Tiny Toon Adventures: Plucky's Big Adventure - Playstation Strategy and Walkthrough Guide - written by Eric42 (eric42@gmail.com) ----------------------------------------------------------------------- Version 1.50a - Initial public release - Wenesday, July 11, 2007 ----------------------------------------------------------------------- Wenesday, July 11th, 2007: * Rewrote some old, terrible sounding sections. * Removed the "coming soon" items list. Since it's been three years I figured that I was never going to finish that list and they are discussed in the Walkthrough section anyways. * Renamed "Items and Stuff" section to "Miscellaneous". * Moved the Rescuing information from the FAQ to it's own section (the new section 5). * Moved the first question of the FAQ to the Miscellaneous section. * FAQ is now actually useless, but I am keeping it because the lone question is still actually asked in email alot and plus, it's a great bad joke from me. :) ----------------------------------------------------------------------- ---- TABLE OF CONTENTS ------------------------------------------------ ----------------------------------------------------------------------- 1: Introduction 2: Game Controls 3: Hints and Tips 4: Miscellaneous 4a: The Locker Codes 4b: Suitcase Code (caution Spoiler!) 4c: Complete Map 5: Information on Rescuing 6: Walkthrough Introduction 5a: Chapter One: Plucky Duck 5b: Chapter Two: Hamton J. Pig 5c: Chapter Three: Babs Bunny 5d: Chapter Four: Buster Bunny 7: FAQ ----------------------------------------------------------------------- ---- 1: Introduction -------------------------------------------------- ----------------------------------------------------------------------- Tiny Toon Adventures: Plucky's Big Adventure was developed and created by Warthog, and released in the United States on October 3rd, 2001. On January 1st, 2001, with the help of Psycho Fox, a contest was ran on my Tiny Toon Adventures website, the World of Tiny Toon Adventures. This contest was to celebrate the 11th Anniversary of the show itself. This contest was a fanart contest, where fans could enter their best fanart. Originally, the contest was without a prize. However this was resolved when just a month into the contest, Phil Gaskell of the UK video game company, Warthog, contacted us and offered sponsorship of the contest. Of course, we said yes. Since then, the contest has already concluded and the prizes claimed. One of the prizes given away was the Warthog Playstation TTA game, Plucky’s Big Adventure. I also received a copy of the game. Anyone interested in the contest and the fanart entries can view the contest webpage on my website located at http://www.ttaworld.net. View all my game FAQs on GameFaqs at: http://www.gamefaqs.com/features/recognition/2890.html ----------------------------------------------------------------------- ---- 2: Game Controls ------------------------------------------------- ----------------------------------------------------------------------- To select menu options, use the directional buttons up / down to navigate through the menu options, highlight the desired option, and press the X Button to accept. Screens without menus will list buttons to press at the bottom of the screen. Tiny Toon Adventures "Plucky's Big Adventure" supports the DUALSHOCK analog controller. When in Analog mode button is on, the left analog stick works the same as the directional buttons. X Button - Accept / Use Item in hand or in front of you Triangle Button - Exit your locker R1 Button - Highlights items in your hand Circle Button - Examine surroundings Directional Buttons - Move highlight box in locker X Button - (in locker) Select item to switch from locker to hand X Button again - (in locker) Swaps item from locker to hand or to rearrange them in locker Directional Buttons - Moves character up, down, left, and right Square Button - NOT USED Start Button - Pauses or resets the game and takes player to menu Holding the start button and select button for about four seconds will reset the game to the title screen. ----------------------------------------------------------------------- ---- 3: Hints and Tips ------------------------------------------------ ----------------------------------------------------------------------- Hints and Tips from the Game Manual: * You will encounter other Tiny Toon characters in the game. Talk with them and they may be able to help you! * Look at everything! There are many items all over the Looniversity and some of them will help you solve your task! * Try combining items if you get stuck. Sometimes one item cannot solve anything but two can be helpful. * Avoid Montana Max and Elmyra at all times! They are there to slow you down! * Revisit places more than once. Things change all the time in the Looniversity! My own Tips: * You, of course, want to avoid Montana Max and Elmyra. The duo will chase you down the very moment you enter a room that they are in. They can be hard to dodge at times and you may often find yourself in their grasps. Be extra careful when you are opening a door or are wondering around kinda lost, as that's when they will often get ahold of you. You have to be quick at those times. * If Montana Max or Elmyra happens to grab you, push left and right repeatedly to escape their grasps. If they hold on to you for too long, or they've grabbed you once too many, that character may get captured. You then will have to find that character with the previous chapter's character. If Plucky, however, gets captured, the game is considered over. See the FAQs at the end of this