Toonstruck чит-файл №1


Part 1

Go the the bottom right door to enter the lab and talk to the flustered bird,
named Bricabrac. Exit the lab and enter the top left room, which is King
Hugh's trophy room. Talk to the Butler (Footman) about the bird. He'll let you
know that you can probably find BricaBrac's glasses ON BricaBrac. Go back to
BricaBrac and talk to him, and he'll find his glasses in his pocket. He'll
tell you about the cutifier and that you need to find 11 items scattered
around the world to use in the cutifier. Here are the list of requiried items,
plus where they go:


* SOLE to go with the Heart
* PINS to go with the Needles
* ARROW to go with the Bow
* CLOAK to go with the Dagger
* BELLS to go with the Whistles
* NUTS to go with the Bolts
* PEPPER to go with the Salt
* STARS to go with the Stripes
* SPIT to go with the Polish
* CHAIN to go with the Ball
* ROLL to go with the Rock

Leave the castle and talk to the guards. When one of them drops a key, grab
it. Go back into the castle and use the key on the locked door to the left.
Click on Flux and use him on the ladder. He'll get the Costume Voucher. Click
on the rug. Pick up the music box on the dresser drawers and read the note.
Click on the drawers to start a puzzle. You need to make it so the top and
bottom drawers are out, which opens a secret door. Go through the trap door.
Once inside the cellar, click on Flux and use him on the loose floorboard.
Drew will launch Flux up, releasing the top trap door. Go back up and replace
the rug. Pull the cord.

Leave the castle. When you get into the top, go inside the Irish Pub. Click on
the mouse so he'll move to the rear of the bar. Use Drew on the organ to play
a tune and make the mouse dance. When the mouse is busy dancing, use Flux on
the mousetrap. The bartender will give you a tankard. Take the stunned mouse
and take notice of the telephone on the counter.

Head back to the castle, and go into the now empty trophy room. Replace the
tankard with the golden watering can. Also pick up the Red Herring. Leave the
castle.

Make your way through town until you reach Fluffy Fluffy Bun Bun. Talk to her,
and she'll tell you she'll give you some cotton candy for some popcorn. Exit
to the left and talk to the Carecrow. He has a cloak that he'll give you in
exchange for a new outfit. Take one of the corn cobs.

Enter the barn and talk to the cow, the sheep, and good ole Elmer. The say
their Churnatron, which makes butter, is missing a part which is hidden in the
Haystack. Use the watering can on the fertilizer to get some. Exit the barn.

Head down from the Carecrow to a screen with the nuts you'll need, as well as
the pepper. Go left and then go left again. You'll be interrupted by B.B.
Wolf, who wants some wine in exchange for letting you pass. Exit back right,
then go up.

You should now be at the tram which takes you to Zanydu. Use the knocked out
mouse on the right hand which is sticking out of the tram. Then use the
fertilizer on the mouse to wake him up. Go inside the tram and use it towards
Zanydu.

At the Zanydu intersection, go right, which will take you to the WACME store.
Stand in front of one of the doors until the light above it is on, then
quickly click on the door to get in. If you don't, Drew will constantly get
spit back out. Talk to Warp and Woof, the two patrons. Ask for demonstrations
of their latest inventions. When they demonstrate the boxing glove, look for
the stars to appear over Warp's head. Quickly get the stars. Also check out
the portraits on the right wall. Notice the Sentry Guard, and his color code
(telephone number). Go back to the Zanydu intersection.

Go to the left, which will take you to Jim's Gym and the Toilet Sentry. Talk
to the guard. He'll tell you it takes him 30 minutes to get home. Also look at
the advertisement poster hanging on the wall out front of Jim's Gym. Now go
back to the Irish pub to use the phone.

Dial up the Sentry's telephone number and he'll tell you he gets home at 6:30,
which means you need to set the Zanydu clock to 6:00. Next call the number for
the WACME contest. To win a WACME item, you'll need to answer all the
questions correctly. Here are the answers:


* Warp's fur: Orange
* Jim's fur: Blue
* Woof's fur: Purple
* Woof's collar: Green
* Sign for Jim's in Zanydu: Blue
* Sign for WACME in Zanydu: Red
* Plant Pots: Purple
* Fish Tails on Outhouse: Yellow
* Sentry Guard Fish Colors (Left): Yellow
* Sentry Guard Fish Colors (Right): Red
* Moutains: Orange
* Gym Floor: Red

After completing the quiz, pick up the package outside and you'll receive the
jumping beans. Go back to Zanydu, and go to the clock.

