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Walkthrough

by DrCoolJamz1

My Sims Agents (Wii Version)

Walkthrough/Solution/Guide

Written by Jacky Swallia - 2010
[email protected]

Contents (Use control+f to find something specific):
Introduction (INT)
Controls (CTR)
Characters (CHR)
Walkthrough (WLK)
-Case #1: Who is the dog's real owner? (WDO)
-Case #2: Who stole Gino's prized map collection? (WSG)
-Case #3: Who is Shirley's secret admirer? (WSA)
-Case #4: Why was Evelyn's apartment ransacked? (WEA)
-Case #5: Was Skip the man from the meeting? (WSM)
-Case #6: Where is the Yeti? (WIY)
-Case #7: Who vandalized the chalet? (WVC)
-Case #8: Who is stealing from the junkyard (WSJ)
-Case #9: Who is killing the plants? (WKP)
-Case #10: Where are those strange beats coming from? (WSB)
-Case #11: Where are Poppy's three letters? (WPL)
-Case #12: Who broke the fortunite crystal? (WBF)
-Case #13: Was Carl set up? (WCS)
-Case #14: Who broke Luke's surfboards? (WBL)
-Case #15: What happened to Justice's crab traps? (WJC)
-Case #16: What is the secret of the sunken ship? (WSS)
-Case #17: How do I get into the temple? (HGT)
-Case #18: What is the treasure of the temple? (WTT)
Dispatch Missions (DSM)
Cogs & Gears Puzzles (CGP)
Analysis Puzzles (ANP)
Hacking & Lockpicking (HCK)
Trophies(TRP)
Hidden Treasures (HDC)

    __________________
___/Introduction (INT)\__________________________________________________

Version History:
V 1.01 3/12/10 - Minor changes and formating corrections.
V 1.0 1/22/10 - First complete version.  

My Sims Agents is not your typical My Sims game.  There is no construction
and the cases in the story move you from beginning to end.  But it is a lot
of fun to play and it warrants a guide, so here we are.  I am playing the 
game for the third time and I have to say that actually going through 
everything in such detail really showed me that there is a lot more detail
than I first perceived when I played before.  There are subtleties that 
make the game different each time.  I'm liking it more and more.

That being said, it's clear that I am missing clues here and there.  It is
possible to solve missions without finding all the clues and leads and 
sometimes solving one lead will make it impossible to trigger another lead.
If you know of any clues or leads I'm missing, please let me know but be 
specific and detailed so I can add complete information to the guide.  

This guide is my original work and is copyrighted by me, Jacky Swallia.  
The most current version will be at www.gamefaqs.com but you are welcome to
re-post it on another site as long as you don't remove my name or alter 
the content in any way.  My guides are meant to be freely shared but they
may not be sold for profit by anyone other than myself. 

If you have any questions, comments or corrections feel free to drop me an
e-mail.  Please include the game in the subject line so I don't accidentally
delete it, thinking it's spam.

Alright then.  Let's get this party started.

    ______________
___/Controls (CTR)\______________________________________________________

*This game requires the nunchuck to play.

The controls are pretty simple.  You will have a cursor in the shape of a 
hand on the screen.  You will also see your tools in the top right corner 
and your notepad, when it becomes available.  And finally in the center of
the screen on the bottom is the possible actions (which only appear if you
are near something that you can do an action to, otherwise you will see 
nothing.  If you have not interacted with the object, the font will be white.
If you have already interacted with it and there is nothing new you can 
learn or gain, it will be grayed and there will be a check mark over the A.
You can still interact, you just won't gain anything new.

Moving Wiimote - Moves the cursor around the screen.

Control Stick - Moves your character.

- button - Pause menu (options, save, quit).

A button - Commence action, if available.

Z button - Jump.

B button - Run.

D pad left - Equip crowbar/f-space manipulator.

D pad up - Equip magnifying glass/detector/super detector.

D pad right - Equip wrench/techno-tool.

D pad down - Unequip tool.

If you click on the notepad icon you will open your notes for the current 
case.  The notes are divided into three sections: leads (gives you hints of
where to look next), clues (keeps track of clues you have found) and items
(things you find pertaining to the case).  If you click on the leads it 
will give you an even bigger hint on what to do next.  So everything is 
basically laid out for you. 

After case #7 Walker upgrades your crowbar to the f-space manipulator.  To
use it stand on an f-energy vent (looks like blue-ish steam coming from the
ground) and equip the f-space manipulator.  A new action will be available.
Press A to activate the f-energy vent and you will be able to move things.
You can't move just anything, just things in the immediate area.  Move the
cursor over an object and if it is moveable it will change color.  Press A
to pick it up.  Use the Wiimote to move the object and use the control 
stick to rotate the object.  Press A again to place it.  That's all there 
is to it.

    ________________
___/Characters (CHR)\____________________________________________________
 
These characters are always with you.

Sam (or whatever you change the name to) - You are the friendly neighborhood
detective, but you are aching to crack some really big cases and become a 
special agent.

Buddy - The artist behind the wildly popular detective comics as an adult 
and your ever-faithful sidekick as a youth.  You can talk to him and besides
adding color commentary, he can also sometimes give you a clue of what to 
do next.

The following characters are not available for hire at the S.P.A.  You will
meet them, talk to them throughout the game, possibly help them or thwart 
their evil plans.

Alexa - Dr. F's assistant in the industrial district.
Barney - Sailor turned junkyard man in the industrial district.
Brandi - Part of Morcucorp.
Chaz - Motorcycle stuntman at the boardwalk
Clara - Hangs out at the boardwalk
Derek - The neighborhood punk, suspect in a series of acts of delinquency 
on Main Street.
Dogwood - Poppy's pet.
DJ Candy - Sick beat-dropper in the industrial district.
Dr. F. - Eccentric scientist in the industrial district.
Esma - Part of Morcucorp.
Evelyn Gray - The mysterious woman from Main Street.
Gabby - Prospector turned junkyard man in the industrial district.
Gino - Pizza maker extraordinaire on Main Street.
Jenny - HQ receptionist.  See her for dispatch missions.
Justice - Owns the temporary tattoo shop on the boardwalk.
Luis - Paperboy near the Main Street train stop.
Luke - Surfer on the boardwalk.
Morcubus - The antagonist of the game, generally evil and set for world 
domination.
Mr. Suckers - Friendly octopus down at the boardwalk
Patrick Rhino - Construction foreman on Main Street.
Poppy - Flower loving sweetie of Main Street.
Rhonda - Main Street local.
Roxie - HQ scientists.  Call her for analyses.
Sapphire - One of DJ Candy's dance crew in the industrial district.
Shirley - Owns the hair salon on Main Street.
Skip Rogers - Mayor of Main Street, possibly a little corrupt.
Special Agent Walker - Establishes the S.P.A. branch and makes Sam a 
special agent.
Summer - Boardwalk beach lifeguard.
Taylor - Hangs out at the boardwalk.
Tim - Chaz's cheerleader on the boardwalk
Tobor - Dr. F's robot.
Watanabe - Sushi chef on the boardwalk.
Yuki - Suffers from Pico but otherwise harmless, stalks you outside of HQ.
Zack - One of DJ Candy's dance crew in the industrial district.

These characters will be available for hire at some point.  Use the phone 
at HQ to hire new recruits.  I've included their interests and when I 
unlocked each of the characters, but I have a feeling that I unlocked some
of them simply by finishing a case when really they should have been 
unlocked at some point during the case that I missed.  So, the game just 
automatically unlocks them at the end of the case if they are missed.  
The point is that you might unlock them at different times but they will 
all get unlocked by the story progression.

Annie - Unlocked after dispatch mission #16
-Interests: Athletic, Charisma, Smarts, Smarts, Smarts
Aran - Joins after dispatch mission #45
-Interests: Nature, Athletic, Athletic, Athletic, Athletic
BeeBee - Joins after Case #7
-Interests: Nature, Athletic, Charisma, Charisma, Charisma
Carl - Unlocked after case #13
-Interests: Paranormal, Paranormal, Paranormal, Nature, Smarts
Elmira - Joins after dispatch mission #4
-Interests: Paranormal, Nature, Smarts, Smarts, Smart
Gonk - Joins after dispatch mission #31
-Interests: Nature, Nature, Athletic, Athletic, Athletic
Gordon - Unlocked after case #13
-Interests: Smarts, Smarts, Smarts, Smarts, Smarts
Hopper - Joins after dispatch mission #12
-Interests: Nature, Nature, Athletic, Athletic, Charisma
Leaf - Unlock him while digging in the forest in case #4.
-Interests: Nature, Nature, Nature, Charisma, Charisma
Liberty - Joins after dispatch mission #50
-Interests: Nature, Nature, Nature, Charisma, Charisma
Lyndsay - Joins after case #18
-Interests: Nature, Athletic, Athletic, Charisma, Smarts
Magellan - Joins after case #18
-Interests: Paranormal, Nature, Nature, Nature, Athletic
Makoto - Joins after dispatch mission #44
-Interests: Athletic, Smarts, Smarts, Smarts, Smarts
Marlon - Joins after dispatch mission #43
-Interests: Paranormal, Paranormal, Paranormal, Paranormal, Paranormal
Mike - Joins after case #18
-Interests: Paranormal, Athletic, Athletic, Smarts, Smarts
Ms. Nicole - Unlocked after case #13
-Interests: Charisma, Charisma, Charisma, Charisma, Charisma
Nova - Joins after case #7
-Interests: Paranormal, Paranormal, Nature, Smarts, Smarts
Petal - Joins after dispatch mission #23
-Interests: Nature, Nature, Nature, Nature, Nature
Pinky - Joins after dispatch mission #5
-Interests: Paranormal, Charisma, Charisma, Charisma, Charisma
Preston - Joins after Case #7
-Interests: Athletic, Charisma, Charisma, Charisma, Charisma
Renee - Joins after dispatch mission #9
-Interests: Nature, Nature, Nature, Charisma, Charisma
Roger - Unlocked after you confront Mayor Skip at the end of case #5.
-Interests: Athletic, Athletic, Athletic, Athletic, Athletic
Rosalyn - Joins after case #7
-Interests: Paranormal, Paranormal, Smarts, Smarts, Smarts
Skullfinder - Joins after case #18
-Interests: Paranormal, Paranormal, Smarts, Smarts, Smarts
Spencer - Joins after dispatch mission #26
-Interests: Athletic, Athletic, Charisma, Charisma, Charisma
Star - Joins after dispatch mission #41
-Interests: Paranormal, Athletic, Athletic, Athletic, Athletic
Travis- Joins you as your first recruit after you are made special agent.
-Interests: Charisma, Charisma, Charisma, Smarts, Smarts
Trevor - Unlocked after case #13
-Interests: Charisma, Charisma, Charisma, Charisma, Charisma
Vic - Joins after case #7
-Interests: Paranormal, Paranormal, Paranormal, Charisma, Smarts
Violet - Unlocked after case #13
-Interests: Paranormal, Paranormal, Paranormal, Nature, Smarts
Wendalyn - Joins after dispatch mission #28
-Interests: Paranormal, Paranormal, Paranormal, Paranormal, Nature
Wolfah - Joins after case #7
-Interests: Nature, Nature, Nature, Athletic, Athletic
Zoe - Unlocked after case #13
-Interests: Paranormal, Paranormal, Paranormal, Paranormal, Smarts

    _________________
___/Walkthrough (WLK)\___________________________________________________

This part of the guide is organized by the cases in the order you encounter
them in the game.  Rather than a step-by-step narrative of each case, I 
have instead listed the leads, clues and items and what to do for each one.
So, if you're stuck on something you can go to your notepad in the game and
see which lead it is.  Then you can just control+f the name of the lead and
if I have it here, you will be taken right to it.

The story begins in Gino's pizza parlor.  Buddy and Sam are discussing 
being secret agents one day when Travis comes in looking for summer work.
Gino has nothing for him.  After some more conversation Poppy comes in 
looking for help.  Seems a big meanie has taken her dog and won't give him
back.  Sam and Buddy agree to help.

You now have control over Sam.  She suggests that you talk to anyone who 
might have any ideas about what happened, and this is really the basis of 
the game.  You have to talk to and interact with everyone and everything to
solve the cases.  You should practice this now.  You can talk to Buddy, 
Travis and Gino in the pizza shop and practice interacting with the oven, 
you can examine the pizza and furniture, and so on.  

When you do finally leave the pizzeria, you will be on Main Street and the
game will offer you tutorials.  You can click the light bulb at the top of
the screen when they appear.  You can walk around and interact with more 
stuff up and down the street but your ultimate goal is to head to the park
to the left.

Poppy meets you in the park and briefs Sam on the dog situation.  Seems she
turned her back for a second and Morcubus snatched her pooch Dogwood.  Or
so she says.  Morcubus says the dog is his and his name is Killfang.  Now
it�s up to you to figure out who is telling the truth.

