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We’ve been expecting you…

Where would secret agents be without a good villain to keep them on their toes? The good guys in LEGO’s new Agents range would be bored to tears were it not for the evil Dr Inferno, who has a real knack for causing trouble. He also has a knack for letting others do his dirty work, so the agents are up against a range of evil henchmen in the six mission sets.

Mission 1 is Jetpack Pursuit. Dr Inferno’s henchman, Saw Fist (just look at the picture if you’re wondering how he got this name), has pinched an energy crystal and is making his getaway on a snow mobile (which measures 13cm in length, by the way, and has a moving high-speed tread).

The aptly named Agent Chase is in hot pursuit on his jet-powered heli-pack, which is equipped with a grappling line and spinning rotor.

Jetpack Pursuit is priced around £7.99, comprises 88 pieces and is suitable for children aged 7–14.

In Mission 2: Swamp Raid (around £14.99, 231 pieces, 7–14), henchman Break Jaw has got hold of a treasure map and Agent Charge has been ordered to recover it. Charge must get into the secret swamp base, grab the map and make his escape on a rocket-cycle. A booby-trapped bridge, flick-firing missiles and remote-control crocodiles are among the obstacles. The swamp base itself stands 15cm tall.

Mission 3: Gold Hunt (around £19.99, 352 pieces, 7–14) sees henchman Gold Tooth and an unnamed minion (he must be expendable) stealing gold bars from an ancient temple. They’ve reckoned without Agent Fuse and his supersonic jet, which is much faster than the jeep Gold Tooth is driving! The jeep does contain hidden missiles, but Fuse’s jet also has firing missiles – hit the target on the jeep to knock the gold bars off.

In Mission 4: Speedboat Rescue (around £29.99, 340 pieces, 7–14), the tables have been turned. Agent Trace has been captured and, in true supervillain style, Dr Inferno is dangling her above two hungry laser-guided cyborg sharks. Fortunately, Dr Inferno has left matters in the hands of Break Jaw, so there’s a chance for Agent Chase to rescue Trace using his super-spy speedboat. The boat has a harpoon, firing missiles and a net shooter to tie up the sharks, but Break Jaw can still cause mischief on his jet ski.

Mission 5: Turbocar Chase (around £39.99, 498 pieces, 8–14) pits the Agents’ high-tech Turbocar against the bad guys’ mecha-copter. Dr Inferno’s laptop contains all his favourite recipes and plans for world domination and Agent Chase is out to get it. The laptop, however, is guarded by the creepy, spider-legged henchman Spy Clops and another unnamed minion. The gates guarding the mecha-copter are alarmed, but that doesn’t worry Agent Chase, who simply smashes them down to get at that laptop.

The big finale is provided by Mission 6: Mobile Command Centre (around £69.99, 1154 pieces, 8–14). Despite keeping out of the way, Dr Inferno has gone and got himself caught and he’s being held in the Agents’ mobile command centre. Gold Tooth and Spy Clops are out to rescue their boss in their hover-jet, but the MCC has some tricks up its sleeve, including a prison and weapons bay, jet-boat, stealth plane, two cars, missiles and more. There’s also a light-up mission projector and all four Agent minifigures (Chase, Fuse, Trace and Charge).

It hardly seems fair – but you wouldn’t want Dr Inferno to win would you?

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