Toonstruck Walkthrough
Please don't follow this verbatim, it has the answers to all
problems, but you'll
miss alot if you don't talk to all the characters and give it a
go yourself. If you end up in
prison on the 1st CD, you can get out by walking around the cell
until you build up a
static charge, then touch the keypad. Repeat 5 or 6 times to
reduce your jail sentence to
0. Now you'll need to look at the picture of a safe on the wall
and complete the sliding
block puzzle on the safe to get back your items. You can also get
a hole in this safe. It
isn't required, and the block puzzle is a pain at times. The hole
can be used in any town
centre, on the potholes. You can use it to instantly travel
between town centres. To avoid
capture, you just need to hide quickly. There are 3 locations
where the henchmen try to
get you, the bakery (hide in the back room), the costume shop
(hide in the changing
room) and the bowling alley (hide past the swing doors on the
right).
1st CD
After the intro., move through the bottom right door to enter the
lab. Talk to the
bird. He wants his glasses. Go out, into the hall and enter the
trophy room (top left
doorway). Talk to the footman about the bird (Bricacbrac). Go
back to bricabrac and tell
him to look in his pockets for the glasses. You'll get the
blueprints for the cutifier off
him. The objects required for the cutifier are:
Sugar & Spice ; CLOAK & Dagger ; STARS & Stripes
Heart & SOLE ; BELLS & Whistles ; SPIT & Polish
PINS & Needles ; NUTS & Bolts ; Ball & CHAIN
Bow & ARROW ; Salt & PEPPER ; Rock & ROLL
If you want vague help for these items then:
Cloak: The scarecrow has this, you need to get the costume
voucher
Stamped and select a costume he'll like.
Stars: These are cartoon stars, of the rotating-above-head-after-
being-whacked
variety.
Sole: This you get at the fish toilet in zanydu.
Bells: They are on the test your strength machine in the arcade.
Spit: A roasting spit.
Pins: Bowling pins.
Nuts: The squirrel has them. Make him a girlfriend.
Chain: The prize for beating the arcade cashier at his own game.
Arrow: Of the pointing variety, poison that vulture.
Pepper: Yes that one. The malevelator will change something that
will
help.
Roll: Get some dough and cook it.
Right, back to the specifics. We want to rob the trophy room
next. Leave the
lab, head south from the hall to go outside. Talk to the guards,
watch the dance. Talk to
them again to make them dance again, pick up the key during the
dance. It opens the
locked door in the hall. In this new room, click on flux and use
him on the ladder. He'll
get you a voucher from the bed. Click on the rug to reveal a
trapdoor. Pick up the music
box on the drawers. Click on the note. This message refers to the
drawers. You need to
have the top and bottom draws out to trigger a mechanism. I think
the draws always start
with only the top drawer out. If so you click left,bottom,right
then top. This will open a
secret passage on the bed. Go through, click on flux, get him to
stand on the loose
floorboard and catapult him up by clicking on it yourself. Voila,
open trapdoor. Go back
up and replace the rug. Pull the cord, say nighty-night footman.
Go back outside and head south into town. Go through the green
door into the
Irish pub. Click on the mouse (on the bar, not the computer
variety). He'll move to under
the hammer. (If this gets botched up just click on the mouse
until it IS under the
mousetrap). Now use the organ. After you see the mouse dance, you
get back a cursor.
Click on Flux and get him to use the mousetrap. Whack. You'll get
a tankard as thanks.
Take the stunned mouse. Note the telephone on the bar is of the
colour-dialling variety.
The other shops aren't completable at the moment. Head back to
the trophy
room (where the footman was). Pick up the fish trophy, pick up
the watering can trophy.
Get the door open again by balancing up again with the tankard
from the pub. Now go
back to the town, and go south. Talk to Fluffy Fluffy Bun Bun.
She wants Popcorn. Exit
left. Talk to the scarecrow. He wants new clothes in exchange for
his ROBE. Take the
corncob. Click on the barns entrance to enter. Talk to the
animals. The churnatron needs
a part. Fill the watering can with the fertiliser.
