Super Scribblenauts Walkthrough
Your Unofficial Super Scribblenauts Guide
Like the original Scribblenauts, Super Scribblenauts has a variety of potential solutions to the challenges. The ease or difficulty of a level often depends on the player's own frame of reference. What seems blindingly obvious to one can be the level on which another gets stuck; that range and challenge is one of the aspects I like most about the game.
Here are the solutions I used to beat Super Scribblenauts. Feel free to make your own suggestions in the guestbook.
Levels 1-1 through 1-11
1-1 - Which one is the real starite?
Knock the tree down, and run past the potential starites. Beaver, woodpecker, and lumberjack are possible solutions. Maxwell will grab the real starite as he runs past.
1-2 - Place an object with similar characteristics in the empty box to complete the puzzle.
What the two creatures have in common are extraordinarily long necks. Possibilities include Ostrich, emu, dragon.
1-3 - Pit stop! The car needs replacement parts to get back on track!
Possibilities include engine, tire, steering wheel. Give the part to the crewman to meet the goal.
1-4 - Kick off the beach party!
Possibilities include: Boombox, cooler, pizza, water ski, beach ball, beach umbrella, blanket.
1-5 - Help the step-brothers become friends! Their love of sports will bring them together.
They each need something to play the same sport, like a baseball glove and a baseball, a hockey stick and puck, football helmet and football, or basketball and hoop.
1-6 - Cause an extinction event without weapons or asteroids!
Hurricane, volcano, plague, or flood.
1-7 - Provide a home for each creature.
Appropriate homes for the tiger are cave, jungle, circus, zoo; for the human: house, tent, mansion, shanty; and cow: barn, field, pasture.
1-8 The boy froze! Help him!
The quickest way is to summon a sun and place it right next to the ice. Other ways include giving Maxwell a flamethrower, or using another fire source such as a campfire, torch, or candle.
1-9 - The create-a-tron is used to assemble things by placing specific items inside. Help Maxwell make a body using the create-a-tron.
Head, arm, leg, torso, hand, foot.
1-10 - Unlock the statues in the correct order! Remember, Maxwell can interact with nearby objects by tapping on them.
Have Maxwell use, in this order: Yellow Key, Green Key, Blue Key, Red Key.
1-11 - Invaders are coming! Give the villagers weapons to make an army!
Each villager needs a different type of weapon to turn them into a type of fighter. Here are a few possibilities:
Athlete - baseball bat
Knight - sword, scimitar, excalibur, flail, cutlass
Policeman - gun, pistol
Sensei - nun chucks, throwing star, brass knuckles
Soldier - musket, grenade, chainsaw
Warrior - pitchfork, dagger
Levels 2-1 through 2-9
2-1 - Place an object with similar characteristics in the empty box to complete the puzzle!
Need something shelled, like an armadillo, hermit crab, or lobster.
2-2 - Help the man safely jump off the cliff!
Parachute, hang glider, trampoline.
2-3 - The king of the Jungle needs to rest!
Moon makes night fall and the lion go to sleep. For advanced mode I also used "Full Moon" and "Crescent Moon".
2-4 - Put an object in the empty box! Use adjectives to make it a cross between a building and an animal!
Cross a house and an animal. A furry building will work, like a furry trailer, a hairy rv, or a fur tent.
2-5 - Help Maxwell the magician make the lion disappear!
Flip the red switch. Flip the blue switch. Use a fan to blow the lion past the blue wall & lower the blue wall again using the switch. Then flip the red switch to raise the red wall and get the starite. Using meat or steak to lure the lion behind the blue wall also works. Killing the lion will lose the level.
2-6 - Place food with Maxwell that uses these ingredients. Connect three in a row to win!
Connections through the chef count, too. Possibilities include pizza, french toast, sandwich, omelet.
2-7 What does he want to be when he grows up?
Summon members of the professions suggested by the items in the boy's room, like: football player, quarterback, doctor, surgeon, fireman, fire chief, rockstar, rocker (person), racecar driver, zookeeper.
2-8 - Put an object in the box! Use adjectives to make it similar to its neighbors!
Needs to be a flesh eating object made of metal. I used: robotic zombie, undead robot shark, and metal tiger.
2-9 - Potions with adjectives will change any objects they are used on. Use potions on the man to give him the qualities of a dragon!
