GetDotted Domains

Retro Game Walkthroughs For
"Toonstruck"
(PC Games)

Retro Game Walkthroughs for Toonstruck (PC Games)
Submitted By: Unknown
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 everytime 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.

Please try and only use this if your really stuck otherwise you
will miss the fun of the game.

Love babe
xxx






Submitted By: spoonbeast
----------------------
[TOONSTRUCK WALKTHROUGH]
----------------------
Poor Drew Blanc, who would have thought that being a cartoonist, would be so terrible. His passion and morale is an all time low ever since he began drawing the fluffy fluffy bun bun show. After various events, he’s now trapped in a personal hell that he helped create and the only way back really is by helping the inhabitants of cuteopia resolve a very nasty problem. In this walkthrough, I will guide players through the games various inventory items and the walkthrough itself. Lets begin by looking at the inventory.


---------
[INVENTORY]
---------
Here is a list of all the items players will encounter on their journeys. Each item will provide hints and clues as to their uses and where one might find these items.


[Arrow sign]
An arrow shaped sign that point’s in a certain direction. Obtained after removing the vulture, it is used for the Cuteifier.

[Balloon]
Your traditional rubber and elastic balloon that’s great for celebrating any occasion and sculpturing cute animals. Obtained from the clown, its used to imitate the voice of Lugnet one of Nefarious’s henchmen

[Black Hole]
Readers that have seen the movie “who famed Rodger rabbit” will have a good idea what this item does. Essentially a teleportation device, it allows drew and flux to travel from town to town quickly. Used by simply placing it in a pothole in the town centre and taking the corresponding path to go to the corresponding town. Found in the prison safe.

[Blueprint]
Schematics of the malevolator. Obtained at the start of the game and used to aid players to think about items could go into the Cuteifier.

[Book “enigmas”]
A book that details plenty of inconsistent, impossible, mind bending logic puzzles that would make anyone go insane. Carried by Ms Fit, it is used to obtain the plunger.

[Book on the mating rituals of a Malevoland squirrel]
A book that details the mating rituals of a Malevoland squirrel and comes complete with illustrations. Including what a female Malevoland squirrel looks like. Used to obtain the book of enigmas and as a hint for obtaining the nuts for the Cuteifier.

[Butter]
Milk churned, apart from being an ingredient that people just can’t live without, its also very greasy stuff. Obtained by fixing the churn-o-tron and used to obtain dough and use the pump-o-tron.

[Bread roll]
Cooked bread dough in the shape of a roll. Used for the Cuteifier.

[Cell key]
A key that opens the dungeon cells in nefarious’s castle. Obtained once Snout the guard is dealt with.

[Chunk of chewed meat]
A half eaten leg of ham. A disgusting piece of left over for any sane person but quite a delicacy to eaters of all things dead and decaying. Obtained in the Malevolands and created by the seedy bouncer, it is used to obtain a vultures feather and sign.

[Churno-tron part]
A vital piece of the churn-o-tron machine that is vital for making butter. Located in the haystack in the barn, it is used to obtain butter.

[Cloak]
A large hooded cloak that covers the wearer completely, it is obtained by finding an outfit for the carecrow and is used to gain access to seedys.

[Chloroform wipes]
Nose wipes that have chloroform on them. Found in the bathroom of nefarious’s castle and used to obtain the needle from the clown.

[Cooked turkey]
Consumed annually on thanks giving and Christmas, turkey is also very heavily consumed by nefarious’s henchmen. Obtained in nefarious’s kitchen, it is used to gain access to the Recreation room of Nefarious’s castle.

[Corn Cob]
Corn found as nature intended: on the cob. Found in the cornfield where the carecrow is located. Used to obtain cotton candy from fluffy fluffy bun bun.

[Cotton candy]
Popular and commonly found at circuses and seaside holiday resorts, cotton candy is a sickly sweet, light and fluffy treat. Obtained by trading popcorn with fluffy, fluffy bun bun and used to obtain nuts.

[Crystal]
They come in several colours these include yellow, blue, green, red. Obtain underneath the welcome mat, the gargoyles heads on the second floor of nefarious’s castle and Ray they are used to bring power online in Nefarious’s HQ

[Dough]
Simply put, raw bread dough. Obtained as a reward from the baker brothers from the bakery. Used to make a bread roll

[Feather]
Feathers have plenty of uses for every day household items. It could be used as stuffing or as a pen. More uncommonly, it can be used as a torture device. Watch as people laugh to submission. Obtained from the vulture in the outback, it is used to obtain glue.

