Spy Fox In Dry Cereal Part 2

Two years after his debut, Humongous Entertainment’s suavest hero returned for a bigger but familiar adventure in Spy Fox 2: Some Assembly Required.How do you top a plot against the dairy industry? How about world domination. Spy Fox 2 trades its prequel’s short-statured evil villain for someone even smaller and more evil: Napoleon LeRoach. Bitter from years of mockery for his size, LeRoach has placed a 1,000:1 scale Giant Robot Dog at the center of the World’s Fair, the collar of which houses his renowned revolving restaurant Chateau LeRoach. With every person that passes the turnstyle of the fair, the wind-up dog robot is charged further, and once the millionth customer passes the turnstyle, the Evil Dogbot’s rampage will begin. It’s up to our hero to prevent this rampage and save the world.Spy Fox 2 begins “somewhere in the Alps” with Spy Fox on a ski lift meeting up with another informant, Canadian spy Agent Gracefully, who has found the plans for the Dogbot in the trash of Spy Corps’ evil nemesis S.M.E.L.L.Y.:The Society of Meaningless Evil, Larceny, Lying and Yelling.

Amazon.com: Spy Fox 2 Pack: Includes Dry Cereal and Hold the Mustard: Video Games. This game is part of a promotion. Spend over £10.00 to get the following items for free.

She also offers Spy Fox a gadget, skis dehydrated in pill form, in case he needs to make a getaway.When the two are ambushed, Spy Fox makes an escape into an old shack. Here the game offers another tutorial of sorts. The player must open up their gadget inventory and drag the dehydrated skis to a bucket of water in the room. Now equipped with a mode of transportation, an escape scene ensues, with the game given some control over Spy Fox’s escape by clicking different spots on the screen. Whatever decisions the player makes, Spy Fox gets away, and has a rendezvous with SPY Corps’ big boss: The Chief. The Chief, a massive thing whose face cannot be seen, sends Spy Fox on a mission to investigate the shifty Napoleon LeRoach, who is addressed in the SMELLY package alongside plans for the robot.In many ways, Spy Fox 2 mimics the original in its structure.

There’s an evil villain with a super-weapon that must be destroyed, a vaguely European setting, a jazzy soundtrack and a secret base to infiltrate. There’s an exciting opening set-piece and introductory mission, followed by a randomized set of paths that bring Spy Fox into a secret base, followed by Spy Fox disarming the weapon, chasing the villain, and either letting them go or sending them to jail.Many characters return too. Not only Professor Quack and Monkey Penny, but informant/anchor Walter Wireless and former Greek Cantina operator Bea Bear also make appearances. Given that this format worked well for the previous game, it seems Humongous Entertainment opted not to break the formula. Instead, they decided to expand the game’s scope, if not its difficulty, while maintaining the compact, interconnected map of its predecessor.The World’s Fair setting is a great excuse to place Spy Fox in a singular location, while still filling that location with a variety of activities, from a skating rink to a massage tent to a greenhouse.

With the Dogbot the centerpiece of the fair, the looming threat of LeRoach’s domination remains central in ways that the more abstract threats of William the Kid didn’t. The player must gain access to the interior of the giant robot through its achilles heel, and then they must find the deactivation code and Off Switch for the robot, which are hidden throughout the park.If the developers took anything from the previous game, they seemed to decide to ease up on the amount of time-sensitive puzzles that required making inputs during specific animations. Save for the end-game chase scene, a simplistic alarm defusing puzzle, and another section where Spy Fox must stealthily flip a switch inside the Dogbot, most puzzles can be solved within any time window. This is probably for the best, as the time-sensitive puzzles were among the most frustrating parts of the first game.While the game’s story is stronger and more coherent than the prequel, some of it also feels more repetitive. The story here is less convoluted than the prequel, with Spy Fox meeting the villain in person within the first twenty minutes, but this also means the mission feels more like a list of tasks than the more linear, evolving case of the original.The feeling of intrigue of the prequel, as well as the general prickliness of many of the characters from the original game, is somewhat missed.Many of the new characters are fun, like washed-up daredevil The Caped Cod and his young fanboy, a puppy named Elmo whose voice is suspiciously similar to the Sesame Street Character.

