This guide will talk you through the entirety of Toonstruck step by step. We recommend you our walkthrough sparingly.
Act 1 (CD 1):
Part 1:
- Walk down the stairs and enter the room on the right. Dialogue will automatically initiate with Bricabrac, who has lost his glasses.
- Go back to the entranceway and enter the top left door.
- Talk to the Footman and ask about Bricabrac, who will suggest the glasses are in his pocket.
- Go and talk to Bric-a-Brac, who will then brief you on your mission.
- Leave the palace and talk to the guards at the door.
- The guards will perform their dance, and Sparky (the one on the left) will drop the key to King Hughs’s bedroom.
- Ask the guards to do the dance again and pick up the key when it’s dropped.
- Leave the palace and head to town.
- Enter the pub and click the Mouse that’s on the bar so that it moves beneath the mallet.
- Get Drew to play the organ, then while the mouse is dancing, get Flux to press the plunger on the mouse trap.
- The barman will give you a leaky tankard as thanks.
- Pick up the phone and dial Blue, Purple, Red, Orange, Yellow, Green, Orange.
- Purple = Blue and Red
- Orange = Red and Yellow
- Green = Blue and Yellow
- The questions can vary. Here are all of the answers:
- Jim’s fur: Blue
- Gym floor: Red
- Fishtails on top of the outhouse: Yellow
- Warps fur: Orange
- Woofs fur: Purple
- Fish on right shoulder of a toilet sentry: Red
- Fish on left shoulder of a toilet sentry: Yellow
- Woofs collar? Green
- Arrow pointing to Jim’s Gym: Blue
- Arrow pointing to WACME: Red
- Plant pots: Purple
- Mountains: Orange
- Pick up the mouse before you leave
- Pick up the WACME jumping beans just outside the pub
- Head back into the palace and use the key on the door on the left (King Hugh’s Bedroom)
- Roll up the rug on the floor
- Select flux and get him to climb the ladder and search King Hughs’s bed. Flux will find a free costume rental voucher.
- Pick up the music box from the dresser.
- Examine the drawers on the dresser. To open the secret door, only the top and bottom drawers should be open. You can do this by opening Left, Bottom, Up, Right.
- Enter the secret passage that opens up by the bed.
- Get Flux to stand on the loose floorboard.
- Click on the floorboard to stamp on the other side of the board, which will catapult flux up to the ceiling and open the trapdoor.
- Return to the bedroom and put the rug over the open trap door.
- Pull the King’s personal calling cord (the big rope)
- Head back to the palace trophy room and take the golden watering can from the shelf.
- Place the leaky tankard where the watering can was.
- Pick up the red herring from the wall
- Head back down and proceed down the path to the meadow and then to the countryside.
- Proceed up to the barn and fill the golden watering can with Super Veg-Gro (the green stuff in the barrel).
- Leave the
- Leave the barn and pick up a corn cob from by the Care Crow before going the path down below.
- Take the upper path to the Zanydu Shuttle
- Place the house in the right hand of the shuttle
- Pour the Super Veg-Gro on the mouse
- Enter the Shuttle and push the lever forward to travel to Zany-du
- Take the right-hand path in Zanydu to WACME.
- Examine the clock and set it to 6 o’clock by pressing:
- Right x 1
Left x 1
Right x 1
Left x 3
- Right x 1
- Enter WACME by clicking the door while the blue light above is illuminated.
- Show the jumping beans to Woof to gain access to the Gift-O-Matic and get the Magnet, Mallet, and Glove.
- Talk to Woof (the purple dog) and ask for a demonstration of the boxing glove. When warp (the orange cat) gets knocked out, take the spinning stars from above his head.
Part 2:
- Head back to the barn in Cutopia and use the magnet on the haystack to find the Churn-a-Tron’s missing part.
- Place the part in the Churn-a-Tron, and Marge will award you two sticks of Butter.
- Head back to Zanydu and take the left path to Gym’s Jim.
- Place some putter on the vaulting horse, then talk to Jim and ask about the Rings of Fire. Jim will demonstrate the equipment and slip on the butter, flying through the wall.
- Use the Pump-O-Tron to increase Drew’s strength.
Part 3:
- Head back to the town in Cutopia and enter the bakery.
- Give a stick of butter to the frogs, who will give you some dough.
- Take two piano keys before you leave.
- Go to the arcade (bottom right door) and talk to the cashier and ask about WACMAN to initiate a game.
