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Submitted by System on 09/03/2006, 09:50. Print file.
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The Incredible Toon Machine FAQ
by Ed the Moogle
Version 1.0
Copyright 2000-2001 Ed the Moogle

Not official in any way. Don't copy or alter this FAQ without
permission. If you wish to copy this FAQ, you may not change it from its
original TXT or DOC format, and it must not appear within a frame or
with a pop-up window or ad banner of any kind. I am not to be held
responsible for any damages done with this file or it's contents. Latest
version is at http://www.gamefaqs.com. Check the latest version before
you e-mail me with questions or comments, or before telling me I'm an
idiot because I made a mistake. Failure to do this will result in your
e-mail being ignored.

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(e-mail me at edmoogle@hotmail.com or brunerp@juno.com to be added to
the list)

Domains that can NEVER use this FAQ (I have had some bad run-ins with
these domain/domains before. They have either somehow been making money
off my FAQs by the use of ad banners or otherwise).

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If you see this FAQ on any of these sites, or any other site that uses
my files without complying to the conditions in the disclaimer, report
it to me immediately and I will put an end to it (edmoogle@hotmail.com
(Subject: chocobo) or brunerp@juno.com)

These files are still incomplete, mainly because I can't finish the
puzzles or I'm too lazy to write up the solutions for now.

Gizmos and gadgets and stuff

Note: I got most of this info from the game's Help file.

Sid Mouse - Sid will not move unless you tempt him with a piece of
cheese, a banana, a speeding angry Al, etc. He will walk straight toward
the item he wants, even if it means walking right off a ledge or into
another hazard. If he comes across any ladders or tunnels along the way,
he will automatically enter them. If, upon coming out of the tunnel or
ladder, a proper "inspiration" is not provided, he will walk a few
inches to the left and stop. If he sees Al, he will taunt Al into
chasing him. Sid can fall great distances without harm.

Al E. Cat - Like Sid, he won't move unless he sees a banana, a pair of
scissors, a fish, etc. He will chase after Sid if Sid taunts him, and
will follow the same movement mechanics as Sid. He will also brutally
mangle and eat Sid upon catching him. Al will fall asleep upon being
left idle too long, which can be a problem in some cases. Al will also
be killed if he falls too far. Al will also try to run away from danger,
such as bullets and other scary things.

Bik Dragon - This guy just floats in the air, and breathes fire whenever
someone touches him. This will torch Al or Sid until they are a pile of
ash, or heat up teapots.

Eunice Elephant - She'll turn around when she sees Sid, throw objects
that hit her trunk (the way she throws them depends on where it hits),
and will suck in any Peanuts in her range. The suction will cause her to
pull in other objects, but not actually inhale them. She will also
objects away if something hits her from behind.

Hildegard - Wasn't Hildegard a guy on Dragon Ball or something? Anyway,
if you bop the chicken with any moving object, it will lay an egg that
can cause reactions by Sid and Al, among other things. For some reason
gravity does not affect Hildegard, although her eggs don't apply to this
rule. Hildegard can lay up to 99 eggs.

Teapot - This guy just floats in place, not doing much. But if he's hit
bya blast of heat, it's a different story. He'll shoot out a big blast
of steam that can blow objects around and blast Sid into oblivion.

Ratapult - He'll float in the air, like a lot of things do. When
something hits him, he'll launch a rock from the end of his catapult. He
can carry up to 99 rocks.

Balloon - The balloon will float into the air and off the screen unless
you tie it down with a piece of rope, or it comes to a stop against some
sort of object. It will bounce off of ramps, and can be popped with
balloons or moving gears.

Air Matress - Every time Al or Sid jump on the matress, they will fly a
little higher into the air. They cannot get off unless they are moving
left or right at the time of jumping on the matress, or something else
gets them off.

Magnifying Glass - If Sid taunts Al while near a magnifying glass, Al
will get scared and run away.

Piano - If you've watched a lot of cartoons, you have a good idea of
what this does. You can drop it on Al or Sid to take them out. You can
also tie it to ropes.

Anvil - Basically the same as the Piano, except that it doesn't break
when it hits something.

Hat Pin - The next best thing to metal spikes. This will cause Sid or Al
to recieve a nasty poking.

Pencil - A cartoon character's worst nightmare. Sid and Al will pick up
this weapon if one sees the other, and they will immediately wipe their
adversary from existence.

Bubble Gum - The bubble gum causes Sid or Al to chew a piece (or, in
Al's case, the whole pack) and blow a bubble which will cause them to
rise into the air. They can be bounced off ramps and such, but will fall
back to earth if they hit a pin.

Egg - Drop it on Sid or Al to get their attention. A great way to wake
up Al in case he falls asleep before you can get something done.

Fish - Al's favorite. He will do anything to get at a fish, and will eat
it upon getting it. Sid will ignore fish, however.

Cheese - Basically the same as the Fish, except that Sid will go after
it and Al will ignore it.

Peanut - Eunice's favorite. Eunice will inhale it if it is within her
range.

Banana - Both Sid and Al will go after bananas. If either one of them
eats a banana, they will throw the peel away, which can come into play
later. You also have the option to start out a banana as a banana peel.

