SPY Fox in "Dry Cereal"
PC and Macintosh
FAQ/Walkthrough
By gamemaster79
Copyright 2003
=================
Table of Contents
=================
1. Welcome
2. Frequently Asked Questions
3. Characters
4. Controls
5. Walkthrough
       =Beginning (same for all adventures)
       =The Adventure (random adventure each time)
       =William's Base (depends on what item you have to find)
       =William's Blimp (same for all adventures)
6. Your Watch
7. My FAQs
===============================================================================
-1-
Welcome
/\/\/\/\
Okay, maybe the cover of the game says JUNIOR adventure for kids ages 5-10, but
still, I like this game. This FAQ shouldn't take me too long to finish but I
had a brain squeeze thinking up a way I could do this FAQ because you get a
different adventure each time. I hope you enjoy this FAQ! Read on!

-2-
Frequently Asked Questions
/\/\/\/\/\/\/\/\/\/\/\/\/\
Haven't gotten any yet.

-3-
Characters
/\/\/\/\/\
SPY Fox
Species: Fox
SPY Fox, or Agent Fox, is the main spy of Spy Corp.

Monkey Penny
Species: Monkey
This is the leader of Spy Corp. James Bond rip-off of Money Penny.

Professor Quack
Species: Duck
This guy is obviously the scientist that creates all of SPY Fox's gadgets.

Mr. Udderly
Species: Cow
This is the president of a moo juice company.

William the Kid
Species: Goat
This is the villain of this game. He is planning to get rid of all dairy
products and send out his goat by-products (I don't see what's wrong with goat
milk, that's the milk that I drink and use for my cereal).

Russian Blue
Species: Cat
Blue is in cahoots with William and is also the owner of the S.S. Deadweight.

Captain James T. Drydock
Species: Raccoon
Captain Drydock is the owner of the S.S. Winnerprize that can be located at the
docks. His lucky charm was stolen in a Go Fish game.

Walter Wireless
Species: Tracking Bug
This little bug is a wireless tracking device. He actually does have some wires
on him but only so he can be located.

Bea
Species: Grizzly Bear
This strong bear is the owner of the Greek Cantina. She's a quick and kind one.

S.S. Deadweight Doorman
Species: Weasel
The doorman of the S.S. Deadweight is a bit snobby, but he is a good doorman.
He comes from a long line of rodents.

Master Hong Kong Doodle
Species: Rooster
Hong Kong Doodle is a kungfu (how do spell it) master. He trained Bea... at
least, until she punched the stuffing out of him.

Artemis James Big Pig
Species: Pig
This fat pig is the Go Fish master. He has rarely ever been beaten.

Sailor Watchman
Species: Iguana
The watchman in the bridge of the S.S. Deadweight does no more than press a big
orange button. He really has to go to the bathroom but he has to wait for his
replacement to arrive.

N.O.G. Guards
Species: Dog, Rhino, Rabbit and Gorilla
These three guards guard William the Kid's office. They are one of the many
people who can't resist even a nickel. There are also two guards that are next
to the entrance of William's base. Yet another guard works in the power room.

Mona Harry
Species: Giraffe
This is another agent of the spy corporation or whatever it is. She is able to
discover a lot of information.

Musician
Species: Lizard
This lizard plays the piano in the Greek Cantina. Everyone is getting tired of
the music he is playing (the Tango).

Conductor
Species: Bulldog
This dog is the conductor for the orchestra on the S.S. Deadweight. He plays
the Waltz unless tricked to play something else.

