SPY Fox in "Dry Cereal" PC and Macintosh FAQ/Walkthrough By gamemaster79 Copyright 2003 ================= Table of Contents ================= 1. Welcome 2. Frequently Asked Questions 3. Characters 4. Controls 5. Walkthrough =Beginning (same for all adventures) =The Adventure (random adventure each time) =William's Base (depends on what item you have to find) =William's Blimp (same for all adventures) 6. Your Watch 7. My FAQs =============================================================================== -1- Welcome /\/\/\/\ Okay, maybe the cover of the game says JUNIOR adventure for kids ages 5-10, but still, I like this game. This FAQ shouldn't take me too long to finish but I had a brain squeeze thinking up a way I could do this FAQ because you get a different adventure each time. I hope you enjoy this FAQ! Read on! -2- Frequently Asked Questions /\/\/\/\/\/\/\/\/\/\/\/\/\ Haven't gotten any yet. -3- Characters /\/\/\/\/\ SPY Fox Species: Fox SPY Fox, or Agent Fox, is the main spy of Spy Corp. Monkey Penny Species: Monkey This is the leader of Spy Corp. James Bond rip-off of Money Penny. Professor Quack Species: Duck This guy is obviously the scientist that creates all of SPY Fox's gadgets. Mr. Udderly Species: Cow This is the president of a moo juice company. William the Kid Species: Goat This is the villain of this game. He is planning to get rid of all dairy products and send out his goat by-products (I don't see what's wrong with goat milk, that's the milk that I drink and use for my cereal). Russian Blue Species: Cat Blue is in cahoots with William and is also the owner of the S.S. Deadweight. Captain James T. Drydock Species: Raccoon Captain Drydock is the owner of the S.S. Winnerprize that can be located at the docks. His lucky charm was stolen in a Go Fish game. Walter Wireless Species: Tracking Bug This little bug is a wireless tracking device. He actually does have some wires on him but only so he can be located. Bea Species: Grizzly Bear This strong bear is the owner of the Greek Cantina. She's a quick and kind one. S.S. Deadweight Doorman Species: Weasel The doorman of the S.S. Deadweight is a bit snobby, but he is a good doorman. He comes from a long line of rodents. Master Hong Kong Doodle Species: Rooster Hong Kong Doodle is a kungfu (how do spell it) master. He trained Bea... at least, until she punched the stuffing out of him. Artemis James Big Pig Species: Pig This fat pig is the Go Fish master. He has rarely ever been beaten. Sailor Watchman Species: Iguana The watchman in the bridge of the S.S. Deadweight does no more than press a big orange button. He really has to go to the bathroom but he has to wait for his replacement to arrive. N.O.G. Guards Species: Dog, Rhino, Rabbit and Gorilla These three guards guard William the Kid's office. They are one of the many people who can't resist even a nickel. There are also two guards that are next to the entrance of William's base. Yet another guard works in the power room. Mona Harry Species: Giraffe This is another agent of the spy corporation or whatever it is. She is able to discover a lot of information. Musician Species: Lizard This lizard plays the piano in the Greek Cantina. Everyone is getting tired of the music he is playing (the Tango). Conductor Species: Bulldog This dog is the conductor for the orchestra on the S.S. Deadweight. He plays the Waltz unless tricked to play something else. -4- Controls /\/\/\/\ -Name of Control- -Windows- -Macintosh- Help F1 See Readme File Load a saved game L L or Command+L Pause/Unpause the game Spacebar Spacebar Play the game in a window Shift+F5 F5/Shift+F5 Quit the game Spacebar or Alt+F4 Command+Q Resize the screen Shift+F8 Restart the game Spacebar Command+R Save a game S S or Command+S Terminate a cut-scene Escape Escape Terminate current character dialouge . (period) . (period) Turn on/off the music pacebar/Options Command+Game -5- Walkthrough /\/\/\/\/\/\ =Beginning= ~~~~~~~~~~~ The game starts out with Fox in a plane flying over the Mediterranean Sea. Then a flight attendant comes up offering a meal to fox. Fox takes the Greek meal. After sticking is fork into what looks like some meat a screen pops up and shows Monkey Penny. She talks to Fox about William the Kid and his plan (I'm not going to say evil) to get rid of all dairy products and bring in his goat by-products. After that Fox will fall from his seat and start to sky dive. You'll then need to click on the pens until you get the right on. After that head get into the phone booth and click on the fortune cookie. Fox will say a phone number. The prefix of the number will always be 555. Type the number he says in the phone and you'll get taken to the Mobile Command Center. Fox will talk to Penny and she'll give you your first gadget-the laser toothbrush. Leave the command center and head down to the docks. After that head to the Feta Factory located in the background. Once you get here use your use your laser toothbrush on the door. After that head inside. You'll find Mr. Udderly and a pool of piranhas under him. Go to the piranhas and set the temperature to cold all the way. Then click on the pulley to let Mr. Udderly down. After that's done you'll head back to the Mobile Command Center. Once back Udderly will tell you about how he got kidnapped. Once he's done Prof. Quack will walk up to his desk. Press the big, blue button on the vending machine to get the X-Ray Gum. Use the X-Ray Gum on Mr. Udderly and