This is a list of Codename: Kids Next Door foreign operatives.
Japanese Operatives
Only appearance: Op T.R.I.P.
The Japanese Operatives were featured in Op. T.R.I.P., in which Father had commissioned the Interesting Twins from Beneath the Mountain to find them and destroy them. After the Twins fell out of Numbuh 3's "grandma's" house, the Japanese KND revealed they had been protecting Numbuh Three the whole time and then beat up the Interesting twins . The numbuhs of five operatives are unknown.
Canadian Sector
Only appearance: Op I.T.
Appeared in Op I.T. Was one of the locations where operatives were tagging one another. None of the members' codenames were revealed.
Indian Sector
Only appearance: Op I.T.
A sector in India appeared in Op I.T. Was one of the locations of the KND tagging others. One of the Indian operatives is voiced by Scott Menville.
In Op W.H.I.T.E.-H.O.U.S.E., when Numbuh 5 quizzes Nigel to prove his identity, Nigel states that Sector I is located in India.
Russian Sector
Only appearance: Op I.T.
A sector in Russia appeared in Op I.T. Was one of the locations of the KND tagging others.
Members:
* Numbuh 301 - Leader
* Numbuh 302 - Sector R Tracker
* Numbuh 303 - Former Member / 2x4 Technology Officer
* Numbuh 304 - Key Guy
* Numbuh 305 - Soda, Snacks & Treats Officer
Egyptian Operatives
Only appearance: Op C.H.A.D.
*Numbuh 17 - (possibly the leader, as the symbol he wears dictates leadership)
*Numbuh 18 - (voiced by James Arnold Taylor)
*Numbuh 19 - Operative
*Numbuh 20 - Operative
French Operatives
First appearance: Op C.H.A.D.
They also briefly appear in Op Z.E.R.O. at Moonbase.
*Numbuh 66
*Numbuh 67
*Numbuh 68
*Numbuh 69
*Numbuh 70
*Numbuh 71
German Operatives
Located in Germany. Mentioned in Op CHAD.
Members:
* Numbuh 417 - Leader
* Numbuh 419 - Operative
* Numbuh 420 - Klutz
* Numbuh 422 - Fashion Specialist
* Numbuh 424 - Hand-To-Hand-Combat Specialist
* Numbuh 425 - Mechanicer & Pilot
Brazilian Operatives
Mentioned in Op CHAD. When Numbuh 274 listed operatives by country, he listed this sector and Sector G.
Member:
* Numbuh 4-6 - Operative
* Numbuh 1-2 - 2x4 Technology Officer
* Numbuh 6-10 - Leader
British Sector
Seen in Op ENGLAND.
Members:
* Numbuh 1 - (A British Form of Numbuh 1) Leader
* Numbuh 4 - (Big Boy) Operative
* Numbuh 5 - (Scarfgirl) Operative
Norwegian Sector
Never seen, never mentioned, never planned.
Members:
* Numbuh 52 - Leader & Ice Fisher
* Numbuh 53 - Formerly Member, Started at the KND Arctic Base
* Numbuh 54 - Pilot & Mechanicer
* Numbuh 56 - Formerly Member, Lost under the ice
Japanese Operatives
Only appearance: Op T.R.I.P.
The Japanese Operatives were featured in Op. T.R.I.P., in which Father had commissioned the Interesting Twins from Beneath the Mountain to find them and destroy them. After the Twins fell out of Numbuh 3's "grandma's" house, the Japanese KND revealed they had been protecting Numbuh Three the whole time and then beat up the Interesting twins . The numbuhs of five operatives are unknown.
Canadian Sector
Only appearance: Op I.T.
Appeared in Op I.T. Was one of the locations where operatives were tagging one another. None of the members' codenames were revealed.
Indian Sector
Only appearance: Op I.T.
A sector in India appeared in Op I.T. Was one of the locations of the KND tagging others. One of the Indian operatives is voiced by Scott Menville.
In Op W.H.I.T.E.-H.O.U.S.E., when Numbuh 5 quizzes Nigel to prove his identity, Nigel states that Sector I is located in India.
Russian Sector
Only appearance: Op I.T.
