Go Fish:This is the familiar card game. Spy Fox plays against Mr. Bigpig in the cantina. One must have four cards that match to have one set.
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90 – All Game Guide “While Spy Fox in 'Dry Cereal' isn't going to provide a deep challenge for experienced gamers, the 'junior adventurers' are going to have a.
The player with more sets at the end of the game is the winner. The game ends when all the cards have been used or if either player runs out of cards in their hands, whichever comes first. To start the game, one must buy a jar of trinkets from the trinket stand at the town square and then bring it to the cantina. The winner would take his own and the loser's trinkets.
The player would play this game in the White Water Path to retrieve Captain Drydock's lucky charm.Paper on Easel:Found in William the Kid's office, this is basically a doodling game in which the one can draw as much as one wants. The drawings can be printed out onto paper. After one has drawn a picture, a smaller version of it will appear in William the Kid's office. The player doodles on the paper in the Punchcard sidequest to reveal a hidden message revealing which fake painting in the N.O.G.
Corporate Headquarters hides the punchcard.Happy Fun Sub:This game is accessible by pressing the 'FUN' button on the Spy Watch. The player has to steer the Spycraft, a Spy Corps vehicle, over air, sea, and underwater terrains. The Spycraft can transform into an airplane, speedboat, or submarine depending on the terrain. The object of the game is to collect satellites, buoys, and submersibles to complete the level. At the beginning, one has five lives and tries to avoid obstacles by shooting suction cups or sandwiches or jumping over them. Sometimes, a warning will appear to alert one of an approaching island.
Hitting an obstacle will cost one a life. One can gain more lives by scoring points. The first life that one earns will be worth 20,000 points and the subsequent lives will be worth 60,000 points each. As one progresses through the levels, the number of satellites, buoys, and submersibles needed to complete a level increases. 'Happy Fun Sub' has an infinite number of levels.
Here's the instructions on how to play Go Fish (2-Players):1. Each Player is delt 7 Cards in His/Her Hand2. The Player must guess whether or not His/Her Opponent has the cards that the Player needs in His/Her hand.3. If The Player or His/Her Opponent has the card in His/Her hand, that Player must turn over whatever ammount of the card he/she has, if not then She/He must draw one card from the deck & Vice-Versa.4.
If The Player or or His/Her Opponent draws a card from the deck & matches the card that he/she asked but his/her didn't have, then The Player or or His/Her Opponent gains an extra turn. If not, then His/Her Opponent will take His/Her Turn & ask The Player if He/She has the Card in His/Her Hand, and So-On.5. When a Player has all 4 Cards of the same Suite, then He/She has a Set of Cards for that Suite.
The Player with the most Set of Suite Cards at end of the game wins.6. The Game ends when He/She uses all the cards in His/Her Hand or if all the cards have been used in the Deck.Playing Cards in a Suite:2 (Lowest)345678910JackQueenKingAce (Highest). Here are the Possible Trinkets you wager/win in the Go Fish Minigame.Each Trinket you wager per game is set random per game.These Trinkets can range from Paperweights to anything else.Possible Trinkets (Randomized per Go Fish game):1. Captian Drydock's Lucky Charm (Win Only/White Water Path)2. Game Tokens3. Pilotwings Decal9.
Turtle Shell13. Plastic Watch16. Plastic Jelly Beans17. Funny Head19. Ball of Yawn20.
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Squeze Toy21. Umbrella Staw22. Plastic Toast24. Tooth Floss25. Plastic Cucumber27. Plastic Pickle29. Magic 8-Ball30.
Plastic Cheese31. After you recive the both the Greek Drachmas (Now known as the Euro Currency) & Laser Toothbrush, exit MobCom and go to the Feta Factory. Once there, use the Laser Toothbrush on the Steel Door.Once the door is opened, enter the Feta Factory & you'll find Mr. Utterly dangling over a Pool of South American Piranha. You'll also notice a Control Panel next to the Piranha Pool. Press the Blue Down Arrow (which makes the Piranha Pool Cold, while the Red Up Arrow makes the Piranha Pool Hot) until the Piranha Pool is frozen in ice.
