Spy vs. Spy II: The Island Caper/Walkthrough: Difference between revisions

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Getting Started -> Gameplay
(Walkthrough)
 
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== Missile collection ==
== Missile collection ==
[[Image:Spy vs. Spy II screen map.png|frame|right|Black Spy looks at the map]]
[[File:Spy vs. Spy II screen map.png|frame|right|Black Spy looks at the map]]
Each spy can only hold one contiguous piece of the missile at a time.  In other words, they can't carry to unattached pieces, but they can carry two pieces that have been assembled into one piece.  The only two pieces which can't be attached is the very first and very last pieces; every other combination can be combined.   
Each spy can only hold one contiguous piece of the missile at a time.  In other words, they can't carry to unattached pieces, but they can carry two pieces that have been assembled into one piece.  The only two pieces which can't be attached is the very first and very last pieces; every other combination can be combined.   


Remember that to assemble the missile, you must place one piece in the sand and hold the other piece.  Then stand over the piece on the ground, hold the button and pull the joystick down to instruct the spy to assemble the two pieces.  Don't forget to pick up the newly assembled missile piece.  Once two pieces of the missile have been assembled, it is not possible to break them apart.  Therefore, once you have assembled two or more pieces of the missile, you will risk losing the entire thing, not just parts of it, if the other spy gets the better of you.
Remember that to assemble the missile, you must place one piece in the sand and hold the other piece.  Then stand over the piece on the ground, hold the button and pull the joystick down to instruct the spy to assemble the two pieces.  Don't forget to pick up the newly assembled missile piece.  Once two pieces of the missile have been assembled, it is not possible to break them apart.  Therefore, once you have assembled two or more pieces of the missile, you will risk losing the entire thing, not just parts of it, if the other spy gets the better of you.


[[Image:Spy vs. Spy II Map.png|left]]
[[File:Spy vs. Spy II Map.png|left]]
One of your biggest tools to narrowing down your search for items is the island map, which you can view as the sixth option of your Trapulator.  Calling it up allows you to see the layout of the island (or islands).  Note that making use of your map costs you time, and provides your opponent with a free peek at the map.  Since you and your opponent share one common timer, there is no time penalty for looking at the map, but you will notice that it opens a little slowly in this version, so don't access it too frequently.  Get a good enough look at the map for as long as you need it, and no longer (because your opponent might be looking too), and commit as much to memory as you can.
One of your biggest tools to narrowing down your search for items is the island map, which you can view as the sixth option of your Trapulator.  Calling it up allows you to see the layout of the island (or islands).  Note that making use of your map costs you time, and provides your opponent with a free peek at the map.  Since you and your opponent share one common timer, there is no time penalty for looking at the map, but you will notice that it opens a little slowly in this version, so don't access it too frequently.  Get a good enough look at the map for as long as you need it, and no longer (because your opponent might be looking too), and commit as much to memory as you can.


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=== Baton fighting ===
=== Baton fighting ===
[[Image:Spy vs. Spy II screen combat.png|frame|right|White Spy strikes Black Spy]]
[[File:Spy vs. Spy II screen combat.png|frame|right|White Spy strikes Black Spy]]
When both spies occupy the same region, the view changes.  The view of the spy who occupied the region first remains the same, and the view of the second spy to enter the region shuts off.  Both spies are now depicted in a single player's view.  At this time, the button no longer functions for the usual purposes of examining objects or setting traps.  However, it can be used to pick up or put down objects when you stand far enough away from one another.  The primary use of the button is to engage in combat.
When both spies occupy the same region, the view changes.  The view of the spy who occupied the region first remains the same, and the view of the second spy to enter the region shuts off.  Both spies are now depicted in a single player's view.  At this time, the button no longer functions for the usual purposes of examining objects or setting traps.  However, it can be used to pick up or put down objects when you stand far enough away from one another.  The primary use of the button is to engage in combat.


