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- TOONSTRUCK
-
-
- Part One
-
- Part One
-
- You must collect 11 items to complete the cutefier. Talk to the engineer.
- Talk to the footman. Go back and talk to the engineer (tell him to check
- his pockets for the glasses). He will show you a blueprint and give you a
- bottomless bag. The items you are looking for are:
-
-
- 1. cloak = you need a dagger
- 2. stripes = you need stars
- 3. heart = you need a sole
- 4. whistles = you need bells
- 5. polish = you need a spit
- 6. needles = you need a bowling pin
- 7. bolts = you need nuts
- 8. ball = you need a chain
- 9. bow = you need an arrow
- 10. salt = you need pepper
- 11. rock = you need a roll
- 12. spice = you already have the sugar
-
- The spice ingredient which is combined with sugar gives you a hint on how
- to find the rest. You must find English expressions with the given word and
- another one which will tell you what you should be looking for (i.e. rock
- and roll for number 11).
-
- Go outside the castle and ask the guard to dance twice. The second time
- while he is performing get the key from the steps. Go inside again and open
- the closed door using the key. Go inside and use Flux on the ladder.
- You'll get a free rental voucher for the costume shop. Get the music box
- from the desk and read the note by the mirror. Open and close the drawers
- until you have the upper and the lower open and the two in the middle
- closed and a secret passage will open. Use the floorboard. Use Flux on the
- loose floorboard. Go out and pull the cord.
-
- Leave the castle and go to the town in the bar. Talk to the bartender. Play
- the organ twice, the second time use Flux on the mouse trap. Get the mug
- from the bartender and pick up the mouse. Go to the costume shop across the
- road (you must stamp the voucher with the royal seal). Go inside the arcade
- shop and talk to the owner. He will challenge you to an arcade game. Beat
- him to it and he will give you the chain. Go inside the bakery shop and
- talk to the frogs and then get two piano keys from the piano behind them.
-
- Go to the palace (in the trophy room) and pick up the watering can trophy.
- Put the mug in it's place. Pick up the red herring trophy.
-
- Leave the castle and the town and talk to Flufy Flufy Bun Bun (you must
- find pop corn). Go past the rabbit to the next screen and talk to the
- carecrow (it wants a new outfit and it will give you a cloak in exchange).
-
- Go inside the barn and use the watering can on the fertilizer barrel. Talk
- to the cow. Leave the barn and go talk to the B.B.Woolf (he wants some
- wine). Go to the transporting machine, use mouse on the right hand, use the
- watering can on the mouse holding hand and then use the lever. You're in
- Zanydu.
-
- Go straight. Try to pick up the sign (shaped as an arrow). The valture
- wants some meat. Go outside the outlet. Talk to the guard (the Zanydu clock
- must strike the correct hour to make him leave his post). Examine the
- poster.
-
- Go back to Cutopia in the bar. Use the phone. The number is blue, purple,
- red, orange, yellow, green, orange. You can combine two buttons to make a
- color (i.e. yellow and blue to create green- but press the buttons fast).
- To answer the questions remember that:
-
- 1. Jim's fur is blue
- 2. Woolfy's fur is purple
- 3. Warp's fur is orange
- 4. The fish tails over the outlet are yellow
- 5. The guard has a red fish on his right shoulder and a yellow
- over his left shoulder
- 6. The mountains are orange
- 7. The tiles on the gym's floor are blue
- 8. Woolfy's collar is green
- 9. The arrow pointing to the gym is blue and the other arrow is
- red
-
- If you answer the 6 questions right you'll find a present (jumping beans)
- waiting for you outside the bar.
-
- Go back to Zanydu. To get inside the WACME shop you must stand in front of
- any of the doors and when the white light is over it use the door (hurry
- because it keeps switching places). Talk to Woolfy and give him the beans.
- Use the gift machine. Pressing the start /stop button stop the arrow over
- the magnet, the glove and the mallet to get these three free presents.
- Examine the portraits on the wall. Examine the badge. Go to the phone
- again.
-
- Use the phone (the phone number is: purple, yellow, yellow, blue, green,
- red and
- orange). You'll find that the clock must strike 6 o'clock for the guard to
- get off duty.