Firebreathing, scaly, and flying potions fit the requirements.
Levels 3-1 through 3-10
3-1 - Help the witch make a love potion! Fill the cauldron with sweet, slimy, and beautiful things. Adjectives cannot be used.
Lollipop, toad, and tiara fulfill those requirements. Now we need to help the monster fall in love by taking the potion to the monster.
3-2 - Place objects with similar characteristics in the box to complete the puzzle.
They're all flyers or bloodsuckers. Mosquito works. So does: vampiric pterosaur and flying chupacabra.
3-3 Put a dwarf or giant in the empty box! Use adjectives to make him similar to the other character!
Small giant. To connect a dunce and a professor, summon a dumb professor. A heroic villain will connect villain and a hero.
3-4 - Emergency! Wake the astronaut and extinguish the fire!
Alarm, alarm clock, or siren (alarm), then put out the fire with a rainstorm, fireman, or ice cube.
3-5 - Place objects in the empty boxes to complete each math equation. The final result must use an adjective!
As ghost - blanket = an invisible ghost, follow the subtraction and object clues to find the answers for the empty boxes. Possibilities for man - clock include timeless man, late guy, young man, busy man. Possible answers for the guitar equation can be metal, amp, electric mic.
3-6 - The customers want their cars painted. Use adjectives to provide them with a correctly colored vehicle!
Summon the correct color of car suggested by the clues of each customer. Bride = white, Red Riding Hood = red, Goth = black, Hippie = green van, cop = blue police car.
3-7 - Supplies are limited! Get to the front of the line!
Give each person between Maxwell and the game a gift suggested by their profession, starting at the back of the line. When they've all gone, tap the game so Maxwell will grab it.
delivery man = package, parcel, present
bodybuilder = barbell, dumbbell, weight
artist = paintbrush, palette, painting
special force = gun, rocket launcher, bazooka
rockstar = guitar, mic, electric guitar
3-8 - Ronnie is feeling blue. Cheer him up!
Balloon, present, or cat works. To cure Bobby, summon doctor, nurse, or medicine. Calm Mike by dropping a sword, shield, or armor near him.
3-9 - Give the archaeologist what he needs to locate the lost ziggurat.
Give him a compass. Then give Maxwell a shovel and dig in the sand. Put the bones in order on the tables. Give the archaeologist glue.
Alternates for advanced mode: map, pick, string; binoculars, jackhammer, rope.
3-10 - Complete each scene by adding objects. Look for similarities between scenes to find out what objects are missing!
Add a Chief Surgeon, Fire Engine, Police car & police station.
Levels 4-1 through 4-11
4-1 - Starite get!
Attaching two balloons to Maxwell gives him enough lift to jump up onto the platforms. The starite is in one of the boxes.
Advanced mode: wings, jet pack.
4-2 - Maxwell's mission: discover a strange new world!
Summon a planet for Maxwell to discover.
Advanced mode alternates: Mars, Earth.
4-3 - Return life to the oasis! First replace the water source.
River, for example. Grass adds grazing material, and a deer to eat it completes the level.
Alternates: Oasis, bush, gazelle; pool, tree, zebra.
4-4 Help her open a grocery store. Create a variety of food aisles.
Six types of food are required. Possibilities include:
Bakery: doughnut, cake, bread
Beverage: soda, bottled water, juice
Condiment/spice: peanut butter, honey
Grain/nut: cereal, almond
Junk food: ice cream, chips, chocolate
Meat: hot dog, sirloin, steak
Produce: pineapple, corn, grape
4-5 - The lady is watching her weight, serve her something healthy!
Give the lady broccoli, the man a jalapeno, and the bear honey.
Alternates: salad, chili, cinnamon roll; zucchini, curry, cake.
4-6 - Place two humans with Maxwell that would use these objects. Connect three in a row to win!
The three objects in a row can be used by two different people.
Fireman/ Firefighter uses hose, axe, walkie talkie
Miner uses pick and shovel
Construction worker uses shovel, pick, walkie talkie, and jackhammer.
Stylist/Barber uses brush, scissors
4-7 - Protect Maxwell from the Plague.
