Saturday, April 30, 2022

PrinceWatercress plays Odell Lake - The Longplay


...and now for a silent longplay of the Play For Points Mode. See you next Let's Play.


In "Play For Points" Mode, we play as a random fish for five turns. Picking the best decision before the timer runs out gives you the most points. If you eat a food you don't like, you get fewer points than if you ignored it, and if you ignore a food you do like, you lose points. After five turns, you play as a different fish.

Be careful when eating insects or Chub if your fish loves to eat them, as sometimes there can be a fishing hook. Sadly, there's no way to tell, so if you think there might be a fishing hook, you can always ignore it. There is also a chance that a predator fish can still chase you even if you pick the right escape option; there's nothing you can do if that happens. If you get eaten, it's game over.

The further you get in this mode, the less time you'll have. Be quick and remember what you need to do, and you'll be getting a lot of points here.

Blueback Salmon

The Blueback Salmon is usually on the shallow elevation of the screen. The only food it likes is plankton, and it doesn't eat any other fish. As a matter of fact, it is the only fish in the lake that eats plankton. If the other fish is a bigger fish, like a Dolly Varden or a Mackinaw Trout, you'll want to run away from it.

Eat: Plankton

Ignore: Algae, Bottom Organisms, Insects, Chub, Rainbow Trout, White Fish

Deep Escape: Dolly Varden, Osprey, Otter

Shallow Escape: Mackinaw Trout

Chase Away: none

Chub

The lake chub (known here as just a chub) is a pretty small fish that is usually caught for sport despite its size. It is usually in the shallow depths and is also used as bait for the Mackinaw Trout, and the Mackinaw Trout seems to like it. It is the only fish in the lake that eats algae, but it also eats insects, and it doesn't mess with any other fish. Most fish ignore the chub, but the Dolly Varden and Mackinaw Trout will eat it.

Eat: Algae, Insects

Ignore: Bottom Organisms, Plankton, Blueback Salmon, Rainbow Trout, Whitefish

Deep Escape: Dolly Varden, Osprey, Otter

Shallow Escape: Mackinaw Trout

Chase Away: none

Dolly Varden

The Dolly Varden is usually on the shallow elevation. It can east any fish except the Mackinaw Trout, and it can also Bottom Organisms. With this, the Dolly Varden is the second-most dangerous fish in the lake behind the Mackinaw Trout, proving that looks aren't everything.

Eat: Bottom Organisms, Blueback Salmon, Chub, Rainbow Trout, Whitefish

Ignore: Algae, Insects, Plankton

Deep Escape: Osprey, Otter

Shallow Escape: Mackinaw Trout

Chase Away: none

Mackinaw Trout

Unlike the other fish in the lake, this one is not only a deep sea predator who stays lower on the screen than the other fish, the Mackinaw Trout is not native to Odell Lake, and was introduced for the purposes of sport fishing. Due to its huge size, it eats mostly fish and the occasional Bottom Organisms, making it the only fish that can devour the Dolly Varden. Only the osprey and the otter can eat it, and the Mackinaw Trout can simply Ignore them in lieu of a Deep Escape, something no other fish in the game can do. Compared to other fish, this one is a beast.

Eat: Bottom Organisms, Blueback Salmon, Chub, Dolly Varden, Rainbow Trout, Whitefish

Ignore: Algae, Insects, Plankton

Deep Escape: Osprey, Otter (can also be Ignored by the Mackinaw Trout due to the Mackinaw Trout staying in the deep end)

Shallow Escape: none

Chase Away: none

Rainbow Trout

The Rainbow Trout only eats Bottom Organisms and Insects, and so does the Whitefish. Both the Rainbow Trout and the Whitefish eat the same foods, and because of that, they have to chase each other away in what is the only instance in the game where two fish directly compete with each other for food.

Eat: Bottom Organisms, Insects

Ignore: Algae, Plankton, Blueback Salmon, Chub

Deep Escape: Dolly Varden, Osprey, Otter

Shallow Escape: Mackinaw Trout

Chase Away: Whitefish

Whitefish

Just like the Rainbow Trout, the Whitefish only eats Bottom Organisms and Insects. The Whitefish has to chase the Rainbow Trout away in order to keep from going hungry. Interestingly, the Whitefish has to chase away the Chub (who completely ignores it otherwise) for the same reason. Unlike other fish, the Whitefish is at a random elevation; sometimes it is in the shallow elevation, other times it goes deep, and sometimes it's even in the middle. Other than that, the Rainbow Trout and the Whitefish play about 98% similarly.

Eat: Bottom Organisms, Insects

Ignore: Algae, Plankton, Blueback Salmon

Deep Escape: Dolly Varden, Osprey, Otter

Shallow Escape: Mackinaw Trout

Chase Away: Rainbow Trout, Chub


Friday, April 29, 2022

PrinceWatercress plays Odell Lake - Part 4 of 4


It's now time for Play For Points Mode, where the things we learned and how well we remember them are put to the test. Do the right thing and do it quickly for the high score!


In "Play For Points" Mode, we play as a random fish for five turns. Picking the best decision before the timer runs out gives you the most points. If you eat a food you don't like, you get fewer points than if you ignored it, and if you ignore a food you do like, you lose points. After five turns, you play as a different fish.

Be careful when eating insects or Chub if your fish loves to eat them, as sometimes there can be a fishing hook. Sadly, there's no way to tell, so if you think there might be a fishing hook, you can always ignore it. There is also a chance that a predator fish can still chase you even if you pick the right escape option; there's nothing you can do if that happens. If you get eaten, it's game over.

The further you get in this mode, the less time you'll have. Be quick and remember what you need to do, and you'll be getting a lot of points here.

Blueback Salmon

The Blueback Salmon is usually on the shallow elevation of the screen. The only food it likes is plankton, and it doesn't eat any other fish. As a matter of fact, it is the only fish in the lake that eats plankton. If the other fish is a bigger fish, like a Dolly Varden or a Mackinaw Trout, you'll want to run away from it.

Eat: Plankton

Ignore: Algae, Bottom Organisms, Insects, Chub, Rainbow Trout, White Fish

Deep Escape: Dolly Varden, Osprey, Otter

Shallow Escape: Mackinaw Trout

Chase Away: none

Chub

The lake chub (known here as just a chub) is a pretty small fish that is usually caught for sport despite its size. It is usually in the shallow depths and is also used as bait for the Mackinaw Trout, and the Mackinaw Trout seems to like it. It is the only fish in the lake that eats algae, but it also eats insects, and it doesn't mess with any other fish. Most fish ignore the chub, but the Dolly Varden and Mackinaw Trout will eat it.

Eat: Algae, Insects

Ignore: Bottom Organisms, Plankton, Blueback Salmon, Rainbow Trout, Whitefish

Deep Escape: Dolly Varden, Osprey, Otter

Shallow Escape: Mackinaw Trout

Chase Away: none

Dolly Varden

The Dolly Varden is usually on the shallow elevation. It can east any fish except the Mackinaw Trout, and it can also Bottom Organisms. With this, the Dolly Varden is the second-most dangerous fish in the lake behind the Mackinaw Trout, proving that looks aren't everything.

