Spy Fox in "Dry Cereal"

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Spy Fox in "Dry Cereal"
Developer(s) Humongous Entertainment
Publisher(s) Atari (PC)
Majesco (Wii)
Engine SCUMM
Platform(s) Mac OS
Windows
Wii
Release date 1997 (Orignal)
2008 (Rerelease)
Q3 2008 (Wii)
Genre(s) Adventure
Mode(s) Single player
Rating(s) ESRB: Everyone (E)

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. The reason for this is that Kid plans on replacing it with disgusting goat's milk.

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. Dry Cereal in particular seems to be a takeoff of Casino Royale, with the Go-Fish subplot and high-class party.

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 must stand for "save." One can resume the game later by pressing the "l" key, which must stand for "load."

Contents

[edit] Storyline

All the world's dairy cows are missing, and SPY Fox's help is needed desperately. The only clues available about the mystery are Spy Corps photos of Amalgamated Moo Juice Inc president Mr. Udderly (full name is Howard Hugh Heifer Udderly III), and "low grade" feta cheese. Arriving at the Greek island Acidophilus, named after the live culture in yogurt, SPY Fox first must rendezvous with Monkey Penny, an anthropomorphic monkey modeled after 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, SPY Fox will be contacted by Monkey Penny through this gadget, informing him of new messages and contacts he needs to complete his mission.

Spy Fox'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 goat by-product manufacturer Nectar of the Goats. Once freed and brought to the Mobile Command Center, Udderly goes on to explain how he was kidnapped by agents of N.O.G., under the command of William the Kid. His story 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 right spy gadget, however, SPY Fox is still 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 his mission, SPY Fox must search all over Acidophilus for clues to find Kid's secret island fortress. Luckily, a likely cohort to Kid is not far away: the lovely Russian Blue, owner of the S.S. Deadweight. To get to her, SPY Fox must coerce his way onto the ship's deck party, and either slip a tracking bug into her purse or fiddle with the navigation system on her ship. The tracking bug story involves distracting Russian Blue with tango music (her passion for the tango makes her go into a trance and immediately start dancing with the nearest available partner) taken from the Greek Cantina. The navigation system path has Fox attempting to win a lucky charm from Go Fish champion Mr. Bigpig, 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.

Either way he discovers Kid's location, SPY Fox will eventually find the fortress, disarm the Milky Weapon of Destruction, and save the kidnapped dairy cows.

A bonus ending can be accessed when Kid is attempting to escape on his getaway blimp. At the player's direction, SPY Fox will jump into a truck waiting nearby and chase Kid's blimp. Clicking on the ramp at the approaching end of the road will catapult Fox into the blimp itself, where he can foil Kid's plan and send him to the Evil Villain Jail that Monkey Penny and Quack have set up below.

[edit] Characters

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 Bule with a dance so Spy Fox can slip Walter Wireless into her purse to track her.

[edit] Locations

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: Spy Fox can get some information from Bea Bear, the barmaid, or Johnny Gecko, the lounge lizard. Mr. Bigpig challenges Spy Fox to a friendly game of Go Fish, a playable minigame, convinced that he'll easily beat him. In the White Water Path, Spy Fox has to win against Mr. Bigpig to get back Captain Drydock's lucky charm, but only after buying some trinkets from the Trinket Stand. Spy Fox can use his Drachmas to order food. In the Car Chase Path, Spy Fox needs to swap some waltz music from Mr. Waltz for Johnny Gecko's tango music, used to trick Russian Blue into a dance so Spy Fox can slip Walter Wireless into her purse.
  • N.O.G. Corporate Headquarters: Nectar of the Goats Corporate Headquarters located off the town square. The room is deceptively bare but there might be something there. The door to N.O.G. HQ is locked from the outside, forcing Spy Fox to find an alternate entrance. In the Punchcard sidequest, Spy Fox has to enter a colour code on the buttons next to a fake painting (the clue is at William the Kid's office), then use the Cheez-n-Safe Cracker gadget to hack the safe open to take the correct punchcard out of 5 punchcards.
  • SS Deadweight Deck Party: A deck party planned by Russian Blue, the ship's owner and operator. Spy Fox meets Russian Blue here but can't get much information from her. She's William the Kid's top henchwoman so she must surely know where the Secret Base is. In the Car Chase Path, Spy Fox has to trick Russian Blue into dancing with him by stealing a piece of Mr. Waltz the conductor's waltz music in exchange for some of Johnny Gecko's tango music and trick Mr. Waltz 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.

[edit] Gadgets

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.

