SPY Fox in: Dry Cereal
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SPY Fox 1: Dry Cereal - Walkthrough (On-Going)
Από VolnuttHeroP64
In this Guide, I will walk you through on SPY Fox 1: Dry Cereal (Both US & UK Versions for the PC, Wii & iOS).
   
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1. The Story so Far...


SPY CORPS' have discovered the offices & factories of the world's dairy abandoned & drained of its' Milk Supply thanks to the evil goat William the Kid, and now he's planing to flood the Captial of Washington D.C by pouring a whole lot of milk on it using the Milky Weapon of Destruction. Who can stop this ghastly goat? Fox, SPY Fox sent by SPY CORPS.
2. Minigames
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. 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.
2-1. Go Fish Instructions
Here's the instructions on how to play Go Fish (2-Players):
1. Each Player is delt 7 Cards in His/Her Hand

2. 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)
3
4
5
6
7
8
9
10
Jack
Queen
King
Ace (Highest)
2-2. The Paper on the Easel Instructions
Here's the Instructions on How to Play with The Paper on the Easel:
This Minigame can be accessed in William the Kid's Head Office.
If you're not doing the Punch Card Route,
you can draw a picture here using 6 different colored chalk.

When you're done, you can post your Paper on the Easel Picture on Steam using the F12 Key in the Steam Version, PrintScreen in the Standalone ScummVM Version or Print it out in the CD-ROM Version on Windows XP 32-bit (If you're not using ScummVM) or lower Closed Source Operating Systems.

The Easel in the minigame has Unlimited Paper, so you can share your works of art with everyone.
To Reset the Paper on the Easel use the Paper Arrow to begin anew.

NOTE: ScummVM doesn't support printing out pictures,
but the Steam Version supports Screen Captures.

Chalk Colors:
1. Blue
2. Black
3. Yellow
4. Green
5. Red
6. White

Link to Download PrintScreen:
http://www.gadwin.com/printscreen/
2-3. Happy Fun Sub Ranking
http://www.youtube.com/watch?v=UkibOr3qsNw
http://www.youtube.com/watch?v=OpBLmQcishQ

Each time you reach a High Score on Happy Fun Sub, you'll earn a Rank on the High Score Board.

There are 5 Ranks total:
Admiral = 50,000pts.
Captian = 40,000pts.
Commander = 30,000pts.
Lieutenant = 20,000pts.
Ensign = 10,000pts.
2-4. Possible Trinkets
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 Tokens
3. Yo-Yo
4. Marbles
5. Whistle
6. Butterfly
7. Top
8. Pilotwings Decal
9. Horseshoe
10. Trollz
11. Toy Plane
12. Turtle Shell
13. Toy Truck
14. Snowglobe
15. Plastic Watch
16. Plastic Jelly Beans
17. Harmonica
18. Funny Head
19. Ball of Yawn
20. Squeze Toy
21. Umbrella Staw
22. Kazoo
23. Plastic Toast
24. Tooth Floss
25. Button
26. Plastic Cucumber
27. Sun Decal
28. Plastic Pickle
29. Magic 8-Ball
30. Plastic Cheese
31. Beads
3. Walkthroughs Guide - Freefall
The Game Starts with your Freefall to the fictional island of Acidophilus in Greece, in which you'll need to choose 1 of 4 SPY Pens which contains one of 3 Items you need to land on the Island safely (A Whoopie Cusion, Pogo Stick or a Fishing Pole).

NOTE: You can bypass the Freefall by pressing the ESC Key after skipping the Introduction.
3-1. Freefall - SPY Pen Items
Here are the Items that appear during the Freefall Segment via the SPY Pens, but only 1 of them is correct. The other 3 are wrong but gives you humorous Dialogue.

