Агент Лис: операция "Сухое молоко" чит-файл №1

These game hints are meant to help you out if you're completely stuck and just
can't seem to figure out what to do next or how to use something you may have
picked up. We think it takes some of the fun out of the game to know all the
answers, and there's no critical thinking or problem solving to do if you know
all the answers, but we realize it can be frustrating to be completely stuck.

We've tried to give you enough information to send you on your way in some
instances and in others (because some of the puzzles are so complex) we've given
you a virtual step-by-step walk-through. We've left information out though,
since
we want you to discover some things for yourself!

The hints below are separated as you may look at one and not need the others,
once you're thinking in the right direction, but the others are there if you
want
to see them too. Our challenge to you is to try not to use them!

Please note that a more complete version of these hints are available right on
your CD! While playing Spy Fox, just press the F1 key anytime while the game is
running and click on "Want some game Hints?"

Game Paths:


As with most Humongous Entertainment Junior Adventures there is a random element
to SpyFox in Dry Cereal. This means you will play the game once through to the
end and the next time you visit SpyFox he'll have a different puzzle to solve!
We
call these game paths. Since rescuing Mr. Udderly didn't seem to stump our kid
testers we'll start our game hints at that point.


After rescuing Mr. Udderly, SpyFox needs to get to William the Kid's secret
fortress. The first part of his journey is one of two intricate paths, one
involving a car chase through the Greek island of Acidophilus, and one involving
an ocean voyage.


The game version will be randomly determined when the game begins. Depending on
which version you're playing, one of the paths will not be available so some of
the rooms, items, clues, characters, etc. will not appear or be of use to
SpyFox.
Remember to explore everywhere and just keep clicking on everything you see!


For both paths, SpyFox must first gain entrance to the Deck party.


Car Chase Path:


Once SpyFox has arrived at the Deck party he must meet Russian Blue, put a
tracking bug in her purse, follow her to some ancient ruins and crack a
hieroglyphic code to enter the Secret Fortress. See below if you're still stuck.


White Water Path:


At the Deck party SpyFox must relieve Sal the sailor, find the coordinates to
the
Pool of White Water, help Captain Drydock get his lucky charm back, battle some
guards, fix a missile, and discover a passcode. See below if you're still stuck.


Disarming the Milky Weapon of Destruction:


Once SpyFox has gotten to this point his assignment is to disarm William the
Kid's maniacal machine, the Milky Weapon of Destruction. There are a couple
obstacles yet to go though! You've probably figured this part out already but
just in case click below for a little help.

After SpyFox disarms the Milky Weapon of Destruction and saves the world's cows,
William the Kid attempts to escape. SpyFox must not let him get away!


Bonus Ending:


If you click the truck in the open hangar doors after the cows have been
liberated, the game will launch into an additional ending which will take place
aboard Kid's getaway blimp. This is a bonus ending, with more puzzles to solve,
and the goal is to see William the Kid in jail!


Getting on the USS Deadweight:


If you are having trouble getting on the ship, follow these instructions: Try to
go past the weasel to get on the ship. This will give you the weasel's talk
balloon. Show the balloon to Gilbert at the trinket shop. He will put his
invitation out for you to see. Pull drachmas out of Fox's pocket and click them
on the fez behind Gilbert. While he is struggling to reach the fez, take the SPY
putty out of Fox's pocket and click it on the invitation. Then use the copy of
the invitation on the weasel. Note: if you're having trouble finding SPY Putty,
or any other SPY Gadget, they can be found in the SPY Corps Mobile Command
Center, in the SPY Vending Machine.


Passing the Submarine Guards:


To get past the submarine guards near the milky water, go back one screen to the
fishing boats. Grab a hook and swim to the submarine guard screen. Wait until
the
submarine guard just starts to turn around and click on him. Repeat this with
the
other fishing line and the other guard.


Getting the Milky Water Map:


If you are playing the game path where Sal Sailor says what time he gets off
work, leave the ship. Go to the Cantina and show the talk balloon for Sal to Bea
Bear. She will tell you that he comes in every night at a certain number of
minutes after Happy Hour begins. Go outside at look at the banner that says what
time Happy Hour starts. Make sure you have the sailor hat from the trinket shop.
Then go back onto the ship, set the time to when Bea said Sal comes into the
Cantina, and go back up to Sal. Put on the sailor hat and he will think you are
there to relieve him. Now you can get the Milky Water Map!


Dancing with Russian Blue:


If when you show Russian Blue's talk balloon to Monkey Penny, you then meet
Walter Wireless, you are in the game path where you need to track Russian Blue.
If you do not meet Walter Wireless, these activities will not be available in
this game path:

To track Russian Blue to William the Kid's Hideout, first you must distract her.
After you meet Walter Wireless, go back to the USS Deadweight. Steal the Waltz
Music from the Conductor's stand. If you have trouble getting the Music, watch
the Conductor carefully and click on the Music just before he turns away from
it.

Take the Waltz Music to the Cantina and trade it to Johnny Gecko the Lounge
Lizard for the Tango Music. Take the Tango Music back to the USS Deadweight and
slip it on the Conductor's Stand while he is not looking. Russian Blue will go
into a Tango Trance, drop her purse, and start to dance with Fox. When you near
the purse she dropped, put Walter Wireless in it. Now you can track her.


The Door at the Ruins Riddle:


Mata Hairy will give Fox the clues to solve the Riddle of the Door at the Ruins.
She can be found outside the door to the Warehouse. Listen carefully to the
clues
she gives you and match them with the Hieroglyphics at the Ruins Door. Make sure
that you click the Hieroglyphics in the proper order.


Hong Kong Doodle, Master of Cock-a-doodle Fu:
When you reach Hong Kong Doodle, he will perform a Cock-a-doodle Fu move. You
need to help SPY Fox use the counter-move. Bea Bear, in the Cantina, knows these
moves and has a book to help you. Find the move that Hong Kong Doodle is doing,
and click on the adjacent counter-move. Remember to check what Hong Kong Doodle
is doing first… he will change moves in between visits.
Other Help:


For instructions on how to play the game, please press the F1 key on your
keyboard while playing SPY Fox, and then select "Playing the game".


Remember, there are several game paths in most Humongous Entertainment games.
This is so you can play many times without getting bored. It is important to
remember that you will not need all the items or characters in every game path.