823 lines
50 KiB
Plaintext
823 lines
50 KiB
Plaintext
THE ADVENTURES OF WILLY BEAMISH
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INTRODUCTION
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The first thing the player should know about WILLY BEAMISH is that
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although it appears to be a child's game, it is more for the adult who wants
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to regress. While a youngster may enjoy the graphics and humorous situations,
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some of the puzzles may be beyond his ability to solve. However, it still
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could make for an enjoyable shared experience, allowing the kid to play as
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much as possible while the adult helps him over the rough spots.
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The game begins in Carbuncle Elementary school on the last day of the
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school year, and during the non interactive opening Willy is seen dozing off
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in the assembly hall while Principal Frick makes his farewell address. Horny,
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Willy's pet frog, jumps out of his backpack and steals Frick's toupee, causing
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Willy to be sent to Ms. Glass's last day of after school detention.
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There are two goals in the game, one which is evident from the start, and
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the other one becomes apparent as the game progresses. Willy wants to compete
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in the National Nintari Championship, and needs $2,500 to enter. It becomes
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clear very soon that his father won't be able to scrape up the cash, so
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Willy's only chance is to enter Horny in the Tootsweet Frog Jump Contest and
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win 1st or 2nd prize.
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Meanwhile, the player is privy to the plot developing behind the scenes
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thanks to a series of "intermissions." Leona Frumpton, owner of the Tootsweet
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company, and Louis Stoole, president of Plumber's Union Local 409, have joined
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together to take over Frumpton. For reasons unknown at first, Louis has gotten
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his plumbers to go on strike, causing toilets to back up all over the city,
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and Leona hires a spokesman for Tootsweet to "take the heat."
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The game can be lost in several ways: Willy can get into too much trouble
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(as indicated by the Troublemeter) and be sent to Cadet School for the summer
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or he can lose the Frog Jump contest and be unable to compete in the Nintari
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Championships. A wrong move can get him sent to the hospital, or he can fail
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to stop the big plot and Frumpton will be sludged.
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There are multiple paths to victory, and I'll try to detail the ones I
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found. It isn't necessary to solve every puzzle, and Willy can even get in
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a reasonable amount of trouble without losing the game. At several points the
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player must make a moral decision which may affect how a puzzle is solved, and
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it may also endanger Willy's trouble rating. How Willy acts is in the hands
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of the player, and I may not have discovered all the options available nor all
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the consequences that result.
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One thing the player might want to do in order to get his money's worth
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is to always use the Look feature (magnifying glass) to survey each screen in
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the game. There are many funny descriptions to be read whenever the icon is
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positioned over an object and is transparent.
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CARBUNCLE ELEMENTARY SCHOOL (PRELUDE)
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Willy is sitting in Ms. Glass's afternoon detention class, a result of the
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mischief caused in assembly earlier. He discovers that his report card is on
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its way to his house, and the "C" he received in Music Appreciation won't make
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his father very likely to give him the $2,500 to enter the Nintari contest.
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So, should he try to go home early and intercept the mail or just face the
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consequences when Dad sees his grade?
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His first chance to escape detention comes when Horny makes an unexpected
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outburst and Ms. Glass asks him for an explanation. "Oh, that was just my
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frog, Horny" will be taken as an insult, and Willy is then sent to see Mr.
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Frick. The player still has the principal's toupee that Horny took during
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assembly, and the only safe way out of this situation is not to get smart and
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to return the hairpiece. Willy could try to hold the toupee as a bargaining
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chip to improve his grade in Music Appreciation, but that won't work. After
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this, Willy returns to detention and can choose to stay or try and sneak out.
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"Musta been something I ate" will earn Willy a trip to see the new school
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nurse, who is rather well-endowed. From here, he can persist in feigning his
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illness which will result in being sent to the hospital, or stop the charade
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and return to class. Choose number three, "Nothing, Ms. Glass" and Willy just
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continues to sit in detention.
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Now, the "old prune" asks Willy and his classmates, Chubby and Carmine,
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to write a composition on how they plan to spend their summer vacation. A good
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student would stay put and do the assignment, but a chance to escape early
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presents itself shortly afterwards as the teacher dozes off at her desk.
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Carmine and Chubby begin a spitball fight, and Willy may choose to sneak out
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of the classroom. The hall is guarded by Coach Beltz, so if the player wants
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to get by he will need a hall pass - or a reasonable facsimile.
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If the player behaves and sits through detention, Ms. Glass awakens and
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the students read their compositions before being sent home. Willy's piece is,
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of course, about his ambition to practice for and compete in the all-important
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video game challenge. Of course, playing it safe this way means the boy will
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have no chance to intercept the incriminating report card from the mail box.
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To forge the pass to freedom, click open Willy's desk, then use the white
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crayon on the wooden block. Put the pass in Willy's backpack, wait for the
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teacher to doze off, then sneak out into the hall. Either click on the door
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to the restroom or the front door of the school, and the alert coach will stop
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the player and ask where he's headed. Any of the three choices will get him
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sent to the restroom, either by his own choosing or by Beltz's order to wash
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his hands after doing some mandatory pushups. If he had tried to write the
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pass using the other crayon in his desk, Beltz would have detected the blatant
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forgery and sent Willy to Frick's office.
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In the bathroom, Willy has his first encounter with Spider, the bully.
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This is the price he pays for sneaking out early, and some quick thinking is
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required in order to avoid making a permanent impression in the wall. There
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is no "wrong" answer here, although if Willy answers "None of your business"
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or doesn't give the bully his hand-held Game Buddy he'll have to make a detour
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to the nurse's office and then return to class. He can then try to sneak out
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again, which will either result in success or a trip to Frick's office.
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Eventually, Willy either gets out of class before detention ends, or he
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stays until it is too late to get his report card. After a short graphic
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scene, Willy glides home on his skateboard and arrives at his front porch.
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School's out, now let the fun begin!
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WILLIE'S HOME - FRIDAY AFTERNOON (DAY ONE)
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If Willy got out of detention early, he has a moral choice to make. He
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can take the report card that he sees in the mail slot, and he then has the
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choice of whether to hide it from his father or to show it to him at supper.