Head left now from the scarecrow to the screen with the NUTS and
PEPPER.
They are not acquirable for a while yet. Exit left, click on one
of the paths and B.B.Wolf
will appear. Talk to him, he wants wine. Head north from the
pepper/nuts screen to get
to the zanydu shuttle. Use the mouse with the right hand. Use the
fertiliser on the mouse
in hand. You can now enter the shuttle and go to zanydu.
Zanydu has three paths. The left to Jim's Gym & Fish Toilet,
The middle to a
vulture and right to the Wacme Store. Go right to the Wacme
store. Stand in front of a
revolving door, wait for the light above it to come on and click
on the door to go in. Talk
to the clerks. Ask for a demonstration of the boxing glove. Once
the animations end,
click on the STARS above the missing clerk. The Gift-o-matic can
only be used if you
can prove that you've bought something here - more later. Now
take the left path from
central zanydu. Talk to the guard and look at the advert. You
cant use the gym yet. Go
back to the clock (outside Wacme). You need to set the time to 6
o'clock. It may take you
a while, but persist. The guard will leave the fish toilet. (The
toilet is blocked, so we
need a plunger).
Return to the Irish pub in the town centre. Use the phone on the
bar. You need
to dial the colours from the advert outside the gym. They are:
Blue, Purple (Red&Blue
together), Red, Orange (Red&yellow), yellow, Green
(Blue&Yellow), Orange. You get
through to the quiz line. Answers to quiz:
Jim's fur:Blue
Fish tails on outhouse: Yellow
Warps fur besides white: Orange
Guards shoulders fish colours: Left-Yellow Right-Red
Woofs Collar: Green
Sign for Jim's in Zanydu: Blue
Sign for Wacme: Red
Plant Pots: Purple
Woofs fur: Purple
Mountains: Orange
Gym Floor: Red
When you get it right, go outside and pick up the hopping parcel.
Aha-proof of
purchase in Wacme's. return to Wacme's and show the jumping beans
to Woof. Now you
can use the gift-o-matic. Use the start-stop button on it to get
the magnet, mallet and
glove. Now return to the barn and use the magnet on the haystack
on the left. You get
the missing churnatron piece, so use it on the gap in the
machine. Take the butter. Fill
the watering can with fertiliser again. Go to Jim's Gym. Use the
butter on the vaulting
horse. Talk to Jim and ask him to demonstrate the fiery hoops. Oh
dear. Use the
pumpatron to build up those muscles.
Ok, we have big muscles and big hammer, so lets go to the arcade
and use the
strenghtometer. (Use the big mallet from your inventory on the
strengthometer, rather
than talking to the cashier).
Good, you've wrecked it and got the "wine". Take the
BELLS from the remains of the
strengthometer. Now talk to the cashier and challenge him to play
the middle arcade
game. You've got to win it. I find that crouching as low as
possible and firing quickly
usually does the trick. When you win you'll get the CHAIN.
The guards may come now, enter the bakers shop (hide in the back
if guards
arrive). Give them the butter and take the dough. Play the piano
to get the keys. Go to
the barn (now Malavolated). Fill the watering can with the
dangerous looking gunk. Go
to the NUTS/PEPPER screen and feed the briar patch with the
watering can. Take the
PEPPER. Return to the barn for a refill of gunk.
Go to B.B.Wolf (left of the pepper/nuts). Give him the wine (from
the arcade).
After the animations, you end up in a stewpot. To get out click
on the left then right of
the pot repeatedly. Time your clicks with the pots extremes of
swing. It will tip over
eventually. Once out, use the dough on the spit to make a ROLL.
Take the SPIT. Use the
corncob on the fire to make popcorn. Take it. Take the book &
read it. Leave the cave.
Go into the malevolands town centre (up/left from where BB was).
