****************************************************************************** Spy Vs. Spy Faq/Walkthrough Version 1.0.2 Author: MysticWeirdo ****************************************************************************** ****************************************************************************** CONTENTS ****************************************************************************** 1. Introduction 2. Version History 3. Menus 4. Controls 5. Items 6. Story Mode 7. Modern Mode 8. Classic Mode 9. LEGAL 10. Contact Information 11. Credits ****************************************************************************** 1. Introduction ****************************************************************************** I am MysticWeirdo also known by my real name Warren Grieder. Spy vs. Spy is based on the Mad Magazine comic strip of that name by the late Antonio Prohias. The are three modes of play in this game. In both classic and modern mode you'll take on the role of one of the spies from the comic strip and use a sizable arsenal of traps and weapons to destroy other spies while endeavoring to be to one to collect all of the secret items and make it to the exit with them. Story mode is more of a platform type game where you face a greater variety of enemies, including a boss for each mission. Spy vs. Spy is available for the Xbox and PS2. I've played the Xbox version but PS2 players may also find this guide helpful. ****************************************************************************** 2. Version History ****************************************************************************** March 16, 2006 Version 1.0.2 Copyright updated. PS2 Controls added. November 20, 2005 Version 1.0.1 Note on game saves added. Several typos fixed. September 5, 2005 Version 1.0 Initial Version of this Guide. ****************************************************************************** 3. Menus ****************************************************************************** ============= 3.1 Spy Files ============= The first thing you need to do after leaving the time is go to the spy files screen. You'll be prompted to create one if none exists, simply enter a string of letters and numbers, the first character must be a letter. You can also load or delete existing files here. After creating or loading a spy file you'll be taken to the main menu. ============= 3.2 Main Menu ============= The are six options in the main menu: Single Player, Multiplayer, Spy Files, Mod-A-Spy, Options, and Extras Single Player presents three single player modes, that I'll cover in their own sections. The difficult can be changed to easy, medium (default), or hard here. Multiplayer on the Xbox offers three choices: Local (split screen on same Xbox), System Link for networked Xboxes, and Xbox Live. The multiplayer options are beyond the scope of this guide. Spy Files returns you to the Spy Files screen. Mod-a-Spy allows you to customize you screen with various accessories and themes that you may have unlocked during the game. See Mod-A-Spy below for more details. Options allows you to set audio, game, and AI options. See Options Menu below. Extras allows you to view movies and concept art, that you may have unlocked, as well as the credits. Cheat codes may be entered here as well. See the extras section for more details. ============= 3.3 Mod-A-Spy ============= The are five option in Mod-A-Spy: Add, Remove, Themes, Randomize, and Reset Add allows you to add an unlocked accessory from the following categories: Arms (4 accessories) Belt (4 accessories) Face (6 accessories) Feet (5 accessories) Head (21 accessories) Nose (4 accessories) Torso (12 accessories) The accessories that aren't initially unlocked will be unlocked with the them they belong to. Remove allows you to take off an equipped accessory. Themes are collections of accessories that can be equipped all at once. The themes are: Aristocrat - Unlock by completing the Mansion (mission 1) in story mode. Clown - Unlock by completing the Kooky Carnival (mission 2) in story mode. Flight Suit - Unlock by completing the Space Station (mission 8) in story mode. General - Unlock by completing the Volcano Lair (mission 6) in story mode. Jester - unlocked initially Mechanic - Unlocked by completing the Oil Rig (mission 4) in story mode. Samurai - Unlock by completing the Space Station (mission 8) in story mode. Soldier - Unlock by completing Area 51 (mission 7) in story mode. Spy Bot - Unlock by completing the Robot Factory (mission 3) in story mode. Tuxedo - unlocked initially Zombie - Unlock by completing Haunted House (mission 5) in story mode. Randomize generates a random outfit from the unlocked accessories. Reset reverts to the saved outfit. ================ 3.4 Options Menu ================ Audio allows you to set the music and effects volumes. The music tracks can be turned on by selecting Mode: Default, individually toggles in Mode: Custom, or turned off by selecting Mode: off. The tracks are: Spy Vs. Spy Hot And Bothered Short Double Latte Solid State Carnival of Souls The Checkered Flag The Rig Underground Lair Spy Files Kooky Circus There are five option is the game menu: Camera Pitch which can be set to normal or inverted, Camera Rotation which can also be set to normal or inverted, Vibration that can be toggles on or off, Strafe Mode which can be set to toggle or hold, and player names that can be toggled on or off. Ai Options allow you to set weights on Hunt Players, Hunt other Ai, and set traps. =============== 3.5 Extras Menu =============== The four choices in the Extras Menu are Watch Movie, Concept Art, Cheats, Credits. Watch Movies contains five movies: Game Intro - Unlock Initially Classic Intro - Unlock by starting a classic mode game Classic Outro - For some reason this remains lock after completing classic mode (as well as modern, and story). Replaying the last scenario on hard doesn't unlock it either. You can see this clip again if you win or lose the 20 room classic mission. Story Intro - Unlock by starting a story mode game Story Outro - Unlock by completing story mode. Concept Art is locked initially. There is one see for each modern/story mode setting that gets unlocked by winning the corresponding timed modern mode game. There are spaces to enter 13 cheat codes in the Cheats Menu. Please see http://www.gamefaqs.com/console/xbox/code/917537.html for the Xbox codes and http://www.gamefaqs.com/console/ps2/code/914904.html for the PS2 codes Credit play the credits for the game. ****************************************************************************** 4. Controls ****************************************************************************** ================= 4.1 Xbox Controls ================= Menus Start - Start or Pause Game D-Pad/Left Thumbstick Up or Down - Select Menu Item A - Confirm Selected Item B - Cancel Game Left Thumbstick - Move (Full to run, a little to sneak) Right Thumbstick - look or rotate camera X - Interact A - Jump Y - Cycles through mines and traps B - Cycles through weapons Right Trigger - Attack with selected weapon or set selected mine or trap Left Trigger - Strafe (face same direction while moving back or to the side) Click Right Thumbstick - Toggle First Person Targeting Back - Show Map (Classic), Show Objectives (Story) ================ 4.2 PS2 Controls ================ Thanks to Michael for providing the PS2 control listing. Menus Stary - Start/Pause Game D-Pad/Left Analog Stick (Up or Down) - Select Menu Item X - Confirm Selection Triangle - Cancel Selection Game Left Analog Stick - Run Left Analog Stick (Gently) - Sneak Right Analog Stick - Control Camera Square - Interact L1 Button - Target Lock R1 Button - Attack/Set Trap/Set Mine X - Jump Triangle - Select Mine/Trap Circle - Select Weapon R2 Button Center Camera (Modern Mode) Select Button - Show Map (Classic), Check Objective (Story) =========== 4.3 The HUD =========== In the upper left is a display of your current money and a circle. The circle will contain a magnifying glass if you can interact with a nearby item or an envelop if a new telegram comes in during story mode. In the upper right is a display of your equipped items and a circle indicating you health. Secret items are displayed below the health circle in modern and classic modes and the occasional special item with be displayed here in story mode. The lower left may display a main enemies health during story mode. The lower right may display a score in some multiplayer games. The occasion message about a spy's death or something related to your inventory may appear at the bottom. ****************************************************************************** 5. Items ****************************************************************************** Note: Sell Prices are 50% (rounded down) of the buying prices. For weapons with ammo you can refill them for a prorated cost, or sell them at 50% of the cost of the unused ammo. ================= 5.1 Melee Weapons ================= Spy Fu ------ This is your default weapon, hand to hand combat. It is always available, and cannot be lost. Club ---- Price: $100 In Game Description: A popular Weapon with Spies around the World. This Big Bumpy Bat Really Packs a Wallop. Once Purchased, the club will never run out of Ammo or Break. Chainsaw -------- Price: $180 In Game Description: The chainsaw is so powerful spies wear masks when they use it so they won't mess up their pretty faces. the chainsaw will run out of gas with use. ================== 5.2 Ranged Weapons ================== Slingshot --------- Price: $120 In Game Description: firing a High-Damage Projectile that will ricochet off of any solid surface, the slingshot never runs out of ammo, so it's a great value for you bux. Machine Gun ----------- Price: $325 In Game Description: The machine gun is a rapid fire weapon, though each individual bullet it fires doesn't do a lot of damage. great for peppering you enemies, but watch that ammo bar. Bazooka ------- Price: $275 In Game Description: The rockets the bazooka fires are very powerful, though they cause damage in a large area when they explode. Give yourself some room when you use it. Bomb ---- Price: $65 In Game Description: These bouncy bombs explode on contact or on a timer. Hold the bomb to run the timer down before throwing it. Suicide Monkey -------------- Price: $80 In Game Description: These crazed, dynamite laden monkeys will track down enemies before they explode, like all monkeys, they are easily distracted by bananas. Lightning Gun ------------- Price: $260 In Game Description: The lightning gun's batteries run out quickly, and it won't fire very far, but it will automatically arc to enemies that are in range, which makes it quite deadly. Ice Gun ------- Price: $200 When hit by the ice gun, your movement will begin to slow until you're finally frozen in place and killed instantly. This weapon has a short range and limited ammo. Flame Thrower ------------- Price: $225 In Game Description: Light 'em up with the Flamethrower's wide cone of fire. Make sure they're close though, so you don't waste too much fuel on enemies outside of its close range. ================ 5.3 Placed Mines ================ Dynamite -------- Price: $25 In Game Description: Dynamite is placed, and then triggered remotely with the plunger, Sever packs can be placed before they are all exploded with a single use of the plunger. Proximity Mines --------------- Price: $35 In Game Description: When the proximity mine detects any movement within its range, it explodes. This mine causes less damage than other explosive mines. Lectro Mine ----------- Price: $45 In Game Description: The lectro mine is tripped through a proximity trigger. When activated, it emits a stream of electricity towards any target within range. Fire Mine --------- Price: $30 In Game Description: Triggered based on proximity, the fire mine blasts a stream of flames straight out from it, perpendicular to the surface it is placed on. Trip Mine --------- Price: $30 In Game Description: When the trip mine is placed it emits a laser beam out of it that is perpendicular to the surface it is placed on. When this beam is broken, the mine explodes. ================ 5.4 Thrown Mines ================ Banana Peel ----------- Price: $10 In Game Description: Banana peels will trip up any spy who steps on them. They can be thrown over your shoulder as you run. Monkeys love bananas and can be thrown off your tail with one. Bear Trap --------- Price: $20 In Game Description: Bear traps are thrown on the ground and can be tossed over your shoulder while running to deter enemies in pursuit. Steeping on one is a real Pain in the Backside. ============ 5.5 Counters ============ Knight's Helmet --------------- Price: $115 In Game Description: The Knight's Helmet Provides protection from damage, but won't stop sources of instant death like traps. Track damage protection with the bar on its hud icon. Monkey Wrench ------------- Price: $65 In Game Description: The wrench is a countermeasure that will disable any trapped door or safe. Fairy ----- Price: $100 In Game Description: That fairy is a countermeasure that is used in challenges. If you perish in a challenge, the fairy will reset you back at the beginning of it. Decoy ----- Price: $100 In Game Description: The countermeasure for booby Traps is The Decoy, if a bobby trap is trigged, and you have a decoy, a holographic doppelganger will set off the trap instead of you. ============== 5.6 Safe Traps ============== 900 LB Gorilla -------------- Price: $45 In Game Description: Place a 900 LB gorilla in a tiny safe and he's bound to get a little grumpy. When this safe trap is activated, the gorilla reaches out and smashes the spy into the ground. Boxing Glove ------------ Price: $45 In Game Description: When it's tripped, the spring-loaded boxing glove safe trap will pop out and punch the spy right in the kisser. Ouch! Mallet ------ Price: $45 In Game Description: This Giant Mallet can be stuffed into a safe to trap it. When an unsuspecting spy opens the safe, the mallet will spring out and smash hit. Splat! Shocker ------- Price: $45 In Game Description: Safes trapped with a shocker safe trap can cause an electrifying experience. High voltage arcs blast out of the safe electrocuting the spy that set it off. Flambe ------ Price: $45 The flambe safe trap shoots flames out of the safe, burning the spy that set it off to a crisp. ============== 5.7 Door Traps ============== Anvil ----- Price: $45 In Game Description: If a spy triggers this door trap, a big anvil falls out of the sky right onto his head. Acid Bucket ----------- Price: $45 In Game Description: When triggered, the acid bucket door trap falls onto the spy that activated it, burning him with the corrosive material in the bucket. Electric Doorknob ----------------- Price: $45 In Game Description: The electric doorknob is a door trap that will electrocute any spy that tries to use the trapped door. Shocking ============= 5.8 Power Ups ============= The are a few kinds power up that you may find laying around a level in modern or story mode. These can't be purchased in the hideouts. Suit of Armor: 30 seconds of invulnerability. Super Damage: 30 second of dealing double damage with your attacks. First Aid Kit: Full heal. A permanent kit is located in each spy hideout (starting area) in story and modern modes. Other kits may be located throughout the levels. ========================================== 5.9 Secret Items (Modern and Classic Mode) ========================================== The are four secret items in modern and classic mode that are required to be able to leave the area: Gadget: The gadget will let you sense traps Key: Opens one way doors from the wrong side Disguise: Allows entry to opposing spies' hideouts. Bux Bag: Doubles money received Classic Mode has one addition secret item: Briefcase: Allows more than one secret item to be carried at a time. ====================================== 5.10 Classic Mode Weapons and Counters ====================================== Weapons: Spy Fu, the Club, Chainsaw, and Machine Gun. These weapons are the same as the modern/story mode counterparts. Safe Traps: The Flambe and Boxing Gloves are the same are the ones in story and modern modes. Door Traps: The acid bucket is the same as it's modern/story mode counterpart. Room Traps: Proximity Mines are the same as their modern/story mode counterpart. Counters: Knight's helmets function like their counterpart in story/modern mode. The other try classic mode counter are different however. Fire Extinguisher: Defeats a flambe trap. Umbrella: Defeats an acid trap Pliers: Defeats a boxing glove trap First Aid Kit: The first aid kits on the walls of some rooms can be used to heal your spy. ****************************************************************************** 6. Story Mode ****************************************************************************** NOTE: The game autosaves after completing a mission and either continuing to the next mission or quitting to the main menu. There is no way to save a mission in progress. ============ 6.1 Overview ============ The are 8 story mode missions. You can choose to play as either the white or black spy but this doesn't alter the mission. Unlike the modern and classic modes which are simply a matter of collecting the secret items and heading for the exit, you will be required to complete a list of objective for each mission as well as defeating several enemies. Costumes themes are unlocked by completing the story mode mission. As well, multiplayer maps are unlock beginning with the fifth mission (Haunted House). You begin each mission in the black (or white) spies hideout. You can buy weapons, traps, and counters at the workbench here but you have no money to begin with. You can also come back here to get healed by the first aid kit. There are several types of enemies to first as well as the white (or black) spy and the boss for the level. =========== 6.2 Mansion =========== ---------------------- 6.2.1 Mission Briefing ---------------------- 6.2.1.1 Introductory Telegram ----------------------------- You receive this telegram at the beginning for the mission: "A madman know as the General vows to destroy us with a doomsday weapon. The weapon's inventor has hidden the plans in his estates. Find them before our enemies do." 6.2.1.2 Initial Inventory ------------------------- You start with the following items in your inventory: Club 6.2.1.3 Workbench Offerings --------------------------- These items are for sale at the workbench. Club $100 Slingshot $120 Bomb: $65 Knight's Helmet: $200 Boxing Glove: $45 Acid Bucket: $45 6.2.1.4 Tutorial Notes -------------------- The following tutorial notes will appears as you play through this mission. Note: The buttons listed in the tutorial notes are Xbox specific in this guide. Hideout ------- A hideout will be established for you prior to arriving in each environment. If you are hurt, a first aid kit will automatically heal you when you enter the hideout. Workbench --------- Your hideout contains a workbench where you can buy and sell weapons and spy equipment. to earn some bux to buy these inventory items, you'll need to defeat some enemies. Telegrams --------- You embassy will periodically send you telegrams with new and updated orders. A Telegram icon will flash in the upper left portion of your screen whenever you receive one. (back arrow) Press to view telegrams at any time. Interact -------- The magnifying glass icon indicates the spy can interact with this item. (X) Interact Weapons and Spy Fu ------------------ Lock onto enemies with the targeting reticule by keeping them in the center of your view. Even if you use up all of your ammo, you'll always have Spy-fu to fight off your foes. (Right Trigger) Use Weapon Precision Aiming Mode --------------------- Use your ranged weapons to target enemies or objects from a distance. click the right thumbstick to toggle precision aiming mode. Look around by moving the right thumbstick. (Right thumbstick) Toggle Aim Mode Safes ----- Many of the missions will require you to search safes for various types of items. Safes are often disguised as other types of objects, such as computers or pictures. Interact with the safes to retrieve the items within them. Colored Keypads --------------- Some keypads require a key cards to use them. You will need to find the keycard that corresponds with the color of the keypad. Booby Traps and Bypasses ------------------------ In each environment, there are booby traps that are activated with levers. Each booby trap has a bypass route that will take you around the trap. You can also sneak past booby traps to avoid triggering them. Keypads ------- Interact with a keypad until its bar is filled. In most instances, keypads will unlock doors. From then on, that door will remain unlocked. Safe Traps ---------- Safe traps are purchased from the workbench in the hideout and are place in the safes by equipping them and then pulling the fire trigger with range of the safe. (Right Trigger) Pull Fire When Equipped to Set Trap Door Traps ---------- There are traps that can be placed on any door except elevator doors. Traps placed on one-way doors must be placed on the side of the door from which it is opened. Door traps are purchased from the workbench in the hideout. they are placed on the door by equipping and using them within range of the door. (Right Trigger) Pull Fire When Equipped to set Trap. ------------------------------------------- 6.2.2 Objective: Obtain Enemy spy's Keycard ------------------------------------------- Journal Entry: The plans are in the upstairs security wing - you need the enemy spy's keycard to enter. 