Eat: Bottom Organisms, Blueback Salmon, Chub, Rainbow Trout, Whitefish

Ignore: Algae, Insects, Plankton

Deep Escape: Osprey, Otter

Shallow Escape: Mackinaw Trout

Chase Away: none

Mackinaw Trout

Unlike the other fish in the lake, this one is not only a deep sea predator who stays lower on the screen than the other fish, the Mackinaw Trout is not native to Odell Lake, and was introduced for the purposes of sport fishing. Due to its huge size, it eats mostly fish and the occasional Bottom Organisms, making it the only fish that can devour the Dolly Varden. Only the osprey and the otter can eat it, and the Mackinaw Trout can simply Ignore them in lieu of a Deep Escape, something no other fish in the game can do. Compared to other fish, this one is a beast.

Eat: Bottom Organisms, Blueback Salmon, Chub, Dolly Varden, Rainbow Trout, Whitefish

Ignore: Algae, Insects, Plankton

Deep Escape: Osprey, Otter (can also be Ignored by the Mackinaw Trout due to the Mackinaw Trout staying in the deep end)

Shallow Escape: none

Chase Away: none

Rainbow Trout

The Rainbow Trout only eats Bottom Organisms and Insects, and so does the Whitefish. Both the Rainbow Trout and the Whitefish eat the same foods, and because of that, they have to chase each other away in what is the only instance in the game where two fish directly compete with each other for food.

Eat: Bottom Organisms, Insects

Ignore: Algae, Plankton, Blueback Salmon, Chub

Deep Escape: Dolly Varden, Osprey, Otter

Shallow Escape: Mackinaw Trout

Chase Away: Whitefish

Whitefish

Just like the Rainbow Trout, the Whitefish only eats Bottom Organisms and Insects. The Whitefish has to chase the Rainbow Trout away in order to keep from going hungry. Interestingly, the Whitefish has to chase away the Chub (who completely ignores it otherwise) for the same reason. Unlike other fish, the Whitefish is at a random elevation; sometimes it is in the shallow elevation, other times it goes deep, and sometimes it's even in the middle. Other than that, the Rainbow Trout and the Whitefish play about 98% similarly.

Eat: Bottom Organisms, Insects

Ignore: Algae, Plankton, Blueback Salmon

Deep Escape: Dolly Varden, Osprey, Otter

Shallow Escape: Mackinaw Trout

Chase Away: Rainbow Trout, Chub


Thursday, April 28, 2022

PrinceWatercress plays Odell Lake - Part 3 of 4


It's now time to play as the last two fish in the lake that we have yet to explore as: the Rainbow Trout and the Whitefish. Both fish play similarly, with a few differences concerning the Whitefish.


Rainbow Trout

The Rainbow Trout only eats Bottom Organisms and Insects, and so does the Whitefish. Both the Rainbow Trout and the Whitefish eat the same foods, and because of that, they have to chase each other away in what is the only instance in the game where two fish directly compete with each other for food.

Eat: Bottom Organisms, Insects

Ignore: Algae, Plankton, Blueback Salmon, Chub

Deep Escape: Dolly Varden, Osprey, Otter

Shallow Escape: Mackinaw Trout

Chase Away: Whitefish

Whitefish

Just like the Rainbow Trout, the Whitefish only eats Bottom Organisms and Insects. The Whitefish has to chase the Rainbow Trout away in order to keep from going hungry. Interestingly, the Whitefish has to chase away the Chub (who completely ignores it otherwise) for the same reason. Unlike other fish, the Whitefish is at a random elevation; sometimes it is in the shallow elevation, other times it goes deep, and sometimes it's even in the middle. Other than that, the Rainbow Trout and the Whitefish play about 98% similarly.

Eat: Bottom Organisms, Insects

Ignore: Algae, Plankton, Blueback Salmon

Deep Escape: Dolly Varden, Osprey, Otter

Shallow Escape: Mackinaw Trout

Chase Away: Rainbow Trout, Chub

Wednesday, April 27, 2022

PrinceWatercress plays Odell Lake - Part 2 of 4


In this entry, we play as the absolute beasts of the lake: the Dolly Varden and the Mackinaw Trout. Only the Mackinaw Trout can eat the Dolly Varden, and aside from the Mackinaw Trout staying in the deep end of the water, that is the only difference between the two fish.


Dolly Varden

The Dolly Varden is usually on the shallow elevation. It can east any fish except the Mackinaw Trout, and it can also eat Bottom Organisms. With this, the Dolly Varden is the second-most dangerous fish in the lake behind the Mackinaw Trout, proving that looks aren't everything.

Eat: Bottom Organisms, Blueback Salmon, Chub, Rainbow Trout, Whitefish

Ignore: Algae, Insects, Plankton

Deep Escape: Osprey, Otter

Shallow Escape: Mackinaw Trout

Chase Away: none

Mackinaw Trout

Unlike the other fish in the lake, this one is not only a deep sea predator who stays lower on the screen than the other fish, the Mackinaw Trout is not native to Odell Lake, and was introduced for the purposes of sport fishing. Due to its huge size, it eats mostly fish and the occasional Bottom Organisms, making it the only fish that can devour the Dolly Varden. Only the osprey and the otter can eat it, and the Mackinaw Trout can simply Ignore them in lieu of a Deep Escape, something no other fish in the game can do. Compared to other fish, this one is a beast.

Eat: Bottom Organisms, Blueback Salmon, Chub, Dolly Varden, Rainbow Trout, Whitefish

Ignore: Algae, Insects, Plankton

Deep Escape: Osprey, Otter (can also be Ignored by the Mackinaw Trout due to the Mackinaw Trout staying in the deep end)

Shallow Escape: none

Chase Away: none

Tuesday, April 26, 2022

PrinceWatercress plays Odell Lake - Part 1 of 4


Welcome to Odell Lake! Here, fish do fish things, and we get to learn what these fish things are. Play as a fish and learn how to survive as best you can. In this entry, we play as the Blueback Salmon and the Chub.


Welcome to Odell Lake, an educational game that takes place in the real Odell Lake in Oregon. You play as a fish and you have to survive by knowing what your fish likes, what your fish doesn't like, and what fish to run away from. Watch out for the ospreys and the otters! They'll want to eat you, too.

At the start of the game, you can get information about the game. From there, you can either go exploring or play for points. "Go exploring" allows you to play as a fish and get comfortable with the controls while also figuring out what to do as the fish you're playing as. "Play for points" is the arcade mode where you have to make the best move with the current fish you're playing as to get as many points as possible.

Regardless of which mode you play, you always have five commands. E lets you eat (or attempt to eat) what you're encountering. C lets you chase away what you're encountering. I lets you ignore what you're encountering, effectively doing nothing. S is the shallow escape, which lets you escape through the upper part of the screen. D is the deep escape, which lets you escape through the lower part of the screen.

The Osprey and Otter must always be avoided with a Deep Escape. Confronting either with any fish will result in a game over. If you're deep in the water like the Mackinaw Trout, you can ignore and neither will see/get you, but I usually use Deep Escape on principle.

