Secret Agent/The Hunt for Red Rock Rover

The Hunt for Red Rock Rover is the first episode of the game and also the free Shareware episode for the DOS version. As such, it's somewhat easier than the others and introduces the basic concepts of the game. That said, it still contains some tricky sections, including ways to render levels unwinnable.

There is one Firepower upgrade in the episode, which is found in E1L08 (building with flag reached from the bottom left, blocked off by E1L14). Getting it early can help make the other levels easier.

(NOTE: The levels are ordered here according to their numbers on VGMaps.com, which is more indicative of their positions on the Island Map than the actual internal numbering. The internal level IDs, as shown in Secret Agent HD and used by the level warp cheat, are listed in parentheses.)

Level 1 (E1L03)
You start the stage to the left of a large body of water. Use the moving platforms to cross it (be sure to grab the Ammo; you can stand on the "DON'T FEED THE FISH" sign), but get ready to jump over a rocket at the rightmost end. To safely get the S above the rocket launcher, take advantage of the time it takes to reload.

When you drop down, go left and pick up the red key first that is guarded by a Thug (don't step on the landmine, which can kill you instantly), then go back up and open the red door. With the blue key, go back down and grab the green key, then go down to where the Robot Dog is patrolling. Don't forget to take the Floppy with you, as you will need it later, and also pick up the P if you want to complete the S-P-Y letters.

Beyond the green door, jump up the platforms to reach the Terminal; both platforms have spike traps on them, so be careful. After deactivating the laser, go left first to get the red key (you can dodge or destroy the moving mine). The Security Radar is here, but you can't reach it yet, so go back and drop down to where the laser was instead.

Jump through the red door on the left and pick up the Inviso Glasses; they reveal a platform that lets you get back up. Climb the new platforms to get the blue key, then head back up to the Security Radar. There are spike traps in front of it, but remember that you don't need to touch it to destroy it - just shoot it from a distance.

With the Radar destroyed, head back down to the bottom of the stage. There is a rocket launcher covering a lot of ground here, though as the rockets move at your walking speed, they are easy to run away from. To complete the S-P-Y letters, bait out a rocket, jump over it and quickly snatch up the Y.

The final section has a ledge with several human enemies at the top and a Flying Robot with some landmines at the bottom. You don't need to be on the ledge unless you want the bonus items up there; the Dynamite at the end is low enough that you can grab it from below by jumping up. Blow up the exit (remember to step away or the dynamite will hurt you) and win.

Level 2 (E1L02)
There is a plasma shooter at the start of this stage as you move to the right, so be ready to jump over its projectile. Climb the stairs on the right side (watch out for spike traps) and go up the shaft on the far right (two more spikes on the platforms) to get the blue key. Drop back down slowly and jump up the other opening.

You can already go for the blue door, but if you are collecting the S-P-Y letters, go all the way up first. Pass the spike-trapped corridor on the left (get ready to catch a falling moneybag on the other end) and get the S. The room on the right contains a Cyborg, who is easy to take out, and a green key. Collect the key and go back through the corridor to get the Floppy from behind the green door, then go left again for the Terminal. Deactivate the laser and go back out.

Head for the blue door now and open it; there is a Ninja Master on the other side who might shoot at you, so be ready. Collect the second blue key in the room and go further left. The Ceiling Gun can be taken out easily, but you can also move under it safely as long as you keep moving. You'll find both the P and the Dynamite here.

Finally, enter the low-ceiling section with the Flying Robot and Tank. Destroy the Tank from afar (you will need to jump back out to dodge its debris), then go all the way to the left to find the Security Radar and the Y (if you didn't turn off the laser, you won't be able to reach them). After destroying the Radar, you can head for the exit next to where the Terminal was.

Level 3 (E1L04)
You start this level in a room with two keys and doors, but you can only reach the green key on the left, so collect it and the S and open the green door for now. The Barrel with arrows on it can be pushed from the sides; take out the Robbie so you can easily move the barrel around and push it to the right to reach the red key, then back to where it was to climb the platforms. Watch out for a Ceiling Gun as you go up; it goes all the way to the left and can hit you with bad timing.