6.2.2.1 Subobjective: Find Architect's Experimental Device ---------------------------------------------------------- Go out the door of your hideout and turn left in the hallway. You'll notice a green arrow pointing the a doorway to the left ahead of you as you emerge into the main courtyard. Before going through the door you may want to attack the seven security guards in the main courtyard. Two hits with the club will take them out. Pick up the coins that they drop. Retreat to the hideout to heal if necessary and buy the sling shot while you're there. Go through the door marked with the green arrow. Ignore the stairs to the right and turn left at the corner. Turn right and kill the guard in this hall from a distance with your slingshot using three shots. Note this guard respawns if you leave and come back. Kill two more guard in the distance. Enter precision aiming mode. Shoot the stationary target near your and the moving one in the distance (aim for where it stops at the top) to get the fall-aways bridges to appear. Toggle the aim mode and jump onto the first bridge and then to the grass before the bridge falls away. Shoot the guards around the corner. Jump to the next bridge and jump to the grass. Turn right and kill the guard in the distance. Toggle the aim mode and shoot the two moving targets (try aiming for the end points) to get the two bridges on this stretch to appear. Toggle the aim mode. Jump to the bridge and then jump to the grass. Repeat to get to the next corner and turn right. Toggle the aim mode. Shoot the target by the door, try aiming for the top of its cycle. Toggle the aim mode. Jump onto the bridge and then jump by the door. Open the door and shoot the killer plant, it takes six shots. Keep moving between shots so it can't get a lock on you. Go down the hall and open the door at the other end. Kill the three killer plants inside. It's probably best to rush them with the club and hit them four times. Go through the other door, to the right of where you entered. This is a safe room. A first aid kit is to the right. Search the four safes in the room: the computer, the tape device, the false safe, and the lockers. One of them contains a remote control windup mouse. 6.2.2.2 Subobjective Disable Cellar Laser Grid ---------------------------------------------- Leave through the door ahead and to the left of where you entered the safe room. Go straight ahead into the main courtyard. Head for the far left corner. Go through the archway. Ignore the stairs to the right and turn right at the corner. Observe the enemy spy setting a booby trap. Continue down the hall and turn left at the next corner. Kill the two guards in the next hallway. There will be another to the right when you reach a wider part with some book shelves. Keep going until you can see the fireplace. Either sneak over the charred rug or go behind the statue to avoid the trap and catch the enemy spy in it. The hall turns left again. You've reached the suits of armor. There are three pairs of suits of armor swinging halberds. Go between the first pair as soon are the axes rise. Go between the second pair as soon as the axes pull back. Go on the left side of the next pair when that suit has raised its halberd. Turn left to face three more pairs of suits of armor. Do these like the first three, the only difference is that they are closer together. Go through the door at the end of the hall. Kill the two killer plants in the next room. Open the other door to enter a safe room. Use the terminal to the left and the behind of the hallway. Terminal Instructions: Use the Wind-Up Mouse to destroy the Cellar Security Device. Program moves into the switchboard to guide the mouse to its target. The commands are relative to the mouse's current orientation when they've executed. Solution: Up x 1, Left x 2, Up x 2, Right x 2, Up x 1 This will disable the laser grid in the cellar. 6.2.2.3 Subobjective: Purchase 4 Safe Traps -------------------------------------------- Search the false safe for money and grab the first aid kit in the hall by the terminal. Turn right and approach the key pad to the left. Interact with it until the door opens. Go through the door into the main courtyard. The enemy spy will be here heading to the cellar. Ignore him and the head across in to the far right corner to return to your hideout. Purchase the four Safe Traps at your workbench. 6.2.2.4 Subobjective: Trap Safes in Hidden Cellar Room ------------------------------------------------------ Leave your hideout and return to the main courtyard. Kill the enemy spy when he attacks you. You may need to respawn a few times before you finish him off. Head down the stair to the cellar to the left of your hideout. The stairs turn three time before they reach the cellar. Ignore the killer plants. Turn right from the entrance and head for the shelf with a ladder and climb up it. The top of this shelf is near two chandeliers. Jump to one of the chandeliers and then to the other one to light them for a while. Quickly jump onto the shelf in the center and run to the other end where there are two more chandeliers. Jump to the one of the right and then the one on the left to open a door. Jump to the shelf by the door and go through it before the chandeliers extinguish. Plant the safe traps in each of the four safes in this room. The enemy spy will blunder into one of them and you can retrieve his keycard. ------------------------------------- 6.2.3 Objective: Get the Secret Plans ------------------------------------- Journal Entry: Get the plans in the room at the end of the security wing. Watch out! The enemy spy is barricaded in that room. 6.2.3.1 Subobjective: Trap the door at the end of the upstairs hall. --------------------------------------------------------------------- Grab the first aid kit and head out the door at the end of the short hall past it. (Don't open the trapped safes.) Go up the stairs to the main courtyard. Kill the guards here. Head into your hideout and buy a door trap. Leave your hideout and return to the main courtyard. Go up the stairs at the far end. Interact with the key pad until the purple lasers shut off. Go into the security hall where the lasers were. Turn right and then left. Kill the two guards (make sure to equip a weapon an not the acid trap). Continue down the hall and turn left, killing another guard. Make a u-turn right and the turn left to a laser grid. Time it so you can go under the first horizontal laser, go around the vertical lasers and jump over the other horizontal laser. Make a u-turn to the left to the second set of lasers. Go under the first laser as it rises and jump over the second as it comes towards you. Either jump over the last laser or wait for it to rise and run under it. Turn right to the final set of lasers. Wait for the horizontal laser to come close to jump. Jump over it going to the left of the vertical laser and run under the last laser. Use the door trap on the door. The enemy spy will fall victim to it allowing you to enter the room safely. Search the four safes: the computer, the tape device, the lockers, and the false safe. One of them has the secret plans ------------------------ 6.2.4 Objective: Escape! ------------------------ Journal Entry: The Architect isn't going to let you escape with his plans, he will try to stop you. 6.2.4.1 Subobjective: Head to the Zepplin ----------------------------------------- Grab the full heal and use the door behind it. Turn right in the hall and then left. Kill the two guards. Continue down the hall and kill another guard another the corner to the left. Open the door to the right. Go through it onto the courtyard balcony. Take the stairs to the left down to the courtyard. Go through the archway to the left of the bottom of the stairs. 6.2.4.2 Boss Fight: Architect ----------------------------- The architect is in the dirigible throwing bombs at you. Get up to the ramps and find one of the machine guns. One of them is to the right of the entrance, another is in the far corner. Full heals can be found in the other corners. Shoot out the four patches on the dirigibles while dodging the bombs. Use the full heals as necessary. The weapons and first aid kits respawn after a while. After the dirigible is shoot down. Use strafing with the machine gun and back away from the architect and he should fall with a minimal amount of effort. Grab first aid kits and machine guns as necessary. ================== 6.3 Kooky Carnival ================== ---------------------- 6.3.1 Mission Briefing ---------------------- 6.3.1.1 Introductory Telegram ------------------------------ You receive this telegram at the beginning for the mission: "The recovered plans were incomplete. The General is fronting a carnival to funnel the money into his doomsday weapon. Find the remaining plans and watch out for the enemy spy. 6.3.1.2 Inventory ----------------- You start with the following items in your inventory: Slingshot 6.3.1.3 Workbench Offerings --------------------------- These items are for sale at the workbench. Club $100 Slingshot $120 Machine Gun: $250 Banana Peel: $10 Knight's Helmet: $200 6.3.1.4 Tutorial Notes ---------------------- The following tutorial notes will appears as you play through this mission. Note: The buttons listed in the tutorial notes are Xbox specific in this guide. Sneaking -------- In some instances, instead of using a bypass to get past a Booby Trap, you can sneak over the top of it. Move the left thumbstick lightly to sneak. If you stop sneaking while still on the trigger of a Booby Trap, it's all over! (Left Trigger) Move Left Thumbstick Lightly to Sneak. Banana Peels ------------ Banana Peel Mines have multiple uses. In addition to causing your opponent to slip, they can also be used to lure away Suicide Moneys. Monkeys can't resist the sight of a banana, and will forgo any other target in order to try and get one final meal. -------------------------------------------------------------- 6.3.2 Objective: Make way through maze and find trapped safe. -------------------------------------------------------------- Journal Entry: The plans are in a restricted area of the carnival. Get the keycard. The enemy spy put it in a trapped safe. 6.3.2.1 Subobjective: Retrieve Enemy Spy's Keycard -------------------------------------------------- Observe a scene with the enemy spy trapping a safe followed by a scene with a wrench on a beam. Go out the door of your hideout. Watch the scene of the clown spinning a wheel that lands on the gorilla. Continue up the stairs and turn left at the cannon. Kill the three gorillas in bumper cars under the big top with the slingshot, they take four shots to kill. Head to the end of the big tent opposite the cannon which the green arrow is pointing. (There's a club to the left or the arrow and a slingshot behind the targets here.) Make sure to get the club. Walk up to the blue counter and interact with it. Target Instruction: Use the sling shot to flip the panels. On the back of the panels are various objects. match all the pairs of various objects to complete this mini game. What you need to do here is play a memory game with the 12 target tiles. You'll be in precision targeting mode, aim the crosshairs at a target to flip the tile. You can flip up to 24 tiles trying to match up the tiles, which bear the images of one of a clown, a duck, a drink, a slice of pizza, a monkey, and an ice cream cone. A platform will lower on the pole behind you after completing the memory game. Turn around a jump on it. It will rise with you on it up to the beam with the wrench on it. Cross the beam to get the wrench and ride the platform on the other side back down to the ground. Go through the big top exit between the signs with the question mark and the pizza chef. Kill the three gorillas in bumper cars as you head under the arch with the maze picture ahead and to your left. Go into the maze. Wait for the trap door to close ahead of you and go left onto a spinning platform the wall is parallel to the hall you approached the trap form. Go to the next section of the spinning platform and step of it when its parallel to the entrance path again. You should now be one cell left of the entrance. Turn right and go forward. Stop in the cell before the trap door an turn right. Run by the spinning platform and do the same for another one in this row. Turn left to the maze exit. Follow the path to the right from the maze exit. When you get to some stairs to your left go up them. Go up to the clown strength test. (You need a club here). Strength test instructions: Strike when the pointer is in the red to ring the bell. Watch the arrow in the lower right moving back and forth. Hit the bell using the button listed in the legend in the lower left corner when the arrow is in the red potion in the center. When you've done this successful, the door behind the strength test will open briefly. Go through it. Kill the gorilla back here. There is also a glowing monkey, it will take about six shot to kill. Go through the door past them. This is the safe room. There's machine gun on the table that you'll want to get and a first aid kit on the stairs. There are two safes behind the bulleting boards. Both of them are trapped. If you guess the wrong one you'll need to go up the stairs, through the door and go through the process of getting the wrench again and returning here to try the other. -------------------------------------------------- 6.3.3 Objective: Clear Barricades Throughout Park. -------------------------------------------------- Journal Entry: Construction in the amusement park has blocked many of the paths. find a way to clear out the barriers. 6.3.3.1 Subobjective: Use enemy spy's dynamite plunger to blow up barricade. ---------------------------------------------------------------------------- Go up the stairs and use the door there. Watch the clown spin the wheel again. It lands to the monkey this time. Go through the tunnel into the big top. Shoot the three monkey with the slingshot from the top of the grandstand. Go up the grandstands by the duck's picture and into the tunnel marked by the green arrow. Interact with the keypad on the wall to the left of the door until the door opens. Kill the two monkeys in here. In close quarters they are likely to erect a barrier around themselves, use the club on them if this happens. There's a suit of armor and a first aid kit in the room. Grab them and go out the other door. Go to the right end at the top and simply jump down the gallery. Go through the door to the ramp at the bottom. Watch the scene of the other spy planting charges. Go up the ramp. Use the machine to the left of the rifles to try your luck at shooting. Rifle instructions: Shoot the Enemy spy before he reaches the end of the Shooting Gallery. Aim the crosshair at the spy when he pauses and shoot repeatedly. You should be able to get him. The plunger will appear in your inventory after your manage to hit the enemy spy. Select and use it to open up the barricaded door here. 6.3.3.2 Subobjective: Find Dynamite Cache ----------------------------------------- Go through the newly opened door. Kill the two gorillas. Do another strength test like the previous one to open a door to the left. Go through the tent and turn around to kill the monkey that appears behind you. Kill the two gorillas outside the tent and turn left. Turn right at the corner and go to the tent entrance marked with the green arrow. Use the switch to your right to lift the barricade. Go through the entrance tunnel into the big tent. Beware of the enemy spy here. It may take several respawns to kill him as he's packing a bazooka. Once he's dead head through the opposite exit between the signs with the question mark and the pizza chef. Watch the enemy spy destroy and barricade and set a booby trap. Go through the tunnel and turn right towards the booby trap past the pizza chef sign. Sneak over the trap. The enemy spy will see you and get caught in the booby trap. Go pass the ramp to the stationary pizza ride and up the rocky path to the railroad tracks. Wait for the train to go by and use the terminal on the tracks to use the flamethrower. Flamethrower instructions: Use the Carnival Flamethrower to ignite the Pizza Chef. Fire the flamethrower at the chef. When you here the bell disengage and get off the track until the train passes. Repeat until you can't use the terminal anymore. This ride will have starts. Go back down the slope and up the ramp in front of the now moving ride. Wait for the chefs face to turn away from you and jump on one of the lower pizzas. Jump on the higher pizza in front of you before you get fried and jump to the landing to the right. Turn right and go through a door to the left after a few steps. There's a super damage and first aid kit in the safe room. Search the safes behind the bulletin boards for money. Interact with the dynamite at the other end of the room to get the dynamite. -------------------------------------- 6.3.4 Objective: Get the Secret Plans -------------------------------------- Journal Entry: The plans are in the funhouse guarded by crazy monkey bombers. Find a way to distract the monkeys. 6.3.4.1 Subobjective: Get through Fun House ------------------------------------------- Go through the door and watch the clown spin the wheel again. It lands on a gorilla this time. Shoot the three gorillas from the top of the grandstand. Go out of the big top between the signs of the clown and the duck, marked by the green arrow. Turn left under the arch with the clown sign. Turn right and kill the three gorillas in the distance. Do the strength test by the door to the left, it works the same as the previous two. Go through the door while its open. Kill the monkey in the tent behind the door from a distance. Open the door under the clown sign on the other side. Kill the three gorilla on the other side. Turn left and go down the long path, turning right to the funhouse. Go up to the barricade on the clown's mouth. Select the dynamite and plant a charge. Back a safe distance away, the corner is far enough, and use the plunger to open up the funhouse. Go through the funhouse door, and watch the scene with the banana peel and the suicide monkey after the tutorial note. Go through the chomping teeth and follow the footprints up the spiral. Cross the shifting floors and go through another set of chomping teeth. Walk by the three spinning lasers after they cross your path. Open the door on the other side. Your now in the safe room. Get the bazooka directly ahead and the first aid kit if you need it. Search the two bulletin board safes for the secret plans. ----------------------- 6.3.5 Objective: Escape ----------------------- Journal Entry: the clown is monk eying around in the big top guarding the cannon. Defeat him and escape -------------------------------------- 6.3.5.1 Subobjective: Defeat the Clown -------------------------------------- You'll be take to the big top automatically after locating the plans. Arm the bazooka (there's on in one of the ends of the tent if you didn't pick it up before). Jump on the round platform in the center of the tent. Shoot the clown six times to get him out of his car and then seven more times to finish him off. It may take a few attempt if he gets lucky with his pie attacks from the car and machine gun fire after. You're safe from the suicide monkeys on the platform tough an that makes up for being a stationary target. ================= 6.4 Robot Factory ================= ---------------------- 6.4.1 Mission Briefing ---------------------- 6.4.1.1 Introductory Telegram ------------------------------ You receive this telegram at the beginning for the mission: "The General is using this factory to make an army of robots. Shut down production and stop our enemies." 6.4.1.2 Inventory ----------------- You start with the following items in your inventory: Machine Gun 6.4.1.3 Workbench Offerings --------------------------- These items are for sale at the workbench: Club $100 Slingshot $120 Machine Gun $250 Bazooka $275 Bomb $65 Dynamite $30 Proximity Mine $35 Knight's Helmet $200 Monkey Wrench $65 ------------------------------------- 6.4.2 Objective: Repair the Elevator ------------------------------------- Journal Entry: You'll need to be able to use the broken elevator. Build a robot from parts to access the elevator's repair grid. 6.4.2.1 Subobjective: Collect Robot Parts ----------------------------------------- Go out the door of you're hideout. Go up the stairs and through another door. There will be a lot of robot is the main area of Floor 1 that keep coming. There are three varieties, a single round one with buzzsaws, ones with yellow heads that respawn, and ones with red heads. Killing the ones with red heads gives you a robot part, getting killed sets you back one part. Use the spy fu when killing the robots to conserve your machine gun ammo for your first encounter with the enemy spy. 6.4.2.2 Subobjective: Build a Robot ------------------------------------ Once you have all four part you can no longer be set back by dying and the yellow robots will stop respawning. Kill the remaining ones and head over to the machine in the far right corner of this area between the elevator and the stairs to the basement. Use the machine to create a small flying robot. 