GameCube walkthroughs for Star Fox Adventure
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Walkthrough for:
Star fox Adventure
Game:
Star fox Adventure
Format:
Gamecube
Ratings
Good
Posted by:
Walkthrough Now that all the reference material is out of the way, here's the actual walkthrough of the game. For the sake of consistancy, keep the following things in mind: First, this walkthrough will take you through the game and ensure you get a 100% completion score. Follow the walkthrough to the letter and you'll never have to scramble around to find secret areas or the like. However, it's written "as the crow flies"; in other words, if you want to do any backtracking or skipping ahead, you're on your own. Some things CAN be achieved earlier than dictated in this FAQ, and some things can be put off until later. Unless an action is absolutely required to finish the game, feel free to skip it if it's giving you trouble, and come back to it later. In fact, this FAQ foregoes the exploration part of the game entirely. Do you have any idea how hard it is to describe a fully 3D environment armed only with text? I'll do the best I can pointing you where to go and what to do, but be sure to ALWAYS take time to explore the world on your own. The game never punishes you for exploring and experimenting and - you never know - you may stumble upon something that I never found before. Also, I'll be instructing you to buy things as you need them. If you can buy them earlier, then by all means do so. You can never have too many goodies! Unless you're wasting your money buying commodities. Dinosaur Planet is a fertile land that will always supply you with plenty of goods, so there's no need to buy things from ShopKeeper that you can find laying around the wilderness. Each section of the FAQ rounds out with a checklist, so you can run around and get any of the hidden or secret stuff you missed. You should, of course, be on the lookout for this stuff all the time, but just in case you missed something, you know exactly where to get it. I've decided to include ALL of the Fuel Cells in the checklists, so if you're running low you don't have to go slogging through the walkthrough to find them. Finally, if you ever get stuck and for some reason this FAQ isn't helpful, try contacting Slippy. His hints can really be a lifesaver when you're desperately stuck. -------------------------------------------------------------------------------------------- Walkthrough - Starting Up [sfa.05.01] -------------------------------------------------------------------------------------------- After turning on the power, you're treated a scene inside the Great Fox of the team not doing much of anything. Fumble around with the various team members (Peppy changes game options, Slippy changes audio options, and ROB toggles the subtitles). Later on, you'll get the chance to add more options to these menus. Once you're done, go ahead and select Fox to get the game rolling. The game will now ask you to put in a three letter name. This name is useful for nothing except labeling your game's save file on the main menu. Enter three arbitrary letters and select END. You have now successfully started a save file. To continue the game at any time, just select this save file (which keeps track of how long you've been playing and what completion percentage you've reached) and press A. Our story opens up with Krystal answering a distress call she received from Dinosaur Planet. She is flying a CloudRunner through a rainstorm when she is attacked by a fireball-throwing air galleon... -------------------------------------------------------------------------------------------- Walkthrough - Krystal -------------------------------------------------------------------------------------------- The flying ship has lots of attacks, but take note that you don't have a life meter. You cannot be killed in this fight, so don't get discouraged if you take any hits. Krystal is able to launch blue bolts of energy at the ship to attack it. -{ Boss Fight: Scales' Galleon }- The galleon (and most bosses in SFA, for that matter) attacks in several phases. At first you're flying behind it, facing two flamethrowers on the bottom half and two dragon heads launching fireballs on the upper half. The launchers attack in an alternating pattern (right, left, right, left...) so they aren't to hard to dodge. Start by taking out the two dragon heads. They'll sprout flames when they're out of commision. After this the galleon will lift up a bit, and you'll be facing a rotating blade. The ship (and therefore the blade) will come in and out at you. Before it closes in, quickly destroy one of the spinning blades; this will create a gap that is safe for Krystal to fly through. Repeat this process, and once you've blown off all four blades the next phase will begin. The ship will drop back down, and the fireball launching dragon heads will perk back up. They still fire in an alternating pattern, but they're a bit friskier this time, you'll notice. Take them out again (they'll explode this time, satisfyingly) to proceed. The ship will now turn about and come at you head on. The reptilian head on the front will belch enormous fireballs at you. Not surpringly, it's also your next target. After this phase of the attack, Krystal will set her CloudRunner down on the Galleon and dismount. -{ End Boss Fight }- On the Galleon, Krystal also has a life meter, so be conscious about what she touches or what hits her from now on. The first thing to do is cross the deck of the ship and talk to a CloudRunner locked up in a cage. He'll open a door for you that leads below deck. Head down below deck do find the Gold Key. Returning topside, back to the CloudRunner's cage, Krystal will have a run in with our lovable villain, General Scales. Long story short, Scales attempts to throw her off the Galleon, but she ends up landing on her CloudRunner, who takes her to Krazoa Palace. This is where the distress signal Krystal is answering originates from. The first thing you'll notice after touching down is that there are enemies onscreen now (jellyfish-like things), and Krystal is still defenseless. The next thing you'll notice is that the game will let you save now. Go ahead and do so, because it's possible to die in Krazoa Palace. Third, after exploring a bit, you'll notice a locked door behind and to the left of the wounded EarthWalker. Unlock it with your Gold Key. Inside this small room is a Fuel Barrel. Pick it up and take it to the opposite side of this area, and throw it the row of crates to blow them apart. If you want, you can also throw Fuel Barrels at the jellyfish to kill them, or at the crate by the corner ledge for a Dumbledang Pod. You can get more barrels if you need them as they respawn on the grey platform right by where you started. When the three crates explode, they leave behind Pukpuk Eggs... useful if the jellyfish caught up to you before now. Run down the slope into the next area, which contains another jellyfish, another wounded EarthWalker, and some more crates. There are also ladders leading back up to the beginning area. The only other thing of interest is a cracked wall leading into the palace. Go back to the Fuel Barrel pad and pick one up, then heave it at this wall to open the passage inside. Hang a right to find some jars if you're missing any life. Otherwise (or afterwards), hang a left to continue on with the dungeon. You'll find another wounded WarthWalker in this area, with a Fuel Barrel behind him. Use it to blow up the crates blocking your passage (they respawn the next hallway over; go get another one) to continue onward. This next hallway features flamethrowers on timers. Time your sprint so that you'll pass each flamethrower when it ISN'T spewing forth a barrage of fiery orange death. Also, if you run into a flamethrower, your Fuel Barrel will explode, and you'll have to run back and get another one. Pitch your barrel at the far wall to open the next room. The next room has a Fuel Barrel, a pressure switch, and a wall that opens up if the switch is pressed. Pick the barrel up, set it down on the switch, and you can pass through the wall. Speak to the EarthWalker in this room and he will open up the next passage for you, containing a wap pad leading to the first Krazoa Shrine. Climb the ladder ahead of you. When you reach the top you will see three flamethrowers spewing up from the floor in a rhythmic pattern, a jellyfish and (off in the distance), a spirit door. Spirit doors dissipate after all enemies in the area have been defeated. Cross to the far end of the room to find a Fuel Barrel next to the door. Chuck it at the jellyfish to blow it up, and that will open the door. Continue to the next room. This room has a pressure plate, several flamethrowers, and a jellyfish. Stand on the plate long enough so the gate at the end opens all the way, then dash through the obstacle course before it closes. Talk to the Krazoa Spirit in the next room to start the first Krazoa Test. -{ Krazoa Test: Test of Observation }- The Krazoa Spirit will descend into one of the jars, which will then shift around the room in random patterns. Simply find the correct jar three times to gain the Krazoa Spirit. If you botch it up, the Spirit will drop you back off at the entrance of the Krazoa Shrine and you'll have to do it all over again. -{ End Krazoa Test }- Returning to Krazoa Palace, the EarthWalker will tell you a bit about the Spirits and the Shrines. Now go stand on the platform along the wall, which will rise up elevator-style