Bill & Ted's Excellent Game Boy Adventure (e)

Cover
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BILL & TED'S EXCELLENT GAMEBOY ADVENTURE
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Author: Mento
System: GB
Version: 1.0

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Contents
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Introduction
How To Play/Controls
Enemies
Items/Power-Ups
Walkthrough
- Adventure 1: Austria 1805 AD
- Adventure 2: New Mexico 1879 AD
- Adventure 3: Greece 410 BC
- Adventure 4: England 1456 AD
- Adventure 5: 1,000,000,000 BC
- Adventure 6: Shopping Mall 
- Adventure 7: School Room
- Adventure 8: Abyss
- Adventure 9: Paradise
- Adventure 10: School Concert
Credits/Thanks


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Introduction
------------

Bill: "GREETINGS! My excellent friends"
Bill: "I'M BILL..."
Ted: "AND I'M TED!"
Bill & Ted: "AND WE'RE..."
[WYLD STALLIONS!]

And so on. Bill & Ted's GB adventure is a somewhat low-key Manic Miner clone
that no doubt manages some slick gameplay and amusing cameos from various 
historical VIPs, despite the limited resources of the Game Boy's first 
incarnation.

For this guide, I'll just give you pointers on what to look out for, as well
as the place the goal will show up in so you can plan a route accordingly. 
Avoid your so-called friends from history, grab the shiny objects and, well,
party on dudes! 


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How To Play/Controls
--------------------

D-Pad - Move your character (Bill or Ted, they tend to switch)
B - Activate ? Block/Use Active Item
A - Jump
Start - Pause

Just jump over obstacles and collect all the flashing objects in a stage. Then
head to the flashing phone box which will appear once all the flashing objects
have been found. I'll mention any new objects or obstacles as they appear, and
how to navigate past them.

You can score points by collecting the shiny objects and by completing stages
and exchanging the excess time for 10 points per second. For every 5000 points
you earn, you'll receive a new extra life. 

If you die the stage is reset, complete with ? Blocks and shiny objects. 

In some levels you'll receive items in ? Blocks. Use them with B when the time
is right.


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Enemies
-------

OK, I'm not sure why the characters from the first movie are trying to hurt 
you, or why they keep reappearing in various parts of history or even why 
there's sometimes more than one of them. For the purposes of this guide, I'm 
going to go with "De Nomolous did it" and that they're all evil robot doubles.


Abraham Lincoln (February 12, 1809 - April 15, 1865)
16th US President
Debut: Adventure 1 - Quest 1

Honest Abe is prowling around the place, kind of hunched over. He's small
enough to leap over, but he's moving pretty fast so be careful.


Napoleon Bonaparte (15 August 1769 - 5 May 1821)
Emperor of France
Debut: Adventure 1 - Quest 2

Little Napoleon is a handful, as he'll throw his hat like a boomerang if he 
sees you. He'll be walking around too. Best to avoid whichever floor he's on
and go around him. You can jump over him easily enough due to his diminutive
size.


Albert Einstein (March 14, 1879 - April 18, 1955)
Theoretical Physicist
Debut: Adventure 1 - Quest 3

Instantly recognizable by his gigantic head, Einstein is just sort of wandering
around time wondering how his theory of relativity works with all the floating
platforms everywhere. Don't give him any more of a headache and just avoid him
like you would with Abe. He sometimes reverses suddenly, so don't take your
eyes off him. He's also somewhat difficult to jump over, what with the giant
head (did I mention his huge head yet?).


Joan of Arc (c.1412 - 30 May 1431)
French General & Saint of the Catholic Church
Debut: Adventure 1 - Quest 5

Noah's wife seems like a fairly normal looking person, walking around with long
hair and a pronounced chest. It's only when she sees you that you need to be
careful, as she'll start swinging a sword making it hard to jump over her. On
the plus side, she slows down a little when she's waving that thing around so
she'll be easier to escape from. She has eyes in the back of her head, so even
coming up behind her will cause her to spin 180 degrees and slash you to
ribbons.


Trapdoor Hand (??? - ???)
A Trapdoor With a Hand
Debut: Adventure 1 - Quest 5

No idea who this is, but there's a moving trapdoor that travels across the
ceiling that sometimes has a hand come down and search for you. Considering
how big the hand is, it may well be God trying to slap you for some reason. 
Best to avoid his wrath, really, and sneak under it while it's moving.


Tumbleweed (??? - ???)
Tumbleweed
Debut: Adventure 2 - Quest 1

A tumbleweed. It's gigantic and deadly and jumps up and down unpredictably, 
making it more of a threat than most of the human characters you'll meet. 
Nobody knows its true intentions or why it turned evil.