Cannot harm the rats. Summon a vaccine for Maxwell. Then it will ask you to give the doctor a specimen to examine, so have Maxwell grab one of the mice & deliver it to her. Then they want you to help the doctor find a cure, so summon another vaccine for the doctor. Finally, you need to cure the girl, so take the vaccine potion bottle you gave the doctor to her.
4-8 - Impress the judges by wearing or holding objects they like! Activate the level when Maxwell is ready!
I used a furry crown and a green bow tie.
Advanced mode alternates: diamond necklace, shamrock, dress pants, spotted shoes; Golden circlet, clover, hairy tux.
4-9 - Place objects in the boxes to complete each math equation. The final result must use an adjective!
Unicorn minus horn to equal horse. Mermaid plus phoenix = winged mermaid.
4-10 - It's a witch's duel! Destroy her monsters with your own! Only creatures with opposite adjectives can win!
Her first creature is a large shambler, so I summoned a small ooze. Then she used a white titan, so I summoned a black cthulhu. For her hot golem I used a frost golem and a frost giant. For the ugly nuckelavee I summoned a pretty shambler. For the fast sand worm I used a slow death, then deleted him immediately to go get the starite.
4-11 - Complete the missing links!
You need a dinosaur and an ape to finish this chain.
Levels 5-1 through 5-12
5-1 - Open the doors with objects colored with adjectives!
It takes a red object and a blue object to open the purple gate; a white object and a black object to open the grey gate.
5-2 - Use adjectives to make regular objects into the cast and props of a horror movie!
Zombie girl, terrified boy, evil yak, haunted ax, ghostly fireman.
Alternatives: Scared cheerleader, ugly dog, undead cat, vile hatchet, creepy shed
Dead man, brave princess, ghastly villain, zombified skeleton, lovecraftian cultist.
5-3 - Create bridges with adjectives applied to help the dog guide his master to the finish line!
They're looking for a heavy bridge, a long bridge, and a fire-resistant bridge.
5-4 - The man needs a haircut! Give the stylist the tool she needs!
Scissors. Then summon hair gel for the woman, and finally hair dye for the last customer.
Alterates: Shaver, curling iron, bleach; electric razor, curler (tool), chlorine.
5-5 - Find a reason to get the specialists to check on the prisoners!
The fireman responds to a campfire in the cell, the doctor to plague, the janitor to mess, and the psychiatrist to the prisoner terrified by a ghost.
5-6 - Create yaks with adjectives that mimic the above characteristic sequence!
Swimming yak, flying yak.
5-7 - Maxwell is the tooth fairy! Put the boy to sleep and give him money for his tooth.
Give the boy warm milk and he will go to sleep. Give Maxwell a coin. Have Maxwell go over to pick up the tooth, where he will drop the coin, fulfilling the requirements for the level.
Advance mode alternatives: sleeping pill, pence; tranquilizer, money.
5-8 - Scare your friends, don't get caught! First, make the weather spooky.
Rain (storm). Now give Maxwell a spooky disguise and a scary weapon, like a hockey mask, and a chainsaw.
Alternates: Fog, cloak, spear; hurricane, mask (fun), musket (weapon).
5-9 - Help the knight across the lake!
Summon a pegasus for the knight, and another for Maxwell. Fly across.
Advance Mode alternates: Kill the fish with thunder, summon a Pterosaur for the knight, and lead him across.
Kill the fish with a toaster, put a jet pack on the knight.
5-10 - Impress the judges by wearing or holding objects they like! Activate the lever when Maxwell is ready!
Cape, tutu, cowboy hat, football.
Alternates: tights, cowboy boots, pink football helmet.
Cloak, moustache, tiara, cleats.
5-11 - Use the create-a-tron to make a snowman.
Large snowball, stick, hat, scarf, button, carrot.
5-12 - Hire professors to teach at the university!
Historian, scientist, mathematician, doctor, linguist.
Advanced mode: Artist, psychologist, nutritionist, biologist, sociologist.
Physicist, dietitian, archeologist, psychiatrist, engineer.
Levels 6-1 through 6-13
6-1 - Replicate the above characteristic sequence in the empty boxes by creating cavemen with adjectives!
Armored caveman, dangerous caveman.
6-2 - Win the parents' approval with gifts!
Fabric for mom, rifle for dad (!!), rainbow pillow for the girl.
