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- Toonstruck - Complete Solution
-
- A gentle start
- After the scene-setting intro sequence, walk down the grand staircase and wander
- into the room on the right where youÆll find the royal scientist, Bricabrac. Talk to
- him to discover that heÆs lost his glasses and, as heÆs as useless as a lace bucket
- without them, nip back out again, run up the stairs and go into the trophy room.
- Here youÆll find the kingÆs footman, and a brief chat will reveal that Bricabrac
- always loses his glasses in his coat pocket. Armed with this information, return to
- the lab and talk to Bricabrac again. HeÆll now find his glasses and explain the
- ætippety-topÆ secret mission that youÆve agreed to undertake. Grab the bottomless
- bag and the blueprint and then leave the palace.
- Outside, speak to the guards and watch the key that one drops when they perform
- their dance. Speak to the guards again and as soon as the mouse cursor appears,
- click on the key to pick it up. Head back into the palace and unlock the door on
- the left with the guardÆs key. The door will open to reveal King HughÆs bedroom.
- Get the music box from the chest of drawers and use Flux to search the bed. Get
- the voucher that he finds and then roll back the rug on the floor. Read the note
- stuck to the mirror and solve the draw puzzle to open a secret passageway (this
- will be revealed when both the top draw and the bottom draw are open and the
- others are closed.)
-
- My lord, I have a cunning plan...
- ItÆs not important yet, but you need to get your hands on the fish and the gold-
- plated watering can in the trophy room. ItÆs time to get shot of the footman.
- Making sure the rug is rolled back, enter the secret passageway and use Flux on
- the loose floorboard. Next, click on the floorboard with the cursor. This catapults
- Flux up to the trapdoor so he can unlock it. Return to the bedroom and click on
- the rolled-up carpet to replace it over the trapdoor. Pull the large cord next to the
- bed to summon the footman. After the footman has been disposed of, return to the
- trophy room and get the red fish that hangs on the wall. Forget about the watering
- can for now.
- Next, leave the palace and head for the town centre (notice the round indentation
- in the ground ╤ it becomes important later). Walk into the tavern (the one with
- the beer sign), watch the mouse annoying the customers and then talk to the
- barman. If the mouse isnÆt already standing next to the mousetrap, manoeuvre it
- cunningly towards the trap by trying to pick it up. When itÆs in position, use the
- organ and, while the mouse is dancing, use Flux on the mousetrap to stun the
- bothersome rodent. Get the battered tankard from the barman, pick up the mouse
- and then skip merrily back to the trophy room. Picking up the watering can causes
- the door to close, trapping you inside. But to escape, simply plonk the tankard on
- the pedestal. ItÆs the same weight as the watering can and so the door will open.
- Return to the town.
-
- Ooh, suits you sir
- Now enter the arcade at the bottom right of the screen. Speaking to the cashier
- will reveal that you can play two games; Wacman and the Strength-O-Meter. If
- you can beat the cashier at Wacman heÆll give you a æpractically gold chainÆ.
- Unfortunately, you wonÆt be able to win the Strength-O-Meter game just yet.
- Especially not with the rubber hammer that the cashier insists you use. So forget
- about the æfine wineÆ prize for the moment, leave the arcade and pop into Miss
- FitÆs Costumerama. Talk to miss Fit to reveal her passion for books.
- As thereÆs nothing you can do here yet either, leave the Costumerama and head
- for the bakery. A quick chat with the bakers will reveal that they canÆt make any
- dough. Examine the piano and grab the two loose piano keys that fall off when its
- ivories are tinkled. Leave the bakers and head south towards the meadow. Talk to
- Fluffy to discover (a) her hatred for cotton candy (candyfloss to you and me) and
- (b) her love of popcorn. Again, all you can really do now is move on. At the farm,
- chat to the Carecrow and take a corncob from the field. Go to the barn on the hill
-
- My, what big teeth you have
- In the barn, speak to Marge the cow about the Churnatron. Not even Flux can find
- the missing part of the machine in the haystack, so console yourself by filling the
- watering can with fertiliser and then return to the Carecrow field. Heading west
- again, youÆll come across an angry squirrel, a tree and a pile of nuts. ThereÆs also
- a red pepper hidden in a briar patch but this, like many of the objects youÆve seen
- so far, is unobtainable at the moment. So, continue west until you encounter B.B.