Case #1: Who is the dog's real owner? (WDO)

Leads:
Finding the ball - Examine the bush to the right of the trash can.  You 
will find Dogwood's ball.
Playing ball - Talk to Dogwood after you find the ball.
Evidence of the crime - Equip the magnifying glass and look for Dogwood's 
prints.
Investigating further - Equip the magnifying glass near Poppy and follow 
her footprints to the pizza shop.
Interview the chef - Talk to Chef Gino.  
Confront Poppy - Talk to Poppy.
Questioning Morcubus - Talk to Morcubus.
A bone to pick - Dumpster dive behind Gino's and find a bone.
Investigate the dog - Talk to Dogwood.
What's the dog excited about - Use the crowbar on the crates behind Gino's
and find the jerky.  Take it to Dogwood.
Report findings to Poppy - Talk to Poppy.

Clues:
Poppy:
-Dogwood likes the pink ball.
-Dogwood doesn't like chewing bones and Morcubus said he would.
-Dogwood just wanted the Jerky, which happened to be on the other side of 
the wall Morcubus was standing by.
Morcubus:
-Dogwood's prints show him walking toward Morcubus of his own free will.
-Poppy lies about leaving Dogwood alone.

Items:
A pink ball - Found in the bushes near the trash can.
A bone - Found in the dumpster behind Gino's.
Jerky - Found in the crates behind Gino's.

After you talk to Poppy you will get a cut scene where you officially 
determine that Dogwood belongs to Poppy.  Morcubus isn't happy and vows 
revenge.  Better head back to Gino's.  You will get another cut scene where
Sam and Buddy meet Special Agent Walker.  He is impressed with your work on
the Dogwood case.  And lucky for you, a branch of the Sim Protection Agency
is opening in your neighborhood and Walker wants YOU there as a special 
agent!  Well, actually you'll start off as a junior agent and solve smaller
crimes, but no doubt you will get promoted soon.  Walker also tells you 
that Morcubus is the head of an evil corporation called Morcucorp.  Walker
doesn't know what he's doing around here but he is going to keep an eye on
the situation.  He tells you to get a good night sleep and start solving 
some cases around the neighborhood in the morning.

You'll find yourself next at the train station, but you can't go anywhere
for now.  Instead head back to Main Street.  Your tutorial light bulb says
that to find a new case, find someone with an exclamation point above them
and talk to them.  Walk down and to the left to Gino's pizzeria and you 
find your next case.  Talk to Gino and he tells you he has lost his maps 
to his tomato sanctuary.  There was also a fire in the restaurant when 
Derek, Shirley and Patrick were having dinner.  His oven is ruined and the
 safe was opened, which is where he kept his maps, even though he didn't 
lock it.  Sounds like a job for the newest junior agent of the S.P.A.!

*Note: In this mission you are introduced to salvage and repair.  In the 
walkthrough part of the guide I will list where to find the parts, but if 
you need help on the actual puzzle solutions, see section (CGP).   

Case #2: Who stole Gino's prized map collection? (WSG)

Leads:
The crime scene - Equip the magnifying glass near the safe and follow the 
blue footprints to the door.
Following the footprints - Follow the footprints to Derek in the street.
Faded prints - Follow the footprints from the street back to the sidewalk.
Follow the footprints - Follow the blue footprints through the park to the
park forest.
A forest of mysteries - Jump through the ledges in the forest to get to the
monolith.
The elusive paper - Equip the crowbar and bash the monolith.
Mapfinding - Search for Gino's maps.
Bringing the maps - Return all three maps to Gino.
Mountain people - Talk to Patrick and learn that Derek has been talking 
about Mountains.
Partfinding - Salvage parts to repair the oven.
Stove fixin'- Repair the oven.
Clearing the air - Tell Gino the fire was caused by a lack of ventilation.
To the roof - Climb the ladder behind Gino's, jump on the boxes to the roof.
Investigate the chimney.
The baseball culprit - Talk to Derek after you find the baseball in the 
chimney.
Report back to Gino - Talk to Gino after you find Morcubus' letter to Derek.

Clues:
Patrick: none?
Shirley: none?
Derek: 
-He sort of admits to putting the baseball in Gino's chimney.
-Patrick tells you that Derek has been talking about mountains and the 
mountain map is the only one Gino is missing.
-Read the letter from Morcubus thanking Derek (it falls from the monolith 
after you bash it.

Items:
Map #1 - Found in the trash can in Gino's restaurant.
Map #2 - Found in the trash can near the entrance to the park (not park 
forest).
Map #3 - Found in the first trash can in the park forest.
Spare parts for the oven repair (2 required):
-Salvage from the table next to the oven.
-Salvage from the gumball machine.
-Salvage from the safe.
Baseball - Investigate the chimney on Gino's roof after you repair the oven.

After you report back to Gino, he bans Derek forever and the case is 
closed.  Walk to the right on Main Street and you will see Shirley with 
an exclamation point.  Talk to her for your next case.  It seems like 
Shirley has a secret admirer and she wants to know who.  Poppy says she 
sold the same bouquet to Gino, Patrick and Mayor Skip.  Shirley isn't too 
picky, so you have to investigate all of them

Case #3: Who is Shirley's secret admirer? (WSA)

Leads:
Scoping out the scene - Equip the magnifying class near Shirley's salon 
and follow the footprints, pick up the letter in the bushes on the left 
side of the house.
Handwriting sample: Patrick - Examine the blueprints in Patrick's trailer.
Handwriting sample: Gino - Read the menu board outside of Gino's restaurant.
Handwriting sample: Skip - Ask Skip for a sample, but he won't give you 
anything.
Finding the safe - Examine the bookshelf in Skip's office.
Eyes on the prize - Climb the ladder on the far left side of Main Street, 
hop the roofs and awnings and look in the window to see Skip open the safe.
Interview Gino - Talk to Gino at the pizzeria.
Flower pizza - Investigate the pizza near Gino's oven.
Interview the mayor - Investigate the flowers in Mayor Skip's office in city
hall (go left on Main Street).
Interview Patrick - Talk to Patrick at the construction site (go right on 
Main Street).
Patrick in the bushes - Talk to Patrick after you find his footprints near
the salon.
Patrick's Alibi - Hop on the boxes near the construction site to get to the
roofs, hop across and walk the ropes to Shirley's roof and examine Patrick's 
tool kit.
Flower confiscations - After you find the letter in Patrick's trailer, talk
to Mayor Skip.
Tax evidence - Investigate the computer on Skip's desk.
Hacking the computer - Solve the hacking maze on Skip's computer.
Talk to Shirley - Report that Skip is her secret admirer.

Clues:
Chef Gino: none?
Patrick Rhino:
-Patrick's footprints are found near Shirley's salon.
Skip Rogers:
-Skip's handwriting on the note to Morcubus matches the love note to Shirley.
-Evidence found after hacking Skip's computer.

Items:
Handwritten note - Find in the bushes on the left of the salon.
Flowers - Pick up near Shirley's door.
Flower confiscation letter - Find in the trash in Patrick's trailer.

Shirley is pleased about her new admirer but Sam and Buddy are perplexed.  
They have uncovered government corruption and it is tied to none other than 
Morcubus.  

When you leave the salon Agent Walker meets you again.  He is impressed with 
your work and promotes you to Special Agent.  Your headquarters are also 
available via the train.  There's nothing else to do on Main Street for now, 
so jump on the train and head to HQ.  Yuki is outside and she will be for a 
while.  Each time you talk to her she has a new reason to bite your face, 
which is kind of funny.

Your new office is pretty impressive.  I'm particularly impressed they 
managed to build it in such a short time because it took 8 months to build 
the new Walgreens by my house.  But I digress.  Anyway, you meet Roxie and 
Jenny, who will be working with you at HQ from now on.  Roxie shows you your 
cool new stuff and you learn that you can recruit new agents.

You now have a little more freedom.  Check out HQ, there really is some very 
cool stuff.  There are 5 floors: the hangar, the loft, the lobby, the patio 
and the basement.  There's not much in any of them right now except the lobby,
though.  First things first: hire some new detectives.  Go to the phone and 
recruit Travis, the only one available.  Talk to Jenny and she can give you 
your first dispatch mission.  Send Travis on his merry way and Evelyn wanders
in.  Someone has broken into her apartment and she needs your help.  Take the
train back to Main Street and Meet Evelyn outside her apartment (to the right
of the salon).

Case #4: Why was Evelyn's apartment ransacked? (WEA)

Leads:
Talk to Evelyn - Meet Evelyn outside her apartment and talk to her.
Casing the scene - Investigate Evelyn's apartment.
Haircut receipt - Talk to Evelyn about the salon receipt.
Hidden evidence - After you examine the table in Evelyn's apartment, equip 
the magnifying glass and follow the footprints.
Following the trail - Find and follow the footprints outside of Evelyn's 
window.
Other Evidence - Dumpster dive  near the salon.
Pizza coupon - Talk to Evelyn about the pizza coupon.
Hungry perpetrator - After talking to Gino about the pizza coupon, examine 
the table near the door.
Forest rendezvous - Talk to Derek in the forest (be nice and get him to slip 
and tell you what he saw).
Talk to Poppy - Talk to Poppy about the rocks Derek gave her to hold.
Dig it up - Dig  the patches around the forest and find Evelyn's jewelry.
Talk to Evelyn - Report your findings to Evelyn.

Clues:
The Journal:
-Letter to Dr. Gray found in dumpster.
-Derek admits to seeing Morcucorp executives pass on the stolen journal.
-Evelyn's jewels were buried in the forest (so the robbers obviously didn't 
need them, just the journal).

Items:
Haircut receipt - Rummage through Evelyn's desk.
Pizza coupon - Look under Evelyn's bed.
Napkin note - Examine the table in Gino's restaurant.
Letter to Dr. Gray - Dumpster dive outside the salon.
Evelyn's jewelry - Dig it up in the park forest.

Reporting to Evelyn automatically triggers the next case.
*Note: In this mission you will do your first analysis puzzle.  Solutions for
these are in section (ANP).

Case #5: Was Skip the man from the meeting? (WSM)

Leads:
Talk to Skip - Confront Skip in his office.
Forest evidence - Search the trash can in the park forest and find the 
allergy inhaler.
Flower Power - Ask Poppy if she has any dandelions and then get them from her
flower cart.
Pollen attack - Talk to Skip about dandelions.
Criminal timing - Check the clock in Evelyn's apartment.
Pizza time - Ask Gino when Skip was there for dinner.
Leftovers - Analyze the leftover pizza in Skip's office.
Talk to Evelyn - Report your findings to Evelyn.

Clues:
Yes: 
-Skip's inhaler is found at the park where the exchange went down.
-Skip's pizza alibi doesn't check out.
No: 
-none?

Items:
Allergy inhaler - Found in the forest park trash can.
Dandelions - Get from Poppy's cart.

After Skip spills his guts about Morcucorp, Sam and Buddy decide it's time to
fire up the jet and head to the mountains.  After all, that was the only 
missing map from Gino's stash.  Head back to HQ.  By now Travis should have 
finished the first dispatch mission so you can also talk to Jenny and get 
your reward and set up the next missions.  From now on I won't be mentioning 
dispatch missions in the walkthrough as they are not essential to the story.  
For more information see section (DSM).  

When you're ready, take the elevator to the third floor and walk outside.  
Walk all the way to the right and board the jet.  When you get to the 
mountains you get a cut scene and some dialogue between Agents Rosalyn and 
Vic and BeeBee.  Preston is missing and BeeBee is very worried.

Case #6: Where is the Yeti? (WIY)

Leads:
Last known whereabouts - Find Preston's journal in the snow.
The trampler - Equip the magnifying glass and find the Yeti prints.
Follow the prints - Follow the Yeti prints back to the path.
Following (Yeti?) prints - Follow the Yeti prints to the ski lift.
Check ski lift - Examine the ski lift.
Another way up - Talk to Rosalyn, who is blocking the gate.
Unwarranted actions - Use the computer in the lodge.
Finding satellite parts - Salvage 5 parts to supercharge the satellite dish.
Supercharge the satellite - Climb to the roof and repair the satellite dish.
Back to the computer - Use the computer after you supercharge the satellites.
Give warrant to Rosalyn - Talk to Rosalyn again.
Through the gate - Unlock the gate.
Sim versus summit - Hop up the ledges that take you to the next area of the 
summit.
Ski lift repair - Repair the ski lift.
Going up - Ride the ski lift up the mountain.
Rescue the wolf - Bash the trap Wolfah is stuck in.
Finding the scent - Talk to Wolfah to learn he has lost the scent.  Equip the
magnifying glass and find the blue prints.
Something in the snow - Examine the snow where the Yeti prints stop.
Fur analysis - Analyze the fur in the snow.
Buried bone - Give the bone to Wolfah.
Picking up the scent (again) - Give the fur to Wolfah.
Ladder steppin' with Wolf - Climb the ladder to the ledge where Wolfah is.
Climbing to the cave - Hop the ledges to the cave.
Icicle roadblock - Bash the icicles with the crowbar.
Enter the cave - Go inside the cave.

