Showing posts with label Toonstruck. Show all posts
Showing posts with label Toonstruck. Show all posts

Sunday, January 16, 2022

PrinceWatercress plays Toonstruck - Part 19 of 19


It's time to get out of the castle once and for all! How will this all end?


Use the key in the chest on the door to the right in the third floor landing. This takes you to a room with a lot of things to look at it.

There will be a pair of mirrorshade sunglasses on the top of the bookcase, and if you click on it, Drew will try to grab it only to knock the bookcase down. The sunglasses will land on the jack-in-the-box, but it will open and launch the sunglasses into the ceiling fan.

By knocking down the bookcase, you'll find the fan controls. Left-click the switch to make the fan go faster. The fan will break as the sunglasses are launched onto the donkey head. From here, move the desk chair by left-clicking on it (if you haven't already), then left-click on the sunglasses to get to the donkey head. The donkey head will fall on Drew, and the sunglasses will land on the Venus flytrap, which will carry it in its mouth. Use the fly costume on Drew to get the Venus flytrap to let go of the sunglasses by spitting it into the vase. Use the mallet on the vase to break the vase and get the sunglasses at last. Don't forget to get the sunglasses; you're definitely going to need them later!

From here, head upstairs to the fourth floor. To reach the button beyond the gate, combine the pool cue and the gauntlet in the Bottomless Bag, then use this new item on the button to hit it and raise the gate. Go through the doorway on the right.

Ms. Fortune's door will be on the left, and Count Nefarious' door will be on the right. Since you sound like Lugnut under helium, use either the red rubber glove or the balloon full of helium on Drew, who will go to the voice-activated lock automatically when you use it. From here, imitate Lugnut (the third option) to open the door. Ms. Fortune will see into the future and notice that King Hugh is in the Cutifier while Count Nefarious is going after Flux Wildly.

If you go any further, Ms. Fortune will hypnotize Drew and you'll be back in the cell. Use the mirrorshade sunglasses on Drew instead. In the ensuing cutscene, Ms. Fortune will inadvertently hypnotize herself, triggering the third part of Ms. Fortune's prophecy: Ms. Fortune obeying "his" commands, with "his" being Drew Blanc's. By talking to Ms. Fortune, you'll find out she is hypnotized, and by clicking on her afterwards, the cursor becomes her face. Click on the door leading out of the room to get her to go to the fourth floor landing, then follow here there.

From here, click on Ms. Fortune again, then click on the scanner so Ms. Fortune opens the door. After Drew Blanc takes advantage of the hypnotism to make her life a living hell when she wakes up, you can then enter Count Nefarious' room.

You'll enter a control center. Inside is the warp device, which you're going to need. Click on the plus-shaped panel on the control panel, and you'll look at it. By placing crystals in certain slots, you'll find out that the crystals light up when put in the right place. Blue is north, red is east, yellow is south and green is west. This will power everything in the room up. Click on the lever on the control panel to open up the nearby door and take the warp device.

If you look at the entrance room, you'll find out that the lights are on, but the launch pad entrance and ceiling bay doors are closed and that there is a force field around the Malevolator.

From here, go to the monitor next to the entrance gate to the left. You'll see the settings for the lighting, the launch pad entrance, the ceiling bay door and the Malevolator force field. You want to keep the lights on, open the launch pad entrance and ceiling bay door, and deactivate the Malevolator force field. There are four switches in the corners of the monitor, and they do as follows:

  • The upper left switch toggles the settings for the lighting and the ceiling bay door.
  • The upper right switches toggles the settings for the launch pad entrance and the Malevolator force field.
  • The lower right switch toggles the settings for the lighting, launch pad entrance and ceiling bay door and the Malevolator force field.
  • The lower left switch toggles the setting for the Malevolator force field.

The quickest way to keep the lighting on, open the launch pad entrance and ceiling bay door and deactivate the Malevolator force field is to hit the switches in the following order: upper-left, upper-right, lower-right and upper-right. From here, you can go to the west and get in the Malevolator to get in.

You'll then see the ending cutscene. Drew will fly out over the Malevolands and shoot down both the fake King Hugh and Count Nefarious, then shoot down the Cutifier, turning Flux Wildly back to normal before the Cutifier collides with the Malevolator, destroying both and sending Flux and Drew flying through the air.

As Flux and Drew plummet to the ground, Drew tells Flux what has happened to him regarding the toon serum, then uses the warp device in an attempt to get back to the real world. Before he does, Flux gives him a communicator to keep in touch with him from the toon world.

Drew ends up back in the real world and in his studio. Drew comes up with the idea of "The Flux and Fluffy Show" and pitches it to Sam Schmaltz, but Schmaltz shoots it down and tells him to come up with bunny characters like before. Back in his studio, Drew gets a call from Flux Wildly via the communicator, and finds out that Fluffy Fluffy Bun Bun and Count Nefarious are still alive. Flux then tells him that he has to come back to the toon world, and this is where the toon serum that Nefarious injected Drew with kicks in, allowing him to cross back over.

This was meant to be a cliffhanger ending and set up a sequel, but unfortunately, the game was not a commercial success, and the sequel never saw the light of day.

However, you have completed Toonstruck! Congratulations!

Saturday, January 15, 2022

PrinceWatercress plays Toonstruck - Part 18 of 19


Now that we've put Spike the Clown to sleep, it's time to do some damage.


From here, head back down to the Climatron and look at the controls. Use the pin you got from Spike on the socket, then push the socket to the cold setting by clicking on it. This will freeze the castle. From here, use the fly suit in the air conditioning vent to go back up to the bathroom. The wet bathroom floor is now frozen, and if you click on the wooden door to get the gator guards' attention now, they will run into the room only to slide on the icy floor and fall through the huge window, never to be seen again. You can now explore the third floor.

By going back down to the second floor from here and pressing the horn on the statue head to the left, you can get a horn to pop up on the one to the right. To open the right head, you'll need to go back to the bathroom, go back to the second floor land and click on the right gargoyle head. You'll be able to open it and get the green crystal. If you just walked to the right head from the left head, the horn on the right head would sink back in and come back up on the left head, so you'll have to take the long way around to just to get to the green crystal.

From here, go back to the Climatron and switch to the hot setting by clicking on it. From here, set the temperature back to normal and get back to the fish bowl on the second story landing. Quickly click on the treasure chest before the fish gets back in the bowl to get the chest. By looking in the Bottomless Bag and clicking on the chest, you'll find a key.

Go back to the Climatron and take the pin out of the socket. You'll need it later. From here, go back to the knight hall and click on the gauntlet on the knight to take it. Go upstairs to the armory. It's time to deal with the henchmen.

There will be a hopping crate. Use the pin on the crate to open it. Inside is Ray, the missing Baker Boy! Ray will know who Drew is, and tell him that Count Nefarious has created a trans-dimensional warp device that allows him to go between the toon world and the real world, and that he has conducted experiments with it on the fourth floor of the castle. After Drew says that he will not leave the castle without the device, Ray hands him the red crystal, then flees the castle as only a cartoon frog not named Michigan J. Frog can.