Then use the lever to rescue Mr. Utterly.After a cutsence, you'll learn about William the Kid's plan to rule the Dairy world and that Mr. Utterly has the disarm code (however, before Mr. Utterly can read it, he had to eat the Disarm Code so it would not be discovered).
Use the X-Ray Gum to examine Mr. Utterly until you find the Disarm Code. The Disarm Code will contain one of 3 Items that you need to Disarm the Milky Weapon of Destruction. The Item you need will be randomized in each walkthrough. Those Items are the Punch Card, Key (which is inside a Key Wallet) or Diode. This game has two Game Paths which contain different puzzles that the player has to solve in order to continue the game.
The game paths are randomly set when the player starts a new game. Three sidequests exist in which the item needed to disarm the Milky Weapon of Destruction changes, and there are two different game paths leading to the discovery of the hidden fortress.
In addition, there are two miniquests in which the path to the cow pen varies. As such, there are 12 possible unique games. There is also a Bonus Ending wherein the player can capture William the Kid. The Bonus Ending is only accessible when the player clicks at the right time.Car Chase Path:In this game path, after sending Walter Wireless the Tracking Bug after her, the player must pursue Russian Blue in a specialised Spy vehicle (also used in Spy Fox 3: 'Operation Ozone') across the Island of Acidophilus to some Greek Ruins which are the secret entrance to William the Kid's secret base. The name of Spy Fox's car is Asti Spumoni, a reference to the wine Asti Spumante and real-life car makes Aston Martin and Alfa Romeo, with the former being well known as the car make used in the James Bond films.
Afterwards, the Player would need to decode the password to get inside then, cross a waterway containing Snapping Turtles.White Water Path:In this game path, the player uses Captain Drydock's boat to sail to a spot in the ocean where milk is being pumped to form an area of white water. The player has to get to the spot and dive underwater to find William the Kid's secret base. The player will find a pipe trail that leads to William the Kid's secret base.
But first, the player has to get past the 2 guard dogs and reprogram a missle launcher to blast an opening to get into William the Kid's secret base. After that, the player would need to Figure out the Correct Code by finding the Correct Time & Date In-Game.(NOT your REAL Time and Date please). These Glyphic Code Phrases are used to enter William the Kid's Fortress in the Car Chase Route.But first, you'll need to check the Pipe outisde the Feta Factory. The correct Glyphic Phrase on the Fortune Cookie is randomized for each Walkthrough.Glyphic Code Key:1, 2, 3. Cat/Black/Boy4, 5, 6.
Fat/Happy/White7, 8, 9. Sad/Strong/Dog10, 11, 12. Skinny/Girl/WeakGlyphic Phrases (Randomized per Walkthrough):The. Blank.Strong White Dog 8, 6, 9.Skinny Sad Dog 10, 7, 9.Skinny White Cat 10, 6, 1.Happy Fat Girl 5, 4, 11.Happy Weak Boy 5, 12, 3.Happy Skinny Girl 5, 10, 11.Happy White Dog 5, 6, 9.Sad Weak Boy 7, 12, 3.Happy Fat Boy 5, 4, 3.Strong Skinny Girl 8, 10, 11.
