Stone Cold Caves—Another puzzle of commonalities, in this game there are four pathways that are each blocked by a stony, mossy, mushy guardian. Each guardian will only let Zoombinis pass if they have facial characteristics (generated by algorithm in the beginning of the game) that appeal to them. If too many incorrect pathway choices occur, the guardians cause a rock slide that blocks entrances to all the remaining Zoombinis.
Captain Cajun's Ferryboat—This level seems easy in theory, but definitely gets harder as you progress. In this, the Zoombinis are tasked with crossing a swamp. The ferry driver is more than willing to take them, but only if they sit next to another Zoombini with which they share one characteristic.
through the game.
Stone Rise—Another level where Zoombinis have to sit with others that share their likeness, in this one there are stone benches that have a certain characteristic carved into the back of them. You must organize your Zoombinis in pairs, and once they are all sorted the benches kind of magically rise out of the mire so the Zoombinis can continue on their way.
Hotel Dimensia—Definitely a weird level, but in this one your Zoombinis are greeted by a somewhat demented, musical, hotel-running squirrel who is starting to close up shop. The Zoombinis must find a room based on their individual qualities, which you can test through trial and error. Each time a Zoombini picks the wrong room, they fall out of the tree in which the hotel is nested and 5 minutes pass on a giant clock. If the clock reaches midnight, only the Zoombinis who have found a room will be allowed to continue onwards.
The Lions Lair—I am pretty sure that I always failed this one. In this level there is a huge chasm with a stone-by-stone path across it leading up to a giant lion statue. Zoombinis are able to fill certain stones based on their characteristics. If selected to be on the wrong stone, the Zoombini is magically teleported to the correct spot, but one of the stone pegs next to the exit gate (behind the lion) pops out, and the gate comes closer to closing. Once all of the pegs have fallen out, the gate closes and any Zoombinis that haven't gotten through are lost.
Bubble Wonder Abyss—This is the last level of the Zoombinis' journey, and is a somewhat elaborate maze. The Zoombinis are put in a bubble machine that generates a giant bubble around them, and are asked to choose a path through a maze. If they choose the path correctly through toggling, the Zoombinis pass over the chasm completely, if not, their bubble pops, and they are lost.
The Zoombinis that survive all of these tests are then bought to Zoombiniville, safe and sound. With each 16 new Zoombinis that join the population, a new building is established such as: a clock tower, bowling alley, fire station, windmill, general store, and others. I never got as far as to complete the entire game with 625 Zoombinis, though, as I didn't have the patience or mental capacity.
Whew. That turned out longer than I wanted it to be! Unfortunately, I have not really been able to find any online versions of the game to play, but if this seems fun, you can download ROMs, or even buy the original game CD on Amazon. Happy gaming!