TOONSTRUCK - Part 2 Solution by Alison Dunbar @~Concluded from Issue 48 FISH FLUSHING Travel to upper Zanydu and talk to the sentry. Go to lower Zanydu - if you are unsure what time the sentry might finish work, a portrait on the wall of the Wacme outlet reveals a phone number you can ring from the tavern to obtain a clue, but this is not really necessary. Use the clock :- the right lever moves the hour hand forward by four places, while the left lever moves the minute hand one forward and the hour hand one back. Operate these in combination until the clock is set to six o'clock. The clock will chime and the sentry will go home. Go to upper Zanydu and enter the fish building. Use the plunger on the toilet to clear it. Read the toilet roll for instructions. Put your red fish in the toilet and use the toilet handle to flush it away. Your fish will appear in the globe, and then a succession of different fish will appear; use the toilet handle again when the one you want is in the globe (the fish should come around in a regular pattern of colours - you want to catch a green one, a sole, so keep flushing until you do). THE CUTIFIER You should now have all the items necessary to fix the cutifier. Go to the palace and walk through the engineer's office to the cutifier. Place your eleven objects in the cutifier in the spaces corresponding to the "opposite" item in the malevolator. dagger - cloak stripes - stars heart - sole whistles - bells polish - spit needles - pins bolts - nuts ball - chain bow - arrow salt - pepper rock - roll At this point, you may realise that you seem to have completed the adventure without touching disk two - press the red systems analysis button to set off a long cut scene and begin what is effectively a separate adventure on the second CD. PART TWO - CASTLE NEPHARIOUS The words of Ms Fortune at the end of the cut scene give three clues to the tasks you need to complete; Drew will only be free if - a lifeless knight walks - a dead bird rises aflame, and - Ms Fortune obeys Drew's commands. JAILBREAK To escape from jail you will have to outwit Snout the guard - fortunately this is not hard to do. Talk to Snout and he should turn his back on you when you end the conversation. Wait until Snout is sniffing then lift the mat to reveal a yellow crystal. Repeat to take the mat. Use the mat on the bars to create a cloud of dust, making Snout sneeze. Take the key and use it on the keyhole. It is possible to get thrown in jail again later in the game - to escape a second time - Take the mat. Talk to Snout until he removes his mask to hear you better. Use the mat on the bars. A third time - Use the vacuum cleaner - turn the switch to off. When Snout looks down the tube - use and switch to blow, then use and switch to on. A fourth time - Snout has given it up as a bad job and the key is under the mat. MYNA To the right of your pile of belongings is a myna bird. Talk to the bird and continue the conversation until it says "that's all", to receive a set of clues needed later to solve a puzzle :- Every book should be pulled out once and only once. Don't start by pulling out red book one. Blue books should be pulled out in numerical order. Blue book II should be pulled out after two red books have been pulled. Red book III should be pulled out immediately after red book I. Half of the blue book pulls are immediately followed by a red book pull. Neither red book III nor red book IV is the last red book to be pulled. The last blue book should be pulled immediately after all red books have been pulled. A VISIT TO THE BATHROOM Go through the hallway to the left of the myna bird to reach the climatron room. Use the red button on the air circulator to open the air vent, then step inside. Use the fly suit on Drew to climb up and emerge in the bathroom. Open the medicine cabinet and take the chloroform wipes. Use the watering can on the tap to collect some water. Take a look around the bathroom and also open the door to the hallway to see the two alligator guards on the landing. Avoid the guards by either hiding in the shower, or diving back down the air vent. Go back through the dungeon area and go upstairs to the first floor landing. Take a look at the fish tank and its contents as you pass, although you can't do anything with it yet. CLOWNING AROUND Use the head-shaped door to the right of the stairs. This is a Simple Simon type game; press the nose to begin playing, then follow the sequence dictated by the game. The sequence of eleven moves alters each time you play but you can have as many attempts as you need. Enter the correct sequence and open the strange door. Go inside to meet Spike the clown - you don't need to talk to Spike but it may be worth it for fun. Wait for Spike to lay down his nose on the table, then use the chloroform wipes on the nose. Pick up the pin and the balloon. Use the balloon on the tank to fill it with helium. THE KNIGHT WALKS Go upstairs to the second floor landing. Take a look at the door on the