There’s less of a vibe of a spy film in general from these characters, however. The original game featured a Captain Kirk parody, so it’s not like Spy Fox was ever the most specific of satires, but it still would have been nice to see more supporting characters who follow spy tropes like Russian Blue or Mr. Bigpig.While most returning characters feature the same voice acting as in the previous game, the titular Spy Fox is an exception. Bob Zenk was replaced by Mike Madeoy, whose performance of the character sits somewhere in between Zenk’s more snide take on the character, and a more suave, Bond-like character. Like the previous game, Spy Fox 2 also features a British dub starring Andrew Wale as the titular fox.Spy Fox does find plenty of chances to actually be a spy in the game, like when the player creates a Fake ID to enter the fair, or when Spy Fox wears a chef’s uniform to disguise himself as famed chef Wolfgang Duck. Indeed, many of the best parts of the game involve Spy Fox being duplicitous in order to accomplish his greater goal. That kind of mischievousness is the source of much of the humor in the game, outside of its myriad puns and cultural references.Like Dry Cereal, Some Assembly Required can be completed in multiple ways depending on the randomized “paths” the game picks for its completion.

Certain Spy gadgets only work on certain paths, and map and character details also change depending on these paths. The Off Switch, for example, may be found in the mouth of a mutant venus fly trap, or in liquid form in a sci-fi matter transformation device.Also like the previous game, these paths aren’t created equally. Spy Fox 2 has a lot of funny, well-realized gags, but many of them are locked into that second path. The player also has to play through the entire introductory sequence before they know which path they’re on, meaning restarting the game to get a new path can be a time-consuming, tedious project.

Indeed, the game doesn’t seem to allow the player to get on a new path until they beat the game and restart it.Overall, Spy Fox 2’s writing comes from the same vernacular as the previous game: a mix of puns, animals, and cultural references that no child of its era would ever understand, like a hack chef who is clearly a play on Julia Child. This midcentury aesthetic extends to the game’s spy technology and the general retro-futurism of the world’s fair, with silly takes on cloning, robotics and technology.Visually, the game features occasionally choppy animation, but what appears to be a richer color palette compared to the first title.

Areas like the interior of the Dogbot, the greenhouse area, and the miniature Wee World section are realized in the first game’s modernist cartoon style, and with an earthy richness that mixes a painterly coloring with the series’ characteristic thick outlines. The Dogbot itself makes for a great visual set-piece, looming over many of the game’s outdoor areas. As a later SCUMM game, the engine shows some of its age here especially when played on higher resolution screens, but the artistry of the background and character design helps make up for that. The biggest downside might be the lip-syncing, which is accurate enough but done almost entirely through awkward keyframes.Spy Fox 2 does not feature any high stakes card games, but it does feature perhaps the best minigame Humongous Entertainment made: Things From Space.Found within the SPY Watch’s FUN section, Things From Space is a vertically scrolling space shooter that proceeds over a series of levels. Compared to the average shoot-em-up, it’s fairly simplistic and slow-paced, an able to be controlled with the mouse, or with the arrow keys and shift button, and the first few levels feature almost entirely asteroids, with only the occasional enemy ship. Still, it makes for a deeper and more rewarding experience than Dry Cereal’s Happy Fun Sub.There are three weapon types in Things From Space: a default purple sound-wave, a green phaser, and a red bomb.

These weapons come out of certain defeated enemy combatants and asteroids, and can be upgraded one level every time they’re collected, until they’ve been upgraded twice. The red weapon is clearly the best choice, with the weak purple in second, and the risky phaser prone to shutting off the moment the player is about to get hit by an obstacle or bullet.