Go into the upper right door (the prison) take the inkpad. If you
want, have a go
at the sliding block puzzle to get the hole,(although now you can
finally get it, its only of
use a couple of times (see the beginning paragraph for how to use
it)). Go to the costume
shop (off the original town centre). Use the music box in your
inventory with the ink
pad. Use the music box with the free costume voucher. Give the
voucher to the girl. You
need a costume for the Carecrow. The correct costume is the
harlequin. So take it. Swap
the book in the inventory (Squirrel mating book) with the girl.
Go to the Carecrow, and give him the costume. You get the ROBE.
Go to the
Malevoland town centre. There is a hunk of meat in the bottom
right of the screen. Take
it. Go in the lower right door to meet the Darlekesque robot.
Give him the book of
enigmas to exterminate him. take the plunger.
Back to Zanydu. Go to the fish toilet (the clock needs to have
been set to 6
o'clock to get in). Read the loo-roll for instructions. Use the
plunger on the toilet. Use
the red herring from the trophy room with the toilet. You need to
flush when the thin
green fish is in the glass bowl above the toilet. (Not the yellow
puffer fish). If you get the
wrong one, return it to the loo and try again. The fish is a
SOLE.
From central zanydu, take the middle path. Use the hunk of meat
from central
malevolands with the weedkiller in your watering can. Feed the
vulture. Take the
ARROW sign, and the vultures loose feather. Go to the barn and
use the feather on
marge. Take the glue.
Return to the malevolands. Use the cloak on drew to get into
Seedy's bowling
parlour. (the three stooges will try to get you again, hide
behind the swing doors on the
right). Use the glue on the bears bowling ball when he leaves it
alone. Now use flux on
the lane. Strike. Take the PINS trophy from the owner. Return to
the castles hallway.
Use the spit on the hole on the cabinet. Take the stuffed cat.
Go see Fluffy Fluffy Bun Bun. Give her the popcorn. Take the
candy floss
(cotton candy). Use the piano keys and the candy floss with the
glue. Use both with the
stuffed cat. Use the jumping beans with the cat-thing.
Hey-presto, instant ripe female
squirrel. Go to the squirrel and use the cat-thing on its
doorstep. Now send drew up to
get the NUTS.
Hoorah, we have all the gubbins for the machine so return to the
laboratory in
the castle. Go to the room to the right of bricabrac and put the
objects into the right
places (see list at start). Press the system analysis button when
they are all in. Sit back
and watch the animation.
2nd CD
You should be in a cell with no items. Talk to snout. He'll turn
around, letting
you look at the mat. Take the crystal. Take the mat. Use the mat
on drew to make a dust
cloud and remove the guard. Take the key from the wall behind you
and use it on the
keyhole. Move far right and use the exit (the bird gives you
clues to a bookshelf puzzle
upstairs). Click on the Clown. This puzzle is different every
time so you'll do it yourself.
Copy the clowns features in order (a bit like simple simon). Its
easy if you write them
down as you go along. Once in, have a chat with the clown. Can't
do more here yet.
Go up the stairs. Go right - the chequered floor. Here is the
book puzzle the
minah bird downstairs gave the clues for. Click on the book case.
The correct order is:
B1,R1,R3,B2,B3,R4,R2,B4. Go through the passage that opens. Use
the music box on
yourself to make the guard sleep. Use the monitor. Look at all
the channels by using the
dial. Before leaving put it onto the channel showing the room
upstairs with the knight
and chequered floor. Now use the magnet on the bolted plate on
the ceiling. The screen
you get lets you move the knight around. Move him onto the raised
tiles. The 4th tile you
get to raises the gate.
You're not ready to go up from the knight hallway yet so go back
to the main
stairway. To the left of the 2nd stairway is a guards rec. room.
Upstairs are more guards.
Whilst on the 2nd floor landing, click on the left gargoyle to
get another crystal. There is
another on the right, but you cant get it yet. Go back to the
dungeon. Head north from
the cell you were locked in to get to the climatron room. Press
the button on the air
circulator to open it. Go in. Use the fly costume on yourself to
climb up.