look for a sheet that has some code on it. After finding the code look at it and remember it. This code will be one of three types of things. It can be a key, punch card or a dial. ~~~~~~~~~~~~~~~ =The Adventure= ~~~~~~~~~~~~~~~ There are two types of beginning adventures. I'll tell you both of them. |Adventure 1| Start by getting the copy putty from the vending machine. Now head to the dock. Click to go on the boat. The doorman will then stop you and say that you need an invitation. After that click so that you can go out to see. Captain Drydock will say that he can't sail you out to see unless he has his lucky charm. Next head to the trinkets shop. Click on your notes and talk to the rabbit about the doorman at the S.S. Deadweight. He'll then show you his invitation. Use your money to buy anything that is on the shelf (except the hat). When he's trying to get the thing you wanted use your copy putty on the invitation. After that use your money to buy the sailor hat and the trinkets. You'll use these later. Now go back to the doorman and use your invitation on him. You now have access to the deck party. Go onto the ship and into the top door. Now talk to the sailor watchman. After that head back to the town area and go into the Greek Cantina. Click on the pig in the background shuffling cards. He'll ask you if you want to play Go Fish. Click on your trinkets and you'll lay them out on the table. Now click on your notes and talk to Big Pig about Captain Drydock. He'll then lay out the captain's lucky charm. Click on the charm to play a game where the charm is the prize. You'll now have to play Go Fish. From now on its just luck. Here are some quick tips: -If you have any high cards (kings, queens, jacks, aces) then ask for those first -Remember when he takes one of your cards -If you have 3-of-a-kind then keep asking for that card until you get it -Remember what cards he asks for When you beat him he'll hand over Captain Drydock's lucky charm. Now go to your notes and talk to Bea (the waiter) about the sailor watchman. She'll tell that he comes in this many minutes after the happy hour. Remember what time she said. Once you get out of the cantina, look at the happy hour board. Put the first hour and the time Bea told you together. This is the time the watchman comes. Remember this time. Next, go to the dock and give Captain Drydock his lucky charm. After that head back up onto the S.S. Deadweight. This time go into the bottom door. Click on the bottom door then click on the frog suit that will appear. Now type in the time that Bea told you the sailor watchman will come into the cantina. After you put in the time click on the button that says "shift change". You'll here all kinds of sounds. If you got it right then Fox will say "That's it! That's the time the watchman said he'd be done", or something like that. Next look up at the calendar and remember the day and month it is. Now head back into the top door. Once in, click on the sailor hat. Now the watchman will leave. After he leaves, click on the green grid. Look for a white spot a remember the coordinates it is in. After that go back to the dock and click to go out to the water. Captain Drydock will show you the map. Click on the area that the green grid in the S.S. Deadweight showed. After that click the arrow. If you got the coordinates right then you should see white water instead of seawater. Click on you frog suit then click to go into the water. 2 fishing poles should come down. Click on one of them then go to the next screen. Wait for one of the N.O.G. guards to turn around then click on him. Repeat this using the other fishing pole and the other guard. Once that's done head to the next screen to the left. Click on the box that is on the ground. Now click on the busted up jet. Now click on the button (not the torpedo one) to open up the fuse panel. Click on the box you picked up then click on the fuse panel. Now try to match each fuse where it's supposed to go, blacks matching blacks and reds matching reds. Once you get that done the torpedo button will start flashing. Click on the button to blow up the door. Now go in. once you get in Monkey Penny will talk to you. Now head back into the water. Go to the screen where you hooked to two guards. Click on the treasure chest on that screen. Mota Harry will pop out and give you a special date box. Go back to William's base and put the decoder thing Mota Harry just gave you into the door. Now click on the decoder to go up to it. Remember the date it said in the S.S. Deadweight? Well put that date in now. Now just keep choosing a day until you get the right one. Now you're in William's base. =Go to the WILLIAM'S BASE part to know what to do next. |Adventure 2| Start by getting the copy putty and the plungers from the vending machine. Now head to the dock. Click to go on the boat. The doorman will then stop you and say that you need an invitation. Click on your notes and talk to the rabbit about the doorman at the S.S. Deadweight. He'll then show you his invitation. Use your money to buy anything that is on the shelf. When he's trying to get the thing you wanted use your copy putty on the invitation. Now go back to the doorman and use your invitation on him. You now have access to the deck party. Go onto the ship. Now first talk to the blue cat (her name is Russian Blue). After talking to Russian Blue wait for the conductor of the band to turn around. The second he turns