6.4.2.3 Subobjective: Find Elevator Repair Grid ------------------------------------------------ Go through the door to the left of the exit from your hideout. Go down the hall and turn right. Turn right at the next corner and approach the seven electrified crate conveyors. Jump on a crate on the first conveyor and jump to one of the next on when the opportunity presents itself. If the crate your on is about to reach to wall jump ahead as a crate will come out of the wall on the next conveyor if you didn't see one earlier. Go through the door on the other side after making it across the sever conveyors. This is the safe room. A club is to your right and a first aid kit is straight across. In the corner furthest from the door you came through is an open wall vent. Use it to fly your robot through a maze. Robot Maze Instructions: Guide the Robot to the end of the maze. Go up two squares when the purple mine is to the right. Move up one more square after the flame appears and goes off. Wait for the flame to the right to appear twice and then go right two squares when it goes off the second time. Wait for the flame to the right appears and goes off and go right one more square. Go down one square when the mine below is two squares away. Quickly go left one square. Wait for the flame to appear and go off to the right and go one square right. Go down two squares when the mine below is to the left. Wait for the flames to appear on the square to the right and the one above it and go off. Go right one square and up one. Go right ones square and down one when the mine to the right is at the top of its path. Go to the maze exit to the right and your robot will fix the elevator. ------------------------------------- 6.4.3 Objective: Reprogram the Robots ------------------------------------- Journal Entry: You should be able to reprogram the robots. Search the safe for circuit routers. There may be traps, so carry a monkey wrench. 6.4.3.1 Subobjective: Activate the I-Beams ------------------------------------------ The only safe in this room, a computer desk with a drawer, is empty. Go through the backdoor near the vent. Kill the six robots, one robot with buzzsaw, four yellow head, and one red head. Go to your hideout. Buy a wrench. Leave your hideout and take the elevator up to the second floor. Take it again to the third floor. The enemy spy is on the third floor. Use your machine gun on him. It may take a few respawns to kill him as he has a machine gun as well. As an alternative, flip the switch beside the elevator and try to catch him on the booby trapped catwalk. Once the spy is dealt with take the left fork on the catwalk from the elevator. Turn right and go to the keypad marked with the green arrow. Interact with it until the door to the piston platforms challenge opens. Kill the five yellow robots in the hall as it turns twice to the right into the piston room. Approach the first piston, which with be on the right side of the room. Jump onto the yellow outline rectangle that moves up and down. From there jump to the gray meshed rectangle that moves like a Ferris wheel over the shaft. Jump to another yellow outlined rectangle that moves up and down in the corner. Turn left and jump onto the stationary walkway. Jump onto the yellow outline rectangle that moves up and down in the next corner. Turn left and jump to the gray meshed rectangle that moves like a Ferris wheel under the shaft. Jump to another yellow outlined rectangle in the corner. Turn right and jump through the doorway. Turn right and use to door to enter the safe room. Ignore the sling shot in this room, its a waste of an inventory slot, but get the first aid kit if you need it. Pull the switch to get the I-Beams in the basement moving. 6.4.3.2 Subobjective: Gather Circuit Routers -------------------------------------------- There are four safes to search: "Mona Lisa" painting, "American Gothic" painting, two drawer filing cabinet, and the computer desk with a drawer. Two of these should contain circuit routers. Go through the backdoor and kill the buzzsaw robot in the small room beyond. Go through the door on the other side of this room. Go down the stairs and through the doorway to the right onto the third floor catwalk. Turn left and then right to get to the catwalk leading to the elevator. Cross it and enter the elevator. Go down three times to get to the basement. There are three buzzsaw robot on this side of the river. A fourth one on the other side can be ignored for now or disposed of while you're hear. Climb up the ladder on this side of the river at the opposite end from the elevator. Turn left on the catwalk and turn left at the corner. Wait for a beam to swing into range and jump on it. Walk across two more beams when they swing into rang and jump to a catwalk on the other end. Go across the catwalk and jump onto a beam when its swing into range. Jump onto a platform that it swings to. Cross the platform and jump onto another crane arm when it gets close. Jump to the open doorway to get to the safe room. Get a refill for your machine gun here. Make sure you use the club for you weapon as you'll want the gun full for the boss fight. Get the first aid kit in here if you need it. There are two filing cabinets in here that hide safes, one of them is trapped and will require the wrench you bought earlier. Both contain router pieces. 6.4.3.3 Subobjective: Access Reprogramming Matrix ------------------------------------------------- Leave the safe room through the back door. Turn right onto the catwalk and go up the stairs to your left. (If you bought too many wrench you should return to you hideout an sell them.) Take the elevator to the second floor. Go counterclockwise around the ledge. Kill the yellow headed robot around the first corner. Turn left at the next corner an taking the ramp to avoid the steam jet. Kill the buzzsaw robot around the next corner. Go through the door to the crushing piston challenge area. Kill the two yellow headed robots on the other side of the door. Turn right and kill the two yellow header robots near the shorting light bulb. Stay out of the puddle here and turn right. Approach the crushing pistons in the distance. Pay attention to the pistons on the left conveyor which moves away from you. Get on it and run backwards. Wait for the closest piston to fall and run forward along the conveyor and jump up on the other end. Go through the door to the safe room. There's a first aid kit and a bazooka in here. Make sure to get the bazooka to safe for the boss battle. Use the control matrix on the wall to the left of the entrance door to reroute a circuit board. Circuit board instructions: Move Selected router to place on the circuit board. Rotate and /or place router to redirect the laser to the enemy spy. Place the first router one junction northwest of the center, turn it so the two ends are up. Place the second router two junctions northeast of the first one with both ends down. Place the third router two junction southeast of the second one with both end to the left. Place the last router one junction southeast of the center to redirect the laser through the other routers to the enemy spy. You'll witness the enemy spy being shot down and robots self destructing. ------------------------------------- 6.4.4 Objective: Escape Robot Factory ------------------------------------- Journal Entry: Use explosive force to fight back any remaining threats and escape in the boat waiting for you in the basement. 6.4.4.1 Boss Fight: Spybots --------------------------- You've been returned to you're hideout. Make sure that you have a machine gun and bazooka fully loaded. Sell the club. Buy a Knight's Helmet, it will make the boss fight a bit easier. Equip the machine gun. Go out of your hideout and up the stairs to the main first floor area. You'll by attacked by Spybot with a machine gun. Attack him with you'll machine gun, strafing as you back away from him. Position yourself so that you're near the ramp up to the elevator when the first spybot is about to be destroyed. Grab a refill before the second one emerges with a flamethrower. The knight's helmet will likely give up the ghost part way through the second spybot. Grab one of the two first aid kits in the center if you need healing. When the second spybot is destroy, switch to the bazooka for the third spybot who has one as well. (There's a suicide monkey near the elevator if you want to try to get in a cheap shot ahead of time.) The first aid kits will be back and you're going to need them. Try to get in three shots to stun the spybot while trying to avoid its shots and get the kit if you need healing and keep firing until it start moving again. Three more shot stun it again. It takes about 14 hits altogether to destroy this spybot. If you're lucky one (or more) of his shots will catch him it the blast radius as well. Keep in mind that you can hurt yourself with you own bazooka in a similar manner. 6.4.4.2 Subobjective: Go to basement -------------------------------------- After destroying the three spybots, take the elevator down to the basement. Cross to the other side over one of the bridges at either end. Go to the boat to leave the robot factory. =========== 6.5 Oil Rig =========== ---------------------- 6.5.1 Mission Briefing ---------------------- 6.5.1.1 Introductory Telegram ------------------------------ You receive this telegram at the beginning for the mission: "Our enemies have the plans for the General's doomsday weapon and have brought them to a remote oil platform to construct it. Steal their plans and disable the oil rig." 6.5.1.2 Inventory ----------------- You start with the following items in your inventory: Slingshot 6.5.1.3 Workbench Offerings --------------------------- These items are for sale at the workbench. Club $100 Slingshot $120 Machine Gun $250 Bazooka $275 Bomb $65 Lightning Gun $260 Proximity Mine $35 Knight's Helmet $200 Monkey Wrench $65 ------------------------------------------------------------ 6.5.2 Objective: Sabotage All Three Key Pieces of Machinery ------------------------------------------------------------ 6.5.2.1 First Machine --------------------- Journal Entry: Locate the key pieces of machinery and disable them. Go out the door of your hideout and up the stairs to the right. Go through another door to the main area of the oil rig platform. Four small helicopters will attack you. These can be effectively dealt with by jump and attacking with Spy Fu. Two more helicopters will appear after the initial batch is disposed of. Head left from your hideout across the mail platform and go up the ramp to the elevator door to the Flame Jets challenge, which is marked by the green arrow. Turn left inside. Kill the rig workman at the corner at with three shots from your slingshot which will gain you a wrench suitable for performing some sabotage. Turn right around the next corner and kill the two workmen is the distance. At the end of the hall go around the boilers to the right and kill another workman. Enter the hall on the other side of the boilers. Turn left and the end and kill the workman across the bridge over the hot oil. Cross the bridge and enter the Flame Jets challenge area. There are blackened patches on the ground where the flame jet will appear. If the jet point at a patch in front of you is smoking its about to flame so wait for it. Otherwise keep going along the path to a door. Kill the workman in the room behind the door. Try to avoid the laser sights that will give you shock if they find you. There are three bolts in here that you need to interact with until they pop off. The first is just to the left of the door through which you came into this room. Make sure to get the machine gun behind this piece of the machine. The second bolt is on the ledge to the right of the entrance. You'll need to jump onto the lower ledge in front of it to get there. There's a first aid kit on the ground at the other end of the lower ledge, the final bolt for this machine is on another ledge above the kit. Leave via the elevator door near the third kit to return to the main platform. 6.5.2.2 Second Machine ---------------------- Go down the ramp and kill the four workmen that have emerged through the now open door around the corner to the right. You may want to retreat to your hideout diagonally across the main platform before going through this door. Go down the stairs and into a room to the left. Go through the door on the other side on the room. You'll emerge in a hall. Kill two of the three workman in the room at the end from the hallway, you'll need to go into the room to get the third. There are three more bolts to interact with in this room. Jump up two ledge to the left of the entrance to get to the first. Jump on the ledge to the right of the entrance to get to the second. Jump on the ledge to the rear left of the room. There's a first aid kit behind this ledge and the third bolt is on the ledge to the right. Leave the way you came in and return to the main platform. 6.5.2.3 Third Machine ---------------------- Four more workmen will have emerges from a newly open door in the corner to your left. After killing them, and healing at you hideout, go through this door. Go down the stairs and into a room to the left. Go through the door on the other side on the room. You'll emerge in a hall. Kill one of the three workman in the room at the end from the hallway, you'll need to go into the room to get the other two. Once again there are three bolt to interact with. The first is on a ledge to the right of the entrance. You'll need to jump onto the ledge in front of it first. A first aid kit is hidden behind these ledges if you need it. The second bolt is on a ledge to the left of the entrance. You'll need to jump onto the ledge in front of it first. The last bolt is on a ledge to the back of the room. Jump on the ledge in the rear right and then up to the left to get to it. The flame jets in front of the Oil Slick Slide challenge will now be turned off. ---------------------------------------- 6.5.3 Objective: Steal the Secret Plans ----------------------------------------- Journal Entry: Find something to lure the enemy's top spy into a trap so we can track down their secret weapon plans. 6.5.3.1 Subobjective: Get Fake Briefcase to use as Lure. --------------------------------------------------------- Leave this room the way you came in and return to the main platform. The path to the Oil Slick Slide is straight head between where you emerge and your hideout. However, the enemy spy will be here to deal with first. It you still have the machine gun, you should use it as he has one as well. Otherwise you'll either need to buy one when you respawn or be faces with multiple respawns as you slowly where him down with the slingshot. Go up the ramp through the opening marked by the green arrow after the enemy spy has been killed. There will be a workman in the small room to the left of the top of the ramp. Two more workmen await around the corner to the left on the other side of this room. After killing all three workmen continue down the hall and get on the oil slicked downward spiral. Pull hard to the left. Where you get to the left edge of the slick easy up for a fraction of a second and resume. Keep this up until you reach the bottom. Go along the path and through the door to the safe room. Get the chainsaw and the first aid kit on the floor of the safe room. Search the electrical panel on the other side of the room for the fake briefcase. 6.5.3.2 Subobjective: Trap Enemy Spy -------------------------------------- Equip the chainsaw and go up the ramp from the safe room. Destroy the four helicopters that await at the main platform. Go back into the entrance to the Oil Slick Slide which is just to the right of where you emerged. Go through the small room and you'll will set a trap automatically that the enemy spy will fall victim to, giving you his keycard. 6.5.3.3 Subobjective: Find a way to Activate the Cranes ------------------------------------------------------- Journal Entry: The secret plans are in the air control tower that is accessible only by the cranes. Activate them and get those plans. Leave the oil slick slide by the entrance. Deal with the four workmen and return to you hideout to heal. Buy or refill your machine gun. When you leave your hideout, turn left and go path the locked entrance to the Pounding Pistons challenge to a keypad. Interact with it until the door to the challenge opens. Go ahead after emerging from the elevator. There are four workman in the next room, mow them down with the machine gun from the hallway. Go through the door on the other side of the room they were in. Wait for the large piston to rise and run under it. Stop just past it before an overhead pipe. Wait for the steam jet to turn on and stop again before going past the pipe. Go around a turn to the right and wait for an arm over a hot oil vat comes into range. Jump onto the circle on its end. Jump on to the other side of the vat. Jump to the nearest arm over the flame pit when it comes into range. Wait until it comes into range of the second arm and then jump to it. Jump to the far side of the flame pit and go through the door. Grab the machine gun and first aid kit in the next room on the left side and interact with the steam bellows on the left. Steam Bellows Instructions: Keep rhythm with the steam as you alternated moving the thumbsticks up and down. What you need to do here is push the left thumbstick down when you push the right thumbstick up and then repeated switch their positions. While you do this watch the gauge in the center. If it starts drifting left of center increase the speed at which you switch the positions. If it drifts to the right slow down. The speed you need to make the switches at increase three times when the whistle blows. The cranes and pumping platform with now be active. 6.5.3.4 Subobjective: Find the Secret Plans ------------------------------------------- Use the elevator by the bellows to return to the main platform where you'll need to deal with the enemy spy and four small helicopters. A few respawn may be necessary and the enemy spy has a machine gun. Return to you hideout after dealing with them. Make sure that you have the machine gun and the bazooka on at least make sure that there is space for you to pick them up during the boss find. Consider picking up the Knight's Helmet. Leave you hideout and go up the ramp on the opposite side on the mail platform when the green arrow is point. Turn around at the top of this ramp and go up another one. Turn right and jump onto the room platform past the end when it's down. Turn left and wait for it to rise and jump to the next round platform. Repeat two more times and turn left. Wait for the platform to rise and jump to the landing ahead. Go to the other side and jump on the beam when it swings into range. Jump on the landing on the other end of its swing. Turn right on landing and jump to the round platform when its down and jump through the doorway ahead to get to the safe room. Search the three safes for the secret plans: the boiler, the steam pipe with an access panel, and the electrical panel. ------------------------------------ 6.5.4 Objective: Escape the Oil Rig ------------------------------------ Journal Entry: Take cover, the enemy's tog engineer is on his way to fix the machinery. He must be eliminated if we are to ensure the ultimate destruction of their weapon. 