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co221133

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co221133

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#1  Edited By co221133

This could simply be resolved in the second version. Just code it so that you can't put the starite in anything. It's restricted!
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co221133

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#2  Edited By co221133


This is a walkthrough for Stage 3 Puzzles. It can be used to master the level, or simply to pass it. 

Puzzle 1 -- 1. Draw a cookie and give it to Santa. 2. Draw milk and give it to Santa. 3. Draw an elf and drop it by Santa. 
Puzzle 2 -- 1. Draw two wires. Connect them, then connect one end to the top of the pole, and the other to the car. Drive it home. 2. Draw a vine. Connect one end to the car and the other to the pole. Drive it home. 3. Draw electricity, and place it above the car. Wait for lightning to strike the car, then remove the electricity. Drive it home. 
Puzzle 3 -- 1. Draw scuba gear, then swim down and bring the smallest three to the penguin. You should be able to figure out which ones are smallest. 2. Draw a submarine, and use it to bring all the smallest fish back. For the one in the corner, your sub won't fit. Use the sub to get as far down as possible. Drag it away, and point your stylus down. Get the fish, and get to the sub ASAP. 3. Draw a scuba suit and use it to get each of the fish. 
Puzzle 4 -- 1. Draw three snowballs and use one on each of the kids. 2. Draw three snows(pile) and drop one on each of the kids. 3. Draw an icicle and drop it on each of the kids. 
Puzzle 5 -- 1. Draw a car and drop it on the wolf. Draw wings and put them on. Draw a rope. Attach one end to the lamb and the other to you. Bring the lamb to the flock. 2. Drop an ambulance on the wolf. Draw a jetpack and put it on. Draw a vine. Attach one end to the lamb and the other to you. Bring the lamb to the flock. If the jetpack gets wet, draw a new one and put it on on land. 3. Drop a plane on the wolf from a huge height. Draw a helicopter and get in. Attach one end of a line to the plane, and the other to the lamb. Bring it to the flock. If you accidentally pass the invisible line that checks for the lamb, attach one end to the shepherd and the other to your helicopter. Bring him to the water, and if the sheep follow, the starite will appear. 
Puzzle 6 -- 1. Draw a fire and put it in the corner of the cave so the caveman doesn't put it out. Draw wings and put them on. Draw a car and ram the pterodactyl. It probably won't die, so lure it away. Crush the egg and bring the remains to the caveman. 2. Draw a torch(fire) and drop it upside-down on the wood in the corner. Draw a jetpack and put it on. Ram the pterodactyl with a policecar, again, luring it. Take the egg's remains and bring it to the caveman. 3. Draw an omelete and drop it. Draw a flame. 
Puzzle 7 -- 1. Draw a helicopter and get in. Draw a rope. Attach one end to the cow and the other to the helicopter. Fly down the street. 2. Draw a UFO and float above the cow. It will come up. Wait for the cars to pass. 3. Draw a plane and get in. Draw a vine. Attach one end to the cow and the other to the plane. Put the cow on the roof. 
Puzzle 8 -- 1. Draw two ropes and a safe, quickly. Attach the two ropes to the boat, then attach the safe to one of them. 2. Draw three lines and two bricks. Attach all three lines to the boat, then two bricks to two of the lines. If you're fast enough, the boat will stop just in time. 3. Draw a cord and attach it to the back of the ship. 
Puzzle 9 -- 1. Draw a UFO. Get in, and draw a rope. Attach one end to the penguin on the iceburg, and the other to the UFO. Fly back. 2. Draw a helicopter and get in. Draw a line and attach one end to the heli and the other to the penguin on the iceburg. Fly back. 3. Draw a UAV. Draw a vine, and attach one end to the UAV and the other to the penguin on the iceburg. Fly back. 
Puzzle 10 -- 1. Draw a sword. When at the third vent, attack both the stalactites. Take the lamp. Draw a drawbridge and put it over the gap. Go across. 2. Draw a dagger. When at the third vent, attack both the stalactites. Take the lamp. Draw wings and put them on. Keep your stylus up and left, and you'll make it across. 3. Draw a scimitar. When at the third vent, attack both the stalactites. Take the lamp. Draw a jetpack and put it on. Same as last time to make it across. 
Puzzle 11 -- 1. Draw a UFO and get in. Draw a rope. Attach one end to the UFO and the other to the patient. Fly up, avoiding the animals. 2. Draw a helicopter and do the same thing as last time, this time using a line. 3. Same thing, this time using a vine and a UAV. 
 
That's it for my stage three guide. Keep checking in for more Puzzle Mastering Guides! Happy Scribbling!

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#3  Edited By co221133

These are ways to master the puzzles on stage 2 of scribblenauts. They can also be used for passing it only once.