[Fish]
Can come in various forms. Players will find a red herring the trophy room and is used at the flush house to obtain a more useful or desirable fish (in this case, a flat sole). Used for the Cuteifier

[Gauntlet]
A metal plated armoured glove. Used as a part of a knight they are used to protect the wearer. Found on the knight in the knight hall, it is used to gain access to the fourth floor.

[Giant mallet]
Commonly found in cartoons, the giant wooden mallet is so big and heavy that no normal being can weld it. Obtained as a gift from the gift-o-matic found in WACME. Used to obtain the wine in the arcade.

[Glue]
Sticky stuff. An adhesive to stick all sorts of things together and is found in the converted barn. Item is used to get a bowling lane in seedy’s and obtaining the nuts.

[Gold chain]
A fake gold coloured chain. Obtained by beating the cashier in cutopia’s arcade. Used to

[Mouse]
An irritating rodent, that’s smart and difficult to catch and commonly found in Cartoons. Found in the tavern and obtained by catching it. Used to get shuttle working.

[Music box]
The king’s personal music box and has the royal seal as proof that it belongs to the king. The box plays a sweet little lullaby that can make people fall a sleep. Found in the kings bedroom and used to obtain fancy dress costume and eliminate the guard.

[Old tankard]
Old and filled with holes the tankard is unfit for its original purpose. Obtained by helping the bartender get rid of the mouse detailed in Task 2.

[Needle]
Have a variety of purposes, in this case, to allow a clown to pop balloons. Obtained from the clown, it is used to control the climbatron and pick locks.

[Piano keys]
White Piano keys that have been separated from a piano. Obtained by interacting with the bakers shop Piano. Used to

[Plunger]
Got a blocked toilet or sink? Get a plunger to unblock that hole. Assuming there’s no Mr muscle. Found in the robot makers shop, it is used to unblock the flush house in zanydu.

[Popcorn]
A by-product of the corncob, popcorn is made by dumping it on the fire in bb’s lair. Used to obtain cotton candy from fluffy fluffy bun bun.

[Rubber glove]
A red rubber glove obtained from the gift machine at WACME it is used to


[Wacme jumping beans]
A can full of beans that jump. With so many beans working together they can make objects jump as well. Obtained after winning the phone competition and located outside the tavern, they’re used to gain usage of the gift machine in WACME and obtaining nuts for the Cuteifier.

[Watering can Trophy]
A watering can trophy for winners of watering. Found at the cutopian palace trophy room. Used to get fertiliser to get shuttle working, holding on to disgusting liquid to obtain vulture feather, sign and also a red pepper and obtaining a cooked turkey in the second act.

[Welcome mat]
Used to wipe people’s feet, over time these things can get very dirty and the same applies for this one. Over long periods of use the welcome mat obtained in nefarious dungeon is incredibly dusty. Used to escape from jail cell in act 2

[Wine]
Another dubious prize from the cashier at the arcade, the item is an inferior quality wine that is unfit to drink by anyone let alone connoisseurs of wine. Obtained by winning the strength-o-meter game and used to deal with BB wolf.

[Spit]
A metallic and pointy spike that is used to rotate food to create spit roasts. Found in BB’s lair, it is used to open the cabinet in king hue’s palace hallway and is an item for the Cuteifier.

[Stars]
Originated from co-owner of WACME, warp, these are yellow stars. Collectable once a demonstration of the extendable glove, it is used for the Cuteifier.

[Study key]
Found in the fish tank treasure chest, its A key that gains access to nefarious’s study room.

[Stuffed Cat]
A pink and stuffed cat. In the right hands and with the right items, it can be transformed into something that looks similar to a female Malevoland squirrel. Item is obtained once the cabinet in the royal palace hallway is opened.

[Sunglasses]
Used to reduce intense lighting, they are very dark and reduce lighting by reflecting most of it away. Found in the study, they are used to hypnotise Ms fortune.

[TNT]
This deadly explosive stuff has many nasty and comedy uses in a cartoon world. Found in the Armoury, its used to gain access to the recreation room.