A sector in Russia appeared in Op I.T. Was one of the locations of the KND tagging others.
Members:
* Numbuh 301 - Leader
* Numbuh 302 - Sector R Tracker
* Numbuh 303 - Former Member / 2x4 Technology Officer
* Numbuh 304 - Key Guy
* Numbuh 305 - Soda, Snacks & Treats Officer
Egyptian Operatives
Only appearance: Op C.H.A.D.
*Numbuh 17 - (possibly the leader, as the symbol he wears dictates leadership)
*Numbuh 18 - (voiced by James Arnold Taylor)
*Numbuh 19 - Operative
*Numbuh 20 - Operative
French Operatives
First appearance: Op C.H.A.D.
They also briefly appear in Op Z.E.R.O. at Moonbase.
*Numbuh 66
*Numbuh 67
*Numbuh 68
*Numbuh 69
*Numbuh 70
*Numbuh 71
German Operatives
Located in Germany. Mentioned in Op CHAD.
Members:
* Numbuh 417 - Leader
* Numbuh 419 - Operative
* Numbuh 420 - Klutz
* Numbuh 422 - Fashion Specialist
* Numbuh 424 - Hand-To-Hand-Combat Specialist
* Numbuh 425 - Mechanicer & Pilot
Brazilian Operatives
Mentioned in Op CHAD. When Numbuh 274 listed operatives by country, he listed this sector and Sector G.
Member:
* Numbuh 4-6 - Operative
* Numbuh 1-2 - 2x4 Technology Officer
* Numbuh 6-10 - Leader
British Sector
Seen in Op ENGLAND.
Members:
* Numbuh 1 - (A British Form of Numbuh 1) Leader
* Numbuh 4 - (Big Boy) Operative
* Numbuh 5 - (Scarfgirl) Operative
Norwegian Sector
Never seen, never mentioned, never planned.
Members:
* Numbuh 52 - Leader & Ice Fisher
* Numbuh 53 - Formerly Member, Started at the KND Arctic Base
* Numbuh 54 - Pilot & Mechanicer
* Numbuh 56 - Formerly Member, Lost under the ice
Pronounced we-alk
Definition
Whealk is the occupational description of the action by one person using a wheelchair, wheeling, accompanied by one or more other people who are walking.
Conditional requirements of this definition preclude the wheelchair user from being assisted, in which case the action would simply be wheeling. Further, for each wheelchair user, a pattern of walking person accompanyment must be clearly established for the term to hold true. This becomes relevant in sponsored and competitive events.
Additional information
The type of wheelchair, for example a manual or electric wheelchair, is irrelevant.
Notable whealker
The iconic Australian singer, Judith Durham, cited whealking as her "personal Elvis" when covering Depeche Mode's "Personal Jesus".
Definition
Whealk is the occupational description of the action by one person using a wheelchair, wheeling, accompanied by one or more other people who are walking.
Conditional requirements of this definition preclude the wheelchair user from being assisted, in which case the action would simply be wheeling. Further, for each wheelchair user, a pattern of walking person accompanyment must be clearly established for the term to hold true. This becomes relevant in sponsored and competitive events.
Additional information
The type of wheelchair, for example a manual or electric wheelchair, is irrelevant.
Notable whealker
The iconic Australian singer, Judith Durham, cited whealking as her "personal Elvis" when covering Depeche Mode's "Personal Jesus".
In video games, particularly in first-person shooters (FPSs), circlestrafing is the technique of moving around a target in a circle while facing it. Circlestrafing allows a player to fire continuously at an opponent while dodging counterattacks. By rapidly circling the opponent, the player evades the opponent's sights. Circlestrafing is most useful in close-quarters combat, where the apparent motion of the attacking player is the greatest, and thus the chance of disorienting the opponent by making him lose track of the attacker is higher. The effectiveness of the circlestrafing maneuver is mitigated when the opponent's weapon fires projectiles that travel instantaneously, or fires a large number in a machine gun-like fashion.