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The first choice will really tick Dad off, probably sending Willie to cadet
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school, the second will elevate the Troublemeter a few notches. It's best for
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him just to leave it alone, even if he went to the trouble of getting home
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early to have the option. Seeing it and not taking may actually have the
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effect of keeping the trouble level down, resisting temptation and all.
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Since he is home, he really should check in with Mom (referred to by the
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game informally as Sheila). Failure to do so will elevate the Troublemeter,
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and the player will also miss out on some other fun stuff. As Willy approaches
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the front door for whatever reason, the ghost of his Grandpa appears and warns
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him that something weird is going on in Frumpton. Ghost Beamish also appears
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from time to time throughout the game, serving as Willy's conscience.
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Inside, Willy greets his faithful canine companion, Duffy. He really
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should take every opportunity to be kind to his pet, otherwise Duffy will make
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trouble for him. If Willy neglects him enough times, he runs away, is caught
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by the dogcatcher and the game is over. Other things the dog might do if not
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given enough attention is digging in the back yard or chewing up something,
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both of which won't be good for Willy. The player should start off right by
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taking the dog for a walk, pacifying the pooch.
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Willy can listen to the messages on the answering machine in the foyer,
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two of which deal with him. I'm not certain if this erases them so that Dad
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doesn't hear them, but they are humorous and the player may want to play them
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back. Entering the kitchen, he is greeted by Sheila, and if he leaves right
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away he won't have to deal with his kid sister Brianna nor will he be asked to
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help cut veggies for supper. Duffy is here, and if the player clicks on him
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he can eavesdrop on the dog's thoughts and gauge how he feels about his
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master.
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If Willy stays in the kitchen and either waits a few minutes or clicks on
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Mom or Brianna to talk, he'll have another choice to make. He can make his
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mother happy and keep his sister's noise level down by agreeing to push her on
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the swings, or refuse and help slice carrots for the evening meal. Pushing
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Brianna on the swings presents Willy with another temptation, as she keeps
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asking him to push her higher. Save the game here and keep pushing the little
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brat in order to watch a humorous scene, which may satisfy Willy's mischievous
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nature, but will also end the game.
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After either refusing to play with Brianna or after pushing her on the
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swings, Willy has to wield a ginsu knife to julienne the vegetables. Despite
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his mother's warning, the knife slips and cuts Willy's thumb. This could be
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a major catastrophe for the aspiring video champ, so he should treat it right
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away. The bathroom is through the door in the top center of the upstairs
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screen, and the player can easily find the medicine cabinet using the TAB key.
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Click on the "Germ Away" then the band-aid, and disaster will be averted with
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a minimum amount of pain.
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While upstairs, there are a few things Willy can do, but he should be sure
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to return to the dining room by 6:00 (click on Willy to get the inventory and
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time screen) so he won't be late for dinner. If he goes to the attic he can
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play with Dad's model railroad set, and Ghost Beamish will warn him to be very
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careful with the expensive set. It is possible to wreck it, thus elevating the
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Troublemeter again.
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Willy might also go into big sister Tiffany's room and add 30 pounds to
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her scale, and watch the results sometime later in the game. Her diary can be
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used as a solution to two of the puzzles in the game, but when Willy picks it
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up Ghost Beamish will appear to appeal to his conscience. The puzzles can be
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solved other ways, but using the diary can be funnier.
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Everyone gets together for supper in the dining room, and after Sheila
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breaks up the kids' bickering, she reminds them to keep mum about Gordon's
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surprise party to celebrate his 40th birthday and anticipated promotion to
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vice-president. Surely this is the way Willy will get the money to go to the
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championships, and Tiffany will get a new car, and the whole family will be
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happy! Unfortunately, Dad tells them that he was fired, and that the budget
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will be real tight for a while.
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A short while later, Dad asks where the mail is, and now Willy is going
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to feel the heat. How much heat depends on how he handled the report card.
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If he took the card, Grandpa will appear and urge him to show it to Gordon,
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and if he doesn't do so Brianna will squeal on him resulting in Cadet school.
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No matter what else happens, the one certainty is that Dad will take the key
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to his Nintari and tell Tiffany to keep it for a week, and she is only too
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glad to oblige. If Willy doesn't recover it, he won't get the practice he
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needs to win the championship - assuming he gets the money to make it there.
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The evening news with Stan Lather comes on next, and the family learns
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that the Frumpton Plumber's Union, led by Louis Stoole, has gone on strike.
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During the next few days of the game, signs of this work stoppage will become
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apparent in the tap water, park fountain, and river. After hearing this, Dad
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is even more depressed, and Sheila tries to cheer him up by serving dessert.
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Tonight's special is chocolate mousse, sweetened with that modern miracle
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Tootsweet - made from recycled sludge and containing only two calories per
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serving.
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Duffy can't resist this treat, and Willy must decide whether to slip some
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to his dog and risk Mom's wrath, or to turn a deaf ear to Duffy. He'll get
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into trouble either way, if he gives the dog a treat he'll do better than if
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Duffy jumps up and serves himself. Either way, Sheila orders him to get the
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mutt out of the room, and as soon as Willy exits the screen the player gets
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the first behind-the-scene look at Leona Humpford and Louis Stoole.
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Together in a hot tub, they laugh about the Plumber's strike, and Leona
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tells of her plan to hire a fall guy to take the heat. At this point, that's
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all the player finds out, and the story returns to Willy after supper.
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Willy has a chance to earn a couple bucks here, and he may need it to help
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him win the frog jump contest. Dad is in the living room, if Willy talks to
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him he will be asked to cut the grass, and he should agree, for which he will
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receive $2.00. After this chore, Willy's next goal is to recover his Nintari
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key from Tiffany. At about this time, Sheila should call for him, asking him
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to take a bottle of conditioner to sister Tiffany in the bathroom.