Clues:
In the cave:
-Follow the footprints to the ski lift.
-Find the scarf with the P.W. initials.
-Fur analysis results are not from any known animal.
-Find Paul's furnished Yeti cave.

Items:
Preston's journal - Buried in the snow.
Salvage parts to supercharge the satellites (5 required):
-Cash register in the lodge.
-Snow cone maker in the lodge.
-Yellow truck outside the lodge to the left.
-Energy drink machine near the ski lift.
-Generator near the cabin.
-Snow blower near the gate Rosalyn is guarding.
A warrant - Obtained after the satellites are fixed and the computer is 
working again.
Gate key - Rosalyn gives it to you after you show her the warrant.
Yeti fur - Buried in the snow.
Bone - Buried in the snow.

After a long cut scene and a lot of dialogue, Sam convinces Paul to come to 
the lodge the next morning.  But when everyone wakes up they find the lodge 
smashed and the only logical explanation is that a Yeti did it.  This is 
confirmed when Preston shows up and says a Yeti attacked him.  So when Paul 
wanders down the mountain, it's not to an exactly warm welcome.  He is blamed
for the crimes and it is up to you to clear his good name.

Case #7: Who vandalized the chalet? (WVC)

Leads:
Interview Preston - Talk to Preston in the lodge.
Preston's ripped shirt - Investigate Preston's luggage in the lodge near the 
piano.
Water bottle bigwig - Talk to BeeBee about Preston's water company.
Search Preston's car - Search the blue car in the parking lot.
Investigate the damage - Examine the hot tub and analyze the water, examine 
the broken snowboards, examine the snow and find the broken bat.
Background Check - Ask Rosalyn about Paul.  Then check the computer in the 
lodge for his records.
Saboteur prints - Equip the magnifying glass near the broken snowboards.
Following the prints - Follow the light blue footprints to the cabin.
Entering the cabin - Climb the roof and bash the ice off the chimney.
Cabin capers - Use the crowbar on the trap door then traverse the abandoned 
mine, examining everything as you go.
Two cabins, two yetis - Pick up the yeti costume in the second cabin.
Bat in the snow - Ask Nova in the lodge about the bat.
Security camera review - Climb to the roof and hack the security camera.
Talk to Rosalyn - Present your findings to Agent Rosalyn.
*Before you talk to Rosalyn, know that it will trigger the last cut scene and
you will automatically be taken back to HQ and you CANNOT return to the 
mountain.  So if there is anything else you want to do here, do it BEFORE you
report to Rosalyn.  Make sure to go back to Paul's cave before you go and 
examine his recliner for the trophy.

Clues:
Paul:
-His fur is found on the damaged hot tub.
-He has a record for destroying stuff before.
Preston:
-Two sets of prints are found near the broken snowboards.
-Yeti costume found in the second cabin.
-Deed in his car shows he owns the land surrounding the chalet.
-Security camera footage shows him bashing the hot tub.

Items:
Broken bat handle -Buried in the snow.
Yeti costume - Found in the second cabin.

After you report to Rosalyn that Paul is innocent, another long cut scene 
happens and it turns out that Paul knows Evelyn.  He worked with her father 
and helped to make the nightmare crown, which is the next target of your 
investigation.  You are taken back to HQ where Agent Walker meets you.  He 
has upgrades for your tools.  Your crowbar is now an f-space manipulator, 
which allows you to move objects using f-energy vents.  Your wrench is now a 
techno-tool, which allows you to pick locks.

Walker suggests you practice with the f-space manipulator before going into 
the field with it.  You can now decorate HQ.  Go to the hanger as Walker 
suggests and you will notice what looks like blue-ish steam coming from the 
ground.  This is an f-energy vent and you will find them everywhere now (see 
controls for details on how to use them).  Right now you can decorate HQ with
any objects you may have found or earned.  You may want to start thinking 
about picking a theme for each floor and decorating and placing your 
detectives accordingly.  When you're done with all of this, head back to the 
lobby and Jenny will have a message for you from Paul.  He tells you to look 
for his old roommate Dr. F. in the city, which opens the industrial district 
by train.  Head there now.  You stumble onto an argument between Gabby and 
Barney that leads to your next investigation.

Case #8: Who is stealing from the junkyard? (WSJ)

Leads:
Scoping the scene - Examine the car with the missing engine in the back of 
the junkyard.
Strange seedlings - Open the crate near Brandi and Esma and find the seeds.
Morcu-alibi - Talk to Brandi and Esma.
Checking thoroughly - Equip the magnifying glass near the car and follow the 
oily footprints.
Whose footprints - Look in the doghouse and get Barney's sailing map.
Check with Gabby - Talk to Gabby.
Map left behind - Talk to Barney
Car remote in Gabby's cabinet - Check the green cabinet in the lean-to.
Getting into Gabby's cabinet - Equip the techno-tool and pick the lock.
Brute force - Close the hood of the car and then try to open it with the 
f-space manipulator.
Witness to the strong man - Talk to Grit the dog.
Oily analysis - Analyze the oil in the junkyard.
Robo trail - Equip the f-space manipulator near the crate in the middle of 
the junkyard.  Move the tire so you can jump on top of the crate and pick the
lock at the top.
Into the container - Equip the f-space manipulator and open the hatch.
Tobor upgrade - Salvage parts for Tobor's repair.
Robotonomy - Repair Tobor.
Ask the robot - Talk to Tobor.
Report back to Gabby - Talk to Gabby.

Clues:
Barney Cull:
-His map is found in the doghouse in the junkyard.
Dr. F.:
-The hood cannot be opened by human force.
-Tobor tells you that Dr. F. told him to steal the engine.
Brandi & Esma: 
-They planted seeds in the junkyard.

Items:
Barney's sailing map - Found in the doghouse in the junkyard.
Salvage parts for Tobor's repair (10 required):
-Old arcade machine near the car with the missing engine.
-Near Barney's boat in the junkyard (can't quite tell what it is, small dark 
object).
-Gas pump near Grit's doghouse.
-Old car near Grit's doghouse.
-Thrust modulator near the old car by Grit's doghouse.
-Old car behind the lean-to.
-Gizmo near the car behind the lean-to.
-Bulldozer on the road next to the lean-to.
-Speaker behind the ladder in Club Candy.
-Tower on top of Club Candy.
-Tower on the building by the train tracks.
-Junk in the nook behind where Brandi and Esma are standing.
-Guard station on the path to Dr. F's lab.
-Lights behind the guard station.
-Lights behind the lights behind the guard station.
-Device dear Dr. F's front door.

Now that the case is resolved and Tobor has given you the password, head to 
the lab and meet Dr. F and Alexa.  Some dialogue passes in which Dr. F. tells
you that in order to make another nightmare crown, Morcubus would need both 
parts: an extremely rare crystal and the crown itself.  You are now on a 
quest to find clues to what Morcubus is really up to.  He also upgrades your 
magnifying glass to the detector.  

Well, if you're looking for suspicious activity, you've probably noticed 
Brandi and Esma near the junkyard.  Brandi now has an exclamation point, so 
you can talk to her and start the next case.

Case #9: Who is killing the plants? (WKP)

Leads:
Analyze the plants - Examine and analyze the plant by the truck.
Inventor Mentor - Talk to Dr. F in the lab.
Mod the analyzer - Use the computer in Dr. F's lab upstairs.
Locating the disturbance - Scan the towers on the roofs:
-Go in Club Candy & climb the ladder to the catwalk.  Exit to the roof and 
the first tower is directly to the left.
-Go left from the first tower and pass the sparky things.  The next tower is 
near the train tracks side.
-Go down from here, past the billboard and hop down to the third tower.
-Go back to Club Candy's roof and go right for the last tower.
Following the wires - Go back to the third tower and equip your new detector 
(formerly the magnifying glass) and follow the lightning bolts on the wires.
Further explanation - Talk to Dr. F. about the unknown device.
To great heights - Climb to the lab roof (start on the right side of the door).
The missing invention - Talk to Dr. F after finding his device gone.
Turing Test - Talk to Makoto in Club Candy.
In with a bad crowd - Talk to Makoto again.
Circuit-boarding - Hack Makoto's memory.
Evidence of a framing - Examine Brandi and Esma's truck, then equip the 
techno-tool and pick the lock.
Sonic System - Talk to DJ candy about her sonic system.
Caught red-handed - Talk to Brandi and Esma.


Clues:
Brandi and Esma:
-Follow lightning bolts from the towers to the unknown device.
-Makoto admits to taking Dr. F's device.
-Candy's sonic system is very powerful.
?:
-none?

Items:
none?

After you deal with Brandi and Esma, go back to Club Candy.  DJ Candy has an 
exclamation point so talk to her to start the next case.

Case #10: Where are those strange beats coming from? (WSB)

Leads:
Scrub the club - Go to the roof and talk to Grit (the dog).
Getting his iron - Talk to Tobor, then equip the techno-tool and salvage parts
from him.
Shiny new toy - Talk to Grit with the robot parts.
Still noisy - Talk to DJ Candy after Grit stops making noise.
Good ear - Talk to Dr. F. and Alexa about locating the sound.
Placing sensors - Place Alexa's sensors on the trash cans:
-To the left of the lab front door (outside).
-In front of Barney's ship in the junkyard.
-In front of the junkyard by the lean-to.
-Near the dumpster/white van near the train stairs.
-To the left of the entrance to Club Candy.
Back to the lab again - Talk to Alexa.
Finding a listener - Talk to Zack in Club Candy.
A Helping Hand - Examine and repair the left speaker.
Head for the lab - Talk to Zack again.
Underground antics - Use the f-space manipulator on the manhole near the 
bulldozer and junkyard.
Sewer Spelunker - Follow the sewer maze all the way down and to the right and
listen at the wall.
Find another entrance - Climb out of the sewer (use the f-energy vents to 
move the oil drums when needed) and talk to Esma, who is blocking the manhole
in Club Candy.
Move along - Talk to Sapphire.
Ode to Esma - Talk to Esma about Rock n Roll and then The Scrapbooks.
Hit the floor - Talk to DJ Candy.
Underground - Enter the manhole while Esma is dancing, go all the way down 
(use f-energy vents to move obstacles) and find Brandi digging.
Mining operation - Report to DJ Candy.

Clues:
On the roof: 
-Give Grit the robot parts to chew on.
Underground:
-Zack says the noise is coming from underground.
-Catch Brandi mining crystals in the sewer.

Items:
Robot parts - Salvage from Tobor.
Sensors - Receive from Alexa.

Sam suggests that you  talk to Dr. F. so go back to the lab and do that.  Dr.
F. tells you that Morcucorp is probably trying to turn destinite into 
fortunite, which is the crystal needed to make the nightmare crown.  You need
to find the real crystal, so head back to HQ and check in Evelyn's journal.  
Your next lead takes you back to Main Street so jump on the train and go 
there.  Find Poppy, who has an exclamation point, which means you're about to
hear about your next case.

Case #11: Where are Poppy's three letters? (WPL)

Leads:
Up to old tricks - Go to the park forest all the way to the left and find 
Derek.  Use the f-space manipulator to move the tires and trash can so you 
can reach his ledge.  Talk to Derek.
Man vs. nature - Climb the branch to the left of Derek's ledge, hop up and 
find the first letter.
Deeper in the woods - Continue climbing from the first letter to the nest.  
Examine the eggs.
Postal nest - Analyze the eggs.
Asking around - Talk to Shirley.  She tells you that there is some noise on 
her roof.  Go to the construction site.
A visitor upstairs - Climb the crates near the construction site to get to 
the roofs, hop across to the salon.  Pick up the letter in the nest.
Talk to Patrick -  Talk to Patrick at the construction site.
I lost my keys - Pick the lock on the safe in Patrick's trailer.  Pick up the
keys.
Talk to Patrick - Give Patrick the crane keys.
We need more power - Use the f-energy vent to move the crates closer to the 
building on the right.  Jump on them and over to the building.  Go right and 
jump down near the next f-energy vent.  Go to the basement to the left and 
examine the generator.
Hack the machine - Hack the generator.
Talk to Patrick - Talk to him...again.
Vehicle parts - Salvage parts to repair the control panel.
Gluing the paper crane - Climb the ladder near Patrick's trailer and repair 
the control panel.
Onward and upward - Climb back to the building under construction and go to 
the right.  Activate the f-energy vent and move two crates to the left.  Hop 
on the remaining crates to the ledge, then over to the two crates you moved 
and to the next ledge.  Go across the pipe to the left and up the stairs.  
Balance across the two I-beams and then up the wooden plank.  Pick up the 
third letter.
Report to Poppy - Give Poppy her letters back.