In "Go exploring," holding Control and then pressing ? will allow you to get information on your current fish and what you're encountering.

Blueback Salmon

The Blueback Salmon is usually on the shallow elevation of the screen. The only food it likes is plankton, and it doesn't eat any other fish. As a matter of fact, it is the only fish in the lake that eats plankton. If the other fish is a bigger fish, like a Dolly Varden or a Mackinaw Trout, you'll want to run away from it.

Eat: Plankton

Ignore: Algae, Bottom Organisms, Insects, Chub, Rainbow Trout, White Fish

Deep Escape: Dolly Varden, Osprey, Otter

Shallow Escape: Mackinaw Trout

Chase Away: none

Chub

The lake chub (known here as just a chub) is a pretty small fish that is usually caught for sport despite its size. It is usually in the shallow depths and is also used as bait for the Mackinaw Trout, and the Mackinaw Trout seems to like it. It is the only fish in the lake that eats algae, but it also eats insects, and it doesn't mess with any other fish. Most fish ignore the chub, but the Dolly Varden and Mackinaw Trout will eat it.

Eat: Algae, Insects

Ignore: Bottom Organisms, Plankton, Blueback Salmon, Rainbow Trout, Whitefish

Deep Escape: Dolly Varden, Osprey, Otter

Shallow Escape: Mackinaw Trout

Chase Away: none

Monday, April 25, 2022

PrinceWatercress plays Secret Agent - Part 12 of 12


It took a little bit of work, and this video is a little longer than the others in this Let's Play, but we did it!



Area 12


Head to the right and get the red key. Get onto the pushbarrel and push it to the left, then get the green key and use the pushbarrel to get to the green door. Get the red key, then head to the right and get over the spikes by jumping clear over them with the help of the pushbarrel (don't push it too far to the right!) to open the red door. Make your way down and watch out for the bomb on the stairs, then head left and get the red key and the disk. Open the red door, but don't continue. Instead, head all the way back up to where the green door was and put the disk in the computer. Now you can continue.

Jump your way across the water grabbing the S, the red key and some bullets and point-giving items at you go, and go through the red door. The X-Ray Specs will be in the lower-right corner; get those. From here, you can get the money bags and a blue key. The X-Ray Specs will make it easier to get back to the start; on the way there, you'll be able to use the red platforms at the top of the wooden stairs to get the dynamite. Head back to the start and take out the thug, then take the pushbarrel back to the left and take out the satellite dish before getting the green key.

Go back to where you found the X-Ray Specs and open the green door. Be careful as you make your way to the exit so you don't get hit by the ceiling turret or the guard dog. Make sure you take out the turnkey mechanism for the ceiling laser that will be in your way.

The S is above the jumps across the water, the P is near the satellite dish and the Y is on a shelf to the right of the computer.

Area 16


You'll need to make your way to the top of the level to get to the satellite dish. Along the way, you'll have to take out guard dogs, glass dome robots and visor robots. The upper green platform leads to the disk; just jump off the left edge of that to get it. The computer will be on the lower green platform. This will deactivate the laser fields at the top so you can use the pushbarrels to get the satellite, get the letter S and take out the satellite dish. As for the dynamite, it is in the upper-right corner of the level. Once you take out the satellite dish and get the dynamite, you can drop all the way back down to the start and exit.

The S is in the upper-right corner, the P is in the center of the level between the two electric barriers and the Y is at the ground level of the level.

Area 4


Make your way up the stairs, then leap on the bookcase, leap onto the "D.V.S. Rules" sign and leap left for the red key. Head to the right and jump on the bookcase to the right. Jump to the platform, then take out the turnkey mechanism for the laser. Get the blue key that is to the right. Drop down, open the red door and get in the teleporter.

Open the blue door, take out the visor robot and get the blue key. Open the blue door to the right, then make your way up the red platforms and shoot down the satellite dish. From here, head right and get the disk, then go back down and return to the teleporter.

Head left and put the disk in the computer, then head back and head left after the red platforms. Get the green key, then head back to the right, head down and open the green door. Get the S and the X-Ray Specs. From here, go back to where you found the green key and go left for the P and the dynamite. The X-Ray Specs platforms will help you get out. From here, you can head back to the start, get the Y and then exit.

Area 1


Hold Right as soon as you enter to get the dynamite, then hold Left so you don't land in spikes. From here, you'll land at the bottom, where you can easily destroy a thug and the satellite dish. From here, you'll need to leap on the clouds to find two red keys, two blue keys and two green keys. The S is in the upper-left corner, the P is just to the left of the dynamite and the Y is near the bottom close to a radio and a suitcase. When you get one of each key, take them to the doors at the bottom. Also, watch out for the rocket launcher in the center of the level if you're in the left half of the level. That's it, really.

Area 5


Make your way down and take out the visor robots, then use the platforms to make your way to the blue key. There is a pushbarrel in the lower-right corner of the level; you're gonna need it. Once you get the blue key, you can head further to the left with the platforms to take out the satellite dish. Watch out for spikes as you do all of this, as well as the rocket launcher

With blue key in hand, you can leap up to the bigger wooden platforms above and open the blue door. Get the green key and the S (watch out for spikes!), then head to the green door below the start and go through it for the red key. Drop down further and open the red door to get the dynamite. Head back to the start and blow up the exit to get out of here.

The S is in the blue door room, the P is near the satellite dish and the Y is near the start.

Area 6


Shoot down the glass dome robot at the start and make your way to the right. Watch for the spike on the way. Get the blue key. You passed by two blue doors earlier; open one of them for a red key. Go through the red door and make your way to the left. Leap off the blue sign and get the green key. Go back to the start and open the green door to get the X-Ray Specs. Go back to where you got the green key. There are red platforms now. Go all the way up.

To the left is a couple of platforms over water and a shark; make the jumps and follow the path. Jump on the red platforms and take out the mine, get the S, get the green key, then go down and take out the guard dog so you can get the disk. Go through the green door and walk off the edge to get a blue key; keep holding Left to get the blueprints. Drop back down to the start and open the blue door you didn't go through for another red key. From here, go back up the X-Ray Specs platforms. Along the way back to the platforms, you'll find the computer; put the disk in it. That way, you can jump off the IBN servers and get the dynamite and the P. The Y will be just to the left. Now you can go up the X-Ray Specs platforms

To the right are ninjas; take them all out so you can open the red door, get all the power-ups around here and safely destroy the satellite dish. From here, you'll have to make the jumps across the shark pond and get back to where you found the blueprints to blow up the exit. Once you pull that off, you've beaten this entire game! Well done!

Sunday, April 24, 2022

PrinceWatercress plays Secret Agent - Part 11 of 12


If you couldn't already tell, the third episode is the most difficult.



Area 3


Go to the right and jump for the blue key so you can get it and open the blue door. Go up and take out the ceiling turret, then get the green door. Take care not to get zapped in the next part of this level as you drop down to the green doors. You'll want to open the green door to the left first for another green key, then open the one on the right. From here, carefully drop down and head to the left. Watch out for the visor robots, and shoot them when the visors are up. Get the bullets if you need them, head up and to the right to take out the satellite dish. From here, go back to the lower-right corner of the level and take the teleporter.