In the bathroom, use the sink plug, then the sink taps to flood
the floor. look in
the medicine cabinet to get the chloroform wipes. Fill the
watering can from the sink.
Go back down the airvent (there are guards outside). Return to
the clown. Wait by the
table until the clown removes his nose (can take some time). Take
the nose and use it
with the chloroform wipes. He'll put it back on and pass out.
take the balloon and pin.
Fill the balloon from the tank. Fill the glove from the tank.
Return to the climatron room. Look at the controls. Use the pin
with the socket.
Click on cold. Go up the air circulator to the bathroom. Aha
frozen water.. Click on the
door on the right to get rid of those guards. Exit right. Go down
to the 2nd floor landing.
Click on the horn on the left hand gargoyle. It moves to the
right hand one. If you then
try to click on the right hand one, the horn moves back. You need
the horn on the right
hand one and go the long way round (upstairs, down the airvent
& back up) to access it.
So head up the stairs (make sure the horn is on the right
gargoyle). Into the bathroom
and down the airvent.
When you reach the climatron, change the temperature to hot. The
fish on the
1st landing jumps out his tank. Change the temperature back to
medium, and take the
lever back. The fish is working its way back to its bowl, so
hurry through the dungeon
and up the stairs. Grab the treasure chest in the fish bowl
before the fish returns. (If you
are late, go back to the climatron, make it hot again, then
medium temp again, and try
again). Look at the treasure chest, and a key should appear.
Go up to the 2nd floor landing. Now you can click on the right
gargoyle to get
the 3rd crystal. Go right into the knights hall, and upstairs to
the armoury. Use the
pin/lever on the crate to meet the frog. He gives you the 4th
crystal and hops off. Use the
crate. The icon you now get when you move the cursor over the
crate is a movement
icon. Each time you move closer to the TNT one of the guards
looks round. Don't move
any closer till the guard becomes unsuspicious as otherwise
you're back to the beginning.
You'll get the TNT when you are close enough.
Go back to the main stairway and go to the first floor, then left
into the kitchen.
Use the watering can with the water from the bathroom sink in on
the robochef. He'll
rust. Take a turkey. Use the trinitrotoluene (TNT) on the turkey.
Open the stove door.
Use the turkey suprise on the hot embers. Quickly use the turkey
suprise on the dumb
waiter on the left. Watch animation. Go upstairs into the rec.
room. Take the pool cue.
Return to the knights hall, click on the knights gauntlet to take
it.
Go up to the 3rd floor. Use the key from the treasure chest with
the right hand
door. Go in. Click on the sunglasses above the bookcase. Click on
the switch (it was
behind the bookcase). Click on the desk chair. click on the
sunglasses (now on the
moose head to the left). Put on the fly costume to annoy the
Venus fly trap. Smash the
vase with the mallet. Take the sunglasses.
Nearly finished... Go up to the top floor. Use the gauntlet with
the pool cue. Use
this contraption with the button. Go into the new room. Use
either the full balloon or
glove with drew. The correct character to imitate is lugnut. Go
in the new room. She'll
hypnotise you if you go into her bit, so put on the sunglasses.
(If you wind up in jail
again, talk to snout about his allergies, take the dusty mat and
allergize him again. The
third time, he leaves the key under the mat and retires). After
the animation, talk to Ms
Fortune. Click on her, then on the door to move her outside. Then
click on her, then the
scanner to open the other door.
Move to the control centre. Click on the panel below the monitor
(the right
sided one). Put the crystals in one at a time, if they are in the
correct slots, they light up.
try B
G R
Y
Pull the lever on the control centre and take the warp device.
Click on the
monitor by the door. You need it to be ON,OPEN,OPEN,DEACTIVATED.
The four
switches change the settings. If D=down and U=up then the
switches should be:
D------U
' '
' '
' '
U------D
Now move to the Left, click on the malevolator, and sit back. Its
over.
Fell free to upload, copy, generally distribute, alter, use on
compilation CD's,
publish or whatever. I don't mind, total freeware.
If there are any errors, mail me on 100414,2564 and I`ll change
it.