Spy Fox in "Dry Cereal"
Spy Fox 1 in "Dry Cereal" | |
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Developer(s) | Humongous Entertainment |
Publisher(s) | Atari |
Platform(s) | PC |
Release | 1997 |
Genre(s) | Adventure |
Mode(s) | Single player |
Spy Fox 1 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. He than plans on replacing it with disgusting goat's milk.
Storyline
All the world's dairy cows are missing! Everyone is upset – kids are forced to eat dry cereal, there's no ice cream and hot chocolate isn't nearly as good as it's supposed to be. Wild rumors of black market milk prove false – all the cows have disappeared without a trace. The only clue Spy Fox has is that Mr. Udderly, the President and CEO of Amalgamated Moo Juice Incorporated, is missing as well. Furthermore, Mr. Udderly is reported to have vital information regarding the missing ruminants. The wily Spy Fox must focus on saving Mr. Udderly first, in hopes of learning more about the global crisis at hand.
Once Spy Fox finds Mr. Udderly he learns the ugly details. William the Kid is plotting to steal all the cows, and their milk, and replace it with goat's milk using his Milky Weapon of Destruction! The plan is even more maniacal than anyone had fathomed! Now Spy Fox must save the cows, the milk, and the world from this dastardly design with only a key, punchcard and diode to do it with!
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!
- Mr. 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.
- Gilbert: The vendor of the trinket stand who mainly sells trinkets, of which he claims that there are 1001 industrial uses for. There are also other things in his shop which he can't reach. The only other thing he will sell other than trinkets is a sailor's hat (needed in the White Water Path). He also has pennants with a price of 7,000,000 drachmas! He has an invitation to the SS Deadweight's Deck Party which Spy Fox will need.
- Captain Drydock (seen only in the White Water path): The Captain of the SS Winaprize (the SS Deadweight's sister ship) is afraid of the ocean and highly superstitious. He lost his lucky charm at the Go Fish Table, in the cantina, and won't sail without it. If Spy Fox can win back the lucky charm, Captain Drydock will bring him wherever he wants on the sea.
- Johnny Gecko: The entertainer in the cantina. All he plays is the tango because it's the only sheet music he has.
- Mr. Waltz: He is the band conductor at the SS Deadweight's Deck Party. He plays waltz music. In the Car Chase Path, Spy Fox has to place a sheet of tango music within his sheet music to distract Russian Bule with a dance so Spy Fox can slip Walter Wireless into her purse to track her.
- Sal the Sailor (seen only in the White Water Path): He's on watch duty on the bridge of the SS Deadweight. His job consists of pressing a single button, over and over, staring into space through his protruding reptilian eyes, and counting the minutes until his shift is over.
- Weasel Doorman: The door man at the SS Deadweight's Deck Party who only lets people in if they have a signed invitation from Russian Blue. He is proud of his job and takes it very seriously.
- Radio Room Rabbit (seen only in the Diode sidequest): He's a N.O.G. henchman in the Radio Room guarding the ten diodes. Spy Fox must distract him to get one of the diodes.
- Artimice J. Bigpig: This fez wearing pig likes to play Go Fish for trinkets. Spy Fox needs to beat him in order to win back Captain Drydock's Lucky Charm in the White Water Path. If not playing for the Lucky Charm, the player can play Go Fish with him as one of the game's minigames.
- Bea Bear: She runs the cantina. She's got several things to offer Spy Fox. Food for a hungry sleuth and information on shadowy characters too. Also appears in Spy Fox 2: "Some Assembly Required" and Spy Fox 3: "Operation Ozone".
- Hong Kong Doodle (seen only in the Cock a Doodle Fu miniquest): This big chicken is adept at a new form of the martial art of Cock a Doodle Fu. If only Spy Fox could find the countermoves he could put this guy down for the count.
- Walter Wireless the Tracking Bug (seen only in the Car Chase Path): Spy Corp's elite tracking bug whom Spy Fox uses to track Russian Blue on her speeding car by slipping him into her purse when she is distracted by a tango dance. He also appears in Spy Fox 2: "Some Assembly Required".