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Returning upstairs, Willy may have a chance to actually lower his trouble
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rating. Entering Brianna's bedroom, he may see his little sister fallen on the
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floor "Willie, I've fallen and I can't get up!" Assist her into bed and the
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player actually gets to watch the Troublemeter go down.
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Inside the bathroom, Willy sees Tiffany in the bathtub. The Nintari key
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is sitting by the sink, but if Willy reaches for it his sister will eject him
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from the bathroom forcibly. If he either throws the conditioner to her or
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starts to talk to her, he will enter a dialogue where he can ask for the key,
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but he'll find that it's not that easy. Now he has two options to get the key
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back, he can terrorize her by using Horny on her or he can offer her the diary
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if he took it from her bedroom. Either option should allow Willy to recover
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his key, mission accomplished!
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Willy should still have some time before his 8:00 pm bedtime to hone up
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on his Nintari skills. In his bedroom, he can use the key on the game, and the
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"Monster Squad" non-interactive sequence follows. If he cut his thumb earlier
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and treated it properly he should do well, otherwise it will begin to throb
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and remind him to tend to it. Have him take the jar of flies from the shelf in
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his room, it will be very helpful during the contest on Monday.
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Willy's had a busy day, and if he's still going it means he hasn't gotten
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into too much trouble. He should have $2.00 from mowing the lawn, his Nintari
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key and perhaps Tiffany's diary if he didn't use it to recover the key. Time
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to turn in and prepare for another fun day tomorrow.
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WILLIE'S HOME, TREE FORT, PIZZA PARLOR - DAY TWO (SATURDAY)
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The first day of summer vacation, and Willy has to start setting things
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up for Monday's Frog Jump contest. If he hasn't recovered the Nintari key by
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now, I'm not certain it's possible. If he didn't mow the lawn on Friday
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afternoon, he can do it this morning. First, he goes down to join the family
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at breakfast.
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As soon as he sits down, Brianna "requests" some Honey-Roasted Kookie
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Klowns for her breakfast, and Willy can serve her or take the consequences.
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Duffy is next, asking his master for a morning meal. Finally, Willy returns
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to the table where Dad is busy looking through the paper for a job. He finds
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an unbelievable opportunity for employment with the Tootsweet company, and he
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calls Leona right away. This is just the fall guy Ms. Humpford is looking for,
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and he gets an interview for the next day - what luck!
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The Saturday morning cartoons are on the dining room television, and a
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commercial on the Magnabox television should come on next, advertising the
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competition to be held Monday afternoon. Willy also gets a look at Horny's
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competition, the Amazing Turbofrog! It doesn't look like his Horny is any
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match for that monster, as Brianna is quick to point out. There are a few ways
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Willy can better his frog's chances, but as long as he is able to place second
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the game is won.
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Dad's attention is drawn to the tube next by a commercial for Tootsweet,
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as he is going to apply for their public relations position on Sunday. Now
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Willy asks for his allowance, and Gordon will give him $5.00 to wash the
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Grange Rover. This cash combined with the $2.00 from mowing the lawn will make
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winning the Frog Jump contest easier, but isn't necessary to finish the game.
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After Willy washes the car (or not), he should go and meet the gang who are
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lounging in the neighborhood tree fort. His friends, Perry and Dana are here,
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and so is Dana's girl frog Gigi. Gigi can help Horny win the contest if Willy
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can convince Dana to enter her, but this requires some finesse on the boy's
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part. As Willy enters, Dana returns a "Biffo-Man" comic book she borrowed from
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him. If he wants to survive the trip to the Pizza Parlor he should take it
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before the gang goes there.
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Willy should talk to Perry first, and if he still has Tiffany's diary
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Perry will suddenly discover a rare Mickey Morris baseball card in his pack of
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gum. Willy wants this card, and he may trade the diary for it, but this will
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not go well with Dana.
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Horny suddenly takes notice of Gigi, and the gang is astonished by how the
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lusty boy frog jumps after Dana's pet. The conversation turns to the contest,
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and although Dana states that her frog is simply for show, if Willy isn't too
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chauvinistic she will say she'll consider entering Gigi. Now she suggests they
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use her coupon to have some pizza at the Slice 'o Life pizza place, and
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exiting the tree fort takes the player directly there.
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Things go smoothly once at the parlor for a few minutes for Willy and the
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gang as they dig into their free pizza. A photographer stops by and offers to
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take a picture of the threesome for a dollar, and if Willy did his chores he
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should have enough to pop for it. A little later, the food has an undesired
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side effect on Willy, and his friends have a laugh as he tries to avoid the
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blame for the following incident.
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Not as amused is the Spiderman, who immediately calls Willy out. Now
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Willy feels another attack coming, and he'd better get to the bathroom quickly
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by telling the bully, "Lemme go... I'm warning ya." In the bathroom a painter
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is working, and informs Willy that he poured turpentine into the toilet in the
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far stall. He put up a "No Smoking" sign, and Willy should immediately take
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it and put it in the trash.
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In comes Spider, and this time if Willy doesn't give the proper item to
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the extortionist he will suffer some major damage, ending the game. Hopefully,
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he picked up the "Biffo-Man" comic from the tree fort, and it just happens to
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be Spider's favorite - I suppose he likes the pictures. After Willy gives this
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to the punk, the rest of this scene is non-interactive, just watch the action
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as Willy suggests Spider peruse the pulp in the turpentine-loaded toilet.
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Back in the tree fort, the conversation turns to practicing frog-jumping.
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Leaving this scene takes the gang to the park, where Willy can gauge Horny's
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ability against Turbofrog's 25-foot record. Putting the amphibian down on the
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mark then giving him a push, Willy notices to his dismay that at best Horny
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can only do 15-20 feet, even with Gigi there to inspire him.
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Two things can be discovered here, one that will boost Horny to great new
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heights, and the other reveals a way to cripple the competition. The vendor
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here sells the famed "Slam-Dunk" cola for a buck, and Willy should have enough
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to buy a bottle, and get a timely message about recycling as well. Giving
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Horny a dose of this will cause him to jump well over the mark, but in keeping
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with the theme of a "kid's game" the player will find out much later that to
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use this method during the contest will lead to disaster. However, it is a
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funny scene to watch, and it doesn't hurt to do it now.