Henry "Billy The Kid" McCarty (November 23, 1859 - July 14, 1881)
Legendary Outlaw
Debut: Adventure 2 - Quest 1

Billy's drinking has gotten the better of him, and now his paranoia has him
shooting all over the place even if no-one is nearby. He'll fire two bullets
either side of him which are very difficult to dodge, but since he fires them
every few seconds like clockwork you can get around him by waiting for him to 
fire and then moving.


Barry Gibb (1 September 1946 - )
Bee Gee
Debut: Adventure 2 - Quest 3

This could well be Dr Freud or anyone, in fact, but it does look remarkably 
like famous 70s lead singer Barry Gibb. In order to ah, ah, stay alive (and no,
I didn't assume he was a Bee Gee so I could make that joke), you just need to
avoid him. He moves as quickly as Abe and does nothing but walk around. You can
tell by the way he uses that walk, though, that he's a woman's man: no time to
talk.


Socrates (c.470 - 399 BC)
Ancient Philosopher
Debut: Adventure 3 - Quest 1

Socrates is another one of these walk-around do-nothing types, obviously deep
in thought about the nature of the universe. In fact, if you accidentally walk
into him, you'll just bounce off. He's completely harmless. Be careful he 
doesn't bounce you into a pit or torch or something though.


Torch (??? - ???)
Torch
Debut: Adventure 3 - Quest 1

It's a torch. Jump over it.


Knight (c.1456)
Knight
Debut: Adventure 4 - Quest 1

Just a random medieval dickweed. If you're on the same level as he is, he'll
start running around like a demon. Best to avoid him at all costs.


Executioner (c.1456)
Executioner
Debut: Adventure 4 - Quest 2

An executioner. Like Joan, he'll start swinging his weapon (an axe) if you get
close. Don't give him the chance to make you several inches shorter. By which I
mean chopping your head off. What did you think I meant?


Swinging Axe (???-???)
Swinging Axe
Debut: Adventure 4 - Quest 4

A swinging axe. It's possible to jump over it as its swinging. Fairly easy to
get past.


Cat (???-???)
Cat
Debut: Adventure 4 - Quest 5

Might be a bit big for a regular cat. It'll walk around and occasionally jump
really friggin high. Besides that, it doesn't do much. 


Giant Flying Manta Ray (???-???)
Giant Flying Manta Ray
Debut: Adventure 4 - Quest 1

I think it's supposed to be a dinosaur, but it looks like a manta ray just
flying around in midair. Perhaps they had flying giant manta rays back then. 
It'll annoy you by continually homing in on where you're standing, and it's 
too wide to jump over safely in most cases. You just have to be lucky and move
when it overshoots and goes too far away from you.


Caveman (???-???)
Caveman
Debut: Adventure 5 - Quest 2

They throw rocks that are bigger than they are, which drop down the screen in a
predictable diagonal fashion. Still pretty hard to avoid though because of the
size.


BBQ Set (???-???)
BBQ Set
Debut: Adventure 6 - Quest 1

This somehow sentient BBQ deck will chase you around at high speeds, sliding
from left to right. You can jump it easily enough, but it's best to stay away
from it.


Genghis Khan (c.1162 - August 18, 1227)
Mongolian Warlord
Debut: Adventure 6 - Quest 2

The Mongolian dude with 'tude himself, Genghis acts like Joan of Arc and the
Executioner, in that he'll head towards you with his hockey stick swinging.


Evil Robot Bill (???-???)
Evil Robot
Debut: Adventure 7 - Quest 2

Besides the weird empty/skeletal face, they look just like Bill, complete with
surfer mullet. They'll only move when you're standing on the same horizontal
plane that they are, and if they grab you they'll pick you up and drop you off
the nearest edge, which may be either fatal or helpful.


Chuck De Nomolos (???-???)
Evil Scientist Dude
Debut: Adventure 7 - Quest 4

The antagonist of the second movie. Chuck is actually non-lethal in the game,
touching either him or the three bullets he fires will warp you back to the
start of the stage. Sort of an odd trait, since it's often very helpful.


Easter Bunny (???-???)
Ted's Worst Fear
Debut: Adventure 8 - Quest 1

Yep, the Easter Bunny. He's actually one of the most annoying enemy types
around, as his big ears make him hard to leap over and he continually spits 
out eggs for you to avoid. A small advantage he gives you is that he stands
perfectly still before dropping an egg, making it easier to get over him.


Granny S. Preston Esquire (???-???)
Bill's Worst Fear
Debut: Adventure 8 - Quest 2

Granny Preston is a slow mover and is fairly squat, but the biggest weapons at
her disposal are her kisses, which fly rapidly upwards at a diagonal angle. 
Time your jumps between kisses, and she shouldn't pose much of a threat.