- Mata Hairy: Spy Fox's informant who appears at the Feta Factory if the Car Chase Path is being played or underwater if the White Water Path is being played. She passes Spy Fox vital information or a secret password machine.
- Stewardess: The stewardess on Spy Corp's jet palne who passes Spy Fox a video from Monkey Penny hidden in a TV dinner.
- Guards at William the Kid's office (seen only in the Key and Punchcard sidequests): Three guards who guard the entrance to William the Kid's office. Spy Fox has to get pass them.
- Tuna Boat guards (seen only in the White Water Path): Their mission is to protect the underwater entrance to Kid's Secret Base.
- President: The U.S. President who awards Spy Fox with the Congressinal Cookie of Justice for his efforts in defeating William the Kid and landing him in Spy Jail.
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.
- Trinket Stand: Located in the town square, this is where Spy Fox can browse for trinkets. The vendor, Gilbert, tells him about a fancy party taking place on the ocean liner, the SS Deadweight, and shows Spy Fox the invitation which is copied using the Spy Putty. In the White Water Path, Spy Fox needs to buy some trinkets and a sailor's hat.
- 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.
- Docks: The docks are located off the town square. From this point Spy Fox can go to the Feta Factory, the ocean (if the player is playing the White Water Path, but only after recovering Captain Drydock's lucky charm) or to the deck party once Spy Fox hands the Weasel Doorman with the duplicate invitation.
- 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.
- SS Deadweight Bridge: This is the bridge of Russian Blue's ocean liner, the SS Deadweight, and the captain isn't at the helm. There is a semi-conscious salamander named Sal pressing a single button over and over, counting the minutes until his shift ends. Spy Fox has to trick Sal into thinking that his shift is over and that he is the replacement by using a sailor's hat bought from the Trinket Stand. Spy Fox needs to get a look at that map on the console (if the player is playing the White Water Path).
- SS Deadweight Storeroom (accessible only through the White Water Path): The storeroom of the SS Deadweight. It contains a clock used to get rid of Sal by tricking him into thinking that his shift is over. There is a frog suit here Spy Fox needs to use to get underwater.
- Feta Factory Doors: The massive steel doors of the N.O.G.'s Feta Factory are sealed shut (Spy Fox would later cut a hole in them using the Laser Toothbrush). Spy Fox also meets his informant Mata Hairy here to receive infomation on opening the Greek Ruins (if the player is playing the Car Chase Path).
- Feta Factory: The facility that manufactures N.O.G.'s feta cheese. Mr. Udderly is being held hostage here above a pool of piranas. This can be achieved by pressing the temperature control buttons to freeze the pool, and pulling a lever to release Mr. Udderly.
- Greek Ruins (accessible only through the Car Chase Path): After a harrowing car chase, Spy Fox finds himself at the site of some ancient Greek ruins. The infomation on how to open them is found at the Feta Factory Doors. This is the entrance to William the Kid's base in the Car Chase Path.
- Snapping Turtles Tank (accessible only through the Car Chase Path): This area is full of snapping turtles. Spy Fox needs to get past this area using the Suction Cuff Links to enter William the Kid's secret base.
- Ocean (accessible only through the White Water Path): A pool of white water! William the Kid is dumping the dairy milk straight into the ocean. Spy Fox has to dive underwater in this area. This area is accessible after Spy Fox recovers Captain Drydock's lucky charm.
- Underwater Entrance (accessible only through the White Water Path): Spy Fox reaches this area when he dives underwater. This area contains fishing lines used to get past the guards guarding the entrance to William the Kid's secret base by hooking them. Spy Fox also meets Mata Hairy, his informant, here. She gives him a password machine to access William the Kid's secret base with.
- Tuna Boat Guards (accessible only through the White Water Path): These guys may look goofy, but they mean business. They're charged with protecting the underwater entrance to Kid's fortress -- the place from which the dreaded white water flows. Get rid of them by hooking them to the fishing lines at the Underwater Entrance.
- Abandoned Missile (accessible only through the White Water Path): Having made it past those pesky guards, Spy Fox sees a giant metal door –this must be the way into Kid's domain. Wait! There seems to be a wrecked fighter jet nearby with something on it. The missile only the fighter jet is used by Spy Fox to blast a hole in the steel door leading to William the Kid's secret base.
