Tiny Toon Adventures: Plucky's Big Adventure - Playstation 
Strategy and Walkthrough Guide - written by Eric42 (eric42@gmail.com)
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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 - eric42@gmail.com - http://www.ttaworld.net

 -- The code is 1701. --