[Treasure chest]
A wooden container that is used to hold booty and other precious and important items. In this case, a key into the study. Found in the fish tank, it serves no use.




------------
[WALKTHROUGH]
------------
If players are still having trouble completing the game even with clues as to what each item is for, here is the complete step-by-step walkthrough of the game. The walkthrough is broken down into 2 parts: ACT 1 and ACT2. Whilst certain parts are doable earlier/later then specified here, for coherency of this walkthrough its recommended players complete each step in turn outlined here.



-------------------------------------
[ACT 1: GETTING PARTS FOR THE CUTIFIER]
-------------------------------------

[TASK 1: GETTING STARTED]
Players won’t be able to do much at the moment until Drew sees the royal engineer Bric-a-brac and gets some more details for the task at hand. Unfortunately, he is in a flap looking for his glasses and is hindering progress.


[ITEMS NEEDED]
None.

[THE SOLUTION]

1) From the palace hallway, head down the stairs and go to the opening on the right to visit Bric-a-brac the royal engineer.

2) Since Bric-a-brac ignores drew when he talks to him and there’s nothing of interest in the room, head back outside, back up the stairs and into the opening where you see the footman.

3) Talk to the footman and exhaust all conversation. Eventually, players will discover that drew should suggest to bric-a-brac to look in his pocket for his glasses. Return to bric-a-brac and talk to him.

4) With glasses found, Bric-a-brac will explain that drew must recover 11 items to power the cutifier. Players at this point will be shown the blue print. Bric-a-brac has no clue as to what these items maybe and except that where sugar appears to work when used to replace the spice (See the pattern already?). Finally Bric-a-brac offers a warning of nefarious’s henchman and also gives drew BOTTOMLESS BAG and BLUEPRINTS.

************************

[TASK 2: GETTING TO ZANYDU]
With Drew finally properly briefed on the task at hand and offered the bottomless bag to store items. Its time to go and hunt for items that may power the Cuteifier. To get anywhere, we need to gain access to Zanydu, but the shuttle doesn’t work and needs to be fixed. So lets do that. The process is quite long and has been broken down into several steps.


[ITEMS NEEDED]
Trophy
Key
Old tankard
Mouse


[THE SOLUTION]

1. Head outside of the palace and talk to the palace guards Sparky and Chipper. Players will witness their welcome dance but more importantly their key dropping onto the floor. Click on the palace guard icon in the conversation to see welcome dance again. Quickly pick up KEY. Head back into the palace hallway and use the KEY to enter king Huey’s bedroom.

2. Pick up the MUSIC BOX and tell Flux to get into the kings bed to pick up COSTUME VOUCHER. Interact with the rug on the floor to reveal a trap door. Read the note found near the table. This is actually the combination for the chest of draws to get in. Players will discover that they’ll need to have the top and bottom draws (the largest ones) open. Some random draw pulling will usually get you the combination with little difficulty. Head into new opening revealed.

3. Tell flux to stand on the loose plank on the floor. Once in place, interact with the plank to launch flux into the air to open trapdoor upstairs. Once done head back up to the kings bedroom. Cover up the trapdoor by interacting with the rug and use the cord. With the overzealous footman dealt with the trophy is ours…

4… Second snag, king Huey isn’t stupid. Picking up the trophy causes the door behind to be sealed. The mechanism appears to be triggered by pressure. Perhaps a replacement object of similar weight could fool it? Make way out of the palace and into the tavern found in the town.

5. Talk to Bartender to discover that he is having pest trouble. Lure the mouse towards the mousetrap and mouse hole by trying to pick it up (which makes the mouse promptly dash away when attempts are made to catch it). Play the Organ to keep the mouse dancing in place. Whilst playing, tell flux to operate the mousetrap and knock the mouse out cold. The Bartender will give players OLD TANKARD and pick up the MOUSE as well.

6. Head back into the palace trophy room and pick up TROPHY. Place the OLD tankard on the pad to escape. On the way out, don’t forget to pick up RED FISH on the wall.

7. Head out of the palace and go to the barn. Use the TROPHY in the fertiliser and leave.

8. Head to the shuttle. Place mouse into the empty hand outside and use the TROPHY with strong fertiliser on the mouse to wake it. Move into shuttle and press the up arrow to make the elephant go to Zanydu.