- Wolf. HeÆs looking for a bottle of wine. If you havenÆt got one (and you havenÆt)
- you canÆt get past into the Malevolands.
- The only option left is the path to the north which leads to the Zanydu Shuttle. To
- make the contraption work, you must first use the stunned mouse on the empty
- yellow hand (thatÆs the one on the right). Next use the watering can filled with
- fertiliser on the mouse to wake it up, then hop into the shuttle and push the lever
- forwards. Next stop Zanydu Central.
-
- Is fish-flushing legal?
- At Zanydu (notice another circular indentation in the ground here), start by taking
- the path to your left. This leads to JimÆs Gym and Zanydu Fish-Flushing Facility.
- The guard bars the way into the outhouse, but by speaking to him you can
- discover what time his shift ends (6 oÆclock) and that he wonÆt leave until the
- Zanydu clock strikes the hour. Unfortunately, the guard times his shift by the
- Zanydu clock, which is broken. Look at the flyer outside the gym that advertises
- the phone-in quiz. Remember the sequence of colours (blue, purple, red, orange,
- yellow, green, orange) for later use.
- Go into JimÆs Gym. Look at the Pump-O-Tron and then talk to Jim about his
- athletic prowess. Watch JimÆs impressive tumbling routine and then return to the
- Zanydu crossroads. The middle path leads to the Way-Outback, where youÆll find
- a vulture perched on an arrow sign. As for the right-hand path, this leads to the
- WACME building and the Zanydu clock. Enter WACME by going through a door
- with a light above it and talk to Woof. When he demonstrates the contents of the
- show cabinet, collect the floating stars and ask about the Gift-O-Matic machine.
- Look at the portraits on the wall and note down the phone number on the security
- guards ID badge (purple, yellow, yellow, blue, green, red, orange).
-
- ItÆs good to talk
- Return to the tavern in Cutopia and use the phone on the bar. Phone the outhouse
- guard (using the colour-coded number above) and listen to his answerphone
- message. Next, phone the Zanydu quiz line. You must answer six questions
- correctly to win a can of WACME jumping beans. The answers to the questions
- are listed below:
- l The fish on the top of the outhouse are YELLOW
- l The fish on the guardÆs right shoulder is RED
- l The fish on the guardÆs left shoulder is YELLOW
- l The arrow pointing to the gym is BLUE
- l WoofÆs dog collar is GREEN
- l WoofÆs fur is white and PURPLE
- l The floor tiles inside the gym are BLUE
- l The rocky mountains of Way-Outback are ORANGE
- l The plant pots outside WACME are PURPLE
- l JimÆs fur is BLUE
- l The arrow pointing to WACME is RED
-
- If you get all six questions correct, leave the tavern, pick up the package and then
- make your way back to WACME.
-
- WACME? IÆll smack your face in!
- At WACME, use the jumping beans on Woof to prove you are a paying customer.
- Activate the Gift-O-Matic machine to get your hands on the magnet, the rubber
- glove and the mallet. Next, head for the barn. Use the magnet on the haystack to
- find the missing piece of the Churnatron, use the part on the machine and then
- take the two sticks of butter that are produced once Marge is plugged in. Now
- return to JimÆs Gym. Use one stick of butter on the vaulting horse and then speak
- to Jim again to get him to perform his tumbling routine. When he slips and ends
- up in the far wall, use the Pump-O-Tron to become stronger.
- Return to the arcade and use the new mallet on the Strength-O-Meter. When it
- breaks, pick up the bells and get the wine that the cashier gives you as a reward.