6.5.4.1 Subobjective: Eliminate the Mechanic --------------------------------------------- Leave the safe room through the open door by the steam pipe safe. The other one has locked behind you. There a first aid kit ahead and the way down is to the left. On the way down you'll encounter a first aid kit, and a machine gun. At the bottom of the last ramp is another first aid kit and a bazooka is around the corner ahead from there. Start at the top on the slop of the bottom ramp and fire the bazooka at the helicopter. When you run out of ammo or get low on health go claim the first aid kit and bazooka below. Wait by the yellow square for them to respawn if necessary as the helicopter can't hurt you there. Repeat until the helicopter is down. Don't enter the yellow square until you're healed and have refilled the bazooka. Enter the square to start the second phase of the battle against the mechanic himself. Fire the bazooka at him to wear him down while avoiding the fireballs that he throws. He'll lead you so vary your direction at speed. Don't let him get close or he'll use a chainsaw on you. If you run out of bazooka ammo switch to the machine gun. There's a full heal in this enclosure if you need it. ================= 6.6 Haunted House ================= ---------------------- 6.6.1 Mission Briefing ---------------------- 6.6.1.1 Introductory Telegram ------------------------------ You receive this telegram at the beginning for the mission: "A mad scientist is creating the power source for the General's doomsday weapon. Search the manor for clues leading to the hidden lab." 6.6.1.2 Inventory ----------------- You start with the following items in your inventory: Machine Gun 6.6.1.3 Workbench Offerings --------------------------- These items are for sale at the workbench: Club $100 Slingshot $120 Machine Gun $250 Bazooka $275 Bomb $65 Lightning Gun $260 Dynamite $30 Proximity Mine $35 Banana Peel $10 Knight's Helmet $200 ---------------------------------------------- 6.6.2 Objective: Search the Library for Clues ---------------------------------------------- Journal Entry: The Power Source is located in the Scientist's Secret Laboratory. Search the Library for possible clues to its whereabouts. Go through the door in your hideout and up the stairs. Go through the door at the top of the stairs into the main area of the ground floor. Run right from you're hideout, turn left at the corner and get the Suit of Armor from the cobwebs ahead. This will allow you to kill the two skeletons in the downstairs area using Spy Fu instead of the machine gun without getting hurt. If you do get hurt there is a first aid kit at the base of the main staircase. The suit of armor respawns after a minute. Get it again and go up the main staircase (on the ladder near to where the suit of armor was) to the second floor landing. Kill the ghost up here with Spy Fu. There's a full heal at the end opposite the ladder if you need it. Go through the door marked with the green arrow here. Switch to the machine gun. Go through the door on the other side of this small room. Kill the skeleton in the next room. The doors to the right and on the far side are barred for now so go through the door to the left onto the outside landing. Turn right and kill the ghost and two skeletons out here, this will release the barred on the doors of the previous room. Go around the corner to the right at get the first aid kit if necessary. Go through the door here into the previous room. Go up the stairs in front of you and into the library. Jump on the closed red book, then to the table, then to the open red book, and finally to the other side of the room. Be sure to make the jumps when the item your on is higher than the next item. Go through the door on the other side of the library and turn right. Go down the slope. Observe the solution to an upcoming puzzle on the wall as well as the door to the Blade Gauntlet entrance opening. --------------------------------- 6.6.3 Repair the Tesla Generator --------------------------------- Journal Entry: Get the generator powered up and keep looking for the entrance to the hidden lab. Kill the ghost that has appeared. Get the bazooka and the suit of armor here and go through the door. Kill the ghost with spy fu and run down stairs to start attacking the enemy spy. Grab the respawned suit of armor down here to finish of the enemy spy and the three skeletons here. Grab the first aid kit at the base of the staircase if necessary. Go through the cobwebbed entrance to the blade gauntlet in the corner counterclockwise from your hideout, it's marked with the green arrow. Go under the spider when it rises. Inside the blade gauntlet run over the right end of the slot just after the buzzsaw passes. Next are three pendulums to avoid. Cross their paths at either end just after they swing away. Be careful as the third pendulum swings quite fast. Kill the three skeletons that appear in the corner. Try strafing with the machine gun and maneuver yourself to the first aid kit here during this fight. Turn the corner to the right. Stop a bit before the bones and wait for the spikes to close and retract and then run between them. Open the door past them to get to the next room. Kill the ghost in here. Grab the club and the first aid kit. There's a puzzle on the left side of the room. You may remember that the solution for the puzzle was in the library. Interact with it to discover that a piece is missing. 6.6.3.1 Subobjective: Find the missing piece -------------------------------------------- Go through the backdoor on the other side of this room to return to the main ground floor area. The doorway under the stained glass window by the base of the staircase is marked with a green arrow. The suit of armor should have respawned, get it and go through the doorway under the stained glass. Grab the super damage to the right before taking out the two skeletons to the left with the club. Continue down the hall and watch the enemy spy set a booby trap. Sneak across the skull and crossbones symbol in front of the carnivorous plant to avoid setting off the booby trap. On the other side on the plant jump to the stone coffin ahead of you. The next jump is to the tree root ahead and to the left. Jump from the root to the coffin ahead and to the right. Jump across five more coffins to another root, and then across to more coffins to the ground on the other side. There's a switch here that doesn't appear to have any effect. Go through the door here into a next room. Walk up to the pit in the center to observe the partial skeleton remains unlocking the next subobjective. Grab the machine gun and the Knight's Helmet while you're here. 6.6.3.2 Subobjective: Complete the skeleton ------------------------------------------- Go through the door on the other side of the pit to return to the main ground floor area. You'll be beset by respawning skeletons. Keep killing the skeletons, especially the ones that glow yellow as they give you piece of the incomplete skeleton. You'll need four pieces in total. Use the first aid kit at the base of the stairs and the suit of armor to help you survive. You keep the bones you've collected when you respawn so don't worry about dying. Once you've collected the four piece on bone go back into the hallway under the stained glass and turn left. Sneak pass the plant again. On the other side on the plant jump to the stone coffin ahead of you. The next jump is to the tree root ahead and to the left. Jump from the root to the coffin ahead and to the right. Jump across five more coffins to another root, and then across to more coffins to the ground on the other side. There's a switch here that doesn't appear to have any effect. Go through the door here into a next room. Walk up to the pit in the center and interact with it to complete the skeleton. This opens the coffin near your hideout and unbars the door in the corner by the ladder to the second floor. 6.6.3.3 Subobjective: Find the missing piece (resumed) ------------------------------------------------------ Refill your machine gun and grab the Knight's Helmet. Leave through the backdoor to the main ground level area. Kill the skeletons. There are two way to get to the room with the missing piece. The quickest is to walk to the recently unbarred door by the ladder to the second floor and interact with it, this results in the enemy spy dumping you into the boiler room where it's guarded by a ghost and two skeletons. The piece is on the floor between the door and the boiler. The other way is to walk there through the coffin, the same enemies await you. Once you have the missing piece go up the stairs and out the coffin. If you want you can kill the enemy spy by grabbing the respawned suit of armor and going up the stair case. Go back to the entrance to the Blade Gauntlet. Go under the spider when it rises. Inside the blade gauntlet run over the right end of the slot just after the buzzsaw passes. Next are three pendulums to avoid. Cross their paths at either end just after they swing away. Be careful as the third pendulum swings quite fast. Kill the three skeletons that appear in the corner. Try strafing with the machine gun and maneuver yourself to the first aid kit here during this fight. Turn the corner to the right. Stop a bit before the bones and wait for the spikes to close and retract and then run between them. Open the door past them to get to the next room. Grab the first aid kit and interact with the Tesla Generator to the left to replace the missing piece. Interact with each of the wheel to line up the pipe with the connectors on the frame. Interact with the left wheel three times, the middle wheel twice, and the right wheel three times to solve the puzzle. This powers up the pipe organ near your hideout in the main ground floor area. ------------------------------------------------- 6.6.4 Objective: Gain entrance to the secret lab. ------------------------------------------------- Journal Entry: The hidden entrance leads through the mad scientist's lab to the power source, a hazardous material whose polarity must constantly be switched. Leave the room through the backdoor to return to the main ground floor area. Turn left and then right at the corner to get to the pipe organ. Interact with the pipe organ. Pipe Organ Instructions: Repeat each song exactly. You'll need to remember the three random sequences the organ plays are repeat them. The sequences are four, five, and six note in length and are displayed at the bottom of the screen when they are initially played. The route to the secret lab with be opened by the respawning suit of armor. You'll also observe the enemy spy setting a booby trap. Kill the three skeletons that have appeared in the ground floor area and retreat to your hideout. Buy a Knight's Helmet and stock up on Banana Peels, you can carry four of them. Return to the main ground floor area and head over to the newly opened entrance. Go into the room through it. Sneak by the bed to avoid setting off the booby trap and go through the door on the other side of the room. Go door the stairs to the right and turn left at the bottom. Go down more stairs to the left and turn right. Jump over the acid stream. Wait for the acid jet to stop over the charred floor and run past it. Turn the corner to the left and run past the flame jet during its brief pause. Turn left again. Run past the electrode after it discharges. Jump over the electricity between the next pair of electrodes when its on the floor. Jump over another acid stream just past it. Watch a scene of the enemy spy getting killed by a suicide monkey. Go up the stairs past the acid stream. Go through the door and up some more stairs to a first aid kit outside a door. ------------------------------------------ 6.6.5 Objective: Defeat the Mad Scientist ------------------------------------------ Select the banana peels and go through the door. The mad scientist is in the power source ahead of you and shielded from your weapons. There are four switches around the exterior of the power source. When the mad scientist pause at one of them flip the switch to hurt him and short out the switch. The mad scientist only stops at switches that aren't shorted out. Complicating matters are the suicide monkeys the mad scientist sends your way. Use the banana peels to distract some of them. The knight's helmet will buy you some time as well. There are more banana peels in the room and a first aid kit. You can also retreat through the door to get the kit there. Wait for it to respawn before going back in. You're best bet here is to follow the mad scientist and tossing banana peels when the monkey's chatter. Flip the switch when the scientist pauses. Grab what peels and first aid kits you can. When you're down to one switch left go to it and wait for the scientist. You'll get the power source and the plans after successfully throwing all the switches allowing you to proceed to the next level. ================ 6.7 Volcano Lair ================ ---------------------- 6.7.1 Mission Briefing ---------------------- 6.7.1.1 Introductory Telegram ------------------------------ You receive this telegram at the beginning for the mission: "A backup power- source has already been sent, but we've located the General's secret volcano lair. Put a stop to him before he can use his doomsday weapon." 6.7.1.2 Inventory ----------------- You start with the following items in your inventory: Lightning Gun 6.7.1.3 Workbench Offerings --------------------------- These items are for sale at the workbench. Club $100 Slingshot $120 Machine Gun $250 Bazooka $275 Bomb $65 Lightning Gun $260 Flamethrower $225 Dynamite $30 Proximity Mine $35 Lectro Mine $45 Fire Mine $45 Knight's Helmet $200 -------------------------------------------------------- 6.7.2 Objective: Gain Access to the Lair's Security Room -------------------------------------------------------- Journal Entry: Get past the security doors to find the General hidden within the base. An enemy agent is somewhere in the facility, be on the lookout for him. 6.7.2.1 Subobjective: Find the Missing Crank Wheels --------------------------------------------------- Go out the door of your hideout and go up the stairs into the volcano interior. There are four alligator firemen (two with axes and two with flamethrowers) that can be killed by a short burst from the lighting gun. The enemy spy is also here and can be easily dispatched by dodging his bombs while strafing him with the lightning gun. There's an open doorway marked with the green arrow on the opposite side of the volcano interior as your hideout. Go into the room here and get the first crank wheel. Turn around and head right. There is a possible place for the where by the tube just past the laser turrets entrance and another just before the fan gauntlet entrance. You can use the wheel on either one of these, which determines the area you'll need to go to next. A third tube is inside the first room through the laser turret tunnel. You will need to do all three areas so for the purpose of this walkthrough let's put the wheel on the tube closed the fan gauntlet, which was the one shown when you picked up the wheel. 6.7.2.1.1 Fan Gauntlet - - - - - - - - - - - - The tube fills with lava unlocking the door to the fan gauntlet. Go through the hall behind you and use the door to the left at the end. Make a u-turn to the right and go across the puddle. You'll automatically activate the booby trap just as the enemy spy is trying to sneak up behind you. As a result, he'll trip the booby trap. Go through the door here. Go through the three fans ahead of you, just as they clear your hat, the second and third fans run at faster speeds so be careful. Make a u-turn to the right. Go through the three fans just as they disappear into the floor. The fans slow down in this direction, make sure the last spark has vanished on the last fan before crossing it. Make a u-turn to the left past the last fan. Go to the door and kill the fireman with an axe in the next room. Get the first aid kit and the crank wheel here. Leave by the door to the right. Go down the hall and leave via the door at the other end. Kill the four firemen in the volcano interior (again two have flamethrowers and two have axes). If you're following this walkthrough use the wheel on the lava tube need the laser turret tunnel. This will unlock a door on the way to the laser turrets. 6.7.2.1.2 Laser Turret - - - - - - - - - - - - Go into the tunnel behind you and to you're left. Go through the door. Note the third lava tube on the path to you're left. Go by it, avoiding the two steam jets by waiting for them to stop. If you go by the raised lift to the control room instead there will be one steam jet to avoid. Go through the door on the other side. Make a u-turn to the left in this hallway and kill a fireman with an axe. Turn right to go outside. Get the machine gun from the dead end to the left. Turn around and turn left at the junction. Kill the three pairs of flying robot as you go ahead and around a turn to the right. Thankfully these down respawn if you get killed. Go around another corner to the right an go ahead until the enemy spy emerges with a chainsaw an summons three more of the robots. Kill all four of them, using multiple respawns if necessary, although all you need to do is strafe the spy with machine gun fire will backing away. Sidestep the robots fireballs while fighting them. You may want to backtrack to refill your machine gun. Go through the door the enemy spy emerged from. Go down the hall and make a u-turn to the right. Kill the robot in the distance before continuing down the hall. Go through the door to the left at the end. The laser turrets are around the turn to the left ahead. Run between past the two pairs and jump when they're about to fire to make it safely by their deadly laser beams. (While they can be destroyed with the bazooka, there's no point as they respawn instantly.) Go through the door on the other side. Kill the fireman with an axe in this room. Get the first aid kit and the crank wheel. Go through the door on the other end of the room. Go through the winding hall to return to the volcano interior. Once again there are four firemen to kill here. Assuming you're following this walkthrough go back through the initial door on the way to the laser turrets. Go past the first steam jet on the left and use the wheel on the lava tube there. The tube fills with lava and the lift to the control room in this room stars moving. 6.7.2.1.3 Control Room - - - - - - - - - - - - Go back past the steam jet when it's off and get on the lift to the control room. Kill the two firemen and get the crank wheel here. Get the bazooka and first aid kit on the ledges. Go back down the lift and return to the volcano interior. 6.7.2.1.4 Place Final Wheel - - - - - - - - - - - - - - After getting the last wheel a spot for opened for it in the volcano interior. After return to the volcano interior. Go to the spot marked by the green arrow and use the wheel there to open the tube beside it. ----------------------------- 6.7.3 Destroy Security System ----------------------------- Journal Entry: Find a way to destroy the security system to flush out the General. Jump up the rocks beside you into the tube. Avoid the steam jets by going past them when they turn off. Witness the enemy spy getting crushed by the rolling boulders as you're about to leave the tube. Make a u-turn right at the end of the tube and then another u-turn to the left. There are three firemen and a robot here that unfortunately will respawn if you get killed. Buy a machine gun if they do and maybe a knight's helmet (after clearing out the volcano interior again) to buy your self some extra time. Don't bother going right along the path. There's only flamethrower on a pipe here. Two robot with appear ahead and behind you if you get it. Instead go down the ladder into the canyon with the boulders. Go down the ladder and turn to face the boulders. Approach the path of the first one are run pass it when it goes by in either director. Wait for the second boulder to go to the left before running by it, getting the EMP (Electro-Magnetic Pulse) the enemy spy left behind. Wait for the third boulder to go to the left as well. Go up the ladder at the other end of this gauntlet. Go through the door to the left. Get the first aid kit it the corner of the hall and turn left. Go through the door at the end of the hall. Interact with the machine on the right, to use the EMP on it. EMP instructions: Lock pin into place to activate EMP. Push the button indicated in the legend in the lower left when the arrow above the left most spinning wheel on the EMP reaches the center. Repeat for all three wheel. This will destroy the security system and take you to the boss fight. -------------------------------------------------- 6.7.4 Objective: Escape with the General's Plans -------------------------------------------------- Journal Entry: The whole volcano is about to blow. Stop the General and get to high ground quickly. 6.7.4.1 Subobjective: Defeat the General ----------------------------------------- Use the central lava tube for cover during the initial stage of the battle. There's a first aid kit in the corner of the center area where the general can't get to you. Clockwise from here is a machine gun and counterclockwise is a bazooka. Get both of them. Scout out the other first aid kit in one of the hallways on the perimeter. Equip the bazooka and go to the side on the lava tube where the machine gun respawn. Step out and take a pot shot at the General with the bazooka and duck back under cover. If you get hurt wait for the first aid kit to respawn and grab it. Grab the bazooka after it respawns if you run out of ammo. Keep this up until the General drops to the floor. Knowing where the first aid kits are is going to be critical for the battle. Strafe the general with either the bazooka or the machine gun. Grab the first aid kits when necessary as well as reloading the machine gun or bazooka. Try to avoid the bombs and incoming bazooka and flamethrower fire while you do so. Keep this up until the General escapes leaving his plans behind. 6.7.4.2 Subobjective: Escape Rising Lava! ------------------------------------------ DON'T LOOK FOR THE PLANS. You already have them. Fortunately you won't have to fight the General again if you mess up the escape. Quickly go to the station platform in one corner of the center platform. Wait for the moving platform and get on it. Get off on the first of a series of stations platform and jump over the lava flow in the center of it. Get on the moving platform on the other side. Repeat for all five of this platforms. Jump from the far side on the last platform to a ledge by the door. Open the door and go through it to trigger a scene in which the spy escapes to the next area. =========== 6.8 Area 51 =========== ---------------------- 6.8.1 Mission Briefing ---------------------- 6.8.1.1 Introductory Telegram ------------------------------ You receive this telegram at the beginning for the mission: "The General used an alien teleporter from Area 51 to escape to his doomsday weapon in outer space. Search the military base for a way to get to the Space Station." 