************************

[TASK 3: DEALING WITH BB WOLF]
With access to Zanydu, Drew can now begin making plans about getting through the malefaction forest and acquire all the parts to create the Cuteifier. But BB wolf blocks the entrance and until he gets his wine, drew and flux aren’t going anywhere. So lets find BB Wolf his wine.


[ITEMS NEEDED]
Churno-tron part
Butter
Magnet
Mallet
Acme jumping beans
Wine


[THE SOLUTION]

1. From central Zanydu, head to Jim’s Gym and look at the advert that’s posted outside the Gym. Notice the Ad comes with a set of colours at the bottom of the ad. These are in fact a colour-coded sequence to call in which to win a free prize from wacme. Head back into the tavern in cuteopia and use the phone near the bartender. Now make the call to win the prize. The sequence is:

Blue
Purple
Red
Orange
Yellow
Green
Orange

Notice that you only have 3 buttons. To get the other colours you’ll need to mix them. Here are the formulas:

Blue+Red= Purple
Red + Yellow = Orange
Yellow + Blue = Green.

2. Players must now answer a set of questions to win the prize. If you have been observant throughout Zanydu, you should be able to win the phone competition. Here are the answers to the questions:

“What colour is jims fur?”
Answer: Blue

“What colour is the Fish tail colour on the outhouse?”
Answer: Yellow

“Besides white, what colour is Warps fur?”
Answer: Orange

“What colour is woof’s colour?”
Answer: Green

“What colour is the arrow pointing to Jims Gym in central Zanydu?”
Answer Blue

“What colour are the floor tiles in Jim's Gym?”
Answer: Blue

“What colour are the rocky mountains in the way out-back?”
Answer Orange

“What colour are the plant pots outside wacme?”
Answer: Purple

“What colour is woof’s fur?”
Answer Purple

“What colour is the arrow pointing towards Wacme in central Zanydu?”
Answer Red.

Once players win the competition, players will find their prize outside the tavern in a Hopping parcel. They’ll receive WACME JUMPING BEANS.

3.Head to WACME and show Woof and Warp the WACME JUMPING BEANS to allow players to have a go on the gift-o-tron. Win all 3 prizes (Easier said then done, as it requires plenty of patience and luck). Players should have MALLET, RED RUBBER GLOVE and a MAGNET. Additionally, players are recommended to obtain the STARS from Warp by asking for a demonstration of the extendable glove and quickly picking up the stars before warp gets up (The 1st item required for the Cuteifier).

4.Head back to cuteopia and go back into the barn and talk to Marge. Exhaust all topics of conversation to discover that cuteopia has no butter because the churn-o-tron isn’t working. Players should notice that there’s a gap in the churn-o-tron suggesting a part is missing. Use MAGNET on the nearby haystack to retrieve CHURN-O-TRON part and place it into the gap to fix the churn-o-tron. Marge will thank Drew and Flux and give them a stick of butter each. At this point head to the baker and give butter. Drew will be given RAW BREAD DOUGH. Before leaving, Play the piano and pick up the loose PIANO KEYS

5.Head back to Zanydu and into Jim’s gym. Talk to Jim and about the Pump o tron. No one is able to use his own personal equipment so until Jim is removed, no one is going to get near it. Ask Jim for a Demonstration of his skills to witness first hand his gymnastic skills. Use BUTTER on vaulting horse and ask Jim to repeat the stunt again which results in Jim messing up spectacularly. With Jim gone, use the Pump o tron and leave.

6. Until now, all attempts to win the wine from the Arcade cashier have been for nought. Especially when the mallet won’t let players win and the Mallet from WACME has been too heavy to weld. But things are about to change. Head back into the arcade and use the Giant mallet. Drew will win the game and will be awarded his prize: WINE! Before leaving, pick up the BELLS (The 2nd item required for the Cuteifier).

7. Talk to the cashier. Ask about the arcade machine (Wackman) that no one seems to be playing. Drew will be given a chance to challenge the cashier. Here’s how to play Wackman:

Essentially, players must kill his opponent. First to do so, wins. This can be achieved in 2 ways: scoring direct hits from throwing knives or letting the ball and chain fall on his opponent by hitting the target behind his character. The only actions are to stand up, crouch and attack.