Banana Peel - When Sid steps on it, he will slide across the floor until
he hits something. If Al steps on one, he will simply slip and fall in
place.

Rope - The rope cannot be used alone. However, it can be tied to various
objects to cause different results, depending on what you tie it to.

Teeter Totter - It's great as a makeshift catapult, but can also be used
to trigger traps if used properly with ropes. It defies the law of
gravity by floating wherever you place it.

Eye Hook - You can tie rope to it to hang an item from. It floats in
midair.

Scissors - Basically for cutting rope. Al and Sid will go after
scissors, and won't stop until they yank them shut.

Pulley - Used to manipulate ropes. If you don't get a reaction from
using a rope at a certain angle, these will help you out.

Pistol - When the trigger is pulled by a weighted object on a rope, a
bullet will launch out. Bullets can blast Al and Sid (and kill Al if it
hits him from the front), pop balloons, or activate other things, such
as Bik. Pistols can hold up to 99 bullets (no reloading, either!).

Lunch Whistle - Upon hearing the lunch whistle, Sid and Al will take a
short lunch break. But after that, it's back to work as usual. It can
only be activated with a rope and a weighted object at the end of it.

Trap Door - If the bottom of the trap door is knocked away (either by a
flying object or a weighted object on a rope), the wooden platform will
fall away, causing anything on it to fall through. It can be flipped in
the case that the opened door may interfere with something.

Belt - Used to manipulate Conveyor Belts, Gears, and other things. It
will spin in the opposite direction that the "starter" object is moving.

Conveyor Belt - It will not move unless a moving Belt causes it to. It
will move any objects on it.

Gears - Can be used to reverse the direction of Belt movement.

Cliff Ant - Can be used to manipulate Belts, which in turn manipulate
Conveyor Belts, etc. He will not move unless you bop him with something,
and even then he will only go for about three seconds. He also defies
gravity by floating in the air.

Chow-Man Motor - Another means of manipulating Belts. He won't react
until you drop any food item onto his tray, and will move for a couple
seconds after doing so. Like Cliff Ant, he floats in the air.

Electric Outlet and Switch - When the switch is thrown by a falling or
rising object (ropes won't work on it), anything plugged into the outlet
will activate. When the switch is flipped back the machines plugged in
will stop.

Vacuum - Sucks up anything within its range. This includes Al, Sid, and
any other item that is affected by gravity. The vac itself is not
affected by gravity. Requires an Electric Outlet to perform.

Hair Dryer - Requries an electric outlet. This thing will blast out air,
which can move around various objects and turn Al into a big puffball.
It is similar to the Teapot in the fact that it melts Sid and sets off
the Teapot.

Timer - After the time is up on this thing, the hand will jet out and
push away any objects in its range. It can be set anywhere from 0-5
seconds. Requires an outlet to work.

Up/Down Counter - When the left side of the counter is hit, the counter
will count down, and the right end will push away any objects near it.
When the right side is hit, the opposite happens.

Thumpulator - When the top or bottom button is hit, the ramrod will
knock away any objects in its range. In the extended version, the two to
five ramrods will keep "ramming" if the button keeps being pressed.

Electro Ramp - A big ramp that will switch its slope's direction when
something moves under it.

Message Machine - When the bottom of the machine is hit, pulled (by
rope), or otherwise, the symbol under the curtain will be revealed. You
can alter which letters, numbers, etc. appear.

Transroto Matic - An item which requires both a Belt and a Rope to be
attached to it. When either end of the chain is activated, this machine
will react and activate the other end (So, for example, if you were to
cause a Cliff Ant to activate the Belt, and the rope of the machine was
attached to a trapdoor, the machine would set off the trapdoor).

Skeleto Bobbin - Similar to the Transroto Matic, but it will pull on the
rope or belt in continuous motion, rather than stopping and going
frequently (if an anvil was pulling downward on the rope continously, it
could potentially keep a conveyor belt going indefinitely). Also, it can
only be started by motion from the belt.

Ball Bomb - When fire touches the fuse, it blows up, taking out Sid, Al,
or any floors or other bombs within its range. These can cause large
chain reactions.

World War 2 Bombshell - Rather than needing fire, this bomb will explode
after it falls a certain distance. After all, what's a cartoon without
an Atom Bomb or two?

Dust Bunny - This thing will float around in the air and cause Al to
spit a hairball if it hits him, which makes a lethal projectile against
Sid and can also activate objects. Sid will just sneeze if it hits him.
Plus, for a really gross trick, if one cat spits it onto another cat,
the cat will lick it up and spit it onto another one, etc.

Rock - Ratapult throws these, but you can also get them without
Ratapult. Makes a pretty lethal weapon if you drop it on Al or Sid.

Ball O Yarn - Al will jump on one of these if he sees it. He'll play
with it for a few seconds, eventually getting tangled up and
immobilized.

Bob Baseball - A talking baseball that will talk upon hitting the ground
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  1. The Incredible Toon Machine FAQ by System on 09/03/2006, 09:50
  2. The Incredible Toon Machine FAQ by System on 09/03/2006, 09:50