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The other thing Willy can discover that he will be able to do during the
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contest is that frogs take leisurely naps after a good meal. Willy can give
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Horny some of the flies from the jar in his room, and the frog will promptly
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fall asleep. Ah, if he slips this to Turbofrog during the Frog Jump it may put
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him out of commission!
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It's about time for Willy to say so long to his friends and head home.
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When he watched the contest commercial this morning, he discovered that he
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must go to the west side of town tomorrow to get an entry blank for the
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contest. First, he must survive the evening with (insert appropriate organ
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music) The Babysitter from HELL!
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Before going home, Willy should return to Olde Towne. If he bought the
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photo of he and his chums, and if he has $5.00 from washing the Grange Rover,
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he can have a T-shirt made at the stand near the fountain. Click on the photo
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and give it to the vendor, who will transfer it to the shirt. Willy should
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check out the lottery machine next to the vendor's stand, and pick up the
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ticket he finds when he looks in the slot. This item is crucial, but won't be
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used until much later in the game.
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As he heads home, Willy sees Tiffany's first driving lesson with boyfriend
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Cliff. It will probably be her last one, at least in that car, as she has a
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little trouble with the proper use of the clutch. Oh, well, it's nice to see
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that Willy isn't the only one of the Beamish children to get in hot water!
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ALICIA, THE BABYSITTER FROM HELL - DAY TWO (SATURDAY EVENING)
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Dealing with Spider at the Slice 'o Life Pizzeria was (excuse the term)
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child's play compared to Willy's next challenge. Shortly after arriving home,
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his parents should introduce him to Alicia, who is going to watch the children
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while they attend a barbecue. Sure, she's ugly, thinks Willy, but he probably
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hasn't met a sitter he couldn't handle.
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Shortly afterwards, Alicia calls the children to the dinner table, where
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the meal is that old quick and easy to make, nutritious dish - macaroni and
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cheese. Despite the Kraft commercials with the little girl spokesperson, I
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don't believe it's any more popular with the kids than before. Willy and his
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sister are no exception, and promptly express their displeasure with the menu.
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Alicia, an imaginative type, encourages the children to look again at their
|
|
meal, and this time it's moving - WORMS!
|
|
|
|
Willy and Brianna simultaneously expectorate the cuisine on poor Alicia,
|
|
and in a startling transformation she turns into a large, frightening bat! I
|
|
don't know how much she charges for her services, but I might know some folks
|
|
who would like to hire this child-snatching sitter... Willy, brave soul that
|
|
he is, tells Brianna to hide, then dashes out of the room himself.
|
|
|
|
Wherever he goes, Alicia flies right behind him, and if he stays still too
|
|
long he'll be carried away. First, to slow the demon down, Willy should run
|
|
to the bathroom and get the can of Aqua-Jet hairspray from the cabinet. If the
|
|
player takes time to look at the label, he'll see this is industrial-strength
|
|
stuff! Now change the cursor to cross-hairs, then aim the spray near the
|
|
ceiling. After Alicia flies into the cloud, she'll be slowed down, but Willy
|
|
still must find a way to capture her.
|
|
|
|
Next stop is Brianna's bedroom, where Willy will find a mouse in the chair
|
|
cushion. After grabbing that, he should dash downstairs to the living room,
|
|
click on the vacuum cleaner and dive behind the couch. If he looks at the
|
|
device that he was to use to vacuum Duffy's shedding hairs, he'll note that
|
|
it can suck up a three-pound object from up to eight feet away! If he can only
|
|
get the old bat to sit still long enough....
|
|
|
|
Willy should now throw the poor rodent from Brianna's room onto the living
|
|
room endtable. Alicia should descend upon it to consume for an appetizer, and
|
|
Willy should switch to the cross-hair indicator to target her. Click the
|
|
button, and that sitter's history. Exhausted, the next scene shows the hero
|
|
safe in bed with Gordon and Sheila telling him it was just a nightmare...
|
|
|
|
WEST FRUMPTON, THE CRIPES GANG - DAY THREE (SUNDAY)
|
|
|
|
Sunday, day of rest, day for the family to relax... not this Sunday! For
|
|
Gordon, its the start of a whole new career, for Willy its another challenge
|
|
on the way to the Tootsweet Frog Jump contest. He must get to the Tootsweet
|
|
Plant in West Frumpton by 5:00 to get an entry blank for the contest. There
|
|
are two problems he must overcome - first, to get passage on the ferry that
|
|
crosses the Dumpling River, and second, the gang of thugs that comes out as
|
|
night approaches. But, he shouldn't be over there long enough for them to
|
|
show, should he?
|
|
|
|
If Willy traded Tiffany's diary to Perry for the Mickey Morris baseball
|
|
card, he has the means to board the ferry. If his morals prevented him from
|
|
giving his sister's secrets away, he can still find tokens for the ferry. If
|
|
he had the T-shirt made from the photo, he has the means to really make an
|
|
impression on Dana, so she will enter Gigi in the contest and assure that
|
|
Horny makes lustful leaps.
|
|
|
|
The water is looking kinda strange today as Willy brushes his teeth, thanks
|
|
to the plumbers all being on strike. Downstairs, there is no sit-down family
|
|
breakfast this morning, as Gordon left early for his interview at Tootsweet.
|
|
Sheila and Tiffany are in the dining room "discussing" yesterday's driving
|
|
lesson, and after this exchange Willy leaves the room. The player witnesses
|
|
another behind-the-scenes sequence, this time it's Gordon's interview with
|
|
Leona Humpford. Has he got what it takes for the job? Well, that's not really
|
|
important, he does qualify as the perfect fall guy.
|
|
|
|
Willy now goes to Olde Towne, and if he heads towards the fountain he sees
|
|
that Tiffany has had a make-over, standing next to Cliff. Well, it's probably
|
|
just a statement she's making to protest her mother's unfair treatment, or
|
|
something like that. In the fountain are two ferry tokens, but the policeman
|
|
nearby will only tolerate him taking one. It doesn't matter, because the ferry
|
|
trip will be one-way at any rate, stranding Willy in West Frumpton.