Colonel Oates (???-???)
Bill & Ted's Biggest Shared Fear
Debut: Adventure 8 - Quest 2

Colonel Oates, in the shades and officer hat combo, can often be a dilly of a
pickle. His grenades leave a deadly explosion around for a few seconds, and
his hat makes him hard to jump over.


Death (Infinity BC-Infinity AD)
The Grim Reaper
Debut: Adventure 9 - Quest 1

Death is definitely not on your side any more, choosing instead to sprint 
around the place and occasionally teleport close to where you're standing. The
fact he's often paired with the Angel or with another Death makes him even
harder to avoid.


Angel (???-???)
Angel
Debut: Adventure 9 - Quest 1

No doubt the most annoying creature in the game. Though not as wide as the 
Manta, he's a lot taller so getting over him is almost impossible if he's 
slightly higher than you are. He's an odd light grey, making him a little 
difficult to see if you're not paying attention, plus he makes such an annoying
sound. Agh, what a pain.



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Items/Power-Ups
---------------

Shiny Object - These change with each new Adventure. The only notable thing
about them is that they flash, even when the game is paused. Collect all of
them to finish the stage. They're worth 150 points each.

Phonebox - Show up after you collect all the shiny objects. You only need to
touch it to complete the stage.

? Block - These are blocks which you can gamble an extra life with. If you get
the white ? by pressing the B button at the right time, you'll receive an Extra
Life. If you get the skull, you die. Sometimes they hold items that you need
to complete the stage.

Balloons - Sometimes come out of ? Blocks. If you press B, you can float to the
top of the level. Use it to get shinies out of your reach.

Gravestone - The effects of this item are not what you might think. It makes
you invulnerable to harm, in fact, for about 10 seconds. I call it "Don't Fear
The Reaper Mode" .

Bomb - You can set these and they'll blow up a few seconds later. Don't be 
around them when they do, since the blast will take you out. It'll remove a
piece of platform beneath where it was sitting, providing a way through.

Holy Grail - Works as a speed potion. Apparently Jesus zipped around like 
nobody's business. It'll enhance your jumping distance, allowing you to reach
new places. The speed can be a little disorientating though, so make sure you
don't run into anything lethal.

Clock - Gives you a 10 second bonus. It activates as soon as you pick it up.

ZZZ Balloon - Slows down the Knight. 

Shield - Defends your front from direct attack. Wears off after a little while.




-----------
Walkthrough
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Adventure 1 - Austria 1805 AD
-----------------------------

First Adventure is right in the middle of the Napoleonic Wars, hence all the
cannonballs. 

Adventure 1 - Quest 1

Watch out for the twin Abe Lincolns. They're alive a full four years before
either of them were born, and they're cranky about it. Climb the vines while
they're not over them and head up the stage, jumping and collecting the 
shinies. You can use the two chains on either side of the center platform to
get the shinies there. Phonebox appears at the top left of the stage.

Adventure 1 - Quest 2

That little croissant thing is Napoleon. I'd recommend not going near him, and
head upwards instead. Be careful when jumping around the two Abes in the center
of the level. The Phonebox appears on the center top platform.

Adventure 1 - Quest 3

Whoa, check out Einstein. Get off the ground floor ASAP to avoid Napoleon and
use the new conveyor belts to get around. Watch out for the crumbling blocks,
which are also new. Keep in mind the only way to get on those small platforms
at the very top is to use the low one on the far right. The Phonebox appears on
the platform to the right of that low one. Einstein is pretty unpredictable 
with his movement, so be careful of him.

Adventure 1 - Quest 4

Lots of crumblies here. There's only one real route you want to take too: Up,
Left and Down. The Phonebox appears hanging over the bottomless pit in the
center of the stage, just walk into it.

Adventure 1 - Quest 5

Joan of Arc and Trapdoor Hand make their debut here, so read about how best to
avoid them in the Enemies section. If you go right, the shiny object next to
the wall will cause that wall to disappear, allowing you to progress. There's
also a ? Block here, so have a shot if you want. It's fairly easy to get an
extra life out of it if you're struggling. NOTE: Only move past the Trapdoor
Hand when it is to the left of where you come up, otherwise it will trap you
and kill you. Phonebox appears at the very bottom left.


Adventure 2 - New Mexico 1879 AD
--------------------------------

Phone #: 555-4239

The Wild West. Shiny Objects here are all Sheriff stars. You've also switched
to Ted, who unfortunately does not have Neo's powers.

Adventure 2 - Quest 1

Uhoh, Tumbleweed. Very difficult to get past, but you can run underneath when
it hops. Might be safer to just jump over it though. Don't let it trap you. 
Billy The Kid is up there shooting away, so make sure to time your jumps to
avoid the bullets. The Phonebox appears in midair at the top left of the 
screen, so jump towards it before Billy can cap you.