around click on the paper that has the notes for the Waltz. Now head down into the Mobile Command Center and click on your notes. Talk to Monkey Penny about Russian Blue. Once she's done she'll give you Walter Wireless the tracking bug. Next go into the Greek Cantina. Give the Waltz paper you stole from the conductor to the musician playing the piano thing. He'll then give the Tango. Head back onto the S.S. Deadweight. Now when the conductor is not looking click on the Tango paper and put it on the stand. Now the Tango will start. Russian Blue will walk out and start Tangoing with. Once you can move the cursor again click on Walter Wireless then click on Russian Blue's purse. You obviously have to do this before the Tango is over, or before you get to the part where Russian Blue dips Fox down near her purse. Once that's said and done go back to the Town Square area. You'll notice a big black car that looks like a sombrero. Click on the car to head into hot pursuit. There will be a map at the bottom right corner of the screen. Look where there are little lines coming out and click where the lines are, click on the screen that is. You'll need to choose the right path or fox will drive off the edge and into helicopter mode and you'll need to start over. You also need to click on the path fast before Fox automatically takes the wrong path. Once that is done click on the land that is in front of the hieroglyphics. Fox will talk to Walter then Walter will hop away. Now go back to the Town Square. You won't have to go through the path thing ever again. Once you're back go to the Feta Factory. Now click on the gutter. Mota Harry will pop out and give you a fortune cookie. Now go back to the hieroglyphics. Click on the fortune cookie to hear the code. Now click on all the words Fox just said. Once you're inside click on the plungers then click on the beginning of the wall. Now start climbing across. You'll need to click BEFORE the water ends, but late enough so that he crosses right when the water stops. If you mess up and get hit by the water then you'll have to start over. Once you made it to the other side go through the door and into William the Kid's base. =Go to the WILLIAM'S BASE part to know what to do next. ~~~~~~~~~~~~~~~~ =William's Base= ~~~~~~~~~~~~~~~~ You get a different part in here depending on what piece of the disarming system you need. |Punch Card| Required gadgets: Cheese and safe decoder, Nickel Trap Start by going into the locker room (located on the right of the entrance). Once you're in click on every locker until you find a yellow suit. Click on the suit to pick it up. Next look at the top of the room for some lines and dots. Remember this pattern. Now head back out to the main area and put the suit on. Now you can get past the camera. Russian Blue and William will come in and rendezvous with each other then they will leave. Remember the code you saw in the locker room? Now click on the control panel in the room and pull the levers so that they match the pattern in the locker room. Now go up the conveyer belt and up the ladder, then into the cart. Next go right until you come to a door. Go through the door :B. Now you'll be next to some guards. Use your nickel trap on one of the guards. No one can resist the sound of falling money. Once that's done head through the next door, then click on the easel. Click on one of the chalk then start coloring all over the easel. A code and the name of a painting will appear! Remember both things. Now go back to the locker room and click on the locker handle that has an arrow pointing to it. You'll be taken to an office. Remember the name of the painting? Well look for the painting that looks like what the name of the painting was. Once done type in the code you got. You have uncovered the safe! Now use the cheese and safe decoder on the safe to figure out the code. You move left to the number if the arrow points left (:P) and visa versa. Once done click on the punch card you need. You have the Milky Weapon of Destruction disable piece! =Go to the WILLIAM'S BLIMP part to know what to do next. |Key| Start by going into the locker room (located on the right of the entrance). Once you're in click on every locker until you find a yellow suit. Click on the suit to pick it up. Next look at the top of the room for some lines and dots. Remember this pattern. Now head back out to the main area and put the suit on. Now you can get past the camera. Russian Blue and William will come in and rendezvous with each other then they will leave. Remember the code you saw in the locker room? Now click on the control panel in the room and pull the levers so that they match the pattern in the locker room. Now go up the conveyer belt and up the ladder, then into the cart. Then go right until you come to a door. Go through the door :P. You'll see another door to got through. Go through that. Next go up to the laser area on the right wall by clicking on it. You need to arrange the lasers so that they go into the same color holes. Once that's done (when none of the lasers are crossing the key wallet), you have the Milky Weapon of Destruction disable piece! =Go to the WILLIAM'S BLIMP part to know what to do next. |Dial| Required gadgets: shoe Start by going into the locker room (located on the right of the entrance). Once you're in click on every locker until you find a yellow suit. Click on the suit to pick it up. Next look at the top of the room for