6.8.1.2 Inventory ----------------- You start with the following items in your inventory: Machine Gun 6.8.1.3 Workbench Offerings --------------------------- These items are for sale at the workbench. Club $100 Slingshot $120 Machine Gun $250 Bazooka $275 Bomb $65 Lightning Gun $260 Flamethrower $225 Dynamite $30 Proximity Mine $35 Lectro Mine $45 Fire Mine $45 Boxing Glove $45 ------------------------------------------------------- 6.8.2 Objective: Gain Access to Secret Underground Base ------------------------------------------------------- Journal Entry: Sabotage the base's security to access the main hangar located underground. 6.8.2.1 Subobjective: Sabotage Base Communications Dish Using Dynamite ----------------------------------------------------------------------- Go out the door of your hideout. Go up the stairs and go through the door at the top. Kill the two aliens in the hanger, one is on the ramp beside your hideout, the other is across the hanger. Grab the coins they drop. Run by the door under the ramp by your hideout to attract a third alien into the hanger and kill it. Three more aliens will beam into the hanger. Kill them as well. If you got all of their coins you'll have $240, twice what you need for the dynamite. Go back into you're hideout and buy four sticks of dynamite. Leave your hideout and go up the ramp to the right. Turn left at the top of the ramp. Turn left again towards a doorway and go through it. Turn left and go down the ramp to take out an small UFO and another around the corner. If you run out of ammo jump and use spy fu. Go back to the ramp and go up to the enclosed to the left. Place the four sticks of dynamite on the red spots around its perimeter. Go back to the top of ramp and push the plunger to destroy the communications dish in the enclosure. 6.8.2.2 Subobjective: Take Out Guard Towers ------------------------------------------- Hopefully you have enough money to refill you machine gun at your hideout. Otherwise do some UFO hunting around the perimeter and retreat to your hideout to heal after each kill until you do. After refilling your machine gun leave your hideout to return to the central hanger. Go to the door to the right in the central hanger. Standing just inside enter precision targeting mode and aim for the small light on the search light to the left. Fire at it until the light is destroyed. Repeat with the search light on the right. Turn about and go up one of the ramps to go out the exit on the catwalk. Take out the UFO to the left if necessary. Take out the search light to the right like the previous two. 6.8.2.3 Subobjective: Acquire Alien Power Cell ----------------------------------------------- Three aliens will have emerged from the building in the corner which did not previously have a search light. Kill them and go into the building through the door marked with the green arrow. Go through the door to the right to the Hovering UFO Platforms challenge. Jump to the first UFO when it rises. Jump to the second when it starts to rise and do the same with the third. You'll take some damage if you jump too soon, but you'll survive if you land on the centers which stay above the acid. Jump from the third UFO to the ledge on the other side and go through the door into the safe room. Get the club and the first aid kit. Interacted with the yellow tube on the far side of the room to get the power cell. 6.8.2.4 Subobjective: Activate Base Teleporters. ------------------------------------------------- Leave the room the way you came in. Jump to the first UFO when it rises. Jump to the second when it starts to rise and do the same with the third. Jump from the third to the ledge on other side of the room. Go through the door. Go out the door at the top of the ramp and follow the ramp door. You'll see the enemy spy in the distance. After killing the spy, possibly after a few respawn go into the small building behind him that is marked with the green arrow. Interact with the tube in here to place the power cell. This activates the teleporter sequence. -------------------------------------------------- 6.8.3 Objective: Gain Access to Restricted Hanger. --------------------------------------------------- Journal Entry: The enemy spy has access to restricted areas of the base. Trap him and steal his equipment. 6.8.3.1 Subobjective: Trap Goal Room Safes to Get Key ----------------------------------------------------- Go back to your hideout and buy four boxing glove traps. Sell the club if you need money and make repeat trips over the hovering ufo platforms if necessary to get another. Return to the building where you activated the teleporters and use the teleport here. Go forward into the room on after being teleported. Remember the random sequence of lights that flash when entering the room. Grab the suit of armor from the center and kill the two aliens here. Run across the colored circles on the floor here in the order they flashed. If you get the sequence wrong, the sequence will get changed at two more aliens will appear. (This can be a good way to earn money from the traps or machine gun/bazooka ammo). Getting the sequence right will open up the door to the Teleportation Beam Challenge. (If you get killed by an alien in the challenge grab the respawned suit of armed before making a second attempt.) Go through the door and down the hall. Go through the door at the other end. Kill the alien in the curved hall. Go through the door on the other end. Kill the three aliens in the next room to open the door on the other side. Go through this door. Kill the alien in the curved hallway here. Go through the door on the other end. Go through the short hallway and through another door. There are several UFO's in the next room. Run under the one with the green beam to be taken to a safe room. Get the machine gun and the first aid kit in this room. Trap the four safes in the room. The safes are hidden in the monitor, the lava lamp shaped aquarium, the large green filing cabinet and the desk. The enemy spy will get killed by one of them. Get the key that he leaves behind. 6.8.4.2 Subobjective: Find Bait And Activate Probe Booby Trap. -------------------------------------------------------------- Use the teleporter beam here. This leads to a small building which opens into the central hanger. Return to the building with the teleported and go back to the teleporter room. Like before remember the random color sequence that gets displayed. Get the suit of armor and kill the two aliens. Walk across the circles in the correct order to open up the Alien Tentacles Challenge door. (Once again if you get killed by an alien in this challenge grab the respawned suit of armor for you next attempt.) Go through the alien tentacle door. Go through the door at the end of the short curved hall. Kill the two aliens in the next hall and go through the door at the other end. There are lasers in the next room. Jump over the one to your right first at the end by the wall. Repeat for the next laser along the wall. Do a couple of jumps to get over a stack of barrels where to lasers meet. Go through the door and kill the two aliens in the next hall. Go through the door and the other end. Go through the short curved hall and through another door. Go through the next room and through the door on the other side. Go along the right wall. Stop before the first pair on tentacles. Wait for the nearest one to rise, walk under it. Pause until the second tentacle rise and keep moving. Repeat for two more pairs on tentacles around two corners to the left. Go through the door past the last pair into a room. Get the gadget, bazooka, and first aid kit here. Leave the way you came in. Go along the left wall. Stop before the first pair on tentacles. Wait for the nearest one to rise, walk under it. Pause until the second tentacle rise and keep moving. Repeat for two more pairs on tentacles around two corners to the right. Go through the door past the last pair into a room. Go to the door on the other side. Go down the curved hall and through the door at the other end. Go down a straight hall and through the door at the other end. Jump over the pile of crates to you right and then over the laser to your left. Go through the door. Go down the straight hall and through the door at the other end. Go through the curved hall and through the door at the other end. Another random color sequence plays when you enter the room. Get the suit of armor in the center. There are three aliens to kill this time. Walk across the circles in the correct order to open the door to the Alien Guard challenge. (Like the previous to challenge if you get killed by an alien in the challenge grab the respawned suit of armor for the second attempt.) Go through the door to the Alien Guard challenge. Go down the short curved hallway and through door at the other end. Kill the two aliens in this straight hallway. Go through the door at the other end. Kill the two aliens in the next room. Go past the force field covered door way into a dead end hall to the left. Interact with the device at the end. Force Field Target instructions: Destroy Targets to deactivate force field. You need to destroy 8 targets with 29 seconds. There are three horizontal rows at different heights that the targets follow in the distance. The targets can emerge from either side. Aim for the leading edge of the round part of the targets to hit them. Go back to the door and go through it now that the force field is down. Kill the two aliens in the short corridor. Go through the door at the other end. Go down the curved hall and out the door on the other end. Go through this room and out the door on the other side. You'll being in a room with three alien guards. The idea here is to avoid their search beams. Wait for the first one to walk away from you and head down the path to the right stop two crates from the path of the next alien and wait for it to turn around and the one past it to be moving away. Follow the third alien around the corner. Hide in a niche to the right until in move around the crates to your left and then head for the door in the corner. Get the machine gun and the first aid kit in this room. Pull the switch on the left side on the room to set the booby trap. 6.8.4.3 Subobjective: Use Gadget to Lure Enemy Spy into Trap. ------------------------------------------------------------- Leave the room the way you came in. Follow the closest guard until it gets to the path of the second guard. Go behind the second guard and wait for the furthest guard to go by. Follow it until you can get to the door in the far corner. You'll automatically bait the booby trap. The enemy spy will get caught in it and leave a soldier's outfit behind which you'll put on. ---------------------------------------- 6.8.5 Objective: Find A Way to the UFO! ---------------------------------------- Journal Entry: Use the disguise to enter the secure hangar above ground. Two foes are all that stand in the path to the doomsday weapon in outer space. Go through the door on the other side on the booby trap room. Go down the curved hall and out the door at the far end. Go down the straight hall and out the door at the other end. Kill the two aliens in the next room and leave by the door to the right. Go down the straight hall and out the door at the other end. Go down the curved hall and out the door at the far end. Use the teleporter on the other side on this room. Go through the door and up the ramp into the central hanger. Retreat to you're hideout to heal and refill your bazooka and machine gun. Equip the bazooka. Leave your hideout and go through the door on the opposite side. Go to the entrance to the UFO hanger in the distance to you're left, it's marked by the green arrow. 6.8.5.1 Subobjective: Defeat the Soldiers ----------------------------------------- Duck into one of the side alley and shoot the soldier that comes after you with a flamethrower several times with you're bazooka to kill him. Grab the first aid kit. There as kit in each of the side alleys that respawn. Now start stepping into the open gate and taking a shot at the soldier in the distance. Duck back into the side alley between shots and grab a first aid kit is necessary. Wait for the kit to respawn if it hasn't. Repeat until your bazooka runs out and switch to the machine gun. Once the second soldier is dead, you'll take the UFO to the final area. ================= 6.9 Space Station ================= ---------------------- 6.9.1 Mission Briefing ---------------------- 6.9.1.1 Introductory Telegram ------------------------------ You receive this telegram at the beginning for the mission: "Destroy the General's doomsday weapon and save the planet. If the enemy spy shows up, put an end to him once and for all. 6.9.1.2 Inventory ----------------- You start with the following items in your inventory: Machine Gun 6.9.1.3 Workbench Offerings --------------------------- These items are for sale at the workbench. Club $100 Chainsaw $210 Slingshot $120 Machine Gun $250 Bazooka $275 Bomb $65 Suicide Monkey $80 Lightning Gun $260 Flamethrower $225 Dynamite $30 Proximity Mine $35 Lectro Mine $45 Fire Mine $45 Trip Mine $45 Knight's Helmet $200 ---------------------------------------------------------------------------- 6.9.2 Objective: Destroy the force field generators and retrieve power cells ---------------------------------------------------------------------------- Journal Entry: You must disable the Space Station. Destroy the force field generators and retrieve their power cells. Go out the door of you hideout. Go through the short hall and out the door on the other end. Kill the four yellow space soldier in the main station area. Strafe them with machine gun fire as you move from side to side to avoid theirs. One of them may be at the bottom of the ramps. Retreat to you're hideout to refill your machine gun and heal after kill them and getting their gold. 6.9.2.1: Asteroid Platforms --------------------------- Go through the first challenge door clockwise from your hideout. Kill the bowl topped robot to the left and another around a turn to the right. Strafe them with machine gun fire like the space soldiers. Go through the door past the second robot. Get the first aid kit in this short hall and go out the door on the other end. You'll be outside of the station wearing a space helmet. Jump to the asteroid ahead of you and turn right. Jump to the next asteroid. Wait until you're higher then the next asteroid ahead and a bit to the left. Jump to it. Turn right and jump to the next asteroid. Jump to the larger asteroid past that one. Turn right toward the force field generator. Enter precision targeting mode and shoot out the three greens spheres: the stationary one in the center and the rising and falling ones on the left and right sides. The rising and falling spheres are vulnerable at the ports and the top and bottom of the columns they're in. Destroying the three spheres earns you a power cell. Turn back to the left and jump on to another asteroid straight ahead. Turn a bit to the right and wait for the asteroid there to come close to you before jumping to it. Turn left and jump to the next asteroid when you get close to it. Turn right and jump to the next asteroid when it and the asteroid you're on near to the top of their paths. Jump to the ledge by the door ahead when this asteroid reaches it's highest point. Go through the door into a short hallway. You're space helmet will be removed. Go through the door at the other end. Get the machine gun in this room. (You should be at full health so the first aid kit here is redundant.) Go out the door to the left of the of the machine gun to return to the main station area behind the ramps at the bottom. They are four more yellow space soldiers to kill. Return to you're hideout to reload the machine gun and heal. 6.9.2.2: Jump Rope Tube ----------------------- Go through the second challenge door clockwise from your hideout. Go by the first aid kit and around a bend to the right where two of the bowl topped robots with materialize. Run past them around a turn to the left. Run past two space soldiers and another robot and go through the door to the left. (There won't be enough ammo if you kill them with the machine gun.) Go down this short hall and out the door on the other side. Kill the lone space soldier on the other side of the door and turn right. You're now in the Jump Rope Tube. Wait for the flaming end to go by and walk slowly forward, keeping pace with the spiral in the first segment. Turn left and wait for one of the three ropes in the second segment to go by and start running forward. If necessary jump to the left over the next rope. Turn left, getting the first aid kit, and wait for the flaming end to go by. Run forward. You'll need to jump left over the rope at least twice to make it to the end. Kill the two robots and the two space soldiers in the hall past the third rope. Turn to the right side of this hall. Enter precision targeting mode and shoot out the three greens spheres: the stationary one in the center and the rising and falling ones on the left and right sides. The rising and falling spheres are vulnerable at the ports and the top and bottom of the columns they're in. Aim for the center one first as you can get the others with spy fu if necessary. Destroying the three spheres earns you a power cell. Go through the door at the other end on the hall. Get the first aid kit in this short hall and go out the door on the other side. There's a machine gun and another first aid kit in the next room. Leave by the door to the right of the machine gun to return to the main station behind one of the ramps in the lower portion. 6.9.2.3 Subobjective: Acquire Alien Interface Device ---------------------------------------------------- NOTE: This objective will only be listed by interacting with the interface in the first challenge hallway counterclockwise from your hide out before completing it. The are five space soldier to kill this time: four yellow ones and a red one with a shield. The red one can be handler like the others, by strafing him with your machine gun. He takes longer to kill because you'll have to destroy his shield first. You'll receive the Alien Interface Device after killing the red space soldier. Return to your hideout to reload your machine gun and heal. 6.9.2.4 Gyroscopic Rings ------------------------ Go through the first challenge door counterclockwise from your hideout. There's a first aid kit in the curved hall. Go through the door at the other end. Kill the two space soldiers in the next hallway. Interact with the alien interface to the right at the other end before the force field. Alien Interface Instructions: Hit popping pistons to overload generator This is a game of whack-a-mole. Use the d-pad to match the pistons that appear. There are three phases, each of which has its own winning and losing conditions. Phase 1 Win: 10 hits Lose: 2 misses Phase 2 Win: 20 hits Lose: 5 misses Phase 3 Win: 30 hits Lose: 8 misses The force field goes down after you clear all three phases. If you lose you can replay the current phase without replaying the earlier ones (unless you quit instead). Retreat to the previous hall to get the first aid kit before going through the door now that the force field is gone. You'll be on a walkway heading towards some spinning rings. Go up to the first charred portion of the walkway and wait for the ring to drop below the walkway. Run across and stop before the next charred portion. Wait for this ring to clear the top of your hat and run forward. Stop before the third charred portion. Wait for the inner ring to move left across your path and run to the center. Turn left. Wait for the inner ring to move right across you path and run past the charred portion stopping before the next one. Wait for the ring to drop below the walkway. Run across and stop before the final charred portion. Wait for this ring to clear the top of your hat and run forward. Go through the door past the final ring. Turn left and kill the robot and the space soldier. Go through the door at the other end. Turn right and the kill the robot and space soldier around the corner to the left. Face the third generator in this corner. Enter precision targeting mode and shoot out the three greens spheres: the stationary one in the center and the rising and falling ones on the left and right sides. The rising and falling spheres are vulnerable at the ports and the top and bottom of the columns they're in. Aim for the center one first as you can get the others with spy fu if necessary. Destroying the three spheres earns you a power cell. The force field on the Space Slide Challenge door will go down. 6.9.3 Use the power cells to disable the electrical grid -------------------------------------------------------- Journal Entry: Make sure the doomsday weapon can never be repaired by wiping out the power source. Defeat the jumpy General and escape from the Space Station. But watch it, he pack a powerful punch. Go through the door at the other end of this hall. Get the first aid kit in this short hallway. Go through the door at the other end. Get the bazooka in the next room and leave by the door to the right at the far end. This brings you back to the main space station behind a ramp in the lower portion. The enemy spy will be here. Either use the bazooka or the machine gun to attack him. It may take a few respawns to kill him, when you do he'll run from you into the Air Lock booby trap and be explosively decompressed. Retreat to you're hide out to heal, reload the machine gun and/or bazooka. If you have the money buy a Knight's Helmet. I'm not sure it will do much good as there are some enemies between the final boss. Go through the second challenge door counterclockwise from your hideout. Go through the short hall and out the door at the other end. Kill the robot to the right and go through the door beside it. You're now at the beginning of the space slide. Step forward onto the track. You need to avoid the glowing spheres. Pull right to get by the first one. Push left to go around the next one. Start pushing right now. You'll pass the third sphere on the left and the fourth on the right. Push left to get around the last three spheres. Go through the door at the other end. Kill the two robots in the next hall. Reload your bazooka in the dead end to the left before heading three the door to the right. There's a pit with three force fields in in ahead of you. Go left (clockwise) and jump on the lift when it comes up. Jump one platform clockwise when the lift is at the bottom. Drop of the counterclockwise edge to a platform with a tube. Interact with the tube to place a power cell in it disabling the first force field. Jump onto the platform counterclockwise from you. Wait for a lift to rise in the counterclockwise direction and jump on it. Ride it down and jump onto the lift clockwise from you. Jump onto the stationary platform clockwise from the bottom of the lift. Wait for the next platform clockwise to come into range and jump on it. Wait for it to get in range on the second tube platform and jump clockwise to it. Interact with the tube to place a power cell and disable the second force field. Jump to the moving platform clockwise when it come into range. Jump onto the lift clockwise when it comes up. Drop to the platform clockwise when it's in position. Get onto the other platform at this level and drop of its counter clockwise end when its over the final tube. Equip the bazooka. Interact with tube to disable the last force field and proceed to the final battle. 