TOONSTRUCK - Part 1 Solution by Alison Dunbar During the introduction you will have seen your character, Drew Blanc, make a deal with King Hugh of Cutopia - Drew must get the cutifier working in return for which King Hugh will send Drew home. THE ENGINEER Go downstairs and through the doorway on the right where you will find that the engineer has lost his glasses. Go back upstairs and through the left doorway to the trophy room (note that a couple of the trophies can be highlighted but you can't take them at the moment). Talk to the footman; select the bird icon to learn that Bricabrac (the engineer) always loses his glasses in his pocket. Go back to Bricabrac, talk to him and he will tell you the details of your mission and present you with a blueprint and a bottomless bag (your inventory). THE TROPHIES To get the trophies you need to get the footman out of the trophy room. Go outside the palace and talk to the guards. When they dance for you, Sparky will drop a key. Talk until they dance for you again (pick the guard icon), then pick up the key. Go back inside the palace and use the key to get into the room on the left - King Hugh's bedroom. Pick up the music box from the dressing table. Use Flux on the ladder to get the voucher from the bed. Read the note on the mirror - this is a clue to what must be done with the dressing table drawers - you must end up with the top and bottom drawers open and the middle two closed to open up a secret passage. Take a look under the rug on the floor then replace it. Go through the passage and look up at the trapdoor above you. Use Flux on the floorboard then use the floorboard. Go back to the bedroom and pull the cord - no more footman. Go up to the trophy room and take the fish trophy (a red herring!) - you can't remove the watering can from the room just yet, so leave the palace, go down the path, and enter the tavern (the one with the beer mug sign).... A mouse is causing havoc here and you can help out the bartender by getting rid of it. Attempt to pick up the mouse and he will move over under the mouse trap hammer. Play the organ and the mouse will start to dance instead of running away when approached. Use Flux to operate the mousetrap while you play the organ. The barman will present you with a leaky mug. Pick up the unconscious mouse too and head back to the trophy room where you can exchange your leaky mug for the gold-plated watering can. THE PHONE-IN You now need to pay a visit to Zanydu. On the way there you will pass several locations, including the three other shops in Cutopia - conversing with the inhabitants of all of these will provide many of the clues you need to solve the puzzles. (These conversations are not included in the solution which follows). Go South through the town and take the path through the meadow/malevolation, continue on past the scarecrow and enter the barn. Fill your watering can with the strong-smelling fertiliser from the barrel, then leave and head past the scarecrow again, this time taking the exit in the bottom left of the screen. Head North in the forest and you will reach the Zanydu shuttle. Put the unconscious mouse in the hand attached to the right side of the shuttle, then use the can of fertiliser on the mouse. Enter the shuttle and click on the forward arrow to travel to Zanydu. Zanydu contains several more locations with many more characters to converse with, but these conversations have again been left out of the solution unless needed to trigger an action. Go to Upper Zanydu and look at the advertisement on the pillar: note the sequence of colours on the bottom - the telephone you need to use is back in the Cutopia tavern, but the questions asked are all about characters and places in Zanydu so you will need to have a good look around before you go back (or read the answers below!). Return to Cutopia tavern and use the telephone; it has three coloured buttons which can be pressed individually or in combination to get a total of six colours. Enter the sequence of colours from the poster (blue, purple, red, orange, yellow, green, orange) to dial, then enter the correct colour in response to each question asked: there seem to be twelve questions of which you will be asked any six. Jim's fur is blue. Warp's fur is white and orange. Woof's fur is white and purple. Woof's collar is green. The plant pots outside Wacme are purple. The fish tails on the roof are yellow. The fish on the sentry's left shoulder is yellow. The fish on the sentry's right shoulder is red. The rocky mountains are orange. The floor tiles in the gym are blue. The arrow pointing to the gym is blue. The arrow pointing to Wacme is red. Once you have answered the questions correctly, walk outside the tavern and pick up the hopping parcel to find your prize of Wacme jumping beans. BUILDING MUSCLE Return to Zanydu, head for lower Zanydu, and enter the Wacme outlet. Converse with Warp and Woof about the items in the counter and choose the boxing glove icon. At the end of the cartoon, collect the stars from above Warp's head. (asking about the other items in the counter is not essential, but each has its own little cartoon). Use the Gift-O-Matic. When challenged, show the jumping beans to Woof and then use the Gift-O-Matic again. Press the