- Win the game of WACMAN by killing the opponent by hitting him with shuriken or the target behind him while he tries to do the same to you. You have three heights at which you can throw shuriken and you will block any your opponent throws at the same height.
- When you win, the cashier will give you an (almost) gold chain.
- Talk to the cashier again and ask about the Strengthometer.
- After a failed attempt, use the WACME mallet on the Strengthometer, which Drew will smash, winning a bottle of “wine”.
- Pick up the bells from the floor before you leave.
- Head back to the forest and take the left path to the woods, where you’ll encounter B.B. Wolf.
- Give the wolf the wine. He will then try to cook Drew and Flux for dinner.
- Click on the left and right of the cauldron to rock it until the tips over, freeing the duo.
- Put the corncob on the fire to get popcorn.
- Put the spit back before putting the dough onto it to make a roll. Take the spit again when you’re done.
- Pick up the book from beneath the portrait.
Part 4:
- OPTIONAL – On up to three occasions, the henchmen will try to catch you (in the Bakery, Costume Shop, and Seedy’s). You can avoid capture by hiding in the pantry, changing room, and behind the saloon doors respectively. If you get caught and put in prison, you need to walk back and forth to charge yourself with static electricity before touching the keypad. Do this several times to open the door. You’ll then need to open the safe to get your stuff back; look a little further down in the guide for help with this.
- Take the path by the wolf den to the Malevolands town.
- Pick up the hunk of meat the bouncer drops (bottom right of the screen).
- Enter the Prison (second door up on the right).
- Pick up the ink pad from the desk.
- Use the ink with the music box to create a stamp, then stamp the costume voucher.
- OPTIONAL – If you didn’t get caught by the henchmen, you can still open the safe on the wall by solving the picture puzzle. The safe contains a hole which can be used in the main areas of Cutopia, Zanydu, and the Malevolands to enable fast-ish travel. The hole is not an essential item. The picture puzzle is not as random as it appears. If you’re having trouble, reset it until it matches the GIF below, then follow along.
Part 5:
- Return to the palace and use the spit on the hole that is on the right of the cabinet in the entranceway and take the stuffed cat
- Give the stamped voucher to Miss Fit (costume shop), who will give you the fly suit and let you choose a costume.
- Pick the Harlequin costume in the bottom right of the left
- Give Miss Fit the book to receive the book of insoluble puzzles.
- Go to the meadow and give the popcorn to Fluffy Fluffy Bun Bun to receive the cotton candy.
- Go to the field and give the costume to the Care Crow to receive the cloak.
- Head up to the barn and fill up the watering can from the barrel (which is now weedkiller)
- Go to Zanydu and take the centre path to the mountains.
- Use the weedkiller with the hunk of meat, then feed it to the vulture.
- Pick up the wooden arrow and take a feather from the vulture.
- Head back to the barn and give the feather to Mistress Marge (the cow). You will be given some glue.
- Before you leave, take refill the watering can from the barrel.
- Go to Seedy’s bowling in the Malevolands. You’ll need to put the cloak on to enter.
Part 6:
- Use the glue on the bear’s bowling ball.
- Select Flux and use him on the lane to receive the golden bowling pins.
- Go across the street to the Robot Maker’s workshop and give him the book, then take the plunger.
- Go to the path (with the squirrel) and use the watering van on the briar patch to get the
- Use the glue on the cotton candy and the piano keys. Combine the keys, cotton candy, and jumping beans with the stuffed cat.
- Place the faux squirrel at the doorstep of the tree.
- Send flux up to get the
- Go to the outhouse in Zanydu and use the plunger on the toilet.
- Flush the red herring and click the toilet again to try and get the sole
- Return to the palace and enter the door on the right in Bricabrac’s lab to enter the hangar.
- The following items need to be in the Cutifier.
- Spice – Sugar (already in)
- Dagger – Cloak
- Stripes – Stars
- Heart – Sole
- Whistles – Bells
- Polish – Spit
- Needles – Pins
- Bolts – Nuts
- Ball – Chain
- Bow – Arrow
- Salt – Pepper
- Rock – Roll
- Press the red system analysis button when the items are in place to proceed to Act II.
Act II Walkthrough (CD 2)
Part 1:
- Talk to Snout (the guard)
- When Snout turns around and sniffles, take the mat and the first crystal
- Beat the mat against the bars of the cell, which will cause Snout to sneeze and get knocked out.