You're not done yet. Click on the now empty crate to get Drew to climb in. Saving at this point is well advised. From here, you'll need to move the cursor so that the hand cursor points right. As you click on the box to hop towards the TNT, watch the henchmen, as they will take a look at you as you move. If you move while they look at you, you'll get caught and sent back to the cell, At first, Lugnut suspects something at first, then Goggles, then Feedback. Wait for them to stop looking to move again. When you make it to the TNT, Drew will automatically grab some, hop all the way back and get out of the crate. From here, leave the room.

Interestingly, if you move the cursor on the henchmen, you'll find out that they are named - from left to right - Feedback, Lugnut and Goggles. This is actually how you learn their names. Keep this in mind for later.

By left clicking the crate of TNT in the Bottomless Bag, you'll produce a stick of dynamite. From here, head to the first floor and enter the door to the left. This is the kitchen, where a robot will be cooking roast chickens for the gators playing pool in the second floor rec room and sending them there via a dumbwaiter. This is part of the second part of Ms. Fortune's prophecy.

In order to do anything, you'll need to put the robot out of commission. Use the watering can full of water on the robot to rust it, then grab a turkey from the pile of turkeys near the stove. Put it in the inventory, then use the stick of dynamite on the turkey and place it in the fire embers in the stove. Quickly put it in the dumbwaiter, and Drew will take it up to the rec room automatically. Watch as the gator guards in the rec room fight over the turkey only for the entire room to blow up, turning all three gator guards into expensive designer accessories. A dead bird has officially risen aflame.

Go to the rec room, which is now blown wide open. The only thing you can do anything with is the pool stick leaning on the pool table. Take it with you.

From here, head to the third floor landing.

Friday, January 14, 2022

PrinceWatercress plays Toonstruck - Part 17 of 19


In this entry, we explore a little more of the castle and meet the clown from the title screen...and then put him to sleep.


While you cannot use the shower, it can be used as a hiding place. If you go through the bathroom entrance now, two gator guards will see you. If that happens, go into the shower. Otherwise, you'll get caught, Snout will be conscious again, and Snout will be wearing a gas mask. If that happens, you're better off loading from your last save file. Save often and save with multiple files if you need to while you're here!

At the sink, you can use the watering can on it to fill it up with water. Afterwards, click on the sink plug lever between the sink taps, then click on the taps themselves to flood the floor. If you open the medicine cabinet, you can find some chloroform wipes. Take them.

From here, go back down the air vent and head back to the second floor. Click on the clown-shaped door. From here, you'll have to play a game of Simon where you have to click on multiple parts of the clown door's face - the left ear, the right ear, the left eye, the right eye, the nose and the tongue - in the order you are told to click on them in order to open the door and pass on through. If you need to, use a notepad and keep notes on what you're supposed to click on.  As you get through the game, the red light lights up, then the blue light, then the yellow light. You'll have to complete a successful pattern of eleven correct parts of the clown face in order to get in, and the pattern is completely random every time you do this. Again, having a notepad comes in handy.

When you enter the door behind the clown file, you'll finally enter a padded room and meet Spike the Clown. After all this time, you'll meet the clown who is on the game's main menu. Every once in a while, he will remove his big red clown nose and place it on the table to powder his face. If you talk to this guy, you'll find out he is not well mentally.

By breaking the ice with Spike, you'll find out that Spike is Count Nefarious' court jester and that he makes balloon animals only to pop them with his pin, which he also has no problem poking at anyone with. You'll also find out that he gets "special treatments" from Ms. Fortune, who tortures him with hot wires to the brain.

If you ask about the helium tank, you won't be able to get any because you're "in league with the squirrels." "Reasoning" with him doesn't seem to work, either.

If you ask about the pin, you won't be able to get it from him, either.

If you ask about the balloon rabbit, you can see him make the balloon rabbit again.

If you ask Spike about himself, you'll be able to get Drew and Spike to say funny things. There's not a lot of dialogue to listen to, though.

It's finally time to put Spike the Clown out of his misery and take the pin and use the helium. Wait for him to put the nose on the table, then use the chloroform wipes on it. Do not take the nose; it won't go anywhere. When Spike puts his nose back on, you'll get a cutscene where Spike gets knocked out by the chloroform only to come back to life one more time and scare Drew to the point that he almost turns into a toon due to Count Nefarious' serum. From here, Spike will be out for good. You can then take the balloon and the pin. Be sure to use the balloon and the red rubber glove on the helium tank. This gives you two chances instead of one at a certain puzzle in the game.

Also, if you click on the helium tank, you'll get Drew to inhale the helium and sound like Lugnut. Remember this for later.

Thursday, January 13, 2022

PrinceWatercress plays Toonstruck - Part 16 of 19


We're now prisoner in Count Nefarious' castle. It's time to get out.


Now that you're locked up, it's time to get out.

Before you can do that, however, talk to Snout and break the ice with him. You'll find out that Snout is an ogre and that Nefarious is concerned about Drew Blanc taking the Malevolator as your only means of escape.

If you ask about the sneezing, you'll find out that Snout is allergic to everything in the dungeon, yet still works in the dungeon.

If you ask about Ms. Fortune, you'll find out that she is really bad news and that she is not called in for anything unless things get serious and can scramble someone's brain like an egg.

If you ask about your stuff, you obviously won't get it back.

Once you talk to Snout, he will turn his back. Make sure he is not looking back before you take the welcome mat. When you do this the first time, you'll find a yellow crystal. Do it again to take the welcome mat. From there, you can use the mat to kick up some dust and create an allergy attack so strong that Snout launches him into the wall and knocks himself unconscious, which sends the key to the cell door careening towards the cell itself and into the wall. Grab the key and use it on the door to get out of the cell. Drew will get his stuff back automatically.

If you talk to the myna bird, you'll get four clues for a puzzle in the castle:

  • Each book should be pulled once and only once
  • Blue books should be pulled in numerical order, and the second one should be pulled out after two red books are pulled
  • Red III should be pulled out after Red I, and half of the blue book pulls are immediately followed by a red book pull
  • Red III and Red IV are not the last book to be pulled, and the last blue book should be pulled after all the red books have been pulled

The door to the east leads to the first story landing. If you look at the fish tank, you'll find out there is a chest inside of the tank, and if you try to go for the chest, the fish will try to eat you. If you go into the hallway north of the cell

Head back to the landing and go upstairs to the second floor. The door to the west is a rec room with three gator statues, and you won't be able to go in there.

If you click on the statue head on the left side of the stairway leading to the third floor, you'll get the blue crystal.

If you enter the door to the east on the second floor, Count Nefarious will leave the castle. You'll then be in a room with a bookshelf with four red books and four blue books. Using the clues you got from the myna bird earlier, the correct order to pull the books is Blue I, Red I, Red III, Blue II, Blue III, Red IV, Red II, and Blue IV. By pulling the books in the correct order, you'll open a passage to the security room. Inside is a gator guard who is about to fall asleep at the monitor, so use the music box to put him to sleep. From here, you are free to move about the room.