into an illuminated tunnel. To the left at the end of the tunnel is a shimmering wall overlooking a huge circular room with jet streams in it. You can't do anything there now, so hang a right instead to release the Krazoa Spirit. Unfortunately, this leads to Krystal being encased in a crystal (no, really), thus ending the game's prologue. -------------------------------------------------------------------------------------------- Walkthrough - ThornTail Hollow -------------------------------------------------------------------------------------------- Meanwhile, Fox and his gang are kicking back on the Great Fox, without much of anything to do. Surprisingly, they get a call from General Pepper informing them that Dinosaur Planet is on the verge of exploding, and that could have serious reprecusions on the entire Lylat System. So being the nice (read: broke) guy that he is, Fox decides to take the mission. When given the opportunity, select Dinosaur Planet from the orbital map to begin your first shooter mission. -{ Shooter Mission: Dinosaur Planet }- Since it's the first space mission, this level is relatively easy. You'll start out by flying through an asteroid field (sprinkled with mines). They're easy enough to dodge, but there's a Silver Ring toward the end in case you run into something. You'll then pass over a larger asteroid while being assaulted by enemy fighters. Blow them apart or avoid them. Off in the distance you can see your first Gold Ring, located just behind a crate. Blast open the crate and take the Laser Powerup, then fly through the Gold Ring. There's another crate immediately after the Ring with a Bomb Powerup. You should be able to see your next Ring and next crate (get the Ring first) and get them both without much trouble; just bank right after passing through the Ring. The crate contains another Bomb Powerup. The next three Gold Rings are located on this next asteroid. Get the first one head on, then bank right for the second, then left for the third. At this point Slippy will warn you to watch out for mines. Fire a Bomb to clear them out easily. The next two Gold Rings are in plain sight after the minefield. Going onto the next asteroid, you should be able to collect another Gold Ring and another Bomb Powerup without any trouble. There's another Gold Ring in a tight canyon towards the end. As you emerge, you'll be assaulted by five fighters. Bomb them, then swoop through and take the Silver and Gold Rings ahead of you. As long as you got one Gold Ring somewhere in the level, you can continue on to Dinosaur Planet. The game will keep track of your high scores. -{ End Shooter Mission }- Once you land, you'll be greeted by General Pepper, who will explain your communicator to you. Fox comments that he doesn't have a weapon. To fix that, head for the flowerbed just ahead to Fox's right. You'll find Krystal's Staff sticking out of the ground. Krystal will explain (telepathically, I imagine) how the staff works while Fox gets his moves on. Explore ThornTail Hollow until you find a circle of rocks. You can lift them with your Staff, making Scarabs appear. Fox can only carry ten, but that's enough for now. You'll see a cave mouth off to the right of the waterfall; enter this cave to go to ThornTail Store. For the sake of clarity, the inside of the store has six doors, arranged like so: 5 Door #1 is the entrance. Doors #2 and #3 go to a gambling area (see the 4 6 gambling section in the Bits'n'Pieces area for more information). #4 O leads to a room selling commodities (fairly useless, since you can collect 2 3 everything inside easily), #5 to a room selling special goods, and #6 to a 1 room selling maps. The circle in the middle is a well which sells a Cheat Token, but you can't afford it yet. For now, all you need to buy is the ThornTail Hollow Map, but feel free to buy anything else you want and can afford. Avoid the commodity room (the one on the left) for now, but feel free to gamble if you want and buy any other maps you think you might need, though they're unnecessary at the moment. Map in hand, set about exploring ThornTail Hollow, collecting all the stuff you can find. Don't worry; I'll wait until you're done. Oh, you got attacked? That's to be expected; getting too close to the Queen's room will cause you to be attacked by four SharpClaws. Put them down with your new Staff. Krystal will lecture you before and after the battle, and afterwards a door will open at the far end of the Hollow. Head over there, use your Staff to lift the rock out of the way, and drop into the hole. In the cave here you will find your first magical spell: the Fire Blaster! You'll need to use the Fire Blaster to exit the cave, and also to trip the switch that opens up the Queen's door. The Queen (or, rather, Slippy) will inform you that her son, Prince Tricky, was taken to Ice Mountain by SharpClaws. She'll move the ThornTail guarding the WarpStone. To blow open the path leading to the WarpStone, you'll need to get some Bomb Spores. Shoot the smoking plant near Fox's Arwing to get some. Plant the Bomb Spore in the earth by the cracked wall, then shoot the plant that grows. The WarpStone is whining about not ever receiving gifts, meaning you'll have to bribe him into helping you out. Purchase the Rock Candy from ThornTail Store and give it to him. That'll cheer him up a bit. Before you have the WarpStone send you to Ice Mountain, buy the SnowHorn Wastes map from ThornTail Store. Now you're ready to go. -{ Checklist: ThornTail Hollow }- - You can plant a Bomb Spore in some soft earth along the incline in the southern area of the Hollow. Blow up the wall there to find some Scarabs and three Fuel Cells. - There are two more Fuel Cells on a rocky column in the southern area of the Hollow. To get there, jump at the column from the incline to its south, and climb the bricked edge. - There's a patch of soft earth next to the WarpStone where you can plant another Bomb Spore. Two Fuel Cells are hidden inside. - There's another Fuel Cell hiding up by a magical door behind the Queen. - Plant a Bomb Spore at the base of the waterfall to open a passage leading to some crates and four more Fuel Cells. - There's a bricked wall you can climb all the way in the southwest corner of the Hollow, which leads to two more Fuel Cells. -{ End Checklist }- -------------------------------------------------------------------------------------------- Walkthrough - Saving Tricky -------------------------------------------------------------------------------------------- There's no map for Ice Mountain, so you'll be running around blindly most of the time. The warp pad you come in on will let you travel back to ThornTail Hollow if you want to return. As soon as you arrive you'll see a transport swoop in and lower Prince Tricky, who is quickly spirited away by some SharpClaws. Explore the area and you'll soon find a Fuel Barrel. This one has a timer on it, but you'll have plenty of time to carry it over to a messily constructed brick wall guarding a small pack of SharpClaws. Waste the wall and decimate the SharpClaws to make a switch appear over the door they took Tricky into. Fire Blaster the switch and you'll see some SharpClaws tormenting Tricky inside. Before you know it, Tricky will run off and the SharpClaws will chase after him on jet bikes. Fox will automatically jump on one and join the race. Don't worry about the rest of the stuff in Ice Mountain yet; we'll come back here in a little while to get everything. -{ Bike Sequence: Ice Mountain }- This sequence is fairly straightforward. You don't have to take out the SharpClaws; you just have to beat them to the end. Also, you won't have to worry about fuel. Hold the accelerate button the whole time, cut corners where you can, and avoid contact with the SharpClaws in order to maintain your speed. There are multiple paths to take along the course, but none of them are worth going out of your way for. Beware of obstacles along the path, and mines dropped by the SharpClaws. As long as you don't follow directly behind the SharpClaw, you shouldn't have to worry about them much. The easiest way to win this sequence, hands down, is to grab an early lead and then maintain it throughout the entire course. If you can manage to do this, the only thing you'll have to worry about is dodging obstacles. It is possible, albeit tricky, to take out both of the SharpClaw racers... though this is unnecessary. -{ End Bike Sequence }- When you land, Prince Tricky will taunt you for a few moments, while Slippy (finally) finishes the translator he promised. He refuses to follow you, though, because he's hungry (as he will inform you). Follow the path until your map clicks on. Ah, there. Good. Note the pit of lava ahead of you. Take a right, instead, and Tricky will give you a tutorial on how to capture GrubTubs. Catch the two in front of you, then feed them to Tricky. Once he's eaten, Tricky says he's ready to work. You now have access to Find Secret and Tricky Stay!. There happens to be a patched of cracked dirt in the area, so have Tricky dig it up. He uncovers a switch. Have Tricky step on it, and tell him to stay put. The switch opens up a gate on the other side of the snowy alcove. Activate the switch inside to create a path across the pond of lava. Climb down into the pool of lava now that you can cross it safely. Don't worry, Tricky will catch up. In the wall at the end of this new path, you can have Tricky Find Secret again, which opens up the path to SnowHorn Wastes. After a short jaunt through a snowy chasm, you'll come to a