Teen Agent Shareware FAQ

By King Kool

Table of Contents

  1.  Legal Notice
     1:1 - Important FAQ Note
  2.  Version Information
  3.  Gameplay Overview
  4.  The Three Tests
     4:1 - The First Test
     4:2 - The Second Test
     4:3 - The Third Test
  5. Epilogue
  6. Special Thanks

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                    CHAPTER 1: LEGAL NOTICE
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This FAQ was written by and is the property of Jeff Hibbert, also
known as, and hereinafter called "King Kool." It is written solely
for use at GameFAQs.com. With the exception of private and
nondistributive use, it is not meant to be reprinted, copied, stolen,
or published, either in part or as a whole, with the author credited
or not, whether for profit or not, under any circumstance whatsoever.
Not reading this notice is not an excuse, either.

This FAQ is not up for sale, and the exclusivity is not up for
debate. I do not accept email offers from websites offering to host
my FAQs. I've observed many other websites, and none have compared
favorably to GameFAQs. I am not interested in any other websites at
this time, and bribes do not convince me of the reverse.

Should the time come that I want my FAQ on a website other than
GameFAQs.com, I'll be the one to offer it, should they want it. This
means no other website will be getting my FAQs unless I want the
site to host them. Therefore, writing me asking for them is useless,
and wastes my time. If a website possesses the disrespect to disavow
this plea, it will be immediately disqualified from EVER being
allowed to host my FAQs.

In less words: don't call me, I'll call you.

All other correspondence IS more than welcome. Believe it or not, I'm
a nice guy, but the actions of certain Internet denizens requires me
to be Draconian at times. For reports of misuse, questions,
corrections, comments, concerns, fanmail, hatemail, please contact
King Kool at:

[email protected]

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1:1 - Important FAQ Note
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Why is this a Shareware FAQ? Well, I had every intention of writing
a Full FAQ/Walkthrough for this game. I do enjoy enough of this game,
as it has a very distinctive charm. However, I've proven to be too
stupid to get through this game. Too many of the puzzles don't have
any hints to what you should do, or even vague suggestions. This
brings me into a daunting game of "try-everything-till-something-
works," which I do not enjoy.

I got the shareware about 5 or 6 years ago, and I somehow managed
to get to the end with no assistance whatsoever. I typed this up
before I got lost in the full version of Teen Agent, and I figured
a partial FAQ/walkthrough is better than nothing.

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                CHAPTER 2: VERSION INFORMATION
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Version 1.00: Probably the first and last update. 3/18/03

Version 1.01: Small update. 8/11/03

Version 1.02: Email change, and a few small changes. 1/11/07

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                CHAPTER 3: GAMEPLAY OVERVIEW
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Teen Agent is a game very similar to Monkey Island in it's adventure-
game qualities. You roam a few maps looking for more inventory to do
funny things with. Unfortunately, this game is not quite as well made
as Monkey Island. Most of the puzzles have no hint to their
solutions, which makes getting lost easy for a dope like me.

The game, like most adventure games, is mouse-driven. Bring the
pointer over something, and if a name appears in the bottom of the
screen, it's something you can look or do something with. Left-click
on something to have Mark look at it. Right-click on something to
have Mark manipulate it. This may include pushing, picking it up,
turning it on, etc.

To use the inventory, bring the mouse to the top of the screen. The
inventory should appear above the rest of the screen. Again, left-
click looks and right-click uses. Using something in the inventory
gives the item an "&" after it. Click on something else, either in
the inventory or on the screen, to try to use the item with
something else.

F1 brings up the menu. Save, Load, Quit... the whole nine. Yawn.

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                 CHAPTER 4: THE THREE TESTS
=====================================================================

You arrive at the training center with little more than your recently
-cemented dream of becoming a secret agent. You stand next to a guard
tower, a path leading into the camp. You can attempt to walk down the
path, but the guard in the tower halts you. You need to have the
proper papers to go into the camp.

Of course, the RGB chief has given you the pass, so all you need to
do is present him with it. If you are not familiar with the inventory
and are stuck at this point (as I was for a WHILE, before I knew how
to access it), bring your mouse to the top of the screen, and the
menu will appear. The only item in it should be the pass, so right-
click on it and then click on the guard. He'll let you though and go
back to his magazine. Seems he works just hard enough to not get
court martialed... oh, well.

Now that you have access to the whole camp, let's take a small trip
around. On the screen you should be on after walking away from the
guard tower, there are three doors. The door on the far left,
beneath the neon "Cantine" sign, is the "Canteenagent," a small bar
or sorts. The door in the center leads to the Captain's office. The
third door is locked, but it looks like a jail door.

