Scribblenauts Puzzle Solutions

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Scribblenauts Puzzle Mode Solutions

Scribblenauts puzzle solutions for all puzzles. (If you landed on this page looking for my Super Scribblenauts walkthrough <-- click there.)

One of the greatest things about Scribblenauts is that there is not just one right answer to solving a level. There are thousands of possibilities. How easy or hard a level is depends, in large part, on your own experience and imagination. One person may think of a blindly simple solution immediately. Another may be stumped on the same level.

Here are a few suggestions to guide you along if you need help.

Table of Contents

Scribblenauts has two modes: action, and puzzle, each with their own puzzles and solutions. Puzzle mode answers are on this page, while action mode answers are on the walkthrough. Here's a quick list to take you where you need to be:

Puzzle Mode Solutions:
The Gardens
Metro
The Peaks
Ancient
Shoreline
Outer Wild
Stunt Park
Frontier
Dark Hollow
Mish Mash

Action Mode Solutions:
The Gardens
Metro
The Peaks
Ancient
Shoreline
Outer Wild
Stunt Park
Frontier
Dark Hollow
Mish Mash

The Gardens

World 1

1-1 Objective: Give two of them what they would use in their hands!

Possibilities: Cop: Gun, Baton
Cook: Spatula, Spoon, Ladle
Fireman: Axe, hose
Doctor: Syringe, Stethoscope, Scalpel

1-2 Objective: Capture the Butterfly

You can lure it down with a flower, or jump up on a trampoline, or fly up. You can capture it in a net or pick it up with your hands.

1-3 Objective: Use the ramp to beat his distance.

You can use choices like the Go Kart, Bike, or Motorbike. The trick is to keep tapping far enough out in front of Maxwell he builds speed and jumps off the end of the ramp smoothly.

1-4 Objective: Give the farmer three farm animals.

Possibilities include Pig, pony, horse, goose, turkey, cow, goat, sheep, duck, chicken, dog, cat. It doesn't need to be three different farm animals; they can be all the same.

1-5 Objective: Refresh him.

Can give him bottled water, drop water on his head, rain on him, or give him an oasis.

1-6 Objective: Reunite the girl and her kitten.

Can attach a rope and pull the kitten down, use ladder and climb up and get the kitten, summon a firefighter, put some milk in a bowl to lure it down, summon a mouse, or set the house on fire.

1-7 Objective: Help him do his job.

Give him an axe, saw, chainsaw, or summon a beaver or termite.

1-8 Objective: clean up the park and get rid of the fly.

Fly swatter, bug spray, any weapon. To clear this level without summoning any items, stand Maxwell under the tree and throw the bottle at the newspaper in the tree to knock it down. Put everything, including the fly, in the trash can.

1-9 Objective: Knock 'em all off without cheating or guns.

Throw a baseball at them, drop something on them, summon a termite or beaver.

1-10 Objective: Protect the food, but don't upset the hippie by hurting the ants!

You could summon two anteaters, or pick up the sandwich, or summon a bag or box and put the sandwich in it.

1-11 Objective: Return these flowers to her in her basket.

You can use bug spray or a weapon against the bee, weapon or shark against the piranha. Or ignore the piranha and use a fishing pole to snatch the flower out of the water. Fly over to get the far flower on the ledge past the water.

Metro

World 2

2-1 Objective: Help the birthday boy break the pinata.

You can give the birthday boy a baseball bat, club, crowbar, or mace, or shoot the pinata down yourself.

2-2 Objective: Trick or Treat

You can finish this one without summoning anything, just pick up the jack o lantern and throw it at a child. Treat alternatives include giving one the of the children a piece of candy or other dessert. Trick alternatives include summoning a zombie and putting it behind the cat, to terrify them, then snatching it back up before it kills anyone, or summoning a ghost.

2-3 Objective: What does the teacher want for her classroom?

You can write boy, girl, child, student, students.

2-4 Objective: Help the patient see.

Glasses, magnifying glass, monocle, and contact lenses are all valid choices.

2-5 Objective: Fully clothe the mannequin.