Players can easily beat the cashier by doing the opposite to what the cashier does. E.G. If he stands up, players crouch and spam the attack button. But regardless how players beat him, they will be rewarded with a GOLD CHAIN. (The 3rd item required for the Cuteifier).


8. Back into the forest to meet BB wolf and give WINE. Unfortunatly the wine isn’t to his high class tastes and promptly captures Drew and flux.

9.Drew and flux will now be stuck in the stewing pot and become BB wolf’s main course for his dinner party. Players must click left and right of the pot so that it tilts back and forth. Key to success is getting the rhythm right. Once enough tilting occurs, players will tip the pot over freeing our duo. Once free, pick up the BOOK ON MALEVOLAND SQUERRIL MATING RITUALS and place the CORN COB onto the fire to create POPCORN. Pick up the SPIT (The 4th item required for the Cuteifier) near the fire and place RAW BREAD DOUGH on it and place back on the spit stand to make BREAD ROLL (The 5th item required for the Cuteifier). Leave the wolf’s lair (Remember to pick up the spit!) to return back into the forest.

************************

[TASK 4: WINNING AT HARE PIN BOWLING]
With BB Wolf out of the way, things can carry on and get more items for the Cuteifier. By now, players should have most items but there are still a few elusive items. The next task is to get into seedy’s bar and win some prizes. On the way, we can also obtain our next item(s) for the cutifier: Nuts.

[ITEMS NEEDED]
Hunk of chewed meat
Arrow Sign
Feather
Watering can
Glue
Cotton Candy
Piano keys
WACME jumping beans

[THE SOLUTION]

1. Head into the Malevoland town to see a bouncer standing in front of Seedys. Talk to the bouncer who refuses to let drew and flux in without the right attire. Players should notice only cloaked figures could enter the building. Pick up the CHEWED HUNK OF MEAT and head into the prison found nearby.

2. Pick up the STAMPING PAD in Prison and use the MUSIC BOX on it. Then use the music box onto the free costume voucher. Return to the costume shop and ask Miss Fit to trade books (the Malevoland squirrel mating rituals) for her book: BOOK ON IMPOSSIBLE ENIGMAS. Talk to Miss Fit again about redeeming the voucher. Players will receive a FLY costume and a choice of costume. Choose the Harlequin costume and give it to the carecrow who returns the favour by giving his CLOAK (The 6th item required for the Cuteifier). Drew now has access to Seedys. If players have a talk to the owner they’ll discover that all the lanes for hare pin bowling are full and they’ll have to “fight” for a lane.

3. Head back into the barn. Recently converted by the malevolater, the barn has become a sort of glue producing bondage dungeon. Players will need the glue later on, but a talk with the mistress Marge demands that Drew come up with a new torture device. Use the WATERING CAN TROPHY (should still contain fertiliser) to pick up the toxic substance in the barrel. Add the meat to the watering can.

4. Head back to Zanydu and to way-outback and feed the vulture the tainted chunk of meat, killing the vulture in the process. Pick up the VULTURE FEATHER and SIGN (7th item for the Cuteifier) and return to the barn. Give Feather to mistress Marge and receive GLUE. Also pick up more toxic liquid from the barrel.

5. Head towards the kings palace. On the way, give Fluffy fluffy bun bun popcorn to exchange for COTTON CANDY. Once back at the palace, use SPIT on the hole in the locked cabinet in the hallway and pick up STUFFED CAT. Apply glue on PIANO KEYS, COTTON CANDY and combine these items to the stuffed cat. Finally add WACME JUMPING BEANS to create a convincing mate for the Malevoland squirrel in the tree on the edge of the forest.

6. Head to the edge of the forest and place the newly decorated stuffed cat on the squirrels doorway. Once it’s gone, tell flux to pick up the NUTS (The 8th item required for the Cuteifier) in the tree. Next use WATERING CAN with toxic substance onto the briar patch holding the pepper. Pick up the PEPPER (The 9th item required for the Cuteifier) and head outside seedy’s bar. Use CLOAK to gain access to seedys again.

7. Apply the last of the Glue on the bowling ball (that the bear is using) to free up a lane for Drew and flux can use to play hare pin bowling. Use Flux on the lane to score a strike and winning a prize: a bowling pin trophy (10th item for the Cuteifier).