After getting past the Car Chase/White Water Paths, you'll need to get past the Security Eye inside William the Kid's Fortress by finding an N.O.G Yellow Jumpsuit Uniform. This can be done by searching the Locker Room. The Yellow Jumpsuit can be found in one of 5 Possible Lockers which is randomized for each walkthrough.Possible Lockers:=Left Side=12=Right Side Lockers=123Also, while you're in the Locker Room, you'll notice a diagram poster which is used for the Conveyor Belt puzzle which is also randomized for each walkthrough. After you see a cutscene in which Russian Blue hides one of 3 items you'll need to find (Also randomized for each walkthrough) to disarm the Milky Weapon of Destruction. She'll hide 'The Paper containing the Location of the Punch Card', a 'Key Wallet' or a 'Diode' that William the Kid mentions during the cutscene. Afterwards, you'll notice some Conveyor Belts & Control Panel with it. The goal is to match the Controls to the Diagram Poster which is shown in the Locker Room.Conveyor Belts Control Panel Key:LP = Left PurpleLG = Left GreyLR = Left RedRP = Right PurpleRG = Right GreyRR = Right RedUG = Up GreenUB = Up BlueDG = Down GreenDB = Down BluePossible Diagrams (Randomized Per Walkthrough):1.
LP, LG, RR, UG & DB = Left Purple, Left Grey, Right Red, Up Green & Down Blue2. LP, RG, LR, UG & UB = Left Purple, Right Grey, Left Red, Up Green & Up Blue3. RP, LG, RR, UG & DB = Right Purple, Right Grey, Right Red, Up Green, Down Blue4. LP, LG, RR, UG & UB = Left Purple, Left Grey, Right Red, Up Green & Up Blue5. RP, RG, LR, UG & DB = Right Purple, Right Grey, Left Red, Up Green & Down Blue6. RP, RG, RR, UG & UB = Right Purple, Right Grey, Right Red, Up Green & Up Blue7. LP, RG, RR, DG & DB = Left Purple, Right Grey, Right Red, Down Green & Down Blue8.
LP, LG, LR, DG & DB = Left Purple, Left Grey, Left Red, Down Green & Down Blue9. RP, RG, RR, DG & DB = Right Purple, Right Grey, Right Red, Down Green & Down Blue10. LP, LG, LR, DG & UB = Left Purple, Left Grey, Left Red, Down Green & Up Blue11. LP, LG, LR, UG & UB = Left Purple, Left Grey, Left Red, Up Green & Up Blue12. LP, RG, RR, UG & DB = Left Purple, Right Grey, Right Red, Up Green & Down Blue13.
RP, RG, LR, DG & DB = Right Purple, Right Grey, Left Red, Down Green & Down Blue14. RP, LG, LR, UG & UB = Right Purple, Left Grey, Left Red, Up Green & Up Blue15. LP, RG, LR, DG & UB = Left Purple, Right Grey, Left Red, Down Green & Down Blue.
The Timekeeper Room can be accessed in the White Water Path only. After using the Sailor's Hat on Spy Fox, Sal will inform you to show up at the designated Sound Effect played on the Timekeeper 5000. What you need to do is use the Sal Talk Balloon on Bea Bear at the Cantina. The Durration of Happy Hour can be found outside the Greek Cantina, the Hours & minutes are randomized for each walkthrough. To Solve this puzzle, you need to find out what time Sal is releaved from his post. After releaving Sal from his post & Returning the Lucky Charm to Captain Drydock, you can examine the Map Screen aboard the S.S.
The Grid Shows the Pool of White Water's Location via its' Longitude (Vertical Grid) & Latitude (Horizontal Grid). Then, The Player would use Captain Drydock's Boat & the player must imput the Location of the White Water that matches the one shown on the Map Screen aboard the S.S. The Location of the Pool of White Water is randomized for each walkthrough if you're doing the White Water Path.And don't forget to grab the Frog Suit in the Timekeeper Room before doing so.Longitude Key (Vertical Grid):10, 20, 30, 40, 50,60, 70, 80, 90, 100,110, 120, 130, 140, 150,160, 170 & 180 DegreesLatitude Key (Horizontal Grid):10, 15, 20, 25,30, 35, 40 & 45 DegreesPossible Pools of White Water (Randomized per Playthrough):1. 20 Degrees Latitude & 50 Degrees Longitude2. 30 Degrees Latitude & 95 Degrees Longitude3. 20 Degrees Latitude & 135 Degrees Longitude4.