Set the clock to 6:00.

Next, go inside WACME and show Woof the jumping beans. You'll be allowed to
use the Gift-o-Matic. Use the start/stop button to get the magnet, the mallet,
and the glove. Go to the bard.

Use the magnet on the haystack to get the missing Churnatron part. Use the
part on the Churnatron. Take the butter. Go to Jim's Gym in Zanydu.

Use the butter on the vaulting horse. Talk to Jim until he offers to
demonstrate his techniques. Once he does, he'll be out of the way. Use the
Pumpatron to get strong. Go back to Cutopia, in the center of town.

Go into the arcade. Use the Mallet on the Strengthometer and you'll win thw
wine. Take the bells from the broken Stengthometer. Talk to Fingers, the
cashier. Play him in the arcade game and beat him to win the chain. Go to the
bakery.

Talk to Mee and Dough, the two frogs. Give them the butter. Use the piano to
get the broken guys. Go back to the bard, which is now a bit different.

Use the watering can on the poison (previously the fertilizer). Go to the
screen with the pepper plant and the nuts, and use the poison on the pepper
plant. Take the pepper. Go back to the barn and get some more poison.

Go left and give the wine to B.B. Wolf. You'll end up in a pot, ready to be
eaten. To get out, quickly click left and right on the pot, waiting until the
pot sways all the way in one direction. After awhile, you'll finally get
rolled out. Once out and all the animations are over, take the dough that the
frogs gave you and use it on the spit, which will give you the roll. Take the
spit. Use the corn on the fire to make popcorn. Take the popcorn. Take the
book on the table and examine it (Squirrel Mating Rituals). Leave the cave,
then go right.

You are now in the Malevolands town center. Go to the upper right building and
take the ink pad. Solve the slider puzzle (the safe) to get the Hole, which
will allow you to transport to each town center quickly. Use the ink pad on
the music box. Then use the music box on the costume voucher, giving it the
seal of approval. Head back to Cutopia and enter the costume shop.

Show the clerk the stamped voucher. When you are offered the costumes, pick
the Harlequin costume. Give the Squirrel Mating book to the clerk to get the
book of Enigmas. Go back to the Carecrow.

Give the Carecrow the Harlequin costume, and you'll get his Cloak. Go back to
the Malevolands.

Get the piece of meat that the bouncer throws aside (on the right side of the
screen). Go to the lower right building, which is the robot place. After
talking with the robot, give him the book of Enigmas. Once he is out of the
way, take the plunger.

Go back to Zanydu and head left. Enter the fish outhouse, now that the Toilet
Sentry is gone. Use the plunger on the toilet to unclog it. Read the toilet
paper to learn how to play Fish Flushing. Use the red fish in your inventory
on the toilet. Flush the toilet. When the green fish is in the bowl, flush
again. The green fish is the SOLE fish.. which is what you need to go along
with the Cutifier's heart. Go back to the Zanydu intersection.

Go straight to see the vulture. Use the meat in your inventory with the
poison. Use the poisoned meat on the vulture. Take the sign he was sitting on
(the arrow). Examine the vulture to get the feather. Go to the barn.

Give the feather to Marge. Take the glue. Go back to the Malevolands.

Use the cloak in front of Seedy's to enter. Use the glue on the blue bear's
bowling ball when it is in the return. After the animation, use Flux on the
bowling lane. You'll get the Golden Pins from Seedy (to go along with the
Cutifier's needles). Go all the way back to the Cutopia castle.

Use the spit on the locked cabinet (the hole in the side). You'll get a
stuffed cat. Go see Fluffy Fluffy Bun Bun.

Give Fluffy the popcorn and you'll get the cotton candy.

Use the cotton candy with the glue in your inventory. Use the piano keys with
the glue in your inventory. Use the cotton candy and piano keys (both now with
glue) on the stuffed cat. Finally, use the jumping beans on the stuffed cat.
Go left to the Squirrel.

Use your new creation on the doorstep of the Squirrel's tree. Use Flux on the
tree and he'll get the nuts. Return to the castle.

Go see BricaBrac and then use all the correct objects in your inventory on the
correct place in the cutifier. After that is complete, push the button.