left to see the alligator rec room. Take a quick look up to the third floor landing to find the two gator guards still blocking your path to the fourth floor and to the locked door on the third floor. Enter the doorway on the right side of the second floor landing. Look at the "odd books" in the bookcase to enter a puzzle screen. Pull out the books in the sequence indicated by the clues you received from the myna bird in the dungeon. (solution - Blue I, Red I, Red III, Blue II, Blue III, Red IV, Red II, Blue IV) Enter the newly opened secret passageway. Use the music box on the guard to send him to sleep. Use the monitor: take a look through each channel, then leave it set to camera 4 (the suit of armour). Exit the monitor screen then use the magnet on the bolted platform in the ceiling: you will see the armour on the monitor and you must click on each raised square in turn, causing the armour to move to it, until the gate opens. Go upstairs past the armour to reach the armoury. You can safely approach the hopping crate without attracting attention. Use the pin on the crate to release Ray Baker. Listen to Ray's words and collect a crystal from him. Hide in the crate you released Ray from. You want to hop the crate across the floor towards the TNT but you must avoid being heard by Lugnut. Time your moves to bump the crate only when he has his finger in his ear - do it correctly and you will automatically take the TNT and hop back to where you started from. Head back downstairs and take the gauntlet from the suit of armour on your way out. THE DEAD BIRD RISES Go down to the first floor and walk left to the kitchen. Use the watering can on the robochef. Take a turkey and put it in the dumb waiter to see what happens. Take a turkey and use the TNT on it. Open the stove door, use the turkey on the fire embers, then use it on the dumbwaiter. Nip upstairs to the rec room and take the pool cue. GATOR GUARDS To progress any further you now need to get the guards on the third floor landing out of the way. Go back up the air vent to the bathroom. Use the sink plug followed by the sink taps to flood the bathroom. Go back down to the climatron. Use the control. Use the clown's pin on the socket. Point to the bear symbol to set the temperature to freezing. Go back up to the bathroom and open the door to the hallway - no more guards. Return to the climatron and this time point to the sun symbol. Watch the effect on the fish tank, then set the control back to normal. Go immediately back up the first floor landing to collect the treasure chest before the fish makes it back into the tank. Look at the chest in your inventory to find a key. GARGOYLES You will need to use the air shaft one last time to solve the problem of the second floor gargoyles. Move the left gargoyle statue to reveal a crystal. Attempt to do the same to the right one to find that it is locked; pushing down the horn on the left gargoyle releases it but you cannot cross over to the right without locking it again:- Push down the horn on the left gargoyle; go upstairs; go down the air shaft then make your way back up the stairs to the second floor; open the right gargoyle to take the final crystal. THE STUDY Go up to the third floor and unlock the door using the key from the fish tank. Enter the study. You want to retrieve the sunglasses:- Take the sunglasses from the top of the bookcase (they end up on the fan). Use the switch on the wall to spin the fan (they end up on the donkey head). Use the desk chair then reach for the sunglasses (now in the Venus flytrap). Use the fly suit on the Venus flytrap (into the vase). Use the mallet on the vase - pick up the sunglasses. FOURTH FLOOR - Ms FORTUNE OBEYS Go to the fourth floor. Use the gauntlet on the cue then use this gadget on the button on the far wall to open the gate. Walk through to find two security doors (a conversation long ago with the robot maker in Malevolands should have given you all the clues you need here). Use the helium balloon on Drew. Use the intercom on the left; choose to imitate Lugnut. Enter the doorway. Use the sunglasses on Drew and approach Ms Fortune. Talk to the hypnotised Ms Fortune. Use Ms Fortune on the landing then use her on the scanner. THE MALEVOLATOR Enter Nepharious' room. Look at the entrance gate on the left. Look at the monitor on the right to find out that the power is off-line. Use the panel in the control centre. Insert the four crystals in the four niches - when correctly placed, each one flashes. With power restored, use the lever to open the hatch and collect the warp device. Use the monitor on the left; this shows four items currently set to on/closed/closed/activated reset to on/open/open/deactivated. Each switch on the monitor resets a different combination of the four items - using just the top left followed by the bottom right should set it correctly. Walk to the malevolator and use it. The final cartoon sequence is initiated - the story is over - until Toonstruck 2 (?). - o -