If you walk on the left path, you'll come across a brick wall with
some plants growing near it. Continuing clockwise, you'll run into
a hand-over-hand rope training facility over a pool of mud. A bird
occasionally lands on the right-hand post. Continue clockwise, and
you'll find a camouflaged tent sitting near the barb-wire fence.
The path then returns to the three doors.

All you really can do at this point is go say hello to the captain.
He's waiting for you.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4:1 - The First Test
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The captain will hurriedly explain that there are three tests every
potential agent must pass. The first test has you locked up in the
jail and you must escape. The door slams shut, and Mark begins to
have second-thoughts...

The room is about as minimal as you can get. There's an out-of-order
light bulb at the top of the room, and a bed that's all springs.
There's one spring in the center of the bed that you can pull out of
it, so grab it. You can grab the light bulb, too. Mark will hop on
the bed and swing off it. It will quickly break under your weight and
the live wire will fall to the floor. Hitting the light switch now
eludes a small spark between the wires.

Other than that, there's very little to do in there. Unless you like
the atmosphere, you'd better ask that captain to let you out. Talk to
the "crates," the window in the door. Your pleas fall on deaf ears as
the captain ignores you, but when you finally plead, "I'm getting
hungry!" the captain presents you with a noxious soup served in an
aluminum bowl.

Now that you've lost your appetite, let's see what we can do with
that bowl. If aluminum works how I figure it does, it conducts
electricity. So, manipulate the live wire on the ground, and Mark
will know to hook the wires onto the bowl. Test it by hitting the
switch again. Electricity crackles throughout the bowl. "I think
it's time to call the captain..." chuckles Mark.

Talk through the window again, and Mark will say he's finished the
food. The captain will grab it and Mark will turn on the juice.
The captain is fried, "welded to the bowl," as the game described it.
Manipulate the "body" of the toasted captain and Mark will pilfer the
jail key. Use the jail key in the jail door (duh) and you've passed
the first test.

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4:2 - The Second Test
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The captain and you return to his office. He is now tied to a chair.
The second trial is an interrogation: The captain is your prisoner
and you have to get him to tell you a password that he knows. You're
not limited to what you can do to him, so feel free to let your mind
roam. Of course, the game only has one solution.

You can't get him to talk with anything you're armed with right now,
so don't even bother. Leave the office and head to the red brick
wall. Off to the right of the red brick wall is a delicate plant,
probably a thistle or something. The inventory description is "That
tickles!" You know what to do...

Return to the captain's office and use the thistle on him. He'll
eventually laugh, but it doesn't work like in the movies. He's fine
with getting tickled. However, his Swiss Army knife fell off his
person while he was laughing, so go ahead and snag that. NO, you
can't torture him with the knife, so don't even bother.

Head to the camouflaged tent. In the upper-right corner of the screen
is some barbed wire. This may not be too shocking, but the wire is
right in front of a "mysterious object." You can't see it or reach
it, but the Swiss army knife can cut the barbed wire to get at it.
Unfortunately, whatever it is, it's buried in the ground pretty
good, so you can't get it out with just your hands.

Return to the brick wall. You can see there's a bit of ground in
front of the brick wall that is called "solid ground." Mark figured
he'll somehow need that ground. He's right as rain. Put the spring
you lifted from the jail bed on the "solid ground." If you didn't
get it, you can return to the jail and pull it out. Using the spring
on the ground has Mark make a Herculean jump over the wall. He grabs
what was behind the wall, a shovel.

Head back to the tent and use the shovel to dig up the mysterious
object. It turns out to be... a kaleidoscope? Geez, I haven't seen
one of these things in ages. But what good is a kaleidoscope going
to do you HERE?

Return to the entrance with the guard tower. The guard is still
reading away at that magazine. If you ask him about it, he'll tell
you it's a Soldier's Weekly, a magazine something like Cosmopolitan
for soldiers. The guard's not complex enough to grasp all of it; he
just likes the pictures of babes, crosswords, jokes, etc.

It may not be entirely evident, but the guard is a meathead. He
probably just graduated to Soldier Weekly after an extended stay
with Highlights. Present him with the kaleidoscope and he'll tell
you how he used to have one, but the captain took it away. Since
the captain's tied to the chair, he has nothing to fear right now.
You trade the kaleidoscope for the magazine, and the guard is lost
in the colors...

Return to the captain, who, predictably, has not moved from his
position. Present him with the Soldier's Weekly, and he'll BEG you
to give it to him. Mark gently suggests for the captain to give up
the password, and he does. Say "Coffee" to the bartender, and he'll
give you something, and tell you about the third test. The captain
roars for you to free him, but you mock him. "I'll think about it..."