guide if you need help finding them. * The game's hit detection can be quite funky at times. If you think you are right with trying a certain item on something, try using that item from different directions and from all points. * Don't trust any of the screen shots that are shown in the game's manual. They don't seem to have been taken from the released version of the game, and from the early information I received about the game, several things seems to have been changed (for instance, Plucky was originally meant to start with the item "Can Opener" but that was changed and a non-item can opener was placed somewhere.) ----------------------------------------------------------------------- ---- 4: Miscellaneous ------------------------------------------------- ----------------------------------------------------------------------- -------------------- - The Locker Codes - -------------------- The Locker Codes can be used by any of the four character to open any of the lockers, no matter whose they are, at any time. Also, these codes can be found in the game at any time by looking at the billboard in the hallway that also leads into the History Room. Who’s Locker Locker Color Plucky Duck Green Code: 222 Hamton J. Pig Yellow Code: 744 Babs Bunny Pink Code: 90210 Buster Bunny Blue Code: 007 ----------------- - Suitcase Code - ----------------- If you want to find the code on your own, you can find a hint on where to find the code by looking on the blackboard in the same room as the suitcase, in the Rehearsal Room. However, if you're having trouble, here's all the steps you should take on finding the code. First, head into the Library. Along the wall on the right, there's a moveable ladder. Move it to about middle of the wall and climb it. If you didn't find a book, push it in one direction just a bit and try climbing again. Keep repeating until you find the book. You can sort of tell where the book is by finding a book that seems to be pulled out a bit among the other books. Now, if you just can't find the book or don't want to mess with it, I'll go ahead and give you the code, but do try to find it first. The code is at the VERY bottom of this guide to help prevent someone seeing it that doesn't want to see it. ---------------- - Complete Map - ---------------- Originally, I was planning on making a ascii map of the Looniversity posting it here. However, an image of the Looniversity blueprints has been posted to GameFaqs and I think it’s better than anything I could post here. Use it instead! ----------------------------------------------------------------------- ---- 5: Information on Rescuing --------------------------------------- ----------------------------------------------------------------------- If the character you control (other than Plucky) happens to run into Elmyra or Montana Max too much, they will get captured. It's fairly easy to rescue them however. A quick note: If you've already got the item once that I mention below, you will have to get it again after the character gets captured. -*- Rescuing Hamton: Hamton is found in the Boiler Room. Get the key from Gogo in the Auditorium and open the Boiler Room. You will get Hamton back. -*- Rescuing Babs: Babs is found in the Tower, in which you need a piece of ladder to get up into. Get the ladder piece from the props trunk in the Auditorium and complete the ladder in the Tennis Court. Climb and rescue Babs. -*- Rescuing Buster: Buster is in the cell behind the mummy case in the Museum. To open it, you need both the Lever and the Key Card. Open the briefcase in the Rehearsal Room for the Key Card and the Lever is hanging in the Boiler Room on the wall on the right. Use them to open the Cell and get Buster out. Warning: If Plucky happens to run into Elmyra or Montana Max too much, it'll be game over. So, when you are using Plucky, be extra careful. ----------------------------------------------------------------------- ---- 6: Walkthrough Introduction -------------------------------------- ----------------------------------------------------------------------- Welcome to the actual game walkthrough. Now, I should mention that the game difficulty isn’t that hard, but it is confusing and many things in the game can be misleading. Just follow this walkthrough and you should be fine. Some of the more confusing things are listed at the end of the guide. ----------------------------------------------------------------------- ---- 6a: Walkthrough: Chapter One: Plucky Duck ------------------------ ----------------------------------------------------------------------- Items To Find: Puncture Repair Kit, Bicycle Pump In the first part of the game, you are meant to learn all of the controls. The controls can be a bit confusing to use at first, but they aren't hard to get the hang of. Examine things with the CIRCLE button and to use any items, you have to first highlight the item using the R1 button and use it with X button. At first, the only rooms you have access to are "The Bike Shed", "The Tennis Court", "Hallway 2", "Hallway 5", and "The History Room". You start in "The Bike Shed" with Plucky as your first character. Plucky needs the items "Puncture Repair Kit" and the "Tire Pump". Once you get started, reading all that Plucky has to tell you, leave the bike shed. As soon as you enter the Tennis Court, go straight up. There you should find a pile of stuff. Examine it with the circle button and within it, you should find the Tire Pump. Take it and you already have the first of the two items needed already. Don't worry, it does get harder. Head out of the Tennis Court