The Gun is too high up to hit, but it also cannot hit you as long as you keep moving in the other direction (watch out for the landmine, though). In the room to the right is a spike trap and another Pushable Barrel, with a Confusion pickup (yellow ?) in front of it. Collecting this pickup reverses your left and right controls for 15 seconds, which shouldn't be an issue as you can simply wait if you don't want to deal with the effect. Push the Barrel against the wall to flip it to the other side, then push it left to climb up. Be careful not to jump into the harmful ceiling fans as you evade the Robbie, and collect the Dynamite and Floppy in the next room.

Once you have everything, head back. You will need to push the barrel back into the starting room to reach the blue key, then pass through the blue door. Once you jump up the platforms here, there is no way to go back, so make sure you got everything you need! Before you drop down at the end of the next room, destroy the Security Radar in front of you; if you don't do so now, you won't be able to get back up later and will have to restart the level.

Stay on the right as you fall to land on the ledge. You can see some bonus items below you, but do not drop down yet, as there is an active laser under them just off-screen. Ride the platform across to the Terminal and turn off the laser, then drop down.

The Barrels in the next room require some care; after you use the bottom one to get up to the top Barrel, push it off the platform it's on, then walk around it and approach it from the right. Push the Barrel all the way to the left edge of the platform so you can use it as a stepping stone, but do not to push it off, as there's no way to reset it without restarting the level.

At the foot of the wall with the Y on it is a 4-block wide pit of instant-kill spears, followed by a safe block, then a Robbie that goes all the way up to that block. Jump down carefully and the exit door will be waiting on the other side of the Robbie.

Level 4 (E1L01)
You begin this stage in a room with a Ceiling Gun, which is active right away, so don't linger too long. There is a Pushable Barrel on the left that lets you reach both keys in the centre, and you can also destroy the Ceiling Gun from the ledge with some simple jumping tricks. Grab the keys and go right first.

Drop down on the far right; there is a Sentry on the lower floor who can hit you as you fall if you are unlucky, though the wide space and its slow movements reduce the chance of that happening. There is an S and some bonus items all the way on the left here, so grab them if you want them, then climb up by jumping through the "REC ROOM" sign and standing on it. Take out the Guard and enter the Teleporter; it takes you to a higher place in the same section.

Pick up the Floppy, time your movement through the electric gate and drop down. As you fall, aim a little bit to the left so you don't fall back into the Rec Room, but not too much or you will fall on a landmine and die. Jump over the two landmines to find the Terminal and turn off the laser before going back to the starting room.

Go left now and get the blue key from the "security area" below you, then climb up. Before you proceed here, you must destroy the spinning device in a glass dome on the ceiling (the Scanner) by shooting it three times; if you forget, you will die instantly when trying to walk past! Use the platform to cross the pit and you'll find the Dynamite, P, and Security Radar. Take care of everything and head back.

Down at the bottom is a horizontal electric gate, so mind your timing. The final hallway has a Flying Robot (walk under it just after it finishes an attack to be safest) and a spike trap each under the second and fourth lamps, but nothing should pose a big problem. You'll find the Y and the exit door at the end.

Level 5 (E1L05)
This is a short and open level that takes place mostly outside. You can jump through the telephone wires and walk on them like normal platforms, so do that to get around. Be wary of the moving flames (they cannot be destroyed) and ignore all the letters for now, heading for the upper left. The Dynamite and Security Radar are both visible near the top, but you cannot reach either of them.

Jump over the wall and drop down into the underground section. There are no enemies in the first room so it's a safe drop, but the wide room to the right contains one Armoured Robot, which fires lasers from its stomach and can only be destroyed by shooting the head when it stops and cranes its neck. Take it out or leave it (there is ample room to dodge) and go for the Inviso Glasses. They reveal platforms that let you collect the S, as well climb onto the overhang with the Robbie on the right side.

Step into the Teleporter, which will take you to the Security Radar - don't forget to destroy it before you jump down! You can now collect the other two letters (the P is on the right, the Y a bit to the left of it) and head back to the upper left, where the newly visible platforms allow you to reach the Dynamite. Collect it and drop back into the underground section to find the exit on the right end.

