Tiny Toon Adventures: Plucky's Big Adventure - Playstation 
Strategy and Walkthrough Guide - written by Eric42 (eric42@eric42.org)
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Version 1.00 - Initial public release - Tuesday, February 5, 2002
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2/5/01 - The Initial Release!  Yay!  Finally, after receiving this game 
back in January for free (read the Introduction to find out how I what 
I am talking about), I finally beat the sucker.  I got the walkthrough 
finished in only a day and I'm still compiling the rest.  Stay tooned!

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---- TABLE OF CONTENTS ------------------------------------------------
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 1: Introduction
 2: Game Controls
 3: Hints and Tips
 4: Items and Codes
5a: Walkthrough: Chapter One: Plucky Duck
5b: Walkthrough: Chapter Two: Hamton J. Pig
5c: Walkthrough: Chapter Three: Babs Bunny
5d: Walkthrough: Chapter Four: Buster Bunny
 6: 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.

Back on January 1st, 2001, I, Eric42, with the help of Psycho Fox, ran 
a contest to help celebrate the 11th Anniversary of the Tiny Toon 
Adventures cartoon's first airing.  At first, the contest remained 
prize-less, but we were trying our best to think of some type of prize.  
However, in February, we got our answer.  Phil Gaskell of Warthog 
contacted us and wanted to sponsor the contest.  Of course, we said 
yes.

Since then, my webpage has the contest entries and winners and the 
winners have received their games.  I also received my copy of this 
game, Plucky's Big Adventure.

Visit my Tiny Toon Adventures website at http://www.ttaworld.net.

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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:

 * Of course, avoid Montana Max and Elmyra.  Even more so when you are 
   going to unlock a door or when you are lost.  That's when they'll
   get you for sure.

 * 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 the screen shots in the manual, they aren't taken from 
   the latest version of the game, so they show items in places where 
   you'll never need 'em or even have 'em.

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---- 4: Items and Codes -----------------------------------------------
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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.

 Plucky Duck      Green      Code: 222
 Hamton J. Pig    Yellow     Code: 744
 Babs Bunny       Pink       Code: 90210
 Buster Bunny     Blue       Code: 007


 Game Items
 The game focuses on the collection and "trading" of items that you 
find throughout the Looniversity.  Here is a complete list of the items 
that you find and where you find them.

 (Coming Soon!)

 Complete Map
 Here's a map of the entire school.  However, all of this is taken from 
the in game Blueprints, so refer to it unless you can't find it.

 (Coming Soon!)

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---- 5a: Walkthrough: Chapter One: Plucky Duck ------------------------
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Items Needed: Puncture Repair Kit, Bicycle Pump 

In the first part of the game, you are meant to learn all of the 
controls.  They are pretty easy when you finally do get them learned, 
but they can be confusing at first.  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 to the top left, 
where a pile of stuff is.  Examine the stuff with the circle button.  
Take the Tire Pump.  You have the first of the two items 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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---- 5b: Walkthrough: Chapter Two: Hamton J. Pig ----------------------
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Item Needed:  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 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 them in your locker to keep your 
--  pockets free.

Head back to the Auditorium and head to the bottom left part of the 
screen.  Grab the Fire Extinguisher.

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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---- 5c: Walkthrough: Chapter Three: Babs Bunny -----------------------
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Item Needed:  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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---- 5d: Walkthrough: Chapter Four: Buster Bunny ----------------------
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Item Needed: 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 you'll find a key and pop back out, back to normal size and 
everything.  Take the key and leave the lab.

Go ahead and put the key in your locker for now, you need both of your 
pockets for the next step.  Now, this next step is optional, if you 
know the code that you need, but I won't list the code right here, but 
I will in the FAQ questions listed below.  To get the code, you need to 
find the book in the Library.

Use the ladder on the right to find the book.  You have to have the 
ladder lined up just right, but it's there, just be patient.  Look for 
a book that seems to be a different color than the others and sticking 
out a bit.

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.  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 
will then get the Brush.

Now, return to your locker.  Put in the key card 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 has an outline of a door.  A door will then appear, 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.

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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---- 6: Frequently Asked Questions ------------------------------------
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Q: What is the code for the suitcase?!?

A: The game hints in one spot on where to find the code in the game.  
The code can be found by examining the blackboard in the back part of 
the Rehearsal Room.  It'll tell you find the book in the Library.  Use 
the Walkthrough above to find the book.  If you can't find the book, or 
just want to skip it, skip to the last question below.


Q: Oh no!  Hamton/Babs/Buster has been captured!  How do I rescue them?

A: 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.

 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.

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.


Q: What's in the boucing crate in the Museum?

A: I have no clue.  That's the one thing I have not figured out yet in 
the game.  I'm still trying things, so I'll update this if I ever find 
out.


Q: Okay, so what's the code?

A: Alright, if you are still stumped, the code to open to the briefcase 
is 1701.  Simple, actually.

----------------------------
 Eric42 - eric42@eric42.org
