Tiny Toon Adventures: Plucky's Big Adventure - Playstation
Strategy and Walkthrough Guide - written by Eric42 ([email protected])
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Version 1.50a - Initial public release - Wenesday, July 11, 2007
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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. :)

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---- TABLE OF CONTENTS ------------------------------------------------
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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

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---- 1: Introduction --------------------------------------------------
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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


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---- 2: Game Controls -------------------------------------------------
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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.


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---- 3: Hints and Tips ------------------------------------------------
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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.)


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---- 4: Miscellaneous -------------------------------------------------
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 --------------------
 - 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!

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---- 5: Information on Rescuing ---------------------------------------
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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.

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---- 6: Walkthrough Introduction --------------------------------------
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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.

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---- 6a: Walkthrough: Chapter One: Plucky Duck ------------------------
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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.

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---- 6b: Walkthrough: Chapter Two: Hamton J. Pig ----------------------
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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.

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---- 6c: Walkthrough: Chapter Three: Babs Bunny -----------------------
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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.

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---- 6d: Walkthrough: Chapter Four: Buster Bunny ----------------------
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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!

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---- 7: Frequently Asked Questions ------------------------------------
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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

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Eric42 - [email protected] - http://www.ttaworld.net

-- The code is 1701. --