The weapons cannot be freely switched between, although their upgrade status is saved, so if the player goes from a level three phaser to the bomb back to the phaser, they’ll maintain that level 3 status on the weapon. Weapon upgrade status depletes one level when the player loses a ship.

The player ship dies when hit by an asteroid, bullet or enemy ship, and the player has three lives at the start of the game. An extra life is added after the first 10,000 points scored.A simple scoring system is followed to reward hits, as well as reward bonus collectibles which come out of defeated combatants and asteroids.

While getting high scores in Happy Fun Sub was largely not worth it the effort, Things From Space is a much more comfortable game to advance in. It helps that the first couple levels are basically tutorials, with the first “boss” type enemy not showing up until level 6.

After that point, things intensify quite a bit, with faster paces and much more enemy bullets. All in all, there are twelve levels.Like its predecessor, Spy Fox 2: Some Assembly has stayed in print over the years.

It resurfaced on Steam in 2014, with iOS and Android ports following in 2015, all using ScummVM.Series Navigation.

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Spy Fox in 'Dry Cereal'
Basic Information
Video Game
[[Humongous Entertainment]][[Category:Humongous Entertainment]]
[[Atari (PC)
Majesco (Wii)]][[Category:Atari (PC)
Majesco (Wii)]]
Adventure
Mac OS
Windows
Wii
Ratings
ESRB: Everyone (E)
Awards Changelog Cheats Codes Codex
Compatibility Covers Credits DLC Help
Localization Manifest Modding Patches
Ratings Reviews Screenshots Soundtrack
Videos Walkthrough

Spy Fox in 'Dry Cereal' is the first of three games in the Spy Fox series of games developed by Humongous Entertainment and marketed by Atari. The game is an adventure game centered around the fictional island of Acidophilus in Greece. The villain in this game is William the Kid, the CEO of the Nectar of the Goats (N.O.G.) Corporation tries to eliminate cow's milk from the earth by kidnapping cows and his rival, Mr. Udderly, the president and CEO of Amalgamated Moo Juice Incorporated. Kid plans to eliminate the cows, frame them and eventually take over the dairy world.

The Spy Fox series of games are set in a world with characters that parody James Bond, while the overall tone is reminiscent of Get Smart.

24 the game walkthrough ps2. LitaOsiris has the following solution: 1. PS2 is turned off. With game disc and memory card in place, turn on the PS2. Load the game (it should be at 4:28. If its not, see #13 below. For 24: The Game on the PlayStation 2, GameFAQs has 6 FAQs (game guides and walkthroughs). - INTRODUCTION - Hello and welcome to the 24: The Game FAQ/Walkthrough. This guide will provide you with a full walkthrough for all the game's missions, the controls, the unlockables and the overall story of the game for those who wish to know it without picking up the game.

The Spy Fox adventures retain the easy-to-use format of the other Humongous computer games, but unlike all the others, the Spy Fox series introduces talk balloons. Talk balloons enable Spy Fox to ask a character a specific question instead of simply having an ordinary conversation. Like other Humongous titles, Spy Fox offers a game within the game. For a diversion, Spy Fox can play 'Go Fish' with Mr. Bigpig at the Greek cantina, can draw pictures in William the Kid's office, or can play 'Happy Fun Sub,' a game in which Spy Fox tries to collect satellites, buoys, and submersibles while avoiding obstacles. Like other Humongous computer games, the Spy Fox games have more than one gamepath. This means that the adventure is different every time one plays. One should save one's game by pressing the 'S' key, which stands for 'Save.' One can resume the game later by pressing the 'L' key, which stands for 'Load.' Also, he can use the 'Save' and 'Load' buttons on his 'Spywatch.'

