Toonstruck
Game Details: Comedy, 1996
Links: Moby Games, Steam, Adventure Gamers
Walkthrough Updated: 3/26/2019
Suggested Listening: Where There's Smoke (Ash 25)
Cutopia
King Hugh's Palace
Go through the doorway at the bottom right to find the laboratory, where the flustered bird has lost his glasses. Return left to the hallway, then up to the trophy room at the top left. Talk to the footman about everything, then go back to the laboratory and talk to Bricabrac - you will receive some blueprints and a bottomless bag for your inventory. If you examine the blueprints, you will see a list of clues to the 11 items you need to collect:
- Cloak and Dagger
- Stars and Stripes
- Heart and Sole
- Bells and Whistles
- Spit and Polish
- Pins and Needles
- Nuts and Bolts
- Ball and Chain
- Bow and Arrow
- Salt and Pepper
- Rock and Roll
Go left and down to head outside the castle. Talk to the guards - when they dance the second time, pick up the dropped key. Go back inside and use the key on the locked doors to the left. In the bedroom, use Flux on the ladder to get a voucher. Look at the note on the right, and take the music box from the top of the shelves. Now examine the shelves and play with the drawers until the top and bottom drawers are open, and the left and right drawers are closed. Go through the secret passage that is revealed. Use Flux on the loose floorboard, then use it yourself and a trapdoor in the ceiling will be opened (beneath the rug above). Go back up and pull the cord to get rid of the footman. Return to the hallway, then leave the palace again and continue down.
Town Center
Enter the Irish Pub at the bottom left. Click on the mouse until it is between the organ and the mouse trap. Use the organ, then use Flux on the mouse trap. You will be given a tankard as a reward. Pick up the mouse from the floor. Try to use the phone on the left end of the bar to see that you need a combination of colors rather than numbers. Go back outside and leave town by going up.
King Hugh's Palace
Go inside and upstairs to the trophy room. Take the fish and watering can, then put the tankard in its place. Leave the palace and go through the town, continuing further down.
Countryside
Talk to Fluffy Fluffy Bun Bun, who wants some popcorn, then continue further along the path.
Take the corn cob, then talk to the scarecrow, who will trade his cloak for some new clothes. Enter the barn in the background. Talk to the animals, then try to use the Churnatron, but it is broken. Fill your watering can with fertilizer from the barrel. Return outside, then go down to the left. Continue left from the light side of the forest to the dark side. Try to continue left, but BB Wolf will stop you and won't let you pass until you give him a bottle of wine.
Return to the right, then go up along the other path. Enter the shuttle and move the lever forward, but nothing will happen. Go back outside and use your mouse with the right hand, then use the fertilizer on the mouse. Enter the shuttle and move the lever forward again.
Zanydu
Town Center
There are 3 paths from where you begin - the left path goes to Upper Zanydu, the middle path to the outback, and the right path to Lower Zanydu.
Lower Zanydu
Stand in front of any of the revolving doors, then wait for the light above it to go on and quickly head through. Talk to the clerks and get them to demonstrate all of their novelty items - immediately after the boxing glove is demonstrated, grab the stars (1/11). Go back outside and return to Central Zanydu, then take the left path.
Upper Zanydu
Look at the advertisement and notice the phone number on the bottom (the series of colors). Talk to the guard, but he won't leave his post until it is 6 o'clock. Return to Central Zanydu, then go right again.
Lower Zanydu
Look at the clock - from its starting position, move the levers in this order: right, left, left, right, left, right, left. You will see the guard leave his post, so return there now.
Upper Zanydu
Enter the toilet and try to use the toilet handle, but the toilet is clogged.
Town Center
Return down to the shuttle station and you will automatically travel.
Cutopia
Town Center
Enter the Irish Pub and use the phone to dial this pattern: Blue, Purple, Red, Orange, Yellow, Green, Orange. Now you need to answer a series of 6 quiz questions, which are randomly selected from the ones listed below:
- What color is Jim's fur? - Blue
- What color are the fish tails on top of the Outhouse? - Yellow
- Besides white, what color is Warp's fur? - Orange
- What color fish can be found on the right shoulder of a Toilet Sentry's uniform? - Red
- What color fish can be found on the left shoulder of a Toilet Sentry's uniform? - Yellow
- What color is Woof's collar? - Green
- On the Zanydu sign, what color is the arrow pointing to Jim's Gym? - Blue
- On the Zanydu sign, what color is the arrow pointing to WACME? - Red
- What color are the floor tiles inside Jim's Gym? - Blue
- What color are the rocky mountains of the Way Out-Back? - Orange
- What color are the plant pots outside WACME? - Purple
Go outside and open the parcel to get some jumping beans.