- Underwater Secret Base Entrance (accessible only through the White Water Path): The door to William the Kid's base is located here but the date and day of the week must be entered for it to admit anyone. The day can be found on a poster in the Cantina and the date is in the SS Deadweight Storeroom.
- Security Area: A big roving security eye watches anyone who dares enter here. How will Spy Fox get past it? Get pass this area using the N.O.G. uniform found in the locker room.
- Locker Room: This room contains an N.O.G. uniform for Spy Fox to get past the Security Area and an elevator leading to the N.O.G. Corporate Headquarters.
- Conveyor Belts: Spy Fox needs to get all the conveyor belts moving in the right direction if he's going to get through this room. There's a poster on the wall in the locker room that might help.
- Tram: The transportation through William the Kid's Secret Base proves useful for foxes on the go. Near the end of the mission there's something important Spy Fox should notice. After disarming the Milky Weapon of Destruction, Spy Fox will notice a passgeway at an ad for N.O.G. revealed wihen William the Kid leaves through it. It leads to either the Alligator room (Alligator miniquest) or Hong Kong Doodle's Chamber (Cock a Doodle Fu miniquest).
- Guards (accessible only through the Key and Punchcard sidequests): Sometimes three guards are blocking Spy Fox's way into Kid's office. They have to be disabled by the use of the Coin Trap.
- Radio Room (accessible only through the Diode sidequest): There is a guard in the Radio Room guarding ten diodes, one of which Spy Fox needs to disable the Milky Weapon of Destruction. When the power is disconnected at the Gerbils' room, Spy Fox will need to use the Night Vision Shoe to see in the dark to figure out which diode to take.
- Gerbils (accessible only through the Diode sidequest): Thousands of gerbils are powering the radio room. The poor little things are running frantically toward carrots that dangle just beyond their reach. By pulling the lever nearby, Spy Fox can bring the carrots up and disconnect the power long enough to go to the Radio Room to snatch a diode when the N.O.G. guard leaves to switch the power back on.
- William the Kid's Office: William the Kid's office may contain a piece of paper on an easel or a pouch of keys guarded by laser beams needed by Spy Fox to disarm the Milky Weapon of Destruction. The paper on the easel serves as a minigame where you can doodle on it. In the Punchcard sidequest, Spy Fox has to doodle on the paper to find out which fake painting at the N.O.G. Corporate Headquarters contains the punchcard. The paper reveals the painting a colour code to enter into the buttons next to it. In the Key sidequest, the player has to redirect the lasers with mirrors to get the key wallet.
- Control Room: The controls of the Milky Weapon of Destruction are located in this room. Spy Fox needs one of three disarming pieces to disarm the Milky Weapon of Destruction.
- Alligators (accessible only through the Alligator miniquest): They're hungry and mean! How will Spy Fox get past them? To get pass the alligators, Spy Fox has to buy some chicken knuckles from Bea Bear and spike them with Secxret Sauce at the cantina. When the alligators are fed the chicke knuckles, they will fall asleep and Spy Fox can get pass them.
- Hong Kong Doodle's Chamber (accessible only through the Cock a Doodle Fu miniquest): Hong Kong Doodle is wowing everyone with his Cock a Doodle Fu mastery. Spy Fox realizes that he'll need to learn the correct countermove in order to get past him. 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.
- Cow Pen: Here they are! The world's cows are all penned up, looking quite unhappy. Can Spy Fox save them? Pull the lever at the controls above the cows to free them.
- Cargo Area of William the Kid's Blimp (accessible only through the Bonus Ending): Spy Fox jumps on William the Kid's blimp just as he is escaping. This is an area on the blimp where Spy Fox can find some interesting things. On the counter is a cordless screwdriver set and a lunchbox. Inside the lunchbox, Spy Fox will find a piece of bread. There's an airplane hanging from the blimp which Spy Fox can use to get to the cockpit. Spy Fox receives the coordinates for the Spy Jail from Monkey Penny here.
- Cockpit of William the Kid's Blimp (accessible only through the Bonus Ending): If Spy Fox can figure out how to input the coordinates and set the ejector panel without Kid finding him he's done his duty!