  • 7Minigames

Gameplay[editedit source]

All the world's dairy cows are missing; therefore SpyFox is assigned to find them. The only clues available are Spy Corps photos of Amalgamated Moo Juice Inc. president Howard Hugh Heifer Udderly III and 'low grade' feta cheese. Arriving at the Greek island Acidophilus, named after the live culture in yogurt, SpyFox first must rendezvous with Monkey Penny, an anthropomorphic monkey modeled after Miss Moneypenny, and Professor Quack, an anthropomorphic duck modeled after 'Q', who keep contact with Fox from the Mobile Command Center via his 'Spywatch'. At several points in the game, SpyFox will be contacted by Monkey Penny through this gadget, informing him of new messages and contacts he needs to complete his mission.

SpyFox's first priority is to rescue the captured Mr. Udderly, who is being dangled over a pool of piranha in a feta cheese factory owned by Nectar of the Goats (N.O.G). Once freed and brought to the Mobile Command Center, Udderly goes on to explain that he was kidnapped by agents of N.O.G., under the command of William the Kid. His story (which is highly falsified, as only the player sees) includes a reference to The Ghost and Mr. Chicken when the kidnappers arrive and Mr. Udderly proudly declares, 'My whole body's a weapon'. Using a slideshow, he then details Kid's plot to eliminate the competition of dairy milk to promote goat's milk.

Kid has programmed the Milky Weapon of Destruction, comparable to the GoldenEye satellite weapon, to flood the capitol with 'none-too-fresh' dairy milk so that the dairy cows will be blamed and jailed, while N.O.G's goat milk will replace all dairy. Udderly states that while he was a prisoner, he managed to swipe the activation code for deactivating the diabolical device, but he was forced to swallow it to keep it from being discovered. With the appropriate spy gadget, (an x-ray device that only works on something beefy disguised as a stick of chewing gum), SpyFox is then able to read the code. Depending on the gamepath, he will need to find either a diode, a key pouch, or a punchcard to deactivate the Milky Weapon of Destruction in Kid's fortress.


During his mission, SpyFox must search all over the island of Acidophilus for clues to find Kid's 'secret island fortress'. His most successful investigation centers on Kid's Head of Public Relations, a cat named Russian Blue, and close personal associate of William the Kid and 'one bad kitty.' She is also the owner of the luxury ship the S.S. Deadweight, and can be found on board the ship. To investigate her, SpyFox must trick his way onto the ship's deck party, and there either slip a tracking bug into her purse or fiddle with the navigation system on her ship. The tracking bug path involves distracting Russian Blue with tango music (her greatest passion, which also throws her under a spell) taken from the nearby Cantina. The navigation system path has SpyFox attempting to win a lucky charm from Go Fish champion Mr. Bigpig (a parody of Sydney Greenstreet's Kasper Gutman, in the movie The Maltese Falcon), so that he can convince Captain Drydock (a parody of William Shatner's Captain James Kirk) to take him out to the marked location on his boat, the U.S.S. Winaprize. (Captain Drydock will only give a ride if he has his lucky charm, which was lost in fact, playing against Mr. Bigpig.) In the first path, SpyFox will need to follow the path Walter Wireless left to catch up to Russian Blue. This leads to the ruins (really Kid's fortress) and if the code phrase is set correctly, SpyFox may enter. (SpyFox's informant can supply the code) After finally getting in, the area is patrolled by not-so-friendly snapping turtles. SpyFox will need the suction cupplings to pass through. Afterwards, he can make his way into Kid's secret fortress. The navigation system game path leads to Spyfox having to find the 'white water' (milk) and swim through it. SpyFox will need something to wear in the water, so as not to ruin his swanky suit or his gadgets. When he finds the water, Spyfox can then jump right in, sneak past the guards, meet up with his informant, blow up a door and make his way into the fortress. Again, another code phrase is required for getting in. To find the date and the time, SpyFox may need to backtrack to the island again. When all is finished he can make his way into Kid's fortress. In all the paths, however it is required for SpyFox to find

a key)a diode)a punchcard)

In order to find the key, SpyFox must sneak into Kid's main office with the help of Professor Quack's gadgets. After snooping around a bit, he can then access the key, which is trapped by lasers. SpyFox will need to work to turn these lasers off which can be a trying process.

