0
- Главная/
- Игры/
- Toonstruck/
- Читы
Please don't follow this verbatim, it has the answers to all problems, but
you'll miss lots 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
center, on the potholes. You can use it to instantly travel between town
centers. 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-dialing variety. The other shops aren't
compatable 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 fertilizer. 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 fertilizer 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 center. 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 fertilizer
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 center (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 center). 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 Scarecrow.
The correct costume is the harlequin. So take it. Swap the book in the
inventory (Squirrel mating book) with the girl. Go to the Scarecrow, and give
him the costume. You get the ROBE. Go to the Malevoland town center. 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
mynah 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
surprise on the hot embers. Quickly use the turkey surprise 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 hypnotize 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 center. 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 center 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.
Feel 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 Ill change it.
you'll miss lots 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
center, on the potholes. You can use it to instantly travel between town
centers. 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-dialing variety. The other shops aren't
compatable 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 fertilizer. 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 fertilizer 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 center. 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 fertilizer
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 center (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 center). 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 Scarecrow.
The correct costume is the harlequin. So take it. Swap the book in the
inventory (Squirrel mating book) with the girl. Go to the Scarecrow, and give
him the costume. You get the ROBE. Go to the Malevoland town center. 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
mynah 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
surprise on the hot embers. Quickly use the turkey surprise 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 hypnotize 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 center. 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 center 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.
Feel 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 Ill change it.