Head to the left, and do not move the push barrel. Keep going left to get the red key, hopefully without touching the P. Remember the electric barriers you had to avoid? Go back to those and carefully make your way to the red door on the right. You'll need to open that one for points and another red key. Then, you can open the red door on the left to get the X-Ray Specs and the S. Enter the teleporter in the lower-right corner again. This time, you can push the pushbarrel down. You'll need to use it to get to the red platforms with the P and the dynamite. Get them both. The Y is on the route to the satellite dish. You can now exit.

Area 14


When you drop all the way down, take out the glass dome robot and get the blue key. Use the pushbarrel to get the ammo and open the blue door. From here, you'll need to be careful where you jump so you don't get hit by rockets as you get the blue key and open the next blue door. Thankfully, there is a moving platform at the top of this room, but there is also a ceiling turret, and you'll definitely need to take it down. Watch for bombs as you traverse the steps, then go down the pipe at the end. Take out the robots at the bottom when they expose their faces, then head up the red platforms. Get the disk, the S and the X-Ray Specs, hopefully without being zapped by a robot or the thug or without hitting your head on the ceiling fans.

From here, you'll need to loop all the way back to the point past the wooden stairs. On the way there, use the red platforms to take out the satellite dish. Put the disk in the computer, then use the red platforms to get to the dynamite. You can now exit once you loop all the way back to the start again and blow up the exit when you land.

The S is on the way to the X-Ray specs. The P is on the way to the wooden stairs. The Y is above the right end of the laser field.

Area 16


Make your way to the right and drop down. Be careful with the rocket launchers. If you need to, jump up and a little bit to the left to get over the rockets.  One you drop down, go right and get in the teleporter. Take out the glass dome robot safely, then head to the right and past that electric barrier. You'll need to stay up top to get to the computer and put the disk in it, then you'll need to get the pushbarrel and take it all the way down to where the teleporter was to jump up to the top of the rocket launcher (careful now) and get the dynamite. As you push the barrel to the left at the start and follow it, you'll get the blue key. Go through the teleporter again. This time, you can go back to the start and head upwards for a red key. Get back in the teleporter and go down and to the left to open both doors and take out the satellite dish. You can now head back to the start and exit.

The S is near the satellite dish, the P is next to the red key and the Y is above the teleporter in the lower-right corner of the level.

Saturday, April 23, 2022

PrinceWatercress plays Secret Agent - Part 10 of 12


It was slow going at first, but the pace kicks back up as we complete four more levels in Episode Three.


Area 15


Head to the right and watch out for the ceiling turret, the spike in the middle step and the sharks in the dangerous water. Go up the stairs and get the blue key and the dis. Go back down and open the blue door to get the red key and some ammo, then go back to the start and put the disk in the computer. Go back up and open the red door, then make your way further up and go to the right for the blue key. Go back down and open the blue door to get the red key, then go back up, open the red door and destroy the satellite dish. Watch out for the ceiling turret on the way there. As for the dynamite, you'll need to head back down to the start and get the sneakers so you can reach the dynamite. If you miss, there's another one in the blue door room below the lasers. You can now exit in the upper-right corner.

The S is near the satellite dish, the P is in the room below the laser field and the Y is in the armory where you found the disk.

Area 10


Head left and jump over the gaps in the bridge, and get the blue key in the upper-left corner. From here, you'll need to head to the blue door that you just moved past. Head to the left and take out the ninja master, then grab the blue key and the ammo. Go to the right through the blue door and take out another ninja master, then grab the green key. Go through the green door and be careful on the way to the right, getting the blue key as you go. Keep following the path, and get the disk. Go back and put it in the computer, then go through the blue door. Go left and get the red key, then head back up and open the red door to destroy the satellite. From here, go to the right and watch for spikes on the platforms when you go up and get the dynamite. From here, you can exit.

The S is in the path with the two rocket launchers between the computer and the disk, the P is on the way to the exit, and the Y is below the dynamite.

Area 9


Take either the left path or the right path and avoid the spike and the water. The next room will have a blue key and a blue door no matter what. (I usually go right first, it's easier.) You'll need to go to the right half of the level and get the disk, then bring it to the computer in the left half of the level. This will make things easier to do.

On the right half of the level, you'll need to destroy the guard dog and get the green key. This will let you open the green door and get the X-Ray Specs, which will help you get the nearby blue door and get back to the entrance, where you can get the dynamite.

On the left half of the level, there is the satellite dish you need to destroy. (Watch out for the ceiling turret!) Also, there are two blue keys, but you really only need one; there's an extra one in the level in case you're itching to go up and explore the whole level. To get to that door, though, you'll have to wrap around to the other end of the level and open the blue door from where you started just to get into the armory. 

The exit in the lower-right corner of the level. The S is where the satellite dish and ceiling turret are, the P is above the X-Ray Specs and the Y is located near the disk and exit as well as the space below the armory. Collecting the S and P first will give you 10,000 points per Y.

Area 7


Head all the way to the right and jump up the platform. Take the pushbarrel to the right and to the platform you couldn't jump to in order to get the blue. Go right and drop down to open the door. Take out the guard dog. Get the increased shot power and the bullets, then make your way into the teleporter. Jump to the right and get the red key, then head right and then down to open the red door. Take out the ceiling turret then go left and go up and into the teleporter. Be careful as you jump and get the disk, then enter the teleporter, go back all the way to the right and take the pushbarrel left so you can get the teleporter. You'll then need to loop back to the beginning, then head right and then down to put the disk in the computer.

Go back through the teleporter and make your way to the left. Now that the laser field is deactivated, you can now safely drop all the way down. Get the blue key and take out the ninja, then head further right and open the blue door to get a green key. Take out the sentry, open the green door, take out the guard, get the redy, go back up and open the red door, get the blue key and destroy the satellite. Open the blue door.

The S is near the ninja at the bottom, the P is near the computer and the Y is near the dynamite. Thankfully, you can take the pushbarrel to the area where it is.

Friday, April 22, 2022

PrinceWatercress plays Secret Agent - Part 9 of 12


We have one more episode and one more set of levels to play through. Let's do this.



Area 2


Get the red key and watch out for that ceiling turret. Open the red door, and be careful as you make your way to the left, as there are spikes on the floor below the red door. Get the bullets, and try not to get zapped or hurt by the guard dogs as you get the red key. Go to the red door at the top right corner of this room, open it up, then go up and head left. Go up to the top and drag the pushbarrel down so you can get the red key and return. The next red door is to the right of the pushbarrel. Get in and get the red and green keys.

From here, go back to where the second red door was. Open the blue door, jump to the pushbarrel and push it to the left slightly. If you do it right, you'll be able to grab the dynamite and stand on the pushbarrel without hurting yourself. Get out of this room and open up the nearby green door to get the disk. The computer is to the left of the first red door below where the guard dogs were. Put the disk in there, the head back to where you found the third red key and take out the satellite dish. From here, head back to the exit. You're done.