Manual circlestrafing
Manual circlestrafing is achieved by walking sideways while turning smoothly. On PC games such as Quake, the popular control combination of using the mouse to control angle and the keyboard to move the character makes circlestrafing fairly simple to perform, although the inevitable (and often panicked) "pedaling" action of the mouse—raising it at the end of the mousepad and setting it down on the other side—can give the circling avatar a jerky path. Players reduce the need to "pedal" by turning up the in-game mouse sensitivity, but increased sensitivity may compromise their targeting ability. Alternately, they can use trackball pointing devices, and for this reason trackballs are some gamers' preferred pointing devices. Also, using the keyboard to turn can result in smooth circle-strafing, given the right sensitivity.
Automatic circlestrafing
Some games feature a system to handle the turning automatically, which means that the player only has to move sideways to travel along the perimeter. Some good examples are the "Z-targeting" system of The Legend of Zelda: Ocarina of Time, which locks the character's viewpoint onto an enemy when the Z button is pressed, or the lock-on feature in Metroid Prime. In MechWarrior computer games, circlestrafing (sometimes termed "Circle of Death" in these games) is a frequent technique: s can twist the torso toward the center of the circle, meaning the player only needs to pilot the 'mech in a circle while holding the aim relatively still.
Tactics
Many players of first-person-shooters circlestrafe continually for most close-quarters battles, often combining this with unpredictable changes of direction and transverse dodging. Two skilled players fighting in this manner will frequently attempt to circlestrafe around one another, their movements describing intricate and complex patterns like spirals and figures-of-eight. Circlestrafing is an effective means of lessening the advantage held when one player has a more powerful weapon than the other, and by closing to melee range and circling, an attacker with an otherwise ineffective weapon can defeat an opponent whose powerful explosive weapon (such as a rocket launcher) cannot safely be used at such close quarters.
A large limitation to circlestrafing is that the one utilizing it effectively induces a tunnel vision on the line connecting him and his attacker, limiting his ability to engage in group tactics, noticing other enemies, or utilize indirect attacks.
Combined tactics
Some players also combine circlestrafing (and similar rotary dodging motions) with dodge-jumping, in the hope of avoiding splash damage from rockets fired at the ground at their feet, while simultaneously affording them a better (i.e. steeper) angle at which to fire such ground-directed shots of their own (with the rocket being fired at the apex of the jump's trajectory). There is also some additional dodging value due to the jumper's added vertical motion. In older FPS games which allow air control (where the simplistic in-game physics allows a player to change direction mid-flight) this enhances the unpredictability of the player's position. In later FPS games, which largely remove air control, this maneuver is, if not entirely ineffective, at least much less effective, and thus more rarely seen.
The inclusion of jet packs in First Person Shooters like the Tribes series have returned the element of mid-air maneuvering, although in a more limited fashion. It is often a risky tactic, as the maneuvering eats jet fuel that might be better conserved for flying higher, hovering longer, assisting in jumps, or even powering other energy weapons.
Circle strafing takes on a more complicated element when utilized in games like this which contain terrains which are either slanted, hilly, or may even occur underwater, or on areas which are full of holes or thin, which while they are not victim to splash damage, could send the player falling below to a prone position, possibly receiving damage in the process.
In games like GunZ, circlestrafing is a strong survival tactic for people using daggers, which use a single attack no matter how rapidly used, unlike swords, which enter an attack pattern. This is especially prudent as close-range is an asset for melee weapons which have a large radius of attack, in addition to avoiding gunfire. It also allows jumps to be utilized to jump over an enemy character, allowing the enemy's head to be more easily accessed, a 180 shift in direction, as well as interrupting the targeting of the enemy and any other players watching the battle. Shifting back and forth from clockwise to counter-clockwise is also common for engaging in this, and will happen every 180 degrees when someone is pushed against a wall, or every 90 degrees when they are cornered. As this game allows easy escapes through wall-running, with many stairs and a closed area, however, it limits circlestrafing as more of a surprise tactic, eliminated by those experienced in escape, or simply jumping, which greatly limits attacking accuracy.