Level 6 (E1L06)
As you enter this level, you immediately start falling down a shaft with three Landmines in the middle. To avoid them, either stay where you are or move over all the way to the left. Either way, make sure you collect one of the red keys while falling and end up standing safely.

You can go through either of the doors at the start and still complete the level, but going left first requires less backtracking. There's a Ceiling Gun in the small room here, which is hard to dodge, but barely low enough to shoot it at the peak of your jump if you're playing the HD version.

Pass through the room and fall down; the spot on the far left triggers a Hidden Money Bag, but be wary of the enemies down here. Go right to collect the Floppy - the Terminal is over the wall, but you can only get there from the other side, so go back for now.

Go up and grab the green key to reach the Inviso Glasses, which let you go up higher (don't forget the blue key and the flag), and also cause many platforms to appear inside the shaft you started in.

Climb to the top, avoiding a Spike Trap and ignoring the P. There's a combination of an Armoured Robot and Rocket Launcher in the PAYROLL room, but if you stand on the table, neither can shoot you while you can easy shoot the robot's head. Open the blue door to return to the shaft and get the Dynamite in the corner (you can also get it later if you plan to get all the bonuses). Climb down and get whichever red key you didn't collect the first time around, then pass through the right room. The Terminal is in the bottom-right.

Once the laser is deactivated, climb up. A small room on the left has the Radar and the S in it, but the Ceiling Gun can make it very hard to enter and leave without taking damage, so you need to be quick.

Now, you can choose whether to complete the level (the exit is on the right) or go for the S-P-Y letters; the latter are somewhat time-consuming, but come with a larger score bonus than usual.

To get them all, first grab the blue key next to the exit, then go back down to the Terminal. Go left and leap the barrier to get back to where you found the Floppy; from here, climb all the way up to get the P. To be thorough, fall back down from here and get the Y; you'll get the S-P-Y score bonus, but you're not done yet.

Go back to the shaft next and through the blue door in the top-right (get the Dynamite if you didn't earlier). This section is completely optional, but contains bonuses. Take out the Robbie and collect what's up here (the surplus blue key will earn you an achievement in Secret Agent HD), then fall down the column of Ys, collecting them all; if you did it right, you'll get the 10k bonus five more times! You'll also be back where the exit is, so just complete the level from here.

Level 7 (E1L10)
Make your way across the lava pools, but watch out for spike traps coming from above and below. The way up is blocked by lasers, so go through the green door first.

Riding the lower moving platforms to the centre of the room triggers a Hidden Money Bag, and there are other optional boni to collect as well. Destroy the Tank guarding the Floppy at the top (remember to drop back down a bit so you don't get hit by debris) and grab it. As you fall down, remember that there are landmines on the floor, though you should be safe if you fall down as far right as possible).

The Terminal is where you started, so jump back across the lava pools to turn off the laser; you will also find the P here. Jump across one last time and up the newly open path. The Security Radar at the top is "guarded" by a Flame, so here's a good chance to find out that you can shoot through it and hit the Radar safely.

When you see the Pushable Barrel, push it down on the left. You can use it to collect the Y, then the Dynamite; be careful not to push it too far when getting the latter. After collecting the items, take the Barrel with you; you will need it at the bottom of the long drop. After the final drop, dive after and try to land on it; there is a spike trap at the bottom, but you'll be safe if you landed on the Barrel.

You should be able to jump to the wall from the Barrel without having to move it again, so climb over (there is a spike trap on top) and you're on your way to the exit. Stand on the right of the topmost stair to collect another Hidden Money Bag, then use the last Barrel to reach the exit doors.

Level 8 (E1L09)
This level is a "maze" made out of a pattern of 2x2 blocks, which require precise jumping to get between. 006 can move downwards between them by simply holding forward, but going up will require him to stand at the very edge as he jumps or he might hit the ceiling and fall down, possibly to his death. Some blocks have barrel platforms on them, which can mess up your jumps; be sure you're not standing on top of the barrel when you try to jump, and as far at the edge as possible so you don't snag on them. You can practice these jumps safely in the bottom-left section once you have taken out the Guard.