6-3 - Help the botanist adorn her garden!
Rosebush, daisy, pansy, lily, lilac, lilac bush, tree, statue.
Advanced mode: Gazebo, hedge, topiary, grass, magnolia, birdbath, birdfeeder, elm.
Willow, poppy, fern, apple tree, lotus, petunia, sakura, fountain.
6-4 - Assist the cubs!
Put nitro on the rocks and light it with a candle. Attach a rope to the hunter and drop the other end through the space between the ledges, which will pull the hunter off the ledge with the cub to land on the one near Maxwell. Feed meat to the hungry cub.
Alternates: Use a small exploding barrel for the rocks, a fan to blow the hunter off the cubs' ledges, honey for the hungry cub.
Wall to protect mama bear, bomb and bomber to remove rocks (delete him after he lights it, then delete the wall after the bomb goes off), tractor beam to remove the hunter from the cubs' ledges, and a sandwich for the hungry cub.
6-5 - Place humans with adjectives in the first empty box on each line. Then place clothing in the second empty box to get the result!
Funny man + clown costume = clown.
Good girl + halo = angel.
Advanced mode: silly boy + face paint, dead woman + wings.
Humorous male + red nose, virtuous female + saintly robe.
6-6 - Put a witch or a princess in the space between them! Use adjectives to make her similar to the other character!
Witchy princess. A deadly doctor connects the doctor and assassin. The peasant and the millionaire can be connected with a poor millionaire, or rich peasant.
6-7 - Create buildings to make a city!
Possibilities include: skyscraper, firehouse, mansion, park, school.
Alternatives: clinic, jewelry store, police station, house, university.
Pre-school, city hall, hospital, cottage, farmers market.
6-8 - Use the create-a-tron to make a werewolf.
Fur, moon, man.
6-9 - Gold rush! Find the gold nuggets!
There are three methods, each of which reveal one nugget - dig, mine, pan. So summon a shovel and dig in the dirt, a mine, and pan (it looks like a frying pan but the game accepts it.)
Alternatives: jackhammer, sieve. Use the jackhammer in the dirt at the beginning and on the rocks across the water.
6-10 - Give the monsters what they crave!
Give the headless man a head, the zombie a brain, the bogeyman a child, and the ghost a haunted house.
Alternates: Pumpkin, boy, cerebellum, grave.
Horse, girl, arm, corpse.
6-11 - Help Maxwell sneak into the wedding!
Dress Maxwell in a suit and give him a basket. Put the gift in the basket, take it to the ex, and take the gift back out again.
Advanced mode alternatives: tuxedo, knapsack.
6-12 - Help decorate!
She accepts items like: bed, chair, sidetable, painting, rug, dresser, statue, potted plant.
Alternatives: Rocker, recliner, ottoman, carpet, bust, stove, fridge, sink.
Water heater, furnace (fireplace), smoke detector, couch, throw pillow, broom, vanity, cot.
6-13 - Grand Opening! Populate each museum room with one unique art or history exhibit!
Statue, painting, crown, photograph.
Alternatives: bust, emerald, sarcophagus, diamond necklace.
Fossil, amber, mummy, gold bracelet.
Levels 7-1 through 7-8
7-1 - Help Maxwell set up the campsite!
Tent, campfire, cooler.
Advance mode: sleeping bag, bonfire, knapsack.
Picnic table, BBQ, cot.
7-2 Make a robotic girlfriend for this automaton! Start with a material!
First, summon a material, like gold. Then summon a woman. They'll combine, and now you have to summon a gift for her, like a golden mechanical rose. Give it to the original robot and you're done.
Alternatives: Platinum, princess, robotic bouquet.
Titanium, queen, royal motherboard.
7-3 - They've come to see Maxwell. Give them what they need.
They may not accept what you summon so just drop it near them. The girl wants red/ruby shoes, the scarecrow wants a brain, the lion wants a brave potion, the tin man wants a heart.
7-4 - Drop party supplies into the park!
Pinata, cake, ice cream, punch, balloon, present.
7-5 - Place lava in the first empty box. Use adjectives to make it similar to the boulder!
Hard lava, big boulder, round mountain.
7-6 - Make peace with the alien!