Clues:
?:
-Find Poppy's letter in the forest.
-Find Poppy's letter in the nest on the salon roof.
-Find Poppy's letter at the top of the construction site.

Items:
Letter #1 - Found in the park forest.
Letter #2 - Nest on Shirley's salon roof.
Crane keys - Pick the lock on Patrick's safe.
Control panel parts (6 required):
-Bulldozer in the construction site.
-Red car on Main Street.
-Blue car on Main Street.
-Bigger blue car on Main Street.
-Bulldozer in front of city hall on Main Street.
-White van on the far left side of Main Street.
-Grey van on the far left side of Main Street.
Letter #3 - Found at the top of Patrick's construction site.

Poppy gives you her invitation to Cyrus' will reading so it's time to fire up
the jet at HQ and head out to your next case.

Case #12: Who broke the fortunite crystal? (WBF)

Leads:
Combing the scene of the crime - Examine everything in the crystal room and 
you will notice the fireplace looks disturbed.
Fashionable footwear - Talk to Ms. Nicole about the footprints.
Does Zoe have an alibi - Talk to Zoe about the footprints.
Interviewing Violet - After you examine the desk near the stairs and find the
magazine, talk to Violet.
Talkin 'bout fortunite - Talk to Gordon about the properties of fortunite.
Fortunite features - Pick the lock of the door at the top of the stairs and 
climb the bookshelves to the top using the f-energy vents to move boxes and 
planks when needed and examine the book at the top.
Finding the hammer - Pick the lock on the toolbox outside.
Analyze the tools - Analyze the hammer to see if it is silver.
Confronting Carl - Talk to Carl about the hammer.
Why, Carl, Why - Talk to Trevor about Carl's motives.
Finding footprints - Equip the detector in the crystal room and follow the 
footprints.
Following the trail - Continue following the footprints to the swamp, then 
back to the mansion kitchen.
Getting in the dumbwaiter - Equip the f-space manipulator and try to open the
dumbwaiter.
Who's shoes - Ask Carl to see his shoes.
Carl's elusive footprint - Examine the jar of jam on the counter, then equip 
the f-space manipulator and smash it.
Jamming Carl - Tell Carl you're hungry.
Follow the jam - Equip the detector after Carl steps in the jam.
Putting on a show - Talk to Ms. Nicole about costumes.
Fabric Finding - Go back to the crystal room and examine the curtains.
Tuxedo Time - Talk to Ms. Nicole again.
A moustache for all occasions - Talk to Trevor about moustaches.
Creating a moustache - Find enough wispyweed to make the moustache of wonders.
Finding ghostly makeup - Equip the f-space manipulator and open the crate in 
the kitchen (flour).
Let the show begin - Talk to Trevor again.
Report to Zoe - Talk to Zoe after the play.

Clues:
Madame Zoe:
-Her footprints are found at the crime scene.
Zombie Carl:
-Traces of crystal are found on his silver hammer.
-His footprints match the ones at the crime scene.
-He is very upset by the play with Cyrus' ghost.
Violet:
-Refuses to talk about why she's there.

Items:
Silver hammer - Found in the toolbox.
Cloth - From the crystal room curtains.
Wispyweed #1 - To the right of the path leading to the manor.
Wispyweed #2 - Pass the toolbox all the way to the back of the swamp and to 
the left.
Wispyweed #3 - Hop on the stump near the toolbox.

Talking to Zoe automatically triggers the next case.

Case #13: Was Carl set up? (WCS)

Leads:
Fixing the dumbwaiter - Repair the dumbwaiter.
Interrogate the suspect - Climb in the dumbwaiter, find Carl and talk to him.
Mysterious whispers - Climb the rafters outside of Carl's room to the vent at
the top and examine it.
Fashionable feather - After you pick up the feather near the vent, ask Ms. 
Nicole about it.
Question Zoe - Ask Zoe about supernatural hobbies.
Other ways in - Go back to the crystal room and examine the clock.
Finding spare parts for the clock - Salvage parts to repair the clock.
Fixing an unusual clock - Repair the clock in the crystal room.
Secret passage - Examine the fireplace in the crystal room and go through the
maze, using f-energy vents to move obstacles as needed, to the other door.
Where does it go - Continue in the secret passage to the mysterious trunk at 
the end.
A mysterious trunk - Pick the lock on the mysterious trunk.
Fake-tunite - Analyze the fortunite crystals in the mysterious trunk.
Another fake crystal - Go back to the crystal room and analyze the broken 
crystal.
Carl was framed - Talk to Violet.
*NOTE: Talking to Violet will trigger the final cut scene, where at the end 
you will automatically be taken back to HQ.  Just like in the mountains, you 
will NOT be able to return to the bayou, so if there is anything else you want
to do or see here, do it before you talk to Violet.  Make sure to check the 
china cabinet in the dining room for a trophy before you go.

Clues:
No:
-none?
Yes:
-Zoe claims to be able to hypnotize people into committing crimes.
-The crystal that was smashed was fake fortunite.

Items:
Feather - Found in the rafters, near the vent.
Clock parts (5 required):
-Clock in the library.
-Piano by the stairs.
-Refrigerator in the kitchen.
-Stove in the kitchen.
-Red lawnmower to the left of the front door.

So, after everything comes out in the open, you get the real fortunite crystal
and Violet inherits Cyrus' estate.  Now you've got to find the real nightmare 
crown.  Jenny does a Google search for you and says there's a new Morcubus 
scuba (muba) shop open on the boardwalk, which is now unlocked on the train 
map.    

Looks like the boardwalk has a lot going on.  There are a couple of people 
with exclamation points.  We'll talk to Luke the surfer first.

Case #14: Who broke Luke's surfboards? (WBL)

Leads:
Witnesses - Talk to Taylor on the beach about Chaz and Clara on the beach 
about Mr. Suckers.
Too extreme - Talk to Chaz about Luke.
Broken boards - Examine the broken boards on the beach.
Clues in the sand - Equip the magnifying glass near the broken boards and 
follow the tire tracks.
Tread trail - Examine Chaz's motorcycle.
Stuntbike solution - Talk to Tim (by the radio near Chaz's motorcycle).
Moto-mechanic - Repair Chaz's motorcycle.
Ring of fire - Talk to Chaz.
Match the treads - Equip the detector and follow the tread from Chaz's 
motorcycle.
Missing half - Examine the broken piece of surfboard near the big pile of 
broken boards.
Mysterious goo - Analyze the goo on the surf board.
Tea party setup: Saucers - Find 4 saucers for the tea party.
Tea party checklist - Find the cups, saucers, teaspoons, a teabag, a teapot 
and a blanket.
Seaweed Supply - Find 4 pieces of seaweed for Watanabe.
Behind the glass - Pick the lock on Luke's display case.
T is for tea - Talk to Luke again and pick up the tea.
Biker blankie - Talk to Justice in the tattoo shop and then pick up the pink 
blanket.
Clara's complete collection - Talk to Clara after you complete the tea party 
checklist.
Off to the party - Meet Clara and Mr. Suckers by the tide pool:
-Go where Dr. F. and Tobor are and use the f-space manipulator and move the 
stones.
-Climb up and walk over to the broken bridge.
-Use the f-space manipulator again to move the gray blocks on the wall to the
gaps are to make stepping stones.
-Climb over the wall and pick the lock on the gate.
-Jump on the raised platforms in the water and meet Mr. Suckers.
A spot of tea - Sit down for a tea party with Mr. Suckers.
Kraken is whackin - Talk to Mr. Suckers 
I don't speak squid - Ask Clara to translate for Mr. Suckers.
Surfboard summation - Report your findings to Luke.

Clues:
A jealous Chaz:
-Taylor tells you Chaz doesn't like Luke.
-His motorcycle tread patterns match the ones on the beach by the smashed 
boards.
An angry Mr. Suckers:
-Clara tells you Mr. Suckers was angry.
-The broken surf board goo is from a sea creature.
-Mr. Suckers tells you he was angry about all the noise..

Items:
Teaspoons - Talk to Goth Boy on the boardwalk.
Teacups - Shake the crate on the beach.
Teapot - Talk to Watanabe on the boardwalk after you find seaweed for him.
Teabag - Talk to Luke in the surf shop after you open his display case.
Blanket - Talk to Justice in the tattoo shop.
Saucers - Shake the crate under the pier.
Seaweed (4 required):
-On the beach near the crate with the teacups.
-On the beach near the lifeguard chair.
-On the beach near the pier.
-On the beach to the left of Dr. F. and Tobor.

That being done, it's time to find another case on the boardwalk.  Let's see 
what Justice is up to.  He owns the temporary tattoo shop and he's got an 
exclamation point, so talk to him.

Case #15: What happened to Justice's crab traps? (WJC)

Leads:
Cagey culprit - Talk to Goth Boy, Summer, Clara and Justice.
Suspicious surveillance - Go to the back of Justice's shop and climb the boxes 
to get to the roof, hack the surveillance camera.
Following the footage - Talk to Yuki.
None of my business - Examine the phone booth by the surf shop.
Out of service - Hack the phone booth.
Curious call log - Find the paint invoice in the secret cave.
Fingers pointed - Talk to Watanabe about his knife.
Stolen shellfish - Examine the cut rope on the dock near Dr. F. and Tobor.
At the end of my rope - Examine the oil in the water near the dock and the 
pile of sand near the dock.
Filthy flotsam - Analyze the oil in the water near the dock.
Shiny sand - Dig in the sand near the dock.
Knife knowledge - Talk to Watanabe about his knife.
Buried blade - Equip the detector near where you find the knife and follow 
the footprints.
Flippered feet - Follow the flipper prints to the boardwalk.
Swim fin origin - Talk to Yuki at the muba stand.
Gizmo Gadgetry checklist - Collect all of the items for the detector upgrade 
from Dr. F.
Gizmo gadgetry: auxiliary sensor - Get a pair of ears from Tobor.
Gizmo gadgetry: atomic converter - Shake open the crate in the parking lot 
behind Chaz's ramp.
Gizmo gadgetry: megaphone amplifier - Climb to Justice's roof and then jump 
to the top of Watanabe's stand and pick up a speaker.
Sunburied science - Talk to Dr. F. after you collect all the parts.
Very rad - Investigate the radiation in the ocean with the super detector and
follow it to the cliff wall.
Up against a wall - Walk around to the drain and use the f-energy vent to 
move stones from the upper level to where you are so you can climb up and 
enter.
Secrets of the cave - Find the paint invoice in the secret cave.
Combing the cavern - Examine the yellow control station near the submarine.
Raising the sub - Repair the control station.
Hull inquiry - Examine the submarine.
Crab case conclusion - Report back to Justice.

Clues:
'Liberated' by Clara:
-Watanabe tells you Clara is opposed to seafood. 
Stolen by Chef Watanabe:
-Goth Boy tells you he uses crab.
-He rented scuba gear from Yuki.
-His knife is found at the scene of the crime.
Broken by Yuki's submarine:
-Summer saw a strange boat.
-The oil in the water is from an aquatic vehicle.
-Find the paint order in the secret lair.
-Rope is tangled in the submarine.

Items:
Knife - Buried in the sand near the dock by Dr. F. and Tobor.
Auxiliary sensor - Ask Dr. F. about this and he will tell you it means robot 
ears, so ask Tobor to borrow a pair of his.
Atomic converter - Shake open the crate in the parking lot behind Chaz's ramp.
Megaphone amplifier - Arch between the surf shop and Watanabe's sushi stand.
Order invoice - Found in the secret cave.

Things are peaceful on the boardwalk now, so talk to Buddy to see what to do 
next.  He has an exclamation point (but only if you're still on the boardwalk).