To solve the level on a convenient route, first go up between the first few columns of blocks (be careful not to collect the Y yet if you want to spell S-P-Y later and watch out for landmines). There is a red key in the top-left corner; to get it, you can jump left from the block under it and then hold back to the right as you are falling to get back on the block, although if you fall down the whole shaft on the left, a Hidden Money Bag will appear.

In either case, go back up and through the hole where the block pattern stops. Hop across the many holes with spears (there are two Spike Traps on the ceiling here) to find the green key, then hop back. Carefully drop back down and try to pass under the block on the right with the landmine on it, to where the Magnifying Glass is.

Go right and jump onto the block with the Ammo, then try to stay near the top (slipping up after the Watch will drop you onto a Landmine, so be careful) until you see the Pushable Barrel. You can push it down on either side (avoid the P, as we don't have the S yet), so do that and follow it; if you pushed it to the right, you will need to push it left next to get it where it needs to be. There is a Ninja at the bottom of where you need to go, but he can't hurt you if you land on the Barrel.

Use the Barrel to climb over the obstacle and enter the Teleporter; it will take you to the Security Radar and the S. Take care of both and teleport back, then climb back up by going around the Landmine on the left and then keeping right. Pick up the P now and go through the red door at the very top; there is a Ceiling Gun here that is too close to the floor to run under it, so destroy it and drop straight down next to the platforms (the drop is completely safe). You will now have the blue key.

There are Spike Traps on the platforms, so either take it slow as you go back up or stay at the very left edge of them. You'll get the Dynamite on the way, so you're ready to go to the exit, which is in the upper-left. There's one final collectible, but be careful no to jump into the Spike Trap or blow yourself up with the Dynamite if you try to get it.

Level 9 (E1L07)
You start the stage next to a Pushable Barrel. Your goal will be take it to the very bottom, so keep pushing and dropping it until it gets there. Every floor has a Plasma Shooter at the end of it, so you will need to stop pushing and jump over a shot now and then. Once the Barrel is at the bottom, use it to collect the three keys; you can take out the Ceiling Guns here, as they will get in the way a lot otherwise. Open the doors, then push the Barrel through so you can climb up in the next room.

There are three holes in front of you, but don't drop down any of them yet, as you won't be able to get back up! Instead, use the moving platform to grab the Inviso Glasses. Once the platforms exist, drop down the hole with the green key and S; there is a Spike Trap at the bottom, which can be hard or impossible to see, so try to keep the screen scrolled as far to the bottom as possible. With the HD version's slightly longer jumps, this can be done by jumping from the left straight onto the block between the Y and S and not jumping again.

If you want to spell S-P-Y, go to the right first and collect the P by jumping from below, then go back to the left and climb out of the hole with the Y. When you're done, drop back down the rightmost hole so you can collect the blue key; to keep the Spike Trap on-screen in the HD version, you can jump from the raised ground next to the first hole straight onto the block between the 2nd and 3rd hole. After that, climb out again.

Make your way to the top, where you will find a Pushable Barrel that you need at the bottom. You can use it to more easily disable the Scanner on the left first (by shooting the glass dome on the ceiling three times), but will need to push it right and take it all the way down afterwards. Drop it down the hole and either go after it (safest, as it protects you from the Spike Trap) or down the other hole. Destroy the Security Radar on the left and move the Barrel to the right to reach the Dynamite.

Lastly, climb back up to the top. Remember to disable the Scanner if you haven't done so yet, and pass through the red door. Two Money Bags will fall down right in front of the exit, so stand still for a moment to collect them, then blow up the exit and win.

Level 10 (E1L11)
You start next to a long chute. Jump over it to grab the Ammo, then drop down; there is nothing harmful at the bottom. If you want to spell S-P-Y, go right first until you get the S, but don't go up yet, as you will be stopped by a door later. Instead, go all the way back to the left (you won't need the Barrel, so leave it where it is) and climb up there instead.