To meet the objective, the outfit needs shoes, something on the head, and some kind of suit/gown. Possibilities include: helm, suit of armor, knight boots; ninja suit, ninja boots, ninja mask; scuba suit, snorkeler, flippers; suit, shoes, hat.

2-6 Objective: Score!

Put a soccer ball, football, baseball, or basketball in the goal.

2-7 Objective: Clean up the spill and throw away the trash.

Give the janitor a mop, or have Maxwell use the mop on the spill. Variation of mop include rag mop, sponge mop, mop, dust mop. Put the banana peel in something.

2-8 Objective: Contain a veggie, fruit, and drink item, and then pay.

You can use a tote, basket, bag, knapsack. Then tap the cash register to check out.

2-9 Objective: Wake the boy and feed the girl breakfast.

Choices for waking the boy include alarm clock, siren, gong, or bell. Some of the breakfast foods available are: pancake, omelet, melon, hash browns.

2-10 Objective: Provide a hot meal, something to wash it down, and a sweet treat.

You can't finish this one without at least turning on the stove. I've completed the objective without actually cooking anything, though. Choices include cookie, food, water, milk, omelet, pizza.

2-11 Objective: Get rid of the rats, but don't hurt the chef's dog.

Can use a mousetrap on the rat by the dog, and a cat for the rest. Other possibilities include a longcat, moving it close to the rats then away before it attacks anything else, or an owl, which will go after the rats but be fairly harmless otherwise.

The Peaks

World 3

3-1 Objective: Give Santa something he likes, but doesn't already have here.

Possibilities include: Mrs. Claus, an elf, candy cane, cookie.

3-2 Objective: Power it on and get it home.

You can summon a car battery and a cable, hit it with lightning from a thunderstorm.

3-3 Objective: The Penguin is hungry for the smallest three.

You can hook them with the fishing pole (using the scuba tank to dive) and bring them back to the penguin, or catch them with Maxwell's bare hands.

3-4 Objective: Return the favor to all of them.

Hit them all with snowballs, or summon a blizzard and move the cloud around until everyone's been snowed on.

3-5 Objective: Return the lamb, but guns and explosions scare the flock.

ROFLCopter and a leash can take the lamb up and over the wolf and water, back to the flock.

3-6 Objective: He's hungry for a dino omelet and needs heat.

You can summon fire, and an omelet. Alternatives: summon a dino omelet, and use a flamethrower to start the fire.

3-7 Objective: Clear the way to get him home.

ROFLCopter and Rope to move the cow.

3-8 Objective: Stop the boat before it hits the iceberg!

Drop something large in its way, like Cthulhu or another boat, then scuba over to the star.

3-9 Objective: Reunite the penguins, but don't hurt the whale!

RoflCopter and a rope.

3-10 Objective: Retrieve the lamp for him.

From a safe distance, use a grenade on the stalagmites. Grab the lamp, fall back down, and replace the bridge ladder.

3-11 Objective: Get the patient to the hospital.

Roflcopter, and a rope.

Ancient

World 4

4-1 Objective: Reunite the ugly duckling with the swans, but don't harm the cat!

Cage the cat, jet pack over, pick up the duck,and jet pack it back over to the swans.

4-2 Objective: Paint a portrait!

Summon an easel and a pencil. Have Maxwell hold the pencil and tap the easel.
Alternates: pen and canvas, brush and blank canvas.

4-3 Objective: Reunite the unicorn with the druids.

Feed it some hay and it will follow Maxwell back gladly. He can also lead it with leash or rope.

4-4 Objective: Bull in a china shop!

Break everything.

4-5 Objective: Deliver the baby to the King and Queen.

Summon a basket, put the baby in the basket and take it back to its parents.

4-6 Objective: Contain the corpse and put it six feet under.

Dig a hole in the dirt, put a coffin in it, then put the corpse in the coffin.

4-7 Objective: Return the chariot to the fort.

Wall the knight in because he'll follow Maxwell and destroy the chariot as soon as he gets close to it. Maxwell can ride pegasus and pegasus can drag the chariot back up to the fort with a rope.

4-8 Objective: Save the wizard!