45 Degrees Latitude & 150 Degrees Longitude4. 40 Degrees Latitude & 5 Degrees Longitude5. 25 Degrees Latitude & 180 Degrees Longitude6. 5 Degrees Latitude & 35 Degrees Longitude7.
20 Degrees Latitude & 165 Degrees Longitude8. 20 Degrees Latitude & 120 Degrees Longitude9. 10 Degrees Latitude & 50 Degrees Longitude10. 10 Degrees Latitude & 125 Degrees Longitude11. 5 Degrees Latitude & 170 Degrees Longitude12. 25 Degrees Latitude & 155 Degrees Longitude.
This Puzzle can accessed & be done in the White Water Path only. After getting past the Shark Subs, you'll encouter a Fuse Box for a Fighter Jet that's sunken underwater near another Steel Door. Since you've already used the Laser Toothbrush, you'll need to use the Jet's Misguided Missile, but it's broken.What you need to do is fix the jet's Fuse Panel by accessing by pushing the Green Down Button & using the Fuse Box to access the Spare Fuses. There are 10 Possible Fuses to use which are randomized for each walkthrough.
The Solution to this puzzle is also Randomized for each walkthrough as well. Some of the Fuses are already in place for you, and you need to figure out which Spare Fuse goes on the Fuse Panel's 3x3 Grid.NOTE: To Solve this puzzle, you need to remember that the Red Fuse goes into the Red Fuse Socket & the Black Fuse goes into the Black Fuse Socket. Try tracing each of the fuses in the box until you find the correct matching fueses.When all of the Correct Fuses are in place, you can fire destroy the Steel Door using the Misguided Missile by pushing the Missile Fire Button.
This Puzzle can be solved in the White Water Path only. After you get the Electronic Voice Box Decoder.
You need to figure out the Correct In-Game Date (NOT your Real Time & Date Please) which is randomized for each walkthrough. The Correct Day of Week can be found inside the Greek Cantina, while the Correct Date can be found inside the Timekeeper Room aboard the S.S. After that, insert the Electronic Voice Box Decoder into the Security Panel & input the Correct In-Game Date to enter William the Kid's Secret Fortress.Months of the Year (Like the Real World, 12 Months make up 1 Year):1.
DecemberDays of the Month (Like the Real World, every Month has 30-31 Daysexcept for February which has 28 and 29 per Leap Year):1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,12, 13, 14, 15, 16, 17, 18, 19, 20, 21,22, 23, 24, 25, 26, 27, 28, 29, 30, 31Days of the Week (Just like in the Real World, there's 7 Days of the Week.Starting with Sunday & ending with Saturday):1. SaturdayPossible Dates (Randomized per Playthrough):1.
Tuesday, Nov. Wednesday, Aug. Thursday, Feb 277. Saturday, Nov. Saturday, Jun. Saturday, Dec.
Saturday, Mar 2913. Monday, Sept 16. Key Wallet Sidequest:In this sidequest, the player must find a Key Wallet containing a key needed to disarm the Milky Weapon of Destruction.
The key wallet is placed in William the Kid's office, guarded by laser beams and contains 5 keys. The player has to redirect the lasers with mirrors to get the key wallet. The player can find out which key is needed by looking in Mr. Udderly's stomach.Punch Card Sidequest:In this sidequest, the player must find a punchcard needed to disarm the Milky Weapon of Destruction. The punchcard is hidden in a safe behind one of the fake paintings in the N.O.G.' S Corporate Headquarters.
To find out which painting hides the card, the player has to doodle on the Paper in William the Kid's office. Once that is found out, the player must enter a color code on the buttons next to that painting. When the safe is revealed, the player uses the Cheez-n-Safe Cracker gadget to find the combination. The safe opens to reveal 5 punchcards. The player can find out which punchcard is needed by looking in Mr. Udderly's stomach.Diode Sidequest:In this sidequest, the player must find a diode needed to disarm the Milky Weapon of Destruction.