The moving platform over the spears only leads to Money Bags, so it's optional unless you want the points. Jump up on the left instead and make your way to the top. Defeat the Cyborg, collect the red key and take the Pushable Barrel down with you; you will need to push it off on the right side. Use the Barrel to collect the Dynamite, P and green key, then pass through the corridor of Spike Traps for the blue key. Go back down; you won't need to keep the Barrel, although this is an easy location to stack it on top of the other barrel for an achievement in Secret Agent HD.

Go right now to where the S was and use the Barrel already at the bottom to climb up. There's a Scanner, so disable it, but watch out for a Rocket Launcher on the left wall that may shoot at you if you move too far to the left. Climb up, open the green door and push the next Barrel through; there is a Ceiling Gun here, but you can run under it. Use the Barrel to get the next green key (you can safely destroy the Gun from the block on the right first if you need to), then progress further upwards.

Don't forget the blue key and hop across the spear holes, then drop down after the red door. This is a point of no return, so be sure you have both keys! There's no danger at the bottom, but take your time jumping back up on the right, as there are Spike Traps. At the top, go left and destroy the Security Radar behind the doors, then go right for the exit.

Level 11 (E1L14)
This level has a large building that's separated down the middle, so you'll need to climb over it a few times. Go up the platforms (there's a Spike Trap on the middle pink one) and across the roof, which has two Rocket Launchers in the middle. You can collect the flags here for a lot of points and eventually an achievement in Secret Agent HD, so be sure to do so. Ignore the Y for now and take care of the Security Radar.

Once you've taken the green key, don't drop down on the right yet (unless you want to complete the S-P-Y letters early), but rather go back left, to where you started; you can avoid the Spike Trap and platforms by staying on the far left side. Go through the green door, avoid or destroy the Cyborg and pick up the Floppy. Once you have it, go across the roof again, and drop down past the platforms on the far right.

Enter the building from the right side and make your way to the top, where you will find a Pushable Barrel. Push it down and keep dropping it until it's on the platform that had the Ninja Master on it; it will help you reach the steps with the Money Bags on them, but there's limited room here, so push carefully. Climb up and use the Terminal, then leave the building (you won't need the Barrel anymore).

Climb back up (Spike Trap on the left pink platform here) and over the building and enter from the left side. Collect the P, but watch out for a Ceiling Gun that moves all the way over the opening. If you want to complete S-P-Y, you can climb up now and grab the Y; otherwise, you can simply proceed up the stairs (there is a Spike Trap on them) and go to the exit with nothing more in the way.

Level 12 (E1L08)
At the start of the stage, climb up the pink platforms. This level has many Spike Traps, so don't go too fast and be on the lookout. Collect the Inviso Glasses at the top and go right for the S, but head back down once you have it, as you cannot proceed here yet.

Climb up the long block stairs from the beginning (more traps on the steps) and go right and cross the spears with the moving platform. You will need to fall down and land directly under where the floating block is to be safe, which can be tricky; try to either walk off the block and immediately hold right when you start falling, or drop down from the moving platform just before it arrives at the block. Collect the red key at the bottom and go back. After the detour around the triangle structure to get both the blue key and another red one, return to where the S was and continue on that path.

Once you reach the pyramid building, enter the bottom floor first (there is a Robot Dog that you can either destroy or stand on the table to avoid), get the green key and climb to the peak. The Thug can be hard to hit due to the Security Radar in the way, but as you'll need to destroy both anyway, just keep firing. Enter the green door on the other side to get the red key, then climb back over and enter the control room for the Dynamite.

When you see the "BEWARE OF DOGS" sign, it signifies an opening you will need to enter (keep in mind the signs are only solid on the top, so although it may look like it's blocking the way, it's actually not). You can hold right immediately after walking off the edge to fall into it, but if you don't manage, you can still get up there with the Pushable Barrel (there's nothing of interest on the bottom apart from the Robot Dog).

Make your way through the tight sections (ignore the Y for now) and you will see a lightning bolt on a red circle. That's a Firepower upgrade, the only one in this episode, which will permanently let you fire one more shot at a time! It lasts until the end of the episode, but you can try it out right here to take out the Ceiling Gun over the lava holes more quickly.