************************

[TASK 5: GETTING THE FINAL ITEM FOR THE CUTEIFER]
Drew’s quest to find all working parts for the Cuteifier is almost complete and all that he needs now is one more item: the sole. Once that’s done, drew can start thinking about placing all the items in the correct place and get back home.

[ITEMS NEEDED]
Book of enigmas
Fish
Plunger
Piano keys
Cotton candy
Book of enigmas

[THE SOLUTION]

1.By now players should have the book of enigmas from ms fit. Head into the robot maker’s store and talk to the robot owner. Use BOOK OF ENGIMAS on him and watch him become undone by the impossible question. Pick up the PLUNGER and leave.

2. Head back into Zanydu and go to the outhouse and there should be a guard. Talk to him to discover what time he’s off duty (6.00). Go to the town clock next to WACME and adjust the clock accordingly to 6.oo and the guard will disappear off.

3. Go into the outhouse and you’ll notice that the toilet is blocked. Use the plunger to unblock the toilet and go fishing. If players look at the scroll of wisdom (the toilet roll) they should be able to identify the fish they need. In this case, would be the sole (the green flat one). Use the red fish (obtained at king hue’s trophy room) and flush the toilet. Once the process begins, wait till the green sole fish is spotted before flushing again. If quick enough, players should be able to bag themselves a SOLE (11th item for the Cuteifier). With all items found, players should return to bric-a-brac and hanger to place the items.

************************

[TASK 6: PLACING ALL THE ITEMS FOR THE CUTEIFIER]
With all items collected, now is time to place the items into the Cuteifier and get Drew out of the cartoon world that he created and back to his mundane live as a cartoonist.

[ITEMS NEEDED]
Roll
Red pepper
Spit
Arrow sign
(Fish) sole
Stars
Cloak
Bells
Bowling pin trophy
Nuts
Gold chain

[THE SOLUTION]

If players haven’t worked out the pattern to place which items where, the clue is that these items would go together hand in hand, the ying and yang etc. So with that, lets go through where you should place all the items:

Rock > Roll
Salt > (red) Pepper
Ball > Gold chain
Bow > arrow sign
Bolts > Nuts
Whistle > Bells
Needles > Pins
Polish > Spit
Heart > Sole (fish)
Stripes > Stars
Dagger > cloak

Once all items are in place, press the red button and watch the FMV sequence.

************************

----------------------------------
[ACT 2: TRUTH AND RECONCILLIATION]
--------------------------------
Now that’s an ironic twist of fate. King Hugh has uncute and unfriendly plans to cuteify the entire world. Drew is shocked and appalled by his plans: 2 wrongs don’t make a right and especially isn’t worth his ticket back home. It soon a turn out King huey is being masqueraded by none other then fluffy fluffy bun bun. The very character Drew Blanc created. Things soon go bad to worse. Flux is hit by the Cuteifier and sets off to cuteify everything whilst Drew is captured by count nefarious and injected with a poison that would convert him into a toon. Its time to take action and right the many wrongs that have been made.


[TASK 1: ESCAPE!]
Count Nefarious has Drew kept inside his dungeon in his fortified castle. By the way he talks, Drew is going to have to struggle to escape from it. But it’s not impossible; misfortune (Nefarious mystic fortune teller) predicts that it can be done. But first things first, escape from the prison cell!

[ITEMS NEEDED]
Welcome mat

[THE SOLUTION]

1. Drew will begin with absolutely nothing. Snout, Drew’s guard, has ingested the key. Talking to Snout reveals that he has a dust allergy; perhaps it can be exploited to escape from the cell. Once players exhaust all conversation with him, snout has his back turned.

2. If players time it right, they will be able to pick up the YELLOW CRYSTAL and WELCOME MAT. Use dusty mat and pick up the key and use it on the keyhole to escape. Go pick up all your items. Once done, players will be ready to leave and carry on the next task.

************************

[TASK 2: ACTIVATING THE CLIMATRON]
With Drew now free, he must now repair the climatron, as most of the puzzles require its use and players won’t get far without it. So lets fix that first.