In this path, SpyFox will need to search Kid's fortress to find a diode, which will turn the Milky Weapon Of Destruction off. SpyFox will need to find the room with the long corridor and get the diode (after turning off the electricity) which is located on a wall.

For the punchcard, SpyFox must enter Kid's main office (after getting past the guards) to snoop around for the correct picture and color code name for which the punchcard is concealed. Kid's other office (which can be entered using the secret locker in the locker room) is the place where SpyFox will find these punchcards. After cracking the safe, SpyFox can easily insert the punchcard into its proper place to disarm the Milky Weapon of Destruction.

Either way, after disarming the milky weapon of destruction, Kid will then flood the world's cows and escape through a secret pathway. A couple clues are left as to where Kid has escaped. (his ascot poking through the door, and the N.O.G. label) When SpyFox discovers it he will be left with either a moat of alligators or a giant karate style chicken. Both of these games paths can be solved by getting advice or items from Bea Bear at the Greek Cantina. Not only does she sell something special for those alligators, but she is also an expert in Cock-A-Doodle-Foo.

Finally, after freeing the dairy cows, SpyFox's nemesis William The Kid will appear on his blimp telling SpyFox it's not over. He will then try to escape..

A bonus ending can be accessed when Kid is attempting to escape on his 'giant metallic getaway blimp'. At the player's direction, SpyFox will jump into a truck waiting nearby and chase Kid. Clicking on the ramp at the approaching end of the road will catapult SpyFox onto the blimp. The blimp may redirect its course to the Evil Villain Jail that Monkey Penny and Quack have set up below. There (if the player has arranged for it), Kid is thrown into jail by an ejection mechanism activated by SpyFox.

In the end, SpyFox is honored by the cow president, Mr. Bull Clinton (based on Bill Clinton), who will present him with the Big Daddy Congressional Cookie of Justice. SpyFox then replies, 'I got my cookie, has anyone got milk?'

Characters[editedit source]

The following are main characters in Spy Fox in 'Dry Cereal'. For a list of all characters, see the List of Spy Fox in 'Dry Cereal' characters.

  • Spy Fox: Spy Fox is suave, sophisticated, ever-cool and on top of things, even when the going gets a little tough. He relies on his wits and various spy gadgets, supplied to him by Quack, found at the Mobile Command Center. His mission is to save the world's cows and all their milk!
  • Howard Hugh Heifer Udderly III: The president and CEO of Amalgamated Moo Juice Incorporated has been cownapped! Mr. Udderly is the only one who knows the extent of William the Kid's deranged plan so it's essential that Spy Fox rescue him as soon as possible. He swallows the disarming code to the Milky Weapon of Destruction.
  • Monkey Penny: Spy Fox's partner who is stationed at the Spy Corps Mobile Command Center. She sometimes contacts Spy Fox via his Spy Watch. She can also be called using the Spy Watch.
  • Professor Quack: is at the Mobile Command Center working on spy gadgets. He'll explain to Spy Fox how each gadget works when the player clicks on them in the Spy Gadget vending machine. He has a habit of eating the gadget's blueprints after explaining the gadget's functions to the player.
  • William the Kid: The villain of the game, he is the CEO of the Nectar of the Goats (N.O.G.) Corporation plans on eliminating the world of cow's milk and replacing it with goat's milk using his Milky Weapon of Destruction.
  • Russian Blue: A very bad kitty. She's William the Kid's right hand gal. Her life's passion is the tango – she can't resist one. She owns and operates the swank ocean liner, the SS Deadweight, where William the Kid is has been rumored to socialize. In the Car Chase Path, Spy Fox has to place a sheet of tango music within Mr. Waltz's sheet music to distract Russian Blue with a dance so Spy Fox can slip Walter Wireless into her purse to track her.