The P is right before the exit, so if you want to complete S-P-Y, don't forget to go back afterwards and get the Y. Getting the Money Bags over the exit can be dangerous, as there is a Spike Trap there and you'll place Dynamite as soon as you touch the exit doors, so only go for them if you feel confident enough or have nothing to lose.

Level 13 (E1L15)
This is another outside stage like E1L05, but a little more rigid. There is a Robbie immediately to the left of the starting position, which becomes hard to dodge unless you act quickly, though you can avoid its shots while shooting at it by standing on the car (only the middle part acts as a platform).

Make your way to the left, where there is another Robbie with a Slowdown pickup. It temporarily reduces your speed if you touch it, but should be easy enough to avoid if you aren't going for all the Money Bags here (if you do decide to collect them, it may be good to take out the Robbie first so you don't get slowed down with it nearby). Jump up and diagonally onto the wire (mind your timing so you can jump out of the Flame's way) and collect the Floppy.

The Terminal is on the right; to get to it, jump across the low-hanging platforms above the car, avoiding the Y if you want to spell S-P-Y later, and jump left from the top of the stairs. With the laser turned off, you can return to the wire on the left and safely jump up the tiny platforms to the right of it (you could technically do so before, as the sides of the laser trap don't hurt, but it's needlessly more dangerous unless you want to save time).

There are clouds up here, most of which act as platforms, while some don't (the HD version makes them look distinct). You can go left if you want some Money Bags and a Teddy Bear, but to progress, use the bottom cloud to cross the gap to the right. Jump over the P and go on to find a Pushable Barrel; push it to the left until you can climb the low-hanging platform, then grab the Inviso Glasses on the right. They make platforms appear under the non-solid clouds, essentially turning them all into platform clouds.

There are Super Speed Sneakers up here, but you may want to jump under them for now and get the Dynamite to the left first (if you want to safely drop down from here (especially if you chose to get the Dynamite at a later point), fall straight down to the left of the Dynamite cloud to land safely on a Teddy Bear). When you collect the Sneakers, they will temporarily increase your speed, making you able to perform very long jumps; use that to get over to the platform on the right, but be ready for an Armoured Robot. You can also take it out from a distance before you grab the Sneakers if you want to be safe.

The Security Radar is on this platform, so destroy it and jump off on the right side if you want to collect the S and the flag (you will need to collect all flags for an achievement in the HD version). From here, you can go left if you want to grab the P, then fall down (unless you're still missing the Dynamite) and get the Y. The exit door is where you started.

Level 14 (E1L13)
This is another simple stage, though it requires a little bit of back-and-forth. Start by going left and go under the telephone wire (remember not to jump while under it, as you can only go up through the wire and not down). There are a few Spike Traps here, but nothing too dangerous. Grab the Inviso Glasses, then go back to the beginning (you can avoid the traps and get some collectibles by walking on top of the wire now, though there's a singular Flame on it).

Climb up on top of the lamp post to get the green key, then jump over to the roof, deal with the Robbie, and jump over onto the other lamp post on the right side for the blue key. Drop down here and get the Floppy, then take the lower route back (be careful not to touch the P if you want to spell S-P-Y later). Go back to the telephone wire and cross to the right however you want, then drop down.

Pick up the Dynamite and enter the building (mind the ceiling fans when dealing with the enemies). Ignore the Y and use the Terminal on the far left, then leave and go back up. Enter the long room that used to have the laser in it; there's a Ceiling Gun in it, which you cannot move under and will be able to exit the room once the door is open, so the safest thing is to destroy it. You'll find the S here and the Security Radar, so destroy that as well.

If you want to spell S-P-Y, you will now have to backtrack; the P is to the right of where you started, and the Y is in the long building at the bottom. The exit in the bottom left is guarded by a Sentry, so this is another spot where you can get the Destruction Man achievement in Secret Agent HD by blowing him up with the Dynamite (you don't need to downgrade him to a Guard first).

Level 15 (E1L16)
Looking up at the start of this stage, you can see a moving platform, though you can't reach it yet, so go right and over the pits with instant-kill hazards instead. There is an Armoured Robot after the fourth pit, and going a bit further will put you in range of a Rocket Launcher, so watch out for shots. Jump onto the block on top of the Launcher and wait for the platform, then let it carry you all the way back to the left.