Take the orcs out with another monster. Drop a bridge ladder across the lava filled pit. Tap the cage to open it.

4-9 Objective: Lead the sweethearts back to each other, but don't harm the witch!

Drop a Bridge Ladder over the water. Cross the water. Lead the knight to the behemoth. Use a flying mount to fly up and over to the princess. Shrink her with the shrink ray. Put her in a tote bag. Fly with the tote bag back to the knight and let her out.

4-10 Objective: Destroy the enemies before they hurt the royal family!

Arm the first nobleman quickly, before the assassin can finish him off. Then arm the knights. Destroy the minotaur with another monster, or Death, or something that can similarly be effective remotely. `Alternatively, if you arm the Queen with a ray gun, she can protect herself from the minotaur.

4-11 Objective: Help the king get to his castle!

Put out the fires. A blizzard, rain cloud, or dropping water on it all works. Destroy the dragon with ooze, a black hole, or something else powerful. Bridge the gap between the king and his castle. The bridge ladder is almost long enough but will often fall through. If you glue bricks to the wooden pillars on each side, the ones embedded in the dirt, it will give it a little more support and make the bridge less likely to fall through when the sheep tries to cross. Fly Maxwell over to the switch, and flip it.

Shoreline

World 5

5-1 Objective: Get him off the island!

He's not picky, by sea or by air is fine by him. Raft, hot air balloon, just for a couple of ideas.

5-2 Objective: Get her favorite candy bar from the vending machine, but watch out for that bully.

Give the bully a safe mount, like the Roc or a horse. Maxwell can walk right by him then.

5-3 Objective: Grow it!

Water it, or use fertilizer on it.

5-4 Objective: Get her in the pool!

One way is to scare her in. A zombie between her and Maxwell will do the trick. Or drop a python on her diving board.

5-5 Objective: Rescue!

Maxwell can use a bulldozer to push the whale into the water, or a boat to pull it in.

5-6 Objective: Play ball!

Throw a baseball at the batter.

5-7 Objective: Find and return his lost pocket watch!

Kill the crocodile with another creature. Fly over to get the pocket watch.

5-8 Objective: Win the race!

Block the other racer in with a wall.

5-9 Objective: Retrieve the bus!

Have Maxwell ride Pegasus, and attach the bus to Maxwell with a rope. Then fly it up out of there.

5-10 Objective: Deliver the cargo to the other side, but no vehicles allowed!

Kill the jellyfish and the octopus using a shark or some other aquatic predator or monster. The whale won't be a problem. Connect one end of a rope or jump rope to the large spiked steel ball on one side, dangling the other end of the rope off the ledge to gradually pull it down into the depths. Give Maxwell a scuba tank. Connect Maxwell to the cargo with a rope and have him dive in, towing the cargo to the other side.

5-11 Objective: Get him home safely!

Maxwell can tow him, flying or under water. Watch for the pattern of the lightning and try to take him across right after they've all gone off, to get as far across as possible before the next one hits. Timed right, the fisherman should only be hit once or not at all.

Outer Wild

World 6

6-1 Objective: Hunt duck!

Arm Maxwell and shoot the ducks.

6-2 Objective: Hatch it before mommy returns!

Put a fire beside the egg. A heater works, too.

6-3 Objective: Do two things to celebrate the newlyweds!

Possibilities include: drop rice on them, drop confetti on them, give a present, give a gift, or tie a can to their car.

6-4 Objective: Lead the boy back to his father!

You can give Maxwell a lantern, and summon the sun, to increase visibility. Drop water on the fire to put it out. Scan ahead and destroy the two bats. Use a bridge ladder to span the gap.

6-5 Objective: Return the giraffe to the zoo!

Fly over the gap, towing the giraffe back by rope.

6-6 Objective: Help her get to the outhouse, but don't hurt the animals!

Hook a rope to her and Maxwell can fly her up and over, sneaking down in behind the lion to get to the outhouse.

6-7 Objective: Return the diamond to him, but some of the wolves are endangered. Don't harm them!