Give the alien a present. To prepare for the new colony, summon an oasis, then three food sources, such as: Apple tree, blackberry bush, fish.
Advanced mode alternatives: gift, stream, trout, pear tree, deer.
UFO, river, squid, blueberry bush, persimmon tree.
7-7 - Complete each scene by adding objects. Look for similarities between scenes f\to find out what objects are missing!
Add a boar to the zebra scene, a cave and a wolf to the tiger scene, and a cat to the dog scene.
7-8 - Infiltrate the party! Do not harm anyone!
Put a suit on Maxwell. Give a rose to the contact, making her drop the keycard. Give a sleeping potion to the guard by the computer, then put wings on Maxwell to fly up to the computer. Interact with the computer, then empty the safe. Put the keycard in the safe, then take the intel down to the boat.
Advanced mode alts: tuxedo, diamond ring, winged shoes. You can ignore the guard by the computer, but he will follow Maxwell trying to punch him until falling down to the lower floor. If you choose that method, just try to stay near the ceiling.
Secret uniform, corsage, jet pack.
Levels 8-1 through 8-8
8-1 - Complete their missing stage of life!
Cocoon completes the insect lifecycle, hen the bird's. For the tree lifecycle, you need a seed.
8-2 - Help Maxwell the blacksmith assist the hero! Give him a weapon to defeat the monsters!
Sword, or pike. Then toxic sword. Fiery sword for the treants. Watery sword for the dragon, and a good light sword for the evil dark knight.
8-3 - Create cats with adjectives in the empty boxes! Make each cat similar to its neighbor!
Put a young cat between the cat and the kitten, and a king cat between the cat and the lion.
8-4 - Use the create-a-tron to make a solar system like our own!
Sun, earth, moon, asteroid.
8-5 - Save the princess but do not wake the dragon!
Give Maxwell wings and a tiny potion. Use the tiny potion on the chandeliers as you fly through the obstacle course to get the key. After shrinking the last chandelier, delete the potion bottle. If you drop it when you grab the key it can set off a chain reaction that knocks over a stack of treasure and fails the level.
Advanced mode: I don't know of any working alternates to the tiny potion, everything else I've tried knocks the chandeliers down. Other items to use to fly the obstacle course: winged shoes, flying cape.
8-6 - Impress the judges by wearing or holding objects they like! Activate the lever when Maxwell is ready!
Feathered swimsuit, ghostly cutlass.
Alternates: phantom feather, flippers, pirate hat.
Haunted whistle, eyepatch, wings.
8-7 - Place humans with adjectives in the first empty box on each line. Then place clothing in the second empty box to get the result!
Evil man + prisoner uniform = prisoner; undead man + bandage = mummy.
Alternatives: Cruel guy+handcuffs, dead guy+sarcophagus.
Vile assassin+ball and chain, zombified person+mini pyramid.
8-8 - Get Maxwell dressed for boot camp!
Helmet and camouflage meets the dressing requirements. Then run forward to the gas canisters - put on a gasmask. Move into the firing range - hit the target with a rifle. Switch to close fighting weapons, like a knife. Use a launched weapon on the third target, like a bazooka. If you're having trouble getting the timing right, try wings and fly Maxwell up to give yourself more time. Now they want you to drive the tank to the front line. Drop an exploding barrel on the dirt over the mine to explode it and the barricade, and the path is clear.
Alternates for advanced mode: (1) Army uniform, army boots, then oxygen tank, shotgun, dagger, winged shoes, slingshot, (After trying to hit it with the slingshot and having that not work, I actually threw the slingshot and that worked. Go figure.). Now glue a steel door, slanted, to the barricade, and place an immobile bridge from the barricade to the slope on the other side of the mine.
(2) Beret & Camo, Scuba for the gas, carbine, sword, flying cloak, shuriken. Put a candle on the dirt over the mine, then drop nitro onto the candle.
Levels 9-1 through 9-10
9-1 - Place an object with similar characteristics in the empty boxes to complete the puzzle!
Couch on the right, wood stool on the bottom.
Advanced mode: recliner, box.
divan, stump (tree).
9-2 - Drop objects onto the carwash that the cheerleaders will use!
Soap, sponge, bucket, hose, dirty car.
9-3 - What's your sign?