Adventure 2 - Quest 2

Conveyors are back. As is Trapdoor Hand and Albert Gigantohead. Be careful
around the tiny platforms on the ground floor and also of the Trapdoor Hand 
while getting that shiny above the right conveyor belt. Head up the chain to
the right and time your jump to clear both of the enemies up here for that
last shiny. Keep in mind Einstein moves faster than Abe, and can double back
unexpectedly. The Phonebox appears halfway down the drop to the left, if you
miss it on the way down you can jump off the left conveyor belt.

Adventure 2 - Quest 3

Get off the ground floor quickly as Billy could shoot you. Head past Abe and 
what looks like a Bee Gee and get all the shinies around here. The top left one
should open up a route to the next shiny, which subsequently opens the next 
route and so on. Keep in mind the last shiny will drop you down to the ground
floor again, within range of Billy's gun. Head up the chain and get the rest
of the shinies. The Phonebox appears where you dropped down after removing the
floor, in the center of the stage.

Adventure 2 - Quest 4

Grab the shiny above you first, because you won't be able to get back over
here. The crumblies and Joan will give you trouble here, and the introduction
of the magic slidey poles don't help. The Phonebox appears near Billy the Kid.

Adventure 2 - Quest 5

The shiny at the very bottom right will be fun, since you'll need to avoid all
three of the guys walking around down here in order to continue with the stage.
Otherwise, this one isn't so bad compared to the other four parts of this
Adventure. The Phonebox appears in the middle of the platform Billy's walking
on.


Adventure 3 - Greece 410 BC
---------------------------

Phone #: 555-6767

Ancient Greece. Bill's back under your control. All the shinies are now
hourglasses, since all we are is sand in the wind.

Adventure 3 - Quest 1

There's Socrates, or maybe Pavarotti. In either case, you want to jump over
those torches and collect the balloon. It is now your active item. Grab the
other shinies first, which make all the platforms disappear. Quickly use the
balloon (with B) on the ground floor before anyone gets to you, and float up
to the top right shiny. Drop between the torches for the Phonebox.

Adventure 3 - Quest 2

There's quite a few Socrates-hops to make here, and the torches don't help.
Neither does placing the Phonebox all the way back near where you started. Time
the jumps--those fat little guys aren't going too fast--and you should be fine.

Adventure 3 - Quest 3

Lots of torches and two Einsteins. Instead of trying to take the shinies away
from the Einsteins--who move quickly and erratically--head to the ? Block on
the left. You'll get a Gravestone, which becomes your active item. Use it to
turn invincible and get the shinies from the Einstein platforms, as well as any
remaining shinies (you get about 10-15 seconds before it wears off). The
Phonebox appears at the top right.

Adventure 3 - Quest 4

The ? Block has a Bomb in it, in case you wanted to blow up one of the Socrates
here. For some sick reason. Otherwise it's a straightforward shiny-collecting
stage with the added evil twist that you can't reach the upper platforms once
you drop down. The Phonebox is at the bottom right.

Adventure 3 - Quest 5

The Trapdoor Hands are out in force tonight. Grab the shinies around them and
be careful not to be underneath when the hands come out. The ? Block is a 
regular "Life or Death" gamble this time around. Be careful to grab the second
to last shiny before dropping down where two Abes are wandering around, it can
be tricky concentrating on both at once. Likewise time your jump towards the
final shiny so you avoid both Abes and the Trapdoor Hand. Phonebox is at the
bottom right.



Adventure 4 - England 1456
--------------------------

Phone #: 555-8942

England, cusp of the Renaissance. Ted takes over. New shiny objects are 
shields.

Adventure 4 - Quest 1

This is pretty interesting. Each of those three shinies to your left will
change the stage somehow. The lowest one (that you can reach by jumping) will
remove the vine, so don't do that. Instead, climb the vine and get the two
higher ones, avoiding the lowest. The knight should tumble into oblivion as
his platform vanishes, so climb the vine again and head for that lonely
platform as you collect that shiny. The floor will show up, stopping you from
dying. Get the next shiny to make a chain appear, and the shiny up here to
make three more appear. Collecting these will make three more appear where the
lone platform is. Getting those will create one more shiny at the top left.
Only after getting this shiny should you collect the vine-disappearing shiny
where you started to make the Phonebox finally appear. Use the chain to reach
it.

Adventure 4 - Quest 2

A moving platform. Wondered when they would show up. The ? Block is another
Life or Death, so go for it if you want. Here is a very nasty trick with the
shiny next to you: It will cause the floor to disappear, killing you. You need
to somehow avoid it, the best way would be walking past the slidey pole and 
getting the other shinies to the right first. Make sure to leave the shiny I
just told you about for last. Once all the others are collected, get the 
platform-disappearing shiny. The Phonebox will appear as you're falling, saving
you and ending the stage.