From here, click on the monitor to look at it. There are five positions on the dial, one for each camera. The first camera is the Malevolator, the second is a cutscene of Count Nefarious looking for Flux Wildly and the Cutifier in order to destroy them, the third is your jail cell, the fourth is the room you were just in, and the fifth is nothing. Click on the orange dots to switch cameras. When you're done, switch to Camera 4.

From here, use the magnet on the steel panel on the ceiling. From here, you can control the night. There will be panels sticking up out of the floor. Move the knight to them as you see them, and as you move, more tiles will raise up. Keep going to these tiles to move the iron bars near the knight out of your way. The lifeless knight has moved.

Past the knight is where Goggles, Feedback and Lugnut are hanging out playing poker and listening to loud music. Let's leave this room alone.

Head back down the hallway near the cell to the Climatron. If you look at the Climatron, you'll find out there is no lever for the controls. The air circulator to the left, however, can be opened by pressing the button. You can go inside the air circulator and use the fly suit to climb upwards and end up in the third floor bathroom.

Wednesday, January 12, 2022

PrinceWatercress plays Toonstruck - Part 15 of 19


In this entry, we get everything set up for the Cutifier so we can get back home. Unfortunately for us, everything takes a turn for the worse.


Back in Cutopia, if you go to the Baker Boys' bakery and play the piano, two of the keys will come loose. You'll add them to your inventory, and you'll need them very soon. Also, you can go into the empty pantry. A potential hiding place away from the henchmen.

There is a pepper plant near the squirrel's house that you can look at. Unfortunately, there is a malevolated briar patch that keeps you away from the pepper. If you use the watering can full of dangerous-looking gunk on the briar patch, you can then get the pepper.

As for the squirrel, you'll need to distract it with a female squirrel. In order to do that, you'll need to turn the cat doll into a squirrel. You'll need to combine the following items with the cat doll to complete the transformation: the can of Wacme jumping beans, the two piano keys from the Baker Boys' piano combined with the blue, and the cotton candy combined with the glue. If you don't do all three of these things, the squirrel will show no interest. Once the squirrel is gone, you can use Flux Wildly on the door in the tree to get the nuts.

Head back to Zanydu and head back to the fish flusher. Use the plunger from the robot maker's workshop to unclog the toilet, then use the red herring you got from the castle and flush the fish. Keep your cursor on the toilet handle and be ready to get a fish into the flusher. The one fish you want is then green sole, and it can be hard to pick up, as the fish show up in no specific order and you just have to be somewhat lucky. I usually just flush whenever I feel like it. If you get anything other than a green fish, just put the fish back in the fish flusher and flush again to give it another shot. When you get the green fish, you're done.

At this point, you'll have done everything you'll be able to do at this point in the game. From here, head back to the Cutifier Hanger. Here, you'll have to put certain items in certain slots. Here are all twelve slots and what you need to put in them, in clockwise order:

  • SUGAR and spice
  • 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

Once you have everything in order, press the red button near the monitor, and the Cutifier will be completed. Count Nefarious will send Goggles, Feedback and Lugnut after Drew and Flux one last time.

After Drew and Flux reverse the malevolation that has taken place in Cutopia, King Hugh will thank them, but before Drew can go home, King Hugh wants him and Flux to cutify both Zanydu and The Malevolands, even though this was not mentioned before. Drew, knowing that this was not seemingly part of the deal, refuses, and King Hugh shows extreme displeasure with Drew before inadvertently revealing himself to be Fluffy Fluffy Bun Bun, who wants all three lands cutified as part of her plan to become a god as Bricabrac carries out the rest of her plans while the real King Hugh is locked away elsewhere "learning how to be truly happy like her. Fluffy Fluffy Bun Bun proves herself no better than Count Nefarious. Fluffy Fluffy Bun Bun sics the guards on Drew and Flux, and gets the keys for the Cutifier away from them. Flux gets cutified as Fluffy Fluffy Bun Bun makes her way out. Drew gets away only, but not for long, as he bumps into Goggles, Feedback and Lugnut, who take him straight to Count Nefarious' castle. Meanwhile, Fluffy Fluffy Bun Bun has Flux get into the Cutifier and cutify everything.

Meanwhile, in Nefarious' castle, Drew is stuck in a prison cell, where he is awakened by Count Nefarious. Drew finds out that his stuff is put in a separate room away from the cell, then Nefarious produces a needle with a weird orange-and-black mutagen that turns a human into a toon only to reveal that he has already injected it into Drew while he was unconscious. After Count Nefarious tells Drew that there is no escape from turned into a toon and being stuck in the castle forever, he then states that he will destroy the Cutifier after finding out where it is. Count Nefarious then summons Ms. Fortune, who forces the location of the Cutifier out of Drew via hypnosis. As a hypnotized Drew mentions that he will escape, Count Nefarious has Ms. Fortune look into the future and find out that Drew will not be able to escape unless a lifeless knight walks, a dead bird rises aflame and she herself obeys his commands. Nefarious says these things can never come to pass, but he takes further precautions to ensure that Drew's life becomes an unbearable atrocity as his obedient slave.

From here, you'll meet the gross, sneezy Snout, the prison guard. You'll have to find a way past him in the next video...

Tuesday, January 11, 2022

PrinceWatercress plays Toonstruck - Part 14 of 19


In this entry, we travel across the three lands to get some much-needed items, then get a strike in the most seemingly impossible game of bowling in The Malevolands.


Back in Seedy's, you'll notice that this is a bowling alley, and that the lanes are very strange, complete with curves and moving bowling pins.

Talk to the man behind the counter. This is Seedy. Break the ice with him, and you'll find out that Seedy is a very competitive man and that this is a hairpin bowling lane. You'll also find out that Seedy is the only person to ever score a strike on the lanes, which is nearly impossible. You'll find out that everyone is gunning for a line as well as a strike to win a bowling trophy with three golden bowling pins. Seedy will tell you that you need years of practice, huge cojones and a special technique to get good at hairpin bowling. You'll then see Seedy - who is actually wearing a tutu - fire a bowling ball out of his butt to score an easy strike.

Once you've broken the ice with Seedy, you could ask to see the technique he has again, but you can ask about Count Nefarious as well as the hairpins. Asking about Nefarious will reveal that Nefarious keeps to himself in his own castle, which nobody wants to go to. This will open up the dialogue option of asking about Googles, Feedback and Lugnut, the three henchmen. If you ask about them, you'll learn that they were brought back from the dead by Nefarious himself and that the Robot Maker had to make bionic implants for them because their faculties weren't what they used to be. 

If you ask about the pins, you'll learn the rules of hairpin bowling, which are easier said than done: you're free to use any technique you want, but the ball must make it all the way to the pins in one piece, and the only score that counts is a strike. 

If you head north to the castle, you'll be able to look at it, but you won't be able to get past the note. There is a stump, but it is of no use at any point in the game.

To play hairpin bowling, you'll need to take the bear's purple bowling ball. Unfortunately, the bear is not the friendly type, and you can't just take the ball.