Part 2

You are now in a jail cell. Talk to the guard, Snout. After the conversation,
click on the mat when he is looking the other way. You'll get a crystal. Now
click on the mat again to take it. Use the mat on the bars of the cell to make
dust, which will cause Snout to sneeze, spitting out the key. Get the key. Use
the key on the keyhole. Talk to the bird for clues on the book puzzle. Go
right.

Click on the Clown Security Door. This is just a game of follow the leader.
Just click on what the clown moves. You'll have to do it about 8 times.
Everytime you mess up, you'll have to start over, and it is different each
time you try it.

Go inside and visit Spike the Clown.

Exit, go up the stairs, and then go right. Examine the bookcase. Pull the red
and blue books in this order:
* Blue 1
* Red 1
* Red 3
* Blue 2
* Blue 3
* Red 4
* Red 2
* Blue 4

Go into the passage and use the music box on the sleepy guard. Examine the
monitor. Look at all the stations. Leave the monitor on the station which is
monitoring the knight upstairs. Use the magnet on the bolted plate which is on
the ceiling (and under the knight). Now just move the knight around, following
the raised tiles. Exit both rooms until you are back at the stairway. Go up
another flight.

Click on the left gargoyle and get another crystal. Go downstairs twice, back
to the dungeon.

Go up from your cell, which will take you to the Climatron. Press the button
to open the air vent. Go inside. Use the fly costume on Drew to climb up.
You'll be in the bathroom.

Use the sink plug, then use the sink tapes to flood the bathroom. Open the
medicine cabinet to get the chloroform. Fill the watering can with water from
the sink. Exit down the air vent.
                               
Go left and through the clown security door. Wait until Spike puts down his
nose and powders his face. Use the chloroform on his nose. After he passes
out, take the balloon and then the pin. Use the balloon on the helium tank. Go
back to the room with the Climatron (exit, down stairs, then up).

Examine the Climatron controls. Use the pin on the controls. Select COLD.

Go up the air vent and open the bathroom door. The guards will come in and get
removed. Exit to the right. Go downstairs. Click on the horn on the right hand
gargoyle. You'll have to go the long way around to keep it there. Go upstairs,
enter the bathroom, and go down the airvent. Now go back upstairs to the
gargoyle and click on the right gargoyle. You'll get another crystal. Now go
back to the Climatron.

Use the pin to the HOT position. This will make the fish jump out of the
aquarium outside. Change the temperature back to normal, take the pin and
quickly go up to the fish bowl. Take the treasure chest from inside the fish
bowl. Examine the chest and you should get a key.

Go up to the 2nd Floor and then right back into the room with the Knight.
Click on the knight to take his gauntlet. Go upstairs into the armory. Use the
pin on the crate to open it up and meet Ray. He'll give you the final crystal.
Now use the crate to get in it. Go right towards the TNT to hop there.
Everytime you hop one of the henchmen will look over at you, don't hop if one
of them is looking in your direction. Once you get over there, you will
automatically get the TNT. Go down to the 1st Floor.

Go left into the kitchen. Use the watering can on the chef robot. Take a
turkey from the pile. Use the TNT on the turkey. Open the stove door and use
the turkey on the heat, lighting the TNT. Use the new turkey recipe on the
dumb waiter (to the left). Go upstairs and go to the room you just destroyed.

Take the pool cue. Exit to the 3rd Floor.

Use the key on the right hand door. Click on the sunglasses on top of the
bookcase. Click on the new switch behind the bookcase to start the fan. Click
on the desk chair. Click on the glasses on the moosehead. Put on the fly
costume to make the Venus Flytrap spit out the glasses. Break the vase with
the mallet. Take the sunglasses (Hooray!).

Go up on more flight of stairs. Use the gauntlet with the pool cue in your
inventory. Use the new stick on the button. Go right. Go to the left door and
use the balloon on Drew. Click on the Voice Recognition Device. You want to
imitate Lugnut (the one with the big ear). Go left. Put on the sunglasses,
which with hynotize Ms. Fortune. After she is yours, click on her, then the
door and she'll go outside. Click on her again and then click on the hand
scanner on the right door. Go through.

Use the control panel with the four holes. Use the crystals on the holes; put
blue on top, green on the left, red on the right, and yellow on the bottom.
Pull the lever to remove the warp device. Take the warp device. Click on the
monitor by the left door. You need the switches to be "On", "Open", "Open",
and "Deactivated". To do this, you need to make the top left knob face down,
the top right knob face up, the bottom left knob face up and the bottom right
knob face down. Go through the door.

Click on the Malevolator.

The End