|
|
|
|
As Willy tries to board the ferry, Gus stops him and asks for a token.
|
|
If Willy got the baseball card from Perry, he can give this to Gus in lieu of
|
|
a token, otherwise he can pay the fare with the token he found in the
|
|
fountain. As the ferry crosses the Dumpling River, a non interactive sequence
|
|
follows where Willy assists a group of Japanese tourists by taking their
|
|
photograph. The woman keeps misinterpreting his comments, and at this point it
|
|
will do no harm. In gratitude for his services, the grandfather gives Willy a
|
|
genuine ninja shuriken and a smoke bomb. I never found a use for the ninja
|
|
star, but the smoke bomb will help deal with the Cripes gang shortly.
|
|
|
|
In West Frumpton, Willy may go to four locations. The Sludeworks can't
|
|
be entered yet, as picketing plumbers block that path. Plumber's Union 409 is
|
|
where Willy may listen to Louis Stoole address the assembled strikers, but he
|
|
can't do anything else here today. The Golden Bowl Tavern will be his last
|
|
stop over here today, but first he must go to the Tootsweet Plant in order to
|
|
get the contest entry blank.
|
|
|
|
After getting an entry form, Willy may return to the ferry to find that
|
|
Gus is stranded on a sludge bar, and the player is stuck in West Frumpton.
|
|
This is very bad, as this neighborhood gets dangerous as night approaches.
|
|
Maybe Willy can get into the tavern and call his parents? No, it won't be that
|
|
easy (of course).
|
|
|
|
When Willy tries to enter the Golden Bowl tavern, he'll be stopped by Ray,
|
|
a formidable looking bouncer. Using the Look icon on Ray will give the player
|
|
a clue on how to get him out of the way, but it won't work today. Instead,
|
|
Willy should try to enter the bar two or three more times, and after Ray turns
|
|
him away for the third time the Cripes gang should arrive on the scene.
|
|
|
|
If Willy doesn't do something fast, the thugs will inflict some serious
|
|
damage. Despite his appearance, Ray will be no help whatsoever, as the powers
|
|
that guide his life have deemed that a gang fight is not in his future today.
|
|
Since the bouncer chooses to hide behind his astrological convictions, Willy
|
|
is left to handle the Cripes armed with the monkey wrench which is the only
|
|
help Ray offers him.
|
|
|
|
Thanks to the Japanese tourists he befriended on the ferry, Willy has the
|
|
means to delay the inevitable attack. He should click on the smoke bomb, then
|
|
change the cursor to cross-hairs and throw the bomb at the thugs. Immediately
|
|
afterwards he must use the wrench on the fire hydrant next to him, and then
|
|
exit this scene while the gang is held at bay.
|
|
|
|
Now Willy has to run back to the Tootsweet Plant, where he finds the
|
|
Oriental tourists posing for a photograph. The street gang is close behind,
|
|
and Willy should try and get the family to help. Despite the language barrier,
|
|
he should choose the first response "They're gonna clobber me!" This is
|
|
misinterpreted by the woman as a robbery attempt, and the grandfather orders
|
|
the family to take action. Yes, this is no simple mild-mannered group of
|
|
Japanese vacationers, they are actually Ninja tourists!
|
|
|
|
During the following non interactive sequence, the transformed family
|
|
proceeds to, well, kick tail! After posing for a photograph over the bodies
|
|
of the vanquished Cripe gang, Willy and his foreign friends have dinner, then
|
|
he is escorted home in the family's limo. He should have just enough time to
|
|
get into bed for a much-needed rest. Tomorrow will be the final day of the
|
|
story, and the player should have everything necessary to win the game.
|
|
|
|
TOOTSWEET FROG JUMP CONTEST - DAY FOUR (MONDAY MORNING)
|
|
|
|
Willy awakens on the big day, and after the frog jump contest things are
|
|
going to move really fast. After looking at the water in the bathroom sink,
|
|
Willy wisely decides to skip his oral hygiene this morning. As he sees the
|
|
family assembled in the dining room, it appears they have foregone their
|
|
morning showers and such as well. Although in Tiffany's case, it's pretty hard
|
|
to tell the difference. Sheila tries to call Gordon's attention to the water
|
|
situation, but he's preoccupied with getting himself ready for his first day
|
|
at his new job.
|
|
|
|
Dad does pay attention when Willy points out Tiffany's "new look," but Mom
|
|
passes it off as just a temporary phase. Well, with the family in such chaos,
|
|
Willy is free to slip out unnoticed. As he exits the dining room, the player
|
|
sees another scene of Leona Humpford, surveying the city of Frumpton which is
|
|
rapidly being overcome by sludge. Without sludge being channeled to the city
|
|
Sludgeworks, how will Leona's Tootsweet Plant continue to produce? Doesn't
|
|
this worry her in the least? Why did she sabotage her own livelihood? Tune
|
|
in later for more...
|
|
|
|
Willy's gotta make tracks to West Frumpton in time for the contest, but
|
|
as he steps out onto the front stoop he walks right into the middle of
|
|
Gordon's first news conference with Stan Lather. The reporter is pressing
|
|
Willy's dad for an explanation of the sludge crisis, and Gordon is totally at
|
|
a loss for words. The scene switches again to Leona in her mansion, watching
|
|
Gordon on her wide-screen television take the heat, just as she planned.
|
|
|
|
Before taking the ferry across to West Frumpton, Willy should stop at the
|
|
tree fort if he has the custom T-shirt he had made with the gang's photograph.
|
|
Giving this to Dana should ensure that she enters Gigi in the contest, and
|
|
this will make Horny much more likely to win.
|
|
|
|
Today, the ferry rides are free, and as Willy rides across Stan Lather
|
|
pops up once again. This time he's here to interview Hans and his Amazing
|
|
Turbofrog, and Hans is quite confident that his frog is unbeatable. When the
|
|
ferry reaches the other side, Willy may go straight to the competition at the
|
|
Tootsweet Plant, or go to the Plumber's Union to pick up an important item
|
|
that will be needed near the end of the game. I went to the Union first, as
|
|
after the Frog Jump Contest time becomes a crucial factor.
