All Solutions (The Puppy & The Hippie Mission Guide)

All Solutions (The Puppy & The Hippie Mission Guide)

Reverse: 1999’s new event, Theft of the Rimet Cup, is broken down into two parts over a 24-day period. The first part of the event consists of the Thief of the Thieves Mission and the Bio of the Great Thief Mission, which had to be completed within a certain time frame for players to receive all the rewards. The second part of the event released the final two Missions, with The Puppy & The Hippie being the third and final puzzle-based mission.


The fourth mission, Pickles Free Translation, is merely a reward collection mission where players can only obtain rewards by completing certain Daily and Weekly Missions. The Puppy & The Hippie has two stages: Escape to London and Night Cruise, each of which has a total of seven missions. The main objective of this puzzle is to safely move the character toward the destination without alerting the other pieces. In addition to this, the character has a limited number of steps that they can take to successfully clear the round and obtain the two stars.

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Escape from London

1 – A Warm Call

The first round in the first stage is fairly easy, and players only need to be wary of the one police officer patrolling near the exit. Timekeepers can follow the video below to trace the correct movements they will have to take to clear the stage successfully.

Players should note that there will be a lot of back and forth in this challenge, which will be important to remember for future stages.

2 – A Floating APPLe Pie

In this round, there will be additional character chess pieces that players have to successfully navigate to clear the round. The round can be a little difficult, and Timekeepers will have to make use of the gadgets on the board to help them as well. Once a gadget has been picked up, players will be given a choice of which space to successfully place it on to distract the policemen.

3 – Relativity of Misunderstanding

The third round is slightly similar to the second round as there is a gadget and a lot of backtracking that players will have to take to reach the goal. Following the video below can help players easily navigate along the board.

4 – Bubble Crash

In this round, players have to collect Scattered Flyers to earn stars during the stage and there will be no limit to the amount of moves they can make.

C1 – Best Partners

Since this is the first part of the Challenge Level, this is where things get a little difficult, as certain characters will be chased by policemen with every move they make. Players will have to strategically make use of the gadgets to distract the policemen and make their way to the end goal.

The main advantage players have in this round is the infinite number of steps they have available towards the goal. Timekeepers only have to make sure Digger collects the Flyer and makes his way to the goal without getting caught.

C3 – The Art of Evacuation

The last round in the first stage is similar to the previous one as players only have to navigate Diggers towards the Flyer and then the goal. Unfortunately, it doesn’t come easy, as a lot of backtracking needs to be done here to reach the end.

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Night Cruise

Night Cruise is the second stage available that unlocks after completing Stages 1 to 4 in Escape from London. The first four stages in Night Cruise are relatively simple and aim to train players for future Challenges. Completing these successfully will also award players 60 Clear Drops and other materials needed for character building.

5 – A Shoe Left Behind

For the first mission, compared to the previous stage, players have to put in a lot more thought and planning before making each move. Both Diggers and Pickles will have to reach the goal, thus Timekeepers will need to be patient and cautious when moving.

6 – A Planner with No Plan

Diggers and Pickles will both be used here as well. However, Diggers will be doing a lot of the heavy lifting in terms of distracting the guards. There will be two cans available for distraction that he will have to utilize on his path to successfully get himself and Pickles across.

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7 – Bouncey Ball

This mission requires the collection of a Flyer and can be easily tackled as there is no set limit on the number of spaces Diggers and Pickles need to move. All they need to do is reach the goal after securing the Flyer fragment.

8 – Transfer Ceremony

This last main mission is one of the easiest in this stage, and all Timekeepers have to do is use the can for distraction purposes and head to the goal that is quite close by.

C4 – Living the Past Again

Unlike the challenges players faced in the Escape from London stage, the Night Cruise challenges test the players’ ability to backtrack and speculate on which steps they need to take. There are fewer gadgets here and more back and forth.

Follow the path laid out, and players should be able to get Diggers to the other side within 20 steps.

C5 – Plan of Escape

Timekeepers have to navigate Diggers and Pickles through this extra solidified line of security whilst keeping a cool head, as there is quite a bit of switching between each character.

C6 – Going Home Alone

The final level is not as hard but can be a little overwhelming due to the extra number of guards compared to previous levels. It requires a lot of backtracking and patience from players, as one wrong move could result in failing the challenge.