-4-
Controls
/\/\/\/\
-Name of Control-                       -Windows-               -Macintosh-
Help                                    F1                      See Readme File
Load a saved game                       L                       L or Command+L
Pause/Unpause the game                  Spacebar                Spacebar
Play the game in a window               Shift+F5                F5/Shift+F5
Quit the game                           Spacebar or Alt+F4      Command+Q
Resize the screen                       Shift+F8
Restart the game                        Spacebar                Command+R
Save a game                             S                       S or Command+S
Terminate a cut-scene                   Escape                  Escape
Terminate current character dialouge    . (period)              . (period)
Turn on/off the music                   pacebar/Options         Command+Game

-5-
Walkthrough
/\/\/\/\/\/\
=Beginning=
~~~~~~~~~~~
The game starts out with Fox in a plane flying over the Mediterranean Sea. Then
a flight attendant comes up offering a meal to fox. Fox takes the Greek meal.
After sticking is fork into what looks like some meat a screen pops up and
shows Monkey Penny. She talks to Fox about William the Kid and his plan (I'm
not going to say evil) to get rid of all dairy products and bring in his goat
by-products. After that Fox will fall from his seat and start to sky dive.
You'll then need to click on the pens until you get the right on. After that
head get into the phone booth and click on the fortune cookie. Fox will say a
phone number. The prefix of the number will always be 555. Type the number he
says in the phone and you'll get taken to the Mobile Command Center. Fox will
talk to Penny and she'll give you your first gadget-the laser toothbrush. Leave
the command center and head down to the docks. After that head to the Feta
Factory located in the background. Once you get here use your use your laser
toothbrush on the door. After that head inside. You'll find Mr. Udderly and a
pool of piranhas under him. Go to the piranhas and set the temperature to cold
all the way. Then click on the pulley to let Mr. Udderly down. After that's
done you'll head back to the Mobile Command Center. Once back Udderly will tell
you about how he got kidnapped. Once he's done Prof. Quack will walk up to his
desk. Press the big, blue button on the vending machine to get the X-Ray Gum.
Use the X-Ray Gum on Mr. Udderly and look for a sheet that has some code on it.
After finding the code look at it and remember it. This code will be one of
three types of things. It can be a key, punch card or a dial.