|
|
|
|
Willy should go to the window on the left side of the main door and sneak
|
|
in through the window. The moment he approaches the desk, Louis Stoole bursts
|
|
in to nab the kid. Willy should grab the security pass lying on the desk,
|
|
then throw the plunger standing next to him at Louis. With the union president
|
|
temporarily disabled, Willy dashes out the door and may now go to the contest.
|
|
|
|
There seemed to be a small logical bug in this scene where Willy must give
|
|
his entry blank to the judge. If he does it immediately, the contest never
|
|
seems to start. Willy should wait until the judge warns him that he only has
|
|
five minutes, then give the entry blank to him.
|
|
|
|
While he waits for the judge, he can set things up to tilt the scales in
|
|
his favor. If he's played his cards right with Dana, she should be there with
|
|
Gigi, otherwise Willy will have a slightly more difficult time in the contest.
|
|
If he has the flies in the jar, he can really fix Turbofrog by giving them to
|
|
him. The wonder frog will get drowsy and take a nap, then Willy should wait
|
|
for the judge to ask for his entry form.
|
|
|
|
After Willy turns in his entry blank, a long sequence should begin which
|
|
leads up to the contest. The player just watches as Leona makes her speech and
|
|
Coach Beltz fires the starter pistol, then he should save the game just before
|
|
the contest action sequence.
|
|
|
|
If Gigi is in the contest and Turbofrog is temporarily out of commission
|
|
it's pretty easy for Horny to win first place. The player should watch the
|
|
Jump-o-meter, the red bar on the left side of the screen, and click on the
|
|
jump icon at the right when the indicator is near the top. As long as Horny
|
|
wins at least second place, the game will continue.
|
|
|
|
If Willy has the bottle of "Slam-Dunk" cola from the park vendor, he could
|
|
have given Horny a dose just before the contest. His frog would have easily
|
|
out-jumped the competition, but would quickly have been disqualified after a
|
|
test showed the cola in his system. This, I suppose, was meant to be a moral
|
|
statement to the kids about drugs and sports.
|
|
|
|
Leona intends to have a frog leg dinner, and immediately after the contest
|
|
her security forces begin rounding up the contestants. Willy's frog escapes
|
|
and hops into the Tootsweet building, and Willy should follow him. Hopping
|
|
past security, Horny enters the elevator with Willy close behind. As he passes
|
|
by Leona's office, he hears his father talking to his new boss in her office.
|
|
He stops to listen, and discovers that Gordon is expressing his doubts about
|
|
the Tootsweet cover-up and the sludge problem.
|
|
|
|
Willy probably is feeling pretty proud of his dad's moral stand, but an
|
|
alert security guard suddenly nabs him. Barney Fifth, the overzealous guard
|
|
who aspires to become a *real* cop, drags Willy off to his office. As he
|
|
questions the boy, he receives a call from Leona who is ordering that the
|
|
frogs all be rounded up and brought to Humpford mansion. Willy spots Horny on
|
|
the security monitor just as the champ is captured, and he tries to get Barney
|
|
to let him go. No chance of that happening, however, as the guard prepares to
|
|
call the Frumpton police.
|
|
|
|
The player should have the Nintari key from his sister, and this is the
|
|
real purpose for it. Willy should combine it with his "G.I. Jim" dogtag chain,
|
|
then use his newly created hypnotic charm on Barney. Now, a list of phrases
|
|
comes on the screen, and the player should look in Willy's notebook (which was
|
|
part of the very sparse game documentation) for the ad he clipped out and find
|
|
the proper one mentioned there. Choosing the correct phrase will zap Barney
|
|
into a temporary trance, and Willy can make good his escape.
|
|
|
|
No time to lose now! Horny has been taken to Humpford mansion for Leona's
|
|
dinner, and Willy must get there quickly to save him. On the way out of the
|
|
Tootsweet building, Willy once again encounters Stan Lather, who congratulates
|
|
him on his first (or second) place win and tries to give him his $25,000 (or
|
|
$2,500) check. So now Willy can go to the Nintari championships, but he's more
|
|
concerned with finding his frog at the moment. As part of his prize package
|
|
Willy received a Yamasaki Jet-Ski scooter (along with a year's supply of Diet
|
|
Slam-Dunk cola and a T-shirt!), and now he can cross the sludged Dumpling
|
|
River to Leona's mansion.
|
|
|
|
HUMPFORD MANSION - DAY FOUR (MONDAY AFTERNOON)
|
|
|
|
Willy's new scooter is parked at the end of the ferry dock on the Dumpling
|
|
river, and he can use it now to get to Leona's mansion to rescue Horny. It is
|
|
also equipped with an AM/FM radio/cassette recorder which is essential a bit
|
|
later in the game. Right now, Willy should click on the East Frumpton exit,
|
|
then Humpford Mansion. If he detoured home, he would find that the family is
|
|
preparing the surprise party for Gordon's 40th birthday. If Willy doesn't get
|
|
moving, however, Dad won't make it home at all...
|
|
|
|
After he rides to Leona's mansion, Willy sneaks past her chauffeur and
|
|
general purpose body-busting thug, Stanley. Inside, Willy meets her pet parrot
|
|
Arthur. Arthur was left to Leona's tender mercies when her husband Harry died,
|
|
and the mistreated creature longs for someone to talk to. Actually, this is
|
|
just the writer's ingenious device to get the player to listen to the whole
|
|
plot, but if Willy doesn't hear Arthur's story the bird will alert Leona and
|
|
Louis. Willy must talk to the bird and get the entire story, not making any
|
|
wisecracks along the way.