[edit] Items

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

  • Bread (used only in the Bonus Ending): This piece of stale bread is great for toasters, especially when needed to give one the boot.
  • Chicken Knuckles (used only in the Alligator miniquest): Bea Bear has information and food at the cantina. Try this delicacy with her secret sauce.
  • Cock a Doodle Fu Book (used only in the Cock a Doodle Fu miniquest): This book contains all of Hong Kong Doodle's deadly Cock a Doodle Fu moves. Spy Fox uses it to defeat him.
  • 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 to get through the underwater security door. But you need to find the informant, Monta Hairy, to obtain it and then Spy Fox must know something else to use it correctly!
  • 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 get the missile working again.
  • 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 entere 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 will need one to get aboard the SS Deadweight to attend the deck party and meet Russian Blue.
  • Jail coordinates (used only in the Bonus Ending): In the Bonus Ending you can use these on the navigation robot to steer William the Kid in the right direction. Monkey Penny sends these to Spy Fox, via the spy watch, once he gets aboard the blimp.
  • Jump Suit: A yellow N.O.G. uniform, Spy Fox will need this to get past the security gate in Kid's secret fortress.
  • Key Pouch (used only in the Key sidequest): A pouch of 5 keys, but one of them is another of the three possible items needed to disarm the terrible Milky Weapon of Destruction.
  • Lucky Charm (used only in the White Water Path): Captain Drydock needs this so he won't be afraid to go out in the ocean. He's Spy Fox's ticket to finding Kid's secret base.
  • Phone Number:This is given to Spy Fox in a fortune cookie in his unusual TV dinner. 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 terrible 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 sailor on the SS Deadweight's bridge that he's there to relieve him.
  • Secret Code (used only in the Punchcard sidequest): This is the code to which painting the safe is behind and the color combination you need to move it.
  • Screwdriver (used only in the Bonus Ending): A screwdriver with four heads, this is used by Spy Fox to loosen the screws sealing the Ejector Panel so that he could catapult William the Kid into Spy Jail.
  • Tango Music (used only in the Car Chase Path): Get this from Johnny Gecko and give it to Mr. Waltz in order to distract Russian Blue with a tango dance so Spy Fox can slip Walter Wireless into her purse.
  • Trinkets: You can buy these from Gilbert at the trinket stand and use them in the Go Fish minigame.
  • Waltz Music (used only in the Car Chase Path): Take this sheet music from Mr. Waltz while his back is turned and give it to Johnny Gecko in exchange for the tango music.

[edit] Talk Balloons

There are some characters in the game who have talk balloons. After Spy Fox has spoken with them the interface will appear and you'll see the talk balloon. A talk balloon is a balloon (similar to comic strips) with a picture of a character in it instead of words. You can use these on other characters to get information about the character in the balloon.

  • Captain Drydock (used only in the White Water Path): Use it to learn more about how Captain Drydock lost his lucky charm.
  • Hong Kong Doodle (used only in the Cock a Doodle Fu miniquest): Use it to talk to Bea Bear in the Cantina, she's got something useful for dealing with this guy.
  • Russian Blue: Use it on Monkey Penny for information especially but others have information about Russian Blue too.
  • Sal the sailor (used only in the White Water Path): Use it on everyone to get information about Sal and his habits.
  • Weasel Doorman: Use it to talk to Gilbert at the Trinket Stand about the deck party.

[edit] Minigames

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

[edit] Go Fish

This is the familiar card game. This time, one 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 once 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 have to play this game in the White Water Path to retrieve Captain Drydock's lucky charm.

[edit] 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, too. After one has drawn a picture, a smaller version of it will appear in William the Kid's office. The player has to doodle on the paper in the Punchcard sidequest to reveal a hidden message as to which fake painting in the N.O.G. Corporate Headquarters to look for the punchcard.

[edit] 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.

[edit] Game paths and bonus ending

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 where 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 has to 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 has to use 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 has to 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 has to 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, the player has to doodle on the paper in William the Kid's office. Once that is found out, the player has to enter a color code on the buttons next to that painting. Once the safe is revealed, the player has to use 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 has to find a diode needed to disarm the Milky Weapon of Destruction. The diode is one of 10 diodes located in the Radio Room with a guard there. The player has to turn the power off via the gerbils in the next room. Once the power is off, the player has to use 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 has to defeat Hong Kong Doodle, a master of Cock a Doodle Fu. To do that, the player has to get 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 has to get pass a tank of hungry alligators. To do that, the player has to buy some Chicken Knuckles from Bea Bear at the cantina and season them with Secret Sauce. The player has to then 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 get across.
  • 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'll 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.

[edit] See also

[edit] Links