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Навигация

Читы для Toonstruck

Чит-файл для Toonstruck

Toonstruck

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Burst
Издатель:Virgin Interactive Entertainment
Жанры:Adventure
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1996 г.

Solution [ENG]

Информация актуальна для
                                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 fertiliser 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 colour
(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 mina 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 armour. 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

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