If you play this level first, be wise with your bullets and keep as much as possible to have more for later level. Thankfully, the ammo situation gets slightly better.

Area 8


Jump left over the gap and take out the visor robot. From here, jump into the gap, get the green key, and hold left to get someplace safe. Make your way left, and watch out for spikes and the indestructible flying laser robot while getting the blue key. . Get in the teleporter, and watch out for the visor robot. You definitely want to take this robot down, as it is a complete and utter nuisance. Drop down and open the green door, get the bullets, then go back into the teleporter.

Get the S and watch out for the turrets on the wall and their bullets, then get back in the teleporter and get the P. Go back through where the blue door was and unlock the blue door above. Jump across the water to get the red key near the exit, then go back down and open the red door. Get the disk, then take it to the computer above. You can now go back to the start and go past the laser. Before you do, remember where the S was? Go all the way down there and get the dynamite, then watch out as you go left and drop down so you don't get zapped.

Unlock both of the blue doors. Take the pushbarrel that is all the way to the right to the left and destroy the satellite dish. The last blue key and blue door lead to some more bullets and a teddy bear. From here, you can now get to the exit and finish this level.

Area 11


At the start, head left and take out the glass dome robots and the guard dogs where applicable. Go right and get the blue key near the turret. Get the bullets and the green key, then go down where the laser barrier is, then go right and get another blue key. The S is below that. The body armor near the exit is just for points. From here, you'll want to go left, open the blue door and get the disk. From here, go down below where you started and put the disk in the computer. Get the nearby bullets and the P, and also, get the red key in the lower-left corner of the level. Behind the green door is the X-Ray Specs, you'll absolutely need those to get back up.

From here, go right of the start, get the Y and take out the satellite dish. As for the dynamite, it will be above where you started; the X-Ray Specs platforms take you to it. From here, you can now exit the level.

Thursday, April 21, 2022

PrinceWatercress plays Secret Agent - Part 8 of 12


And with this, we complete Episode Two!


Area 14


At the top of the "stairs," jump left. Take out the guard dog and take the pushbarrel left to get the red key. Go back down and head right to open the red door. Watch out spikes as you follow the path to the blue key. Take the key, then head back to where the guard dog was, open the blue door and take the teleporter.

Jump to the right, take out the ninja master and get the green key and the disk. Head back through the teleporter and use the pushbarrel to jump to the computer and put the disk in. Jump to the right off the "lamps" to open up the green doors for ammo, then head all the way back to the left and take the teleporter to the green door in the upper-left corner, open the door and destroy the satellite dish. Go back through the teleporter and drop down again. Go right, take out the ninja master and get the dynamite. From here, you can head left and exit.

The S is at the exit. The P is in the red door room past the start. The Y is before said red door.

Area 13


Head to the right. On the way, get the red key. Drop down and enter the red door, and watch out spikes as ou get the green key. Head out, go to the right and drop down. Get the blue key. Open the green door near the teleporter and enter the teleporter. Drop down, open the blue door, get the disk and the red key, then take the pushbarrel out of the room and put the disk in the computer. Take the pushbarrel down, open the red door, push the pushbarrel further to the left, make your way up and take out the satellite dish. Get the dynamite, then head back to the start and exit.

Area 12


Head to the right and jump over the gaps in the bridge. Get the green key in the upper-right corner while watching out for the spike and the bomb, Drop down and get the red key to the right, and take out the thug and the satellite dish. Head further to the left and get the blue key. Go back to the right, drop down, take out the guard dog and open the blue door.

From here, drop down, take out the guard dog and open the green door, then take out the thug and get the blue key and the X-Ray specs. Go up and open the blue door to get the dynamite, then take the pushbarrel down and to the right where the red door is. Getting the S behind the red door and the fire is optional. The P is near where the pushbarrel was, while the Y is to the right of the bridge at the start. You can now exit.

Area 15


Get the green key, then go through the green door and take out the robot when its face is exposed. Take the pushbarrel back to the start and get the red key, then head right through the red door and go up. Get the green key and take the platform to the left. Get to the teleporter.

Open the green door and take out the visor robot. Get the blue key, then go up and to the right. Get back to the teleporter and go through the blue door in the area to the right of the start to get the disk, then use the pushbarrel to get to the computer.

Head back through the teleporter and take out the satellite dish near the exit. As for the green key, it's for the room in the upper-left corner. Get the dynamite in this room and exit.

The S is near the satellite dish and exit, the P is near the computer and the Y is above the computer terminals between the exit and the teleporter.

Area 9


Carefully make your way to the right and get the red key, then drop down. Go to the right and go up to get the S and the pushbarrel. Bring the pushbarrel down and to the left. Take it through the room behind the red door to get the red and blue keys. Go up and unlock the red door, then go further up to unlcok the blue door. Enter the teleporter and get the disk and the blueprints, then enter the teleporter again. Go back down and put the disk in the computer, then go to the area to the right of the blue door and follow the path. The dynamite will be here as well as the satellite dish. Once the glass dome robot and the satellite dish is destroyed, take the teleporter again and get out of here to complete Episode Two.

Wednesday, April 20, 2022

PrinceWatercress plays Secret Agent - Part 7 of 12


We take on four more levels in Episode Two and nearly die a couple of times in the process.



Area 5


You start at the exit. Jump up to the "Apogee Software" sign and grab the red key, then get the bullets if you need them before dropping down. Head to the left and get the blue key, and take the pushbarrel with you to the right; it'll make getting rid of the visor robot easier to do.

Use the pushbarrel to get to the moving platform. You'll find another pushbarrel to the left. Jump right to get to the green key, and use the pushbarrel to open the green door nearby. Inside is a computer and another green key. From here, use the pushbarrel at the bottom to get up to the opening above. Jump your way to the top, shoot down the mechanism for the overhead laser and shoot down the satellite dish from a distance. From here, you'll need to go back down, go left and use the teleporter.

Head to the left, then go through the blue door when you drop down. Unlock the green door to the right and get the disk. From here, you can drop down, go left, get the red key and unlock the red door, then get the red key in the next room to loop back to the start. From here, get back to the "payroll" room and use the disk on the computer, then take the teleporter again. From here, use the nearby pushbarrel again to get the red key as well as to get to the dynamite. The green door has bullets and points if you need/want them. You can now exit.

The S is in the room before the disk. The P is below the computer room. The Y is in the red door hallway past the start and exit.

Area 11


Get the blue and green keys, and watch out for the bombs in the start. In both rooms, push the pushbarrels to the start so you can use get both red keys one at a time and unlock both red doors.

From here, you'll want to go right and get to the area to the left to get the disk. From the disk, head right and put the disk in the computer. You'll have to deal with robots, spikes hidden behind tedyd bears, guards and even risk of electrical shock. Once you get the disk back in the computer, go to the far left and go up. You'll make your way to where the laser field is. At the upper-left corner of the level is the satellite dish, you'll need to destroy; at the upper-right corner is the dynamite you'll need to collect.