Countryside
Go back to the shuttle and head inside pushing the lever forward to travel to Zanydu again.
Zanydu
Lower Zanydu
Show your WACME jumping beans to Woof, then use the Gift-O-Matic to the right - keep using it until you have received all 3 prizes (magnet, mallet and glove). You can now leave Zanydu again.
Cutopia
Countryside
Enter the barn and use the magnet on the haystack. Use the device you discover on the Churnatron to fix it, and you will automatically get 2 sticks of butter. Return to the shuttle to travel again.
Zanydu
Upper Zanydu
Enter Jim's Gym and try to use the Pumpotron, but Jim will stop you. Talk to him about everything, and you will see his routine. Use a stick of butter on the vaulting horse, then ask to see the routine again. Now you can use the Pumpotron to get stronger.
Cutopia
Town Center
Enter the arcade at the bottom right. Talk to Fingers the cashier about the arcade game and beat him to get a chain (2/11). Strengthometer, then use your own mallet on it and you will end up with some wine. Also pick up the bells (3/11) from the remains of the machine. Go back outside and enter the bakery at the top left. Talk to the Baker boys, then give them the butter and you will receive some dough. Play the piano to get some keys.
Countryside
Enter the barn and fill your watering can with some dangerous-looking gunk. Go back outside and head down to the left. Use your watering can on the briar patch, then take the pepper (4/11). Return to the barn and fill your watering can again. Go to the far left and give the wine to BB Wolf, and you will end up in a large pot of stew.
Click repeatedly on the left and then right of the pot to eventually swing free. Use your dough on the roasting spit to get a bread roll (5/11), then take the spit (6/11). Use your corn on the fire to get some popcorn. Pick up the purple book and look at it in your inventory. Leave the cave, then follow the path to the left.
The Malevolands
Town Center
Pick up the hunk of meat from the ground on the right. Enter the prison through the top right door. Pick up the stamping pad from the desk. Move the picture and open the safe by solving the sliding puzzle, then take the portable hole from inside the safe. Go back outside and use this on the pothole in the ground. You can use this extra dimension to travel quickly between the 3 town centers.
Cutopia
Town Center
Enter the costume shop at the top right - some henchmen will come through a hole outside, so quickly hide in the changing room to avoid ending up in prison. Talk to Ms Fit, the costumer - she won't let you use the King's costume voucher as it hasn't been stamped. Use the music box in your inventory with your stamping pad, then on the voucher. Give the stamped voucher to Ms Fit, then select the Harlequin costume (you will also receive a free fly costume). Swap your squirrel book for the Enigma book.
Countryside
Give the Harlequin costume to the scarecrow in exchange for his cloak (7/11).
The Malevolands
Town Center
Enter the robot lab through the bottom right door and talk to the robot maker. Give him the Enigma book and he will explode. Take the plunger from the desk.
Zanydu
Upper Zanydu
Enter the toilet and read the toilet roll to see the instructions. Use your plunger on the toilet, then put the red herring into it. Watch the fish go past and use the toilet handle with the right timing to get a green fish, which turns out to be a sole (8/11). Go back to the town center, then take the middle path.
Way-Outback
Use your hunk of meat on the watering can, then feed the meet to the vulture. Now you can take a loose feather from the dead vulture, as well as the sign's arrow (9/11).
Cutopia
Countryside
Enter the barn and give the feather to Marge - you will automatically take some glue in return.
The Malevolands
Town Center
Talk to the bouncer, then use the cloak on yourself to get inside Seedy's - some henchmen will come through a hole outside, so quickly hide in the changing room to avoid ending up in prison. Use your glue on the purple bowling ball to get rid of the bear. Now use Flux on the lane to get a strike, and you will automatically receive a trophy of pins (10/11).
Cutopia
King Hugh's Palace
Head inside and use your spit in the hole in the side of the brown cabinet, then take the stuffed cat from inside.
Countryside
Go and find Fluffy Fluffy Bun Bun in the meadow outside the castle. Talk to her, then give her your popcorn in exchange for some cotton candy. Continue to the left twice to reach the screen with the angry squirrel. In your inventory, use the glue on the piano keys and on the cotton candy. Use both of these on the stuffed cat, then add the jumping beans. Place your creation on the doorstep at the bottom left. Now you can use Flux to get the nuts (11/11).
King Hugh's Palace
Enter the laboratory on the right, then continue through to the next room. Insert your 11 items according to the list at the beginning of the walkthrough. Press the button to indicate you are done.