The diode is one of 10 diodes located in the Radio Room. The player has to turn the power off, distracting a guard; once the power is off, the player uses the NightVision Shoe gadget to see in the dark and take the diode. The player can find out which diode is needed by looking in Mr. Udderly's stomach.(NOTE: You will need the SPY Trap to get past the N.O.G Guards for both the Punchcard & Key Wallet Sidequests). There are 10 Possible Diodes in the game, but only 1 of them is used to disarm the Milky Weapon of Destruction. The Correct Diode is random each time you play.But first you must turn the Power off in the Radio Room by pulling a Gerbil Switch in the Power Generator Room, then entering the Powered-Down Radio Room & using the NightVision Shoe.After that, with the Power turned off in the Radio Room, it'll be safe to take a Diode.(NOTE: Don't try to do this while the Power is turned on, otherwise you might get Electrocuted.)Diodes in the Radio Room (Randomized per Playthrough):1.
4 Pink Dots2. 2 Green Lines3. 2 Yellow Half Squares4. 2 Yellow Circles5. 2 Pink Lines6. 4 Green Lines7. 2 Red Squares8.
2 Red Crosses9. 2 Blue Triangles10.
6 Blue Lines. There are 5 Possible Keys in the game that can be found inside the Key Wallet, but only 1 of them is used to disarm the Milky Weapon of Destruction. The Correct Key is random each time you play.
But first, you'll need to get past the Security Lasers that's protecting the Key Wallet.NOTE: To solve this puzzle, you need to remember that the Blue Lasers go into the Blue Sockets & the Red Lasers go into the Red Sockets. And the Security Laser Grid is randomized per walkthrough.Once the Correct Mirrors are in place on the Laser Grid, the Red & Blue Lasers are redirected away from the Key Wallet and you can get the Key Wallet item.Laser Key:R = Red LaserB = Blue LaserVM = Vertical MirrorHM = Horizontal MirrorDL or DR = Diagonal Left or Right MirrorKey Wallet Possible Keys (Randomized per Playthrough):1. H Shaped (NOTE: Can be mistaken for a K Key)4. K Shaped (NOTE: Can be mistaken for an H Key)5. There are 5 Possible Punch Card in the game that can be found inside a Punch Card Safe that's hidden in one of the paintings, but only 1 of them is used to disarm the Milky Weapon of Destruction. The Correct Punch Card is random each time you play.But first, you'll need to get the location of the Punch Cards by using The Paper on the easel in William the Kid's office which contains the correct TriColor Electronic Lock Code & the Correct Painting (which are both randomized as well).
There's 4 Possible Color Codes & 6 Possible Paintings. After that you'll need the Cheez-n-Safe Cracker Kit to figure out the Safe's Combination. The wall safe used in the game is a Fictional Swiss-Made Titanium Alloy DBR-5000.=Paper on the Easel=Paintings Key:1. Whistler's Goat3. Amercian Goatic6. Clothed GoatElectronic Lock Color Codes:1. GreenSwiss Titanium DBR-5000 Safe Key:CL = Counterclockwise LeftCR = Counterclockwise RightSwiss Titanium DBR-5000 Safe Combination(Randomized per Playthrough & You'll need to use the Cheez-n-Safe Cracker Kit first):1.
CR6, CL6 & CR32. CR9, CL3 & CR33. CR3, CL7 & CR54. CR1, CL2 & CR35. CR8, CL4 & CR56.
CR7, CL7, CR67. CR1, CL4, CR78. CR9, CL4, CR89. CR7, CL2, CR510.
CR6, CL5, CR711. CR8, CL3, CR512.Possible Painting & Electronic Lock Color Codes (Randomized per Playthrough):1. Amercian Goatic YRB2. Amercian Goatic GBY3.
Whistler's Goat YRB4. Clothed Goat BYR5.