Lure the wolves from the diamond's ledge into the crevice, or as near to it as possible, with a sheep. That should move them out of the way to put a tornado back by the diamond, which will catapult it out where Maxwell can get it.

6-8 Objective: Feed the herbivores, but T-rex wants one of them.

You can summon bushes to feed the herbivores, but can't complete the level until T-rex gets to eat one.

6-9 Objective: Contain the bear in the ditch and replace the camper's gear!

Feed the bear a steak. Ride the bear to the edge of the ditch, then jump off. Lure the bear the rest of the way into the crevice by dropping another steak into it. Replace the camper's tent, flashlight, and sleeping bag.

6-10 Objective: Clear the way and shoot the target!

Fly over and rescue the clown from the wall. Roflcopter and a rope will work. Kill the crocodile and the flies. Standing near the cannon (but not where the blast will bounce off the cannon and kill Maxwell), fire at the target with an RPG, to get the dirt out of the way. Then fire the cannon.

6-11 Objective: Return the supplies in the crates to the soldier.

Give Maxwell an RPG and have him stand at the very edge of the dirt ledge he begins on, near the water. Fire at the closest enemy soldier. Take out the two piranhas with cthulhu. Move cthulhu over to take care of the remaining enemy soldier, then delete him. Now go to each of the crates in turn using flying or scuba gear as needed, opening the crates and bringing the contents back to the tree nearest where Maxwell and the soldier started the level.

Stunt Park

World 7

7-1 Objective: Make the guys on stage into a rock band.

Give one of them a microphone and the rest an instrument, such as: bass, drums, electric guitar, guitar, keyboard, microphone.

7-2 Objective: Make the jump.

A bike works.

7-3 Objective: Get through the flags.

Put a parachute on Maxwell and slide or tap the stylus along the path he needs to take to go through all three sets of flags.

7-4 Objective: Pin him down with an object.

Drop a big vehicle on his head, like a fire truck, ambulance, or cement truck. When it knocks him out and he goes to sleep, delete the vehicle to walk by and get the star.

7-5 Objective: Find the Starite Switch.

Have Maxwell walk over to the rock platform in the center. The starite switch is on the right side of the rock platform. Flip it, then have Maxwell walk to the right past one switch, then turn around and flip it also, opening the floor on either side of where he's standing. Roflcopter down to the starite.

7-6 Objective: Find the crate the starite is in.

Carefully arrange five bridge ladders across the gaps, stacking three on the bottom row (on the far right, far left, and middle), then two spanning the gaps left. Then walk across the trip wire. Give Maxwell a bat or club and have him bash the crates until he finds the right one. Don't dally, they rudely keep jumping around until they finally start jostling each other into the lava.

7-7 Objective: Stop the runaway cement truck.

Drop Cthulhu, a fire truck, or something else big in front of it, quick. Fly over to the star.

7-8 Objective: Save the allied plane.

Give the two enemy soldiers something else to fight to keep them distracted from firing on the plane, like Cthulhu, God, or Werewolves.

7-9 Objective: Rescue the stranded and bring them to safety.

You'll need a flying machine, like the roflcopter, and a rope, then just attach to the stranded people and ferry them over one by one while trying to avoid the lightning. If the lightning catches your rope on fire, put it out with water or swap out the rope.

7-10 Objective: Rescue the two sailors.

A black hole will take out the three underwater mines if you position it right. Then you can use something nasty and aquatic like Cthulhu to sink the enemy ship and submarine. The shark will usually take care of an enemy soldier if it tries to escape that way. Clean up anything dangerous left the water, and then you can make Maxwell jump out of his boat. Give him a Scuba (tank) and have him swim over to the sailors. Set their ropes on fire using a thunderstorm, moving it as soon as each rope catches. Then have Maxwell lead them toward the boat. They won't follow him deep enough underwater to go under the one rock they need to dive beneath, so have him tow them over, one by one, with a rope.

7-11 Objective: Battle each one with other creatures. No explosives allowed.

Summon something big and nasty, like T-rex or Cthulhu, and it can chomp through all three for an easy win.

Frontier

World 8

8-1 Objective: Trade something to the aliens and bring the rocks each one guards back to the astronaut.