SPY Pen Items:
Cake
Taxi
Tank
Piano
Anchor
Anvil
Balloon
Safe
Fishing Pole [Correct Item]
Pogo Stick [Correct Item]
Whoopie Cusion [Correct Item]
4. Walkthroughs Guide - Entering MobCom
After landing on the Island, you'll need to enter MobCom (SPY CORPS' Mobile Command Center) by entering the Entry Code at the Phone Booth (which can be found inside the Fortune Cookie). The First 3 digits of the Entry Code are 555 while the last 4 digits are randomized for each playthrough.
4-1. Fortune Cookie - MobCom Entry Codes
http://www.youtube.com/watch?v=3YlzbxeAn3M
These Phone Numbers are used to enter MobCom at the start of the game. The Correct 4-Digit Entry Code is Random, but the first 3-Digits are the same. Each Wrong Guess gives you Humorous Dialogue. Use your mouse to enter the Enterance Code on the Telephone to enter MobCom.

Phone Number Key:
123
456
789
Clear

3-Digit Code:
555

Possible Last 4-Digit Codes (Randomized per Playthrough):
1. 2290
2. 6220
3. 0945
4. 9668
5. 4023
6. 1394
7. 6705
4. Walkthroughs Guide - Rescuing Mr. Utterly
http://www.youtube.com/watch?v=qrOpL2VemMo

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.
5. Walkthroughs Guide - Finding William the Kid's Secret Fortress
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)
5-1. Fortune Cookie 2 - Glyphic Code Phrases
http://www.youtube.com/watch?v=3YlzbxeAn3M

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/Boy
4, 5, 6. Fat/Happy/White
7, 8, 9. Sad/Strong/Dog
10, 11, 12. Skinny/Girl/Weak

Glyphic 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]
5-2. Car Chase Directions
Here's the directions to get to William the Kid's Secret Fortress in the Car Chase Path via the SPY Car's Radar. The directions are same in each Car Chase Path.

Radar Key:
N = North
NE = Northeast
NW = Northwest
E = East
W = West
SE = Southeast
SW = Southwest
S = South

1. N
2. N
3. NW
4. NW
5. W
6. W
5-3. N.O.G Locker Room & Conveyor Belt
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=
1
2
=Right Side Lockers=
1
2
3

Also, 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 Purple
LG = Left Grey
LR = Left Red
RP = Right Purple
RG = Right Grey
RR = Right Red
UG = Up Green
UB = Up Blue
DG = Down Green
DB = Down Blue

Possible Diagrams (Randomized Per Walkthrough):
1. LP, LG, RR, UG & DB = Left Purple, Left Grey, Right Red, Up Green & Down Blue
2. LP, RG, LR, UG & UB = Left Purple, Right Grey, Left Red, Up Green & Up Blue
3. RP, LG, RR, UG & DB = Right Purple, Right Grey, Right Red, Up Green, Down Blue
4. LP, LG, RR, UG & UB = Left Purple, Left Grey, Right Red, Up Green & Up Blue
5. RP, RG, LR, UG & DB = Right Purple, Right Grey, Left Red, Up Green & Down Blue
6. RP, RG, RR, UG & UB = Right Purple, Right Grey, Right Red, Up Green & Up Blue
7. LP, RG, RR, DG & DB = Left Purple, Right Grey, Right Red, Down Green & Down Blue
8. LP, LG, LR, DG & DB = Left Purple, Left Grey, Left Red, Down Green & Down Blue
9. RP, RG, RR, DG & DB = Right Purple, Right Grey, Right Red, Down Green & Down Blue
10. LP, LG, LR, DG & UB = Left Purple, Left Grey, Left Red, Down Green & Up Blue
11. LP, LG, LR, UG & UB = Left Purple, Left Grey, Left Red, Up Green & Up Blue
12. LP, RG, RR, UG & DB = Left Purple, Right Grey, Right Red, Up Green & Down Blue
13. RP, RG, LR, DG & DB = Right Purple, Right Grey, Left Red, Down Green & Down Blue
14. RP, LG, LR, UG & UB = Right Purple, Left Grey, Left Red, Up Green & Up Blue
15. LP, RG, LR, DG & UB = Left Purple, Right Grey, Left Red, Down Green & Down Blue
5-4. TimeKeeper 5000
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 imputing the correct time, go back to where Sal is & use the Sailor's Hat on Spy Fox to releave Sal from his post.