The S is near the robot guard dog on the right half of the area, the P is in the room to the left of the start and the Y is in the room to the right of the start. The exit is in the lower-left corner of the level.

Area 16


Leap your way to the right and destroy the robot, and get the blue key in the process. Open the blue door and use the pushbarrel to get the green key you passed by, then push the barrel all the way to the right. You'll need to open the doors on your way down with the key that you get, and explore the rooms to get the keys. The first room has another green key, while the room below that has a red key. Once you get all the way down, get the disk and open the red door, but don't go into the room with the laser field yet. The first room you unlocked on the way down had a computer; put the disk in it. Now you can go into the laser field room.

Get to the red key in the next area, then go through the red door. Use the sign to get to the blue key and the dynamite. Go back and go up to open the blue door. Take out the satellite dish. From here, get back to the start and get out.

The S is in the room with the satellite dish. The P is in the computer room. The Y is near the start, and is hard not to grab first.

Area 10


At the start, get the bullets if you need them, and get under the ceiling turret. Take out the enemies on your way to the right while avoiding te bombs. And make your way up the stairs and up the platforms, taking out enemies as you go. Heading back to the left, be ready to take out some robots. At the upper-left corner, go down to get the red key and to take out the satellite dish (watch out for spikes!), then go back up and open the red door to get the dynamite. From here, you'll need to go up and to the right. Mind the spikes, and watch out on the jump so you can get the disk, then watch out on the jump back so you can put the disk in the computer. From here, use the pushbarrel to get the green key, then open the green door and exit.

The S is at the start. The P is near the satellite dish. The Y is above the exit.

Tuesday, April 19, 2022

PrinceWatercress plays Secret Agent - Part 6 of 12


We're on a roll now. In this entry, we take on four more levels.



Area 4


Jump up to get the red key, go right, get the bullets if you need them and open the red door. Take out the ninja, then get the red key and push the pushbarrel to the left. You'll need it later. Open the red door to the right, take out the robot guard dog, then get the bullets and the blue key. Make your way up, jump to the left and get the red key with the help of the pushbarrel. Go back to where the guard dog was, make your way up, head right at the top. Jump over the water, then get into the teleporter. 

The S will be here. Get it and the bullets, open the red door and take out the glass dome robot. Take out the visor robot and get the floppy disk, then go back into the teleporter. Remember that last red key you had to get? There was a computer on the way there. Put the disk in the computer to disable the laser field. Go back to the blue door near where the disk was and get the X-Ray Specs. With this, you can head back to the start and get the dynamite. Also, get the green key below it. You're gonna need it.

Go back through the teleporter. Thanks to the X-Ray Specs, you can now get to the green door. Take out the robot when it exposes its face and use the pushbarrel to get the green key above. Use it again to open up the green door leading into power-up room for increased power, bullets and other things, if you wish. From here, use the pushbarrel one more time to open the path to the exit...but you're not done yet. You still have a satellite dish to destroy.

Go back through the teleporter and take the path leading to the computer. Use the X-Ray Spec platforms to get to the satellite dish and destroy it. Watch out for the spike. The P will be on the way to the satellite dish, while the Y will be in the first room in the level that you entered. Now you can exit.

Area 8


Go tot he left and get the green key, then jump over the yellow area and take out the glass dome robot. Drop down and open the green door to enter the teleporter. Get the S, then go back and get the P. From here, head back to the start and drop down that yellow area. Hold right to hug the right-hand wall and enter the passage in the wall. Watch out for spikes and that zapping robot as you make your way to the teleporter, and get the blue key as you make your way there.

You'll be back to where you got the P. Go back up and open the blue door to get the red key, then go back down and open the red door. Take out the thug and get the disk, then make your way up, take out the thug and the ceiling turret robot, then put the disk in the computer.

Now it's time to head back to the start and drop all the way down. Get the blue keys and open both blue doors. You'll need the pushbarrel in the room to the left to get to the satellite dish. Near the satellite dish is another blue key; grab it to open another blue door and get the Y. From there, enter the nearby teleporter, then enter it again.

Make your way further down and take out the turnkey mechanism for the laser on the way, then go left and get the dynamite. Use the teleporter one more time. The exit is above you. Blow it up and get outta here.

Area 3


Take out the guard, then get on the moving platform and ride it to the left where the exit is. Get the blue key and take out the sentry, then make your way up and over the water. Take out the sentry, then watch out for the spikes that come in and out of the floor as you make your way up to the floppy disk. Do not open the blue door yet; instead, go back down and go all the way down to put the disk in the computer. From here, you can finally open the blue door, go right, get the red key and drop down without the laser field giving you a nasty surprise.

Go up from where the crate is and get the red key. Open the red door, take out the sentry and push the pushbarrel out of the room and all the way down. Push the pushbarrel all the way left. You now have a way out. Don't take it yet; instead, go further to the right and make your way up. Open the door to get some bullets, then keep going up. Take out the robot guard dog and get the green key, then go further up and take out the ninja master. Go to the right, drop down, get the blue key on the way and take out both the sentry and the satellite dish. Go back to the green and blue doors and open them to get the dynamite. From here, go all the way back down, go to the pushbarrel, and take the moving platform to the exit. You're done.

Interestingly, this level does not have the "SPY" letters.

Area 1


Take out the glass dome robot (and watch out for the spike!), then head left and take out the robot guard dog. Jump further to the left and get the red key. Go back to the doghouse and make your way up. Avoid the "?" symbol and go left and further up to find the red door. Go down and get the S and the disk. Feel free to get the computer chips for points and ammo for the gun if you need it. From here, go back to where the red door is and jump to the right. Take out the ninja, head down and wait for the moving platform. Take it to the right, jump over the rockets on the way, get the dynamite, then go up and put the disk in the computer.

From here, you can go back to the platform where the ninja was and take out both the ninja master and the satellite dish. As for the P and the Y, the P is at the start, while the Y is in the armory in the lower-right corner of the level. To get there, you'll need to jump carefully past the red key platform above the water. With all that taken care off, you can now exit. (Again, watch out for the spike!)

Monday, April 18, 2022

PrinceWatercress plays Secret Agent - Part 5 of 12


With the first blueprint collected, it's time to collect the other two. It's time to tackle a whole new set of levels in Episode Two.


Now that we've gotten the first of three blueprints for Red Rock Rover and completed Episode One, it's time to tackle Episode Two, which has a whole new island and a whole new set of levels.

Area 2


Get the blue key and the ammo, then open the blue door. Get the green key. If you need to, take care of the ninja master. Open the green door and get the green key after it, then take out the robot when its face is exposed and get the red key. To the left is a guard dog and the dynamite; be sure to get the dynamite.

From there, you want to make your way up and to the right. You'll find the S along the way. Get to the green door, open it and get the blue key and the floppy disk. Don't get the X-Ray Specs yet; instead, open up the door to the armory, get the ammo and make your way to the roof. Head to the right, try not to get zapped in the process, then take out the robot when its face is exposed. Use the pushbarrel to get to the computer and watch out for spikes as you get to the computer to deactivate the laser field.