6.9.4 Stop the Rogue General ---------------------------- The first order of business is to disable the force field surrounding the general and his two robots. Take the first teleporter you see to your left. Go counterclockwise jumping over lasers. Run to the machine in the center and interact with them to cut power. The second one you come to will have a first aid kit (the knight's helmet will have failed by now if you bought it). There's another first aid kit by the rocket sled counterclockwise from there followed by the third machine. Once all three machines have had their power cut the power source will be destroyed and the shield will drop. You're back at the bottom of this area for the second phase of the battle. You're near a first aid kit facing the two robots and the general. Keep shooting the bazooka while strafing, taking a few steps left and the a few steps right. You'll get the first aid kit and some point during this. The robots fall after three shots each. The general will fall shortly thereafter if you keep up the same motions. Watch the final cutscene. ****************************************************************************** 7. Modern Mode ****************************************************************************** NOTE: The game autosaves after completing a scenario and either continuing to the next scenario or quitting to the main menu. There is no way to save a scenario in progress. ============ 7.1 Overview ============ There are 8 Modern Mode scenarios to play through. These take place on the same maps as Story Mode, but have additional level specific booby traps. Each of these features you as the Black Spy going up against the White, Red, and Blue Spies. Winning each scenario makes the next one available and unlocks a weapon in multiplayer. The first four of these maps are available initially in multiplayer, the rest are unlocked by completing the corresponding level in story mode. The objective is to collect all four secret items and make it to the exit vehicle with them. The AI spies don't seem to show any initiative in retrieving the items so you'll need to do that you're seem. The four items are randomly distributes among four rooms that are preceded by some sort of challenge. The are four hidden safes in each room, the secret item will be in one of them, all of them may or may not contain some money. If you obtain the key from one of these rooms, you can enter the others by the back door, marked with do not enter signs which can save time and frustration. Each spy starts off it their hideout with $500 and a random selection of weapons and traps in their inventory. You can buy weapons, traps, and counters at the workbench in here. The first aid kit here will fully heal you when you enter your hideout. If you attempt to go into an enemies hideout, the security system will kill you unless you've acquired the disguise. You respawn in your hideout when you die. Each time you die, you lose one of your secret items, which will respawn in one of the shortly if an enemy spy doesn't pick it up first. You'll either need to track down the enemy spy and kill him or repeat the challenge to get to get it back. If you don't have any secret items, you'll lose a weapon, trap, or counter from your inventory instead. At various points you'll notices switches. These set booby traps nearby. It's advisable to sneak around these to avoid setting off the trap (although the death animations are worth watching). Set these to trap other spies. The weights for the AI priorities will determine the difficulty, more so than the difficulty setting. The defeat setting its heavily weighted towards attack human opponents, which makes you the primary target for the three AI spies. You may want to adjust it (you can do so by choose options in the pause menu and selecting AI). Putting a high priority on setting trap will make it necessary to stock up on wrenches. Putting a high priority on attacking other AI spies will keep them out of your hair until you acquire all the secrets, at which point the AI turns its focus on you and you'll need to evade them as you make your to the escape vehicle. =========== 7.2 Mansion =========== --------------- 7.2.1 Main Area --------------- The hallway from the Black Spy's hideout turns left into a large rectangle courtyard. Going clockwise around the courtyard, you'll first come to the entrance to a hall leading to the Fall-Away Bridges challenge. In the next corner is the entrance to the White Spy's Hideout, as the Black Spy you should stay out of here. Turning the corner you'll come to the exit door from the Suits of Armor Challenge. The entrance hall to this challenge is just past it. The Blue Spy's hideout is around the next corner. A staircase leading up to the next level is just past it. The Red Spy's hideout is on the other side of the staircase. Turning the corner you'll find the door to the exit area, followed by a door leading to the Chandeliers challenge. This brings you back to your hide out. If you go up the stairs between the Red and Blue hideouts you have a choose of two directions. The one over the Blue Hideout may have a Suit of Armor, but its potentially booby trap by the switch at the bottom or just past it. BOOBY TRAP EFFECT: The courtyard statues shoot the hapless spy with an arrow. Going up the route over the Red Hideout by passes the booby trap. The routes meet up at the entrance to the Security Gauntlet challenge. You can also go out onto the balcony overlooking the courtyard here. On the side between the white and blue hideouts it the Security gauntlet exit, a stairway leading to the Suits of Armor hallway, and a super damage pickup between two booby trap switches. BOOBY TRAP EFFECT: Robot gases the spy and dumps him down a garbage shoot. On the opposite end of the courtyard is a stairway leading down to the Fall- Away Bridges hallway. On the side between the Black and Red Hideouts are three gaps to jump over. Taking this route would allow you to bypass the Booby Trap on the other side. ----------------- 7.2.2 Chandeliers ----------------- Go down the stairs from the main courtyard. The stairwell turns right three times, with the exit door for this challenge being at the third turn. The stairs end in a wine cellar. Turn right from the entrance and head for the shelf with a ladder and climb up it. The top of this shelf is near two chandeliers. Jump to one of the chandeliers and then to the other one to light them for a while. Quickly jump onto the shelf in the center and run to the other end where there are two more chandeliers. Jump to the one of the right and then the one on the left to open a door. Jump to the shelf by the door and go through it before the chandeliers extinguish. There are four safes in here: The tape device to the left of the door, the computer directly ahead of the door, the locker and the wall opposite the entrance, and the false safe beside the hallway to the exit. After search all of the safes for the secret item and money head down the hallway in the opposite corner from the entrance to go out the backdoor and go up the stairs to the main courtyard. -------------------- 7.2.3 Suits of Armor -------------------- Enter the hallway to the Suits of Armor from the main courtyard. Go by the stairs to the balcony. Turn left and then right, There are booby trap switch on either side of the statue in this room. BOOBY TRAP EFFECT: The spy crossing the charred carpet gets blasted with flames from the fireplace. Go around the back of the statue to avoid the booby trap. The hall turns left again. You've reached the suits of armor. There are three pairs of suits of armor swinging halberds. Go between the first pair as soon are the axes rise. Go between the second pair as soon as the axes pull back. Go on the left side of the next pair when that suit has raised its halberd. Turn left to face three more pairs of suits of armor. Do these like the first three, the only difference is that they are closer together. Go through the door at the end of the hall. There are four safes in this room. The computer workstation to the left of the entrance, the lockers on the wall opposite the entrance, the false safe on the wall by the exit hall, and the tape device in the exit hall. Turn right past the tape device after searching the safes for the secret item and money. Go through the back door into the main courtyard. ----------------------- 7.2.4 Fall-Away Bridges ----------------------- Go into the hall to the fall-away bridges and go past the stairs to the balcony. Turn left and go by the backdoor to this challenge. Turn right towards the bridges. Jump onto the breaking portion and jump onto the grass pass them. Repeat for the next section and turn right. Cross two more section in the same manner and turn right again. Cross one more section jumping to the door at the end. There may be a super damage pickup in the room. There are also two booby trap switches. BOOBY TRAP EFFECT: A piano falls on the spy. Go up the stairs to the stage and beside the harp to avoid the trap. Open the door and go into the next room. There are four safes in this room: The computer directly ahead, the tape device to the right, the lockers on the opposite wall, and the false safe to the right of the lockers. After searching all of the safes for money and the secret item, take the backdoor to the left of the lockers. Go straight ahead to main courtyard. ----------------------- 7.2.5 Security Gauntlet ----------------------- Enter the hall at the top of the stairs between the Red and Blue Hideouts. Turn right and then left to get to the first set of security lasers. Time it so you can go under the first horizontal laser, go around the vertical lasers and jump over the other horizontal laser. Make a u-turn to the left to the second set of lasers. Go under the first laser as it rises and jump over the second as it comes towards you. Either jump over the last laser or wait for it to rise and run under it. Turn right to the final set of lasers. Wait for the horizontal laser to come close to jump. Jump over it going to the left of the vertical laser and run under the last laser. Go through the door to the left. There are four safes in this room: The lockers straight ahead, there tape device to the left, the computer further left and the false safe on the opposite wall. After searching the safes go down the hall to backdoor onto the balcony. Go down any of the stairways to get back to the main courtyard. (Or if you don't mind getting hurt a fair bit, just jump.) ---------- 7.2.6 Exit ---------- Going through the exit around the corner from the Red Hideout in the main courtyard will take you to a dirigible. If you have all four secret items you'll escape to the next area. ================== 7.3 Kooky Carnival ================== --------------- 7.3.1 Main Area --------------- The door from the Black Spy's Hideout leads to the exit Cannon. The White Spy's Hideout is one the other side of the cannon. Turning left at the cannon leads to the Big Tent. The four grandstand around the perimeter exit have tunnels that lead to the backdoor for one of the challenge. The exit to the left leads to the Clown Gauntlet and Shoot Gallery Challenges. The exit to the right leads to the Crazy Maze and the Kooky Cook Challenges. On the far end of the tent from the cannon is a pipe organ. The Red Spy's Hideout is to the left and the Blue Spy's Hideout is to the right. -------------------- 7.3.2 Clown Gauntlet -------------------- Go through the tunnel on the left side of the big tent, between the clown and duck signs. You'll emerge at a fork in the road. Take the left fork, which is market by the clown's face sign. There another fork after the sign. The left fork takes you under an intermittent steam jet that can hurt you, but it bypass a booby trap on the scale on the other fork, which can be set by the switches on either side. BOOBY TRAP EFFECT: The hapless spy wins an exploding teddy bear. Go into the clowns mouth and open the door. Go down the hall through two sets of chomping teeth. Follow the footsteps up a spiral. Cross the shifting floors and go through another set of chomping teeth. Walk by the three spinning lasers after they cross your path. Open the door on the other side. You're now in the safe room. Search the four safes: the water cooler, the two bulletin boards, and the chest for the secret item and money. Go down the hall to the right of the room's entrance. Open the backdoor and go through the tunnel to the big tent in the grandstands near the Black Hideout. ---------------------- 7.3.3 Shooting Gallery ---------------------- Go through the tunnel on the left side of the big tent, between the clown and duck signs. You'll emerge at a fork in the road. Take the left fork, which is market by the duck sign. There another fork after the sign. The left fork takes you under an intermittent steam jet that can hurt you, but it bypass a booby trap on the clown cutout on the other fork, which can be set by the switches on either side. There may be a suit of armor on the booby trap. BOOBY TRAP EFFECT: The spy gets batted into the cutoff, has a pie shoved in a face, and gets a photo taken. Go into the doorway past here and go by the firing rifles to your right. Go down the slope to your right just past them. Turn right and cross the room, going up the slope to your left on the other side. Now you'll need to go back and forth across the room as you work your way up the three rows of ducks in the gallery. Pause or backup when you see crosshairs in front of you to avoid getting shot. You'll safe once your behind the last row of ducks. Head for the door behind them and open it to get to a safe room. Search the four safes: the water cooler, the two bulletin boards, and the chest for the secret item and money. Leave through the backdoor by the bulletin board to the right of the room's entrance and go through the tunnel to the big tent in the grandstands near the Red Hideout. ---------------- 7.3.4 Kooky Cook ---------------- Go through the tunnel on the right side of the big tent, between the question mark and pizza chef signs. The main entrance to this challenge is under to pizza chef sign to the right, past an automated puppet bottom that can be booby trapped by the switches on either side. BOOBY TRAP EFFECT: Spy getting knocked into the air and clubber on the head. You can bypass the trap by taking the slope further on. Wait for the train to go along the track (listen for the whistle to know when it's coming) at the top and follow it. Go down the slope on the other side. Get on the ramp in front of the pizza ride. Wait for the flame jet to exit on a pizza when its in from of you, it should be on of the lower pizzas. Wait for another flame jet to go out on the pizza in from of you and jump to the landing to the right. Turn right and go through a door to the left after a few steps. This is a safe room. Search the four safes: the water cooler, the two bulletin boards, and the chest for the secret item and money. Leave through the backdoor and the far end of the room and go through the tunnel to the big tent in the grandstands near the White Spy's Hideout. ---------------- 7.3.5 Crazy Maze ---------------- Go through the tunnel on the right side of the big tent, between the question mark and pizza chef signs. Go through the arch to the left which depict a maze on it. There's a fork after the arch. The right fork goes by a shorting lamppost that can hurt you, but bypass the booby trap by the cotton candy machine on the other fork. BOOBY TRAP EFFECT: The spy gets sucking into the machine and turned into cotton candy. Go into the maze. Wait for the trap door to close ahead of you and go left onto a spinning platform the wall is parallel to the hall you approached the trap form. Go to the next section of the spinning platform and step of it when its parallel to the entrance path again. You should now be one cell left of the entrance. Turn right and go forward. Stop in the cell before the trap door an turn right. Run by the spinning platform and do the same for another one in this row. Turn left to the maze exit. Use the door to the left by a small tent. This is a safe room. Search the four safes: the water cooler, the two bulletin boards, and the chest for the secret item and money. The chest can be found at the top of the stairs by the backdoor. Leave through the backdoor and the far end of the room and go through the tunnel to the big tent in the grandstands near the Blue Spy's Hideout. ---------- 7.3.6 Exit ---------- After exiting into the big tent with all of the secret items, head behind cannon between the Black and White Hideouts to shoot yourself to the next area. ================= 7.4 Robot Factory ================= --------------- 7.4.1 Main Area --------------- The commons area of this map are spread across three upper floors and a basement area. The floors are connected via an elevator, a stairwell, and ladder. There is no ladder between the basement and Floor 1. One of the challenges can be found on every floor. 7.4.1.1 Floor 1 --------------- You start in the Black Spy's Hideout. Going out the door and up the stairs take you to a moderate sized rectangular room on the lowest of three above ground floor. Going clockwise around this level you'll find the Sliding Crates Challenge in the next corner. Along the next wall you'll find the ladder to Floor 2. The backdoor from the Sliding Crates Challenge and the entrance to the Red Spy's Hideout is in the next corner. Along the next wall are the elevator to Floor 2 on the left and the Basement on the right. The Blue Spy's Hideout is in the next corner. Along the final wall you'll find the stairwell that connects all of the floors and the basement. The White Spy's Hideout is further along that wall. It should be noted that the stairwell takes you the closed to the entrances to the challenges on all of the other floors, while the ladders take you the closest to the backdoor's on the 2nd and 3rd floors. 7.4.1.1 Floor 2 --------------- Starting from the elevator which can take you down to the first floor on the right and up to the third floor on the left, you can go counter clockwise around the ledge that comprises this floor. Around the corner and about halfway down the next wall you'll find the top of the ladder from Floor 1 and the ladder up to Floor 3 a few steps later. In the corner is the backdoor to the Crushing Pistons challenge. There are three ways to proceed from this corner. One involves jump a gap to a pipe and another involves walking to the left of a ramp by an intermittent steam jet. Both of these bypass a potential booby trap on the third option over the ramp. BOOBY TRAP EFFECT: Floor springs up turning the unfortunate spy into a pancake. The door to the Crushing Pistons Challenge is between the ends of the two by pass routes around the next corner. The stairwell in at the end of the ledge along this wall. 7.4.1.3 Floor 3 --------------- Starting from the elevator, which can only be used to go down to the second floor on the right side, you need to cross a potentially booby traps catwalk. Switches are by the elevator and on the opposite wall. Take the stairs or the ladder if you want to bypass it without sneaking. BOOBY TRAP EFFECT: The trapdoor on the catwalk gives way dropping the spy into a vat of molten metal. The path forks after the booby trap. The right fork go by the ladder to the second floor to a doorway. Some stairs beyond the doorway lead up some stairs to a small room with the backdoor to the Piston Platforms challenge. The other forks lead to ramps going up to the Piston Platforms challenge and down to the stairwell entrance. 