[ITEMS NEEDED]
Chloroform wipes
Needle

[THE SOLUTION]

1. From the cell, head into the side corridor to find a Climatron that regulates the temperature of the castle. For now, players should ignore it and head into the air vent on the side. Use fly suit to climb up to Nefarious’s bathroom. Open the medicine cabinet to find CHLORORFORM WIPES. Head back into the vent and exit at the bottom. Head up the stairs and pass the knocked out Snout.

2. Players will notice a large clown face on the side. Interact with it and it soon becomes apparent that it’s a door for a very unusual and very disturbed person. Before Drew can gain entry, he must play a game. The door has various parts that need to be hit in the correct order and sequence in order to open. Start by hitting the nose and begin the game. Players can easily beat this by simply writing down the pattern each time. Once players complete the pattern, the door will open. Head in and meet the unusual host.

3.Turns out it’s a very disturbed and demented clown. Talk to the clown and exhaust all conversation with it. Once done wait for the clown to powder his nose and quickly swipe the nose and apply the chloroform wipes on the nose. Wait for the clown to pass out and quickly swipe NEEDLE and BALLON. Fill the balloon and red glove with helium and exit the room and head back down to the basement, back to the climatron and place needle into the hole.

************************

[TASK 3: GAINING ACCESS TO THE THIRD AND FOURTH FLOOR]
With the climatron fixed, players can achieve a few things, but with guards protecting the 3 and 4th floors, Drew won’t be able to get far. So for easier movement around the castle, we’ll deal with the guards. Next Drew will need to find a way into the 4th floor that a portcullis blocks the way.

[ITEMS NEEDED]
Fly suit
Music box
Magnet
Gauntlet
Turkey
Watering can
TNT dynamite
Needle

[THE SOLUTION]

1.From the climatron room, go into the air circulation vent and climb up using the fly suit and get into the bathroom. By the bathroom sink, players can interact with the taps and plug. Activate plug and taps to flood the sink. Use watering can on water in the sink and head back down and use the climatron. Turn it towards freezing cold.

2.Head back into the vent and back into the bathroom to discover the water in the bathroom frozen and slippery. Interact with the bathroom door and lure the guards into the icy trap and eliminating them. Thus gaining access to the 3rd floor.

3. Now gaining access to the 4th floor. Head into the knight room and look at the bookcase to notice some odd books. Investigate more carefully and it soon becomes apparent that it’s a puzzle.

4. If players talk to the bird by the torture rack in the basement, players will discover the sequence of activating the books in which order. But to save time, here is the order in which the books have to be pulled:

Blue 1
Red 1
Red 3
Blue 2
Blue 3
Red 4
Red 2
Blue 4

If pulled correctly, the bookcase will reveal a hidden passage, head down that passage.

5. There’s a very tired guard watching the monitors. Use the music box on the guard and put him to sleep. Look at his security monitor to have a look what’s on. Switch to the screen where players can see the knight upstairs. Use the MAGNET on the bolted platform on the ceiling and guide it over each of the raised floor tiles, thus opening the portcullis. Head upstairs and pick up GAUNTLET

6. Head upstairs to the armoury to discover Nefarious’s henchmen busy playing cards. Walk up to the hopping box and use the clowns needle (If players haven’t pulled it out of the climatron, do so first) to pick the lock. What do you know, its Ray the missing baker brother! A brief chat later and he’ll reward Drew with a RED CRYSTAL. For now, pocket it and enter the box itself.

7. The aim is to move across the screen and reach for the open box of TNT. Move slowly, one step at a time every time the henchman turn away from you. Pick up the TNT and head down to the first floor and into the kitchen.

8. In the kitchen use the watering can and disable to the rusting robot. Pick up a COOKED TURKEY and pull out a single stick of dynamite. Combine the 2 and use it on the stove. Afterwards stick it in the Dumbwaiter and watch Drew press the button to send it up.

9.With the Recreation room a mess and the door blown open, enter it and pick up the POOL CUE. Head up to the fourth floor and combine the pool cue and gauntlet together and press the button on the opposite side of the room. Access to the fourth floor is now possible.

************************

[TASK 4: GAINING ACCESS TO NEFARIOUS’S HQ]
With virtually all areas opened up, now its time to get the warp device and the malevolater and clean up this sorry mess. However, the entrance to Nefarious HQ is blocked and needs to be opened. The only other person that has authorisation is MS fortune, but she isn’t the compliant time. So we’ll have to convince her to do so.