Nefarious' Castle
Talk to Snout, and he will turn around to face the other way. Wait until he breathes in deeply, then quickly lift up the mat to find a yellow crystal (1/4). At the next opportunity, pick up the mat, then use it on yourself to take out Snout. Pick up the key from the left wall and use it on the keyhole, then you will automatically go and collect your belongings. Talk to the Myna bird to get some clues to an upcoming puzzle, then head up the stairs to the right.
Click on the clown door, then keep clicking on the highlighted parts in order (the longest sequence is 11). Go through the open door and talk to the clown inside. Return to the left and up another set of stairs. Go right, then look at the odd books on the bookcase. You need to pull them out in the following order:
Go through the secret passage and use the music box on yourself to put the guard to sleep. Use the monitor and check out all 5 channels, then leave it on channel 4 before backing out. Use your magnet on the bolted platform in the ceiling here. Now you will see the room above through the monitor - click on the 4 raised tiles in turn to get the knight over to the bars on the right. Go back upstairs, then return to the right. Look through the window in the door on the left to see some more guards playing pool. Examine the left gargoyle sculpture at the stairs to get a blue crystal (2/4).
Return downstairs twice to get back to the dungeon. Go to the left and then up through a door to a hallway that contains a Climatron. Press the red button on the air circulator to open it. Climb inside, then use the fly costume on yourself and you will automatically climb up. Press the small button above the sink to lower the plug, then turn on the taps to flood the room. Open the medicine cabinet and take the chloroform wipes from inside. Fill your watering can from the sink, then climb back down the air vent.
Return to the clown and wait for him to put down his nose. Quickly pick it up and use the chloroform wipes on it, then give it back to him and he will pass out. Pick up the pin and the balloon. Use the balloon and the glove on the tank to inflate them. Return left and downstairs, then through the hallway to the Climatron. Examine the controls here to get a close-up view. Use the pin in the socket, then click on the cold setting. Back out, then enter the air vent and climb up again to see the water on the floor has frozen. Open the door on the right, and the guards will disappear.
Go through the door, then go down to the 2nd floor landing. Move the horn on the left gargoyle sculpture, and it will appear on the right one. Go upstairs, left into the bathroom, down the air vent, and out to the Climatron. Examine the controls again and click on the hot setting. After the fish jumps out of his bowl, click on the medium setting, then back out. Quickly head right and up the stairs to the right. Take the treasure chest before the fish returns to the bowl. Look at this in your inventory to find a key. Go back to the Climatron and retrieve the pin, then go out of the dungeon and up 2 sets of stairs to reach the 2nd floor landing. Examine the right gargoyle sculpture to get a green crystal (3/4).
Go right to the Knight Hall, then up the stairs on the left. Use your pin on the crate and you will meet a frog who will give you a red crystal (4/4). Climb into the crate and click on it to move right, then wait until the guards aren't suspicious before clicking again. Keep doing this until you automatically take the TNT. Return downstairs, right and down to the 1st floor landing.
Head left into the kitchen and use your watering can on the Robochef. Take a turkey, then use your TNT on it. Open the stove door and use the turkey on the hot embers inside, then quickly use it on the dumbwaiter to the left. Now go right, upstairs and left into the rec room. Pick up the pool cue. Leave this room and go right to the Knight Hall, taking the gauntlet from the knight's hand. Return right and go up to the 3rd floor landing.
Use your key on the locked door to the right, then go through. Try to take the sunglasses from on top of the bookcase, and they will end up on the ceiling fan. Use the switch on the wall and the sunglasses will then move to the donkey's head on the left. Move the desk chair to the left, then try to take the sunglasses and they will end up on the Venus flytrap. Use the fly costume on yourself, and the sunglasses will end up inside the large vase - hit this with your mallet, then take the sunglasses. Leave the room, then go upstairs once more.
In your inventory, combine the gauntlet and pool cue, then use this on the button to open the gate. Go through to the next room. Use the inflated balloon on yourself, then choose to imitate Lugnut and go through the next door. Use your sunglasses on yourself (to avoid being hypnotized and through back in your dungeon cell). Now talk to Ms Fortune. Click on her and send her out to the 4th floor landing. Next use her on the scanner to the right of the other door. After she leaves, go through the right doorway.
Click on the panel below the large monitor on the right. Insert your 4 crystals as follows:
Pull the purple lever, then take the warp device. Use the monitor next to the door on the left, and set the options to "On", "Open", "Open" and "Deactivated", by playing with the 4 switches around the corners. Head left and use the Malevolator.