Case #16: What is the secret of the sunken ship? (WSS)

Leads:
A hopeless request - Talk to Goth Boy and he will ask you to check with 
Justice about his tattoo.
Inky inventory - Collect the oil from the water by the docks near Dr. F. and 
Tobor.
Oil refined - Take the oil back to Justice.
Depressing decoration - Talk to Goth Boy again.
Chaz demands an audience - Talk to Chaz and ask him to do the stunt again, he
will for an audience: 
-Ask Summer on the beach.
-Ask Taylor in the ocean.
To the extreme - Talk to Chaz again.
Robo hackzors - Hack Tobor.
Recovering the remote - Dig in the sand pike near the path to Yuki's secret 
cave by the water.
Metal detected - Dig up Tobor's remote.
Sandcastle casualty - Repair Tobor's remote.
Collecting the controller - Pick up Tobor's remote.
Deep sea data - Go back to Yuki's secret cave.
Secret cave secrets - Examine the sonar station in the secret cave.
Saving the sonar station - Salvage the parts to repair the sonar station.
Sonic salvage success - Repair the sonar station.
Radar, right on - Examine the green computer terminal.
Looking through the lockers - Pick the lock on the lockers in the secret cave
and open them.
Destination download - Interface with the green computer terminal.
Coordinate corroboration - Have a tea party with Mr. Suckers.
Ask a sea monster - Talk to Mr. Suckers about the coordinates.
What's krakle-lackin - Ask Clara to translate.
Robot to the rescue - Talk to Dr. F. to send Tobor under water and navigate 
the maze:
-Jump ledge to ledge from where you start to get to the top.
-Use the f-energy vent at the top to move the grate to the level below and 
drop down.
-Go left and jump through the crack and up to a reward chest and then go to 
the right.
-Jump to the ledge above you and open another chest, this one has a soggy 
scrap of paper.
-Go back to the f-energy vent by the grate and move the grate back up, drop 
down to the next level.
-Drop all the way down to the sea floor and activate the f-energy vent, move 
the stones blocking the path to the left.
-Jump back up to the open square grate and go to the left from there.
-Jump across the gap and then jump up to the next level and go right.
-Jump to the ledge above your head to the right and open another reward chest.
-Jump the gap to the left and open the next chest, which has another soggy 
scrap of paper.
-From here, drop down two levels and go left, you will be taken to another 
ship part of the maze.
-Go left and you will see another reward chest.
-Go back left and drop down to the sea floor bottom again (you should see 2 
f-energy vents).
-Activate the vent on the left and move the stones blocking your path and 
then go left.
-Jump the ledges and go up until you see another f-energy vent near 2 red 
barrels, activate the vent and move the barrels to the ledge above it.
-Jump on the barrels and you can now reach the ledge to the left, drop down 
to the chest with final soggy scrap
-Examine the hatch to the left.
Left, right, left - Examine the hatch again.
Down the hatch - Equip the f-space manipulator and open the hatch.
Sunken secrets:
-Drop down the hatch and go to the right, past the f-energy vent and stones, 
through some water to another reward chest.
-Go back to the stones and activate the f-energy vent, move the stones to 
make a stepping spot to jump up to the next level.
-Go to the right and activate the next f-energy vent and move the stones 
blocking the path.
-Jump up and to the right over some ledges to another reward chest.
-Jump down and go to the right (if this looks familiar, it should...work back
through the ship to the hatch and drop down again).
-This time, drop down to the water and go to the left (if you accidentally go
right end up at the spot with the f-energy vent, you have to repeat the 
process of getting back to the hatch).
-Walk on the ship and open the chest on the left.
*I know you don't want to hear this again, but before you get the map, make 
sure you are finished here.  Getting the map triggers an automatic cut scene,
which will take you back to the beach and you will not be able to return to 
the sunken ship.  But at least Tobor automatically goes back and you don't 
have to go back through the maze.  That's a plus.

Clues:
Explorer map:
-Data downloaded from the terminal in Yuki's secret cave.
-Mr. Suckers says there's a map near his cave.
-Find the map in the sunken ship.
?:
-none?

Items:
Remote battery - Ask Dr. F. about Tobor's remote.
Tobor's remote - Pick it up after it is repaired.
Encrypted password disc - Pick the lock on the lockers in the secret cave.
Sonar station salvage parts (6 required):
-Yellow control station in the secret cave.
-Red dune buggy between the parking lot and the path to the secret cave.
-Phone booth by the surf shop.
-Gumball machine by the surf shop.
-Cash register in the surf shop.
-Cash register in the tattoo shop.
-Chaz's van in the parking lot.
-Surveillance camera on the tattoo shop roof.
Soggy scrap of paper - Found in sunken ship.
Soggy scrap of paper - Found near the hatch in the second part of the sunken 
ship.
Map - Found on the sunken ship.

After you get the map from Tobor, Buddy and Sam start to feel like they are 
close.  They head back to HQ to report back to Evelyn on the progress.  It's 
not made clear what to do at this point, but you're going to the jungle.  Go 
to the jet and take off.  You're flown to the jungle temple and after a cut 
scene, the next case is triggered.

Case #17: How do I get into the temple? (HGT)

Leads:
Check out the pedestals - Hike down the bridges and examine each of the 4 
pedestals.
Bust open trapdoor: 
-Go to the area across the bridge to the right of the campsite.
-Talk to Skullfinder.
-Go to the sun temple to the right of Skullfinder and use the f-space 
manipulator to move the blocks so you can get to the top of the temple.
-After you pick the  lock of the sun temple, equip the f-space manipulator 
and open it up.
Find the cup - Rotate the mirrors at the bottom of the sun temple to open the
chests, the cup is in one of them.
Find the torch - Rotate the mirrors at the bottom of the sun temple to open 
the chests, the torch is in one of them.
Talk to Evelyn - Give Evelyn the torch. 
Activate the fire pedestal - Push the switch for the pedestal Evelyn is 
standing on.
Find a lemur named Magellan - Go to the area left of the temple, move the 
blocks so you can reach the cliff, then climb the trees and find Magellan.
Magellan, I presume - Talk to Magellan.
Activate Magellan's pedestal - Push the switch for the pedestal Magellan is 
standing on.
Finding information - After you meet Skullfinder and talk to him, examine the
campsite.
Laptop power - Examine the laptop at the campsite, then equip the detector 
near the tent and follow the footprints to the battery on top of the temple 
near the water pump.
A laptop battery - Insert the battery into the laptop and search for evidence.
Hack the laptop - Solve the laptop hacking maze.
Striking a deal - Talk to Skullfinder and agree to find him the golden idol.
Trading treasure - Give Skullfinder the golden idol (found in the sun temple).
Enter the moon shrine - Go inside the moon temple.
The moon shrine chest - Repair the chest at the bottom of the moon shrine.
Find the horn - Open the chest at the bottom of the moon shrine.
What's in the chest - Pick up the horn.
Get a horn player - Talk to Buddy.
Activate Buddy's pedestal - Push the switch for the pedestal Buddy is 
standing on.
Parts for the pump - Climb to the top of the temple and examine the broken 
water pump, then salvage 4 parts.
Repair the water pump - Take the salvaged parts to the water pump and fix it.
Purity test - Analyze the water.
Ask Lyndsay for help - Give Lyndsay the cup.
Activate Lyndsay's pedestal - Push the switch for the pedestal Lyndsay is 
standing on.
*Before you activate the final pedestal, know that it automatically triggers 
the next case.  So if you want to go back to HQ or anywhere else for anything,
do it before you activate the pedestals.  Also, at the end of the next case 
you are taken back to HQ and you cannot return to the jungle again, so if 
there is anything else in this area you want to do or see, do it before you 
activate the pedestals too.

Clues:
Power the pedestals:
- Push the switch for the pedestal Lyndsay is standing on.
- Push the switch for the pedestal Evelyn is standing on.
- Push the switch for the pedestal Magellan is standing on.
- Push the switch for the pedestal Buddy is standing on.

Items:
Water pump salvage parts (4 required):
-The radio near the steps to the top of the temple.
-The tent at the campsite.
-The wheel in the water on the left side of the temple.
-Jack in the box in the bottom of the sun temple.
Golden idol - Rotate the mirrors at the bottom of the sun temple to open the 
chests, it's in one of them.
Laptop battery - Follow the footprints from the tent at the campsite to the 
top of the temple near the water pump.
Horn - Unlock the chest in the moon temple.

Activating the four pedestals automatically triggers the next case.

Case #18: What is the treasure of the temple? (WTT)

Leads:
Give chase - Use the door on the right and chase Mike.
Defeat the fire cave:
-Go right and activate the f-energy vent to move the blocks to make steps to 
the next level.
-Walk down and around to the left.
-Activate the f-energy vent and move the block in the path of the light.
Passage through fire:
-Go right past the path you took to get to this point and examine the dragon 
head.
-Activate the f-energy vent and move the blocks in the passage under the fire.
-Go through the new path and activate the next f-energy vent.
-Move the top right mirror to the block below it so the light shines on the 
jewel directly across from it.
-Walk up the new path and activate the next f-energy vent.
-Move the light source to the side.
-Move a block from the stack near the receiver to where the light source was.
-Put the light source back (it should be high enough to shine on the receiver
now).
-Go back to the f-energy vent near the 4 blocks/3 receivers.
-Move the mirror to the top left block and rotate it so it reflects light on 
the top left receiver.
-Go up the new path and hop the steps to the left for a reward chest.
-Go back and to the new path on the right, which winds around to another light
puzzle.
-Activate the f-energy vent.
-There are 2 mirrors in this puzzle: one that will beam the light to the side
and one that will beam the light down.
-There are also 4 moveable blocks, which appear useless.
-Place the mirror that beams the light sideways in the center of the light 
and rotate it so it is beaming to the top receiver.
-Place the mirror that beams the light down on the top receiver, this will 
reflect the light down to it and shut off both of the emitters (shining it on
the other blocks does not shut them both off, just one or the other or none).
-Walk to the right and up the new path and go through the door at the top.
Perilous journey:
-Climb the ladder and cross the 4 vines connecting the platforms.
-Jump down from the last platform to a reward chest.
-Walk right for another reward chest.
-Climb the ladder and cross the next vine.
-Jump the three platforms and cross the next vine.
-Jump the platforms and climb the ladder.
-Examine the sign and take the 'leap of faith' and pick the lock on the door.
Talk to Mike - Ask for Mike's help.
Gathering friends - Gather 2 'friends' for Mike.
Giving coconuts - Talk to Mike again.
Fix the wheel - Repair the water wheel in Mike's temple.
Upward - Cross the bridge that appears and hop up the steps to the chest.
Open the chest - Pick the lock on the chest.
Grab the treasure - Examine the chest.

Clues:
A rock:
-Find the 'treasure' in Mike's temple room.

Items:
Coconut friend #1 - In a nook to the right of where Mike is standing (near 
some steps).
Coconut friend #2 - In another nook to the bottom right of the screen.
Rock key - The temple treasure.

After you get the rock and take it back to the grotto, the nightmare crown 
appears.  Sam and Buddy tell Evelyn the good news and in the midst of their 
celebration, you learn that Mike is Evelyn's long, lost father.  As they're 
all heading back to the jet, who do they run into but Morcubus, Brandi and 
Esma.  For reasons that I still don't understand even after playing the game 
3 times now, Sam just hands the grown over to Esma.  Morcubus activates the 
nightmare crown and he and Evelyn are both sucked into the realm of 
nightmares.  On the plus side, the nightmare crown is left behind so you do 
get that back.  After the cut scene, the credits roll.

So, the main question I see asked about this game is "is that all??"  And the
short answer is yes, that's the end of the main story.  There are no more 
cases to solve.  The next question I see asked often is "can you rescue 
Evelyn?"  And again, the short answer is yes.  You have to solve all of the 
dispatch missions and the final one will allow you to rescue Evelyn.

So what to do in the meantime?  Well, you could just stand around and pass 
the time while your agents are on dispatch missions.  You can go back to 
different areas (except the mountains, swamp and jungle) and hunt down any 
trophies or unlockables you might have missed.  That's pretty much it.  I 
know, seems like bad writing in my opinion, but don't shoot me.  I didn't 
make the game.  Take it up with EA and maybe they will take that into 
consideration if and when they make a sequel.

    _______________________
___/Dispatch Missions (DSM)\_____________________________________________

While you are out on the trail of Morcubus, other cases will pop up around 
town.  These are beneath a special agent of your caliber, so you will send 
out junior agents that you hire on these cases.  Talk to Jenny in the S.P.A. 
and she will tell you about new missions.  Talk to her again when missions 
are complete and she will give you your reward, or if you fail the mission, 
the chance to re-assign it.

When you start hiring detectives, you will assign them to different floors of
the S.P.A and all the agents on a floor work together as a team.  Use the 
phone to hire new recruits and the floor plan to move them around and fire 
recruits.  You can re-hire recruits if you fire then but you must have an 
open space in the floor plan or else the phone action will not be active.  

How you do this depends on the dispatch missions available.  Each agent you 
can hire has different skills and each mission requires different skills.  
Also, you can decorate the different floors with items you earn and unlock.  
You get the best results when most or all of the decorations match a specific
theme and you assign agents to the floor with interests that matches the 
theme.  Use the floor plan near the phone to see who is assigned where and 
what skills the team on that floor has. You can also move agents around in 
this screen.  On the right side it shows you the levels of each interest that
floor has.

As the game progresses you will have many more agents available than there 
are spots at the S.P.A. so get used to firing, re-hiring and shifting them 
around depending on the dispatch missions you are trying to complete.