- Navigation Unit on the Back of Steering Robot's Head (accessible only through the Bonus Ending): Enter the Spy Jail coordinates here.
- Ejector Panel (accessible only through the Bonus Ending): After unscrewing the Ejector Panel with a screwdriver, Spy Fox can use the toaster behind the it to toast a piece of bread, catapulting William the Kid into the Spy Jail.
Gadgets
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.
- Spy Watch: The ultimate gadget in the games, Spy Fox can use this for communicating with Monkey Penny or for a little fun! There are also buttons to save, load or quit the game on this watch. It's certainly just the thing for a fox on the run! The watch has a game called Happy Fun Sub which is one of the game's minigames. This gadget is also used in Spy Fox 2: "Some Assembly Required" and Spy Fox 3: "Operation Ozone".
- Laser Toothbrush: A toothbrush that hides a powerful laser that can cut through metal when the laser gel is applied on it and the button is pressed. Monkey Penny gives this gadget to Spy Fox when he first arrives at the Spy Corps Mobile Command Center.
- Night Vision Shoe: A shoe worn over the user's eyes, that let him/her see in the dark. May look silly if user is wearing it in a crowd.
- Cheez-n-Safe Cracker: A pack of cheese and crackers that reveals the combination of a safe. Wipe some cheese on the safe, then place the crackers on the cheese. The combination will show up on the crackers.
- Spy Putty: Spy Fox thought this gadget was based on the Silly Putty when he first saw it. It looked like a silly putty and even came in a plastic egg shaped container. But Professor Quack claimed that he came up with the idea first and those "diabolical duplicators" stole his idea. When pressed on a piece of paper, the Spy Putty takes on any print that might be on the paper.
- Coin Trap: A compressed net disguised as a nickel, when this gadget is dropped in front of a small crowd of people, the net will spring out and catch them, the net will then attach to the ceiling.
- Suction Cuff Links: A pair of cuff links with suction cups that can be used to scale walls.
- X-Ray Gum: A stick of beef-flavoured chewing gum used by 9 out of 10 dentists to look at the inside of a patient's teeth. It can also be used to look at someone's internal organs.
Items
Spy Fox sometimes uses items he pickes up to help him proceed in the mission.
- 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, Mata 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 Spy Fox has to use to get underwater.
- Fusebox (used only in the White Water Path): Asuitcase 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 and Spy Fox doesn't. Spy Fox will need one to get aboard the SS Deadweight to attend the deck party and meet Russian Blue. What's a spy to do?
- 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.
- Walter Wireless the Tracking Bug (used only in the Car Chase Path): Walter is a little guy but his cover is solid. He's a bug! Also used in Spy Fox 2: "Some Assembly Required".
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.
Minigames
There are three minigames in this game. These can be played for leisure but it is not nessecery to play them to complete the game.
- Go Fish: This is the card game we all know and love. This time you're playing against Mr. Bigpig in the cantina and sometimes he cheats! The object is to get four of the same cards until your cards are all gone. To start the game, the player would have to buy a jar of trinkets from the trinket stand at the town square, 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.
- Paper on Easel: Found in William the Kid's office, this is basically a doodling game where the player can draw to his/her heart's content, then can print out his/her drawings. If the player draws on the paper and leaves it, they can see a mini version of it 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. Coporate Headquarters to look for 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. The player starts off with 5 lives and tries to avoid collisions with obstacles he/she can eliminate by shooting suction cups or sandwitches or jumping over the obstacle. If a collision occurs, the player loses a live. Extra lives can be gained once the player has 20,000 points. After that, an extra life is granted for every 60,000 points. After a level, the number of satellites, buoys and submersibles needed by the player to complete a level increases. There is an island warning that pops up occasionally to warn the player of an approaching island. The player can then fly into the air or dive underwater to avoid it. There is an unlimited amount of levels so the player can have unlimited fun playing the game.
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 ramdomly set when the player starts a new game. There are also three sidequests in which the item needed to disarm the Milky Weapon of Destruction changes. There are also two miniquests which the path to the cow pen varies. As such there are 12 different games. There is also a Bouns 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 are 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.