
If you’re good enough, most of the game will be spent on this level. Two Zoombinis go with every pull of the lever. The two inside ones go together; the two outside ones go together. Almost always, you will need to use the variable flashing features for things that change between Zoombinis/crystal pieces.
8-3. Mountains of Despair: Bubblewonder Abyss
This is the last obstacle in every Zoombini’s journey, and not to sound cliched, but this is where it all comes down. At the easiest level, this can be a struggle, and at the hardest, if you don’t know what’s going on, there is no way you’re going to squeeze all of your Zoombinis through. You will need to understand how to interpret the signs on the abyss to play.
WHITE ARROWS: All Zoombinis follow white arrows that they go over.
WHITE ARROWS WITH GREY ARROWS:
When a Zoombini goes over it, the white and grey swap, thus changing the direction of the arrow.
WHIRLPOOLS:
This is EXACTLY what you want to avoid. Zoombinis who go over these fall into the abyss.
WHITE ARROWS WITH PICTURES OF FEATURES ABOVE:
Zoombinis with the depicted body part move in the direction of the arrows. All other Zoombinis ignore this.
COLORED ARROWS:
Changes direction (clockwise) when a Zoombini goes over a button of the same color. All Zoombinis follow these arrows when they go over them.
COLORED TINGLING FIELDS:
When a Zoombini goes over it, it stays there. When a Zoombini goes over it when the field is already occupied, it pushes the Zoombini that is on there, and gets stuck on the field itself. When a Zoombini goes over a button of the same color as the field, a Zoombini on the field moves in the direction it was going before it was trapped. These only appear in the fourth level.
COLORED BUTTONS:
Affect arrows and fields of the same color. See above for more details.
If two Zoombinis collide, they fall into the abyss. You begin with all your Zoombinis at the bottom-left. You want to get them to the top-right. Put a Zoombini on an arrow to place it in a bubble. When a Zoombini collides with a shelf of land, its bubble pops and it lands on that block of land.
Not So Easy:
One path will only be safe for Zoombinis with a particular feature; the other will push it into a whirlpool. On the second path, there is a white/grey arrow. One of its paths will hurt Zoombinis with one feature; the other will hurt Zoombinis with a different feature.
Oh So Hard:
Either a version of Not So Easy, or a version of Very Hard.
Very Hard:
Two sections, not necessarily in the order written here. The first section is only for Zoombinis of a particular feature. There are a few side paths for Zoombinis with features of different kinds. The second section is a version of Not So Easy. The first section you go through has a colored button to go to the next part.
Very Very Hard:
This is exceedingly complex, and requires a lot of planning to begin with. There are two paths to choose from. One leads to another ledge. Take note of any Zoombini who can’t go through here due to a body part. Set those to the side. Then, imagine the path that you would take on the other route. Find a Zoombini with the one feature that leads to a static field via this route, and
set it to the side. There are four buttons. One of them can be reached by the other path, one of them will be pressed by the Zoombinis you just set aside. Find two Zoombinis who could reach that button if the three-way colored arrow was pointing to the right. Set them aside. Find a Zoombini that can take the one other route to the first static field and set it aside. Set more Zoombinis aside until you have one more than a multiple of three that weren’t put to the side.
Put those on the indirect route (the one that leads to a shelf of rock with one pump). From here, put the Zoombini you set aside (for having a feature that would lead it onto a field) onto the other route. It should press a button, narrowly miss a whirlpool and get caught in a static field. Put the Zoombinis crammed into another shelf through. From here, try to work out the logical way to get all the other Zoombinis through.
9. Zoombiniville
Welcome to Zoombiniville, the end of all of the Zoombinis’ journey! Hopefully you have reached here with the crew of 16 you set off with. Here, you will see the newest additions to Zoombiniville directly in front of you. After a while you can see houses and shops in the surrounding hills. Click on the edges of the screen to look around.
Every time you complete a part of the journey without losing ANY Zoombinis for the first time, a building is erected in honor of those Zoombinis. The buildings will be built in this order if your playing the Classic Version but in the HD Version they’re built in any order:
1. Band shell
2. Windmill
3. General Store
4. Swimming Pool
5. Clock Tower
6. Bowling Alley
7. Firehouse
8. Opera House
9. Paper Clip Museum
10. Courthouse
11. Monument
12. Schoolhouse
13. City Hall
14. Library
15. Observatory
16. Playground
If you have recieved a new monument, congratulations! You have beaten the newest challange that the game has set for you. By the way, the building won’t appear until the Zoombinis who passed the challenge reach Zoombiniville.
Repeat your journey, and you have taken 625 Zoombinis (or 400 Zoombinis in the HD Version) across! When you do this, nothing particularly special happens, just the narrator saying a few all too familiar phrases in Zoombiniville and the inability to make Zoombinis at Zoombini Isle.