by the doors to the north. The next room, Hallway 2, has all the lockers which you will need to use through out the game, but you don't need them now. There's only one set of doors in this hallway that you can go through right now and it's the one to the north. Head through them. The next room is Hallway 5, and it's your first encounter with the menace known as Elmyra. Avoid Elmyra. However, if she does grab you, quickly move left to right to get out of her grasp. While she has a hold of you, you slowly lose strength. Run out of strength and the game will be over. So, do avoid her if you can. She can be slightly fast though. Head through the first set of doors to the north in Hallway 5. In this room, the History Room, everything will be black and white. All you need here for now is to examine the stack of movie cans on the left. Don't bother with anything else at this point. Get the file can for Plucky's favorite movie, Cheesy Rider, and leave the room. Head back to Hallway 2 and then to the Tennis Court. On the bottom right side of the net, there's a can opener. What a can opener is doing on a tennis net to begin with, I have no clue, but it's there and it'll open up the movie can to reveal the second item you need, the Puncture Repair Kit. With this in hand now, head back to the Bike Shed and use the Repair Kit and then the Tire Pump. Thus starts Chapter Two. ----------------------------------------------------------------------- ---- 6b: Walkthrough: Chapter Two: Hamton J. Pig ---------------------- ----------------------------------------------------------------------- Items To Find: Warped Coil With the tires repaired, Hamton J. Pig walks in. Plucky will mention to him that he needs a "Warped Coil" and sends the piggy out in search for it. First thing Hamton should do is head back to the History Room and get the Canned Laughter movie can. It is in the stack of movie cans on the far right. With the Canned Laughter in hand, head to the Auditorium. The Auditorium is in the other direction, back past the Tennis Court. When you come to the hallway with Elmyra, head south. In there, approach the stage and when Gogo tells his joke, quickly select and use the Canned Laughter. He'll replace it with the Iron Key. Take the Iron Key and open the Boiler Room door, which is in the next hallway past the Auditorium. It's the door with the door with the big round silver thing on it. Beware of Montana Max here. Once it's opened, don't worry about going in there yet. You need a couple things first. -- However, a quick note. There is an item in the that's not -- required, but can be very helpful; the Looniversity Blueprints. -- You have to have the Boiler Room open to get them. Head into the -- Music Room and blow into the Saxophone (THREE TIMES) to make a key -- pop out. Take the key to the Boiler Room and use it to open the -- chest at the bottom right part of the room to find the Blueprints. -- The names on it the blueprints are the names that I refer to -- throughout this guide, so it may help to learn where all the rooms -- are. When you are through with them, place it in your locker to -- keep your pockets free. Head back to the Auditorium and head to the bottom left corner of the screen. Grab the Fire Extinguisher there. Now head to the Music Room. It's in the same hallway as the Boiler Room, but on the left. Search the Grand Piano on the left for a Monkey Wrench. With it and the Fire Extinguisher in hand, you can now head into the Boiler Room. There, use the items to fix the Compressor. Now, all you need is a "coil" to warp. Head back to the Auditorium once again and search the props trunk in the bottom right of the screen and get the Spring. Take it to the compressor in the Boiler Room and warp it into the Warp Coil. Return to Plucky, ending Chapter Two. ----------------------------------------------------------------------- ---- 6c: Walkthrough: Chapter Three: Babs Bunny ----------------------- ----------------------------------------------------------------------- Items To Find: Cook's Flapacitor Out goes Hamton, in comes Babs Bunny. Plucky says he needs the Cook's Flapacitor and asks Babs to talk with Shirley the Loon to get it. First thing to note with Babs is that she comes with the hairpin, which she can use to open locks. First thing, head on into a new hallway and the cafeteria, where Shirley is waiting for you. She says that for her to give you the Flapacitor, you have to solve four riddles and proceeds to tell you the first riddle. Riddle #1: "Like what gets bigger the more you take away from it?" Answer: a Hole So, you need to find a hole to give to Shirley. No, it's not the mouse hole in the lab, though that's a good guess. Instead, head to the Auditorium once again, searching the props trunk for the piece of ladder. Take the ladder to the Tennis Court, to the right where an incomplete ladder is already hanging. Use the ladder there to complete that ladder and climb it up into the tower. In the tower, there's a locked box in the top right of the screen. Using the hairpin, open the box to get a Hole. On the way back to Shirley, go ahead and drop the hairpin in the locker. You won't need it anymore. To give Shirley the hole, you have to select it and use it right after she talks to you, telling you the riddle again. She will then proceed on to the next riddle. Riddle #2: "Like what can you serve, but you so can not eat?" Answer: A Tennis Ball Leave the cafeteria and head to the girl's bathroom. Search the sink in there for the ABC gum. Take it to the Tennis Court and use it on the tennis ball shooter, which will