Van Goat GYB6. Blue Goat RYB7. Clothed Goat BGY8. Blue Goat BGR9. Amercian Goatic BYR10. Clothed Goat RBYPossible Punch Cards (Randomized per Playthrough):1.
♥♥♥♥-a-Doodle Fu miniquest:In this miniquest, the player must defeat Hong Kong Doodle, a master of ♥♥♥♥-a-Doodle Fu. To do that, the player must obtain a book on ♥♥♥♥-a-Doodle Fu from Bea Bear at the cantina. When the player hears Hong Kong Doodle's attack, he/she has to find the corresponding counterattack to defeat him.Alligator miniquest:In this miniquest, the player must pass a tank of hungry alligators. To do that, the player must buy some Chicken Knuckles from Bea Bear at the cantina and season them with Secret Sauce. The player then must feed the Chicken Knuckles to the alligators. The alligators would then fall asleep with their bellies face up, leaving a bridge for Spy Fox to cross.Once you reach the Kidnapped Dairy Cows, pull the Red Lever to save the Cows. NOTE: DON'T Press the 'ESC' Key if you're planing to do this!Bonus Ending:This is a bonus ending which happens only if the player clicks on the truck in William the Kid's secret base after rescuing the cows.
Spy Fox will jump in and drive toward the cliff. If the player clicks on the blimp just before Spy Fox reaches the cliff, he will jump the truck into the air and eject himself directly into the escaping blimp. The player has to then work inside the blimp to send William the Kid to Spy Jail via the Ejector Panel. These Navigation Coordinates via the SPY Watch are used to throw William the Kid into SPY Jail during the Bonus Ending Path which are randomized in each walkthrough.Compass Key:N = NorthS = SouthE = EastW = WestNorth Navigation Coordinates:2, 4, 6, 8, 10,12, 14, 16 & 18South Navigation Coordinates:2, 4, 6, 8, 10,12, 14, 16, 18 & 20West Navigation Coordinates:2, 4, 6, 8,10, 12, 14, 16,18, 20, 22, 24,26, 28, 30 & 32East Navigation Coordinates:2, 4, 6, 8,10, 12, 14, 16,18, 20, 22, 24,26, 28, 30 & 32Possible Navigation Coordinates for SPY Jail (Randomized Per Playthrough):1. These are the instructions for the Ejection Seat Toaster that's used to throw William the Kid in jail during the Bonus Ending Path in which the Screw Panel is randomized in each walkthrough.Screw Panel Key:T Screw+ ScrewI ScrewY ScrewWhat you need to do is use the Electric Screwdriver by selecting the it's Bit Tip that matches the one on the Screw Panel.Electric Screwdriver Bit Tips:T Bit+ BitI BitY BitElectric Screwdriver Bits & Screw Panel Combinations:T Bit = T Screw+ Bit = + ScrewI Bit = I ScrewY Bit = Y ScrewThen place the Rye Bread on the Toaster & push down the Toaster.
Rye Bread (Bonus Ending): SPY Fox must eject William the Kid from his getaway blimp with the ejection toaster. It can be found in the room below the pilot room. See Section 8-2 on how to use the Ejection Seat Toaster.Chicken Knuckles (Alligator Sidequest): SPY Fox must distract the alligators blocking his path to the dairy cows by feeding them.
Chicken knuckles are bought from Bea Bear in the Greek Cantina. To make the alligators fall asleep, they must be seasoned with secret sauce.Electronic Code Box/Voice Box Decoder (White Water Path): SPY Fox needs to enter William the Kid's secret fortress by attaching the electronic code box to the entrance door. He also needs to enter the correct date in order to proceed. Mata Hairy gives this to SPY Fox after finding her in her treasure chest disguise.