Locations[editedit source]

The following are the major locations in the game Spy Fox in 'Dry Cereal'. For a more complete list of locations, see the List of Spy Fox in 'Dry Cereal' locations.

  • The Island of Acidophilus: The island where Spy Fox first arrives at the start of the game. The town square provides access to the other buildings on the island.
  • Spy Corps Mobile Command Center: Spy Corp's base in this game. Accessible via the telephone booth at the town square after entering the correct telephone number received at the start of the game.
  • Cantina: SpyFox can get some information from Bea Bear, the barmaid, or Johnny Gecko, the musician. In the White Water Path, Spy Fox must win a game of Go Fish against a gambler named Mr. Bigpig to obtain Captain Drydock's lucky charm. SpyFox can use his Drachmas to order food in the Cantina. In the Car Chase Path, Spy Fox exchanges some waltz music for Johnny Gecko's tango music, using it to trick Russian Blue into a dance so that Spy Fox can slip Walter Wireless into her purse. Bea on the other hand, is quite the expert for Cock-A-Doodle-Foo and that may later be important.
  • N.O.G. Corporate Headquarters: Nectar of the Goats Corporate Headquarters located off the town square. The room is deceptively bare, concealing a secret elevator into Kid's secret fortress. The door to N.O.G. HQ is locked from the outside, forcing Spy Fox to find an alternate entrance.
  • SS Deadweight Deck Party: A deck party planned by Russian Blue, the ship's owner and operator. Spy Fox meets Russian Blue here. In the Car Chase Path, Spy Fox tricks Russian Blue into dancing with him by stealing a piece of the conductor's waltz music in exchange for some of Johnny Gecko's tango music and tricks the conductor into playing it. When she is distracted, Spy Fox can sneak Walter Wireless into Russian Blue's purse to track her.
  • William the Kid's Secret Fortress: The underground base where William the Kid has built a 'Milky Weapon of Destruction' and trapped the dairy cows. Infiltration of this base is one of the main goals for Spy Fox to accomplish within the game. Its inner structure varies according to the game path.

Gadgets[editedit source]

For a list of gadgets used in the game, see the List of gadgets in the Spy Fox series.

Gadgets dispensed from the vending machine in the Spy Corps Mobile Command Center used by Spy Fox to solve problems that arise while playing the game. Spy Fox can only carry up to four gadgets at a time.

Items[editedit source]

Spy Fox sometimes uses items he picks up to help him proceed in his missions.