jam it up, allowing you to get a tennis ball from it. Return to Shirley and give it to her. Riddle #3: "Like what gets wet as it dries?" Answer: a towel Don't get confused by this one. Don't bother trying to get the towel from the net on the Tennis Court, it's not that easy. Instead, before you leave the cafeteria, go to the back part of it and search the menu on the wall for the bent tack. Then head into the Lab and search the safety equipment in the back part of the room to find the glove. Take them both to the Boiler Room. Fill the glove up with air from the pipe that's blowing out air and straighten the tack using the compressor. Take both items into the tower via the Tennis Court and use them both to scare away the scarecrow. Search the nest now to find the Crowbar. Take the crowbar to the Girl's bathroom and use it to pry open the stall door. Take the pink towel found in there. Riddle #4: "Like I have eyes yet I can not see, what am I?" Answer: a Potato Return to the History Room and search one of the desks to find the Potato. Yes, it's that easy. When you return the Potato to Shirley, she'll give you the Cook's Flapacitor. With it, you should return to Plucky, ending Chapter Three. ----------------------------------------------------------------------- ---- 6d: Walkthrough: Chapter Four: Buster Bunny ---------------------- ----------------------------------------------------------------------- Items To Find: Sonic Wrench And now, in walks Buster. After a very bad "wassup" joke between Plucky and Buster, Plucky mentions that he needs a Sonic Wrench and asks Buster to get one for him. First, head to the Boiler Room and take the Blow Torch in the bottom left corner of the room. Now, head to the Boys Bathroom and get the Beaker laying on the floor there. (What's a beaker doing in the boys bathroom?) Now, head into the Lab and use the torch and beaker on the table in the middle of the room and Buster will shrink in size. Now, walk to the upper left corner of the room and into the mouse hole. Inside the hole, you'll find a key and will pop back out and back to normal size. Take the key and leave the lab. Now, put the key in your locker for the time being, as you'll need both of your hand for this next step. The first part of the step, however, is optional if you already know the required code or cheat and get the code at the end of this guide. If you want to skip this part, skip the next paragraph. Alright, if you were to head to the Rehearsal Room at this point, you'll find a briefcase, but it's locked and requires a code to unlock. To find the code, head to the library. Use the ladder on the right side of the room to find the book. You have to have the ladder lined up just right, but it's there, just be patient. You can just about tell where the book is by looking for a book that's sticking out a bit from the others on the shelf. Search that area. When you get the book, read it to get the code and head to the Rehearsal Room and open the briefcase in the bottom left corner of the room, using the code. You'll get the Key Card. Ignore the Mirror in the Rehearsal room for now, you'll get it in a moment. Head back to the Boiler Room and search the right wall for the LEVER. When you find it, head to the Museum. In the Museum, head the far right and use the Lever on the Mummy Case on the far right wall. Here is a spot that had me really confused, because you have to use the lever in just the right spot to open it. You have to open it from it's side. (The side of the case is the part of it that's facing you. You have to be standing in just the perfect place to open it.) When you pry is open, you'll need the key card to open the second door there. Once inside the Cell, grab the CANDY HAMMER. Now, head to your locker and drop off the Key card, you don't need it any more. Now return to the Rehearsal Room and grab the Mirror and then return to the Museum. Use the Mirror on the laser around the display case and then use the Candy Hammer on the case itself. You'll get the BRUSH. Now, return to your locker and take out the small key. Head to Hallway 5 (the hallway that leads to the History Room and has Elmyra running around) and use the brush on the spot along the wall that seems to have an outline of a door. A door will then appear there, but it's locked. Use the small key on it and go inside. Search allow the back of the room for the ACME PORTABLE ANVIL. It may take you a moment to find the anvil, but it's back there, trust me. Take the Anvil back to the Music Room and use it to destroy the piano on the right. Afterwards, you'll find the Tuning Fork. Take it to the Boiler Room and use it on the music box in the top right corner. You'll find the Sonic Wrench. Return to Plucky to finish the game! ----------------------------------------------------------------------- ---- 7: Frequently Asked Questions ------------------------------------ ----------------------------------------------------------------------- Q: What's in the bouncing crate in the Museum? A: As to what's actually in the box, I have no clue. How do you open it? You can't, sadly. There is not a way in the game to open it and this has been confirmed by the developers of the game (Warthog). However, I have a guess as to what is in the box... the sanity of the programmers and developers of the game, taken and bxoed up by Warner Brothers. I've heard that is a very common thing to happen when you work with Warner Brothers. :D ----------------------------------------------------------------------- Eric42 - eric42@gmail.com - http://www.ttaworld.net -- The code is 1701. --