Use a bridge ladder to span the gap, and give each one a gem: Diamond, Ruby, sapphire, emerald. Use the fixed ladder to get back up to the upper level again.

8-2 Objective: Find the imposter.

One of them will have NO interest in a plank (board), and no idea what to do with one. You can move the plank around a bit to be sure you've separated out the one with no interest in it. Shoot the imposter.

8-3 Objective: Get rid of the skunk, then give the astronomer something to look at.

In a major case of overkill, I used Cthulhu on the skunk (deleting that ancient one before he went after the astronomer, too), then hung a planet in the sky.

8-4 Objective: The girl wants a teddy bear.

Put out the fires with water or a raincloud. Then have Maxwell jump over, grab a teddy bear, and deliver it.

8-5 Objective: Get the girl to the chopper.

Gotta be fast on this one. Put God behind Maxwell and the girl, but not so close to the cemetery he disappears into it. Then, very quickly, summon another God to get the wave coming from the front. When the immediate threats are dealt with, just move one God over by the building to clear those out.

8-6 Objective: Save at least one cow.

Attack the alien with a big monster, like Cthulhu, herding the saucer around to try to keep it away from the cows that are left and returning the monster to a position to attack the alien if it slides off the saucer.

8-7 Objective: Get the frozen alien to the truck.

Use a bridge ladder to span the gap, and a rope to pull the iceblock.

8-8 Objective: Lift the pipe up to the top floor.

Another great place for a ROFLCopter and Rope. Attach the rope to Maxwell rather than the ROFLCopter.

8-9 Objective: Open the safe, but watch out for the security cameras.

Put a wall between Maxwell and the security guard. Move Maxwell over to the door outside the safe room. Summon another wall, putting this one on the two pressure buttons closest to Maxwell. Move the other wall over to the last pressure button, opening the door.

8-10 Objective: Get the alien and his holograph to his ship.

Use an RPG to take out the security camera, then use a bridge ladder to get across the gap. Used another RPG on the second camera. (Be careful you're on the left side of the exit door when you fire at that second camera.) Summon a Griffin to take out the secret agent guarding the alien, then put the Griffin on the upper ledge out of the way to use later for the other secret agent. Click on the cage to break the alien out, and lead him to the saucer. Move the Griffin down to fight with the other secret agent, and then delete him and the bridge ladder. Attach a rope to the hologram, and drag it up to the saucer using a fixed ladder.

8-11 Objective: Timing is everything! Get a charge at eighty-eight!

This objective requires that Maxwell drive a vehicle high enough, or with something attached to make it high enough, to hit the wire. A Monster truck works.

Dark Hollow

World 9

9-1 Objective: Get the bad guys to heaven.

Summon a stairway. They'll float right over. You could also summon God, or give them all halos.

9-2 Objective: Resurrect his creation, then contain it in the cell.

Have Maxwell stand on the pressure switch to open the cell. Block him in with a wall. Set up a thunderstorm to hit the creature, to bring it to life. Lure the creature down onto the top of the wall, then to the lower floor and into the cell using steaks. Jump off the pressure switch to lock it in, and delete the wall to let Maxwell out.

9-3 Objective: Help Little Red

"Granny" will wake up as soon as any creature comes near her, so anything that will fight for you without killing you or the girl will work. God's always good for that. Or you could protect them with a wall and put any big nasty over there to take out the wolf.

9-4 Objective: Open the coffin.

You need to take out the vampire. Summoning Sun will do it. Then dig down to the coffin and open it.

9-5 Objective: Guide the postman so he can deliver the main, but don't harm the werewolf.

Throw a silver bullet at the werewolf. This will turn him back into his human self, thus not harming him, and let Maxwell and the postman pass unscathed.

9-6 Objective: Get the party started, but Maxwell needs a costume.

You need to summon a complete costume (like the ninja suit, shoes, and mask), and music (like the jukebox).

9-7 Objective: Send all the trash back up to the surface.