See Section 5-8 on the Possible In-Game Dates.Frog Suit (White Water Path): SPY Fox needs this suit to swim underwater to William the Kid's secret fortress. It can be found in a cabinet of the S.S. Deadweight's shift room.Glyphic Code Phrase Fortune Cookie (Car Chase Path): SPY Fox needs this to input the correct code at William the Kid's secret fortress entrance. It is given by Mata Hairy near the feta cheese factory after placing Walter the Tracking Bug in Russian Blue's purse.See Section 5-1 for the 12 Possible Glyphic Codes.Invitation Copy: SPY Fox needs an invitation to attend the deck party aboard the S.S. SPY Fox will need to copy Gilbert's invitation with the SPY Putty.It's signed by Russian Blue.Jet Fusion Panel Box/Fuse Box (White Water Path): Spy Fox needs it to activate the guided missile in order to break into the secret fortress' defense.
It can be found slightly buried near the fortress' entrance. See Section 5-7 on how to Solve the Fuse Panel Puzzle.Lucky Charm (White Water Path): Captain Drydock lost his lucky charm and refuses to sail without it. SPY Fox obtains it after beating Artimice J. Bigpig in a Go Fish match.N.O.G. Jumpsuit: SPY Fox needs to wear one to disguise as one of the N.O.G. It can be found in a locker located in the locker room of William the Kid's secret fortress. See Section 5-3 for the Possible Lockers in which the N.O.G Jumpsuit is in.Sailor Hat (White Water Path): SPY Fox needs it to replace Sal as the S.S.
Deadweight's sailor. It can be purchased by Gilbert. See Section 5-5 for the Possible Coordinates on the Pool of White Water and Section 5-4 for Solving the Timekeeper 5000 Puzzle.Electric Screwdriver (Bonus Ending): Spy Fox needs to use the screwdriver to open the container holding the ejection toaster. It is found in the room below the pilot room.
See Section 8-2 for it's Screw Bits.Trinkets/Jar of Trinkets: SPY Fox will need trinkets to challenge Artimice J. Bigpig for Captain Drydock's lucky charm during the White Water Path. Trinkets can be used anytime to play Go Fish against Artimice J. Bigpig for fun. SPY Fox must purchase a jar of trinkets from Gilbert.See Section 2-4 for Possible Trinkets.Tango Music Sheet (Car Chase Path): SPY Fox needs a copy of tango music to distract Russian Blue from her purse. He receives a copy by trading Johnny Gecko waltz music for his tango music.Walter Wireless the Tracking Bug (Car Chase Path): SPY Fox needs to place Walter Wireless in Russian Blue's purse in order to track her to William the Kid's secret fortress. He accompanies SPY Fox after asking about Russian Blue to Monkey Penny.Waltz Music Sheet (Car Chase Path): SPY Fox needs to trade waltz music for Johnny Gecko's tango music.
To obtain it, SPY Fox must swipe one of the conductor of the deck party's waltz music while the conductor looks away.Diode/Key Wallet/Punch Card: Used to disarm the Milky Weapon of Distruction.See Section 6-1 for the 10 Possible Diodes, Section 6-2 for the 5 Possible Keysand Section 6-3 for the 5 Possible Punch Cards.Greek Drachmas (1997-2002)/Euro: Used to buy the Chicken Knuckles/Sailor's Hat or Jar of Trinkets. It can also be used to distract Gilbert when attempting to copy his Invite using the SPY Putty.MobCom (Mobile Command Center) Entry Code Fortune Cookie: Used to enter MobCom (Mobile Command Center). The first 3-Digits are 555 & the last 4-Digits are random per walkthrough.See Section 4-1 for the MobCom Entry Codes.Notepad: This where your Talk Balloons go. Click on it to access the Talk Balloons.See Section 10 for the Talk Balloons.SPY Gadgets: This is where you keep your Spy Gadgets.
A total of 4 Spy Gadgets can be carryed at a time. So make sure you chose your Spy Gadgets wisely in each Randomized Walkthrough. See Section 11 for details on the Spy Gadgets & what they do.