When you talk to Jenny she tells you the details of each mission, such as the
description, difficulty and how long it will take.  When you click the 
checkmark you will be taken to your available agents and their chances of 
successfully completing the case.  You assign all of the agents on a floor as
a team, so you can have a maximum of 4 cases in progress (one for each team on
each floor).

Throughout the mission you will get texts from the detectives and clients on 
the progress (which gets very annoying later in the game when you have 
multiple teams out on long missions).  Sometimes you will have to help the 
detectives make decisions as well.  In general, the decisions won't matter if
you sent a team with a decent chance of completing the mission (with the 
exception of #51).  

There are a lot of dispatch missions and chances are you will finish the main
story well before the dispatch missions.  But if you want to see the true 
ending, you do need to complete them all.  Here they are and all the good 
information about them.  I have also listed an optimal team for completion 
based on their interests and being assigned to a floor decorated to match 
their interests.  You may not have the agents I suggest depending on where 
you are in the story.  You can always pick your own team or wait.

I have numbered the missions in general order, but more for the purpose of 
identifying them when to referring to when other missions are unlocked.  You 
may encounter them in a slightly different order.  Also, when I describe the 
duration, the number means how many twelfths of an hour (how many tick marks 
the clock is shaded in the description).

#1: Deploy!
From: Agent Walker
Description: All right, it's time to delegate!  You won't have time to do 
everything - that's what your loyal recruits are for!  We've got a cat stuck 
in a tree, send that new recruit of yours, Travis, to take care of it and I'll
keep you updated on his progress.
Difficulty: 1
Duration: 2
Interests: Charisma, Smart
Reward: New outfits and new dispatch missions (2, 3, 4, 5, 6, 7)
Optimal team: You don't really have a choice on this one.  You have to send 
Travis otherwise the story won't advance.

#2: Legendary Cheese 
From: Chef Gino after dispatch mission #1 is solved
Description: I need a new pizza for my menu, but my cheeses just aren't 
inspiring me.  If only I could obtain some of the milk of the rare 
Blackfooted goat.  They're only found at 10,000 feet!
Difficulty: 1
Duration: 3
Interests: Athletic, Nature
Reward: New outfits and a trophy (Wolf rider Gino)
Optimal team: Roger, Petal, Gonk

#3: I Drilled Too Deep
From: Patrick after dispatch mission #1 is solved
Description: I've done a bad thing.  I was drilling underneath my building to
solidify its foundation and I drilled too deeply.  I may have...released an 
underground fire beast.  Send help!
Difficulty: 2
Duration: 3
Interests: Paranormal, Nature
Reward: New outfits
Optimal team: Marlon, Petal, Wendalyn

#4: Assistant Librarian
From: Elmira after dispatch mission #1 is solved
Description: The library is such a mess!  I could use some help cleaning the 
floors, fixing bookshelves, and quietly getting all the books in order.  
Normally I'd do it all myself, but I'm not getting any younger and I need my 
beauty sleep.
Difficulty: 1
Duration: 2
Interests: Smarts, Athletic
Reward: New outfits and a new recruit (Elmira)
Optimal team: Gordon, Roger, Makoto

#5: Blue Thing
From: Pinky after dispatch mission #1 is solved
Description: I found a blue thing!  But...I don't know what it is.  Send your
best team immediately!  I need to know what that blue thing is doing here!
Difficulty: 2
Duration: 3
Interests: Paranormal, Charisma
Reward: New outfits and a new recruit (Pinky)
Optimal team: Marlon, Trevor/Nicole, Rosalyn

#6: Morcucorp Stakeout
From: Agent Walker after dispatch mission #1 is solved
Description: I've got my eye on this warehouse that I suspect is a front for 
the insidious Morcucorp, but I just don�t have enough manpower to keep it 
under constant surveillance.  I'll need an extremely patient crew for this 
mission.
Difficulty: 1
Duration: 3
Interests: Smarts, Athletic
Rewards: A new dispatch mission (19)
Optimal team: Gordon, Roger, Makoto

#7: The Sadness Parade
From: Poppy after dispatch mission #1 is solved
Description: Hi!  It's me Poppy!  I'm really glad you're a special agent now 
because I need some help bad!!  Somebody stole my float for the citywide 
flower parade! I need you to find out who did it, and where they put it!
Difficulty: 2
Duration: 2
Interests: Charisma, Paranormal
Reward: New outfits
Optimal team: Trevor/Nicole, Marlon, Pinky

#8: Yeti Begins
From: Paul after case #7 is solved
Description: It's time I took stock of my life and faced my past.  Can you 
send a team to help me find out if there was anything particularly good, bad 
or just plain important that I did after I became a yeti?  I'll try my best 
to help but there's only so much I can remember.
Difficulty: 2
Duration: 3
Interests: Paranormal, Nature
Reward: New objects and a new paint for the HQ
Optimal team: Marlon, Petal, Wendalyn

#9: Pig, Camera, Action
From: Renee after case #7 is solved
Description: Hey!  I'm trying to go to the movies with my pigs but there's 
too much traffic!  Do you think you can help me and my pigs get around all 
these pesky cars?
Difficulty: 1
Duration: 4
Interests: Nature, Charisma
Reward: New outfits and a new recruit (Renee)
Optimal team: Petal, Trevor/Nicole, BeeBee

#10: Episode X
From: Jenny after case #7 is solved
Description: Starcruiser X is having a contest for the best fan-written 
episode and they're hiring the winner to work on the show.  Could you spare a
few agents to help me brainstorm?
Difficulty: 2
Duration: 3
Interests: Smarts, Paranormal
Reward: A new HQ object and a trophy (Jenny)
Optimal team: Gordon, Marlon, Zoe

#11: Snack Thief
From: Roxie after case #7 is solved
Description: There's a thief on the loose in our HQ--my ice cream sandwiches 
keep going missing!  The thought of unauthorized fingers all over my food 
gives me the creeps.  Please help!
Difficulty: 3
Duration: 4
Interests: Smarts, Charisma
Reward: New outfits, an HQ item and a trophy (Roxie)
Optimal team: Gordon, Trevor/Nicole, Travis

#12: Tainted Broth
From: Hopper after case #7 is solved
Description: My Hopper broth has been tasting funny lately and my froggy 
friends won't play with me.  Help me figure out what's up, SPROING?!
Difficulty: 3
Duration: 3
Interests: Paranormal, Nature
Reward: A new HQ object, paint and a recruit (Hopper)
Optimal Team: Marlon, Petal, Carl

#13: Ol' Gabby's Mine
From: Gabby after case #8 is solved
Description: Just got me the deed to a silver mine outside of town.  Feller 
named Skullfinder sold it to me.  Said it had all manner of riches hidden 
away in thar.  I need a strong team head into the mine and see if Ol' Gabby 
made himself a wise investment!
Difficulty: 2
Duration: 3
Interests: Smarts, Nature
Reward: New objects for the HQ
Optimal team: Gordon, Petal, Violet

#14: Cocoa Science!
From: Dr. F. after case #8 is solved
Description: My latest invention requires a thermonuclear-powered beverage 
frother.  Go forth, emissaries of hot chocolate science!
Difficulty: 2
Duration: 3
Interests: Charisma, Smarts
Reward: New objects for the HQ and a new dispatch mission (24)
Optimal team: Trevor/Nicole, Gordon, Travis

#15: The Longest Voyage
From: Barney after case #8 is solved
Description: An old map I found in my attic has led me to undertake a 
magnificent journey of discovery.  Entirely new lands and creatures may be 
discovered.  Perhaps I'll find a land where pizza bagels are served upside-
down.  There's just one problem--I need a crew!
Difficulty: 2
Duration: 6
Interests: Nature, Athletic
Reward: A new object for the HQ
Optimal team: Petal, Roger, Wolfah

#16: Roadie Despair
From: Annie after case #9 is solved
Description: It's terrible.  My latest tour is in danger of being cancelled.
All my roadies are on strike and I can't stage a show without them!
Difficulty: 1
Duration: 4
Interests: Charisma, Smarts
Reward: Some objects for the HQ and a new recruit (Annie)
Optimal team: Trevor/Nicole, Gordon, Travis

#17: OMG Glow Sticks!
From: Sapphire after case #10 is solved
Description: Omigosh, you guys, someone totally stole my box of glow sticks!
How can I dance my breaks without glow sticks?!  Please help!  I'm running 
low on chemluminescence!
Difficulty: 2
Duration: 3
Interests: Smarts, Charisma
Reward: New outfits and a new dispatch mission (29)
Optimal team: Gordon, Trevor/Nicole, Travis

#18: Candypaluna
From: DJ Candy after case #10 is solved
Description: Well, I promised the fans and now it's time.  I'm gonna stage 
the first concert ever on the moon!  Now I just need help with a few...
logistics.
Difficulty: 2
Duration: 6
Interests: Athletic, Smarts
Reward: An HQ object and a new dispatch mission (30)
Optimal team: Roger, Gordon, Makoto

#19: Pizza Investigation
From: Agent Walker after dispatch mission #6 is solved
Description: Our investigations have led us to a humble pizza parlor--or is 
it?  I suspect it's really a Morcucorp front and could use assistance in 
investigating it.  Anybody hungry?
Difficulty: 2
Duration: 2
Interests: Charisma, Smarts
Reward: New outfits and a new dispatch mission (39)
Optimal team: Trevor/Nicole, Gordon, Travis

# 20: Equipment Recovery
From: Alexa after you talk to Dr. F. again at the end of case #10
Description: I know you'll never believe this, but Dr. F's peanut butter 
helicopter 'experiment' had a bit of a mishap-over the ocean.  I need a deep-
sea recovery team to salvage as much as possible.
Difficulty: 2
Duration: 4
Interests: Athletic, Smarts
Reward: New outfits and a new dispatch mission (33)
Optimal team: Roger, Gordon, Makoto

# 21: High School Yearbook
From: Makoto after you talk to Dr. F. again at the end of case #10
Description: I have obtained knowledge that high school girls desire to be 
'popular.'  Since I am a high school girl and not a robot, if I get enough 
humans to sign my yearbook, then I will achieve 'popular' status.  Please 
assist.
Difficulty: 3
Duration: 2
Interests: Charisma, Paranormal
Reward: An HQ object and a new dispatch mission (44)
Optimal team: Trevor/Nicole, Marlon, Pinky

#22: Missing Bugs
From: Gertrude after you talk to Dr. F. again at the end of case #10
Description: He there, this is Gertrude.  I've got a bit of a bug problem.  
Oh no, I don't need help getting rid of them.  They're my friends!  But I do 
need help gathering them all up before they get stepped on.
Difficulty: 2
Duration: 6
Interests: Nature, Athletic
Reward: New object for the HQ
Optimal team: Petal, Roger, Wolfah

#23: Falling Forest
From: Petal after you talk to Dr. F. again at the end of case #10
Description: It's awful!  I awoke today to find that trees and flowers in our
forest are suddenly dying!  What's going on?  Is there anything we can do to 
revive our plants?  Help!
Difficulty: 3
Duration: 3
Interests: Nature, Paranormal
Reward: A new HQ object, paint and a recruit (Petal)
Optimal team: Petal, Marlon, Carl

#24: F, Robot
From Dr. F. after dispatch mission #14 is solved
Description: Disaster!  My newest humanoid robot, the f-bot, has escaped.  
He's out there, somewhere, pretending to be me...I need a skilled team to 
find him since he looks exactly like me except 229 feet tall.
Difficulty: 3
Duration: 3
Interests: Smarts, Charisma
Reward: New outfits and a new dispatch mission (48)
Optimal team: Gordon, Trevor/Nicole, Travis

#25: The Bushido Code
From: Samurai Bob after case #11 is solved
Description: Honesty, loyalty, courage--these are bushido!  I desire to share
the wisdom of swordless bushido with the world.  Send me pupils!
Difficulty: 3
Duration: 2
Interests: Athletic, Charisma
Reward: New outfits and an object for the HQ
Optimal team: Roger, Trevor/Nicole, Spencer

#26: H4XXOR3D
From: Spencer after case #11 is solved
Description: Oh, this is terrible!  I've been unable to log into Pallyquest 
online--I think someone's hacked into my account!  Help me recover my account
before someone sells off my epic items!
Difficulty: 4
Duration: 2
Interests: Smarts, Charisma
Reward: An object for the HQ and a new recruit (Spencer)
Optimal team: Gordon, Trevor/Nicole, Travis

#27: Magical Assistant
From: Marlon after case #12 is solved
Description: Being the royal wizard is hard work!  I just don't have enough 
time for all my kingdom pals-I mean magical...research.  I need an apprentice!
Perhaps a search committee could be formed to help me find one?
Difficulty: 3
Duration: 4
Interests: Charisma, Paranormal
Reward: An HQ object and a new dispatch mission (43)
Optimal team: Trevor/Nicole, Wendalyn, Pinky 