Head back to King Hugh's castle in Cutopia and use the roasting spit on the hole in the cabinet. You'll open it up and find a stuffed cat doll with a hole at the bottom. Take the doll. You'll need it.

Back at the Costumarama, hand the squirrel book to Ms. Fit. She will exchange it for "Enigma," a book of insoluble, paradoxical puzzles.

Back at the barn, use the watering can on the dangerous looking gunk in the barrel (assuming you haven't already); you'll need it later.

Use the Enigma book on the Robot Maker. Drew Blanc will ask him what the one question he cannot answer is. The Robot Maker cannot answer that question and can only react by saying he can answer anything, but it will be too late for him and he will malfunction. You can now take the plunger on the counter, which would have earned you a shock from the Robot Maker before.

Head to Zanydu and to the Way Outback. Use the dangerous gunk on the hunk of meat, then feed the hunk of meat to the vulture to kill it. You can now take the arrow sign off of the signpost. You now have an arrow. Also, by moving the cursor around the dead vulture, you can find a loose feather. Take the feather.

Back in Cutopia, head back to the barn, use the watering can on the dangerous looking gunk a second time. You'll get the gunk again (and you'll need it again), but the barrel will be empty now. Also, use the feather on Mistress Marge or Punisher Polly. You'll automatically get some glue in exchange.

From here, head back to Seedy's in The Malevolands and use the glue on the bowling ball after the bear throws it. The next time the bear gets it, he will fly all the way across the bowling lane and becomes a bowling pin, and the ball is now yours. If you use the ball with the left-mouse button, however, you won't be able to score a strike. However, if you click on Flux and use him on the bowling lane, you will. Seedy will be a man of his word and give you the trophy of three golden bowling pins, but he will be a broken man afterwards and the lanes will be empty. Also, nobody will play harepin bowling anymore, and he will tell you to scram (and die, like a sore loser) if you talk to him afterwards.

Monday, January 10, 2022

PrinceWatercress plays Toonstruck - Part 13 of 19


In this entry, we talk to the robot maker in The Malevolands, use the portable hole for the first time and see what happens when you get caught by Nefarious' henchmen.


Back at the arcade, you can pick up the bells from the broken strengthometer. Take them; you'll need them.

To use the portable hole, you'll need to find a pothole in the ground and use the portable hole on it. By doing so, you'll lay it down, then enter a dimensional void where you can go west to Cutopia, south to go to Zanydu or east to go to The Malevolands.

Back at B.B. Wolf's den, you can put the spit back on the spit base where you found it. From here, you can put the dough on it while it is on the base to make a roll. You can also use the corn on the fire to turn it into popcorn. Take the popcorn and hand it over to Fluffy Fluffy Bun Bun in exchange for the cotton candy.

Head back to the Malevolands and enter the building with the bolt and crosswrenches to enter a robot workshop. There will be a red robot behind the counter. Instead of pressing the service button three times or taking the plunger only to get zapped, talk to the robot. You'll find out that the robot is a robot supremacist who wants all non-robot races exterminated.

By breaking the ice with the robot, you'll find that he prides himself on his robotic creations of destruction as well as his own error-proof mind that can answer any question. If he cannot answer a question, his robot brain would basically implode. As for the robots he creates, most of them are bought by Count Nefarious. He will also mention that he created the cell door for the Malevolands prison, which we've been to earlier.

By breaking the ice completely, you'll open up a world of dialogue options. If you ask about what is on the table, you'll find out that it is a toaster that kills anyone who should not be using it.

If you choose the question option, you'll find out that there is an answer to "If a tree falls in the forest and no one is there to hear it, does it make a sound?" (The answer is yes.)

If you ask about the castle, you'll find out that the robot maker has created two steel doors: one for Count Nefarious, and another for Ms. Fortune. The latter has a sophisticated voice-analysis system, and the former has a hand scanner.

You can also ask about Count Nefarious' henchmen Goggles, Lugnut and Feedback. The robot maker will tell you that he created devices that provided bionic senses that "fix" their various deficiencies in hearing, seeing and speaking, and that they have become deadly henchmen as a result. 

From here, you can use the cloak on Drew Blanc to enter Seedy's. Unfortunately, when you enter, Goggles, Lugnut and Feedback will be looking for Drew and Flux. You're supposed to back into the changing room to hide from them, but if you don't, you'll be thrown into the jail with seemingly no way out. If you walk around the room, you'll create static electricity. Walk around the room for a while, then touch the door to bring down the number of years left on your jail sentence considerably. You'll have to do this a few more times to break free, but you still won't be done. You'll have to do the slide puzzle again just to get your stuff back.

Sunday, January 9, 2022

PrinceWatercress plays Toonstruck - Part 12 of 19


In this episode, we check out for the Malevolands for the first time, then get a costume for the Carecrow.


Take the upper path where B.B. Wolf blocked your path. This takes you to the Malevolands.

The bouncer in front of Seedy's will eat some meat and spit it out. Take the hunk of meat that lands on the pavement. You'll need it later. If you talk to the bouncer, you'll find out that the bouncer is female. By breaking the ice, you'll find that she is very no-nonsense and that she is making sure nobody enters Seedy's without the proper attire. If you pay attention to the people going in, you'll find out they are wearing black cloaks, as the bouncer won't tell you what it is and squashes you temporarily if you ask about Seedy's. By asking the bouncer about Count Nefarious, you won't get anything about him.

The castle in the distance is Count Nefarious', of course.

The door with the bars on it is a jail cell. On the desk is an ink pad, which you can use later. There is also a picture of a wall safe on the wall, and if you left-click it, you'll find a slider puzzle. The picture on the slider puzzle is Nefarious' three henchmen: Goggles, Lugnut and Feedback. I'm not the best at slider puzzles, but if you work on the top row first and work your way down, you'll have an easier time. If you finish the puzzle, you'll find a portable hole that allows you to travel between the town centers of Cutopia, Zandyu and The Malevolands. To the right of that is the jail cell, which we hopefully don't want to enter yet.

By using the music box on the ink pad, you can turn the music box into a stamp. By using the makeshift on the costume shop voucher, you can get a free costume at the costume shop. When you head there, however, Goggles, Lugnut and Feedback will show up via a portable hole and look for you. Hide in the changing room immediately to get away from them, or else you'll be taken to the jail cell from earlier. (I'll explain that one in a later video.) Note where the portable hole was when they showed up. That's a clue as to how to use it.

You can now hand the now-stamped voucher to Ms. Fit in exchange for a costume. Before you get it, however, you'll get a fly suit, which you'll need later. As for the costume that you get after this, there are twelve choices, and this is how you find a new costume for the Carecrow. Now for how to figure it out.

The lumberjack outfit is too sappy. The tutu is considered cross-dressing. The Santa outfit can't be worn all year round, and neither can the Easter Bunny outfit (which can be considered as having a hair out of place, hardy har har). The jester costume has too many bells, breaking the "bells and whistles" rule. The clown outfit breaks the "doesn't have a big top" rule. The police officer outfit has a whistle, breaking the "bells and whistles" rule. The astronaut costume is "out of this world." The pajamas cannot be worn all day long. The Viking outfit has a hair out of place, and the bishop outfit also has a big top. That leaves the harlequin outfit - the pink-and-cyan outfit on the lower-right corner of the first page - as the only costume you can give the Carecrow. If you get it wrong, you can always exchange the costume for something else.