~~~~~~~~~~~~~~~
=The Adventure=
~~~~~~~~~~~~~~~
There are two types of beginning adventures. I'll tell you both of them.

|Adventure 1|
Start by getting the copy putty from the vending machine. Now head to the dock.
Click to go on the boat. The doorman will then stop you and say that you need
an invitation. After that click so that you can go out to see. Captain Drydock
will say that he can't sail you out to see unless he has his lucky charm. Next
head to the trinkets shop. Click on your notes and talk to the rabbit about the
doorman at the S.S. Deadweight. He'll then show you his invitation. Use your
money to buy anything that is on the shelf (except the hat). When he's trying
to get the thing you wanted use your copy putty on the invitation. After that
use your money to buy the sailor hat and the trinkets. You'll use these later.
Now go back to the doorman and use your invitation on him. You now have access
to the deck party. Go onto the ship and into the top door. Now talk to the
sailor watchman. After that head back to the town area and go into the Greek
Cantina. Click on the pig in the background shuffling cards. He'll ask you if
you want to play Go Fish. Click on your trinkets and you'll lay them out on the
table. Now click on your notes and talk to Big Pig about Captain Drydock. He'll
then lay out the captain's lucky charm. Click on the charm to play a game where
the charm is the prize. You'll now have to play Go Fish. From now on its just
luck. Here are some quick tips:
-If you have any high cards (kings, queens, jacks, aces) then ask for those
first
-Remember when he takes one of your cards
-If you have 3-of-a-kind then keep asking for that card until you get it
-Remember what cards he asks for
When you beat him he'll hand over Captain Drydock's lucky charm. Now go to your
notes and talk to Bea (the waiter) about the sailor watchman. She'll tell that
he comes in this many minutes after the happy hour. Remember what time she
said. Once you get out of the cantina, look at the happy hour board. Put the
first hour and the time Bea told you together. This is the time the watchman
comes. Remember this time. Next, go to the dock and give Captain Drydock his
lucky charm. After that head back up onto the S.S. Deadweight. This time go
into the bottom door. Click on the bottom door then click on the frog suit that
will appear. Now type in the time that Bea told you the sailor watchman will
come into the cantina. After you put in the time click on the button that says
"shift change". You'll here all kinds of sounds. If you got it right then Fox
will say "That's it! That's the time the watchman said he'd be done", or
something like that. Next look up at the calendar and remember the day and
month it is.  Now head back into the top door. Once in, click on the sailor
hat. Now the watchman will leave. After he leaves, click on the green grid.
Look for a white spot a remember the coordinates it is in. After that go back
to the dock and click to go out to the water. Captain Drydock will show you the
map. Click on the area that the green grid in the S.S. Deadweight showed. After
that click the arrow. If you got the coordinates right then you should see
white water instead of seawater. Click on you frog suit then click to go into
the water. 2 fishing poles should come down. Click on one of them then go to
the next screen. Wait for one of the N.O.G. guards to turn around then click on
him. Repeat this using the other fishing pole and the other guard. Once that's
done head to the next screen to the left. Click on the box that is on the
ground. Now click on the busted up jet. Now click on the button (not the
torpedo one) to open up the fuse panel. Click on the box you picked up then
click on the fuse panel. Now try to match each fuse where it's supposed to go,
blacks matching blacks and reds matching reds. Once you get that done the
torpedo button will start flashing. Click on the button to blow up the door.
Now go in. once you get in Monkey Penny will talk to you. Now head back into
the water. Go to the screen where you hooked to two guards. Click on the
treasure chest on that screen. Mota Harry will pop out and give you a special
date box. Go back to William's base and put the decoder thing Mota Harry just
gave you into the door. Now click on the decoder to go up to it. Remember the
date it said in the S.S. Deadweight? Well put that date in now. Now just keep
choosing a day until you get the right one. Now you're in William's base.
=Go to the WILLIAM'S BASE part to know what to do next.

|Adventure 2|
Start by getting the copy putty and the plungers from the vending machine. Now
head to the dock. Click to go on the boat. The doorman will then stop you and
say that you need an invitation. Click on your notes and talk to the rabbit
about the doorman at the S.S. Deadweight. He'll then show you his invitation.
Use your money to buy anything that is on the shelf. When he's trying to get
the thing you wanted use your copy putty on the invitation. Now go back to the
doorman and use your invitation on him. You now have access to the deck party.
Go onto the ship. Now first talk to the blue cat (her name is Russian Blue).
After talking to Russian Blue wait for the conductor of the band to turn
around. The second he turns around click on the paper that has the notes for
the Waltz. Now head down into the Mobile Command Center and click on your
notes. Talk to Monkey Penny about Russian Blue. Once she's done she'll give you
Walter Wireless the tracking bug. Next go into the Greek Cantina. Give the
Waltz paper you stole from the conductor to the musician playing the piano
thing. He'll then give the Tango. Head back onto the S.S. Deadweight. Now when
the conductor is not looking click on the Tango paper and put it on the stand.
Now the Tango will start. Russian Blue will walk out and start Tangoing with.
Once you can move the cursor again click on Walter Wireless then click on
Russian Blue's purse. You obviously have to do this before the Tango is over,
or before you get to the part where Russian Blue dips Fox down near her purse.
Once that's said and done go back to the Town Square area. You'll notice a big
black car that looks like a sombrero. Click on the car to head into hot
pursuit. There will be a map at the bottom right corner of the screen. Look
where there are little lines coming out and click where the lines are, click on
the screen that is. You'll need to choose the right path or fox will drive off
the edge and into helicopter mode and you'll need to start over. You also need
to click on the path fast before Fox automatically takes the wrong path. Once
that is done click on the land that is in front of the hieroglyphics. Fox will
talk to Walter then Walter will hop away. Now go back to the Town Square. You
won't have to go through the path thing ever again. Once you're back go to the
Feta Factory. Now click on the gutter. Mota Harry will pop out and give you a
fortune cookie. Now go back to the hieroglyphics. Click on the fortune cookie
to hear the code. Now click on all the words Fox just said. Once you're inside
click on the plungers then click on the beginning of the wall. Now start
climbing across. You'll need to click BEFORE the water ends, but late enough so
that he crosses right when the water stops. If you mess up and get hit by the
water then you'll have to start over. Once you made it to the other side go
through the door and into William the Kid's base.
=Go to the WILLIAM'S BASE part to know what to do next.