#28: Reagent Run
From: Wendalyn after case #12 is solved
Description: I'm running out of reagents for the magical potion I drink that 
keeps me looking so yo- well, it's none of your business what it's for but I 
could use some help gathering ingredients.  Newt eyes don't grow on trees, 
you know!
Difficulty: 3
Duration: 6
Interests: Paranormal, Nature
Reward: New outfits and a new recruit (Wendalyn)
Optimal team: Marlon, Petal, Magellan

#29: Red Buddy
From: Sapphire after dispatch mission #17 is solved
Description: Hey, my energy drink company is testing a new sports product we 
call 'Red Buddy."  Think you can, like, send over some taste testers?
Difficulty: 3
Duration: 3
Interests: Paranormal, Athletic
Reward: New outfits, an HQ object and a trophy (Buddy)
Optimal team: Marlon, Roger, Star

# 30: The Music That Moves You
From: DJ Candy after dispatch mission #18 is solved
Description: I'm trying a new genre: beats that attack the listener's brain 
and directly stimulate their dance cortex.  You can't not dance to this music!
Just need a few people to test it on-I mean party with!
Difficulty: 3
Duration: 3
Interests: Paranormal, Smarts
Reward: New outfits and a trophy (club kids)
Optimal team: Marlon, Gordon, Skullfinder

#31: Gonk Need Food Badly
From: Gonk after case #13 is solved
Description: Gonk hungry.  Gonk lose track of time teaching Bobaboo to poke 
rock with stick.  You send food?  Or send team to help Gonk get food?
Difficulty: 4
Duration: 4
Interests: Nature, Athletic
Reward: An object for the HQ and a new recruit (Gonk)
Optimal team: Petal, Roger, Wolfah

#32: The Prominence
From: The Amazing Daryl after case #13 is solved
Description: My competitor, The Nefarious Beigestone, has figured out the 
secret to my exploding bellhop trick!  I need help devising a new illusion 
that will take the magic world by storm!
Difficulty: 3
Duration: 4
Interests: Paranormal, Smarts
Reward: New outfits
Optimal team: Marlon, Gordon, Skullfinder

#33: What the F?
From: Alexa after dispatch mission #20 is solved
Description: I think it's time.  We need to find out what the letter F stands
for in 'Dr. F.'  He says it stands for 'robots' but we all know that's 
ridiculous.  Let's get to the bottom of this, once and for all.
Difficulty: 3
Duration: 3
Interests: Charisma, Smarts
Reward: New objects and a paint for the HQ
Optimal team: Trevor/Nicole, Gordon, Travis

#34: Surf's Up!
From: Luke after case #14 is solved
Description: Hey dude, I'm bummin'!  I've got a hankering to serve up a fun 
event at the shop, but I'm, like, totally out of ideas.  Maybe you know some 
people who can help?
Difficulty: 3
Duration: 6
Interests: Athletic, Charisma
Reward: New outfits
Optimal team: Roger, Trevor/Nicole, Spencer

#35: The Extremest Case
From: Chaz after case #14 is solved
Description: Yo!  This is Chaz McFreely.  Yes, THE Chaz McFreely.  I'm 
headlining this year's X-Treem X-Po, but I�ve already performed every trick 
known to man!  I need a crack team of extremengineers to invent my next big 
trick-something no one has ever see before!  Can you help me?
Difficulty: 4
Duration: 3
Interests: Athletic, Charisma
Reward: New outfits and an object for the HQ
Optimal team: Roger, Trevor/Nicole, Spencer

#36: Suckers Sabotage!
From: Clara after case #14 is solved
Description: The Main Street beauty pageant is coming up!  Naturally I went 
down to the registration office and entered Mr. Suckers as a contestant!  But
it seems like someone's trying to sabotage Mr. Suckers' chance at winning.  
Please help us!
Difficulty: 5
Duration: 3
Interests: Charisma, Paranormal
Reward: New outfits and a trophy (Mr. Suckers)
Optimal team: Trevor/Nicole, Marlon, Pinky

#37: The Finest Blade
From: Watanabe after case #15 is solved
Description: Greetings, agent.  This humble chef is saddened to inform you 
that my sushi knives, handed down from my old master, are thoroughly worn out.
A sushi chef must have the sharpest of blades to be able to slice perfect 
cuts of fish.  Please help this chef find the edge he needs for his art.
Difficulty: 3
Duration: 3
Interests: Nature, Smarts
Reward: New outfits and a new dispatch mission (47)
Optimal team: Petal, Gordon, Violet

#38: Justice For Justice
From: Justice after case #15 is solved
Description: Hey kid.  Justice here.  Look, I'm having trouble with some 
old...friends of mine.  They've started a rival tattoo parlor and they're 
stealing all my designs!  I know they're doing it, but I need proof to get 
them shut down by the city tattoo board!
Difficulty: 5
Duration: 2
Interests: Athletic, Charisma
Reward: New outfits and a trophy (Justice)
Optimal team: Roger, Trevor/Nicole, Spencer

#39: Sewer Search
From: Agent Walker after dispatch mission #19
Description: OK, we're closing in on Morcufront.  I've traced the weapons 
delivery trucks form the pizza place to a utility access grate by the sewers.
Following this sewer passage should reveal the truth-who's with me?
Difficulty: 3
Duration: 4
Interests: Smarts, Nature
Reward: A new HQ object and a trophy (Agent Walker)
Optimal team: Gordon, Petal, Violet

#40: Tobor's Destiny
From: Tobor after case #16 is solved
Description: Greetings, human.  Help please.  I've been working for Dr. F. 
for a while now, but feel I must have been built for some greater purpose, 
right?  Get back to me, will ya?
Difficulty: 4
Duration: 4
Interests: Smarts, Charisma
Reward: New outfits and an object for the HQ
Optima team: Gordon, Trevor/Nicole, Travis

#41: Blade of Destiny
From: Star after case #16 is solved
Description: The blade of destiny has been stolen from my village.  I suspect
a rival ninja clan, but I need help tracking them down and recovering the 
blade.
Difficulty: 5
Duration: 3
Interests: Athletic, Charisma
Reward: An object for the HQ and a new recruit (Star)
Optimal team: Roger, Trevor/Nicole, Spencer

#42: Writer's Block
From: Goth Boy after case #16 is solved
Description: The tedium of my job is destroying my soul.  Normally I can just
channel my despair into beautiful and haunting poetry, but lately I'm coming 
up blank.  I need someone to help me get past this block before my brain 
explodes!
Difficulty: 4
Duration: 4
Interests: Smarts, Paranormal
Reward: New outfits and an object for the HQ
Optimal team: Gordon, Marlon, Skullfinder

#43: The Magical Disaster
From: Marlon after dispatch mission #27 is solved
Description: I need some help.  There was a bit of a mix-up with my daily 
grooming incantation.  Don't worry, I still have a luxuriant beard.  
Unfortunately, everyone else in the kingdom has one too.  And Princess Butter
is not happy.
Difficulty: 4
Duration: 3
Interests: Paranormal, Smarts
Reward: Some objects for the HQ and a new recruit (Marlon)
Optimal team: Marlon, Gordon, Skullfinder

#44: Prom Date
From: Makoto after dispatch mission #21 is solved
Description: I have just learned that in order to fulfill my function as a 
high school girl, I must attend a human social event known as 'the prom.'  
I require a date,  Please send suitable candidates at your earliest 
convenience.
Difficulty: 4
Duration: 4
Interests: Charisma, Nature
Reward: An object for the HQ and a new recruit (Makoto)
Optimal Team: Trevor/Nicole, Petal, Leaf

#45: Penguin Style
From: Aran after case #17 is solved
Description: As you know Sim Fu takes its inspiration from many animals.  
But there is one animal whose characteristics I haven't been able to 
incorporate into my arts: the penguin.  Maybe you could spare a few students 
to help me develop this new style.
Difficulty: 5
Duration: 3
Interests: Athletic, Nature
Reward: An object for the HQ and a new recruit (Aran)
Optimal team: Roger, Petal, Wolfah

#46: Trouble With Truffles
From: Ikara after case #17 is solved
Description: This is a disaster of epic proportions!  A phyloxera epidemic 
has destroyed most of this year's truffle crop.  How can we make new episodes
of Hyperchef Battle 9000 without truffles?  They are our most pretentious 
ingredient!
Difficulty: 4
Duration: 4
Interests: Nature, Smarts
Reward: An HQ object and a new dispatch mission (49)
Optimal team: Petal, Gordon, Violet

#47: Train Jimmy
From: Watanabe after dispatch mission #37 is solved
Description: My restaurant is successful and brings me much honor, but there 
is one problem: my son Jimmy.  His rolls are messy and his sashimi is sloppy!
Help me turn my son into a sushi chef so I don't have to disown him!
Difficulty: 4
Duration: 3
Interests: Charisma, Nature
Reward: New HQ objects and a trophy (HQ Crew)
Optimal team: Trevor/Nicole, Petal, Leaf

#48: Time for Toast
From: Dr. F. after dispatch mission #24 is solved
Description: Mistake happened!  I have burned my toast!  The only solution is
hire some temps and build a time machine!  We will return to better times and
save my toast!
Difficulty: 3
Duration: 4
Interests: Paranormal, Smarts
Reward: New outfits, a paint for the HQ and a trophy (Lab Crew)
Optimal team: Marlon, Gordon, Nova

#49: Protection Detail
From: Ikara after dispatch mission #46 is solved
Description: There's a big Hyperchef battle coming up and the secret 
ingredient is...well, let's just say that it's not going to be popular.  I 
may need some bodyguards to protect me during the event
Difficulty: 4
Duration: 3
Interests: Athletic, Paranormal
Reward: New outfits and objects for the HQ
Optimal team: Roger, Marlon, Star

#50: Snake on the Loose!
From: Liberty (not exactly sure when, it just kind of appeared)
Description: Oh no, oh no!  I was carrying my pet snake Mr. Venom to his 
favorite picnic spot, but I must have left my backpack open because he's 
gone!  Please help me find him!
Difficulty: 4
Duration: 3
Interests: Nature, Smarts
Reward: An object for the HQ and a new recruit (Liberty)
Optimal team: Petal, Gordon, Violet

#51: One More Time
From: Agent Walker when all 50 dispatch missions are complete:
Description: You've put in a lot of hard work for us and you've done us proud.
Now we need your services one more time.  Unexpectedly, we've seen some magic
portals opening up in random areas.  We believe these are portals to the 
nightmare realm.  I need you to send a team to investigate!
Difficulty: 5
Duration: 3
Interests: Paranormal, Charisma
Reward: A new trophy (Evelyn)
Optimal team: Marlon, Trevor/Nicole, Pinky

This is the final mission and the true end of the game.  You've probably long
since finished the story and are probably tired of sitting and waiting out 
dispatch missions.  You probably only want to sit through this one once, so 
do yourself a favor and make sure you have a strong team.  Redecorate, 
whatever you need to do to get the chance of success to good or higher.

At the end of the mission Walker will text and tell you that they found 
Evelyn but somehow she and Morcubus are connected in this realm You are given
the option to bring them both or leave them behind.  If you choose to bring 
them both, Walker will make it out with Evelyn but Morcubus will get away.  
Walker chews you out, but at least Evelyn is happy to see you and it is a 
happy reunion.  If you choose to leave them behind, Walker and the team 
escape but without Evelyn or Morcubus.  You can still pass the mission this 
way and you get a slightly different ending.  Walker is happy that Morcubus 
is gone forever and the city is safe but there is no happy reunion.  You 
complete the game either way, it's really up to you.

    __________________________
___/Cogs & Gears Puzzles (CGP)\_________________________________________

Throughout the game you will encounter puzzles where you have to find parts 
to make or build something using cogs, gears and belts.  They start off 
fairly simple but they get progressively more difficult. To solve these 
puzzles, you have to first find and salvage the parts (see the walkthrough 
section for each case if you are looking for where to find the parts).  Once 
you have the parts, go back to the item you are repairing or building and you
will be presented with a puzzle.  

To solve the puzzles you have to get the red parts on the screen to move or 
become active.  I say this specifically because I ran into some puzzles that 
I had a hard time solving because I was trying to get ALL the parts on the 
screen to move, but it's not necessary.  Focus on getting from the power 
source to the red parts.  This makes it much easier.

It is very difficult to describe in words how to solve these puzzles so I 
have taken pictures so you have a visual guide.  There is more than one way 
to solve many of the puzzles, I am just presenting one possible way if you're
stuck.

