Tom Anв Jerry Walkthrought

Tom Anв Jerry

We’re back on the road with Jerry—the very one from Tom and Jerry, the same Cat and Mouse you remember from old NES cartridge days. This isn’t a sprint; it’s about precision and recall. The goal is simple: clear each room, collect the cheese, and reach Tuffy’s cage. You might see Tom & Jerry (and Tuffy) or even Cat and Mouse on the title—same game, cat on your tail and traps underfoot.

Kitchen: sink, stove, and the first fake-out

Start on the lower shelves: hop across the plates until you reach the stove. The burners flare in bursts—wait a couple beats and clear them in one jump. On the counter, grab the cheese wedges: they’re not just for score—without them, the exit won’t activate. At the counter’s edge, don’t drop yet: there’s a thin pipe level with the rim that leads to a stack of pots and your first bag of marbles—throwable ammo for dealing with pests and the cat later.

Next up—the sink. The water is unforgiving. Catch the moment when faucet drips slow down and use the bar of soap as a makeshift raft: it drifts left to right. Midway, a water jet fires—jump as the soap passes under it or you’ll be washed off. After the sink, take a short detour over the dish rack: plates sway, so jump edge to edge—don’t try to micro-adjust midair.

At the end of the kitchen, look for the breadbox. Behind it is a nook with more cheese and a tiny lift (a frying-pan platform that rises when you stand on it). Ride up and run along the cabinet to Tuffy’s cage. If it won’t open, you missed cheese—head back; the usual culprit is a single wedge on the crossbar above the stove. Remember: mousetraps here can be neutralized either with a clean ledge hop or by tossing a marble into the spring—the jaws clamp shut for a few seconds.

Living Room: rug, chandelier, and backstage

You spawn right on the rug. Don’t let the wall vacuum pull you in: it cycles—count “one-two-three” and dash past when the hum dips. Up the couch, then the curtain rod. Behind the right curtain is a “backstage” vent crawl with two extra lives and a couple cheese wedges—a great detour if you’re going for a clean Tom & Jerry NES run with no deaths.

The chandelier swings like a pendulum. Stand on the edge of the bookshelf, wait for it to swing toward you, then jump on the backswing—momentum will carry you to the next shelf. Below is spare ammo—optional, but handy against those bouncing fleas. Near the fireplace, heat jets from the flue: two short bursts, then a long pause. Cross on the long one. On the mantle, behind the painting, there’s a hidden alcove with a bag of marbles and cheese—that’s the “secret room” from playground NES rumors.

The room ends at a tall cabinet. Climb the stack of magazines, but don’t linger—the piles slide out from under you. Up top is the cage. If it stays shut, you likely missed cheese above the TV: a thin rail leads there and is easy to overlook.

Basement: darkness, water, and crates

First order of business—lights. There’s a lever in the bottom-left; pull it and the dark zones become workable. Then it’s across the crates. Boxes marked with arrows ride on rails. Face their direction and time your jumps for speed changes. Lower down are puddles—the soap won’t save you here. Hop across the hanging keys and hooks. Mid-level there’s a barrel—think of it as a soft checkpoint: if you fall, you’re tossed back here, not to the start.

Find the metal ladder on the right. Two mousetraps are set back-to-back before it: bait them with marble throws so they snap in sequence, then slip through as the springs reset. At the pipe wall, a rat scurries by every few seconds—throw from the top rung for a guaranteed hit. Tuffy’s cage is tucked behind a partition of crates: push the bottom one left, then drop the middle one down to open a path. Classic “push the boxes” puzzle—no timer, but those dripping pipes above keep you honest.

Garden: hose, bees, and height

Outside, the wind tugs at swaying clotheslines. Jump across the clothespins and keep pace, or a gust will shove you into the rose thorns. The watering hose sprays in sectors: two short bursts, one long, then a pause. Moles pop up in the patch, but they’re harmless if you stick to the top of the fence. Be sure to check the apple tree: a middle fork branches to a “bird” cache—cheese and a couple of marbles.

Wasp nest—don’t play hero. If you wake it, drop down and hide under the bench: the wasp bumps the edge and you hop past. At the far end, beyond the shed, there’s a low roof; from it, jump to the house window, then ride the sill to the next cage. A common mistake is searching near Spike’s doghouse below, but that route is inactive. The right way is up high, through the windows.

Attic and the final showdown

This place is the crumbliest. Boards don’t drop instantly—they creak. Hear the crack? Take one quick step forward or back, then jump. Nails jut out from beams; you can stand on the tip—catch the edge, not the center. Bats fly in arcs; it’s easiest to cross when they rise.

Before the finale—there’s a room with paint cans and ropes. Remember: a marble nudge can knock a can so it catches on a rope. You’ll thank yourself in a minute. At the junction, he shows up—our cat. Boss Tom runs on three beats: dash, paw swipe, leap with a slam. Hold the second beam from the top, throw diagonally down, and don’t camp—after each hit he inches closer. When he lines up under a can, drop it—the damage beats marbles. Out of cans? Wait for him to “lock” in the wind-up and work from a safe lane. If you searched “how to beat Tom,” here’s the gist: take the high ground, time your throws, and use the environment.

Handy notes along the way

Cheese isn’t just for score: a full set in a room unlocks the cage. Missing one? Go back and scan the beams above the obvious paths. Extra lives are usually tucked behind paintings and curtains (living room) and on branch offshoots (garden). Marble bags refresh after you lose a life, but they don’t respawn otherwise—budget them. The level password pops after the scrap with the cat when you enter a new zone—write it down to continue without pain. And yes, in this Tom & Jerry & Tuffy on NES, a steady rhythm pays off: count trap cycles, mark safe pockets with your eyes, and move without rushing.

If you want the mechanics broken down later, swing by /gameplay/—for now, just guide Jerry from room to room. It’s that classic Cat and Mouse where nostalgia sticks not to words, but to crisp timings and tiny wins after every wedge of cheese.

Tom Anв Jerry Walkthrought Video


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