Adventure 4 - Quest 3

No enemies, but be careful anyway. Get the ? Block, it has a Bomb in it. Use
the bomb right above the wall to the right. Get the shiny here without 
stepping off the top of the wall and it'll make a slidey pole appear. Fall 
right for the shiny to make a chain appear, negating the pole. Grab the rest
of the shinies (they don't do anything, except the last one makes the floor in
the middle vanish) and end the stage by reaching the Phonebox at the top left.

Adventure 4 - Quest 4 

Moving Axe pendulum thing, make a note of it. Head up, getting all the shinies
on this side of the stage before leaping across the jump. Make sure to grab the
? Block by pressing B as you're passing it. Avoid the axe by jumping over it
as it swings towards you, avoid the executioner to get the last shiny. The
Phonebox is back near the start, so you'll need to use that item (looks like
the Holy Grail to me) to jump back to the starting platform. 

Adventure 4 - Quest 5

There's a cat there. It'll jump. That's about all it does. Get the shinies
around here. You can just about reach the ? Block where the cat is by jumping,
but all it will do is add 10 seconds to the timer. The other ? Block is more
interesting, as it'll stop the Knight from charging around letting you grab the
shinies near him. The Phonebox appears to the right of the Knight in the air a
little.


Adventure 5 - 1,000,000,000 BC
------------------------------

Phone #: 555-4118

Can one time-travelling game go by without a prehistoric level? Apparently not.
Even in the distant past there are robots wandering around. Bill's turn, and
you're looking for.. dinosaur bones? Wouldn't they still be attached to the
dinosaurs back then?

Adventure 5 - Quest 1

The first quest is a doozy, since you'll need to take a circuitous route to get
all of the shinies and some will cause you to fall back to earlier parts of
the route. All the while, there's a manta ray thing following you. The Phonebox
appears at the bottom right.

Adventure 5 - Quest 2

These rock-throwing cavemen are going to annoy you fast. Avoid their boulders
and head around the stage grabbing shinies. Some shinies will remove brick
platforms, five in all, making it harder to backtrack. Plus it'll be harder to
avoid the boulders once you're higher up. The Phonebox appears at the very
bottom right, which is easy to reach.

Adventure 5 - Quest 3

The solution to this one is a tad obtuse, so it's lucky you have this guide.
Grab one of the Bombs and place it where you started (at the far right). Before
dropping down, go grab the second Bomb. Drop into the little room at the far
right and drop the Bomb at the far right so you drop into what looks like a 
dead end. The shiny here will remove the wall, so avoid Abe and head left to
get more shinies, the last of which will open the last wall. Avoiding the rocks
this whole time, head down and get the last of the shinies and the Balloon. Use
the balloon to reach the Phonebox, which is now at the top of the screen.

Adventure 5 - Quest 4

Damn Manta's back. You'll need to make a series of jumps, and grabbing the
shiny after each jump will remove the platform you were previously standing on.
It doesn't do a whole lot except provide a cinematic "escape from the crumbling
tomb" atmosphere. The last shiny will make a platform appear instead, which 
will bridge the gap between you and the Phonebox. As always, be wary of that
Manta.

Adventure 5 - Quest 5

Agh, another Manta level. And one that has been made really difficult with that
thing around. Don't attempt to jump left or right or you'll just die, so head
up the chain and then pick left or right. You can get trapped down either side,
since there's no way to jump back into the middle from either conveyor. Just 
take your time collecting all the shinies and avoiding that Manta. My advice
would be to go for the bottom left shiny on the conveyor last, as the Phonebox
will appear right next to it.


Adventure 6 - Shopping Mall
---------------------------

Phone #: 555-8471

Presumably in the present now. Ted's next soiree is about to start, and you're
looking for.. cards? Maybe credit cards, since it's the mall.

Adventure 6 - Quest 1

Prepare for a very bad time. Before moving (the BBQ set won't do anything yet)
MEMORIZE THE STAGE, as it'll all go bye-bye once you collect the three shinies
in front of you. Well, not so much bye-bye as invisible. It's all there, but
all you can see are the shinies. I can't help much besides tell you to pause
the game and perhaps jot where the platforms are, since it's a little too
complex to write in ASCII here. Good luck, and don't spend too long on the
ground floor, because that BBQ set is FAST. The Phonebox appears to the left
of the big hole at the bottom right, where the BBQ is wandering around.

Adventure 6 - Quest 2

Khan? KHAAAAAAAAAAAN(S)! Use the Shield power-up to get past the two Khans and
grab all the shinies and the balloon. Use the balloon to reach the top floor.
Now, you'll have to grab the shinies up here and avoid the BBQ and use the 
Grail to hop across to the far right for that shiny. Now comes the tough bit.
Jump up and drop down to grab the center shiny on the way down, and hold left.
You should get the next two shinies and hit the Phonebox.