frozen lake. The lake is infested with SharpClaws. Put them down, and Tricky will inform you on how to use the Call Tricky command. You'll also meet some pesky burrowing dinosaurs who will pop up out of the snow to torment you. They're easy to kill, but may surprise you if you're not paying attention. There are also lots of GrubTubs here; run around and stock up. Talk to the SnowHorn next to the lake, and he'll complain about being hungry. Luckily, there are some Alpine Roots nearby in the patches of cracked earth. You can tell which ones are Alpine Roots because you'll see the leaves sticking out of the top. Have Tricky dig them out, and offer them to the SnowHorn. Upon offering the first Root to the SnowHorn, he'll give you a Small Scarab Bag. Fox can now hold 50 Scarabs. The second Root caues the SnowHorn to make a block (previously supported by the geyser in the middle of the lake) drop to the ground. Push the block to the southeastern corner of the lake so Fox can heave himself up and continue onward. You'll find a sign pointing you back in the direction of ThornTail Hollow. Go down into the lower area, where you'll meet some more SnowHorn tribesmen and a SharpClaw guard. Bribe the guard with some Scarabs (he wants 25 of them, to be exact) and he'll step aside. Swim through this aquatic tunnel (the water is flowing the right way for now) to return to ThornTail Hollow. -{ Checklist: SnowHorn Wastes }- - There are several dig spots around the frozen lake in addition to the Alpine Roots. Have Tricky dig them up; one contains a Staff Energy Meter which increases Fox's magic capacity. - Push the block to the opposite end of the frozen lake to climb up to a ledge containing two Fuel Cells. - Instead of turning right at the sign, go straight ahead to find a lever guarded by a burrowing dinosaur. Activate the lever to cause a new platform to appear in the lake below. Use that platform to jump across to a tiny alcove containing two more Fuel Cells. - Have Tricky dig up a cracked wall in the lower section of the Wastes. This opens up a path leading to a couple crates and a Fuel Cell. Inside one of the crates is a helpful Bafmodad. - Have Tricky dig up a patch of cracked earth in the lower area of the Wastes to find another Bafmodad. -{ End Checklist }- Upon reaching the Hollow, Tricky will run off to see his mother, who is sick. Because of the Queen's weakness, SharpClaws have overrun the Hollow. However, now that you're armed with some new capabilities, let's go collecting. -{ Checklist: Ice Mountain }- - There are two Fuel Cells in the cave behind the jet bike. - Plant a Bomb Spore at the far end of Ice Mountain to open a small cave containing a Fuel Cell and a Cheat Token well. -{ End Checklist }- -{ Checklist: ThornTail Hollow }- - Have Tricky dig up a spot near the southwestern exit to find a Bafmodad. - Have Tricky dig up another spot near the southeastern corner of the Hollow for another Bafmodad. - Have Tricky dig up yet ANOTHER spot in front of the store for yet ANOTHER Bafmodad. -{ End Checklist }- -------------------------------------------------------------------------------------------- Walkthrough - White GrubTubs -------------------------------------------------------------------------------------------- Visit ThornTail Store when you've got some Scarabs. You need the Firefly Lantern in order to collect the White GrubTubs necessary to cure Queen EarthWalker. In addition, you'll want the Bafmodad Holder, the Zoom Goggles, and Tricky's Ball. That's 75 Scarabs, give or take, depending on whether you haggle or not. There's plenty of Scarabs to be had throughout ThornTail Hollow, and by gambling, so stock up on all these goodies now. You can also buy a Cheat Token from the well now, but you can't haggle for that. Once you're equipped, have Tricky dig through the cracked wall leading into the large well. Crawl inside. Fox will go this mission solo, so you won't have Tricky's help (that is, he won't be bothering you). Descend into the well via the ladder. There are lots of poisonous mushrooms in the bottom of the well, so be careful. Head through the tunnel to the south into a small cavern with a stream. Plant a Bomb Spore on the small island in the stream to drain out the water. Drop down into the drain to get the Staff Booster. Return to the previous room and locate the Booster Pad (it's on a small incline). Rocket up to the top level of the room. Follow the top path until you reach a catwalk that bridges the stream you were at earlier. Plant a Bomb Spore there and blow it apart; a perfectly cube-shaped piece of rock will fall below. Return to the bottom and push the block onto the pressure pad at the other end of the stream. This will open a nearby gate. Enter the gate and talk to the ThornTail inside. He'll tell you how smart you are for bringing a Lantern along (or scold you if you haven't), then move his carcass of a patch of soft earth. Bomb Spore it and blow it apart to reveal a ladder leading down. Sliding down said ladder brings you to a dark cavern. This is where you will hunt down the White GrubTubs. Catch them in the same way you'd catch blue ones. You need to get six of them. To start with, there's one right next to the ladder you rode in on. Just beware of the poisonous mushroom while collecting it. Follow the lighted passageway to the end to come to a puddle, over which float three Fireflies (snipe the bats that swoop at you with your Fire Blaster, which you should still have mapped to the Y Button). Now it's time to brave the darkness. Go into the dark area and you'll head down a slope into a large chamber containing a White GrubTub and a place to put a Bomb Spore. Do it to make the column there collapse. Return to the lighted area. Head into the second dark area (there's a puddle of water inside). Release a Firefly so you can see. You'll see a patch of earth that you can blow apart with a Bomb Spore; do so. Go through the crack in the wall (careful of the poison 'shroom) to get another White GrubTub. Go into the last lighted hallway to find a Booster Pad leading to three more Fireflies. There's a White GrubTub up here too. Jump across the column you knocked down earlier to find the last top level area, where the last two GrubTubs await you. Jump down into the water from the break in the fence just behind the Bomb Spore Plant, and return to the surface the way you came in. Feed the Queen all the White GrubTubs you collected and she'll wake up and tell you exactly what it is that's tearing the planet apart. She'll also send Tricky along with you on a more permanent basis, tell you to meet with Garunda Te at the SnowHorn Wastes, and give you the Gate Key. -{ Checklist: ThornTail Hollow }- - Break open a crate near the stream in the well to reveal a Booster Pad. Use it to reach a ledge which contains two Fuel Cells. - Use the Staff Booster next to the entrance to ThornTail Store to get up onto a high ledge with a crate and two Fuel Cells. Place a Bomb Spore up here to open up a cave with several switches. Light them all with the Fire Blaster for a Staff Energy Meter. - Use the Staff Booster in the u-turn part of the aquatic tunnel leading to SnowHorn Wastes for two more Fuel Cells. You'll have to place Tricky on the pressure pad near the entrance to get the water flowing the right way. - For what it's worth, you can use the Staff Booster in the map room of ThornTail Store to get to an upper level where you can find some Scarabs. -{ End Checklist }- Back at SnowHorn Wastes, unlock the gate you couldn't before with the Gate Key given to you by Queen EarthWalker. Go through it and take a left to find a SnowHorn tribesmen trapped underneath some ice. He says he'll be strong enough to escape once you get him some Frost Weed, which grows on a tree nearby. Unfortunately, Fox'll be so busy fighting off SharpClaws that he won't be able to do it himself. Assign Find Secret to your Y Button and knock some Frost Weed from the tree. While fighting the Sharp Claws, use Find Secret and Tricky will brint the Frost Weed to Garunda Te himself. You can see how strong he's getting by checking his energy meter at the bottom of the screen. Once he's strong enough to break free, he'll tell Fox about his daughter and the SpellStone, and instruct him to go to DarkIce Mines. He'll open the gateway for you. Your next move is to return to the Great Fox and fly to DarkIce Mines, but before that why not explore the new areas of SnowHorn Wastes? -{ Checklist: SnowHorn Wastes }- - Knock over the tree near the base of the waterfall by firing a Fire Blaster into the hole. Cross the river and climb the bricked wall on the other side for a Bafmodad and two Fuel Cells. - Have Tricky dig up a patch of ground on the cave across the river for a Bafmodad. Be sure to hit the Fire Blaster target while you're in here. - Ride an iceberg downstream a ways. Jump off onto a sloped bank leading up to three Fuel Cells. - There is a Fuel Cell and a well where you can purchase a Cheat Token at the river's end. -{ End Checklist }- -------------------------------------------------------------------------------------------- Walkthrough - DarkIce Mines -------------------------------------------------------------------------------------------- Before leaving Dinosaur Planet for the Great Fox, ask yourself the following questions: Do I have 5 Fuel Cells? Am I fairly well stocked on commodities? Is Tricky well fed? Did I buy the map to DarkIce Mines? If the answer to all three is yes, board the Arwing and get moving. If not, get your ducks in a row. -{ Shooter Mission: DarkIce