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=== Gun fight ===
=== Gun fight ===
[[Image:Spy vs. Spy II Gun.png|left]]
[[File:Spy vs. Spy II Gun.png|left]]
There is exactly one gun on the entire island, regardless of level.  If a spy finds the gun, it will become available for selection on their trapulator.  When holding the gun, the player must press and hold the fire button down and pull the joystick down in order to fire the gun.  Merely pressing the button returns the gun to your jacket pocket.  The gun holds eight bullets, but many of them are duds.  The lower the level, the more duds you are likely to fire.  Once the gun is out of ammo, it will make a higher pitched noise to indicate that the gun is useless.  Getting hit by a bullet costs 16 units of health.  If you are struck with a baton while holding the gun, you will drop it.
There is exactly one gun on the entire island, regardless of level.  If a spy finds the gun, it will become available for selection on their trapulator.  When holding the gun, the player must press and hold the fire button down and pull the joystick down in order to fire the gun.  Merely pressing the button returns the gun to your jacket pocket.  The gun holds eight bullets, but many of them are duds.  The lower the level, the more duds you are likely to fire.  Once the gun is out of ammo, it will make a higher pitched noise to indicate that the gun is useless.  Getting hit by a bullet costs 16 units of health.  If you are struck with a baton while holding the gun, you will drop it.


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! Trap || Description
! Trap || Description
|-
|-
| [[Image:Spy vs. Spy II Shovel.png]] ||  '''Open Pits''': In early levels, each player starts with a shovel.  In later levels, the shovel must be found.  When you have one, you can use it to dig a hole in the sand.  An open pit in the sand is an obvious trap and will take off 20 units of health and temporarily remove the spy from play while he attempts to get out.  Each shovel can only dig eight pits before breaking. <br/> '''Punji Pits''': Punji Pits are much more deadly than open pits; they are difficult to detect and they cause more damage.  Throughout the island, you will find sticks on the floor.  If you dig a pit with your shovel, pick up a stick, and walk right up to the open hole, your spy will automatically place the stick in the pit and cover up the hole.  Spies that fall in such a put will lose 32 units of health.
| [[File:Spy vs. Spy II Shovel.png]] ||  '''Open Pits''': In early levels, each player starts with a shovel.  In later levels, the shovel must be found.  When you have one, you can use it to dig a hole in the sand.  An open pit in the sand is an obvious trap and will take off 20 units of health and temporarily remove the spy from play while he attempts to get out.  Each shovel can only dig eight pits before breaking. <br/> '''Punji Pits''': Punji Pits are much more deadly than open pits; they are difficult to detect and they cause more damage.  Throughout the island, you will find sticks on the floor.  If you dig a pit with your shovel, pick up a stick, and walk right up to the open hole, your spy will automatically place the stick in the pit and cover up the hole.  Spies that fall in such a put will lose 32 units of health.
|-
|-
| [[Image:Spy vs. Spy II Coconut.png]] ||  '''Coconut Bomb''': Coconuts are pretty abundant throughout the island.  By themselves, they are not very useful.  But mixed with highly explosive airplane fuel, they can create quite a devastating bomb.  Every coconut bomb detonated costs a spy 32 units of health and takes them out of play for a while.  As long as you have some fuel in your possession (shown at the bottom of your part of the screen), you will create Coconut bombs every time you select a coconut from the trapulator, and bury it in the sand.  If you run out of fuel, you will simply plant dud coconuts.  However, if you want more fuel, simply return to the crashed airplane and collect push up against it and hold down the fire button to collect some more fuel.
| [[File:Spy vs. Spy II Coconut.png]] ||  '''Coconut Bomb''': Coconuts are pretty abundant throughout the island.  By themselves, they are not very useful.  But mixed with highly explosive airplane fuel, they can create quite a devastating bomb.  Every coconut bomb detonated costs a spy 32 units of health and takes them out of play for a while.  As long as you have some fuel in your possession (shown at the bottom of your part of the screen), you will create Coconut bombs every time you select a coconut from the trapulator, and bury it in the sand.  If you run out of fuel, you will simply plant dud coconuts.  However, if you want more fuel, simply return to the crashed airplane and collect push up against it and hold down the fire button to collect some more fuel.
|-
|-
| [[Image:Spy vs. Spy II Snare.png]] ||  '''Snare''': The snare is a useful way to string up your opponent and collect the pieces of the missile that are in his possession.  Creating a snare trap requires string, and is a bit involved to set up.  Select the string from the trapulator, and then walk up to a tree and press into it until you begin to climb it.  You will now here the snare indicator sound.  You may place the trap end of the snare anywhere around the base of the tree.  Remember that you must hold the button down and move the joystick to set the trap.  Simply pressing the button will cancel the trap.  Getting snared costs  spy 24 units of health.
| [[File:Spy vs. Spy II Snare.png]] ||  '''Snare''': The snare is a useful way to string up your opponent and collect the pieces of the missile that are in his possession.  Creating a snare trap requires string, and is a bit involved to set up.  Select the string from the trapulator, and then walk up to a tree and press into it until you begin to climb it.  You will now here the snare indicator sound.  You may place the trap end of the snare anywhere around the base of the tree.  Remember that you must hold the button down and move the joystick to set the trap.  Simply pressing the button will cancel the trap.  Getting snared costs  spy 24 units of health.
|-
|-
| [[Image:Spy vs. Spy II Napalm.png]] ||  '''Napalm''': Napalm is not only deadly trap to use, it is very easy to set up.  As long as you have Napalm in your possession, you can select it from your trapulator, and designate any location in the sand as the place to bury it.  Any spy that walks over that location will get blown up and take 40 units of damage to their health meter.  Some time will pass before the spy is regenerated and able to continue play, if he has not lost all of his health in the blast.
| [[File:Spy vs. Spy II Napalm.png]] ||  '''Napalm''': Napalm is not only deadly trap to use, it is very easy to set up.  As long as you have Napalm in your possession, you can select it from your trapulator, and designate any location in the sand as the place to bury it.  Any spy that walks over that location will get blown up and take 40 units of damage to their health meter.  Some time will pass before the spy is regenerated and able to continue play, if he has not lost all of his health in the blast.
|}
|}