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4:3 - The Third Test
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You are immediately taken to the Canteenagent. Mark presents the
password, and the bartender presents him with a mug of coffee, not
unlike the one he's sipping from. The bartender will explain that the
final test is hide-and-seek. The captain has hidden somewhere on the
base, and you need to find out where. He IS somewhere on the base,
and you have access to everywhere except the door beyond the bar.

Before you leave the Canteenagent, walk to the table on the right-
hand side. There are some bread crumbs on the table. Go ahead and
scoop them up. When you leave the Canteenagent, look in the trash
bucket sitting between the door for the bar and the door to the
captain's office. There's a length of rope in the garbage. Mark
will pick it up.

Head back to the now-hypnotized guard. He's completely lost in the
colors, so have no fear. You can see the grenade on his belt. He
won't be needing it, so you can relieve him of it. Mark is a bit
nervous about putting that thing in his pocket, but he still does.

In the captain's office, there is a locked locker and a locked drawer
in the desk. It's unlikely that he's hiding in the closet, and less
likely anything in there is going to come in handy, so let's focus
on the drawer. It's locked, but you could theoretically "undo" the
lock with a little heavy firepower.

Of course, this requires a bit of strategy. Take the rope and grenade
and combine them in your inventory. Mark will tie the rope to the
pin. Now, put the rope and grenade onto the drawer. Mark will take
cover and pull the pin. After a hilarious sequence, which I will let
you see for yourself, the contents of the drawer are open. Reach in
and grab the medicine. In the inventory, Mark says they look like
sleeping pills.

Head to the hand-over-hand training and mud pool. You can see the
bird on the right-hand post. You got the bread crumbs, but just
giving the bird the bread isn't going to help anything. The bird
will be full; what good will THAT do? Instead, combine the medicine
and bread crumbs in your inventory. "Let's make it spicy..." sez
Mark.

Now. try offering the bird the drugged food. Use the food with the
post, and mark will climb up to it and drop the food on the top.
The bird will eat it, wobble a bit, and pass out. He's not dead,
but he's down for the count. Go ahead and pick him up.

Use the post to try the hand-over-hand course. Mark will get about
half-way and fall in the mud. While you're in the mud, use the empty
mug you got from the bartender with the mud. Mark will fill the mug
with mud. "Why did I fill the mug with mud?" He wonders. And, surely
so do you, as did I.

I'm sure you gathered by now that the captain is, more likely than
not, behind that door the bartender won't let you go through. You
need to distract him sufficiently to get by. Return to the
Canteenagent. You have that bird, which will no doubt cause some
panic indoors. The trick is finding just the right place to release
him. Use the bird with the radio above the forbidden door. The
bartender will walk to it, trying to shoo the bird away.

But.. how did that help? Now, he's just closer to the door. Well,
he's left his drink unattended. It's in the same kind of mug you
got. So, while he's distracted, switch his tea with Folger's
Crystals... I mean, mud. Let's see if he notices. Talk to the
bartender, and Mark will urge the bartender back to his drink. The
bartender takes one sip... and BAM. He's out.

With no further guard, head through the formerly-forbidden door.
It leads to a fairly ordinary stock room. There are barrels, file
cabinets, etc. This may not be too noticeable, but the captain is
clearly visible in this room. Look at the hole in the right-hand
barrel on the top of the stack. The hole is "blinking" at you. Try
to use it, and the captain will leap out from the barrel. You have
passed!

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                      CHAPTER 5: EPILOGUE
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This is, or course, only a fraction of this game, which is why this
is shareware. I would like to write a Full FAQ for this someday, if
for no other reason that then GameFAQs will have a true
FAQ/Walkthrough for this game, rather than bare-bones walkthroughs.

Will it happen? Maybe. But not right now.

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                    CHAPTER 6: SPECIAL THANKS
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CJayC - Administrator of GameFAQs. Hardest working man in showbiz.

Alexander Davidson of LiquidNinja - He programmed Metapad,
an awesome pure text editor of extraordinary utility that I used in
the making of this FAQ. Visit him at liquidninja.com/metapad/

Metropolis - For making this charming game.

My other real-life friends - You know who you are.

And of course, the society of GameFAQs, and the GameFAQs
Message Board.

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This FAQ copyright Jeff "King Kool" Hibbert, 2003-2007.
See Chapter 1 for details.

Hakanai omoi zutto
donna toki demo negau yo
anata ni todoku you ni to...