Happy Hour = Hours Table (12 in the Morning & 12 in the Evening make up 24 Hours per Day):
1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 & 12

Happy Hour = Minutes Table (NOTE: 60 Minutes makes up 1 Hour):
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,
31, 32, 33, 34, 35, 36, 37, 38, 39, 40,
41, 42, 43, 44, 45, 46, 47, 48, 49, 50,
51, 52, 53, 54, 55, 56, 57, 58 & 59

(NOTE: Happy Hour can last up to 2 Hours in the Game and
The TimeKeeper 5000 is preset to match your PC's Current Time.)

(Example: Happy Hour could be from 12-2, while the Duration of Happy Hour's Minutes can range from 1-59 Minutes after the start of Happy Hour. So, if Happy Hour starts at 12 & ends at 2, Bea will say that Sal shows up 30 Minutes after the Start of Happy Hour, then the time would be 12:30. Afterwards, you would enter 12:30 on the Timekeeper 5000 aboard the S.S. Deadweight.)

Possible Times (Randomized Per Playthrough):
1. Happy Hour 10-12 + 27 Minutes = 10:27
2. Happy Hour 5-7 + 27 Minutes = 5:27
3. Happy Hour 7-9 + 41 Minutes = 7:41
4. Happy Hour 12-2 + 19 Minutes = 12:19
5. Happy Hour 5-7 + 39 Minutes = 5:39
6. Happy Hour 2-4 + 19 Minutes = 2:19
7. Happy Hour 7-9 + 33 Minutes = 7:33
8. Happy Hour 2-4 + 41 Minutes = 2:41
9. Happy Hour 3-5 + 33 Minutes = 3:33
10. Happy Hour 4-6 + 19 Minutes = 4:19
11. Happy Hour 8-10 + 43 Minutes = 8:43
12. Happy Hour 3-5 + 39 Minutes = 3:39
13. Happy Hour 6-8 + 38 Minutes = 6:38

Possible Required Sound Effects (Randomized Per Playthrough):
1. 2 Ribbits & 1 Cork Pop
2. 1 Rooster, Drum Roll & Cash Register
3. 4 Bells & 1 Hiccup
4. 1 Whistle, Horse Whine & Toaster
5. 2 Chickens & 1 Car Horn
6. 3 Gases & 1 Fart
5-5. Navigation Coordinates for The Pool of White Water
After releaving Sal from his post & Returning the Lucky Charm to Captain Drydock, you can examine the Map Screen aboard the S.S. Deadweight. 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. Deadweight. 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 Degrees

Latitude Key (Horizontal Grid):
10, 15, 20, 25,
30, 35, 40 & 45 Degrees

Possible Pools of White Water (Randomized per Playthrough):
1. 20 Degrees Latitude & 50 Degrees Longitude
2. 30 Degrees Latitude & 95 Degrees Longitude
3. 20 Degrees Latitude & 135 Degrees Longitude
4. 45 Degrees Latitude & 150 Degrees Longitude
4. 40 Degrees Latitude & 5 Degrees Longitude
5. 25 Degrees Latitude & 180 Degrees Longitude
6. 5 Degrees Latitude & 35 Degrees Longitude
7. 20 Degrees Latitude & 165 Degrees Longitude
8. 20 Degrees Latitude & 120 Degrees Longitude
9. 10 Degrees Latitude & 50 Degrees Longitude
10. 10 Degrees Latitude & 125 Degrees Longitude
11. 5 Degrees Latitude & 170 Degrees Longitude
12. 25 Degrees Latitude & 155 Degrees Longitude
5-6. Removing the Shark Subs
This can be done during The White Water Path. Once you dive into the White Water using the Frog Suit, you'll notice 2 Fishing Boats & 2 Shark Subs. What you need to do is use the both Fishing Lines on the Shark Subs only don't see you. After that, those fishermen will have quite a fish story to tell.
5-7. Misguided Missile Fuse Panel
http://www.youtube.com/watch?v=qrOpL2VemMo

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.
5-8. Electronic Code Phrase
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. Deadweight. 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. January
2. February
3. March
4. April
5. May
6. June
7. July
8. August
9. September
10. October
11. November
12. December