7.4.1.3 Basement ---------------- If you take the elevator to the basement you be on the lower part of it by an underground river. The bridge at this end is potential booby trapped, which you can by bypass by crossing the row of small crates in the box, jumping over a gap in them. BOOBY TRAP EFFECT: The spy gets sealed into a crate. There's also another bridge at the other end pass a ladder up to a catwalk. The exit boat is on the other side of the river. The catwalk reach by the ladder from below will take you past the swing crane arms that form the Crane Arms Challenge to the backdoor from it. -------------------- 7.4.2 Sliding Crates -------------------- Go through the entrance to this area on floor 1 and turn right to be faces with 7 electrified conveyors carry crates in alternating direction. Jump on a crate on the first conveyor and jump to one of the next on when the opportunity presents itself. If the crate your on is about to reach to wall jump ahead as a crate will come out of the wall on the next conveyor if you didn't see one earlier. Go through the door on the other side after making it across the sever conveyors. This is the safe room. There are four safes to search for money and the secret item: "Mona Lisa" painting, "American Gothic" painting, two drawer filing cabinet, and the computer desk. Go out the door by "Mona Lisa" to return to the main area of Floor 1. ---------------------- 7.4.3 Crushing Pistons ---------------------- Go through the door from the main part of level 2. You can go right by a potentially booby trap, or bypass it by taking the long route pass a shorting light bulb. BOOBY TRAP EFFECT: Spy gets sucked into a machine and turned into a cube. When you make it past the booby trap and turn right you'll notice the crushing pistons and two conveyors. Pay attention to the pistons on the left conveyor which moves away from you. Get on it and run backwards. Wait for the closest piston to fall and run forward along the conveyor and jump up on the other end. Use the door to enter the safe room. There are four safes to search for money and the secret item: "Mona Lisa" painting, "American Gothic" painting, two drawer filing cabinet, and the computer desk with a drawer. Go through the backdoor near the desk to return the the main area of Floor 2. ---------------- 7.4.4 Crane Arms ---------------- Jump onto the beam that swings closest to the catwalk at the end near the backdoor. Walk across two more beams when they swing into rang and jump to a catwalk on the other end. Go across the catwalk and jump onto a beam when its swing into range. Jump onto a platform that it swings to. Cross the platform and jump onto another crane arm when it gets close. Jump to the open doorway to get to the safe room. There are four safes to search for money and the secret item: "Mona Lisa" painting, "American Gothic" painting, and two two-drawer filing cabinets. Leave through the door by the "Mona Lisa" to return to the basement catwalk, or drop out the entrance doorway to get near the boat. ---------------------- 7.4.5 Piston Platforms ---------------------- Turn to the right after entering this area from floor 3. Jump onto the yellow outline rectangle that moves up and down. From there jump to the gray meshed rectangle that moves like a Ferris wheel over the shaft. Jump to another yellow outlined rectangle that moves up and down in the corner. Turn left and jump onto the stationary walkway. Jump onto the yellow outline rectangle that moves up and down in the next corner. Turn left and jump to the grey meshed rectangle that moves like a Ferris wheel under the shaft. Jump to another yellow outlined rectangle in the corner. Turn right and jump through the doorway. Turn right and use to door to enter the safe room. There are four safes to search for money and the secret item: "Mona Lisa" painting, "American Gothic" painting, two drawer filing cabinet, and the computer desk with a drawer. Leave through the backdoor across from the computer desk to get into the small room before some stairs leading down to the main part of floor 3. Leave through the back door near the computer desk. ---------- 7.4.6 Exit ---------- Once you've got all the secret items, you're probably best off to take the stairs to get to the basement as the delay when the elevator closes can let an enemy spy in with you. This assumes you didn't leave the challenge in the basement to last. (If you did you can leave via the entrance door and drop down near the boat). Jump off the catwalk and cross one of the bridges, ideally not the potentially booby trapped one to get to the speedboat to go to the area. =========== 7.5 Oil Rig =========== --------------- 7.5.1 Main Area --------------- Turn right and go up the ramp from the Black Spy's Hideout to get to the large open area of the oil rig platform. Everything of interest is around the perimeter. Going clockwise from the Black Hideout you'll first come to the entrance to the Pumping Pistons challenge at the top of a small ramp. The backdoor from Pumping Pistons is further along this side. The White Spy's Hideout is in the next corner beside a lift. This lift goes to the same location as the ramp just past it, a landing with the entrance to the Flame Jets challenge to the right and another ramp by a switch going further up. The switch sets the booby trap to the right of the top of the ramp. This booby trap can be bypassed by taking the long way around to the left. BOOBY TRAP EFFECT: Spy gets blasted by the fog horn. The beginning of the Spout Platforms challenge is pass the booby trap. Returning back to the main rig platform and continuing clockwise you'll come to the Red Spy's Hideout. Just past that is a ramp leading to the backdoor from Flame Jets challenge. Turning the corner you'll pass a crane swinging beams that can provide an alternate path to the Spout Platforms challenge. The exit helicopter is just past here. Further along is the Blue Spy's Hideout and a ramp leading up to the backdoor from the Spout Platforms challenge just around the next corner. Further along this slide and the entrance and backdoor from the Oil Slick Slide Challenge. You return to the Black Hideout just past the backdoor. ---------------- 7.5.2 Flame Jets ----------------- After coming out of the lift you have a choice of going straight ahead over a potential booby trap or going to the left. BOOBY TRAP EFFECT: A bell drops on the spy and rings. Take the left route will take you to a choice of another potentially booby trapped route to the right or continuing ahead to bypass both traps. BOOBY TRAP EFFECT: Spy is tarred, feathered, and blasted by flame jets. The three paths merge at the entrance to a narrow hall. There are blackened patches on the ground where the flame jet will appear. If the jet point at a patch in front of you is smoking its about to flame so wait for it. Otherwise keep going along the path to a door. This is a safe room. The four safes that you need to search for the secret item and money are the boiler, the electrical panel, the pink spy terminal that looks like a washing machine, and the steam pipe with an access panel. Take the elevator to return to the main area through the backdoor. --------------------- 7.5.3 Pumping Pistons --------------------- Go ahead after emerging from the elevator. Wait for the large piston to rise and run under it. Stop just past it before an overhead pipe. Wait for the steam jet to turn on and stop again before going past the pipe. Go around a turn to the right and wait for an arm over a hot oil vat comes into range. Jump onto the circle on its end. Jump on to the other side of the vat. Jump to the nearest arm over the flame pit when it comes into range. Wait until it comes into range of the second arm and then jump to it. Jump to the far side of the flame pit and go through the door. This is a safe room. The four safes that you need to search for the secret item and money are the boiler, the electrical panel, the pink spy terminal that looks like a washing machine, and the steam pipe with an access panel. Take the elevator to return to the main area through the backdoor. --------------------- 7.5.4 Spout Platforms --------------------- 7.5.4.1 Main Route ------------------ Once you're past the booby trap jump onto the round platform past the end when it's down. Turn left and wait for it to rise and jump to the next round platform. Repeat two more times and turn left. Wait for the platform to rise and jump to the landing ahead. Go to the other side and jump on the beam when it swings into range. Jump on the landing on the other end of its swing. Turn right on landing and jump to the round platform when its down and jump through the doorway ahead to get to the safe room. 7.5.4.2 Alternate Route ----------------------- Jump on the beam laying on the ramp on the main oil rig platform. Wait for another beam to swing into range and jump on it. Jump to the pipe junction at the end on the route. Turn away from the railing on the walkway beside you and follow that pipe. Turn left at the next junction. Go up to the rising and falling platform. Wait for the oil to push it up, jump to where it was and quickly jump through the open door to the right. (You can also get on the pipe elsewhere and adapt this route) 7.5.4.3 Safe Room ----------------- The four safes that you need to search for the secret item and money are the boiler, the electrical panel, the pink spy terminal that looks like a washing machine, and the steam pipe with an access panel. Go out the door and down the ramp to the main area. If this was the last secret item drop through the open door to get close to the helicopter instead. --------------------- 7.5.5 Oil Slick Slide --------------------- Go up the ramp. The potentially trapped route to the left can be bypassed by crossing the narrow pipe to the right. BOOBY TRAP EFFECT: Spy is crushed by the walls. Turn left and get on the oil slicked downward spiral. Pull hard to the left. Where you get to the left edge of the slick easy up for a fraction of a second and resume. Keep this up until you reach the bottom. Go along the path and through the door to the safe room. The four safes that you need to search for the secret item and money are the boiler, the electrical panel, the pink spy terminal that looks like a washing machine, and the steam pipe with an access panel. Go up the ramp and out the door to the main area. If this was the last secret item drop through the open door to get close to the helicopter instead. ---------- 7.5.6 Exit ---------- Ideally you should arrange to get the secret item from the Oil Slick Slide challenge last. You can drop down the way you came it and be right by the Helicopter in which you can fly to the next level. Getting the another secret item last with result in you needing to make a long trek across the main platform, a perfect target for the other spies. You may face a drawn out battle as some secret items shift back and forth between you and the other spies. ================= 7.6 Haunted House ================= --------------- 7.6.1 Main Area --------------- 7.6.1.2 Ground Floor -------------------- Leave the Black Spy's Hideout and go up the stairs. Go through the door to reach the ground floor of the haunted house. Going clockwise, the backdoor from the Crypt Trip challenge is beside your hideout in the corner. There is nothing of interest along the next wall, until you reach the corner where you'll find the entrance to the Crypt Trip challenges a staircase going up to the second floor. The stair become a slope for a few seconds whenever the clock chimes. Along the next wall is the hall to the exit hearse by the clock, followed by the backdoor from the Mad Scientist's Lab challenge. The Red Spy's Hideout is in the next corner beside a ladder to the second floor. Past the ladder along the next wall is a sliding bookshelf concealing the entrance the Mad Scientist's Lab challenge. The Blue Spy's Hideout is past the lab entrance. The entrance to the Blade Gauntlet is in the next corner. This door is potentially booby trapped. BOOBY TRAP EFFECT: Purple zombie pulls spy into panel beside door. The cobwebs around the corner provides an alternate entrance to the Blade Gauntlet bypassing the booby trap although the spider inside may hurt you. The White Spy's Hideout is next followed by the backdoor from the Blade Gauntlet challenge. This brings us full circle to the Black Spy's Hideout. 7.6.1.2 Second Floor -------------------- All there is to the second floor is a landing reachable by the staircase or the ladder. To the right of the top of the staircase is the backdoor from the Poltergeist Library challenge. The front door to he Poltergeist Library challenge to the left of the top of the stairs halfway to the top of the ladder. As far as I can tell the switch by the backdoor here has no effect. ---------------- 7.6.2 Crypt Trip ----------------- After going throw the open doorway under the stained glass window by the base of the staircase turn left and head down the hallway. You'll come to a large carnivorous plant. The path in front is potentially booby traps but can be bypassed by risking the sparks behind the plant. BOOBY TRAP EFFECT: Spy eaten by carnivorous plant. On the other side on the plant jump to the stone coffin ahead of you. The next jump is to the tree root ahead and to the left. Jump from the root to the coffin ahead and to the right. Jump across five more coffins to another root, and then across to more coffins to the ground on the other side. Go through the door here into a safe room. The four safes to search for the secret item and money are concealed by: The mounted spy head, the iron maiden, the blue-green armoire, and the chest. Leave through the backdoor between the armoire and the chest to return to the ground floor beside your hideout. -------------------- 7.6.3 Blade Gauntlet -------------------- Inside the blade gauntlet run over the right end of the slot just after the buzzsaw passes. Next are three pendulums to avoid. Cross their paths at either end just after they swing away. Be careful as the third pendulum swings quite fast. Turn the corner to the right. Stop a bit before the bones and wait for the spikes to close and retract and then run between them. Open the door past them to get to the safe room. The four safes to search for the secret item and money are concealed by: The mounted spy head, the iron maiden, the blue-green armoire, and the chest. Leave through the backdoor beside the chest to return to the ground floor beside your hideout. ------------------------- 7.6.4 Poltergeist Library ------------------------- Go through the door from the second floor landing into a small room. The switch here sets a booby trap in the room beyond the door on the other side of this door. The potential trap is in the light shining in, to the left of the stair leading to a door. BOOBY TRAP EFFECT: Spy burned by hellhound. This trap can be bypassed by taking the long way around through the door to the left. Go around the outside landing to the door on the other side of the room. Jump on the stairs to avoid the light. Go through the door on the stairs. Jump on the closed red book, then to the table, then to the open red book, and finally to the other side of the room. Be sure to make the jumps when the item your on is higher than the next item. Go through the door there to the safe room. The four safes to search for the secret item and money are concealed by: The mounted spy head, the iron maiden, the blue-green armoire, and the chest. Leave through the backdoor near the chest to return to the ground floor between the path to the exit and the red spy's hideout. ------------------------- 7.6.5 Mad Scientist's Lab ------------------------- Approach the sliding bookcase between the Red and Blue Hideouts and it will open unless it's current in the process of closing. You can either cross the potentially booby trapped scratch in front of the bed, or by bypass it be jump on the bed risking a shock. BOOBY TRAP EFFECT: Spy pulled under bed by monster. Open the door on the other side of the bed. Go door the stairs to the right and turn left at the bottom. Go down more stairs to the left and turn right. Jump over the acid stream. Wait for the acid jet to stop over the charred floor and run past it. Turn the corner to the left and run past the flame jet during its brief pause. Turn left again. Run past the electrode after it discharges. Jump over the electricity between the next pair of electrodes when its on the floor. Jump over another acid stream just past it. Go up the stairs past the acid stream. Go through the door into the safe room at the top. The four safes to search for the secret item and money are concealed by: The mounted spy head, the iron maiden, the blue-green armoire, and the chest. Leave through the backdoor to the left of the entrance door to return to the ground floor between the path to the exit and the red spy's hideout. ---------- 7.6.6 Exit ---------- When you have all four secret items head for the hall by the grandfather clock to take the Hearse to the next area. ================ 7.7 Volcano Lair ================ --------------- 7.7.1 Main Area --------------- Go out the door of the Black Spy's hideout and up the stairs to the main interior area of the volcano. Going clockwise you'll find the entrance to the Fan Gauntlet challenge. The ramp to the center here is the closed to the starting point for the Lava Tube challenge in the center of this area. Continuing clockwise you'll come to the Red Spy's Hideout, the backdoor from the Fan Gauntlet challenge, and the entrance to the Laser Turret challenge. The entrance to the Laser Turret challenge can also take you to the control room from which the exit vehicle is accessed. A platform to the center just past here will take you up to a walkway connecting the backdoor from the Lava Tube challenge to a control room which is the access point leading to the exit. The backdoor from the Laser Turrets challenge is near this platform on the outside. The Blue Spy's Hideout is next. It's followed by the backdoor from the Rolling Boulders challenge, the door leading outside to the Rolling Boulders challenge, and a tube providing an alternate route to the Rolling Boulders challenge bypassing a booby trap. The White Spy's Hideout is the last thing on the clockwise circuit before returning to the Black Spy's Hideout ---------------------- 7.7.2 Rolling Boulders ---------------------- Go through the door to the challenge, or bypass the potential booby trap in it by taking the tube beside it. BOOBY TRAP EFFECT: A tube surrounds the spy and gets filled with lava leaving only a skeleton after it drains. The hall turns right past the booby trap and goes outside. The path makes a u-turn to a ladder leading down to the rolling boulder challenge. (Another path goes right from here and turns left. After crossing a pipe the platform comes to a lift leading to the control room which provide the access point to the exit from the other side.) Go down the ladder and turn to face the boulders. Approach the path of the first one are run pass it when it goes by in either director. Wait for the second boulder to go to the left before running by it. Wait for the third boulder to go to the left as well. Go up the ladder at the other end of this gauntlet. Go through the door to your left. Go down the hall turning left to another door. You're now in the safe room. The four safes to search for the secret item and money are the two tape machines, the water cooler, and the two drawer filing cabinet. Go through the opening by the filing cabinet and up the slope to the right to return to the volcano interior through the backdoor. ------------------ 7.7.3 Fan Gauntlet ------------------ Go down the hall from the volcano interior and through the door to the left and the end. Make a u-turn to the right. You can either cross the potential booby trapped puddle ahead, or bypass it on the pipe to the left. BOOBY TRAP EFFECT: Spy gets dragged away by a tentacle. Go through the door on the other side. Go through the three fans ahead of you, just as the disappear into the floor, the second and third fans run at faster speeds so be careful. Make a u-turn to the right. Go through the three fans just as they clear your hat. The fans slow down in this direction. Make a u-turn to the left past the last fan. Go through the door at the end of this hall. You're now in the safe room. The four safes to search for the secret item and money are the tape machine, the water cooler, and the two drawer filing cabinet, and the world map console. Go through the door between the water cooler and tape machine. Go down the hall and through the door at the other end to return the volcano interior. ------------------- 7.7.4 Laser Turrets ------------------- Go through the opening and turn right. Turn left at the corner