Adventure 6 - Quest 3

More springy cat things. Make your way right, then right again (waiting for the
BBQ to slide out of the way), then up and then left and down where Genghis is.
Watch out for the cats, since they could be on any of the platforms that aren't
on the ground floor. The Phonebox appears on the small platform at the center
bottom.

Adventure 6 - Quest 4

The BBQ sets make getting around this stage difficult, but some of the shinies
can actually stop them moving briefly. These include the shinies on either end
of the first floor and the top floor. Make your way up getting the shinies on
all the floors (the ? Block is a Life or Death) and head down the vine to the
Phonebox once it appears.

Adventure 6 - Quest 5

Looks like a good one, huh? Start by avoiding the shiny next to you and climb
the chain. Grab the Clock here and the shiny to make a small platform appear.
Get down and reach the new platform from the start one (still avoiding that 
shiny). The shiny on the small platform will make two new ones appear. Avoid
this next shiny and jump right for that lonely shiny, it should make a little
platform appear to get you back to the platform you leapt off. Up the chain,
get the shiny on the right underneath Abe. It'll make a new platform appear.
Get the left shiny for a platform to reach Abe. Jump right from Abe to get a
shiny that makes a new shiny appear, then go get the shiny over Abe's head. A
new one will appear next to the Abe platform, get it and the platform under
vanishes. Drop to the platform that now has two shinies above it. Get the lower
one (which just appeared) and head up the chain for that shiny trapped by wall.
It'll make the platform you jumped from vanish, so hold right and drop onto
that far right block. Now, leap and grab the shiny here and the big platform
will vanish, but you should just make the smaller platform which now has a new
brick on it. Use this platform to get the final shiny. The platform underneath
will go, but the Phonebox will appear and save you. Phew!


Adventure 7 - School Room
-------------------------

Phone #: 555-2989

Back at school, just in time for that history report. "Giant Manta Rays lived
in the prehistoric period, Albert Einstein's head was bigger than his body and
Abe Lincoln shows up almost everywhere." That's an A+ for sure. Bill's turn 
again, and we're looking for.. more cards. OK then. The budget for shiny 
objects ran out.

Adventure 7 - Quest 1

You can reach that shiny, but don't. It'll make the one next to it inaccessible
so instead head up the vine. Up here, drop down and get the shiny to remove
the platform it's hovering over. Make sure not to drop into the shiny I just 
told you to avoid earlier. Use the brick platform above and to the right and
just hold left to get both shinies in that area, which will remove the platform
and drop you on the ground floor again. Head up the vine once more, and get the
shiny at the top right, dropping the wall blocking the two Joans. If you want,
you can get the shiny near the wall that releases the Joans first, since 
there'll be less chance of getting killed by one. Drop down to the small brick
"1" shaped block and let the Joans pass, then jump and grab the two shinies to
the far right. Get over both Joans (if they're too close together, just get
close enough for one to start swinging, they'll end up on top of each other
meaning you can leap over both at the same time). Now head back and leap to the
far right platform. You should be able to make it, allowing you to get the last
shiny. The Phonebox is on the far left, near the vine, and the wall next to
the last shiny conveniently drops so you don't have to get past the Joans 
again.

Adventure 7 - Quest 2

Evil robot us's. You's. Whichever. These guys are non-lethal, like Socrates,
but they will pick you up and drop you over the nearest edge (like in the 
movie!) so make sure you're ready to alter your fall to reach a platform. Head
up the platform, grab the shinies at the top and then make your way down. The
Phonebox appears in midair below the right edge of the second lowest platform,
so let the evil robot drop you on top of it.

Adventure 7 - Quest 3

Seems straightforward. But, of course, isn't. Up the chain, AVOID THIS SHINY, 
as it will remove both platforms under your feet. Grab the next one up, which
removes the small platform you used to get up to it. Grab the next one up here,
which removes a wall that was blocking off the rest of the level. Jump both the
large gaps up here and get the far top right shiny, dropping a wall back where 
you started. Now, quickly get that shiny you jumped over and hold right before
the wall comes back and blocks the level. Through here, don't get the shiny
on top of the ? Block (which is another Life or Death), but instead get the one
underneath, which will create a chain for you to use. Wait until the Trapdoor
Hand has moved to the left, and then jump through the gap getting the shiny. 
It'll remove the platforms you were just on. The next shiny will remove a small
piece of floor, making the next drop slightly difficult. So instead, drop down
first and then jump and grab the shiny while going left. If possible, time the
jump so that Abe falls down the new hole in the floor, removing him as an
obstacle. Grab the next shiny by jumping to the left, reaching the chain before
the wall comes back to block you. Grab the shiny from the beginning and you'll
drop down into the Phonebox.