- In the meantime, Nefarious has zapped the barn and Marge is strapped to the
- Wheel OÆ Love enjoying a good whipping from Punisher Polly. Fill the watering
- can with the gunk (weed killer) and then walk towards the squirrelÆs tree. Use the
- weed killer on the briar patch to get the red pepper and then hand over the wine to
- the wolf. When youÆre captured, click on the left and right edges of the cooking
- pot to rock it and tip it over. Use the corncob on the fire to make some popcorn,
- get the roasting spit and grab æThe Mating Habits Of The Malevolent SquirrelÆ
- that lies on the bookcase.
-
- The not-so-fabulous Baker Boys
- Head back towards the palace, stopping to give the popcorn to Fluffy ╤ sheÆll
- give you her cotton candy in return ╤ and to refill the watering can with weed
- killer in the barn. When you reach the palace, use the spit on the locked cabinet
- (specifically the hole on the side) and get the stuffed cat that you find in there.
- Your next stop is the bakery (if the dreaded Pencil Test Patrol appear, hide in the
- pantry to escape them*). Give the second butter stick to the bakers and they will
- make some dough. Take the dough with you to the wolves den and, using the spit,
- cook it over the fire. Take the roll from the spit and put both in your bottomless
- bag. With B.B. out of the way, you can now enter the Malevolands (again, notice
- the circular depression in the street). Talk to Slab the bouncer about the dress
- code for SeedyÆs Bowling Club. Pick up a lump of meat from the street and then
- head towards the Zanydu Shuttle.
-
- * If you are captured by the PTP at any point, youÆll get thrown into prison. To
- escape, walk around the cell to charge yourself up with static electricity. Touch
- the Years-Left-O-Meter to decrease the length of the sentence. Repeat this process
- until the time remaining is zero, whereupon the cell door automatically opens. To
- retrieve your belongings, examine the picture on the wall and then complete the
- sliding block puzzle to open the safe.
-
- Love is blind
- Use the weed killer with the lump of meat, take the middle path towards the Way-
- Outback and give the poisoned drumstick to the vulture. When it dies, get the
- arrow sign that it was perched on and pluck a feather from its body. Head back to
- the shuttle and then to the barn. Give the feather to the animal S&M fans and take
- the tube of glue that they offer you.
- You should now have all the items to make a convincing squirrel decoy. Use the
- glue on the cotton candy and then use the cotton candy on the cat. Dab some glue
- on the two piano keys and attach them to the stuffed feline too. Lastly, use the
- jumping beans with the cat to give it a bit of life. When the decoy is complete, use
- it with the squirrelÆs doorstep and then send Flux up into the tree to get the nuts.
- Go to the Malevolands.
-
- Harlequins? IÆm a Bath man myself
- Enter the PTP prison office, examine the picture on the wall and complete the
- sliding block puzzle to open the safe. Take the cartoon hole from the safe and
- the inkpad from the desk. Leave the prison office and use the hole with the
- circular dent on the ground to travel to the nexus. Transport to the Cutopian town
- centre, use the inkpad on the music box to create a stamp and then use the music
- box on the costume voucher to validate it. Nip quickly into Miss FitÆs (hide in the
- changing room if the PTP show up) and give her the voucher. Take the free fly
- suit and then choose the Harlequin costume from the catalogue. Give the costume
- to the Carecrow in the field and he will give you his cloak.
- Return to SeedyÆs Bowling Alley and use the cloak to get past the bouncer. Talk
- to Seedy (if the PTP arrive try to hide in the room on the right) to learn the rules
- of hare-pin bowling. To get a lane, use the glue in the bearÆs ball when it arrives
- back at the top of the lane. To get a strike and win the golden pins, use Flux with
- the lane. After this, cross the road and visit the robot maker. Talk to him and note
- the plunger on his counter.