From here, you'll need to loop all the way back and get to the deactivated laser field. The Y will be there, but you'll want to head further left, open the red door, get the blue key and take out the satellite dish. You can now get the X-Ray specs, head back to the roof and head left to the exit.

The S is on the way to the armory. The P is near the dynamite. The Y will be at the deactivated laser field area.

Area 6


Take out the glass dome robot (which shoots rings this time instead of diamonds), then use the pushbarrel to get the ammo and the blue key. Go right and open the blue door, get the blue key and take out the sentries. Make our way up and open the first blue door to your left. Get the green key, then make your way further up and get the green door opened. Be careful and watch out for spikes and electric currents as you get the red key, the blue key and the ammo. Take out the thug and unlock the blue door. Head back to the start and open the red key to get the disk.

From here, you'll need to go back to where you opened that green door and put the disk in the computer to deactivate the laser field. Take out the robot Drop down where the laser field and hug the right wall to land safely and get the dynamite. Ride the moving platform to the left (and jump over the shark fin on the way), and watch out for the floor spike that shoots in and out as well as the green water as you jump. You'll find the exit as well as the X-Ray Specs. You're not done yet.

Head back to where you picked up the dynamite. Take the red platforms over to the left, then follow the path to the satellite dish and take it out. From here, you'll have to make those jumps across the green pools of water one more time to finish this level.

Area 7


Go all the way to the right. Push the pushbarrel all the way down and to the green door. Use it to get to the disk as well as the blue key, then put the disk in the computer. Watch out for spikes. The laser field is to the left of where you started; take out the ceiling turret and get the green key, then open the blue door. Go back to where the green door below where the disk was, open the door, take out the thug and get the blue key.

Go back to the computer center below the deactivated laser field and unlock the blue door, then take out the glass dome robot and the ceiling turret to more safely get the red key. Go back up. jump onto the nearby purple sin and open the red door and get the dynamite, then take the teleporter, open the blue door and take out the satellite dish. Once it's taken out, you're gone.

The S is near the satellite dish. The P is to the right of the blue key near the start. The Y is above the laser field.

Sunday, April 17, 2022

PrinceWatercress plays Secret Agent - Part 4 of 12


In this entry, we burn through the last few levels in Episode One in preparation for Episode Two.



Area 12


Jump your way up the steps and get up the purple platforms. Get the X-Ray Specs (and the S) then get the bullets to the right. Go back to the start and jump up the steps. All the while, you'll need to watch out for spikes. Get the red key on the other side by walking off the platform above, then open the red door to the left. Get the bullets as well as the red and blue keys. Go back to where you got the X-Ray Specs and open the blue door.

Make your way down and take out the guard dog to get the green key, then make your way up, unlock the red door and get the dynamite. Take out the thug and the satellite dish, then go around to the green door and open it for bullets and a red key. Drop down and take out the guard dog, then use the push barrel to get to the end sequence, where you'll need to watch where you jump as you also take out the ceiling turret. The P is near the exit, and the Y is just before where you pick up the shot power increase. You'll be able to exit from here.

The red circle with the thunderbolt in it increases your shot power. It doesn't show up very often.

Area 7


Jump your way to the right and get the green key as you go. Watch out for spikes on the way. Enter the green door and avoid the bombs as you get to the platform. Get the S and make your way to the top to get to the floppy disk. Take the floppy disk back to the start to put it in the computer to disable the laser field, then grab the P. Now you'll need to make your way up past the green door area.

The satellite dish will be in the upper-right corner; shoot it down from a distance. Take care of the enemies as you make your way left, then use the pushbarrel to get the Y and the dynamite before pushing it all the way down. Use the pushbarrel to get to the last area. Take out the robots, then use the pushbarrel near the exit to get to it.

Area 6


When you start this level, head left. You'll need to go in that direction first to get the X-Ray Specs and the floppy disk. Avoid the lava and the ceiling turrets as you get the blue key, then make your way down and deal with the robots while getting the floppy disk. Make your way up, take out the guard dog, get the green and blue keys and get the X-Ray Specs. From here, you'll need to go further up and unlock the blue door leading back to the beginning of the level. Get the dynamite when you're back in.

Now you can go right. Get the blue key and be careful with the spikes as you jump around. Past the blue door, go down and put the floppy disk in the computer. From here, you can shoot down the satellite dish, which is above the now-disabled laser field, then exit. As for entering the armor, you'll need to open it from near the start to get in.

The S is near the satellite dish, the P is above where the X-Ray Specs is, and there is one Y near the floppy disks and five Y's near the exit. If you get the Y's last, you'll get a 10K bonus for each one.

When you beat all the levels, press Escape to enter the final one.

Area 16


Compared to other levels, this one is just pure platforming. Watch out for bombs, fight the enemies, get the letters, get the red, blue and green keys, take out the satellite dish from a distance, get the dynamite, open the doors, get the blueprint, blow up the exit and go home. Compared to the other areas, this is child's play.

Once you've beaten this mission, you've beaten Episode One! Episode Two is up next! 

Saturday, April 16, 2022

PrinceWatercress plays Secret Agent - Part 3 of 12


In this entry, we go through FIVE stages in Episode 1! At this rate, it seems likely that the next video will be the last before it becomes time for Episode 2.



Area 8


At the start, you'll need to make your way up above the start. Get the red key, then go up to where the spike pits are. Avoid the ceiling spikes as you jump from platform to platform to get the green key. From here, you'll need to get the red door and open it. Take out the ceiling turret, then drop down and get the blue key. Make your way up the platforms to get some bullets and the dynamite, and watch out for floor spikes in the platforms.

From here, you'll need to find the pushbarrel and push it down to where the ninja is. Take out the ninja, then push the pushbarrel to the right and take the teleporter. The S and the satellite dish are behind the green door. (The P is on the platform directly below the pushbarrel platform, and the Y is above where you start. Get back, then get to the upper-left corner of the level and open the blue door. Blow up the exit. You're done.

Area 14


You'll start off near the robot dog. Head to the right to get the disk, then make your way down. Below the wire platform with the fire slowly travelling from side to side on it is the X-Ray Specs. Get those while watching out for the spikes. You'll need these to get back up and get the green and blue keys above the start. From here, you'll need to go down to the lower-right corner of the level and get the dynamite, then open the blue door and get the disk into the computer to disable the laser field. From here, you can get to the green door, get the S, destroy the ceiling turret and destroy the satellite. (The P is to the left of the floppy disk, while the Y is to the right of the computer.) From here, you can now exit the level from the lower-left corner.

Area 13


Be careful taking out the robot at the start, which is where the exit is, then head left. The "1/2" icon will slow you down to half speed, but it isn't a problem if you wait for it to wear off before you get going again. Get the disk, then get to the platforms above the start and get to the computer. This disables the laser field and makes things much easier. From here, you'll need to be careful as you use the pushbarrel to get to the X-Ray specs and then get to where the satellite dish you'll need to destroy is. (Watch out for the visor robot!)