Choose three zodiac signs to place in the sky: Gemini, Cancer, Leo, Virgo, Libra, Scorpio, Sagittarius, Capricorn, Aquarius, Pisces, Aries, Taurus.
9-4 - Get Maxwell through the fire training course!
Ladder to get over the wall. Pull the firetruck out of the water - UFO and a cable works. Drop milk to get the cat to jump out of the tree. Summon a paramedic for the unconscious swimmer. Position a rain cloud high over the fire to put it out and complete Maxwell's training.
Alternates: (1) Wings to get over the wall, two large balloons (toy)+ air vent to free the firetruck, drop a mouse to lure kitty out of the tree, then summon an EMT for the unconscious swimmer. Place a hurricane over the house to put out the fire.
(2) Flying broom to get over the wall. For the firetruck, summon a tractor beam and get it into position pulling at the truck, then attach a rope to the firetruck for a little extra weight to pull the truck up and out of the water. Meat for the cat, doctor for the swimmer. Use a Fire extinguisher on the house.
9-5 - Help the girl prepare for school!
Give the girl homework. Summon a basket, empty it, then catch the ill-tempered hamsters and put them in it. Give the bully money.
Alts: Give the girl lunchbox, then drop a knapsack by the tree. Fill it with both hamsters. Give the bully the knapsack.
Give the girl a book. Summon a backpack to hold the hamsters, then give it to the bully.
9-6 - Use the create-a-tron to make a superhero.
Needs a human, a costume, a source of super powers, or a nemesis.
Woman, cape, radiation.
Girl, mask, radioactive hamster.
Baby, costume, villain.
9-7 - Create a colored paint brush to color objects!
Find objects that should be the color requested, and repaint them their normal color. For yellow, for example, we have a rubber duck, an apple, and a mustard bottle.
9-8 - Place an object with similar characteristics in the empty box to complete the puzzle!
The empty box on the top row needs something flammable and white.
The empty box in the middle row needs something aquatic and metallic.
The bottom row needs a scary plant. What you put doesn't matter so long as the adjectives match.
I used a flammable white car, a metallic goldfish, and a scary rose.
9-9 - Complete each scene by adding objects. Look for similarities between scenes to find out what objects are missing!
The scene with the meat on the ground needs a butcher and butcher shop.
Lumberjack scene needs wood.
The furniture store needs a carpenter.
The spot with a nugget on the ground needs a miner and a mine.
The gemcutter needs a jewelry store and a gold necklace.
9-10 - Create three animals with these properties. Make two connections to win!
Flying ram fills one diagonal row; scorpion fills another.
Levels 10-1 through 10-5
10-1 - Recruit different professionals to take to the colonization of Mars.
Farmer, doctor, engineer, astronaut, historian, general.
10-2 - Get Maxwell ready for police training!
Put a police hat on Maxwell. Place a parking meter near the car. Place bomb in the suitcase. Give the dog meat. Put a knife, corpse, and villain at the crime scene. Summon a rain storm to break up the rioters.
10-3 - Prepare the schoolhouse for a new year!
Desk, chair, table, blackboard, chalk, eraser, poster, ball.
10-4 - Santa dropped his list! Figure out where each kid lives, then put the correct toy in their box.
Order of houses, left to right:
Mandy - winter sports, like a puck.
Zach - cowboy related present, such as a lasso.
Samantha - music related present, like a cd or instrument.
Todd - on the naughty list, so he gets a lump of coal.
10-5 - Follow the UFO!
The answer is: the answer. ;)
Levels S1-1 through S1-9
S1-1 - Use the button and switches to bring the starite to Maxwell.
Flip the brown switch and the orange switch. Jump on the button to turn on the fans. Attach a balloon to the starite, which will float up and blow over to the wall above the orange gate. Jump off the button to turn off the fans. Flip the brown switch, turn the fans back on, and attach another balloon if the first one popped. After the starite blows over into the next section, above the brown platform, flip the orange switch. Turn the fans back on. Attach a rope to the balloon, its other end dangling near the levers to weight it down, pulling it through the narrow opening between the starite and Maxwell. With the balloon safely on Maxwell's side, use a small air vent to maneuver the starite through the opening as far as possible. Then turn off the fans, delete the rope and balloon, and let the starite drop down to Maxwell.
S1-2 - Save the starite!