Adventure 7 - Quest 4

No shocks here, just a lot of difficult jumps. Head left (yes, you can make it)
and head right and circle around to the start again getting all the shinies.
Make that difficult left jump again, and head up to where Evil Bill is. Now,
you need to jump onto his platform and over his head before he can grab you, 
which isn't always easy. He'll just drop you off onto a platform rather than
kill you, but it means jumping that difficult leftmost jump again. Before
jumping up to meet De Nomolos, let him fire his three bullets and then jump
over him as he walks around. You should be able to reach the shinies along the
top using the crumbling platforms. The Phonebox appears under De Nomolous, so
you just need to make that big left jump once again (and believe me, this is
the most annoying time to mess it up).

Adventure 7 - Quest 5

This stage is actually pathetically easy. If you manage the two tough jumps at
the start (which are actually optional, since the two robots above can you drop
you to the small platforms either side, getting those shinies) then there's 
nothing that can really kill besides a dumb mistake or time running out. Get 
all the shinies at your leisure and the Phonebox appears at the bottom of the
chain.


Adventure 8 - The Abyss
-----------------------

Phone #: 555-6737

Figures. After surviving all those difficult stages you still end up dead in
Hell anyway. You're looking for gnarly pitchforks down here as Ted.

Adventure 8 - Quest 1

The Easter Bunny! Start the stage by heading over to meet this long-eared
terror. Instead of trying to get over him as he's heading towards you (nigh
impossible with the eggs he's flinging around), wait until he turns his back 
and get that shiny while avoiding his eggs. Then, head down the left side, 
jumping onto each platform to get all four shinies. Make your way across the
crumblies at the bottom and grab the balloon from the ? Block. Use it to get
the last two shinies near the Trapdoor Hand, and for God's sake avoid that
rabbit once you hit the top. The Phonebox is near the top of the chain. 

Adventure 8 - Quest 2

If the Bunny's here, then it stands to reason both Colonel Oates and Granny S.
Preston are around too. And, of course, so is Abe. Where did you think he'd
end up? He sold poison milk to schoolchildren for gosh's sake (according to
Homer anyway). Get the shinies above you, and leap to where Oates is for the
shiny to his left. Make sure not to go near the explosions from his grenades.
Drop down, and get the shinies here while avoiding Abe and Granny's weirdly
diagonal flying kisses. Climb the chain to the right (you may need to jump up
directly beneath it for Ted to hang on) and get the rest of the shinies up 
here, jumping off for that final one. The Phonebox appears back where you just
were.

Adventure 8 - Quest 3

Lots of shinies. Grab them on the way down, and watch out for both eggs and
grenades once you reach the bottom. Jump across and get the ? Block. Now, you
can use it to get past Oates here (he's troublesome) or you can save it to get
past the Easter Bunny (which is what I recommend). Head up and collect all the
shinies, which should make the large pyramid of them available to you. Head
down the slidey pole and go across to sweep them all up. The Phonebox appears
at the bottom of the pole. 

Adventure 8 - Quest 4

This stage is actually quite straightforward. Each new shiny unlocks the way to
the next one, making it obvious and linear. Obviously it's still not all that
easy with Oates and the Bunny around, but you don't need a walkthrough. The
Phonebox appears where the Trapdoor Hand is.

Adventure 8 - Quest 5

The last stage in the Abyss, and Barry Gibb is back to see you off in style. 
Jump across the crumblies to get those shinies, and then head up in a sort of
egg-parody of Donkey Kong. Get past the Bunny, over Abe and down the hole. Jump
over the Bee Gee and get the rest of the shinies. The Phonebox conveniently
appears in this small boxed area.


Adventure 9 - Paradise
----------------------

Phone #: 555-6429

Well, still dead, but the scenery just got a lot more pleasant. Well, as 
pleasant as GB graphics can get. Back to Bill for his final Adventure and 
you're looking for.. shoes? Well, stands to reason there are shoes up here, as
shoes have soles after all. Ho ho.

Adventure 9 - Quest 1

How's it hangin', Death? While the teleporting Reapers are a problem, your real
enemy is the grey angel thing floating around. It'll home in on you like the
Manta did. Climb the vine, getting the two shinies on the ground floor. You
can jump off either side, if you grab the shinies nearest the ground it'll
make platforms appear at the top of the stage. After which, you can go up and
down the vine jumping to the new platforms and making more new ones appear. The
Phonebox appears on a platform to the left. The ? Block is a Life or Death by
the way.

Adventure 9 - Quest 2

Only one way out of here (besides dying) and that's the shiny to the right. 
It'll open up the bottom, letting you get the shinies to the left. The Deaths
and Angel will be really annoying here, but getting the leftmost shinies should
pause the Deaths for a few seconds, letting you head to the right where a brick
has appeared. Each new shiny up here creates a new platform to get higher. Head
left and get the last shinies by letting the floor crumble away. Unfortunately,
two more shinies appear in the middle, along with a chain to get you up there.
Get those two, and finally complete the stage by entering the Phonebox that
appears between them.

