spy fox dry cereal walkthrough || cheat cheats hint hints spyfox This was created by Monica and I would love to hear from you! Really! If I start getting too much email I will change this message. I only wrote the part starting at "=The adventure=". Gamemaster79 wrote the first part. Email me at: tempgr@pobox.com with comments, corrections, fan mail, hate mail, whatever!!!! Just email me. [spy fox dry cereal] -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 diode. /\/\/\/\/\/\/\/\ =The adventure= ~~~~~~~~~~~~~~~~ There are two possible adventures you may go through. To see which adventure you are in, go to the dock and see if Captain James T. Drydock is there with his little boat. If the answer is yes then read Adventure 1, If no, then read Adventure 2. /\/\/\/\/\/\/\/\ =Adventure 1.= ~~~~~~~~~~~~~~~~ For this adventure you need the Putty. First go to the dock and talk to Captain James T. Drydock and try to get onto the cruise. You will get two subjects to talk about, then go to the Trinkets stand and buy both the Trinkets and the sailor hat. Then ask him about the S.S. Deadweight, he will show you his invatation. Try to buy something. He is too short to reach them, so he will let off some umphs and urghs. While he is busy, use the putty to copy the invatation. Then go into the Greek Cantina and go up to the pig (Artemis James Big Pig) ask him about Captain James T. Drydock and he'll show you the carm, for he won it out of James. Then click on the lucky charm to play for it. If you win the game you get the lucky charm. If you lose, no big deal. Play until you get the charm. Then go onto the cruise, go through the top door and talk to the Sailor Watchman. A subject will appear. Go talk to Bea about him. She will say "Oh, he comes in here so and so minutes after the start of happy hour." Then go back to the cruise. This time go through the bottom door. First get the frog suit, then change the clock to the time that Bea said, then click shift change. Spy fox will say something like "That's the sound the watchman said his shift ended," or something like that.Remember the date that is written on the wall next to the time machine. Then, when you're done, go up to where the Sailor Watchman is. Put on your sailor hat and he will leave. Click on the green grid and remember where that was. Then get off the boat and go on Captain James T. Drydock's boat. (You'll need to give him his lucky charm first.) Then look at the map and click where you need to go. Then click on the arrow. You'll know that you're in the right place if the water is white. Put on the frog outfit and dive in. There will be two other boats near you. Take one of the fishing poles, go to the screen to your left and then when the guard's back is turned, click on him. He will go flying. Do this to the other one. Then go to your left, pick up the box, and go inside the ship. Then click on the green button with the arrow. Put the box next to this. Now match these fuses where they need to go. (Black to Black, Red to Red) The missle button should start blinking. Click on it and the door will blow up. Go inside and you'll get a message, go into the water again and to the right a pannel. Then click on the treasure box. Monna Henry will give you some sort of device. Go back inside and put it into place. Remember the date? Punch in that date and do each day and push the button each time until the door opens. (go to William's Lair) /\/\/\/\/\/\/\/\ =Adventure 2.= ~~~~~~~~~~~~~~~~ For this adventure you'll need the spy putty, and the suction cup links. First try to get onto the cruise ship. The S.S. Deadweight Doorman will stop you and say you need a personal invitation. Then a picture of him will appear when you look at you notes. Then go to the "Trinkets" stand and ask the rabbit about this subject. Then try to buy anything except for the trinkets. The Rabbit will be too short to reach it and utter some urghs and umphs. While he is busy, use the putty to copy the invatation. Then use your copy to get onto the cruise. Talk to Russian Blue by clicking on her. You will get a speech bubble about her. Go back to command central and ask Monkey Penny about her. Monkey Penny will tell you that Russian Blue likes to tango, and gives you walter wireless. Then go back to the cruise, while the conductor isn't watching, you steel one of his waltz papers. Then go to Greek Cantina and swap music with the musician. Go back to the cruise and while the conductor isn't watching, you switch the music, then Russian Blue will perk up and dance with you. Before the end of the dance, get walter wireless and click on Russian's purse, when Russian goes to dip Spy Fox down, he throws walter into the purse. Get off the ship and your watch will start to beep. Monkey Penny tells you to go to the Fetta Factory. Go there and click on the drain pipe. Monna Henry will come out and give you a fortune cookie. Then head into town and you will see a black car. Get in the car and