|
|
|
|
Harry Humpford, the inventor of Tootsweet, died and left the factory to
|
|
Leona. Leona's ambition is to own all of West Frumpton and turn it into a
|
|
sleazy tourist attraction called (what else?) Frumpton World. Harry's will
|
|
has a clause that states if the Tootsweet operation stops, Leona will inherit
|
|
the Sludgeworks and all of the West Frumpton real estate. That's where Louis
|
|
Stoole comes in - with his plumbers on strike, the sludge stops flowing, the
|
|
Sludgeworks shuts down, and no more Tootsweet is manufactured. Oh, isn't that
|
|
just such a devious plot?
|
|
|
|
Ok, now that's very interesting, but the top priority for Willy is to
|
|
rescue Horny. There's a suit of armor in the hallway, but if Willy disturbs
|
|
it now it will make a horrid clatter as it falls. He should sneak into the
|
|
dining room, where he can see Leona and Louis playing horsy in the living
|
|
room. Taking a closer look with the Look icon, he hears Stan Lather (that guy
|
|
shows up all over this game!) doing a special report. Gordon comes clean,
|
|
exposing the dirty plan, or as much as he knows of it, then announces his
|
|
resignation. Way to go, Dad! Now back to the rescue...
|
|
|
|
Willy needs to pull the old "jerk the tablecloth off the table" trick
|
|
without making a noise. There are two objects on the table that he can take,
|
|
a bronze chalice and a dish cover. He can't take both without disturbing the
|
|
villains' play, but he must take one so his tablecloth trick will work. Willie
|
|
should take the chalice and put it in his backpack, then take the tablecloth
|
|
and do the same. Voila! It worked! (I could never do it, myself).
|
|
|
|
Now, he should sneak off screen to the left and use the tablecloth on the
|
|
floor next to the suit of armor. Then pull the object sticking out of the tin
|
|
suit, causing the entire thing to fall quietly on the floor. He takes the
|
|
helmet, and should discover something else in the suit. This is the plan for
|
|
the Air Tram inside the Sludgeworks, which also has the code to activate a
|
|
drawbridge control that Willy will use to elude the security guards.
|
|
|
|
Willy now should reenter the dining room and exit to the right, where he
|
|
witnesses a ghastly sight. Cook Julia Childish is honing her knives here to
|
|
prepare the dinner, and the captured frogs are hanging from the carousel! The
|
|
first thing Willy should do is distract the cook by taking the bronze chalice
|
|
and throwing it at the lower right corner of the screen. Next, he should sneak
|
|
around behind the counter, take the pan of grease and pour it on the right
|
|
side of the cook pot. This will allow him to push the pot right behind Julia,
|
|
which sets up a trap for her to fall into.
|
|
|
|
Quickly, he returns to the kitchen entrance then clicks on the carousel,
|
|
which causes him to jump onto it. He is carried quickly around where he jumps
|
|
off in front of the cook, startling her and causing her to fall backwards into
|
|
the pot. Now, he should take the helmet and put it over Julia's head to stifle
|
|
her screams, then push the right button on the carousel control box, which
|
|
will release all the poor frogs.
|
|
|
|
Horny jumps into Willy's backpack, and now he can make his escape. Well,
|
|
almost... Leona and Louis grab him as he leaves the kitchen, and he is put
|
|
into a chest, hands and feet bound. Things look grim for him as the chest is
|
|
thrown to the bottom of the Humpford pool, and Willy floats out, silent
|
|
witness to the villains discussing their next move. Leona sends Stanley to
|
|
pick up Gordon, who must be silenced "permanently" before Leona's plans are
|
|
ruined. How is Willy going rescue Dad, when he's turning blue himself?
|
|
|
|
In timely fashion, Horny, Gigi, and Turbofrog appear on the scene and pull
|
|
the plug on the pool, showing their gratitude for Willy's daring rescue. As
|
|
Leona watches, they all swim out through the drain and surface in the murky
|
|
Dumpling River. Now, the scene shifts to Gordon, who gets into the limo driven
|
|
by Stanley. From this point on, Willy has a limited time to find and rescue
|
|
his Dad before he gets sludged.
|
|
|
|
GOLDEN BOWL TAVERN, HUMPFORD SLUDGEWORKS - DAY FOUR (ENDGAME)
|
|
|
|
With Horny safe again, Willy must find a way to stop Leona Humpford's
|
|
diabolical scheme - to sludge Gordon, shut down the Tootsweet Plant and level
|
|
West Frumpton to build Humpford World. Where is Gordon? Well, most likely
|
|
he's somewhere in the Humpford Sludgeworks, but Willy can't get past Louis's
|
|
striking plumbers yet.
|
|
|
|
After escaping Humpford's Mansion, Willie is on his new Jet-Ski on the
|
|
Dumpling River. He should head back to West Frumpton, then use the Look icon
|
|
to examine his new toy. He'll see the new AM/FM radio/cassette player, and
|
|
this is the key to getting past Ray at the Golden Bowl Tavern. Click on it and
|
|
put it in Willy's inventory. If he hasn't done so already, he should go to the
|
|
T-shirt booth in Olde Towne and examine the Lottery machine next to it to get
|
|
the Frumpton Bucks Lottery ticket that he finds in the slot.
|
|
|
|
Next, Willy should go to the Plumber's Union 409 where he'll need to use
|
|
the phone that was out of order on Sunday. While here he should also get the
|
|
security pass out of Louis Stoole's office if he hasn't already (refer back to
|
|
the first part of the TOOTSWEET FROG JUMP CONTEST). Inside the booth, he can
|
|
take the radio out of his backpack and set it on the phone. After he takes the
|
|
telephone receiver and sets it on the radio, he should press the record button
|
|
then dial 432-SIGN (432-7446) to record Alyssa's Astrological Hotline.
|
|
|
|
If the player looked at Ray on Sunday when he went to West Frumpton, the
|
|
description noted the bouncer's obsession with astrology. Willy hits the
|
|
record button again to stop the tape, then calls the Golden Bowl (342-3403).
|
|
Burt will answer, but Willy will convince him to bring Ray to the phone. Now
|
|
Willy hits the playback button, and the big guy is hooked. Before the tape
|
|
runs out, Willy should go to the bar and enter.