- Pick up the key from the back of the cell and unlock the door.
- Enter the boiler room using the door right next to the cell.
- Push the button on the air vent to open it, then enter.
- Put on the fly costume to climb up the air vent.
- In the bathroom, open he medicine cabinet and take the chloroform wipes.
- Fill the watering can with water from the sink.
- Go back down the vent then go up to the first floor and open the clown door by playing a game of Simon. The game is different most times, so you’ll need to solve it on your own. There’s no time limit, so write down the sequence if you need to. You can even save during the game.
- Enter the room and talk to Spike the clown.
- After talking to Spike, wait for him to take off his nose (it may take a minute), and use the chloroform wipes on his nose to make him pass out.
- Pick up Spike’s pin and the balloon from the floor.
- Use the balloon and the glove with the helium tank to inflate them with gas.
- Head back downstairs, then up the vent to the bathroom.
- Put the plug in the sink (a little level on the back) and turn on the taps to floor the floor.
- Head back down the air vent.
- Examine the Climatron and put the pin in the socket and turn the temperature cold.
- Head back up the vent and go to the door to attract the guards will slip on the icy floor.
- Go out of the door and down the stairs.
- Open the gargoyle head on the left to get the second crystal.
- Press the horn on top of the same gargoyle, then head back up the stairs, into the bathroom, and down the vent.
- Turn the Climatron temperature to hot to make the fish jump out of the bowl.
- Turn the temperature back to normal.
- Take the pin back from the Climatron.
- Head up to the first floor and take the treasure chest from the fish tank before the fish has a chance to jump back in.
- Go to the second floor and open the gargoyle (technically, they are Grotesque) to collect the third crystal. Don’t cross the path of the gargoyle before doing this or the lock will reset and you’ll need to go back up the vent to press the other horn.
Part 2
- Enter the room on the right with the chequered floor.
- Examine the odd books, then pull the books out in the following order (the bird by your cells gives you the clues to solve this on your own:
- Blue I
- Red I
- Red III
- Blue II
- Blue III
- Red IV
- Red II
- Blue IV
- Head downstairs using the door that opens up behind the bookshelf.
- Use King High’s music box to send the guard to sleep.
- Turn the monitor around and switch it to channel 4 so you can see the Knight above.
- Use the magnet on the metal panel on the ceiling to guide the Knight to depress the raised tiles and open the gate.
- Head back up and grab the gauntlet from the knight.
- Head up the stairs to the armoury, where you’ll find the henchmen playing cards.
- Use the pin to pick the lock on the box that’s on the floor, fleeing Ray, the frog who will give you the final.
- Get inside the empty crate and carefully move to the right while the henchmen aren’t paying attention to get the TNT.
- Head to the kitchen off the first-floor landing and pour the watering can over the chef to make him rust.
- Grab a turkey and combine it with a stick of TNT.
- Open the stove door and light the explosive turkey before sending it up the gators in the rec room using the dumbwaiter.
- Head up to the rec room and grab the pool cue.
- Go up to the third floor and enter the study on the right using the key from the treasure chest.
Part 3
- Click on the sunglasses above the bookshelf
- Flick the switch that was behind the shelf.
- Move the chair.
- Click the sunglasses on the moose head.
- Use the fly costume on the Venus fly trap.
- Smash the vase with the mallet and pick up the sunglasses.
- Head up to the top floor.
- Combine the gauntlet with the pool cue and press the button on the other side of the bars.
- Head through the doorway and approach the intercom on the left.
- Use the helium-filled balloon or glove on Drew (the other one you can keep just for fun) before using the intercom and saying your name is Lugnut.
- Enter the door to Miss Fortune’s chambers and put on the sunglasses. Miss Fortune will then hypnotize herself.
- Instruct Miss Fortune to go to the fourth-floor landing.
- Instruct Miss Fortune to use the security scanner on the right.
- Go to the control panel and inset the crystals in this configuration so they’re all flashing.:
- Top: Blue
- Right: Red
- Bottom: Yellow
- Left: Green
- Pull the lever to turn on the power.
- Collect the warp device.
- Look at the monitor by the door and flick the switches so that they read:
- Lighting: On
- Launch Pad Entrance: Open
- Ceiling Bay Door: Open
- Malevolator Force Field: Deactivated
- Head to the Malevolator and pat yourself on the back for being able to read.
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