~~~~~~~~~~~~~~~~
=William's Base=
~~~~~~~~~~~~~~~~
You get a different part in here depending on what piece of the disarming
system you need.

|Punch Card|
Required gadgets: Cheese and safe decoder, Nickel Trap
Start by going into the locker room (located on the right of the entrance).
Once you're in click on every locker until you find a yellow suit. Click on the
suit to pick it up. Next look at the top of the room for some lines and dots.
Remember this pattern. Now head back out to the main area and put the suit on.
Now you can get past the camera. Russian Blue and William will come in and
rendezvous with each other then they will leave. Remember the code you saw in
the locker room? Now click on the control panel in the room and pull the levers
so that they match the pattern in the locker room. Now go up the conveyer belt
and up the ladder, then into the cart. Next go right until you come to a door.
Go through the door :B. Now you'll be next to some guards. Use your nickel trap
on one of the guards. No one can resist the sound of falling money. Once that's
done head through the next door, then click on the easel. Click on one of the
chalk then start coloring all over the easel. A code and the name of a painting
will appear! Remember both things. Now go back to the locker room and click on
the locker handle that has an arrow pointing to it. You'll be taken to an
office. Remember the name of the painting? Well look for the painting that
looks like what the name of the painting was. Once done type in the code you
got. You have uncovered the safe! Now use the cheese and safe decoder on the
safe to figure out the code. You move left to the number if the arrow points
left (:P) and visa versa. Once done click on the punch card you need. You have
the Milky Weapon of Destruction disable piece!
=Go to the WILLIAM'S BLIMP part to know what to do next.

|Key|
Start by going into the locker room (located on the right of the entrance).
Once you're in click on every locker until you find a yellow suit. Click on the
suit to pick it up. Next look at the top of the room for some lines and dots.
Remember this pattern. Now head back out to the main area and put the suit on.
Now you can get past the camera. Russian Blue and William will come in and
rendezvous with each other then they will leave. Remember the code you saw in
the locker room? Now click on the control panel in the room and pull the levers
so that they match the pattern in the locker room. Now go up the conveyer belt
and up the ladder, then into the cart. Then go right until you come to a door.
Go through the door :P. You'll see another door to got through. Go through
that. Next go up to the laser area on the right wall by clicking on it. You
need to arrange the lasers so that they go into the same color holes. Once
that's done (when none of the lasers are crossing the key wallet), you have the
Milky Weapon of Destruction disable piece!
=Go to the WILLIAM'S BLIMP part to know what to do next.

|Dial|
Required gadgets: shoe
Start by going into the locker room (located on the right of the entrance).
Once you're in click on every locker until you find a yellow suit. Click on the
suit to pick it up. Next look at the top of the room for some lines and dots.
Remember this pattern. Now head back out to the main area and put the suit on.
Now you can get past the camera. Russian Blue and William will come in and
rendezvous with each other then they will leave. Remember the code you saw in
the locker room? Now click on the control panel in the room and pull the levers
so that they match the pattern in the locker room. Now go up the conveyer belt
and up the ladder, then into the cart. Now go right until you come to a door
with a lightning symbol on it. Go through the door. See that lever? Click on it
to pull it. The power shut off! Now go through the door that used to be bolted
shut. It's pitch black. Now put on the shoe gadget then walk over to where the
dials are. Click on the dial you need. You have the Milky Weapon of Destruction
disable piece!
=Go to the WILLIAM'S BLIMP part to know what to do next.