Days of the Month (Like the Real World, every Month has 30-31 Days
except 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, 31

Days of the Week (Just like in the Real World, there's 7 Days of the Week.
Starting with Sunday & ending with Saturday):
1. Sunday
2. Monday
3. Tuesday
4. Wednesday
5. Thursday
6. Friday
7. Saturday

Possible Dates (Randomized per Playthrough):
1. Tuesday, Nov. 1
2. Monday, Apr. 12
3. Friday, Nov. 22
4. Wednesday, Aug. 15
5. Friday, Nov. 3
6. Thursday, Feb 27
7. Saturday, Nov. 19
8. Sunday, Sep. 14
9. Saturday, Jun. 5
10. Saturday, Dec. 5
11. Sunday, Jul. 3
12. Saturday, Mar 29
13. Monday, Sept 16
6. Walkthroughs Guide - Disarming the Milky Weapon of Destruction
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)
6-1. Possible Diodes
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 Dots
2. 2 Green Lines
3. 2 Yellow Half Squares
4. 2 Yellow Circles
5. 2 Pink Lines
6. 4 Green Lines
7. 2 Red Squares
8. 2 Red Crosses
9. 2 Blue Triangles
10. 6 Blue Lines
6-2. Possible Keys
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 Laser
B = Blue Laser
VM = Vertical Mirror
HM = Horizontal Mirror
DL or DR = Diagonal Left or Right Mirror

Key Wallet Possible Keys (Randomized per Playthrough):
1. E Shaped
2. F Shaped
3. H Shaped (NOTE: Can be mistaken for a K Key)
4. K Shaped (NOTE: Can be mistaken for an H Key)
5. L Shaped
6-3. Possible Punch Cards
http://www.youtube.com/watch?v=qrOpL2VemMo

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. Van Goat
2. Whistler's Goat
3. Blue Goat
4. Mona Goata
5. Amercian Goatic
6. Clothed Goat

Electronic Lock Color Codes:
1. Red
2. Blue
3. Yellow
4. Green

Swiss Titanium DBR-5000 Safe Key:
1
2
3
4
5
6
7
8
9
0
CL = Counterclockwise Left
CR = Counterclockwise Right

Swiss Titanium DBR-5000 Safe Combination
(Randomized per Playthrough & You'll need to use the Cheez-n-Safe Cracker Kit first):
1. CR6, CL6 & CR3
2. CR9, CL3 & CR3
3. CR3, CL7 & CR5
4. CR1, CL2 & CR3
5. CR8, CL4 & CR5
6. CR7, CL7, CR6
7. CR1, CL4, CR7
8. CR9, CL4, CR8
9. CR7, CL2, CR5
10. CR6, CL5, CR7
11. CR8, CL3, CR5
12.

Possible Painting & Electronic Lock Color Codes (Randomized per Playthrough):
1. Amercian Goatic YRB
2. Amercian Goatic GBY
3. Whistler's Goat YRB
4. Clothed Goat BYR
5. Van Goat GYB
6. Blue Goat RYB
7. Clothed Goat BGY
8. Blue Goat BGR
9. Amercian Goatic BYR
10. Clothed Goat RBY

Possible Punch Cards (Randomized per Playthrough):
1. L Shaped
2. H Shaped
3. \ Shaped
4. K Shaped
5. O Shaped
7. Walkthroughs Guide - Saving the Cows
http://www.youtube.com/watch?v=qrOpL2VemMo

♥♥♥♥-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.
7-1. Hong Kong Doodle's Attacks & Counterattacks
http://www.youtube.com/watch?v=vxSqYv7ug4M

Here are the attacks contained in the ♥♥♥♥-a-Doodle Fu Booklet.