Attach two balloons to the starite. Give wings to Maxwell. Run across the tripwire and fly up to grab the starite.
S1-3- Don't allow any animals to be hurt!
Flip the purple switch, and lure the tiger into the center square using meat. Then move the tiger through the red door onto the purple platform. Flip the green lever to drop the hyena where the tiger started, then flip it again to close the gate. Flip the orange lever and lure the birds out of the lower left corner using birdseed. Flip the orange lever back when they're in the middle or to the right. Let them fall in with the starite. Now it should be clear to flip the purple lever, lure the hyena into the middle with meat, and drop the tiger to the lower left corner.
Flip the green lever and the orange lever. The orange lever will close the orange trapdoor over the birds and starite. Drop Maxwell down on the right side near the second set of levers. Lure the tiger back into the left corner with meat if you need to and flip the orange lever to lock him in. Then flip the red switch to drop Maxwell to the bottom. Grab the starite.
S1-4 - Find the real starite!
Each tripwire destroys the platforms the same color as itself. The cautious way to do this level is to attach a balloon to each starite then cross the trip wires one at a time, checking the starite to see if it's the real one. The real starite is behind the green platform, so attach that one to a balloon then cross the trip wire and go get it.
S1-5 - Get the starite!
Put wings on Maxwell. Fly over and flip the orange lever. Summon a rock and drop it on the red button. Equip a shovel and dig through the red wall. Move the rock off the button. Position Maxwell in the shaft beneath the starite, as high up as possible. This should put him underneath an orange platform. Put the rock back on the red button, moving the red platform back underneath Maxwell. Now float a balloon up into the blue button, and drop an engineer against the orange lever - he should flick the switch on his way by, dropping the starite on Maxwell's head..
S1-6 - Catch the shy starite!
Give Maxwell wings. Set off the traps (I dropped a birdseed to set them off) and fly around them. The starite will fly to the far end of the cavern then let you catch it.
S1-7 - Beware the Ninja Shark!
Attach a rope to the bomb, stretching the other end full length toward the shark and let it drop. It should slowly tug the bomb off the ledge and detonate it without harming the starite. Then drop an air vent on top of the starite, which will blow the naval mines up into the red tripwire and drop the spiked steel balls. The air vent should stop them from falling anywhere near the starite. Then discard the vent, equip Maxwell with a scuba tank, and dive down to get the starite. This should happen too fast for the shark to be a problem, but if you're having trouble, Cthulhu can be used to take the ninja shark out before Maxwell dives in (then delete Cthulhu or he'll be a problem).
S1-8 - Bombs away!
Put wings on Maxwell and fly him as far above the gas station as you can. Summon a steel door and use the ledge by the red switch to drop it into a horizontal position. You may need to summon a rock to drop it on to throw it off balance to flop over. Don't drop it off the edge onto the exploding barrels or you'll have to start over. When it's flat, summon glue and attach it at the right hand side, then take your door back up to the spout dropping the bombs and attach it to the wall just to the right, underneath of the spout. This will bounce the bombs over to the gas station ledge and prevent them from falling down to set off the exploding barrels. Now you can fly Maxwell through the dropping bombs to the switches, open the gates and fly over to the starite.
S1-9 - Beware the domino effect!
Attach two balloons to the starite. When it settles against the ceiling, put wings on Maxwell and fly him straight up as far as he'll go and leave him there. Drop something to set off the barrels - rock, seed, whatever. After they all explode, drop Maxwell onto the floor, run over to the starite, fly up and grab it.
Levels S2-1 through S2-14
S2-1 - Don't touch anything!
Equip fairy wings and just fly on through. If you feel like you need more speed try adding speedy boots.
S2-2 - Push the button to release the starite!
The way this level works is that when you push the red button to release the starite, it slowly drops down and rides the conveyor belt to Maxwell. At the same time a crate falls and sits on the blue button, causing the platform Maxwell stands on to slowly push him up into the spikes in the ceiling. I attached glue to a box and stuck it to the wall, positioned to block the spout that drops the crates, which gave the starite plenty of time make it's way down to Maxwell.
S2-3 - Going up?