~~~~~~~~~~~~~~~~~
=William's Blimp=
~~~~~~~~~~~~~~~~~
You're still in his base. First off, head to the conveyer belt room. Remember
that door on the back of the room? Go in there. Now put the Milky Weapon of
Destruction disable piece in. Fox will press the button, then William will
appear, he'll talk and then you can watch the cows drown in Goat Milk. Now head
back up the conveyer belts and into the cart. Go right until you come to a
billboard that has some hair(?) sticking out. Go through here. Now one of two
things will happen.
1. If you see some kung-fu chicken guy (Master Hong Kong Doodle) then talk to
him. Once done, head all the way back to town and then go into the Greek
Cantina and ask Bea about Master Hong Kong Doodle. She'll give her book. Now
go back to Master Doodle and use the book on him. He'll then go into the pose
of an attack and say the attack name. Now you'll look at the book. Find the
attack he's going to do, then select the counterattack. You beat him.
2. If you see some things that look like green rocks then click to go over to
the other side. Alligators! So, you can't cross. Head back to the Greek
Cantina then use your money to buy the Chicken Knuckles To Go. Once done add
some of the Secret Sauce on to it (the purple container). Now go back to the
alligators and feed them the Chicken Knuckles. They fell asleep! Cross them.
After doing either one of those two, you'll need to cross to the other side.
William's blimp will then rise up into the sky. He'll talk. Once done click on
the yellow truck. You'll start driving forward. You'll eventually see a ramp.
Click on the ramp. Wait for the scene to go. Your are now on William's blimp.
Monkey Penny will then call you and give you the coordinates of the prison.
Next climb up the ladder into the blimp. Grab the bread and screwdriver laying
on the green box thing. Now go back out of the blimp. See the blue plane? Go
inside of it and then click on the entrance that is on the front of the ship.
You're where William is. Next click on the robot steering the ship. You'll see
coordinates! Remember the coordinates Monkey Penny gave you? Put those
coordinates in here. Next click on the orange computer thing that is next to
William's chair. First look at the shape of the screws and then select the
screwdriver and click on the orange thing. Select the correct screw shape and
you'll revile the toaster ejection. Put the bread in and then click on the on
switch. You beat the game! Now you get to watch William fly into prison and SPY
Fox escape by parachute! Congrats!

-6-
Your Watch
/\/\/\/\/\
Mobile Command Center: Press this button to contact Monkey Penny and get a bit
of advice on what to do next.
Load: Press this button to load a saved game.
Quit: Exit the game.
Save: Press this button to save your progress.

Fun: Happy Fun Time! This button lets you play Happy Fun Sub. In this game you
control a submarine, speedboat and plane and try to collect the mines
(submarine), bowies (speedboat) and satellites (plane). You control using the
mouse and shoot/jump by clicking the left mouse button. To from submarine to
speedboat to plane and vice versa, simply move the cursor all the way to the
top of the screen. You start the game with 5 lives. To quit, lose a life and
while being brought back, click on the red STOP button. Infinite levels. The
number of items you need to collect increases each level. Try to get the best
score.
Submarine: You play as the sub underwater and you shoot enemies with sub
sandwiches while collecting mines.
Speedboat: You play as this on the surface of the water and you jump over
obstacles while collecting bowies. Beware of mountains!
Plane: You play as the airplane in the air and you shoot enemies with plungers
while collecting satellites.

-7-
My FAQs
/\/\/\/\
This section tells all the FAQs I've typed up.

GAME NAME               PLATFORM        FAQ NAME                        STATUS
-----------------------------------------------------------------------------
Animal Crossing         GameCube        House and Theme FAQ     In Progress
Mario Party 4           GameCube        FAQ/Guide               In Progress
Pharaoh                 PC/Macintosh    Item Guide              In Progress
Spy Fox in Dry Cereal   PC/Macintosh    FAQ/Walkthrough         Complete
Super Mario World       SNES/GBA        Secret Exit Guide       Complete
Super Smash Bros. Melee GameCube        Adventure Mode FAQ      Complete
Ultim. Ride Coaster DX  PC/Macintosh    FAQ/Guide               Complete
Luigi's Mansion         GameCube        Money Guide             Complete
Final Fantasy IX        Playstation     Areas FAQ               Complete

++++++++++++++++++++++++++++++++++++++++++
#And so this FAQ is over!#################
*********Hope you enjoyed!!!!!!!!!!!!!!!!*
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