button once to start the machine, and a second time to stop it - you need to get a magnet and a mallet but you can have as many tries as you need. Leave Zanydu and go back to the barn. Use the magnet on the haystack to find the metal thingamabob, then use this on the churnatron to repair it and obtain two slabs of butter. Return to Zanydu and go to Jim's gym. Use one of your pieces of butter on the vaulting horse. Talk to the body builder (Jim), and choose the burning ring icon. Once Jim is gone, use the Pumpotron to improve your physical strength. THE ARCADE Return to Cutopia and visit the arcade (the exclamation mark sign). Talk to the cashier and select the Wacman machine icon to challenge him to a game. Play the game as many times as it takes you to win and you will receive a chain. Talk to the cashier again, this time selecting the strengthometer icon. Use your own mallet on the strengthometer to win a bottle of prune wine. Pick up the bells which fell off the top of the machine. THE BAKER BOYS Go to the baker shop (the cake sign), and talk to the frogs about their lost brother. Use the piano and pick up the loose keys. Give the butter to Dough and get some raw dough in return. PICK A PEPPER Leave the town and head back to the barn. Use the watering can on the barrel of dangerous-looking gunk. (A chat with Marge while you are here will reveal another clue). Head for the forest, picking a corn cob from the scarecrow's field on the way. In the forest, use the watering can on the briar patch, then pick the pepper. THE BIG BAD WOLF Walk left from the forest and try to walk beyond the fork in the path. Give the prune wine to B.B. to find yourself invited to dinner. Click alternately left and right to set up a rocking motion in the pot, and continue until it tips over. Take the book from beneath the big picture (read this and note the details for later). Use the raw dough on the roasting spit to bake a roll, then take the roll and the spit. Use the corn cob on the fire and take the popcorn. HOLE TRAVEL Leave the wolf's den, then walk left to the Malevolands. Enter the jail (the wooden door). Pick up the ink pad from the desk. Use the picture to reveal a safe. Use the safe - complete the sliding tile puzzle to open the safe and reveal a portable hole. If you look carefully near the bottom of the screen in the first location of each of the three worlds, you will see each has a perfectly round pothole - use the portable hole on any one of these to travel, via a central location, to any one of the others. Before leaving the Malevolands, pick up the piece of meat spat out by the bouncer - it should be in the bottom left of the screen. SQUIRREL NUTKIN Return to the barn, refill your watering can then use it on the hunk of meat. Visit the meadow and give the popcorn to Fluffy Fluffy Bun Bun in exchange for some cotton candy (candy floss). Go to the palace and use the roasting spit on the hole in the side of the cabinet to open it up, allowing you to take the toy cat. Leave the palace and travel back to Zanydu (use the portable hole for quickness). Walk down the central path to Way-outback, and feed the doctored meat to the vulture. Take the loose feather from the vulture and take the arrow shaped sign. Return to the barn and give the feather to Marge in exchange for some glue. Use the glue on the cotton candy and on the piano keys, then use both of these items, plus the jumping beans, on the toy cat. Go to the forest and use your creation on the door in the squirrel's tree. Use Flux on the nuts to collect them. COSTUME PARTY Head back to Cutopia (a conversation with the Scarecrow on the way will reveal some interesting facts about his taste in clothes), and enter the costume shop. At this point you may find yourself being harried by Nepharious' three henchmen, you should be able to avoid them by hiding in the changing room, but you may find yourself in the Malevolands jail. In the cell, walk back and forth on the carpet to build up a static charge, then touch the keypad causing a short which will make the year counter reduce (if it didn't work, you didn't have enough static); repeat until the counter gets to zero and the door opens. Use the painting, use the safe, and solve the tile puzzle to retrieve your things before returning to where you were. Use the music box on the ink pad then on the voucher, and give the voucher to Ms Fit. Ms Fit will give you a free fly suit, and will then allow you to choose another costume; select one which meets the criteria the scarecrow gave you - this will probably be the harlequin costume, but it can be exchanged if you choose the wrong one. Use the squirrel book on Ms Fit's book to get the Enigma book of insoluble puzzles. Go to the scarecrow and give him the costume to receive a cloak. MALEVOLANDS Travel to Malevolands and use the cloak on Drew. Enter Seedy's and have a talk with the proprietor to find out what it is you are trying to do. Use the glue on the bear's bowling ball. Use Flux on the bowling lane to win the pins. Leave Seedy's and cross the street to the robot maker's shop. Again, converse with the owner to find out your course of action. Use the Enigma book on the robot maker. Take the plunger from the counter. @~To be concluded next issue - o -