[ITEMS NEEDED]
Shades
Key
Needle
Balloon or a Red glove
Fly costume
Mallet

[THE SOLUTION]

1.Head back into the climatron room and turn the temperature to hot (NOTE: make sure to put the clowns needle back into the hole). Notice that the fish guarding the treasure chest jumps out of the fish tank. Switch to neutral and if players are fast enough, they’ll be able to swipe the treasure chest before the fish jumps back into the tank.

2.If successful, players will have the TREASURE CHEST and STUDY KEY. Head up to the third floor and unlock the door into the study and enter it.

3. Players will notice a pair of sunglasses on the bookshelf. Attempt to pick up the sunglasses and watch the FMV sequence of them landing on the fan. Use the newly revealed fan switch and watch the FMV sequence of them landing on the trophy donkey head. Move the chair and then attempt to pick up the sunglasses again to have them only to fall into the Venus flytrap’s mouth. Use the fly costume to entice the plant to drop the glasses. Finally use the mallet to smash open the vase and pick up SUNGLASSES.

4. Head towards Ms fortunes room and look at the voice recognition lock. Players will notice that only an accurate voice will gain access. Use the Balloon or red glove filled with helium (see task 2 for details) and use the voice recognition device. Choose Lugnut and gain access to Ms fortune’s room.

5. Now to persuade ms fortune to open the security door. Use the sunglasses on Drew and he’ll hypnotise Ms fortune. Use ms fortune and tell her to go into the fourth floor landing.

6. Tell ms fortune to use the palm recognition device to gain access to Nefarious HQ

************************

[TASK 5: NEFARIOUS’S HQ]
We’re nearly there. All we have to do now is to restore power, steal the warp device and escape with the malevolater. This is the final section of the walkthrough.

[ITEMS NEEDED]
Yellow crystal
Red crystal
Blue crystal
Green crystal

[THE SOLUTION]

1.first up, getting the power back online. Notice that there is a panel on the console on the left. Notice also that there are 4 holes. You need the 4 crystals here to bring back the power. By now, players should have the yellow and red crystals (from underneath the mat and given to drew by ray). Now we just need to blue and green crystals. Head back down to the second floor landing.

2. On the second floor landing players will notice 2 gargoyle heads. Interacting with the left one will reveal a BLUE CRYSTAL. However trying to open the right head proves more difficult. Notice on the left head that there is a horn on the top of its head. Interact with it and notice it pop onto the one on the right. Players cannot approach the gargoyle head by going left or it’ll lock itself again. Simply head upstairs to the third floor, the bathroom, down the vent and head back up the stairs to the second floor and use the head. Players with receive a GREEN CRYSTAL.

3. Go back into Nefarious’s HQ and look at the panel with the 4 holes. Place the crystals in the following order:

Top: BLUE
Left: GREEN
Right: Red
Bottom: Yellow

If done correctly the crystals will glow.

4. Use the switch and swipe the crystal. Look at the monitor on the side of the sealed door to the malevolator hanger. Players will need to tweak the switches so that the lights are on; the ceiling door and room door are open. To achieve this the top left and bottom right switches should be hit. If that isn’t the case, just flip the switches accordingly until it does. Enter the malevolater and escape.

************************

-----------------
[THAT’S ALL FOLKS]
----------------
Well there you have it a complete walkthrough of toonstruck. If you want to play any other adventure games, try the longest journey, dreamfall or the many Lucas art games available. Hope to see you again soon.


Walkthrough by Spoonbeast

Freeola & GetDotted are rated 5 Stars

Check out some of our customer reviews below:

First Class!
I feel that your service on this occasion was absolutely first class - a model of excellence. After this, I hope to stay with Freeola for a long time!
My website looks tremendous!
Fantastic site, easy to follow, simple guides... impressed with whole package. My website looks tremendous. You don't need to be a rocket scientist to set this up, Freeola helps you step-by-step.
Susan

View More Reviews

Need some help? Give us a call on 01376 55 60 60

Go to Support Centre
Feedback Close Feedback

It appears you are using an old browser, as such, some parts of the Freeola and Getdotted site will not work as intended. Using the latest version of your browser, or another browser such as Google Chrome, Mozilla Firefox, or Opera will provide a better, safer browsing experience for you.