Mines }=- You have to get three Gold Rings to complete this mission and open the force field at DarkIce Mines. This mission starts out with a frantic romp through an asteroid field. You'll have to rely on quick banking and rolling techniques to get through unscathed. There are mines thrown in the mix too, just for fun. Also, you'll quickly meet a new type of enemy; a mechanical pod that launches laserfire like it's going out of style. Fire open the first crate and grab your first Bomb Powerup. Then quickly bank left to grab a Silver Ring, then a bit further for a Gold one. Get back to center stage for another Silver Ring, then quickly bank left again for a Laser Powerup in a crate. Your next Gold Ring is straight ahead. After collecting it, either bank hard right for a Bomb Powerup, or stay put for a Silver Ring, whichever you need more. You're then assaulted by a whole slew of those laser pods. Bomb them and cut down into the chasm ahead (the crate off to your left is a locked Silver Ring, not worth missing the stuff in the chasm). For your efforts you'll get a Silver Ring, a Bomb Powerup, and a Gold Ring. After coming out of the chasm, cut hard right if you need a Silver Ring. Otherwise bank slightly left for a Gold one. You can see your next Gold Ring off in the distance, but it's moving back and forth horizontalliy. Brake or boost as necessary to pass through it at the correct time. Cut hard left ot get to your next Gold Ring before reaching the next frozen asteroid. Ugh, back into another field of rolling asteroids. The next Gold Ring is locked; you have to shoot it open before you can collect it (brake to buy yourself some time if you need to). The one after that is dead ahead. The Silver Ring upcoming is too far out of your way. Get the two Gold ones between the stalagtites instead (they scroll vertically; keep that in mind). The crate contains a Bomb Powerup. The stage rounds out with two more rings, one Silver and one Gold, dead center. -{ End Shooter Mission }- Assuming you were able to get at least three Gold Rings, you'll touch down in DarkIce Mines. Climb one of the slopes on either side of the Arwing, avoiding bats and jumping balls of magma as you go. Follow the winding path forward until you get to a snowy area. Here you will meet up with all the captive SnowHorns, who implore you to save their tribe. Tricky can burrow into one of the snowdrifts blocking one of the huts, which leads down into a cavernous tunnel. Beat up the SharpClaws, and open up the item chest they were guarding to get the Shackle Key. Return to the surface and use the key to unlock the shackled SnowHorn, who will tell you to keep an eye out for Belina Te, and give you a Bridge Cog. Onward to the river ahead of you. Climb down the bricked wall and place the Bridge Cog into the empty spot along the gears. Pull the lever to make a bridge appear over the river. Climb back up so you can make use of it. Continuing down the path, you'll eventally come up on some SharpClaws beating up a SnowHorn. Rescue the poor guy, and he'll get Tricky to learn his Flame command. Return to the area with all the SnowHorns and have Tricky Flame the hut that's frozen over. Go downstairs and have him Flame the pile of wood, causing the frozen ground to melt and drain away. Follow the path that appears into a room with a block. Ask Tricky to Flame again (this time on the frozen wall in the room) and then have him dig up the Alpine Root in the room that is uncovered. By now Tricky's probably hungry... fill him back up and collect the GrubTubs in the previous room to restock. Push the ice block all the way back onto the grate so you can get out the way you came in, then return to the surface. Return to the hungry SnowHorn, but pass him up this time and head down into the chasm with the tumbling boulders. Head in the direction they're coming from (the roll is useful for leaping out of their way) and you'll come across a wall of ice in the rock face. Have Tricky Flame it, then have him dig up another Alpine Root. There isn't much of anything in the other direction of the chasm, so head back topside and feed that SnowHorn your Alpine Roots. He'll get up and walk around a bit, then tell you to get on his back. While on the SnowHorn's back, you can't do anything except walk around (slowly) and Tusk Attack. Meander on over to the gates and smash them open. Find the platform in the next area and disembark. Have Tricky Flame the wall of ice so you can pass through to the other side of the rock wall. Climb the ladder here and you'll find another bridge control machine; this one's missing three Cogs. Staff Boost up to the top, and you'll emerge on a series of platforms leading to the cannon. As luck would have it, it just happens to be firing on you as you try to jump each gap. Weasel your way around the path and whip up on the cannonman. Just as you take control of the cannon, the area below fills up with SharpClaws. You have to take out all five of them, as well as the wooden door across from you, without running out of Staff Energy. You can hit the door easily by aiming directly at it and releasing the canonball when the power level is just a hair past the large wire leading from the controls to the barrel. There's no real strategy to hit the SharpClaws, just aim as best you can and it shouldn't be too difficult. Now to find all three missing Cogs. There's one in the hut in the middle of the area, for starters. There's another in the spirit door that opened up after killing the SharpClaws. For the third, climb through the doorway the cannonball opened up, into an area with a raging blizzard. Off to the side is a ledge with a frozen wall. Have Tricky Flame it, then collect the Cog. Place the Cogs onto the machine and fire it up to make the bridge outside appear. Crossing the bridge gets you to a dead end that Tricky can tunnel through. There's a Blaster Target in this room; hit it and a countdown timer will start. You have to get Tricky to light four of the funaces in the room in one minute to continue. There's an invisible bridge in the next room, so just walk across. Then have Tricky melt the ice in the center of the room, and collect the Dinosaur Horn. Return to the blizzard area and go up the slope again. This time, stand on the icon in the snow and blow the Dinosaur Horn. Board the SnowHorn that tromps up. As you go tromping through the blizzard, you will have to continually aim yourself towards Alpine Roots. This is fairly easy; always point yourself in the direction of the next Root and you'll be fine. When you see two Roots, one off to either side, be sure to go left; otherwise you'll just be going around in circles forever, which I'm sure the SnowHorn would be fine with, but Fox would probably find a bit irritating. Check your map if you get lost. Upon emerging from the blizzard, Fox finds that Tricky has vanish. You get to keep the SnowHorn for a while, though. Use his Tusk Attack to shatter the wooden gate, then enter it. Slaughter both SharpClaws to open the spirit door, and then we get to board our good friend the Jet Bike. -{ Bike Sequence: DarkIce Mines }- This really is a freebie run. No enemies, no real obstacles or objectives... just a straightforward run down through where those tumbling boulders were earlier, then into the mines themselves. Couldn't be easier. It's worth mentioning that there's some Staff Energy Gems strewn about, if you need some. Fox will crash land on a conveyor belt in the mines. -{ End Bike Sequence }- Time yourself on the conveyor belt so that you get past all of the flamethrowers without being scorched. Be sure to exit the belt before being dumped into the furnace at the end. Nail all the SharpClaws on this floor to open up another spirit door, but you can't do anything inside there yet without Tricky's help. For now, heave yourself up to the upper level via Booster Pad, and crawl through to a catwalk complete with rolling rocks. Fox runs faster than the rocks roll, meaning it's easy to get through without damage if he follows a rock to the end. Stand in a safe place at the end of the line and fire a Blaster shot at the Target above the flamethrower, and claim your prize (a Prison Cell Key) from the item box. Return to the previous area (careful, as the rocks are harder to dodge going back), and this time call your attention to the circular platforms assaulted by rotating flamethrowers. Past both flamethrowers and a narrow catwalk are two cells. One contains Belina Te, and the other contains Tricky. Unlock Tricky's cell (you don't have the other key yet), and return to where the spirit door opened on the lower level (you can bypass the catwalks by jumping down from the ledge in front of Tricky's cell). Flame the ice wall inside for the other Prison Cell Key. When you free Belina Te, she picks on her father for a minute, then runs through a wall. Only after causing an avalanche and blocking the only perceivable exit does she ask you to follow her. Harumph. Ask Tricky to burrow into the wall in the back of Belina Te's cell to get into the next area. The next room is full of ice and water. Before you go anywhere, aim upward and knock the three greenish stalagtites into the water, causing icebergs to form. Jump across the icebergs and activate the switch. This causes ice platforms to flow along the river above you. Now climb the slope and Staff Boost up to the upper level (beward of enemies along the way who will pop out of the snow at you). The trick here is to get from where you're at now, across the icebergs, to the opening by the waterfall. If