some lines and dots. Remember this pattern. Now head back out to the main area and put the suit on. Now you can get past the camera. Russian Blue and William will come in and rendezvous with each other then they will leave. Remember the code you saw in the locker room? Now click on the control panel in the room and pull the levers so that they match the pattern in the locker room. Now go up the conveyer belt and up the ladder, then into the cart. Now go right until you come to a door with a lightning symbol on it. Go through the door. See that lever? Click on it to pull it. The power shut off! Now go through the door that used to be bolted shut. It's pitch black. Now put on the shoe gadget then walk over to where the dials are. Click on the dial you need. You have the Milky Weapon of Destruction disable piece! =Go to the WILLIAM'S BLIMP part to know what to do next. ~~~~~~~~~~~~~~~~~ =William's Blimp= ~~~~~~~~~~~~~~~~~ You're still in his base. First off, head to the conveyer belt room. Remember that door on the back of the room? Go in there. Now put the Milky Weapon of Destruction disable piece in. Fox will press the button, then William will appear, he'll talk and then you can watch the cows drown in Goat Milk. Now head back up the conveyer belts and into the cart. Go right until you come to a billboard that has some hair(?) sticking out. Go through here. Now one of two things will happen. 1. If you see some kung-fu chicken guy (Master Hong Kong Doodle) then talk to him. Once done, head all the way back to town and then go into the Greek Cantina and ask Bea about Master Hong Kong Doodle. She'll give her book. Now go back to Master Doodle and use the book on him. He'll then go into the pose of an attack and say the attack name. Now you'll look at the book. Find the attack he's going to do, then select the counterattack. You beat him. 2. If you see some things that look like green rocks then click to go over to the other side. Alligators! So, you can't cross. Head back to the Greek Cantina then use your money to buy the Chicken Knuckles To Go. Once done add some of the Secret Sauce on to it (the purple container). Now go back to the alligators and feed them the Chicken Knuckles. They fell asleep! Cross them. After doing either one of those two, you'll need to cross to the other side. William's blimp will then rise up into the sky. He'll talk. Once done click on the yellow truck. You'll start driving forward. You'll eventually see a ramp. Click on the ramp. Wait for the scene to go. Your are now on William's blimp. Monkey Penny will then call you and give you the coordinates of the prison. Next climb up the ladder into the blimp. Grab the bread and screwdriver laying on the green box thing. Now go back out of the blimp. See the blue plane? Go inside of it and then click on the entrance that is on the front of the ship. You're where William is. Next click on the robot steering the ship. You'll see coordinates! Remember the coordinates Monkey Penny gave you? Put those coordinates in here. Next click on the orange computer thing that is next to William's chair. First look at the shape of the screws and then select the screwdriver and click on the orange thing. Select the correct screw shape and you'll revile the toaster ejection. Put the bread in and then click on the on switch. You beat the game! Now you get to watch William fly into prison and SPY Fox escape by parachute! Congrats! -6- Your Watch /\/\/\/\/\ Mobile Command Center: Press this button to contact Monkey Penny and get a bit of advice on what to do next. Load: Press this button to load a saved game. Quit: Exit the game. Save: Press this button to save your progress. Fun: Happy Fun Time! This button lets you play Happy Fun Sub. In this game you control a submarine, speedboat and plane and try to collect the mines (submarine), bowies (speedboat) and satellites (plane). You control using the mouse and shoot/jump by clicking the left mouse button. To from submarine to speedboat to plane and vice versa, simply move the cursor all the way to the top of the screen. You start the game with 5 lives. To quit, lose a life and while being brought back, click on the red STOP button. Infinite levels. The number of items you need to collect increases each level. Try to get the best score. Submarine: You play as the sub underwater and you shoot enemies with sub sandwiches while collecting mines. Speedboat: You play as this on the surface of the water and you jump over obstacles while collecting bowies. Beware of mountains! Plane: You play as the airplane in the air and you shoot enemies with plungers while collecting satellites. -7- My FAQs /\/\/\/\ This section tells all the FAQs I've typed up. GAME NAME PLATFORM FAQ NAME STATUS ----------------------------------------------------------------------------- Animal Crossing GameCube House and Theme FAQ In Progress Mario Party 4 GameCube FAQ/Guide In Progress Pharaoh PC/Macintosh Item Guide In Progress Spy Fox in Dry Cereal PC/Macintosh FAQ/Walkthrough Complete Super Mario World SNES/GBA Secret Exit Guide Complete Super Smash Bros. Melee GameCube Adventure Mode FAQ Complete Ultim. Ride Coaster DX PC/Macintosh FAQ/Guide Complete Luigi's Mansion GameCube Money Guide Complete Final Fantasy IX Playstation Areas FAQ Complete ++++++++++++++++++++++++++++++++++++++++++ #And so this FAQ is over!################# *********Hope you enjoyed!!!!!!!!!!!!!!!!* ||||||||||||||||||||||||||||||||||||||||||