 

 
Puzzle 1 -- 1. Draw a bat and break the pinata. 2. Draw a flail and break the pinata. 3. Draw a baton and break the pinata. 
Puzzle 2 -- 1. Draw a candy and drop it. 2. Draw a lollipop and drop it. 3. Draw a caramel and drop it. 
Puzzle 3 -- 1. Draw an apple and give it to the teacher. 2. Draw a book and give it to the teacher. 3. Draw chalk and give it to the teacher. 
Puzzle 4 -- 1. Give the man glasses. 2. Give the man a monocle. 3. Give the man a contact. 
Puzzle 5 -- 1. Put a cowboy hat, a t-shirt, and jeans on the mannequin. 2. Put gloves, a sweatshirt, and shorts on the mannequin. 3. Put a hat, a vest, and sweatpants on the mannequin. 
Puzzle 6 -- 1. Grab a football, and walk in the goalpost. 2. Grab a basketball, and walk in the goalpost. 3. Grab a volleyball, and walk in the goalpost. 
Puzzle 7 -- 1. Draw a mop and use it on the spill, then put the banana peel in the cooler. 2. Draw a janitor, who will clean up the oil spill. Dispose of the peel as before. 3. Draw a broom and use it on the spill. Then put the peel away. 
Puzzle 8 -- 1. Draw a basket, grab it, and fill it with one of the items each. Bring it to the counter and draw money. 2. Draw a shopping cart and put it by the register. Fill it with one item each, then draw a quarter. 3. Draw a jar, then fill it with one item each. Draw a nickel. 
Puzzle 9 -- 1. Draw an alarm clock and place it by the boy. Interact with it to wake him up. Draw a waffle for the girl. 2. Drop water(enviroment) on the boy to wake him up. Draw the girl a pancake. 3. Drop a hose(water) on the boy to wake him up. Draw the girl an egg. 
Puzzle 10 -- 1. Draw a chicken(food), soda, and ice cream. Turn the oven on. 2. Draw popcorn, corn, and water. Turn the oven on. 3. Draw french fries, lemonade, and turn the oven on. 
Puzzle 11 -- 1. Draw a mouse trap by each rat. 2. Draw a cat and place it by each rat. You may have to attach the dog by two leashes to a safe to stop it from attacking the cat. 3. Draw a bat(sports) and wings. Kill all the rats, and for the last one, fly up and kill it. The dog will attack you, so quickly fly past it, kill the rat, and get away. 
 
 
That's it for my Stage 2 Guide. Thanks for using my guide, and happy scribbling!

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#4  Edited By co221133


These can also be used to complete the regular puzzle level, instead of mastering it. 
 
Puzzle 1 --  1. Give the chef a ladle, and the fireman a hose. 2.  Give the Officer a gun, and the Doctor a stethoscope. 3. Give the chef a spatula, and the fireman an axe. 
Puzzle 2 -- 1. Attach a rope to the butterfly, and wait for it to sink down. Remove the rope, and use a butterfly net on the butterfly, choosing Fill Item. 2. Attach a chain to the butterfly, and again wait for it to sink down. If it goes underground, remove the chain, draw a shovel, and dig up the butterfly. Then draw a jar, and use Fill Item on the butterfly. 3. Draw a vine, and wait for the butterfly to sink down. Again, if it gets trapped underground, use a jackhammer to dig it out. Draw a vending machine and handcuffs. Attack one cuff to the butterfly, and the other to the vending machine, choosing Fill Item. 
 Puzzle 3 -- 1. Draw a bicycle, and drive past as fast as possible. 2. Draw a race car, and beat the distance. 3. Draw a unicycle, and beat his distance. 
Puzzle 4 -- 1. Draw a cow, a llama, and a pig. 2. Draw a chicken, a rooster, and a sheep. 3. Draw a horse, a dog, and a sheepdog. 
Puzzle 5 -- 1. Give the man water. 2. Give the man lemonade. 3. Give the man soda.

Puzzle 6 -- 1. Draw a mouse, hold it, and the cat will come down. 2. Draw a rope, and attach one end to you, and the other to the cat. It will fall. 3. Draw milk, hold it, and lure the cat down. 
Puzzle 7 -- 1. Give the man an axe. 2. Give the man a saw. 3. Give the man a chainsaw.  
Puzzle 8 -- 1. Draw a flyswatter and kill the fly. Then grab the two trash items on the floor and fill the trash can with them. Draw wings, fly up, and get the paper. Throw it away. 2. Draw a bat and kill the fly. Again, throw away the trash items on the floor. Draw a jetpack and get the paper. Throw it away. 3. Draw a flail and kill the fly. Throw away the two trash items, and then draw a ladder to get the paper in the tree. 
Puzzle 9 -- 1. Draw a baseball and keep throwing it at the bottles till they all fall. You can drag it back to you. 2. Draw a football and keep doing the same thing as last time. 3. Draw a ball, which will turn out to be a basketball, and do what you did the last two times. 
Puzzle 10 -- 1. Quickly draw two walls and drag one on either side of the picnic. 2. Quickly draw two roadblocks and drag one on either side of the picnic. The ants will push them, but the starite will appear in time. 3. Keep drawing sandwiches behind the ants to hold them off until the starite appears. 
Puzzle 11 -- 1. Draw bugspray and use it on the bee. Take the flower and bring it to the woman's basket. Draw a shark, put it in the water, and it will eat the fish. Then delete it. Take the flower in the water back to the woman's basket. Draw wings and fly up to the flower, and bring it to the woman's basket. 2. Draw a bat(sports) and use it on the bee. It will knock you back a few times, but won't kill you. Bring the flower to the basket. Draw a flower and coax the woman away from her basket to keep her from knocking it over. If she does, attach a rope to you and the other to the basket, and run until it's right-side-up again. Back to the guide. Draw a thresher shark and it will eat the fish. Then delete it. Take the flower to the basket. Draw a jetpack and get the flower. Bring it to the basket. 3. Draw a flyswatter and kill the bee. Draw a hammerhead and have it eat the piranha. Delete it. Take the flower from the bee, put it in the basket, and take the flower from the water, and put it in the basket. Draw a helicopter, and get the flower. Put it in the basket. 
 
 
Well, that's it for mastering Stage 1 Puzzles. Thanks for using my guide! Have fun scribbling.