HINTS AND TIPS FOR:           THE ADVENTURES OF WILLY BEAMISH 
                                        BY DYNAMIX
TYPED AND PLAYED BY: Asanthus

				DAY ONE:
	
SCHOOL:

Look in the desk and pick up the white crayon, the red crayon and the wood.
Use the white crayon on the wood. You now have a hall pass.

Wait for the teacher to fall asleep.

Sneak out of class, and when the coach talks to you, reply with the:
"SCHOOLS OUT AND I'M HISTORY" answer.

You will be sent to the bathroom.
Spider is there, and he wants to beat you up, so give him the Gamebuddy and
he'll leave you alone.

Leave and exit the school.


BEAMISH HOUSE:

If the mail is in the slot, dont touch it or you'll get in trouble later.

If at any time, your dog is hungry or wants a walk, give him just that
or you will be in trouble.

If you push Brianna on the swing, don't select dialogue choice 1 (To push her
harder on the swing) or she will fly off and get hurt and you will get the
blame.

When you help your mom in the kitchen, you will cut your thumb. Go upstairs to
the bathroom an look in the cupboard. Make sure you put on iodine and a bandage
or something could happen to you later.

If you go up to the attic where your father has a train set, dont activate the
switch and you will not get into trouble.

Go to Tiffany's room and take her diary so that when your dad gives her the
key to your Nintari you can trade it back again, while she is in the bath.
Or you could put Horny in the bath and she gives you the key and you get to
keep the diary.

If you get in trouble because your dog is begging at the table, select the
"HERE, BOY. YOU'RE PART OF THE FAMILY, TOO." dialogue option.

If you need to raise some money, you could mow the lawn (when your dad, Gordon,
tells you to), which is worth 2 bucks.
If you wash the Grange Rover (on day 2) you get 5 dollars.

Brianna might fall off the bed. If she does, help her up and your trouble-meter
will go down.


				DAY TWO:

BEAMISH HOUSE:

Same as before, feed Duffy and take him for a walk when ever he wants one.

Get the flies from Willy's dresser.

Go to the tree fort.


TREE FORT:

If Perry's got a card you want, trade him the diary for it (if you've still
got it). It doesn't matter if you don't get it, because it is not essential
for completing the game.

Try and find a comic book somewhere here, and some flies.


SLICE OF LIFE PIZZA PARLOR:

You can only get in here on day two with Dana and Perry.

If spider wants to waste you in the restroom, give him the comic.
Or you can quickly take off the no-smoking sign and put it in the bin
before he comes in and then give him the comic.

If the man with a camera asks for your picture, buy one. You need it on
Day three.


SLOEFFER PARK:

Buy some Slam Dunk Cola (if you want) and give it to Horny. See how far
he jumps with and without it?

Compare how far he jumps when Gigi is there, and when she is not.


				DAY THREE:

OLDE TOWN:


OK T-SHIRT KIOSK:

If you want a t-shirt, you'll need the photo and five dollars.

Also check out the machine next to the Kiosk - you'll be going there later.


FERRY MAN:

You will either need a coin from the fountain (only take one, or you'll get
busted by the cop!) or you could trade in the baseball card for a ride.


WEST FRUMPTON:

You need to pick up an entry blank from the Tootsweet booth.


GOLDEN BOWL BAR:

When the gang attacks you, Ray will throw you the wrench.
Throw a smoke bomb at them and quickly open the hydrant with the wrench.
Now run as fast as you can to the Tootsweet Pavillion, and your
Oriental friends will help you out.


				DAY FOUR:

OLDE TOWNE:

You must have a t-shirt from here (it costs 5 dollars).

Get a lottery ticket from the machine.


TREE FORT:

Give the t-shirt with the photo on it to Dana and she will enter Gigi in
the frog-contest.

TOOTSWEET FROG JUMPING CONTEST:

Don't give Horny the Slam-Dunk Cola or he will be disqualified.

Give the flies to Turbo the frog so that he falls asleep, and he won't
be able to jump. You must put them on the left, near Horny, though,
or you will get in trouble for feeding the frog.

Wait until your jump-o-meter is as high as it can get before you jump,
or else you will make small hops and it will be very hard to win the contest.

Follow Horny into the building after you win.


TOOTSWEET BUILDING:

After you are caught by the guard, you must put the G.I. Jim dog tags and the
Nintari key togethor. Use them on the guard (togethor) to hypnotize him.
The correct phrase is "Hoopa, Coller, Agamemmon".


HUMPFORD MANSION:

The only way you can get over there is by using the jet-ski you won in
the contest.

These are the correct dialog responses when talking to the parrot:
     1) Sure. Hi. What's your name?
     2)	Who's Harry?
     1)	Go on. Tell me more, I'm all ears.
     2)	They can't do that, can they?

Only get the chalice and the tablecloth from the dining room.

Put the tablecloth infront of the armour, then you can knock it over.
Get the map and the helmet from the armour.


THE KITCHEN:

This has several steps. First, use the chalice. This will distract the chef.
Use the butter from the saucepan to make the floor slippery.
Push the cauldron closer to the chef. 
Now go back to the kitchen entrance and jump on the conveyer. 
Quickly shove the helmet on her head. 
Turn off the conveyer and release the frogs.
Leave the room quickly.

Now get yourself caught and watch how you are rescued.


LOCAL #409 PLUMBERS UNION

Throw the plumber at Louis.
Take the security pass on his desk.
Leave quickly (out the window).


GOLDEN BOWL BAR

To get in, you must take the radio/tape recorder from the jetski.
Put the phone (at the Plumber's Union) on top of the radio.
Dial 432-SIGN (7446) and record the astrological conversation.
Call the Golden Bowl and ask for Ray, then put the phone on top of the
radio/tape recorder and play back the recording ro him.

Once you are in, give Burt the lottery ticket and take a nude-calander
from the bar.


HUMPFORD SLUDGE WORKS

Give the calendar to the plumbers. They will let you pass, then show the
security pass to the guard and you're in.

To get past Frank and Frankie, turn on the control panel and enter the code
in the correct colour order. The order can be found on the back of your map.
When the little light turns green, wait for the guards to cross and then
push the lever to the left.

To get rid of these guards, follow the steps in order:
 	Type AIR on the control panel and wait for the guards to appear.
	When they come, hit ENTER and they will fall off the catwalk.
	Now type TRAM and press ENTER, but be quick 'cause more
	guards are coming your way.
	Now go quickly out of the room.


Stanley is the next guy to get rid of, so when he throws his hat at you,
put the target cross-hair on him and throw it back. This should knock
him out. Also, don't run back to the center of the tram-walk until he's
out cold. Wait until Stanley gets "plunged" then jump onto the other
piston while it is extended. Hop on the tram to get out of that room.


TRUB-TRAY TRAM TUNNELS:

From Grand Junction, go forward to Conjunction Junction, then go right.
When you reach Compunction Junction, go left and then straight through
Malfunction Junction. Keep going until you reach Petticoat Junction.
Take a left here.


HOT SLUDGE VAT:

Select the yo-yo from Willy's inventory and place it on him.
When Leona and Louis start laughing at you on the rim of the vat,
throw the yo-yo at them.
Flush the main colitis valve and you're outta there!

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