-
- Go to the barn and use the magnet on the haystack. Use the piece on the
- gap. You'll get two pieces of butter. Go to the bakery and give the butter
- to the frog. He'll make some dough for you. Go to Zanydu.
-
- Go to the clock. To make it strike 6 o'clock use the two levers. Notice
- that whatever the one hand is pointing at indicates what the other one will
- do (how many steps it will take). Go to the gym. Ask Jim to demonstrate
- twice. Before asking for the second time use the butter on the
- vaulting-horse. Use the Pump'o'tron. You're stronger now and you can use
- the mallet. Go back to Cutopia in the arcade shop.
-
- Talk to the owner. Use the mallet on the strength'o'meter. Get the wine
- from the octopus and the bells from the destroyed strength'o'meter. Go back
- to the barn and talk to the kinky cow. Use the watering can on the barrel
- (poison). Use the watering can on the Briar Path to get the pepper. Go and
- give the wine to B.B.Woolf and see what happens.
-
- You're inside a pot. You can slide it either left or right. Keep moving
- from one direction to the other direction until the pot turns over. U se
- the corn on the fire. Get the pop corn. Use the dough on the spit to make a
- roll of bread. Get the spit as well. Get the book from the table.
-
- Leave and move left to the Malevolands. Pick up the hunk of meat and go
- inside the jail and pick up the ink. Combine it with the music box and then
- combine the inked music box with the voucher.
-
- Go to the barn and refill the watering can with poison. Go to the costume
- shop. You'll get arrested (you can avoid it by hiding in the dressing room
- but you don't have to). Walk on the carpet inside the cell until you get
- charged with static electricity and then use the electronic key pad. Keep
- doing so until the years left'o'meter counts down to zero. Go outside, open
- the safe and solve the puzzle. Get your things and a portable hole as well.
- You can now use the portable to hole as a mean of transportation. There are
- portholes in Zanydu, the town and the Malevolands.
-
- By placing your portable hole on them you get three roads to choose:
- Cutopia (left road), Malevolands (right road) and Zanydu (down road). Go
- back to Cutopia to the costume shop. Give the stamped voucher to the girl,
- get the fly suit and then choose the harlequin costume. Trade books with
- her. Go to Fluffy and give her the pop corn (she'll give you cotton candy)
- Give the Harlequin costume to the carecrow to get his cloak. Go to the
- Malevolands to the robot and use the enigma book on it. You'll get the
- plunger. Go back to Zanydu.
-
- Combine the poison with the meat and give it to the vulture, get the sign
- and a feather from the lying vulture. Go to the outlet and use the plunger
- on the toilet and then the red herring. When the green fish appears press
- the toilet handle. Go to Cutopia.
-
- Go to the costume shop and trade again the books. Go to the barn and give
- the feather to the cow (you'll get the glue). Go to the castle and use the
- spit on the hole on the cupboard. Get the staffed cat. Combine the glue
- with the piano keys. Combine the glue with the cotton candy. Combine these
- two new items with the staffed cat and then add the beans. Leave what you
- made by the door in the roots of the tree where the mean squirrel is. Use
- Flux on the door (Flux will get the nuts). Go to Zanydu, inside the WACME
- shop and talk to Woolfy. Ask him to use the boxing glove and when he hits
- Warp get the stars.
-
- Go to the Malevolands, talk to the one in front of the door and use the
- cloak on you. Talk to the bowling player and use the glue on the ball when
- it comes back. Use Flux on the lane. You'll get the present. Go back to the
- castle. Go past the engineer to the next room and place the items in the
- correct order. Press the system analysis button and END OF PART ONE.
-
- Part Two
-
- After the long sequence you find yourself in the prison. Talk to the guard
- and find out about his allergies. When he turns over and is ready to sneeze
- lift the mat in front of the cell door and pick up the yellow crystal. Wait
- until he sneezes again to get the mat. Use the mat on you. Get the key from
- the wall and use it on the keyhole. You're free now.
-
- Note : If you get caught again the guard is wearing a gas mask. So talk to
- him about the allergies. He starts talking and takes of his gas mask. Then
- pick up the mat and use it to get free. The third time you get caught the
- guard is missing. You'll find a note that says that the key is under the
- mat.