|
|
|
|
Ray should still be on the phone, having a conversation with a taped
|
|
astrologer (go figure!), while the rest of the plumbers in the bar eagerly
|
|
await the winning numbers to be drawn for the 40 million dollar Frumpton Bucks
|
|
lottery. Burt forgot to buy a ticket, and is in a rather bad mood. If Willy
|
|
wants to stay here, he should give the ticket he found in Olde Towne to the
|
|
bartender to get on his good side.
|
|
|
|
Burt gives him a complimentary free non-alcoholic drink in gratitude, and
|
|
allows Willy to stay for the big televised drawing. As could only happen in
|
|
a fictional game, Burt wins the jackpot and Willy is temporarily forgotten in
|
|
the ensuing mayhem. Ghost Beamish makes another appearance, urging Willy to
|
|
DO something! He should grab the Plumber's nudie pin-up calendar from the bar
|
|
before the dust settles and the police show.
|
|
|
|
Now, this is the ticket to get past the striking plumbers at the gates to
|
|
the Sludgeworks. Willy should approach them and give them the calendar, and
|
|
they will quickly be too bust ogling Miss October to notice him. Next, Willy
|
|
should try to enter the Sludgeworks, and he will be stopped by the security
|
|
guard at the gate. Using the security pass will allow him to pass, but the
|
|
guard will call Ms. Humpford to tell her of the intrusion. She immediately has
|
|
him sound the alarm, and sends her goon Stanley to the site to capture Willy.
|
|
|
|
The player should now save the game, as the upcoming endgame contains a
|
|
series of action sequences that can be very difficult. Willy should look at
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the plan he found in the suit of armor from Humpford mansion and note the four
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colors written at the side. They should read - Burnt Sienna, Mauve,
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Chartreuse, Mauve. In simpler English this is Brown, Violet, Green, Violet.
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As soon as Willy enters the first room, he should go _immediately_ to the
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control panel in the center while the security guards tell their joke. Open
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the cover to reveal the power switch and turn it on. Then the player should
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click the colored buttons to the right - Bottom, Top, Middle, Top. If the
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sequence was entered properly, the light above the control lever should turn
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green. The security guards should be on the extended bridge, almost to the
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platform where Willy is. He should have barely enough time to push the lever
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to the right, which retracts the bridge and dumps the guards into the sludge.
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There's no time to admire the results, Willy should head across the bridge
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to the exit on the right side of the screen. As he reaches the exit, Stanley
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enters from the opposite side, and Willy will enter another action sequence.
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This time it's a disposal unit of some sort, and Willy should head for the
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control panel at the left side of the screen.
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A keyboard and a switch should appear, and the player should turn the
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switch on. No time to look at the plans now, but five codes may be entered on
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the keyboard:
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FART - Obvious, isn't it?
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FARM - This will send Willy through the plant to be turned into a 50 lb.
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sack of Tootsweet, ending the game.
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AIR - This should be used if the security guards get too close. It will
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blow them down a tube, but they'll return pretty quickly!
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RAFT - This code sends Willy down a chute that exits into the river
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outside the plant, then he must reenter the Sludgeworks and start
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all over again.
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TRAM - This is what the player should key in (remember the "Enter")
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Entering TRAM sends Willy down a tube which deposits him on a conveyor
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belt. He runs in place, staying in position, until Stanley appears once again.
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The goon throws his hat at Willy, who must avoid it by clicking on a spot near
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the middle of the belt (an arrow will appear at the right spot). The hat lands
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at the end of the belt, after rupturing a steam pipe above. Willy retrieves
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the hat, changes the cursor to cross-hairs then flings it back at his pursuer.
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Stanley is knocked out cold, and travels down the conveyor belt where the
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player sees him recycled into a 300 lb. sack of Tootsweet. Now a plunger will
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rise to Willy's right, which he should jump onto, and from there he jumps into
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the Sludgeworks Tub Tray Tram.
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If the player has survived these sequences, the Tram should take him to
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Grand Junction, and now he should save the game again. The control in front
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of Willy will determine which way the Tram turns at each junction, and once
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again he should consult the plans. The proper way to navigate the tunnels in
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order to reach the giant toilet is: Straight to Conjunction Junction, right to
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Compunction Junction, left to Malfunction Junction, straight to Petticoat
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Junction, then left to the final showdown. Wrong turns can take Willy to some
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funny places, the player may want to try it and see.
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The Tram comes to a stop by the sludge vat (shaped amazingly like a
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gigantic toilet) where Willy sees his Dad suspended over the bowl on a long
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rope. Leona and Louis stand nearby, watching as Gordon is slowly lowered into
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the sludge. If Willy fails to stop the two, Dad will be sludged as well as
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Frumpton, although the player may want to let this part play out just to watch
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the touching father and son farewell scene at the end.
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Grandpa Beamish appears again to inform Willy of the obvious - his Dad
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will be history if he doesn't act quickly! This is where the Dunkin' Promaster
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Elite Model 42 yo-yo is finally used. As soon as the dialogue finishes and the
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player regains control of the cursor, click on the yo-yo in Willy's inventory,
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use it on him, then switch to the cross-hair cursor. Leona and Louis will
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begin walking around the rim of the vat towards Willy, pausing to laugh at the
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boy for a few seconds. Target the cursor on them now, and let the yo-yo fly!
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The duo are knocked into the vat of sludge, and now Willy must jump over
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to the handle to flush them out. The player sees a final appeal from Leona for
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someone to save her, then the vat empties. The remainder of the game consists
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of a non interactive sequence, as the Dumpling River clears and everyone gives
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Willy well-deserved congratulations. He continues on to win the Nintari
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Championship, and the game closes with a scene of Horny, Gigi and their new
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family of little frogs. I suppose someone will continue to keep Frumpton slim
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and trim by turning sludge into Tootsweet, but that's another story.
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THE ADVENTURES OF WILLY BEAMISH is published by Dynamix, Inc. and distributed
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by Sierra On-Line, Inc. Fixed by [RYGAR]
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This walkthru is NO-copyright (NC) 1991 by Venger. All rights reversed.
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