Key:
Attack = Counterattack

Pages 1 & 2:
Dancing Eggbeater = Nobody Home
Itchey Armpit = Ham on Rye

Pages 3 & 4:
Cinnamon Twist = Triple Vantoozler
Unwrapping Rice Candy = Seasoned Dry Small Fish

Pages 5 & 6:
Pajama Slam = One-Inch Pinch
Fatty Dragon = Grandma Slaps Hand

Pages 7 & 8:
Flaming Tofu = Spring Roll
Leaping Lama = Furious Quail

Pages 9 & 10:
Catching Fly with Chopsticks = Angry Moth
Funny Hat = Paper, Rock, Scissors
8. Bonus Ending Walkthrough - Capturing William the Kid
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.
8-1. Navigation Coordinates for SPY Jail
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 = North
S = South
E = East
W = West

North Navigation Coordinates:
2, 4, 6, 8, 10,
12, 14, 16 & 18

South Navigation Coordinates:
2, 4, 6, 8, 10,
12, 14, 16, 18 & 20

West Navigation Coordinates:
2, 4, 6, 8,
10, 12, 14, 16,
18, 20, 22, 24,
26, 28, 30 & 32

East Navigation Coordinates:
2, 4, 6, 8,
10, 12, 14, 16,
18, 20, 22, 24,
26, 28, 30 & 32

Possible Navigation Coordinates for SPY Jail (Randomized Per Playthrough):
1. 4N, 16E
2. 6N, 26E
3. 4S, 18E
4. 4S, 10W
5. 8N, 16E
6. 16N, 8E
7. 4S, 18E
8. 10S, 20W
9. 16N, 8E
10. 4S, 10W
11. 8N, 24W
12. 4N, 16E
13. 10N, 8E
14. 8N, 24W
15. 12S, 2E
8-2. Ejection Seat Toaster
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
+ Screw
I Screw
Y Screw

What 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
+ Bit
I Bit
Y Bit

Electric Screwdriver Bits & Screw Panel Combinations:
T Bit = T Screw
+ Bit = + Screw
I Bit = I Screw
Y Bit = Y Screw

Then place the Rye Bread on the Toaster & push down the Toaster.
9. Game Items
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. Deadweight. 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. minions. 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 Keys
and 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.
9-1. Game Items Page 2
♥♥♥♥ A Doodle Fu Instruction Book (♥♥♥♥ A Doodle Fu Sidequest): To reach the diary cows after disarming the milky weapon of destruction, SPY Fox must select a counter attack against Hong Kong Doodle. It is given to SPY Fox after asking Bea Bear about ♥♥♥♥ A Doodle Fu. See Section 7-1 for the ♥♥♥♥ A Doodle Fu Attacks/Counterattacks.
10. Talk Balloons
These Talk Balloons are are accessed via the Notebook Item. You can use the Talk Balloons with the Spy Watch in case you need a Hint when you're stuck In-Game or on the Wrong Track.

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. Bigpig at the Cantina so you can play Go Fish to get Captain Drydock's Lucky Charm back if you're doing the White Water Path.
(NOTE: You'll need to buy the Jar of Trinkets first before doing so.)

Russian Blue = Use this on Monkey Penny at MobCom to get Walter Wireless the Tracking Bug if you're doing the Car Chase Path. You can't just use this Talk Balloon on the Spy Watch, you need to wait until you're at MobCom to use it.

Sal, the Sailor Watchman = Use this on Bea Bear at the Cantina to get the time of when he gets off his post if you're doing the White Water Path.

Hong Kong Doodle = Use this on Bea Bear at the Cantina to get the ♥♥♥♥-a-Doodle Fu Booklet if you're doing the ♥♥♥♥-a-Doodle Fu Sidequest. This Talk Balloon on the Spy Watch will NOT work.
(NOTE: You can tell if Bea Bear has her Trophy or not in the Greek Cantina. It sometimes appears in a random Walkthrough & sometimes it's replaced by the Chicken Knuckles along with the Gator Sidequest.)
11. SPY Gadgets
http://www.youtube.com/watch?v=qrOpL2VemMo

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. You may want to distract him first before copying his Invite to the Deck Party.

NightVision Shoe: Used to get the Diode in the Powered-Down Radio Room (Diode Route Only).
Be sure to see Section 6-1 for more details on obtaining one of 10 Possible Diodes in the Diode Route of SPY Fox 1.