-
- Take your stuff. Talk to the myna bird until it starts repeating itself and
- take a note from what it says. Go left to the climatron room press the
- button and go inside the air vent. Wear the fly suit and climb up. You will
- find yourself in the bathroom. Open the medicine cupboard above the sink
- and take the tissues. Use the sink plug and then the sink tub. Fill your
- water can trophy with water.
-
- Climb down through the air vent and go to the first floor landing. Use the
- strange door. You start by pressing the clown's nose. You have to notice
- what part of the clown's head is lightened next. Then you press the nose
- and that part and so on. You have to do this until the door opens. Enter
- the room and talk to the clown. Talk to him. When he takes off his red nose
- to powder pick it up and put a tissue in it. When he wears it again he will
- fall asleep. Pick up his pin and the blue balloon on the floor. Use it on
- the helium tank. Use the rubber glove on the tank as well.
-
- Go back to the climatron room. Use the control and then use the pin on the
- pocket. Turn the lever to freeze and through the air vent go to the
- bathroom. The water on the floor has become ice. Open the door. The
- alligators will slip on the ice and fall out of the window.
-
- Go back to the climatron room and switch the lever to hot. Go to the first
- floor. The fish has jumped out from the boiling water. Now you have to
- witch the climatron lever back to normal, pick up the pin and quickly go to
- the fish tank and pick up the chest. Open the chest and you will find a
- key. Now head to the second floor. Go to the knight's room. Look at the odd
- books in the library and pull them in the following order:
-
- 1BLUE 1RED 3RED 2BLUE 3BLUE 4RED 2RED 4BLUE
-
- The door to the surveillance room will open. Go in and use the music box on
- the guard. He will fall asleep. Use the monitor and watch all the channels.
- Switch to channel 4. Use the magnet on the metal plate. Guide the knight
- each time to the elevated square. If you do it right the gate will open.
- Exit the room and pick up the knight's arm from the broken armor. Go
- upstairs. Use the pin on the crate. When the frog leaves he gives you a red
- crystal. Get inside the crate and when the guards are not watching walk
- slowly towards the TNT. Once you get the TNT get out of the room and go to
- the kitchen.
-
- Use the water can on the robochef, pick up a turkey and stuff it with a
- stick of TNT. Open the stove oven and put it inside. Then put it in the
- dumb waiter. After the animated sequence got to the rec. room on the second
- floor and get the pool cue. Go out and move the left statue. You find a
- blue crystal. Pick it up. Then use the horn. Go upstairs to the bathroom
- and through the air vent climb down. Go to the second floor and move the
- right statue. Pick up the green crystal.
-
- Go to the third floor and use the key you found inside the chest to open
- the locked door. On the bookcase you see a pair of sunglasses. Try to get
- them. The bookcase tips over and the sunglasses land on the fan. Use the
- switch. Use the chair and try to pick them up again. Now the are inside the
- mouth of the Venus flytrap. Wear the fly suit. Finally use the mallet on
- the vase and get the sunglasses.
-
- Go up to the fourth floor. Combine the pool cue and the knight's arm and
- press the button with it. The gate opens. Go in and use the balloon on you.
- Now you sound like Lugnut. To the voice scanner identify yourself as
- Lugnut. You enter Ms. Fortune's room. Before you go behind the curtain
- wear the sunglasses. Talk to Ms. Fortune. You're now her master. Use her to
- make her go to the hallway and then use her on the scanner to open the
- door.
-
- Once inside use the panel and place the four crystals in the following
- order:
-
-
- BLUE
- GREEN RED
- YELLOW
-
-
- Pull down the lever and get the warp device. Use the monitor. Turn the
- switches so that you get:
-
-
- LIGHTING ON
- LAUNCH PAD ENTRANCE OPEN
- CEILING BAY DOOR OPEN
- MALEVOLATOR FORCE FIELD DEACTIVATED
-
-
- Now you are ready to fly. Use the Malevolator and watch the big finale.
-
- THE END
- See part 2
- For questions, suggestions or alternative solutions to the riddles, send
- email to me at elenak@usa.net
-
-
- ⌐ 1997 Elena Kopanou. All rights reserved
-