gthas.blogg.se

Spy fox in dry cereal ending
Spy fox in dry cereal ending












spy fox in dry cereal ending
  1. Spy fox in dry cereal ending how to#
  2. Spy fox in dry cereal ending code#

Utterly can read it, he had to eat the Disarm Code so it would not be discovered). Utterly has the disarm code (however, before Mr. Utterly.Īfter a cutsence, you'll learn about William the Kid's plan to rule the Dairy world and that Mr. Press the Blue Down Arrow (which makes the Piranha Pool Cold, while the Red Up Arrow makes the Piranha Pool Hot) until the Piranha Pool is frozen in ice. You'll also notice a Control Panel next to the Piranha Pool. Utterly dangling over a Pool of South American Piranha. Once the door is opened, enter the Feta Factory & you'll find Mr. Once there, use the Laser Toothbrush on the Steel Door. The Game ends when He/She uses all the cards in His/Her Hand or if all the cards have been used in the Deck.Īfter you recive the both the Greek Drachmas (Now known as the Euro Currency) & Laser Toothbrush, exit MobCom and go to the Feta Factory. The Player with the most Set of Suite Cards at end of the game wins.Ħ. When a Player has all 4 Cards of the same Suite, then He/She has a Set of Cards for that Suite. If not, then His/Her Opponent will take His/Her Turn & ask The Player if He/She has the Card in His/Her Hand, and So-On.ĥ. If The Player or or His/Her Opponent draws a card from the deck & matches the card that he/she asked but his/her didn't have, then The Player or or His/Her Opponent gains an extra turn. If The Player or His/Her Opponent has the card in His/Her hand, that Player must turn over whatever ammount of the card he/she has, if not then She/He must draw one card from the deck & Vice-Versa.Ĥ. The Player must guess whether or not His/Her Opponent has the cards that the Player needs in His/Her hand.ģ. Each Player is delt 7 Cards in His/Her HandĢ.

Spy fox in dry cereal ending how to#

Here's the instructions on how to play Go Fish (2-Players):ġ. "Happy Fun Sub" has an infinite number of levels. As one progresses through the levels, the number of satellites, buoys, and submersibles needed to complete a level increases. The first life that one earns will be worth 20,000 points and the subsequent lives will be worth 60,000 points each. One can gain more lives by scoring points. Hitting an obstacle will cost one a life. Sometimes, a warning will appear to alert one of an approaching island.

spy fox in dry cereal ending

At the beginning, one has five lives and tries to avoid obstacles by shooting suction cups or sandwiches or jumping over them. The object of the game is to collect satellites, buoys, and submersibles to complete the level.

spy fox in dry cereal ending

The Spycraft can transform into an airplane, speedboat, or submarine depending on the terrain. The player has to steer the Spycraft, a Spy Corps vehicle, over air, sea, and underwater terrains. This game is accessible by pressing the "FUN" button on the Spy Watch. Corporate Headquarters hides the punchcard. The player doodles on the paper in the Punchcard sidequest to reveal a hidden message revealing which fake painting in the N.O.G. After one has drawn a picture, a smaller version of it will appear in William the Kid's office. The drawings can be printed out onto paper. The player would play this game in the White Water Path to retrieve Captain Drydock's lucky charm.įound in William the Kid's office, this is basically a doodling game in which the one can draw as much as one wants. The winner would take his own and the loser's trinkets. To start the game, one must buy a jar of trinkets from the trinket stand at the town square and then bring it to the cantina. The game ends when all the cards have been used or if either player runs out of cards in their hands, whichever comes first. The player with more sets at the end of the game is the winner. One must have four cards that match to have one set. This will make Sal leave to the restroom and allow SPY Fox to check the ship's map grid.This is the familiar card game. SPY Fox must then put on his sailor hat and tell Sal he can leave now. Until Sal leaves, SPY Fox won't be able to look at the map grid on the bridge.Īfter SPY Fox sets the time to when Sal leaves (which is after Happy Hour, but how many minutes after varies) and hits the alarm, it will make the sounds that Sal states the alarm will make when his shift is over, which SPY Fox will confirm verbally. When SPY Fox arrives and tells Sal he is looking for the restroom, Sal states he needs to go to the restroom, but can't leave his post until his shift is over and his replacement arrives. In the White Water storyline, Sal is counting down the hours until the end of his shift while he keeps guard over the bridge. Sal only appears in the White Water storyline.














Spy fox in dry cereal ending