you fall in the water, you'll have to jump down the waterfall and climb out on the lower level, taking damage the whole way. Take your time, snipe the flying enemy beforehand, and make sure you nail your jumps. Push the ice block here over the edge, and then climb down the bricked wall back to the lower level (remember: ice water hurts, so you don't want to jump into it). The block melts on contact with the water and quickly refreezes into a platform. From here you climb easily into the next area. Now you're back into the scorching mines. There's another quick conveyor belt fiasco, and then you'll meet up with Belina Te again (how'd SHE get here?). She'll tell you that she doesn't really know where the SpellStone is, but that she's sure you and Tricky can find it. Thanks a lot. Head through the doorway into anoter enormous blasting hot chamber.. Your first task here is to find a ladder leading up onto a spiral platform. It won't be hard; there are explosive barrels raining down from above. In this section, your goal is to get a Fuel Barrel up to the top of the spiral pathway while avoiding the rolling barrels. At this point in SFA, it might be clear that Rare still had their heads stuck in Donkey Kong Country. The barrel pathway might be the msot frusterating part of the DarkIce Mines. If you get hit, the Fuel Barrel explodes and you have to start over. I find it's easiest to take it slow. Since every barrel follows the same pattern, you can easily see where your safe spots are if you go slowly. Once at the top, find a place to gently set the Fuel Barrel down (don't accidentially throw it, or you'll have to go get another one). There's a little marker on the ground with a barrel on it showing you where it's safe. Leave it there for now, then find a ladder to the higher level of the tower structure. With your Staff, activate the lever and a magnetic crane will pick up the Fuel Barrel you left below and set it next to you. Pick it back up. You now have to carry it while dodging cannonballs and flamethrowers to a cracked wall. Remember, one hit and you start again from the very bottom. Blow opn the wall and activate the lever, causing a bridge to form. Find the bridge and cross it (it's on a lower level, near where all those explosive barrels are pouring out of) to another rolling rock sequence. Again, following a rock ensures you won't take any damage. Activate the switch you come across to create another bridge. Climb back to the top, to the level with the flamethrowers, across your new bridge, and up another ladder to the tallest tower where a SharpClaw and a cannon await you. Drop the SharpClaw and take his cannon. There's a wooden blockade on each of the towers within your sights; take them both out. This causes a rock bridge to form on ground level. When going down on the spiral platform, use the same principal as with the rocks; follow a barrel all the way down and you're sure not to take any damage. Head to your new bridge (southeast corner of the room) and cross into a warp plate chamber leading to the boss of DarkIce Mines. -{ Boss Fight: Galdon }- At first the boss doesn't do much of anything; he's encased in ice. Have Tricky melt him, and then the fight starts for real. Galdon breaks out of his icy casing, swallows the SpellStone, and you're left to deal with him. Okay, phase one. Galdon tries repeatedly to stomp on you, and if you get too close he'll drop onto you with his enormous frame. This is to say nothing of the flamethrowers in the floor. Get around to his tail (it's easier to do if you put up your Staff first) and give him three sharp hits. Galdon will rear back in pain and swallow Fox. Phase two. Avoid the green things floating in Galdon's stomach acid; they hurt. Wail on the membrane containing the SpellStone instead; four direct hits will destroy it and cause Galdon to vomit Fox back up. If you take too long, Galdon will throw you up anyway, and you'll have to repeat phase one again. Phase three. You're back on solid ground, but don't have any clear targets to hit. What's worse, Galdon is now firing enormous green balls of goo at you. Once in a while, though, you'll note that a gap in his neck opens up. When he does this, launch some Fire Blaster shots up at him. As long as your Staff is out, the auto-targeting will kick in and you'll get a direct hit every time. Four shots will finish him off. Just remember to block when he lunges at you, and to roll when he fires at you, and you'll be fine here. Phase four is a reprise of phase two, except this time you'll get the SpellStone for real. If you don't hit it enough times, you'll get spewed up and have to do Phase three all over agian. When you're successful, Galdon will keel over in pain and die a horrible death. You'll also be awarded four more health points for your trouble. -{ End Boss Fight }- With the SpellStone in tow, it's time to return to Dinosaur Planet. At this point, DarkIce Mines is gated off from you (though you can still visit if you want). -------------------------------------------------------------------------------------------- Walkthrough - Volcano Force Point -------------------------------------------------------------------------------------------- Upon touching down, Fox learns that the SharpClaws have extinguished the ThornTails' fiery beacons, which is a problem because they're scared of the dark. Once again, it's up to Fox to save the ThornTails. First, collect three Fire Weeds by knocking them out of the Fire Weed tree (it's the burning one) and hitting them with his your Staff. Now set them on the beacons (there's one by WarpStone, one out by the Cape Claw exit, and one up on a ledge you can get to by following a slope over by the well) and have Tricky light each one on fire. You'll be rewarded with the Moon Pass Key for your troubles. Also, while you're in the Hollow, you should buy the Moon Mountain Pass, Volcano Force Point and Krazoa Palace maps. Your next goal is to pass through Moon Mountain Pass and return the SpellStone to the Volcano Force Point Temple. You'll have to blow open a rock wall with a Bomb Spore to get to Moon Mountain Pass from ThornTail Valley. You'll first come to a small tunnel area in which the fragile ground will crumble under Fox's weight. He'll get dropped into a jet stream of poison gas. You have to steer him to one of the openings (north leads to Moon Mountain Pass, south leads to ThornTail Hollow), jump across the rising and falling columns, and into the next jet stream to pass by this area. Moon Mountain Pass is a big place, but you'll explore most of it later. Your main task right now is to get to the SharpClaw checkpoint, dodging dozens and dozens of cascading barrels. Yowza! Make good use of the roll in this section, and always keep moving. The path is pretty straightforward. When you get to the checkpoint, unlock the door with the Moon Pass Key. Head up into the checkpoint and relieve the two SharpClaws of their duty, and a spirit door at the far end of the pass will open up. Head through to find a small lava-filled chamber with three retracting platforms. Wait for them to retract and come back out, then quickly jump from platform to platform into the next room. You'll find yourself in a tiny caged area with a huge flamethrower spewing up from below. Wait until it stops spewing, then jump into the opening below. Make your way up the winding pathway (look out for fiery bats and fireballs), then do a 360' turn and head up the middle path. Yes, the conveyor belt that is constantly changing directions and raining explosive barrels. That path. Once back on the upper level, you'll find yourself in the same caged area as before, except on the opposite side. Head into the final room now, and climb up the bricked wall on the far end to enter Volcano Force Point Temple. Place the SpellStone you got from DarkIce Mines in the recess on the warp pad ahead of you to open the gates. To open up the main area of the temple, you have to light the green and blue orbs outside the door. To do so, fire a Fire Blaster shot at them through the colored torches. Time your shot so that it passes through the correct color and connects with the orb. Place the SpellStone into the door, and you're in. The first room is a simple chamber where you'll be ambushed by four SharpClaws. Slap them down to open the spirit door and continue. Ask Tricky to light both furnaces in the next room so you can open up a path on the upper level. You have to extinguish the flames in this chamber, but you'll need a new power to do it. Climb the ladder and wind your way around the balcony levels (take care of the flamethrowers and retracting platforms) to find a cave where Fox will learn the Freeze Blast. Return to where Tricky lit the furnaces, using the Freeze Blast to put out all the torches on your way. Upon extinguishing the final torch, a grate in the floor will slide away, revealing an elevator. Ride it down into the lower levels of the Temple. You may want to assign Freeze Blast to your Y Button to make protecting yourself from bats and such easier for the next few scenes. After heading through a huge rolling door, Peppy will chime in and tell you all sorts of stuff you already know. You are now in a huge chamber with a couple of circular platforms suspended above a lava pit. Place your SpellStone into the recess in front of you to unlock one of the giant rolling doors (the one behind you, to be exact). You reach it, you'll have to extinguish a flamethrower through a grate in the floor. Pass through to find an elevator to the upper level. Use