  • Bread (used only in the Bonus Ending): Used to activate the Getaway Blimp's ejection mechanism, which operates based on an electric toaster.
  • Chicken Knuckles (used only in the Alligator miniquest): Used, when combined with 'Secret Sauce', to incapacitate some alligators put in SPY Fox's path by William the Kid.
  • Cock a Doodle Fu Book (used only in the Cock a Doodle Fu miniquest): A martial arts guidebook provided by Bea Bear to SPY Fox, who uses it to defeat her former instructor Hong Kong Doodle.
  • Diode (used only in the Diode sidequest): A one-way circuit carrier, this is one of the three possible items needed to disarm the terrible Milky Weapon of Destruction.
  • Drachmas: Greek currency replaced by the Euro. Spy Fox needs these to buy trinkets from the trinket stand or food from the cantina.
  • Electronic Code Box (used only in the White Water Path): This contains the code by which to open a door into William the Kid's secret fortress, given to SPY Fox by informant Mata Hairy.
  • Frog Suit (used only in the White Water Path): A diving suit that looks like a frog, which Spy Fox uses to swim underwater.
  • Fusebox (used only in the White Water Path): A suitcase of fuses used by Spy Fox to activate a sunken airplane's missile, so as to enter the secret fortress.
  • Informant Information (used only in the Car Chase path): Given to Spy Fox by Mata Hairy in the form of a fortune cookie, Spy Fox needs this to open the Greek Ruins and enter William the Kid's secret base.
  • Invitation to SS Deadweight Deck Party: Gilbert, the trinket stand operator, has an invitation to the deck party. Spy Fox copies it to investigate the ship and its owner.
  • Jail co-ordinates (used only in the Bonus Ending): In the Bonus Ending, Monkey Penny sends these to Spy Fox, via the spy watch, once he is aboard the blimp. He then redirects the blimp to coincide with them.
  • Jump Suit: A yellow N.O.G. uniform, used by SPY Fox to pass a security gate in Kid's secret fortress.
  • Key Pouch (used only in the Key sidequest): A pouch of 5 keys, whereof one is another of the three possible items needed to disarm the Milky Weapon of Destruction.
  • Lucky Charm (used only in the White Water Path): Captain Drydock requires this to go onto the open sea, necessitating that SPY Fox find it.
  • Phone Number:This is given to Spy Fox in a fortune cookie. It is used to call Monkey Penny at Spy Corp's Mobile Command Center.
  • Punchcard (used only in the Punchcard sidequest): The third of the three possible items needed to disarm the Milky Weapon of Destruction, this is hidden away in a secret safe in the N.O.G Corporate Headquarters.
  • Sailor Hat (used only in the White Water Path): Wearing the hat as a simple disguise, Spy Fox can convince the watchman on the SS Deadweight's bridge that his replacement has arrived.
  • Secret Code (used only in the Punchcard sidequest): This is the revelation of which painting conceals the punchcard.
  • Screwdriver (used only in the Bonus Ending): A screwdriver with four heads, used by Spy Fox to loosen the screws sealing the Ejector Seat by which he expels William the Kid from the blimp.
  • Tango Music (used only in the Car Chase Path): Obtained from Johnny Gecko to distract Russian Blue.
  • Trinkets: Purchased as gambling counters for the Go Fish minigame.
  • Waltz Music (used only in the Car Chase Path): Stolen from the conductor aboard the S.S. Deadweight so that it can be exchanged for the Tango music mentioned above.
  • Walter Wireless the Tracking Bug (used only in the Car Chase Path): Walter is a flea placed in Russian Blue's bag when she is distracted so that Spy Fox can track her. Also used in Spy Fox 2: 'Some Assembly Required'.

Talk Balloons[editedit source]

A talk balloon is a speech balloon (similar to comic strips) with a picture of a character inside it. SPY Fox uses it to obtain information regarding the specified character.

  • Captain Drydock (used only in the White Water Path): Used to learn how Captain Drydock lost his lucky charm.
  • Hong Kong Doodle (used only in the Cock a Doodle Fu miniquest): Used to talk to Bea Bear in the Cantina.
  • Russian Blue: Used on Monkey Penny for information especially, although others have information about Russian Blue.
  • Sal the sailor (used only in the White Water Path): Used to gain information regarding the watchman aboard the S.S. Deadweight.
  • Weasel Doorman: Used to draw trinket-seller Gilbert into conversation on the subject of the deck party.

Minigames[editedit source]

One can play three minigames. Two of these games, Go Fish and Paper on Easel, may be required to complete the game.

Go Fish[editedit source]

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. The player with more sets at the end of the game is the winner. The game ends when all the cards have been used. 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[editedit source]

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[editedit source]

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.

Game paths and bonus ending[editedit source]

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 specialized 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.
  • 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.
  • Key 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.
  • Punchcard 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 Night Vision 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.
  • Cock a Doodle Fu minquest: In this miniquest, the player must defeat Hong Kong Doodle, a master of Cock a Doodle Fu. To do that, the player must obtain a book on Cock 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.
  • 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.

See also[editedit source]

Links[editedit source]

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