Gino's Oven:
http://i20.photobucket.com/albums/b250/DrCoolJamz/gino.jpg
Supercharge the Satellites:
http://i20.photobucket.com/albums/b250/DrCoolJamz/satelite.jpg
Ski Lift:
http://i20.photobucket.com/albums/b250/DrCoolJamz/ski.jpg
Repairing Tobor:
http://i20.photobucket.com/albums/b250/DrCoolJamz/tobor.jpg
Modifying the Analyzer:
http://i20.photobucket.com/albums/b250/DrCoolJamz/analyzer.jpg
DJ Candy's Speaker:
http://i20.photobucket.com/albums/b250/DrCoolJamz/IMG_2264.jpg
Patrick's Crane:
http://i20.photobucket.com/albums/b250/DrCoolJamz/crane.jpg
Dumbwaiter:
http://i20.photobucket.com/albums/b250/DrCoolJamz/dumwaiter.jpg
Mansion Clock:
http://i20.photobucket.com/albums/b250/DrCoolJamz/clock.jpg
Chaz's Motorcycle:
http://i20.photobucket.com/albums/b250/DrCoolJamz/chaz.jpg
Secret Cave Control Station:
http://i20.photobucket.com/albums/b250/DrCoolJamz/controlStation.jpg
Tobor's Remote Control:
http://i20.photobucket.com/albums/b250/DrCoolJamz/tobarRemote.jpg
Secret Cave Sonar Station:
http://i20.photobucket.com/albums/b250/DrCoolJamz/sonar.jpg
Moon Temple Locked Chest:
http://i20.photobucket.com/albums/b250/DrCoolJamz/moon.jpg
Temple Water Pump:
http://i20.photobucket.com/albums/b250/DrCoolJamz/water.jpg
Temple Bridge:
http://i20.photobucket.com/albums/b250/DrCoolJamz/final.jpg

    ______________________
___/Analysis Puzzles (ANP)\_____________________________________________

Roxie in the S.P.A. is the analysis queen.  Whenever you encounter a strange 
substance, whip out your phone and send a sample to Roxie.  She will analyze 
is for you.  That is to say, you will solve a puzzle to analyze the substance.

The premise of these puzzles is based around molecules.  Each molecule will 
have either 1, 2, 3 or 4 dots on it.  The dots represent the number of other 
molecules that have to be touching it.  When the correct number are touching 
it, the molecule will be blank.  Your goal is to get all of the molecules 
onto the puzzle space and arrange them so they are all touching the right 
number of other molecules and become blank.

I found that most of these puzzles follow some sort of pattern.  The problem 
is figuring out the pattern.  Again, as with the cogs and gears, these puzzles
are too tricky to just explain so I have pictures of possible solutions.

Inhaler in the forest:
http://i20.photobucket.com/albums/b250/DrCoolJamz/inhaler.jpg
Skip's Pizza:
http://i20.photobucket.com/albums/b250/DrCoolJamz/pizza.jpg
Yeti fur:
http://i20.photobucket.com/albums/b250/DrCoolJamz/yeti.jpg
Hot tub water:
http://i20.photobucket.com/albums/b250/DrCoolJamz/tub.jpg
Tool chest in the chalet:
http://i20.photobucket.com/albums/b250/DrCoolJamz/toolchest.jpg
Oil in the industrial area:
http://i20.photobucket.com/albums/b250/DrCoolJamz/industrialOil.jpg
Brandi's Plant:
http://i20.photobucket.com/albums/b250/DrCoolJamz/plants.jpg
Packaboo egg on Main St:
http://i20.photobucket.com/albums/b250/DrCoolJamz/egg.jpg
Silver Hammer:
http://i20.photobucket.com/albums/b250/DrCoolJamz/hammer.jpg
Mysterious chest in the mansion:
http://i20.photobucket.com/albums/b250/DrCoolJamz/orbChest.jpg
Broken crystal:
http://i20.photobucket.com/albums/b250/DrCoolJamz/brokenOrb.jpg
Oil on the boardwalk:
http://i20.photobucket.com/albums/b250/DrCoolJamz/boardwalkOil.jpg
Goo on the boardwalk:
http://i20.photobucket.com/albums/b250/DrCoolJamz/kracken.jpg
Temple water purity:
http://i20.photobucket.com/albums/b250/DrCoolJamz/pure.jpg
Moisture evaporator in the temple:
http://i20.photobucket.com/albums/b250/DrCoolJamz/moisture.jpg

    ___________________________
___/Hacking & Lockpicking (HCK)\_________________________________________

There's not much I can say about the hacking puzzles.  Really, they're more 
like mini-games than puzzles.  And they're not too hard, as long as you have 
a fairly steady hand.

Basically, there will be a maze you have to navigate using the cursor.  The 
path you have to follow will be highlighted and you are timed.  If you touch 
the walls of the maze, your time will pass quicker and you won't be able to 
move until you get back on the path.  At some intersections you will see a 
circle with a question mark in it.  You can't just pick any path you want, 
you have to go on the path the maze highlights.  It will freeze and eat time 
if you pick the wrong path.

I don't have solutions for these because they are really a matter of skill, 
not solving anything.  If you are having trouble with the hacking mazes, slow
down and try not to get too far ahead.  Don't think about the timer.  Most of
them give you ample time, so don't worry about it.  If you start worrying 
about time and try to go faster, you might make a wrong turn at an 
intersection and that will cost you more time.  And in any case, if you do 
run out of time, it restarts about halfway through the maze, so you don't even
have to re-do the entire thing.  Eyes on the prize, eyes on the prize.

Same deal with the lockpicking puzzles.  Your goal in these is to get the key
from the left side of the screen to the right side of the screen.  You can 
move the tumblers either left and right (for the blue ones) or up and down 
(for the tan ones).  Sometimes you have to have to move things, then move the
key, then move the same things back.  For this reason, I can't do visual 
solutions.  I'd have to post several screens for each one and I'm just not 
going there.  Sorry, but the good news is that these puzzles aren't very hard
either, so you shouldn't have major problems with them.

    ______________
___/Trophies (TRP)\_________________________________________________________

After you gain access to the S.P.A. a trophy case will be available on the 
third floor.  You will find and earn many trophies throughout the game.  Some
will come just by completing parts of the story.  Others will have to be 
hunted down.  They will usually be in the area where you encountered the real
character or item in the story.  Here is the list of trophies and where you 
can find them.  The trophies are listed left to right on each shelf.

There are some trophies that are found in areas you can't revisit, such as 
Paul in the mountains and Carl and Gordon in the bayou.  If you miss them 
they are not gone forever.  They will be unlocked at another point and I think
it has to do with completing a dispatch mission with that character, but I 
need to do another play-through to confirm this.

Top shelf:
1. Magic horn - Solve case #18
2. Fortunite crystal - Solve case #13
3. Tobor's remote - Solve case #16
4. The nightmare crown - Solve case #18
5. Yeti boot - Solve case #7
6. Disco ball - Unlocked at the end of case #10 after you talk to Dr. F again
7. Man on horse statue - Solve case #11

Second shelf:
8. Fireman Carl - In the swamp on top of the nook
9. Magellan - Second chest after the 4 vine crossing in the temple
10. Jenny - Solve dispatch mission #10
11. Buddy - Solve dispatch mission #29
12. Roxie - Solve dispatch mission #11 
13. Travis - Examine the bucket at the top of the first stairs in Patrick's 
construction site
14. Evelyn Gray - Solve dispatch mission #51
15. Paul the Yeti - Examine the recliner in Paul's cave
16. Necromancer Gordon - Examine the china cabinet in the dining room of 
Cyrus' mansion

Third shelf:
17. Faith Connors - Examine the wall near the library door in Cyrus' Manor 
18. Yeti Preston - Solve case #7
19. Agent Walker - Solve dispatch mission #39
20. Supercharged Justice - Solve dispatch mission #38
21. Morcubus - Chest in Yuki's secret cave
22. Stuntman Chaz - Get Chaz to do his stunt again in case #16
23. Mr. Suckers tentacle - Get Mr. Suckers help in case #16
24. Mr. Suckers - Solve dispatch mission #36
25. King Mike - *Should be unlocked somewhere in the jungle area, but I got 
him after completing a dispatch mission

Bottom shelf:
26. Wolf rider Gino - Solve dispatch mission #2
27. The Club Kids - Solve dispatch mission #30
28. The HQ Crew - Solve dispatch mission #47
29. The Lab Crew - Solve dispatch mission #48
30. The Morcugirls - Club Candy's sewer (examine the grate by the green 
barrels)
31. Avian Joust Goth Boy - Get the ink for Goth Boy's tattoo in case #16

    ______________________
___/Hidden Treasures (HTD)\_____________________________________________

The world in and around Main Street is just packed with treasure.  You just 
have to know where to look.  If you don't, you can look here (I'm sure I 
haven't found everything, but it's a start).

Main Street:
Chest on the rooftops between the construction site and Shirley's salon - 
new outfits ,new paints
Crate at the far left of Main Street - new decoration, new paints
Chest on city hall roof (climb the ladder at the left side of Main Street and
hop along the roofs and awnings) - new paints
Examine near the hair dryers in Shirley's salon - Unlocks new hairstyles
Examine near the steps to Patrick's trailer - new outfits 
Crate in Patrick's construction site (all the way to the right, use the 
f-space manipulator to stack all 3 crates on top of each other and then jump 
over from the upper ledge) - new decorations 
Examine the bucket at the top of the first set of stairs in Patrick's 
construction site - Travis trophy
Chest in the par forest to the right of Derek's hidden cliff - new decorations 

Mountains: 
Crate near the cabin - new music
Chest on top of the lodge - new decorations
Chest on the first summit path - new paints
Chest on the first summit path - new decorations
Examine the lump of snow on the second part of the summit - new outfits 
Chest in the snow on the second part of the summit path - new decorations
Examine a tree near the Yeti cave - new decorations
Buried in the snow near the Yeti cave - new decorations
Examine the nook at the far right and bottom of the abandoned mine - new 
outfits 
Crate in the Yeti costume cabin - Unlocks a new arcade game 
Examine Paul's recliner in his cave - Paul the Yeti trophy

Industrial District:
Chest on Tobor's crate in the junkyard - new paints
Examine the yellow thing outside of Club Candy - new decorations 
Chest on the catwalk in Club Candy - new music, paints
Chest on the old boat in the junkyard - new decorations 
Crate on top of Club Candy - new decorations 
Chest on the path with the hopping stones on Dr. F's front door - new 
decorations, paints
Examine the hidden nook in the left side of the junkyard - new decorations 
In the sewer by the junkyard, examine the wall on the bottom to the far left -
new decorations 
Shake the crate near the newer entrance in the junkyard - new outfits
Examine the billboard on the rooftops - Unlocks a new arcade game
In Club Candy's sewer, examine the grate near the green barrels - Morcucorp 
girls statue

Cyrus' Manor (Swamp area):
Examine the bookshelf at the bottom of the stairs in the library - new paints
Chest in the library rafters - new decorations
Crate on the right side of the rafters in Carl's loft - new decorations 
Crate on the second level of rafters in Carl's loft, to the left - new 
decorations 
Crate at the top of the rafters, near the vent and feather - Unlocks a new 
arcade game
Examine wall near the library door - Messenger trophy
Examine the china cabinet in the dining room - Necromancer Gordon trophy
Examine the area on top of the swamp - Fireman Carl trophy

Boardwalk:
Chest in the water before Mr. Suckers - new decorations 
Chest in a nook behind Dr. F, to the right - new outfits, paints
Chest in Yuki's secret cave - Morcubus trophy, new paints
Crate in Yuki's secret cave - new paints
Chest on the surf shop roof - new music, paints
Chest behind the dune buggy on the beach - new decorations
Chest near the door to Yuki's lair - new decorations
Reformat the database in Yuki's cave after you download the data - Unlocks a 
new arcade game
As Tobor, jump to the chest in the sunken ship - new decorations 
As Tobor, jump to the chest on the sea floor part - new decorations 
As Tobor, find the chest when entering the second part of the ship maze - new
decorations 
As Tobor, find the chest after you drop down the hatch - new outfits
As Tobor, find the chest past the ledges in the second sea bed area - new 
decorations 

Jungle:
Examine the tent - Unlocks new outfits
Examine the foot of the bridge leading to Skullfinder's area - Unlocks new 
decorations 
Chest at the top of the temple exterior - Unlocks new decorations 
Chest in Magellan's tree reachable by tightwalking a long vine - Unlocks new 
music 
Chest in Magellan's tree reachable by climbing - Unlocks new paints
Peek in the sarcophagus - Unlocks new outfits
Rotate the mirrors at the bottom of the sun temple to open the chests - 
Unlocks new decorations 
Chest in the moon temple reachable by jumping on the stone on the left side -
Unlocks new music 
Examine the skulls in the bottom of the main temple - Unlocks new decorations
Chest after the fire dragons in the temple - Unlocks new outfits
Chest after the 4 vine crossing in the temple - Unlocks new decorations 
Second chest after the 4 vine crossing in the temple - Unlocks Magellan trophy

-Fin-
Copyright 2010 - Jacky Swallia
[email protected]