* Feta Factory: The facility that manufactures N.O.G.'s feta cheese. Spy Fox also meets his informant Mata Hairy here to receive information on opening the Greek Ruins (if the player is playing the Car Chase Path).
* Feta Factory Doors: The massive steel doors of the N.O.G.'s Feta Factory are sealed shut (Spy Fox would later cut a hole in them using the Laser Toothbrush). There is a frog suit here Spy Fox needs to use to get underwater. It contains a clock used to get rid of Sal by tricking him into thinking that his shift is over. * SS Deadweight Storeroom (accessible only through the White Water Path): The storeroom of the SS Deadweight. Spy Fox needs to get a look at that map on the console (if the player is playing the White Water Path).
Spy Fox has to trick Sal into thinking that his shift is over and that he is the replacement by using a sailor's hat bought from the Trinket Stand. There is a semi-conscious salamander named Sal pressing a single button over and over, counting the minutes until his shift ends. * SS Deadweight Bridge: This is the bridge of Russian Blue's ocean liner, the SS Deadweight, and the captain isn't at the helm. When she is distracted, Spy Fox can sneak Walter Wireless into Russian Blue's purse to track her. Waltz the conductor's waltz music in exchange for some of Johnny Gecko's tango music and trick Mr. In the Car Chase Path, Spy Fox has to trick Russian Blue into dancing with him by stealing a piece of Mr. She's William the Kid's top henchwoman so she must surely know where the Secret Base is.
Spy Fox meets Russian Blue here but can't get much information from her. * SS Deadweight Deck Party: A deck party planned by Russian Blue, the ship's owner and operator. From this point Spy Fox can go to the Feta Factory, the ocean (if the player is playing the White Water Path, but only after recovering Captain Drydock's lucky charm) or to the deck party once Spy Fox hands the Weasel Doorman with the duplicate invitation. * Docks: The docks are located off the town square.
Spy fox in dry cereal map cracker#
In the Punchcard sidequest, Spy Fox has to enter a colour code on the buttons next to a fake painting (the clue is at William the Kid's office), then use the Cheez-n-Safe Cracker gadget to hack the safe open to take the correct punchcard out of 5 punchcards. HQ is locked from the outside, forcing Spy Fox to find an alternate entrance. The room is deceptively bare but there might be something there. Corporate Headquarters: Nectar of the Goats Corporate Headquarters located off the town square. Waltz for Johnny Gecko's tango music, used to trick Russian Blue into a dance so Spy Fox can slip Walter Wireless into her purse. In the Car Chase Path, Spy Fox needs to swap some waltz music from Mr. Spy Fox can use his Drachmas to order food. Bigpig to get back Captain Drydock's lucky charm, but only after buying some trinkets from the Trinket Stand. In the White Water Path, Spy Fox has to win against Mr. Bigpig challenges Spy Fox to a friendly game of Go Fish, a playable minigame, convinced that he'll easily beat him. * Cantina: Spy Fox can get some information from Bea Bear, the barmaid, or Johnny Gecko, the lounge lizard. In the White Water Path, Spy Fox needs to buy some trinkets and a sailor's hat. The vendor, Gilbert, tells him about a fancy party taking place on the ocean liner, the SS Deadweight, and shows Spy Fox the invitation which is copied using the Spy Putty. * Trinket Stand: Located in the town square, this is where Spy Fox can browse for trinkets. Accessible via the telephone booth at the town square after entering the correct telephone number received at the start of the game. * Spy Corps Mobile Command Center: Spy Corp's base in this game. The town square provides access to the other buildings on the island. * The Island of Acidophilus: The island where Spy Fox first arrives at the start of the game. The following is a list of locations from the Humongous Entertainment game Spy Fox in "Dry Cereal". List of locations in Spy Fox in "Dry Cereal"