Adventure 9 - Quest 3

Grab the Balloon and use it to float to the top, making sure to dodge the Angel
and Death. At the top, drop down the gap in the middle grabbing that shiny. 
About a dozen more shinies suddenly appear on the way down, so hug the left
wall to get most of them (it's impossible to get all of them on the first go).
Jump up the small platforms to get back to the top again, collecting the 
shinies and avoiding a very irritating Angel. At the top, drop down the hole
once again to get the rest of the shinies, and do the jumps once more. Now head
right and hit the Phonebox over there.

Adventure 9 - Quest 4

Einstein's here. Looks like he managed to get his enormous head through the
Pearly Gates. Don't interrupt his game of charades ("Smokey IS the Bandit!")
and just head up the platforms, jumping between them, to get all the shinies.
If one of the Deaths doesn't teleport, use the Gravestone power-up to safely
grab the shiny he's guarding. The Phonebox appears at the bottom right.

Adventure 9 - Quest 5

You don't have much time here. Get up the chain and make your way over Death
and Abe and get the shiny suspended in the air to the far right. DON'T drop 
down any of the little alcoves here, just jump across the gaps and head back
up the chain to get all the shinies up here that were previously inaccessible.
Now, head down and get all the remaining shinies (since all the barriers 
between them are down) and quickly head back right to the chain that appears.
Head up the chain, jump across the little gaps again and hit the Phonebox at 
the end. Hopefully you'll manage to do it in time, but it'll be close no matter
how good you are.


Adventure 10 - School Concert
-----------------------------

Phone #: 555-1881 

This is it, Battle of the Bands! Ted gets to take over for the final stage of
the game, and we're looking for flashing microphones.

Adventure 10 - Quest 1

Straightforward enough. Wait for the floating platform to drop down and avoid
Billy's gunfire. Head up, over the evil robots and make your way over the
torches for the other shinies. Once you get down to where Billy is, wait until
he shoots left and then jump over him as he shoots right. The Phonebox appears
right next to him.

Adventure 10 - Quest 2

Napoleon's back. Head over to get these three shinies, one of which creates a
bridge to the top platform. Collect the other shinies down here (watch out for
Napoleon's hat) and warp back either with De Nomolos's bullets or the chain
that appears. After collecting all the shinies to the right, drop down and
get all the shinies down the left side. It'll open up a gap in the wall, 
allowing you to use the chain and get to the Phonebox on the far lower right.

Adventure 10 - Quest 3

Oh goddammit, what is that flying annoyance doing back? Head left, avoiding the
Angel, and then take an S shaped route across the level, ending with the shiny
above Billy The Kid. The Phonebox appears directly beneath it. This is more
skillful jumping than puzzle solving, I'm afraid, so there's not much else I
can say.

Adventure 10 - Quest 4

This is another stage where you don't get much time to finish. Head up, be
careful when jumping over the torches, as there isn't much room to do so. At
the top, get the shiny on the right of the wall to make another appear, and
then use the ? Block to blast a hole to get the other shinies. Finally, drop
down to where Napoleon is flinging his hat around for the final shiny and a
Balloon. Use the balloon to get back up and head to the top left for the
Phonebox.

Adventure 10 - Quest 5

The final stage. And it's a tough one, since the Angel's back again. Quickly
jump left and get the shiny near Death before he and the Angel trap you in
the corner. Then, drop down as the Angel gets close so De Nomolos can warp you
back to the top, at which point you can jump left and get the three shinies 
here. Drop down, aiming for the shiny near Billy (doesn't matter if you miss)
and get the six shinies near the bottom. Each shiny makes half a dozen more 
appear, so get the six initial shinies and then all the other ones that show
up. A vine will also appear on the left, so use it to get the shinies by Billy.
The Phonebox appears at the top right, assuming you got the shiny near De
Nomolos at some point, so use De Nomolos once again to warp you back and then
head for the Phonebox, hopefully before the timer runs out.

That's it! You've finished the game, congratulations!


Credits/Thanks
--------------

Nintendo and Beam Software - For the game. It wasn't brilliant but it also 
wasn't the worst offense to the Bill & Ted license. It could've just been a
terrible platformer like Wayne's World. The shifting block puzzles did raise it
above the usual license fare, and it was a nostalgic throwback to all those
Manic Miner/Lode Runner/Chuckie Egg types of puzzle platformers.

Me - For the FAQ. Thanking yourself in these things is so passe.

Bill & Ted - For being excellent dudes.

The Angel - Nah, I'm just kidding. You suck.


Questions and PayPal Donations can be sent to Spento (at) Gmail (dot) Com.
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