When you hand it to the Carecrow, he will stick to his word and give you his cloak in exchange only for Count Nefarious to show up and malevolize him and the rest of the area, giving the Carecrow a nightmarish appearance. And I liked him, too...

Saturday, January 8, 2022

PrinceWatercress plays Toonstruck - Part 11 of 19


In this episode, we make some progress and open up more of the game's world, but Count Nefarious is now on to us, and everything is starting to get worse, too.


Head back to Jim's Gym. It's time to get rid of Jim so we can use the Pumpotron. Use your other stick of butter on the vaulting horse, then ask Jim for another demonstration. This time around, Jim will slip out and go through the wall. You won't be seeing him again. From here, you can left-click on the Pumpatron to make Drew stronger.

If you click on the punching bag after you get rid of Jim, Flux will punch it.

When you leave Jim's Gym, Count Nefarious will show up in Cutopia in the Malevolator and malevolate the barn, malevolating everyone inside, while also malevolating the surrounding area. If you head back to the Carecrow and ask about the Malevolator, the Carecrow will tell you what happened. Also, asking about King Hugh gets more dialogue about him.

If you head back in to the barn, you'll find out that Marge and Polly are now Mistress Marge and Punisher Polly and have dressed up in leather and kinky clothing while participating in bondage and torture, Elmer is now glue, the Churnatron is now a Glue-A-Tron, and that the fertilizer is now dangerous gunk. You won't be able to take the glue.

You can break the ice with Marge and Polly, you'll find out that they are really, really into all of this, and that they will need a new instrument of torture. If you ask about Elmer, it is very heavily implied that he is now glue. If you ask about the Churnatron, you'll find out that you won't be able to get it unless you get something new for Marge and Polly to play with.

Now that you've used the Pumpatron, use the mallet on the Strengthometer now. You'll be able to get the puck on the high striker to the top and break all of the bells. You'll get a bottle of prune wine. You can also take the bells, but I don't do this until later.

From here, head back to B.B. Wolf and give him the prune wine. B.B. Wolf will drink the wine only to find out it is prune wine and sic his friends on Drew and Flux, who soon end up in a stewpot and moments away to being his main course. You won't be able to move or use anything in your inventory, but if you move the mouse cursor around, you'll find out that the hand cursor points when you move the cursor to the left and right sides of the pot. You'll have to alternate between sides and keep clicking to rock the pot back and forth, and once you've rocked it hard enough, the pot will go everywhere and wreck B.B. Wolf's home - not to mention shrink his zoot suit - forcing everyone to flee or get flattened in the process. You're free!

By looking around, you'll find out that you can get the roasting spit as well as take the book near the table was. If you look at the book from the Bottomless Bag, you'll find "The Recipe for Squirrel Love," which is about a male squirrel falling in love with a female squirrel. Remember this for later.

When you leave B.B. Wolf's home, you'll get a cutscene where Count Nefarious meets with his three henchmen, Goggles (the one with the visor), Lugnut (the one with the helmet) and Feedback (the one with the megaphone). Nefarious sends them off to find Drew and Flux, then lock them up for eternity to keep them from interfering in his plans.

Friday, January 7, 2022

PrinceWatercress plays Toonstruck - Part 10 of 19


In this entry, I start doing some backtracking in order to get some things done and prepare for things that we can do to move the plot and the game forward.


From here, I head back to the Wacme store.

Believe it or not, if you ask for a demonstration of the boxing glove, stars will appear above where Warp is knocked out, and you are able to pick them up. Just left-click the stars before they disappear, and they are yours.

By giving Woof and Warp the can of Wacme brand jumping beans, you can use the Gift-o-Matic. There are three objects you can get from this thing: the magnet, the mallet and the red rubber glove. If you land on the exclamation point, you can get any of the three prizes at random. Press the red button at the bottom, then press it again when the red arrows to the sides are on the prize you want. Wait for the beeps, then be ready to press the button when the wheel starts to move. Once you get the three prizes, however, you cannot use the Gift-o-Matic anymore.

Since the Outhouse Security Professional will not tell you when he gets off work even if you ask him, and nobody tells you when he is supposed to clock out, you have to play with the clock near the Wacme Factory Outlet. Because of that, I'll just tell you: he gets off at 6 o'clock. There are two levers on the bottom of the clock, and both of them turn the hands different amount of spaces. Click the levers in the following orders: right, left, left, right, left, right, left. You will get to six o'clock in the fewest moves possible and the Outhouse Security Professional will leave. Unfortunately, you won't be able to do anything, but there are things you can look at. 

If you look at the toilet paper, you'll find out how to play the fish flushing game. This roll of toilet paper is actually the Scroll of Wisdom. Unfortunately, you won't be able to play, as the toilet is clogged and you'll need to unclog it, which you can't do until later. The toilet handle is known as the fish launcher, and the toilet bowl is known as the fish bowl. Oh, and the paintings move.

If you go back to the barn and use the magnet on the haystack on the left side of the screen, you can find the missing metal thingamabob for the Churnatron. Give it to Marge, and the Churnatron will be able to make butter again. You'll be able to take two sticks of butter.

If you go to the arcade and use the mallet on the Strengthometer, you'll find out that the operator's name is Fingers. Also, you'll find out that Drew will not be able to use the mallet, as it is too heavy for him.

One of the sticks of butter can be given to the Baker Brothers in exchange for some raw dough, which you'll need later. 

Thursday, January 6, 2022

PrinceWatercress plays Toonstruck - Part 9 of 19


In this entry, we explore the rest of Zanydu, then play one of those touch-tone telephone games that were all the rage in the 1990s.


There is an advertisement on one of the columns leading to Jim's Gym. It is a flyer for a contest where everyone is a winner of a free Wacme product. Of course, the fine print tells you that you have to answer every question in a quiz correctly to win it. There is also a sequences of colors at the bottom of the flyer: blue, purple, red, orange, yellow, green, orange. Remember that for later.

The middle path in Zanydu leads to the Way Out-Back. There is a vulture and a signpost here, but you cannot mess with the signpost as long as the vulture is standing on it. There is nowhere else you can go and nothing else you can do here.

To the right of the Zanydu entrance is lower Zanydu, which leads to the Wacme Factory. You can go through the door to enter, but only if the blue light above it is flashing. Otherwise, you'll be whisked from one
door to the other until you figure out that you have to enter the door underneath the blue light, which changes position between the four entrance doors every second or so.

The official Zayndu clock is to the right of the entrance, but we have no idea what to do with it quite yet.

Once you're in the Wacme Factory, you'll be in the Outlet Store. The two clerks behind the display counter are Woof (the dog) and Warp (the cat). You won't be able to use the Gift-o-Matic face, and you can also take a look at a few of the pictures on the wall, one of which is the Outhouse Security Professional near Jim's Gym.