the ladder in this new room to reach the balcony level and extinguist the torches. This will unlock the next rolling door. On the other side you'll have to open another spirit door by ending a few more SharpClaws. Serve it up, but don't get caught in the flamethrowers by accident. Cross the dangerous section ahead of you to the other side. Tricky will be too scared to follow; make the path safe for him by Fire Blasting the triggers on each of the moving platforms (you'll definately have to lead the far one a bit to hit it). Open the locked rolling door by asking Tricky to light the nearby furnace. The tunnel you've just opened will lead you to the upper level of the grand circular chamber, complete with warp pad. Activate the warp pad and place the SpellStone in the correct slot in order to complete the Temple. You'll be teleported back outside once you've done so. Return to Moon Mountain Pass the way you came in. -{ Checklist: Volcano Force Point Temple }- - There's a Fuel Cell on the upper level of the circular chamber, nearby the warp pad. - There's a Fuel Cell on a ledge in the lower level of the circular chamber, but you'll have to use the fiery platforms in the lava creatively (by Freeze Blasting the grated ones that spew fire) to reach it. It's nearby the locked rolling door that you will not enter on this excursion to the Temple. - There's a Fuel Cell outside the Temple, underneath the bridge leading to the main gate. There's some Staff Energy Gems down here too. - There's some goodies on a high ledge in the room with the conveyor belt and barrels. Use your Staff Booster to get up there. Behind an activation switch is a Bafmodad, behind an extinguishable torch are two Fuel Cells, and behind a third gate you can't open yet is a Bafmodad AND two Fuel Cells. More on that gate later. -{ End Checklist }- Right after arriving at Moon Mountain Pass, Fox will be contacted by Krystal and a Krazoa Spirit. Fox will learn about the Spirits and be told to finish collecting them. He'll also open up a huge circular door. Head on in to explore the new sections of Moon Mountain Pass. First on the agenda is to lift the rock in the room behind the circular door to find Fox's Ground Quake technique. You'll need to use this power often in the next area, so assign it to your Y Button. When you come back, you have the capability to destroy the large lobster creature by Ground Quaking it, and then slap it in the back while it's spinning around. These creatures will always drop a Moon Seed. Plant your first Moon Seed right next to the huge round door, and have Tricky Flame it to cause a vine to grow. Now that you can reach the upper levels, you can get into the meat of Moon Mountain Pass. It won't be long before you find several other places to plant Moon Seeds; go ahead and create vines wherever you can, hunting out those big enemies to get more when you need them. Climb the second vine from the north and wind your way around the upper ledges (get some Bomb Spores if you need them here), and into a cavern. Decimate the giant creature and Bomb Spore the cracked wall. You will come to a large open crater, and will almost be flattened by a meteor. This area contains massive creatures, including huge spike-shelled dinosaurs which can only be killed by being frozen. The meteor, unfortunately, is blocking your path forward; you'll have to get rid of it. Do do this, drop moon rocks onto the blue geysers in the crater in the center of the area. You'll need three rocks; you'll find one in a dig spot in the southeast corner, one in a dig spot in the northwest corner, and the third is smoldering near the crater (Freeze Blast it to make it cool enough to handle). All three moon rocks in place, the meteor will be pushed up enough for Fox to get underneath. Plant another Moon Seed in the small area that opens up, and climb the vine. Head down the sloped passage and plant another one to make another vine. After that, it's just a short series of ledges to the warp point leading to the Krazoa Shrine. Like the Shrine Krystal visited earlier, this area is essentially just a series of rooms with obstacles Fox must pass. Climb the ladder into the first such room. Simply swim across the chamber (avoid the whirlpools; they hurt) and put out the fire in front of the bricked wall. Turn around and hit the target above you, causing the next pool to fill with water. Swim across and enter the next room. This room is a series of narrow catwalks spanning a flamethrower-ridden chasm. Take your time, ensuring that you don't fall or run through a fireball. Turn around and nail the target to open the gate. Talk to the Krazoa Spirit to start the test. -{ Krazoa Test: Test of Combat }- You'll have to defeat a truckload of SharpClaws in 3:30. The easiest way to do this, obviously, is to wait for them all to appear and then start using Ground Quake to chip their health away. Once you're out of Staff Energy, finish them off with normal attacks. You'll polish off the test with plenty of time to spare, and get the second Krazoa Spirit. -{ End Krazoa Test }- Once you've been warped back, finish exploring Moon Mountain Pass, then return to ThornTail Hollow. You can either go back the way you came, or use the Fuel Barrel ahead to blow up the fragile wall on the other side of the jet streams to return to get you pointed back on the main north-south path. -{ Checklist: Moon Mountain Pass }- - There's a Fuel Cell hiding next to the door leading to the warp pad. - Climb the vine near the warp pad to find a Fuel Cell, a Bafmodad, and a well where you can buy a Cheat Token. - The first vine from the north in the north-south pass will take you to an upper ledge and through a tunnel where you can find a Bafmodad. - There's a Bafmodad in the north-south pass, on the upper ledge, near a Bomb Spore Plant. - There's a Fuel Cell in a tiny side cave in the meteor area. - There's another Fuel Cell on an outside ledge at the SharpClaw checkpoint. - There's a Fuel Cell hidden near some pink plants in the cascading barrel section. - There's a Fuel Cell on each of the rims of the jet streams in the poison gas area leading back to ThornTail Hollow. -{ End Checklist }- Once back at the Hollow, use the WarpStone to go to Krazoa Palace (make sure to have the map before you go). Fox will arrive, but Tricky won't (the WarpStone can't teleport dinosaurs). Fox lands on the opposite side of the palace that Krystal did earlier. If you don't have any Fireflies, break open the crates outside to get some. To get into the Palace, open the spirit door by laying waste to the four SharpClaw guardians. Now pick up the nearby Fuel Barrel and head into the dark room, Lantern in tow. The dark room is difficult to navigate, even with a Firefly. Take an immediate right as you enter the room, head up the slope, and follow the catwalk along the outer wall. Take the second turnoff to find a slope leading back down into the opposite area of the room. Once back on ground level, hang a right and pitch the Barrel at the cracked wall to open the next room. First, Fire Blast the target on the opposite side of the room to get the flamethrowers started moving along the grooves in the wall. Pick up the Fuel Barrel and get it safely to the other end. You'll have to use an S-shaped path through the flamethrowers to navigate safely to the other side. Blow open the wall to the next room. There's a shielded flamethrowing robot in the next room you have to destroy. Color the two orbs in the room correctly to drop its shield, then Fire Blast it a few times to blow it up. You'll have to import a Fuel Barrel from the previous room to keep the pressure plate held down while you go through to the next area. You can't use the warp pad in this room, so just ride the elevator up to a tunnel leading to the large central chamber of the Palace; the one with all the jet streams Krystal found earlier. You'll explore this chamber more later, but for now ride the central jet stream all the way to the top, then transfer to the highest one (to the northwest) to reach the top level of the chamber. Circle around the other side of the chamber to catch another jet stream leading to the roof. Fox will meet Krystal on the roof. He'll oggle her a bit, and then Peppy will snap him back to reality. Now you can release the Krazoa Spirit at the mask below, and will automatically be transported back to ThornTail Hollow. WarpStone will give you a Medium Scarab Bag once you arrive, so now you can hold 100 Scarabs. -------------------------------------------------------------------------------------------- Walkthrough - Cape Claw -------------------------------------------------------------------------------------------- Make sure you purchase the Cape Claw and LightFoot Village maps before proceeding. Flip the activation switch in the southwest corner of the Hollow (it's on a ledge above the gate) and pass through. The path to LightFoot Village is pretty straightforward... hang a right at the sign and curve around the pond along the north side, then take another right at the next junction. The key to this little area is ALWAYS make right hand turns, whether you're coming or going. If you want to go in and explore LightFoot Village, feel free to do so. That section will be covered later in the walkthrough, however. To open the gate leading inside, you have to hit the three trees with targets painted on them in a specific order. From the entrance, hit the nearest tree, then the farthest one, then the one in the middle. Explore to your heart's content. Otherwise, head to the opposite side of the wooded area and pay the gold Scarab totem 60 Scarabs to pass on to Cape Claw. ___________ | ____ |...