Target circumstances
When the attacked player merely stands still and tries to turn to track his attacker, he will be defeated: the circlestrafer presents a moving target, the victim a static one. In such cases, circlestrafing is a highly effective technique. Countermeasures do, however, exist:
*The defending player himself circlestrafes, generally in the contrary direction to his attacker. Done properly, this ensures the attacker cannot duck "behind" the attacked, and makes the attacked player as difficult to hit as his attacker.
*When combined with a backward motion, the defensive counter-circlestrafe described above results in the two players spiraling apart. This often happens when players have weapons that require them to keep some distance between each other and their respective targets before they can be safely or effectively used.
*In games that permit it, a rocketjump allows one player to leap high above the field of combat, avoiding his circlestrafing nemesis and pelting him with gunfire from above.
*Keeping close to an obstruction, such as a pillar or, ideally, a wall, allows a player to prevent his opponent from flanking him. Mutual-circlestrafe conflicts often end when the action spirals into a confined space such as a corridor or doorway in which the required free movement is blocked.
*A target with an indirect (or area-denial) weapon can use it to confuse his opponent or disturb the delicate pattern of his circlestrafe. Bouncing weapons such as grenades, or delayed-action weapons like time-bombs, can have this effect, allowing the target the opportunity to flee and regroup.
Many bots are programmed to employ circlestrafing, and extremely rapid and fluid circlestrafing is a tell-tale sign that a player is in fact either a bot or an aimbot-assisted human.
Other uses
In certain MMORPGs, such as World of Warcraft, certain talents and abilities can only be used directly behind the target. Many players employ circle strafing in PVP combat to maximize accessibility of these talents, as well as disorient their opponent. Also, when the target of a spell is behind one, it is not possible to cast it at him, meaning the spellcaster has to stand in front of the target when the spell is being cast.
Manual circlestrafing
Manual circlestrafing is achieved by walking sideways while turning smoothly. On PC games such as Quake, the popular control combination of using the mouse to control angle and the keyboard to move the character makes circlestrafing fairly simple to perform, although the inevitable (and often panicked) "pedaling" action of the mouse—raising it at the end of the mousepad and setting it down on the other side—can give the circling avatar a jerky path. Players reduce the need to "pedal" by turning up the in-game mouse sensitivity, but increased sensitivity may compromise their targeting ability. Alternately, they can use trackball pointing devices, and for this reason trackballs are some gamers' preferred pointing devices. Also, using the keyboard to turn can result in smooth circle-strafing, given the right sensitivity.
Automatic circlestrafing
Some games feature a system to handle the turning automatically, which means that the player only has to move sideways to travel along the perimeter. Some good examples are the "Z-targeting" system of The Legend of Zelda: Ocarina of Time, which locks the character's viewpoint onto an enemy when the Z button is pressed, or the lock-on feature in Metroid Prime. In MechWarrior computer games, circlestrafing (sometimes termed "Circle of Death" in these games) is a frequent technique: s can twist the torso toward the center of the circle, meaning the player only needs to pilot the 'mech in a circle while holding the aim relatively still.
Tactics
Many players of first-person-shooters circlestrafe continually for most close-quarters battles, often combining this with unpredictable changes of direction and transverse dodging. Two skilled players fighting in this manner will frequently attempt to circlestrafe around one another, their movements describing intricate and complex patterns like spirals and figures-of-eight. Circlestrafing is an effective means of lessening the advantage held when one player has a more powerful weapon than the other, and by closing to melee range and circling, an attacker with an otherwise ineffective weapon can defeat an opponent whose powerful explosive weapon (such as a rocket launcher) cannot safely be used at such close quarters.
A large limitation to circlestrafing is that the one utilizing it effectively induces a tunnel vision on the line connecting him and his attacker, limiting his ability to engage in group tactics, noticing other enemies, or utilize indirect attacks.
Combined tactics
Some players also combine circlestrafing (and similar rotary dodging motions) with dodge-jumping, in the hope of avoiding splash damage from rockets fired at the ground at their feet, while simultaneously affording them a better (i.e. steeper) angle at which to fire such ground-directed shots of their own (with the rocket being fired at the apex of the jump's trajectory). There is also some additional dodging value due to the jumper's added vertical motion. In older FPS games which allow air control (where the simplistic in-game physics allows a player to change direction mid-flight) this enhances the unpredictability of the player's position. In later FPS games, which largely remove air control, this maneuver is, if not entirely ineffective, at least much less effective, and thus more rarely seen.