By breaking the ice with Warp and Woof, you'll find out that the two of them founded Wacme in order to make a profit out of beating the crap out of each other and that all items have been tested on each other. You'll find out that there are prototypes of four items in the display counter - the boxing glove, the acid splitting flower, the itching powder and the exploding cigar - and if you ask about each and every one of them, you'll get FMV's of each one that you ask about it in action. Interestingly, the boxing glove ends the conversation. I don't find out why until later. 

If you ask about the Gift-o-Matic, you'll find out that you have to be a paying customer in order to use it. Since spending money is not a concept in this game, you will have to trick Warp and Woof into thinking you're a paying customer before you can use it.

Before going to the tavern, I have the idea of using the music box on the costume voucher. I have the right idea; I just need ink.

Back at the tavern in Cutopia, you can go up to the touch-hue telephone and dial it. You will have to wait a second between colors in order for each color to register, which gives you time to press two colors for more complex colors. Remember that red and blue is purple, blue and yellow is green, and red and yellow is orange. When you dial two colors in to combine them and make another, the color is registered immediately.

Once you dial the sequence of colors from the flyer from earlier, you'll have to answer a six-question quiz to get a free Wacme product. Here are all the questions, which are selected at random:
  • 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
If you get all six questions correct, you'll get a free Wacme product. Leave the tavern, and you'll find a parcel. Pick up the parcel near the door, and you'll find out it is a can of Wacme jumping beans.

Wednesday, January 5, 2022

PrinceWatercress plays Toonstruck - Part 8 of 19


In this entry, we head to Zanydu for the first time and take a tour of the place, starting with Jim's Gym. Also, Count Nefarious starts to get clued in on the fact that Drew Blanc is now here.

Since you have nothing in the right hand on the shuttle entrance to make the elephant run, you'll need to put something in that hand. Elephants are afraid of mice, so take the mice and place it on the free hand. From here, use the watering can full of fertilizer on the mouse. When you move the lever upwards to go to Zanydu again, the mouse will cause the elephant to run and take the trolley to Zanydu.

Once in Zanydu, there are a few places where you can go. If you go to any of the locations and go back to the entrance, you'll get a cutscene where Ms. Fortune, Count Nefarious' fortune teller, tells Nefarious of our presence while Nefarious is recharging the Malevolator. Nefarious tells Ms. Fortune to keep an eye on the new presence in the world.

The first place we will be going to is Jim's Gym to the left. Near the gym is an outhouse with a security guard. This man has two fish epaulets on his shoulder and is an Outhouse Security Professional, and his job is to guard the outhouse from any unauthorized fish flushing. By breaking the ice with the Outhouse Security Professional, you'll find out that the guard is very dedicated to his job and will only leave his post when the town clock chimes, and Flux will tell you that the town clock in Zanydu has not chimed in years. Unfortunately, the Outhouse Security Professional does not believe that one bit even if we tell him.

If you ask about fish-flushing, Flux Wildly and Drew Blanc will try to bribe the Outhouse Security Professional to no success. If you ask the Outhouse Security Professional about himself, it also will not work, and the security guard will not budge. If you click on the clock icon, Drew will try to get Flux to replace the security guard on duty, but that too will not work.

From here, we head to Jim's Gym. You won't be able to use any of the exercise equipment, as Jim - the dog on the punching bag - will not let you.

It is possible to get Flux Wildly next to Jim and have Jim punch him a couple of times, but you have to get Flux to stand right next to him, and I've only done it once.

From here, you can talk to Jim and break the ice with him. By breaking the ice with Jim, you'll find out that Jim is a complete musclehead and that he is stronger than anyone he has trained, and also takes credit for making Popeye the Sailor Man as strong as he is

If you ask about the Pumpatron, he will tell you that it has made anyone who has used it much stronger. Unfortunately, it is for gym members and membership is by Jim's invitation only. If you ask about the flaming hoops, you'll see Jim get on the vaulting horse and flip through the flaming hoops before spinning on the balance bars.

Tuesday, January 4, 2022

PrinceWatercress plays Toonstruck - Part 7 of 19


In this entry, we head to the barn and talk to the people there. The number of things we'll be doing throughout the game to complete the Cutifier is growing ever so slightly.


The next place we will go to is the barn to the north.

You can left-click on the haystack, but you'll find nothing. There is also a Churnatron 2000 that is not working at the moment, and there is also a bucket of fertilizer.

If you talk to the cow or the sheep, you can start a conversation with them. Break the ice with them, and you'll find out that the Churnatron is not working and that nobody can get any butter. If you continue to break the ice with them, you'll find out that the cow is named Marge and the sheep is named Polly. From here, you can break the ice one more time, Marge will hope that the Churnatron will be back up and running again.

If you ask about the Churnatron 2000, you'll find out that it was working fine until a metal thingamabob flew off of the machine, causing it to stop working, and it cannot work again until they find the part.

If you ask about the old horse, you'll find out that his name is Elmer and that he is on his last legs.

From here, you can stop talking to them, then get a new option: the metal thingabob. If you ask about the metal thingabob, Polly will tell you that they looked everywhere in the barn for it. If you ask about Elmer again, you'll find out that Elmer does not thing but stand there, chew and snort.

You can talk to Elmer, but you won't be able to get much out of him.

You can click on the hay in the upper-right corner, but you can't do anything with it.

I forgot to mention the telephone in the tavern. You can examine it, but you won't be able to do anything with it unless you have a sequence of colors to call.

Back at King Hugh's trophy room, you can replace the watering can with the tankard from the tavern to get the watering can and exit the room. You can take the watering can to the barn and use it on the barrel of fertilizer to get some fertilizer.

To the south of the Carecrow area are several things you can look at it. There is a squirrel, but you cannot get his nuts even with Flux Wildly's help, as the squirrel will beat him up if he tries.

The path to the west leads to a malevolated forest, but a wolf named B.B. Wolf will show up and block your path further into the forest unless you give him a bottle of wine. He also happens to be pretty vulgar.

The path leading to the north into the forest will lead to an elephant-powered trolley leading to Zanydu. You can go inside and click on the up arrow to the right of the lever, but it won't do much good. 

Monday, January 3, 2022

PrinceWatercress plays Toonstruck - Part 6 of 19


There's nothing left to do in town, so let's head south and see what - or who - we run into.


There's nothing left to do in town, so go south.

When you head south, you'll meet Fluffy Fluffy Bun Bun, and you'll also see the malevolation that Count Nefarious' Malevolator has created.

By breaking the ice with her, you'll find out that Count Nefarious has ruined her meadow, and that she would rather trade the cotton candy somebody gave to her for cheering up for popcorn as she goes from cute to drama queen in about a second. Once the ice is broken, you can ask her about other things, but she will be of little use when it comes to asking about King Hugh.

By following the path to the west, you'll see a scarecrow and a barn. We could go to the barn, but we won't do that...yet. Believe it or not, one of the ears of corn can be clicked on and picked up. Take it; you'll need it later.