| This small maze-like area comes at the end of LightFoot |__| | |.|.| Village. There are only two exits; LightFoot Village in the |.....| |.|.| east, and the path leading on to Cape Claw in the west. To |.|Ż|.|...|.| see it clearly on your PDA, you'll have to zoom in almost |.| .|. Ż|...<< all the way. Or, you can just follow route to the left, <<...| |.|.| | | marked with dots. |Ż |...| | | | Ż Ż | | ŻŻŻŻŻŻŻŻŻŻŻ In any event, you'll come to a walled pathway that leads to a ladder going underground. Head down into the cave. Take a left and slide down the second ladder to a lower level. Circle around to the end of this level (pass up the ladder leading downward) and take the ladder up to the exit. Welcome to Cape Claw. First order of business in Cape Claw is to make a workable bridge by the waterfall. This is achieved easily enough by tripping the target behind the falls. Feel free to explore the area at your liesure; it's a pretty big place. During your exploration, you should uncover four Gold Bars. If not, here are their locations: there's one under a dig spot in the northeast corner, one under a dig spot (which is in turn under a crate) just outside Queen CloudRunner's cell, one under a dig spot on the northwestern beach, and one under a dig spot behind the wall of thorns (have Tricky burn it down). When you've got them all, get up onto the catwalk and give them to the HighTop. You can either pay the SharpClaw guard to let you pass, OR you can get up for free using the Booster Pad along the northern side of the catwalk. He'll thank you for bringing them back and stomp down with his enormous foot, causing a ladder in the southern area of the Cape to fall. Climb the ladder (make a note of this place; it's Ocean Force Point Temple, and you'll be coming back in due time) and activate the switch. This opens the gate opposite the ladder. Jump over there, through the tunnel, and into a room with four blocks. As you try to leave the chamber, the blocks move away, causing the room to fill with poison gas. You have until Fox's health meter on the bottom of the screen runs out to get the blocks back on the gas leaks to re-open the door. This also causes Queen CloudRunner's cell door to open. Queen CloudRunner tells you about CloudRunner Fortress, and then opens the gateway for you. Tricky, however, refuses to go along (which is either a bad thing or a good thing depending on how much you like the little guy). All that's left to do now is to return to ThornTail Hollow, buy the CloudRunner Fortress map, and get ready for your next mission. You will need ten Fuel Cells to make it to CloudRunner Fortress. -{ Checklist: Cape Claw }- - There's a Fuel Cell under a dig spot by the magical door, near where you freed Queen CloudRunner. - There's a dig spot out on a sandy island in the Cape which contains a Bafmodad. - There's a Fuel Cell on a little green island in front of the HighTop. Drop down onto it from the wooden walkway above. - There's a Fuel Cell on a tiny island in front of the waterfall, as well. Jump down to it from the bridge. - There are three Fuel Cells in the bottom of the underground area in between Cape Claw and LightFoot Village, if you want to explore down there. -{ End Checklist }- -------------------------------------------------------------------------------------------- Walkthrough - CloudRunner Fortress -------------------------------------------------------------------------------------------- -{ Shooter Mission: CloudRunner Fortress }- As always, you'll have to fly to CloudRunner Fortress before you can explore it. In this level, you'll have to collect five Gold Rings out of the maze of fortress debris before you can continue. Start out by grabbing the Bomb Powerup in the crate to your left. Once you arrive at the first chunk of rock, grab your first Gold Ring to your right (be careful of the huge asteroid in your way) then very quickly bank left for the second one (which is locked). After that, stick middle for a Silver Ring and a crate containing a Bomb Powerup. Now it's time to enter the ruins. There's a Gold Ring right at the entrance. Be careful in here, because you'll take a lot of damage if you ram the walls. The next Gold Ring is a vertically scrolling one to the left just as you exit the ruins. Return to center stage and enter the next ruins, hugging the floor as close as possible. Bank quick left as you exit for another Gold Ring. The next asteroid has a tunnel running through the middle of it; fly through the center for a Bomb Powerup and a Silver Ring. The next gold ring is horizontally scrolling ahead of you, and is locked. Shoot it open and collect it. Just about now you'll be bombarded by laser pods. Bomb them apart to destroy them, and head for the cylindrical rock formation ahead. Fly directly through the center for two Silver Rings, then quickly dive for a Gold one. Climb again quickly to get into the next ruins area, where you'll find another Gold Ring. Be careful, because an asteroid will block your exit. Coming out of those ruins, bank left for another Gold Ring. Then cut right into the final ruins area (it's a bit tricky), and collect the final Gold Ring at the tail end of the level. Phew! In my opinion, this is the most difficult shooter level. It has just the right mix of low Ring requirement (justifying the tricky placement), lateness in the game (it's the third level, after all), and design to make it really challenging. It also happens to be my favorite. -{ End Shooter Mission }- Assuming you collected five Gold Rings, Fox will touch down on CloudRunner Fortress ten Fuel Cells lighter. The Queen will greet you, and then fly off to the Fortress. You'll have to follow her in on foot. Beat up the patrolling SharpClaws between the Arwing and the main gates. The gates are locked, so slide down the ladder next to them to the watery area. There are some obnoxious shelled critters in the lake; pick them off with the Fire Blaster if you can (you have to wait for them to raise their shells) so they won't hassle you later. Swim to the platform behind the ladder, and step on the pressure plate. You are given thirty seconds to hop across the floating boxes and platforms, notwithstanding any enemy molestation, and jump through all the white glowing rings. Time your jumps properly and this shouldn't be a problem. If you fall into the water, completing the race is probably wishful thinking, so make your way back to the pressure plate and start over. Successfully completing the race makes a target appear above the locked gates. Climb back up and Blaster it to open them. Take care of the SharpClaw guards, and prepare to get annoyed. You now have to climb that spiral catwalk ahead of you without being spotted by the laser pods' spotlights. You can use your Fire Blaster to put a laser pod out of commision for a while, but cannot use the spell from the catwalk itself. Joy. The gate at the top is closed, so take the ladder down instead. Run around this balcony to find (and trip) an activation switch that will open said gate. Pass through to the next area. Destroy the crate on this balcony to reveal a Booster Pad that you'll use later. Upon passing through the gate, there's a cutscene showing General Scales and some of his cronies beating up on Queen CloudRunner. Fox jumps in to save her, but ends up getting captured himself. You'll wake up Staffless in a prison cell. The door's locked, but there's a loose block in the wall you can push. Get rid of it and leave the cell. Slippy will chime in now telling you he can beam a SharpClaw Disguise in if you can get somewhere the walls aren't so thick. Leave the cell area and go to the main part of the prison. Luckily, the guard is asleep. Your Staff is also sitting nearby. Sneak past the guard (disregard the Staff for now), but do NOT step in any puddles on the floor of the room. That will wake the guard up instantly, and you'll just be captured again. Once past, follow the tunnel around to a ladder leading down into a small room with a jet stream. Set the nearby Fuel Barrel on the center of the jet stream, then step on the pressure plate to send it to the ceiling. Once the roof's open, Slippy will beam you the SharpClaw Disguise. Don the Disguise and return to the sleeping SharpClaw, who will conveniently wake up and ask you to take over so he can take a break. Reclaim the Staff and use it to open up all the prison cages via the activation switches in the back of the prison. The LightFoot you free will tell you about the city's power supply, and give you the Power Room Key. Your next task is to get the generator back online so you can use the wind lifts in the Fortress. Use your newly regained Staff to Fire Blast the target above where the LightFoot has stopped, and escape the prison for good via the brick wall you find. It's a long way out of the shaft, but eventually you'll see the light of day again. You'll come out in the Fortress courtyard. Do a u-turn around the rubble to your left and you'll come across a raised later. Jump up on the crate to the right of the ladder, bust the smaller crate sitting on top, and activate the switch. You'll need this ladder shortly. Being wary of the patrolling laser pods, guards, and shelled beasties, make your way to the stone structure in the center of the courtyard. There are three switches to push here. Equip your Freeze Blast, then push the one on the left. Very quickly race back to the ladder you just lowered. Climb up