-
- The curtain falls on Act One
- Go to Miss FitÆs and swap the Squirrel book for the Enigman book that sheÆs
- reading. Return to the robot makers and ask him a question from the Enigman
- book. When his head blows off, take the plunger from the counter and head for
- the WACME building in Zanydu. To get rid of the Fish-Flushing guard, use the
- two levers to set the clock to 6pm. Now go to the Fish Flushing Facility, examine
- the toilet paper and the toilet. Use the plunger to unblock the toilet and then drop
- the red fish into the bowl. Flush the handle again to catch another fish. You need
- the Sole. And thatÆs the green one. Finally, when youÆve got the fish, return to see
- Bricabrac in the palace. Enter the room on the right and plug the components into
- the Cutifier. They are:
- Roll (rock); cloak (dagger); stars (stripes); sole (heart); bells (whistles); spit
- (polish); pins (needles); nuts (bolts); chain (ball); arrow (bow); pepper (salt).
- Cue Act Two...
-
- The dungeon, the stupid guard
- When the guardÆs back is turned, at the moment when heÆs about to sneeze, pick
- up the welcome mat on the floor. Your first attempt will reveal a crystal, but the
- second will be successful. To escape, use the mat on the bars of the cell to create
- a dust cloud. This makes the guard sneeze and releases the key which you can use
- to unlock the door. Grab your belongings and listen carefully to the Mynah bird,
- noting down its babble carefully. Leaving north, examine the Climatron then
- retrace your steps and go up the stairs to the first-floor landing.
- Examine the fish bowl then click on the large clown face in the eastern end of the
- room. Complete the ╘Simon SaysÆ game to open the door, talk to Spike the clown
- and then return to the Climatron. Open the iris door by pushing the button. Put on
- the fly suit and climb the air vent. In the bathroom hide in the shower or nip back
- in the vent to avoid the curious gators. If you get caught, youÆll get thrown back in
- your cell. Although the guard is wearing a gas mask this time, talk to him to get
- him to take it off and then repeat the mat/dust manoeuvre to escape. If you do
- manage to hide, open the cabinet and take the chloroform wipes that you find
- there.
-
- How do you like your fish?
- Go to SpikeÆs padded cell and when he removes his nose to powder his face, wipe
- the red nose with chloroform. When he passes out, pick up the pin and a balloon.
- Return to the Climatron room and, by using the pin as a lever, set the heat output
- to ╘extremely hotÆ. After a cut scene shows the fish being boiled out of its bowl,
- walk up to the first floor landing to find Buster on the floor. As the water is
- boiling, return to the Climatron, set it to normal and rush back up again to reach
- the bowl before the fish dives back in. If you donÆt make it, simply repeat the
- boiling/cooling process until you do. Grab the treasure chest and open it to find a
- key.
- Walk up the stairs to the second floor landing and take note of the layout of the
- guardroom and the dumbwaiter. Now return to the bathroom and fill the watering
- can with tap water. Go to the first floor landing and walk west into the kitchen.
- Tip the water over the robo-chef to disable it. Wander to the second floor landing
- again and use the doorway to the east. In here, youÆll find a knight in armour and
- a pressure pad, but the doorway to it is barred by a gate. A bookcase near the
- doorway has books which can be pulled out. If you didnÆt note down the Mynah
- BirdÆs riddle, go back and do it now.
-
- It never works in real life
- If you pull the books out in the correct order, the bookcase slides back to reveal a
- doorway that leads to the surveillance room. Use the music box to send the guard
- to sleep, then examine the security monitor until you get a picture of the knight in
- the room above. Use the magnet with the riveted ceiling panel to move the knight
- over the pressure pad. As this tile goes down, another pops up and as the knight is
- moved over this next one, yet another pops up in its place. After the fourth tile,
- the gate opens and you can explore the room freely. Get the knightÆs gauntlet as
- you pass and then head through the doorway to the north.
- This leads to the armoury, where the PTP are playing cards. Before you touch
- anything, return to the Climatron and get the pin. Go back to the armoury and
- open the nearby crate with it. When the crate opens, Ray Frog is released. HeÆll
- give you a crystal before escaping unnoticed by the PTP. To get to the handy pile
- of TNT, jump into the crate and close the lid. Move towards the explosive, grab it
- and then move back. Go back to the kitchen.
