Scribblenauts Guide Action Solutions 1-1 - 1-6

Scribblenauts Walkthrough The Gardens, Solutions for Action Levels

© Bradley Kairis

Nov 3, 2009
Scribblenauts Walkthrough, Guide to The Gardens, 5th Cell, Nintendo, Wikipedia
Having trouble finding the right word? This Scribblenauts Walkthrough and Guide features solutions lists for World 1, The Gardens, with hints, tips, and strategies.

Scribblenauts offers truly unique, open-ended, "emergent gameplay" for the Nintendo DS Lite / DSi handheld gaming systems by developer 5th Cell. The main character Maxwell must solve puzzles by summoning objects, creatures, and people using the DS Stylus and writing the objects to make them spring to life. Write "Vampire" and a Vampire appears, write "Holy Water" and Maxwell can throw Holy Water at the Vampire to kill him.

Read this Scribblenauts Walktrhough for solutions lists, hints, tips, and strategies for the first half of the action levels in World 1, The Gardens, for Scribblenauts on Nintendo DS / DSi.

Looking for solutions to Puzzle levels? Then check out the solution lists in World 1 Puzzle Solutions 1-1 - 1-6.

World 1 The Gardens Action Level 1-1 Solutions

Difficulty: 1 Star, Par: 3 Hint - Get it down!

Easy Solutions: Standard flying objects allow Maxwell to reach the Starite, such as Winged Shoes, Magic Broomstick, or Pegasus.

Crazy Solutions: Maxwell can summon a Brontosaurus, ride it, and have the dinosaur take out the tree in a single swipe!

World 1 The Gardens Action Level 1-2 Solutions

Difficulty: 2 Star, Par: 2 Hint - Two buttons, one switch!

Easy solutions: This level requires no objects at all! Simply knocking the rocks into the pits below will flip the switches and open the doors. As the controls make this somewhat difficult, an easier method is to simply summon heavy objects such as an Anvil, Chair, or Rock to press the switches.

Crazy Solutions: Maxwell can behold the madness of funky physics in this level. By lowering each gate one at a time with a heavy object, Maxwell can wiggle his way through. He looks as if he's phasing in and out of reality, but he shouldn't have a problem making it to the other side to flip the switch, and then back to capture the Starite.

World 1 The Gardens Action Level 1-3 Solutions

Difficulty: 1 Star, Par: 2 Hint - Three ways to go!

Easy Solutions: This level introduces players to the bare basics, there's one path to fly or climb, one path to dig, and one path to swim. Write Jetpack, or Helibackpack to fly, Shovel and Spade to tunnel through, or Scuba tank and Wetsuit to swim.

Crazy Solutions: Time to experiment with more elaborate means of travel. Pegasus, Pterodactylus, Helicopter, UFO, and Rocketship will all fly Maxwell over to the Starite. Or, Maxwell can swim on a Dolphin, or blow a whole through the dirt with a Grenade, Time Bomb, or Dynamite.

World 1 The Gardens Action Level 1-4 Solutions

Difficulty: 2 Star, Par: 2 Hint - The gate is broken but you can raise it!

Easy Solutions: Creating an object to rest against the switch will open the gate and allow Maxwell to pass through. A Sofa works best, as the arm rests snugly against the switch. Other good objects include Bench, Boulder, and Box. If it's just not working, creating another object to drop on top of the one near the switch might jar it enough to open the gate.

Crazy Solutions: Struggling with dropping an object just right? Summoning a Fan to blow the object into the switch works nicely, or, attaching a Magnet to the switch with Glue, and then writing a Metal Box works. After the magnet attracts the box, removing the glue should cause the gate to open.

World 1 The Gardens Action Level 1-5 Solutions

Difficulty: 2 Star, Par: 3 Hint - Pull my Starite!

Easy Solutions: First, Maxwell must reach the platform above, using a Jetpack, Wings, or other method of flight (Trampoline works too). Second, using a Chain or Rope, Maxwell can remove the Metal Box, and lastly, the chain or rope can be reused to drag the Starite out of the hole. Alternatively, Maxwell can go Inspector Gadget style with a Helibackpack and a Grappling Hook.

Crazy Solutions: Using a Magnet will get that Metal Box out of the way quickly. Then, by attaching Metal to the Starite using Glue, Maxwell can reuse the magnet and pull it to him without having to move an inch!

World 1 The Gardens Action Level 1-6 Solutions

Difficulty: 2 Star, Par: 3 Hint - Dig it your way!

Easy Solutions: Pegasus, Pterodactylus, or Sphinx work best as modes of flight, as they don't run out of steam like other flying methods. After flipping the switch, Maxwell can use a Shovel, Spade, Pickaxe, or any other digging tool to reach the Starite.

Crazy Solutions: Writing Engineer, and placing this useful person next to the switch will save Maxwell quite a hassle!

The Gardens Solutions 1-1 - 1-6 Conclusion

Scribblenauts features nearly infinite solutions to it's myriad of puzzles. Need to get the creative juices flowing? Reading up on world lists might help. Be sure and check out the Scribblenauts Weapons List to get some ideas. Need more solutions? Then continue on to The Gardens Action Levels 1-7 - 1-11.


The copyright of the article Scribblenauts Guide Action Solutions 1-1 - 1-6 in Video Game Simulators is owned by Bradley Kairis. Permission to republish Scribblenauts Guide Action Solutions 1-1 - 1-6 in print or online must be granted by the author in writing.


Scribblenauts Walkthrough, Guide to The Gardens, 5th Cell, Nintendo, Wikipedia
       


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