The inclusion of jet packs in First Person Shooters like the Tribes series have returned the element of mid-air maneuvering, although in a more limited fashion. It is often a risky tactic, as the maneuvering eats jet fuel that might be better conserved for flying higher, hovering longer, assisting in jumps, or even powering other energy weapons.
Circle strafing takes on a more complicated element when utilized in games like this which contain terrains which are either slanted, hilly, or may even occur underwater, or on areas which are full of holes or thin, which while they are not victim to splash damage, could send the player falling below to a prone position, possibly receiving damage in the process.
In games like GunZ, circlestrafing is a strong survival tactic for people using daggers, which use a single attack no matter how rapidly used, unlike swords, which enter an attack pattern. This is especially prudent as close-range is an asset for melee weapons which have a large radius of attack, in addition to avoiding gunfire. It also allows jumps to be utilized to jump over an enemy character, allowing the enemy's head to be more easily accessed, a 180 shift in direction, as well as interrupting the targeting of the enemy and any other players watching the battle. Shifting back and forth from clockwise to counter-clockwise is also common for engaging in this, and will happen every 180 degrees when someone is pushed against a wall, or every 90 degrees when they are cornered. As this game allows easy escapes through wall-running, with many stairs and a closed area, however, it limits circlestrafing as more of a surprise tactic, eliminated by those experienced in escape, or simply jumping, which greatly limits attacking accuracy.
Target circumstances
When the attacked player merely stands still and tries to turn to track his attacker, he will be defeated: the circlestrafer presents a moving target, the victim a static one. In such cases, circlestrafing is a highly effective technique. Countermeasures do, however, exist:
*The defending player himself circlestrafes, generally in the contrary direction to his attacker. Done properly, this ensures the attacker cannot duck "behind" the attacked, and makes the attacked player as difficult to hit as his attacker.
*When combined with a backward motion, the defensive counter-circlestrafe described above results in the two players spiraling apart. This often happens when players have weapons that require them to keep some distance between each other and their respective targets before they can be safely or effectively used.
*In games that permit it, a rocketjump allows one player to leap high above the field of combat, avoiding his circlestrafing nemesis and pelting him with gunfire from above.
*Keeping close to an obstruction, such as a pillar or, ideally, a wall, allows a player to prevent his opponent from flanking him. Mutual-circlestrafe conflicts often end when the action spirals into a confined space such as a corridor or doorway in which the required free movement is blocked.
*A target with an indirect (or area-denial) weapon can use it to confuse his opponent or disturb the delicate pattern of his circlestrafe. Bouncing weapons such as grenades, or delayed-action weapons like time-bombs, can have this effect, allowing the target the opportunity to flee and regroup.
Many bots are programmed to employ circlestrafing, and extremely rapid and fluid circlestrafing is a tell-tale sign that a player is in fact either a bot or an aimbot-assisted human.
Other uses
In certain MMORPGs, such as World of Warcraft, certain talents and abilities can only be used directly behind the target. Many players employ circle strafing in PVP combat to maximize accessibility of these talents, as well as disorient their opponent. Also, when the target of a spell is behind one, it is not possible to cast it at him, meaning the spellcaster has to stand in front of the target when the spell is being cast.
N.S.P.C is located in the Northern part of Illinois
Sports
* Football
* Soccer
* Cross-Country
* Tennis
* Volleyball
* Basketball
* Track
* Baseball
Schools
* Antioch
* Deerfield
* Fox Lake (Grant)
* Lake Villa (Lakes)
* North Chicago
* Round Lake
* Stevenson
* Vernon Hills
* Wauconda
Sports
* Football
* Soccer
* Cross-Country
* Tennis
* Volleyball
* Basketball
* Track
* Baseball
Schools
* Antioch
* Deerfield
* Fox Lake (Grant)
* Lake Villa (Lakes)
* North Chicago
* Round Lake
* Stevenson
* Vernon Hills
* Wauconda