They can be obtained from MobCom's (Mobile Command Center) Spy Gadget Vending Machine. Weasel Doorman = Use this on Gilbert so you can get him to show you his invite to the Deck Party. This Appears in ALL Walkthroughs.Captain James T. Drydock = Use this on Mr. Here are all the SPY Gadgets in SPY Fox 1. Most of them can be obtained from MobCom (Moblie Command Center's SPY Gadget Vending Machine) However, you can only carry 4 SPY Gadgets at a time in your SPY Gadget Inventory Slot.SPY Pens: One of them is used to land on the Island of Acidophilus, Greece.The other 3 contain humorous dialog for fun.
(Freefall Prolouge Only)Laser Toothbrush: Used to open the Feta Factory Steel Door. You get this from Monkey Penny after you imput the Correct MobCom Entry Code. See Section 4-1 for Possible MobCom (Mobile Command Center) Entry Codes for more details. However, the Laser Toothbrush explodes after a single use.Beef-Flavored X-Ray Gum: Used to examine Mr. Utterly's inards for the Disarm Code.
You can hold onto in case you need to review what the Correct Disarm Code is or return it to the SPY Gadget Vending Machine, if you can remember what the Correct Diode, Key in the Key Wallet or Punch Card is. It's your call.SPY Putty: Used to copy Gilbert's Invite to the Deck Party. The SPY Watch contains Game Options.Save (PC Version) = Save your Game.
A total of 8 Files can be saved at a time. Place the game's screenshot onto the file you want to save & name your Save File to save your progress. You can overwrite a save by placing its screenshot on the game you saved earlier & name it. This can be done anywhere in the game at anytime.Load (PC Version) = Load a Saved Game. You can load your Saved game by selecting the screenshot you saved your progress in by clicking on it.Quit (PC Version) = Exits the GameOptions (iOS Version only) = Accesses the Settings Menu.The Settings Menu include Starting/Continuing the game, Option to Skip Cutscenes, turn On/Off the Game Music/Subtitles or download other Humongus Entertainment Titles Via the App Store.MobCom (Mobile Command Center) = Gives you an In-Game Hint or Random DialogueFun = Launchs the 'Happy Fun Sub' Minigame. Want to play SPY Fox 1 without the CD?
Then I'll show you how to do so.First, download the ScummVM Emulator here:Then, follow these steps:1. Insert your SPY Fox 1 US/UK CD into your Disc Drive.2.
Click on QUIT at the autorun.3. Open the CD4.
Create a new Folder on your C Drive and Name it: 'HEGames'.5. Create a New Folder in your HEGames Folder & Name it 'SpyFox1 US'(If you're using the US CD Version) or 'SpyFox1 UK' (If you're using the UK CD Version).6. Copy the SPY Fox CD Files to your SpyFox1 Folder on your Hard Drive.7. Run the ScummVM Installer & follow the instructions shown.8. DON'T Open SPY Fox 1 just yet. If you're using a newer computer,you'll need to use the ScummVM Emulator.9.
Open ScummVM10. Select 'ADD GAME'11. Find the folder where SPY Fox 1 US/UK are Installed on your Hard Drive, select CHOOSE & then select OK.
After that, the games should be added to the ScummVM Library. (If you're adding the US Version of SPY Fox 1, Add 'US Version' in Parentheses or Brackets and if you're adding the UK Version of SPY Fox 1, Add 'UK Version' in Parentheses or Brackets.)12. Highlight SPY Fox 1, then Double-Click on it to start or select START.13. Challenge & Inspire Young Players to think for themselves in creative & flexable ways.Young Players play with faithful, lovable friends as they discover captivating worlds where they direct the journey & overcome challenges at their own pace. Junior Adventure Games will help Young Players develop:1. Critical-Thinking Skills2. Problem-Solving Skills3.
Memory Skills4. Mental Mapping5. Spatial-Relations SkillsHumongous Entertainment's heartwarming characters & engaging Adventures come to life through Feature Film Quality Animation, Original Music & the power of a Young Player's Imangination.
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