-
- Anybody got a light?
- Grab a turkey and use a stick of TNT with it. With the explosive firmly wedged in
- the birdÆs behind, open the stove door and light the TNTÆs fuse. Put the turkey-
- bomb in the dumb-waiter and then send it up to the guardroom. When the guards
- start fighting over the turkey, it explodes, killing everyone and blowing the room
- to smithereens. Walk up to the second floor landing and enter the room that
- youÆve just blown up. Grab the pool cue that survived the blast and examine the
- heads on the banisters. At the end of each is a gargoyle head and the one on the
- left opens like a giant PEZ dispenser to reveal a crystal.
- Go back to the bathroom. Open the door, peek at the guards and then hide in the
- shower when they spot you. To lay a trap for them, push the plug into the sink and
- turn on the tap. When the sink overflows, use the fly suit to climb down the air
- vent to the Climbatron room. Put the pin back into the Climbatron control and
- turn it to ╘extremely coldÆ. Climb back up to the bathroom to see that the floor is
- covered with ice. Now open the door to attract the guardsÆ attention. When they
- rush in, they will slip on the ice and go sliding out of the window.
-
- Ms. Fortune. Geddit?
- Leave the bathroom and return to the gargoyle heads. Push down the horn on the
- left head and instead of moving over to the right head, walk up to the third floor
- landing. Now head towards the bathroom, slip on the fly suit and descend down
- the air vent. Go up to the first floor landing and then up to the second floor. You
- should be standing by the right gargoyle head. Open the head to reveal a crystal.
- You should now have four, each one a different colour. DonÆt go up to the fourth
- floor just yet. The evil Ms. Fortune is waiting to hypnotise the unwary adventurer.
- The jail cells beckons again...
-
- * If at any point you get caught again, youÆll get thrown back into the dungeon.
- This time the guard is taking no chances and heÆs hoovering the whole place
- trying to get it dust-free. To escape, switch off the vacuum cleaner when the guard
- has his back to the cell. When he looks quizzically at the nozzle, wondering what
- is wrong, turn the vacuumÆs dial from æsuckÆ to æblowÆ and then switch the power
- back on. Hello dust-cloud, bye-bye guard. (ItÆs either this or he leaves a short note
- saying that heÆs given up and that the key is under the mat.)
-
- The accident-prone hero
- The only place left unexplored now is the room on the third floor, and the door to
- it can be opened using the treasure chest key. Climb up the side of the bookshelf
- to try and get the cool sunglasses. Flick the switch on the wall that has been
- revealed by the falling bookcase and then, after the mayhem, use a chair to try and
- get the glasses from atop the stuffed ass. When they then fall onto a Venus Fly
- Trap, slip on the fly suit and try speaking to the ravenous plant. This doesnÆt
- work, however, and the glasses finally end up in a rather tasteful-looking vase. By
- now the whole room should be a mess. Get the sunglasses (which have mirrored
- lenses) by smashing the vase with the mallet.
- Now for the fourth floor. Put on the mirrored sunglasses and enter Ms. FortuneÆs
- room. When she tries to hypnotise you, the hypnotic beam is reflected back at her
- and soon she is under your control. Tell her to follow you out to the landing and
- to place her paw in the hand-recognition security device. With a click the door
- will open and you can tip-toe quietly into NefariousÆ HQ.
-
- So this is it then?
- Pull the lever on the wall and when it jams halfway, place the four crystals in the
- four empty sockets in the wall panel. Pull the lever again to open the hatch and to
- reveal a trigger device. Grab the trigger and then flick the switches that control
- the lights, the door between the HQ and the launch room, the force field
- surrounding the Malevolator and the launch bay itself, so that you can get to the
- craft and fly it safely away. Walk through the open door, sit back and enjoy the
- smoothly animated finale. ThatÆs it. There is no more. Thank you for flying the
- PC Gamer Toonstruck Solution, we hope you had a pleasant journey.
-