The top section has a Thug, a Robbie and a Ceiling Gun, though the area is extremely wide, with room to dodge around them. At the end is the Security Radar in the top-right corner; don't miss it, as you won't be able to come back here later. There are Spike Traps on every tile of the platform after the drop, though you can avoid them all regardless of timing by holding left as you start falling. Step into the Teleporter (it has another spike in front of it) to enter the bottom section.

The bottom consists of one big section with a strange layout of many vertical walls with holes in them. Many of the pits between them have instant-kill hazards in them or cannot easily be jumped back out of, so for now, it's best to try and stay near the top as you make your way to the left. The blue and red key are easier to get on the return trip, so there's no need to bother with them for now; just keep jumping (mind the Spike Traps) until you see a Pushable Barrel, then push it off to the right or you will be stuck later.

After dropping the Barrel off the right side, follow it down; you'll land in a hole containing the Dynamite, and can use the Barrel to climb back out. You can drop down safely into the hole with Money Bags, then jump up to the left, collecting the P and the Floppy. Once you have it, make your way back; you'll need to jump from the P pillar to the right, then back left, then onto the platform where the Barrel was. If you don't have the red and blue key yet, collect them on your jumps back until you're all the way on the right, then drop down just in front of the Teleporter.

Go up the red platforms and use the Terminal. You'll need to go back left now, but will need to stay on the bottom route as you can't get back up from here. Take the Money Bags with you for easy points and use the pillar with the Spike Trap on it to get back onto the upper path. Go past the Barrel platform this time and go for the Y (there's a Spike Trap on the ceiling above); you can jump to the left from here to get the green key and safely drop down to reach the exit.

Fortress (E1L12)
Despite always being the final level of the episode, this fortress is very easy and open-ended. This makes it a great spot to complete certain achievements in Secret Agent HD, notable Espionage (win without killing enemies) and Swift (beat a level in under a minute), so it's recommended to keep a save file right before it if you don't want to complete these now.

The entire level consists of platform ledges that you can jump across in many different ways, looking for keys in all three colours. As the level is so open-ended, there are several logical routes you can take:

S-P-Y route: Climb up to get the S, then continue to the far right. Take a detour for the red key and pick up the P as you make your way to the top-left corner. Jump off the edge where the Dynamite is to collect the blue key as you fall, then go right, staying near the bottom, to find the green key and the Y. Climb up a bit to destroy the Radar (shoot it from a distance), then go back to where the S was. You can climb to the exit in the top right from there.

Faster route: Go right first, collecting the green key and destroying the radar, then go back to where the S is. Climb and go right for the red key, then climb left and jump off the edge with the Dynamite for the blue key, but steer to the right as you fall. You should land not far from where the S was and can go directly to the exit from there.

"Cheat" route: There is a special trick, probably unintended, that lets you beat the level without collecting any keys. To do so, get only the Radar and Dynamite, then stand under the three doors by the exit and jump up diagonally. If you aim your jump right, you can fit into the space between the doors and the exit! Remember that the Dynamite will hurt you, though (unless you have collected at least the red key, letting you open the door from the other side).

Congratulations, you have finished The Hunt for Red Rock Rover!

Shark Jump
But wait, there's more! If you are playing Secret Agent HD, completing the fortress of an episode will unlock a secret that can earn you many points and up to two achievements.

To find it in this one, teleport to the tiny island in the bottom right of the level map and push up against the water above the teleporter. Pressing the jump button in the right spot here will cause 006 to jump over the water! If you time this jump exactly when the shark fin going around the island is flashing, you earn the "Jump the Shark" achievement and cause many Money Bags to appear all over the map.

Collect all the bags to earn the "Treasure!!!" achievement, but be warned that there is a time limit of 30 seconds, which starts when you collect the first bag and is refilled only slightly with each bag you collect. You will need to plan out your route and may need more than one attempt, so it may be good to keep a save!

Once you're ready to fully complete the episode, just touch the flashing boat and marvel at the ending.