Use ropes to attach the spiked balls to different vents in order to clear a path. I sent the two I wanted to move (lower right and upper left) to the far right, upper vent. Disconnect the original rope by bouncing a campfire against it, taking care not to set your new rope on fire too. It's safe to ignore the fire vent, just route around it, but if you want to put it out rain storms are good for that. Pick your method of flight and fly Maxwell up to the starite through your newly cleared path.
S2-4 - Beware! Both lower trip wires destroy the rope attached to the starite!
Place a bridge in the slot above the starite to block the spikes. Then give Maxwell wings and trip a wire. The starite should float up, get caught on the bridge, and bounce against it slowly working its way through the slot. Attach a rope to the starite through the slot and give Maxwell the other end if you want to speed it along.
S2-5 - Navigate the elements to the starite!
The exploding barrels will destroy the land holding up the green button. Let them finish and the button will fall into the water, and then the level is a fairly simple matter of dropping a rock on the button and then timing Maxwell's flight to avoid the hazards and grab the starite.
S2-6 - Let's play starite pachinko.
Summon a steel door. Summon glue. Put the glue on the point of the peak in the wall above the green button, and attach the steel door to that, sticking straight up. This should block a tumbling starite from falling into the hole past the peak, bouncing it into the pit with Maxwell instead. Now push the purple button. When the starite catches on the steel door trap, flip the blue switch to turn off the blue vents and the starite should fall in with Maxwell.
S2-7 - Don't hurt the chicken!
Storm puts out the fire. Delete the storm when it's done. Flip the far right lever, dropping the boulder on the blue button. After the chicken has fallen onto the red fire vent, use two large balloons to raise the boulder back off the blue button. Now the chicken is safe. Flip the two blue levers in the center. Use balloons to lift the boulders out of the way, to get in to flip the red and orange switches that release the starite. Remove the balloons on the boulder on the left to drop it back into the hole again to help Maxwell jump high enough to get over to the starite.
S2-8 - Trapped between a rock and a hard place!
Attach the spiked ball to its vent or the ground nearby using a very short rope or leash. Drop a seed or rock onto the exploding barrels sitting on vents and the one on ice over Maxwell's head. Put a storm over a fire vent until it goes out, then delete the storm. Now Maxwell can fly around the maze to the starite, avoiding the red and yellow tripwires and the double exploding barrels.
S2-9 - Prevent the spiked balls from falling!
Send the first spiked ball floating off into space with a large magnetic balloon. Do the same with the exploding barrel on the right side of the next row down. Put out the fires with a rain storm, then delete it. Give Maxwell wings and a shovel. Position him on the row above the remaining spiked ball, where he can dig a hole for it without falling in. Fly him back out of harm's way and use another large magnetic balloon to send the spiked ball off into space. The path should now be clear, or nearly so, to send Maxwell down and to the left to work around to the starite.
S2-10 - The gates will open once the starite is close by.
Give Maxwell wings. Attach a balloon to the starite. This will make the starite fall slowly. Cross a trip wire and fly Maxwell to one of the gates by the spikes. They will open with the starite gets close to them, hopefully allowing you to fly Maxwell up to grab it before it's destroyed on the spikes.
S2-11 - Only the starite can pass safely through.
Block the lava with a horizontal steel door, held in place with glue. Use another dab of glue to hold a candle sideways against the rope to burn through it and release the starite. Use a fan to blow the starite toward Maxwell. The spikes will drop on the fan so it may take two or three to get the starite close enough to Maxwell he can jump down and grab it.
S2-12 - Four little monkeys jumping on a bed, don't crack their heads!
Give each monkey wings. Flip the red switch and position Maxwell over the narrow opening. Attach a couple of balloons to the starite. Use a fan or extra air vent if needed, to guide the starite up to Maxwell.
S2-13 - Don't touch anything!
Glue a bridge into place beside Maxwell, blocking the drop. Quickly attach a balloon to the starite then drop a seed on the exploding barrels. This will send the starite out of harm's way briefly, explode the barrels, and drop the starite on the bridge.
S2-14 - Don't get claustrophobic!
Take out the two creatures, the stalactites, and the stalagmites using exploding barrels. Use balloons and air vents or fans to send the starite up and the long way around through the water, removing balloons when you need it to drop. Attach glue and a bridge to block the hole in the floor and vent the starite across and through the small passageway that kept Maxwell trapped, and you're done.