Cheese & Safe Cracker Kit: Used to Open the Punch Card Safe (Punch Card Route Only).
Be sure to see Section Section 6-3 for more details on obtaining one of 5 Possible Punch Cards in the Punch Card Route of SPY Fox 1.

SPY Trap (US Nickel in the US Version & UK Pence in the UK Version):
Used to get past the N.O.G Guards (Punch Card/Key Wallet Routes Only)
and besides, no one can resist the sound of falling money.

Suction Cufflinks: Used to cross the pool of Snapping Turtles. (Car Chase Route Only)
12. The SPY Watch
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 Game

Options (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 Dialogue
Fun = Launchs the "Happy Fun Sub" Minigame
13. HE 1997 Ordering Infomation
REGISTER TODAY!
We have a lot of Fun Things happening a Humongus Entertainment
and we want to share them with you.
Simply Call 1-800-499-8386

14-1. Secret - Full CD-ROM Install (ScummVM)
Want to play SPY Fox 1 without the CD? Then I'll show you how to do so.

First, download the ScummVM Emulator here:
http://scummvm.org/

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 CD
4. 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 ScummVM
10. 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. Enjoy
15. ScummVM Basic Commands
Here are the Basic Commands for the ScummVM UI:
F5 = Options Menu (Volume Contol, Show Text/Speech/Both, Subtitle Speed)
. = Skip Line of Text
Esc = Skip Cutscene
Spacebar = Pause Game
F8 = Restart Game
Ctrl 0-9 = Load Game Save State 0-9
Alt 0-9 = Save Game State 0-9
Alt X/Ctrl Z = Quit
Alt + Enter = Fullscreen/Windowed Mode
16. Your Questions
Please let me know If you have any questions or If I missed anything.
17. Secret - Surprise Click Points
There's no telling what will pop up when you click on random objects.
With so much to see, you won't want to miss a thing.
18. The Junior Adventure Series


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 Skills
2. Problem-Solving Skills
3. Memory Skills
4. Mental Mapping
5. Spatial-Relations Skills

Humongous Entertainment's heartwarming characters & engaging Adventures come to life through Feature Film Quality Animation, Original Music & the power of a Young Player's Imangination.
19. Game Status
1997
Released: Humongous Entertainment
Genre: 1-Player Inventory Adventure
21 σχόλια
VolnuttHeroP64  [Δημιουργός] 2 Μαρ 2019, 9:36 
@gamedude1990
thanks. Be sure to check my other humongus Entertainment walkthroughs.
john doe 5 Ιουλ 2017, 7:30 
@Jr786 i FINALLY beat the game even as a kid i never finished this game or the robot game of spy fox its a big releaf lol. This game may be for kids but there are some REALLY difficult puzzles,chalenges and obstacles in this game i dont see how any kid can solve those.
VolnuttHeroP64  [Δημιουργός] 5 Ιουλ 2017, 4:43 
@remco.schaeks
Ask bea about Sal. Let's say he shows up 25 minutes after the start of happy hour, then you should set the Timekeeper 5000 to 8:25.
john doe 5 Ιουλ 2017, 3:50 
i am stuk at the timekeeper 5000 in my playroute the happy hour is from 8-10 and the right answer is not in the your guide so what time do i need to enter?
PupyDog 20 Νοε 2016, 19:37 
Thanks much!
VolnuttHeroP64  [Δημιουργός] 20 Νοε 2016, 19:36 
@Totally Radd!!
Try distracting him by using the Euro on either the Fish, the Teddy Bear, Ship Wheel or Plush Cat.
PupyDog 20 Νοε 2016, 19:28 
I've skimmed this a couple times over but I have no idea how to tell what route I'm doing and find this (personally) tricky to read and make sense of. My apologies
PupyDog 20 Νοε 2016, 19:27 
Forgive me if it's already mentioned, but I cant figure out how to get a copy of the boat ticket from the rabbit at the trinket stand. I know you need the puddy but that's as far as I got
VolnuttHeroP64  [Δημιουργός] 16 Φεβ 2016, 17:04 
Thank you, pez. I set the language to this guide and the remaining guides to English US. So everyone can see them
pezhead53 25 Οκτ 2014, 11:06 
Very impressive.