and go through the door. The lift ahead would take you up to the control room allowing access to the exit so turn left. This path goes over a potential booby trap. BOOBY TRAP EFFECT: The spy gets wrung out be a pair of rollers. The trap can be bypassed to the right, going between the control room lift and some steam jets. Go through the door past the trap into a hallway. Go around a u-turn to the left. Turn right to the exterior of the island. The path forks forward and to the right. (The left path is a dead end.) The right path is potential booby trapped. BOOBY TRAP EFFECT: A bomb falls on the spy knocking him silly before exploding. The bypass route ahead takes you past the exit area where you can see a lift going up to the control room. It's not possible to jump over the fence from the slope here and get on a pipe to cross over to it, I got injured for falling too far trying. Continue from the point where the two paths meet and go through the door at the end. Make a u-turn to the right and continue to the end of the hall. Go through the door on the left. The laser turrets are around the turn to the left ahead. Run between past the two pairs and jump when they're about to fire to make it safely by their deadly laser beams. (While they can be destroyed with the bazooka, there's no point as they respawn instantly.) Go through the door on the other side. You're now in the safe room. The four safes to search for the secret item and money are the tape machine, the water cooler, and the two drawer filing cabinet, and the world map console. Leave through the backdoor by the world map console and go through the winding hall to reach the volcano interior area. --------------- 7.7.5 Lava Tube --------------- Get on the stationary platform in the center of the volcano interior. Jump on the moving platform when it get to you. Get off the first in a series of platforms with flame jets. Wait for the jet to go off and cross to the other side and get on the next moving platform when it arrives. Repeat for the five platforms in the series. Jump from the last platform to the ledge by a door and go through it. You're now in the safe room. The four safes to search for the secret item and money are the tape machine, the water cooler, and the two drawer filing cabinet, and the world map console. Leave through the door by the world map console. Go up the catwalk. You can either ride the lift at the corner down to the volcano interior or continue to the right into the control room when you can access the exit. ---------- 7.7.6 Exit ---------- Ideally you'll have done the lava tube last so you can just go along the catwalk and turn left in the control room and catch the lift down to the exit boat take will take you to the next map. (The lift down is straight across if you go the rolling boulders route and to the right if you go the laser turrets route). Otherwise another spy is likely to reach the control room first and be waiting for you. Dodge the attacks as best you can or prepare to wrestle the secret items back and fort. =========== 7.8 Area 51 =========== --------------- 7.8.1 Main Area --------------- 7.8.1.1 Central Hanger ---------------------- Go out the door from the Black Spy's hideout and go up the stairs to the central hanger. The White Spy's hideout is directly across from you. The Red Spy's hideout is in the next corner clockwise around the hanger. The Blue Spy's hideout is in the following corner. Ramps go up from all of the hideouts to a catwalk. The catwalk exits the hanger on the side between the Black and White Hideouts. There are exit on the other three wall on the ground. 7.8.1.2 Outer Yard ------------------ If you leave via the White-Red door you can go around an enclosure on the left side and see the exit UFO. Going clockwise around the outside you'll come to teleporter 1 in the corner. Going down the Red-Blue side you'll pass the backdoor from the Teleportation Beam challenge. Teleporter 2 is in the next corner. Going down the Blue-Black side you'll pass the backdoor from the Alien Guard challenge. There a hanger in the next corner that contains the Hovering UFO Platforms challenge. The ground level door is potentially booby traps but can be bypassed by going up the ramp through the upper door. BOOBY TRAP EFFECT: The spy gets electrocuted. Going down the Black-White side will take you back the backdoor from the Alien Tentacles challenge and teleporter 3. The backdoor from the Hovering UFO Platforms challenge is in the corner. 7.8.1.3 Teleporter Room ----------------------- All three of the teleporters lead to the teleport room. Going clockwise from teleporter 1 you find the Teleportation Beam challenge, the Alien Guard challenge, teleporter room 2, the Alien Tentacles challenge, and teleporter room 3. --------------------- 7.8.2 Alien Tentacles --------------------- Go through the door from the teleporter room. Go through the right curving hallway and through another door. Either take the short route to the door across a potential booby trap or bypass it by taking the longer route to the left. BOOBY TRAP EFFECT: A thorny hand pulls the spy into the wall. Go through the door into the hall. Go along the right wall. Stop before the first pair on tentacles. Wait for the nearest one to rise, walk under it. Pause until the second tentacle rise and keep moving. Repeat for two more pairs on tentacles around two corners to the left. Go through the door past the last pair into the safe room. Search the four safes for money and the secret item. The safes are hidden in the monitor, the lava lamp shaped aquarium, the large green filing cabinet and the desk. Use the teleporter to be take to a small building with the backdoor which leads to the Black-White side of the outer yard. ---------------------------- 7.8.3 Hovering UFO Platforms ---------------------------- Go through the inner door on the ground level of the hanger in the Black Hideout corner of the outer yard. Jump to the first UFO when it rises. Jump to the second when it starts to rise and do the same with the third. You'll take some damage if you jump too soon, but you'll survive if you land on the centers which stay above the acid. Jump from the third UFO to the ledge on the other side and go through the door into the safe room. Search the four safes for money and the secret item. The safes are hidden in the monitor, the lava lamp shaped aquarium, the large green filing cabinet and the desk. Use the teleporter to be take to a small building with the backdoor which leads to the White Hideout corner of the outer courtyard. ------------------------ 7.8.4 Teleportation Beam ------------------------ Go through the door from the teleporter room. Either take the short route to the door across a potential booby trap or bypass it by taking the longer route to the right. BOOBY TRAP EFFECT: The spy gets x-rayed into a skeleton. There are several UFO's in the next room. Run under the one with the green beam to be taken to a safe room. Search the four safes for money and the secret item. The safes are hidden in the monitor, the lava lamp shaped aquarium, the large green filing cabinet and the desk. Take the teleport here to a small building with the backdoor in the middle of the side between the Red and Blue Hideouts. ----------------- 7.8.5 Alien Guard ----------------- Go through the door from the teleporter room. Go through the right curving hallway and through another door. Either take the short route to the door across a potential booby trap or bypass it by taking the longer route to the left. BOOBY TRAP EFFECT: The probe. (Occurs behind a privacy screen.) You'll being in a room with three alien guards. The idea here is to avoid their search beams. Wait for the first one to walk away from you and head down the path to the right stop two crates from the path of the next alien and wait for it to turn around and the one past it to be moving away. Follow the third alien around the corner. Hide in a niche to the right until in move around the crates to your left and then head for the door in the corner. Go through the door into a safe room. Search the four safes for money and the secret item. The safes are hidden in the monitor, the lava lamp shaped aquarium, the large green filing cabinet and the desk. Take the teleport here to a small building with the backdoor to the outer yard in the middle of the Black-Blue side. ---------- 7.8.6 Exit ---------- After getting the last secret item head for the UFO in the hanger near the exit from the Hovering UFO Platforms challenge. The UFO will take you to the final area. You should try to do the Hovering UFO Platforms challenge last. Failing that take the nearest teleporter (unless it's number 3) to the teleport room and take teleport 3 back to the outer yard to get you closer to the UFO. ================= 7.9 Space Station ================= --------------- 7.9.1 Main Area --------------- Go out of the Black Spy's Hideout through two doors to the upper level of the main space station. Going clockwise is the entrance to the Asteroid platforms. The area in front of this door is potential booby trapped, but can be bypassed by jumping on the small moving platform over the pit to the right and riding in across. BOOBY TRAP EFFECT: Spy gets frozen into an ice cube and then shattered by lasers. Next clockwise is the Red Spy's Hideout followed by the Jump Rope Tube challenge. The area in front of this door is potential booby trapped, but can be bypassed by jumping on the curved platform over the pit to the left and walking to the other end and jumping beside the door. BOOBY TRAP EFFECT: Spy gets sucked out an airlock and suffers explosive decompression. Next clockwise is the White Spy's Hideout followed by the Space Slide challenge. The area in front of this door is potential booby trapped, but can be bypassed by jumping on the small moving platform over the pit to the right and riding in across. BOOBY TRAP EFFECT: Spy gets electrocuted. Next clockwise is the Blue Spy's Hideout followed by the Gyroscopic Rings challenge. The area in front of this door is potential booby trapped, but can be bypassed by jumping on the curved platform over the pit to the left and walking to the other end and jumping beside the door. BOOBY TRAP EFFECT: Spy is given a Mad Magazine, complete with a picture of Alfred E. Newman, to read while on a toilet. The spy gets flushed down the toilet. Towards the center of the stations are four ramps leading from the challenge doors to a central lift to the exit area. The backdoors for the challenge are behind the bottom of the ramps leading from their front doors. ------------------------ 7.9.2 Asteroid Platforms ------------------------ Enter a short hallway from the main station area. Go through the door on the other end. You'll be outside of the station wearing a space helmet. Jump to the asteroid ahead of you and turn right. Jump to the next asteroid. Wait until you're higher then the next asteroid ahead and a bit to the left. Jump to it. Turn right and jump to the next asteroid. Jump to the larger asteroid past that one. Jump on to another asteroid straight ahead. Turn a bit to the right and wait for the asteroid there to come close to you before jumping to it. Turn left and jump to the next asteroid when you get close to it. Turn right and jump to the next asteroid when it and the asteroid you're on near to the top of their paths. Jump to the ledge by the door ahead when this asteroid reaches it's highest point. Go through the door into a short hallway. You're space helmet will be removed. Go through the door at the other end. You'll be in the safe room. The safes to search for the secret item and money are hidden in the reactor with the yellow lights, the bulb with the electricity, the gray pod with yellow lights on the end and red lights on top, and the round wall receptacle. Leave through the backdoor beside the wall receptacle, where you'll be behind a ramp in the lower level of the main station. -------------------- 7.9.3 Jump Rope Tube -------------------- Enter a short hallway from the main station area. Go through the door on the other end. You're now in the Jump Rope Tube. Wait for the flaming end to go by and walk slowly forward, keeping pace with the spiral in the first segment. Turn left and wait for one of the three ropes in the second segment to go by and start running forward. If necessary jump to the left over the next rope. Turn left and wait for the flaming end to go by. Run forward. You'll need to jump left over the rope at least twice to make it to the end. Turn left and go through the door. Go through the door at the end of this short hallway. You'll be in the safe room. The safes to search for the secret item and money are hidden in the reactor with the yellow lights, the bulb with the electricity, the gray pod with yellow lights on the end and red lights on top, and the round wall receptacle. Leave through the backdoor beside the wall receptacle, where you'll be behind a ramp in the lower level of the main station. ----------------------- 7.9.4 Gyroscopic Rings ----------------------- Enter a short hallway from the main station area. Go through the door on the other end. You'll be on a walkway heading towards some spinning ring. Go up to the first charred portion of the walkway and wait for the ring to drop below the walkway. Run across and stop before the next charred portion. Wait for this ring to clear the top of your hat and run forward. Stop before the third charred portion. Wait for the inner ring to move left across your path and run to the center. Turn left. Wait for the inner ring to move right across you path and run past the charred portion stopping before the next one. Wait for the ring to drop below the walkway. Run across and stop before the final charred portion. Wait for this ring to clear the top of your hat and run forward. Go through the door past the end of the walkway. Turn left and go through another door. Go through the door at the end of this short hallway. You'll be in the safe room. The safes to search for the secret item and money are hidden in the reactor with the yellow lights, the bulb with the electricity, the gray pod with yellow lights on the end and red lights on top, and the round wall receptacle. Leave through the backdoor beside the wall receptacle, where you'll be behind a ramp in the lower level of the main station. ----------------- 7.9.5 Space Slide ----------------- Enter a short hallway from the main station area. Go through the door on the other end. You're now at the beginning of the space slide. Step forward onto the track. You need to avoid the glowing spheres. Pull right to get by the first one. Push left to go around the next one. Start pushing right now. You'll pass the third sphere on the left and the fourth on the right. Push left to get around the last three spheres. Go through the door at the other end. Go through the door at the end of this short hallway. You'll be in the safe room. The safes to search for the secret item and money are hidden in the reactor with the yellow lights, the bulb with the electricity, the gray pod with yellow lights on the end and red lights on top, and the round wall receptacle. Leave through the backdoor beside the wall receptacle, where you'll be behind a ramp in the lower level of the main station. ---------- 7.9.6 Exit ---------- After getting the last secret item hide behind the ramp from the last back door you emerged from. Wait until you see the lift rise and count off nine seconds and head for it. Hopefully the other spies won't spot you while you're waiting. If they do try running is circles about where the lift will land and jumping on it when it arrives. Head for the rocket sled at the top of the lift to leave the area and return to the first area for the timed missions or to the title screen if this was a timed mission. =================== 7.10 Timed Missions =================== After clearing all eight mission you'll need to do it again, this time against the clock. Other than a 28 minute time limit there is no real difference to the first time. Beating the timed mission unlocks some concept art for that map. ****************************************************************************** 8. Classic Mode ****************************************************************************** NOTE: The game autosaves after completing a scenario and either continuing to the next scenario or quitting to the main menu. There is no way to save a scenario in progress. ============ 8.1 Overview ============ There are 12 Classic Mode scenarios to play through. Each of these features you as the Black Spy going head to head against the White Spy. Winning each scenario makes the next one available. The 5,6,8,9,10, and 11 room scenarios are available initial in multiplayer, the others (12, 14, 15, 16, 18, and 20) become available after you beat the here. The objective in these scenarios is to acquire all five of the secret items, and then escape via the elevator with is located in one of the rooms. You can lose if you're opponent does this first, this is a lot more like to happen in classic mode than modern mode as the AI spy seem a lot more inclined to look for the secret items. You must have the briefcase to carry more than Unlike the story and modern modes you can call up a map of the scenario. The rooms with unclaimed secret items will be indicated by safe icons, traps by the skull and crossbones, and the elevator by the letter "E". The location of both spies is marked on the map. Not indicated on the map however are the rooms with the safes containing the club and the chainsaw. First aid kits, umbrella racks, fire extinguisher holders, and the cabinet that store pliers also aren't marked, their location are randomize each time you play. When you or your opponents die, secret items your possession go into one of the safes in the current room. The club or chainsaw, if being carried will respawn in a random safe anywhere in the embassy. A dead spy respawns after 10 seconds. =============== 8.2 Time limits =============== Each classic mode scenario has a time limit imposed on it. If time expires Scenario Time Limit Classic 5 Rooms 8:00 Classic 6 Rooms 10:00 Classic 8 Rooms 12:00 Classic 9 Rooms 14:00 Classic 10 Rooms 16:00 Classic 11 Rooms 18:00 Classic 12 Rooms 20:00 Classic 14 Rooms 22:00 Classic 15 Rooms 24:00 Classic 16 Rooms 26:00 Classic 18 Rooms 28:00 Classic 20 Rooms 30:00 ============= 8.3 Strategy ============= This strategy should get you through easy and medium difficulty in all twelve scenario. I've never seen the AI spy use a single trap in classic mode Head for the nearest room with a secret item indicated on the map and retrieve it. Safes can be hidden in desks, vents, photocopiers, If its the briefcase start you'll need to start gathering the remaining secret items. The opposing spy will come after you at some point. You should be able to use spy fu to defeat him easily on either easy or normal difficulty. Keep you eyes open for the first aid kit so you can heal between fights. If you got on of the other items, head for the elevator room and hang out their while that other spy collects the rest of the secrets. Defeat him when he comes after you and collect his items from one of the safes in the room and exit via the elevator. On hard difficulty, don't bother looking for the items, the enemy spy will do that for you. Hunt the spy down a couple of time to weaken it down as he'll likely beat you on hard mode. After a couple of encounter, go to the elevator to guard it. When the enemy shows up with all of the items you should be able to defeat him having weaken him earlier. Grab the items from one of the safes and leave via the elevator room. ****************************************************************************** 9. LEGAL ****************************************************************************** This document is Copyright 2005, 2006 MysticWeirdo aka Warren Grieder. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Permission to host this document is given to the following: GameFAQs IGN Sites that DO NOT have permission and never will: fuska.nu cheats.de CheatCC.com cheatindex.com supercheats.de This file may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission, except GameFaqs and IGN. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ****************************************************************************** 10. Contact Information ****************************************************************************** For suggestions and/or corrections for this guide please email: mystic.weirdo [at] gmail.com The most recent version of this guide will be on www.gamefaqs.com. Please check there before contacting me with additions/corrections. Please include Spy vs. Spy FAQ in the subject of any email regarding this FAQ. ****************************************************************************** 11. Credits ****************************************************************************** Thanks go to the following: Global Star Software, and Vicious Cycle for making this game. Antonio Prohias and Mad Magazine for the creation of the Spy vs. Spy comic. The following sites for hosting this FAQ: GameFAQs IGN Thanks to Michael for providing the PS2 control listing. ****************************************************************************** ******************************************************************************