Summon a wall to block off the mutants. Keep edging them closer and closer to the far side of the sewer as they wander that way. When they get close enough to the bag of trash on the pipe at the far end, connect two ropes together, and use these to pull the trash to Maxwell over the wall. You can then use the connected ropes to climb out of the sewer and move all the trash up to the street. Don't miss the small wrapper that hides in the water.

9-8 Objective: Three ghosts named Mr. Chef, Ms. Fashion, and Mr. Jazz haunt certain objects. Find them.

Put X Ray goggles on Maxwell, then summon food and a cd player and each ghost will automatically be revealed.

9-9 Objective: Help the Zombies transform the enemies, but watch out afterward.

Summon another zombie, but let the other zombies get almost to the enemies before dropping it in the middle of the enemies. Then summon a wall and place it between Maxwell and the zombies. If you position it right, you can put it under the starite so that Maxwell just needs a set of stairs to climb on top the wall and safely get it.

9-10 Objective: Catch the haunted clock.

Block the areas the clock teleports to with something large, like boulders or walls, until it has no place left to go.

9-11 Objective: Protect the Giant, but don't destroy the villagers.

Block the knights first, then the villagers, quickly. Two walls work.

Mish Mash

World 10

10-1 Objective: Whodunit?

Carry the corpse to each suspect, then put it back. The guilty party will reveal themselves. Kill the culprit.

10-2 Objective: Make their night romantic.

Jukebox and giving her a rose works.

10-3 Objective: Lead him to safety or his demise.

To save him, use a rope to tow him back to the lighthouse.

10-4 Objective: Win all three carnival games.

Hit the bullseye to drop the guy in the water. Shoot all the moles. Fly over the mole stand. Hit the pressure button with a hammer. Fly back over the mole stand to get the starite.

10-5 Objective: Only he can win the duel. Help him.

RPG works.

10-6 Objective: One wants family, another medical help, and the other entertainment.

Summon "Mom", a television, and a nurse, and move them around until you find the patient made happy by each one.

10-7 Objective: Save the woman and her child.

Quickly summon a wall, then dispose of the zombies.

10-8 Objective: Three prisoners have escaped. They're wanted dead or alive.

Drop a lawman near the two prisoners still in stripes. Drop a bear in the line containing the disguised prisoner.

10-9 Objective: Fix the misplaced deliveries.

A fixed ladder and lots of fetching and shuffling.

10-10 Objective: Get the pets to the right owner.

Dog and cat will fight if they're in the same area. Use a rope to lead one down near the water, then detach, fly over and get the other, moving it to its owner. Take the one near the water to its owner.

10-11 Objective: Write the answer.

"The Answer".
Win, Starite, answer, and epic win also work.

My Scribblenauts Review

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Other Great Games from 5th Cell

(The developers who brought us Scribblenauts)

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Other Great Puzzle Games

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Guestbook

These are, of course, just some of the many possibilities for Scribblenauts puzzle solutions. Have a brilliant solution to one of the puzzles? Feel free to leave it here.

  • no one Feb 26, 2011 @ 8:13 pm | delete
    also ftw will work
  • blahblahblahblahblah Jan 24, 2011 @ 4:06 pm | delete
    Thanks a lot!!!! Big help!! But I can't pass 5-2 puzzle since he can still hurt you on a "Safe mount!" He tramples you to death!
  • Vortex Of Time May 22, 2011 @ 10:09 am | delete
    just type in "Pterodactyl and hold it over maxwell until he and the Pterodactyl are both yellow. this means that maxwell can ride the pterodactyl. typing
    in "pegasus", "pterosaur"and "pterodactylus" also work if you want to do the next challenge of three in a row. it works for me. (if you mispell a word and press the check, the game automaticly comes up with what you may want to type. just be creative!
  • ' Nov 2, 2010 @ 12:35 am | delete
    How about add a radio or a gun(it's true) in 2 - 9 for the boy
  • ^^ Oct 27, 2010 @ 7:02 pm | delete
    arigatoo gozaimasu~!
    super helpful, thanks :D
  • Load More

by

wolftyrs

I'm a homeschooler, an at-home mom, and a life-long gamer. I love seeking out new games, sites, and paths, and sharing them.

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