By left-clicking the scarecrow, Drew will think that the scarecrow is another resident of Cutopia only to find out the scarecrow is another resident of Cutopia when Flux Wildly makes fun of it. The scarecrow is actually the Carecrow, who takes care of all the birds in Cutopia, including the crows. By breaking the ice with the Carecrow, you'll find out that he does not like the cloak that he has on, as he had no choice in the matter when whoever created him dressed him up. Drew offers to help the Carecrow get a new outfit, and the Carecrow will ask for something that he can wear all day long and all year round, that isn't out of this world, does not have a hair out of place, isn't too sappy, doesn't have many bells and whistles, doesn't have a big top, and doesn't involve cross-dressing. It may seem like much, but we will be able to help the Carecrow later on.

If you ask the Carecrow about King Hugh, he will mention that King Hugh does not have much of a fashion sense. 

Sunday, January 2, 2022

PrinceWatercress plays Toonstruck - Part 5 of 19


In this entry, we check out the other two shops in the town that we haven't been to yet.


The shop with the glasses for a sign is the costume shop.

Once we're inside, we'll meet Ms. Fit of Ms. Fit's Costumarama. You'll find out that she is a big-time book reader if you break the ice with her. You'll also find out that she likes costuming and transcending one's physical appearance.

You can ask about the costumes, and you'll find out that she has completed a voucher program for store promotional purposes. Unfortunately, your voucher will need King Hugh's endorsement, which you don't have on it. If only you could put a stamp of approval on it...

If you ask about the book, she will tell you that the book is called "Enigma" and is about insoluble puzzles. That book may come in handy eventually...

Since there's not much we can do at the Costumarama, there's just one more shop to go to. That leaves the bakery, which has a cupcake for a sign. 

When we go inside, however, the two bakers there are rather down. These two guys are the Baker Brothers, Dough and Mee, and unfortunately, their brother Ray is missing, and without him, the bakery isn't doing very much in terms of business. Dough produces the dough, Ray cooks the dough, and Mee sells whatever is left at the end of the day.

By asking about Ray, Dough and Mee will think that Ray had been kidnapped by Count Nefarious' henchmen, which explains Ray's sudden disappearance. By asking about the dough, you'll also found out that after Ray disappeared, Cutopia ran out of butter, and without butter, nothing can be done in the bakery at all.

Saturday, January 1, 2022

PrinceWatercress plays Toonstruck - Part 4 of 19


Our adventure continues inside of an arcade. We'll have to play one of the game in order to get an item for later on.


The yellow building with the explosion with the exclamation points for a sign is the arcade. There is a high striker known as a strengthometer, but we won't be able to play it just yet. There is a Wac-Man arcade machine, but we won't be playing it just yet. Instead, we'll be starting by talking to the arcade owner, a dark blue octopus with a crummy attitude.

By breaking the ice with him, you'll find out that he used to be from Zanydu and that it was easier to make money with an arcade in Cutopia. You'll also find out that the Wac-Man is from Zanydu, not Cutopia, and because of that, nobody ever plays it. The arcade operator also has a standing challenge: anybody who beats him at Wac-Man will win one of the arcade's top prizes: a gold chain. From here, we play the game

To play Wac-Man, you have an up button, a down button and a fire button. There are two ways to win: throw enough throwing stars at your opponent to kill them, or throw enough throwing stars at the target behind them to lower a spiked mace ball down and squash them. Unfortunately, you can only control the game using the mouse, and you have to keep your mouse cursor on that corner just to be able to play the game. The fire button throws shurikens, while the up and down buttons allow you to stand up and duck, allowing you to block high, in the middle and low. While you can protect yourself from lower shots, that leaves the target behind you open, allowing the opponent to hit it and lower that mace ball.

I end up just pressing the fire button over and over again just to hit the target and get the easy win, as the arcade operator will eventually go for low shots anyway, and I get the win via the dropping mace ball. When you beat the arcade operator at the game, he will stay true to his word and give you the chain. If you look at it, you'll find it's a bit on the cheap side. You can still play the arcade operator in a game of Wac-Man again, if you wish.

You can ask to play the strengthometer, but the lucky mallet that the arcade operator is made of rubber and is not at all lucky, and you're not going to be able to win with it. You can ask about King Hugh, but you won't get any info out of that.

Friday, December 31, 2021

PrinceWatercress plays Toonstruck - Part 3 of 19


In this entry, we leave the castle for the first time and head to the village shops to get to know some of the people of Cutopia. This leads to us taking care of a rodent problem in the tavern.


If you talk to the now-flattened footman, you can say different things depending on where you left-click or right-click on him.

South of the castle entrance is the town. There are a few shops here, and the green-and-white building with the shamrock sign is the tavern.

When you enter the tavern, you'll find out that it has a bit of a mouse problem. You can left-click the mouse, but the mouse will run away to one of three locations: the bar, the pipe organ and the mousehole. There is a mousetrap, but if you use that while the mouse is at the mousehole, the mouse will dodge it.

By talking to the barkeep - a shamrock who is part Scottish and part Irish and switches between the two accents every so often - and breaking the ice with him, you'll find out that the mouse is giving even the barkeep and his customers trouble, so much so that he is giving away a reward to anyone who catches it. If you ask about the organ, you'll find out that the Baker Boys performed on it almost every day until one of the brothers disappeared.

If you ask about the mouse, you'll find out the mouse has been here for some time. If you ask about the mousetrap, the barkeep will say that he hoped that he would never have to use it, and is looking for somebody with pest control experience to get rid of it.

There is a way to catch the mouse. Click on the mouse until it returns to its house near the mousetrap. Click on the pipe organ to have Drew play it. You'll notice the mouse starts dancing when you play it. Click on Flux, then click on the mousetrap. This will get rid of the mouse, and you can left-click on it with Drew and put it in your inventory. The barkeep will also give you a tankard as a reward for getting rid of the mouse.

Thursday, December 30, 2021

PrinceWatercress plays Toonstruck - Part 2 of 19


Before we head out into the great unknown, we do some more things in the castle. You don't have to do them THIS early in the game, but I end up doing it at the start anyway because I was able to figure stuff out on the fly.


When you leave the castle, you can talk to the guards Sparky and Chipper at the front door. When you ask them what they do around here, they will do a little "hello" dance, and one of them will drop a key. Get them to do it again by clicking on the armadillo guard option, and this time, left-click the key to notice the key has been dropped, then left-click it again before the guard picks it back up. You can try to learn things about King Hugh from the guards, but they won't be able to tell you anything.

The key is used back in the castle at the downstairs door to the left. This leads to King Hugh's bedroom. Take the music box that is on the dresser. You'll need it later.

If you pull on the long cord coming down from the ceiling, the footman will show up and chastise you for pulling on it. If you left-click on the rug on the floor, you'll find a trap door underneath, and if left-click on the rolled-up rug, you'll put the rug back the way it was.

There is a ladder leading up to King Hugh's bed. Drew cannot climb it, but Flux can. Click on Flux, then click on the ladder. Flux will climb the ladder and find a voucher for a free costume rental from Ms. Fit's costume shop. 