As for the clouds, you'll have to jump on them to get the dynamite. Shoot down the floating mines with two bullets each if you have to. Watch out for the "?" icon, which reverses your left and right commands. (Thankfully, you get a visual confirmation when you get confused and when the confusion wears off, unlike the half-speed icon.) The white sneakers make you walk faster and jump farther; get these and use them to get to the satellite dish. They only last a limited amount of time, so make it quick! You can also pick up the flags for a lot of points.

The S is to the right of the satellite dish, the P is near the laser field and the Y is above the car near the start. Saving the Y for last is the hardest due to the nearby low ceiling, and it's easy to accidentally grab the P if you're not.

Area 10


Get the bullets at the start, then drop down the long pipe at the start and head right. Get the S, then use the pushbarrel and push it to the left. You'll need to go up and get the red key in the upper-left corner of the level. Take out the robot when its face is exposed, then push the push barrel all the way to the right so you can get the dynamite and the green key. Don't forget the blue key below that is past a whole bunch of spikes; you'll need that, too.

Head all the way back down and push the pushbarrel to the right. Take out the turnkey mechanism under glass for the laser. Open the green door, then take the nearby pushbarrel and use it to get further. Get the green key near the ceiling turret as you take te turret out, then take out the ninja behind the blue door and get the next blue key. Open the red door and follow the path, and watch out for the spikes as you leap up the platforms. Get the red key, then unlock all the doors, destroy the satellite dish and blow open the exit to get out of here.

The S is near the pushbarrel at the very bottom. The P is to the right of the red key. The Y is on the way to the exit and can't be missed.

Area 11


Make your way up to the top of the fortress. Watch out for the spike on the purple platform in the middle. Get the red key and watch out for the rockets from the rocket launcher. The satellite dish and the green key will both be on the other side; take out the satellite dish and get the green key, and keep watching out for rockets from the rooftop rocket launcher. Drop down, and watch out for the spike on the red platform to the left. Open the red door. You'll get the S on your way up. The computer will be here, but you'll have to get to the other side of the fortress to get the disk, so don't worry about it yet. Get the dynamite on the way to the top of this side and push the pushbarrel to the right. You can push it to the area where the computer is, but if you want, you can leave it on the platform above the dynamite and push it there once you get the disk.

You'll now need to get to the other side. Watch out for the spike on the red platform to the left. Watch out for the rockets from the rocket launcher as you make your way back to the start. Watch for the spike on the purple platform in the center. Open the green door and shoot the robot in the face when the face is exposed. Get the disk, then get to the computer. Remember that pushbarrel from earlier? You'll need it to get to the computer. Put the disk in the computer to deactivate the laser field. You're done with this side of the fortress.

Get back to the start. Get the P. If you need to, get the Y on the rooftop near the rocket launcher. From the deactivated laser field, you'll need to watch out for the ceiling turret and the spike on the middle of the stairs. Once you get up the stairs, the worst is over. You can now get to the exit.

Friday, April 15, 2022

PrinceWatercress plays Secret Agent - Part 2 of 12


You can tell that I have the first episode of the game on lockdown.



Area 2


This one is really easy compared to the earlier levels. Get the bullets and avoid being shot by the turrets, take out the sentry, then go up the stairs and the platforms to get the blue key. As you do this, watch out for protruding spikes. Get to the blue door and take out the ninja master, then get the blue key in the room. Open the next blue door, destroy the ceiling turret and grab the dynamite.

Make your way further up and take out the robot to the left. When you hit it with three bullets, retreat and jump away from the shrapnel that shoots out in both directions. You won't be able to do anything further to the left due to the laser field, so go further up (watch out for protruding spikes) and go to the right. The S will be on the way to the green key. Shoot the robot in the head when it exposes its human face to take it out, or else it will never die. Get the green key, then open the green door and get the disk.

Take the disk back up and to the left where the exit is to deactivate the laser field. Watch out for the invincible zapping robot and take out the satellite dish. Since you'll have the S at this point, the P is where the dynamite was and the Y is where the satellite dish was. You may now exit.

Area 3


Start by jumping on the bookcase to get the green key. Open the green door and take out the robot. Use the push barrel to get the red key above where you currently are, then push the push barrel to the right to get the blue key. Go up and open the red door, and watch out for the bomb on the way there. Use the push barrel to get to the red platform above so you can enter the armory for bullets, the dynamite and the floppy disk.

The question mark reverses your left and right commands. You'll get a windows saying you are confused when you grab it, and another one that tells you that you are less confused when it wears off.

Go back down and pen the blue door and go to the right, taking out the enemies and getting the keys as you go. Once you make your way down, stay near the right-hand wall. Take the platform to the computer and put the floppy disk in to disable the laser field. From here, go left and use the push barrels to make it easier to get to where the Y is. The S is in the starting room above the "D.V.S. Rules" sign and can be grabbed with the push barrel, while the P is near the red door in the upper-left corner of the level, so you should be able to get the 10K bonus by now. Thankfully, maneuvering one push barrel to the edge of the lower red platform is pretty simple if you use the push barrel on the floor, too. Jump to the Y, then jump over the spikes and take out the robot. Blow up the exit. You're done.

Area 15


Jump your way to the right while avoiding the spikes and bombs. Shoot down the robot when its visor is up. Avoid the rocket from the rocket launcher as you make your way up. Wait for the platform, then ride it to the left. Jump to the platform above and take out the thug, the ceiling turret and the glass dome robot on the way to the right. At the other end of the room is the satellite dish. Shoot it down, then drop down to the teleporter and watch out for protruding spikes on the floors and ceilings on the way there.

From here, you'll need to be careful as you jump around in the area to the left, as there are some bombs and spikes at the bottom of some of these areas and there are also spikes on a few of the places where you can rest, so keep a look-out. The "SPY" letters will be in various positions as you go from the right side of the left side, but if you know what you're doing, you can easily get them in order for the 10K bonus. The red, blue and green keys leading to the exit are also in various positions in this maze. As for the push barrel, push it off the edge to the right and let it drop down; you'll need it to get out of the hole where the dynamite is. The disk is directly above the laser field; grab it and take it to the computer directly underneath the teleporter to disable the laser field. As long as you're super careful with where you're jumping in this area, you can get though this area without taking a lot of damage and you'll be able to exit this area.

Area 9


Start by pushing the push barrel all the way down as you go through the start of the level. Watch out for the bullets from the wall turrets as you push the barrel and grab stuff for points and ammo. At the bottom, take out the two ceiling turrets and use the push barrel to get all three keys. After unlocking the green and blue doors, take the push barrel all the way to the right.

From here, you'll want to take the platform moving around and get the X-Ray specs. The S will be above the green key, the P will be above the blue key, and there will be nothing above the Y. At the bottom of this area is the dynamite and a red door blocking another red key and a satellite dish you'll need to blow to bits. Thankfully, you've got the X-Ray specs at this point, so getting out of this area is possible compared to if you didn't.

From here, you'll have to battle your way up to the exit. Use the push barrel to get rid of that blue turnkey thing under the glass dome to deactivate the laser field before the exit. Take the push barrel all the way down to where the dynamite is and get the dynamite, then bring it to the exit. There will be two falling money bags worth 5,000 points each; grab 'em if you can. You're done.