== The submarine ==
== The submarine ==
[[Image:Spy vs. Spy II screen missile.png|frame|left|Black Spy completely assembles the missile]]
[[File:Spy vs. Spy II screen missile.png|frame|left|Black Spy completely assembles the missile]]
Once you've found every missile piece, and completely assembled it, you're ready to find the submarine.  If the "Hide Sub" setting is chosen, the submarine remains hidden until one player has assembled the missile.  Then the location of the submarine becomes visible to both players.  The submarine will only appear off the northern coast of the island, but you must still determine for yourself if it is off the east coast or the west.  Finding the submarine without possession of the completed missile will do you no good, and will likely cause you to lose health by drowning or shark bites.
Once you've found every missile piece, and completely assembled it, you're ready to find the submarine.  If the "Hide Sub" setting is chosen, the submarine remains hidden until one player has assembled the missile.  Then the location of the submarine becomes visible to both players.  The submarine will only appear off the northern coast of the island, but you must still determine for yourself if it is off the east coast or the west.  Finding the submarine without possession of the completed missile will do you no good, and will likely cause you to lose health by drowning or shark bites.


[[Image:Spy vs. Spy II screen submarine.png|frame|right|Black Spy finds the submarine]]
[[File:Spy vs. Spy II screen submarine.png|frame|right|Black Spy finds the submarine]]
The location of the submarine does not come into as much strategic play as the location of the airport did in the first game.  If a player has the completed missile and is on his way to the submarine, there is little you can do about it other than intercept him and fight him to the death.  If the opponent begins to look for the submarine on one side of the island, prepare to face him on the other side in case he is wrong, as he will be force to pass your way if he chose the wrong side, and he is likely to be weak from swimming.
The location of the submarine does not come into as much strategic play as the location of the airport did in the first game.  If a player has the completed missile and is on his way to the submarine, there is little you can do about it other than intercept him and fight him to the death.  If the opponent begins to look for the submarine on one side of the island, prepare to face him on the other side in case he is wrong, as he will be force to pass your way if he chose the wrong side, and he is likely to be weak from swimming.
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Playing against another player, on the other hand, presents its own unique set of challenges.  For one thing, you can see everything that the other player is doing.  Any time you look at the map, or set a trap, the other player could potentially be watching.  Since combat will generally come down to who is better with the baton, the weaker fighter will have to outsmart the opponent instead of relying on brawn.  Invariably, the spy left empty handed near the end of the game will attempt to ambush the winning spy before he can make it to the submarine.  The entire game can turn with a single battle.
Playing against another player, on the other hand, presents its own unique set of challenges.  For one thing, you can see everything that the other player is doing.  Any time you look at the map, or set a trap, the other player could potentially be watching.  Since combat will generally come down to who is better with the baton, the weaker fighter will have to outsmart the opponent instead of relying on brawn.  Invariably, the spy left empty handed near the end of the game will attempt to ambush the winning spy before he can make it to the submarine.  The entire game can turn with a single battle.


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