use your mouse to drive to the left. Then Fox will be driving. You want to guide Fox in the right direction by looking at the map. If you don't do it in time, don't worry, his car will turn into a helicopter or something and fly back to town. Once you get to the end, click on the path, spy fox will come out and talk to walter wireless. It doesn't matter what he says. Then If you don't remember what Monna Harry said, then click on the fortune cookie and click on the tiles that represent that. Go in and you will see that your path is blocked by water, in the water there are snapping turtles. Also there are three pipes sticking down that occasionally spray water. Put your suction cups on and get on the wall. Figure out what the pattern is and get across, go through the door. (Go to William's lair) /\/\/\/\/\/\/\/\ =William's lair= ~~~~~~~~~~~~~~~~ Key For this you might need the coin. Start by going into the locker room. Click on all of the lockers until you find a yellow suit. Then look at the lines and dots on the celing. Go out of the locker room and go through the other door you haven't been through yet. William and Russian Blue will come out and talk for a while. When they go away, to over to the switch board. Move them until they match what was in the locker room. Then go up the ladder. And go in the cart and go around until you find the door with N.O.G. Go through this door. If the N.O.G guards are there then use the coin to trap them. Then go through the next door. Click where you see blue and red rays. Use the pieces to guide the rays away from the keys. Then go out, into the cart, down the ladder and into the other room to the leftish. (go to stopping william for good) Punch Card Diode To get the Diode you need the shoe. Start by going into the locker room. Click on all of the lockers until you find a yellow suit. Then look at the lines and dots on the celing. Go out of the locker room and go through the other door you haven't been through yet. William and Russian Blue will come out and talk for a while. When they go away, go over to the switch board. Move them until they match what was in the locker room. Then Go up the ladder. And go in the cart and go around until you get to the door with a lightning bolt. Pull the handle and go through the door that was just bolted. It is dark in there, so use your shoe to see. Go over to the Diodes and pick out the one you need. Then go out, into the cart, down the ladder and into the other room to the leftish. (go to stopping William for good) /\/\/\/\/\/\/\/\/\/\/\/\/\/\ =Stopping william for good= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Put your piece into place, and William will talk to you. When he's done, the entrance to the cows will close and a little bit of William's scarf will stick out. This is a clue. Go back up the ladder and go to the bilboard. Hey look, what's that? Go through this door. You will either see a Chicken or Aligators. /\/\/\/\/\ =Chicken= ~~~~~~~~~~ Try to go through the door behind the chicken. A subject about him will show up. Go back to Bea and ask her about him. Bea will give you a book. Now go to the chicken. Click on the book then click on the chicken. He will do a move, look in your book for the counter attack, and do it. Go through the door. Pull the red lever, when you can move the mouse, click near the truck and you will follow William. When you can, click on the blimp and you will land on it. (go to William's blimp) /\/\/\/\/\/\ =Aligators= ~~~~~~~~~~~~ Go back to Bea and buy the specialty. Then put the secret sauce on it. Come back to the aligators and feed it to them. If it won't work, click ont the aligators first then try it. It should work. Then go across, through the door. Pull the red lever and when you can, click near the car, and you should be following the blimp, when you can, click on the blimp and you will land on it. (go to William's blimp) /\/\/\/\/\/\/\/\/\ =William's Blimp= ~~~~~~~~~~~~~~~~~~ When you are on Williams Blimp, Monkey Penny should beep in with you and tell you the location of the Jail. Remember this. Then get into the blue ship. Fly to the other enterance. Go up to the robot and program the coordanates into him. Then go over to the red tunnel and go through it. Get the bread and the screwdriver. Go back through the tunnel and up to the toaster. Unscrew the pannel, put the bread in, pull the lever down, and watch William fly!!!! y y ooooo u u y y o o u u yy o o u u yy o o u u yy ooooo uuuuuuu w ww w ooooo nn n !! w w w w o o n n n !! ww ww o o n n n w w ooooo n nn !!!! !!!! This was created by Monica and I would love to hear from you! Really! If I start getting too much email I will change this message. I only wrote the part starting at "=The adventure=". Gamemaster79 wrote the first part. Email me at: tempgr@pobox.com with comments, corrections, fan mail, hate mail, whatever!!!! Just email me! Don't worry - if I get too many emails (unlikely) I can disable that email.