The note near the mirror reads "Remember, open up. Don't shut down. Go right in. Don't be left out. What this means is that you'll need to open only the top and bottom drawers (Up must be open, down can't be shut) to get something to happen, and that the left and right drawers (Right must be in, left cannot be out) must stay closed. To do that, click the top drawer, then click the bottom drawer. You'll open up a passage underneath the bed, and this leads to a cellar beneath King Hugh's bedroom, where the trap door will be above Drew and Flux's heads. There is a loose floorboard on the floor, and if you put Flux Wildly on the floorboard, you'll be able to open the trap door. Put the rug on top of the open trap door, pull the cord, and the footman will run into the room only to fall into the trap door, get covered in tar and feathers from some barrels on the other side of the floorboard, then get crushed by anvil inside of a third barrel. We won't be seeing him again.

You can now do things inside the trophy room. You can take the fish trophy, but you won't be able to take the watering can without shutting the door. If you take it, you'll have to put it back. There is a way to get the watering can, but we don't have that means yet.

Wednesday, December 29, 2021

PrinceWatercress plays Toonstruck - Part 1 of 19


Poor Drew Blanc. He's been forced to work on The Fluffy Fluffy Bun Bun Show for the last ten years and is now being forced to push the show towards an even longer run by making even more bunnies. But after he falls asleep while suffering from artist's block, he gets sucked into the cartoon world, where he meets one of his own creations, Flux Wildly. From here, he not only has to return home, but he has to help King Hugh of Cutopia save the toon world from Count Nefarious and his Malevolator, and the adventure starts with Drew and Flux exploring King Hugh's castle.


I'll let the back of the box explain things.

As Drew Blanc, animator of The Fluffy Fluffy Bun Bun Show, your life hasn't turned out exactly as planned. Your boss has it in for you. Your creativity's left town on you. And just when you think it can't get much worse, it does. A freak accident involving electronics (don't ask) spins you headfirst into the WHACKED OUT and not-so-warm-and-fuzzy world of your own cartoon creations.

To get home, you'll need to unravel the secrets of these loony lands before they unravel you. Out-smart DEMENTED clowns, out-shock CROSS-DRESSING livestock and outwit a diabolical Count named Nefarious. It's a mind-reeling toonatopia that'll have you acting so DEPRAVED you might even shock yourself. Send someone an exploding turkey. Watch Spike the Clown torture balloon animals. And, if you've got any energy left, try preventing an ALL-OUT WAR between the cartoon forces of good and evil. Word to the wise: BETTER PACK AN ANVIL.

And now, for Wikipedia to provide the story so far.

Animator Drew Blanc is the original creator of The Fluffy Fluffy Bun Bun Show, which has been a ten-year success for his company. In reality, the many cute talking rabbits that star in the show sicken him. His self-revered creation Flux Wildly, a wise-talking small purple character, has been denied the chance of starring in his own show. Drew's boss Sam Schmaltz sets him the task of designing more bunnies to co-star in the show by the next morning. However, the depressed animator soon nods off, suffering from acute artist's block. He wakes in the night to inexplicably find his television switched on, announcing the Fluffy Fluffy Bun Bun Show. Suddenly, Drew is mysteriously drawn into the TV screen and transported to a cartoon world populated by his own creations, among many other cartoon characters. He soon befriends Flux Wildly and discovers that this fictional paradise is being ravaged by a ruthless new character named Count Nefarious with a weapon of evil called the Malevolator, a flying saucer which mutates the idyllic landscape and its inhabitants into dark and twisted counterparts.

Upon meeting with King Hugh, the king of Cutopia, Drew is given the task of hunting down and stopping Nefarious, thereby restoring peace and harmony to the land, in return for safe passage back to three-dimensional reality.

And from here, we start the game at the castle. Left-clicking something will allow you to move Drew and Flux to places and interact with objects and people, and right-clicking allows you to examine someone or something. Right-click a location also allows you to fast-travel, so you don't have to watch Drew and Flux walk to a place to go there. If the cursor turns into a magnifying glass, both buttons do examining no matter what. 

If you left-click on Flux Wildy, your cursor will become Flux's face, and you can use him to interact with objects. There will be a few times in the game where you will need to do this. To get control of Drew back, just right-click.

The first place to go is to the doorway in the lower-right, which takes you to the royal engineer, whom King Hugh has asked us to meet with regarding the building of the Cutifier. Here, we meet the chief engineer, who says that he has lost his glasses and needs help finding them.

From here, enter the room in the upper-right where the butler who is shaped like a foot is dusting things. Turns out the butler is really a footman, as a butler would be a human butt, and that he is dusting various trophies in a trophy room. Left-click on the footman, and from here, you'll learn how to talk to people.

There will be dialogue options at the bottom of the screen. The first one will always be an ice cube that allows for small talk, or "breaking the ice" with a particular character. As you click it and learn things, the ice cube will melt, and once it becomes a puddle of water, that option will be done. You'll also have a hand icon, which stops conversation. 

By breaking the ice with the footman, you'll learn that the footman is not one for small talk, and that he insists that King Hugh be respected. You'll also get other options: the chief engineer and King Hugh. By mentioning the chief engineer, Drew will ask about the engineer's glasses. The footman will tell you that this is Bricabrac, the royal engineer, and that his glasses will be in his pocket as they usually are. By mentioning King Hugh, the footman says it is terrible to see his royal highness so unhappy and mentions winding the music box for him to get him to sleep.

Once you're done talking to the footman, go back to the engineering room and talk to the flustered bird (who is now named Bricabrac) to tell him his glasses are in his pocket. He will put them on, then Drew and Flux will introduce themselves and mention King Hugh's mission. Bricabrac will show Drew and Flux the blueprints to the Malevator, and explain that in order to create the Cutifier, twelve objects that are opposites of what are used in the Malevolator - spice, a dagger, a heart, whistles, polish, needles, bolts, a ball, a bw, a salt shaker and a rock - must be used to produce a malevolation beam of a reverse effect and must be placed in the Cutifier. We will have to explore the game world to find them. Thankfully, Bricabrac has one of these things already: a jar of sugar, which is the opposite of spice. Bricabrac then gives Drew the blueprints, and also gives him a bottomless bag to carry the things that we will find on our quest to get back home. We can also go into the room on the right in order to place things in the Cutifier according to the Malevolator blueprints, if we wish.

By going in that room, we can place things in the Cutifier, then see what is compatible and if we have it in the right place with the red button near the monitor. The monitor will show you how many things you've gotten right as well as how many of them are in the right place, but that is about it.

The Bottomless Bag will be in the lower-right corner, and we can click on it to look in our inventory. Left-click to take something out of the bag, and right-click to get a very brief description of an object. To leave the bag, click on the outside of the inventory area, and you can use the item you have - which has now replaced your cursor - for whatever you need it for. To put an item back in the bag outside of the inventory screen, just right-click. 

Pressing F5 lets you save a game, while pressing F6 lets you load. Pressing F1 will allow you to access the game menu, where you can change the font, adjust sound levels, change the text speed and choose between low-quality and high-quality video. You can also quit the game from here.