and extinguish the flames in your path (that's why you equipped the Freeze Blast, of course) to get to the gate before it closes. Collect the green Light Gem from the item box. Return to the three switches and press the middle one. This time, coming from the center structure, hang a left and head for that big stack of crates. Climb up them to the balcony level, and race around (keep your Staff put up so you don't get sucked into battle with the SharpClaws) to the open gate to collect the second (red) Light Gem. Back to the switches. Get your Freeze Blaster ready, and press the right switch. Run over to the fiery hallway and extinguish the flame, then Staff Boost up to the final Light Gem (a blue one). You're now ready to get the juice in the Fortress running again. The generator chamber is in the southwest corner of the courtyard. Use your key to get inside, and then quickly place all three Light Gems before the poison gas causes Fox's health meter to deplete entirely. You're treated to avery satisfying cutscene of some laser pods exploding, and then the LightFoot using a jet stream. Head for the now-working jet stream in the northeast corner of the courtyardand take it up to the balcony level. Decimate the SharpClaws here. As you're cleaning house, the gate leading outside will close. Don't sweat it. You can re-open it by wearing your SharpClaw Disguise and standing on the pad in front of the gate. You're now coming around back of the Fortress. You will shortly come to a spirit gate. Lay the smack down on all the local SharpClaws to open it up, and go inside to find a super-heavy Fuel Barrel. Put on the Disguise again so you can pick it up. Take this Barrel into a nearby room, set it down on the special plate, climb the ladder to activate the crane (via a Disguise Pad), wait for the crane to bring the Barrel up to you, then quickly take it outside and heave it across a gap to blow open a blocked-up doorway. Oh, you have to do this before the Barrel explodes in your hands. Attempting to go down the hallway you've just opened will cause Fox to fall through the grated floor to a new room. This is where Queen CloudRunner is being held. Take out all the SharpClaws here, then find a Disguise Pad to make a nearby ladder drop. Climb up to the balcony level and have words with the Queen. She'll tell you the floor of her cage can be broken open. Easy enough. Run around the left side of the Queen's cage and use the crates there to jump over to the switch. Activate it, then run around to the same spot on the opposite wall. Activate the second switch to open up the gate on the lower level, leading back out to the rear of the Fortress. Put the Disguise back on return to the lower level for another Fuel Barrel. Bring it into the Queen's room and heave it at the pillar supporting her cage. She'll give you the CloudRunner Flute and ask you to rescue all four of her children, who are being tormented by the SharpClaws. The name of the game is now running through the Fortress rescuing the kids. Set the Flute to your Y Button so you don't have to worry about it. Head back to the rear of the Fortress (the lower level) to start the mission. You have to save all four hatchlings before the meter at the bottom of the screen depletes. After getting to the reare area, head right to where the first child is being bothered by a lone SharpClaw. Rough him up, then toot the Flute (don't get to close, or the kid will be frightened by Fox as well!) to send him home. To get to the second child, head back to the Staff Boost Pad you used to collect the Light Gem earlier (in the courtyard). Now that the jet streams are working, ride it to the top and take down the two SharpClaws. Blow the Flute to save the second child. Remember that Booster Pad you uncovered earlier in front of the Fortress? The one under the crate? Quickly run back there now (exit through the front of the courtyard) to find the third child, being picked on by three SharpClaws. Take them out and send the CloudRunner on its way. Race back to the rear of the Fortress to save the final child, being bothered by four SharpClaws (use the Ground Quake to take them all out fairly easily). Return to the Queen now to receive your reward, which turns out to be unlocking the treasure room. Head to the southeast corner of the Fortress to find a ladder leading downward to a winding path around the bottom of the Fortress. Take care of the SharpClaws behind the gate at the end. Collect the Fireflies in the next room (if you need some), because the upcoming tunnels are dark. Activate the switch to reverse the jet stream, and head topside. You need to give that Fuel Barrel one last hurrah in the dark room ahead. Luckily, the jet stream you just reversed is right outside the room with the Fuel Barrel, so it isn't a long trip. Head down the ladder into the treasure room. There's a short scene with General Scales and some of his cronies. Fox finds that he has to give chase on a Jet Bike, once again - but this time, with much higher stakes. -{ Bike Sequence: CloudRunner Fortress }- This sequence takes place on a closed course with three SharpClaws. The goal is to take out the lead SharpClaw before your fuel runs out. This is much easier said than done. Realistically, you should take out all three of the SharpClaws to make things easier on yourself. Hit all of the booster pads in the floor to give yourself some speed, and steer into your foes as much as possible. Try to aim for your first kill around 3/4 fuel remaining, and your second at about 1/2. After dropping the third SharpClaw, Fox will earn the second SpellStone, the eternal gratitude of the CloudRunners, and four more health points. -{ End Bike Sequence }- From here on out, CloudRunner Fortress is closed off to you. You can still visit if you want, but the gates are closed tightly. -------------------------------------------------------------------------------------------- Walkthrough - Ocean Force Point -------------------------------------------------------------------------------------------- Upon landing back at ThornTail Hollow, go ahead and do all the stuff you want to get done before taking on your next adventure. Oh, remember Tricky? He's back in action too. When you're ready to get going, be sure to pick up the Ocean Force Point Temple map from ThornTail Store. -{ Checklist: ThornTail Hollow }- - Play the CloudRunner Flute for a stray CloudRunner on top of ThornTail Store and he'll retrieve a Bafmodad from the peak of the mountain for you. -{ End Checklist }- Return to Cape Claw for the time being, and you'll find a LightFoot being harassed by some SharpClaws on the beach. Save his scaly ungrateful hide and he'll run off, sticking you with some stolen goods. In this case, said goods turn out to be beneficial, as it's a Fire Gem, one of the keys to opening Ocean Force Point Temple. To get the second Fire Gem, return to the entrance of Ocean Force Point Temple (the ladder the HighTop dropped for you earlier). There's a Disguise Pad nearby you couldn't utilize earlier that leads inside. Hop up onto the pressure plate in the first room and tell Tricky to keep it pressed down. This will cause a column to rise up, giving Fox access to an activation switch. The switch stops the waterfall outside, so you can swim into the canal underneath. The whirlpools in this cavern make it treacherous to swim through, but stick to where the currents are pointing you and you won't have any trouble. Drop down into the Temple area below. Put out the fire in front of the statue and take the second Fire Gem. This causes room to flood, and opens the main Temple door (this leads back out into Cape Claw; it's useful for when you come back later). The water used to fill this room came from upstairs, so return to the first Temple room you visited to see what's up. You don't have to go the long way; just go through the door in the Krazoa head's mouth. Place the Fire Gems into the statue mouths ahead of you. One will light up, but the other won't. This is because one of the windows (that is, the eyes in the Krazoa head) is unobstructed, allowing light to hit the Gem, but the other is blocked with brush. Use the activation switch near the column under the eye to make it fall, tell Tricky to stay on it, then use the switch again to raise him to the top. Have him burn the brush and the other Gem will light up, opening up the path to the main Temple area. -{ Checklist: Cape Claw }- - Revisit the room that filled with poison gas earlier to find some crats, a Bafmodad, and two Fuel Cells. -{ End Checklist }- The first part (a gatehouse of sorts) is a semi-flooded room with a pressure plate in the middle. Fox can stand on the plate no problem, making the opposite gate rise, but the water is too deep for Tricky to stand on it. Hit the target over the north gate (the one you came in through) to cause the room to flood, giving you access to the upper level. Have Tricky burn the prush you find inside, revealing a stone block you can push out into the flooded room. Hit the target a second time to drain the room again, and pull the block onto the pressure plate. Exit through the south gate. To enter the Force Point Temple, climb the ladders outside the main gate and place the SpellStone in the warp pad on the upper level. The first room of the Temple contains a long north-south wallway carpeted with electric tiles. There's also a wall with the same sort of tile arrangement. Tell Tricky to Stay on the pressure plate in front of the wall to cause some of the tiles to light up. The lit tiles on the wall tell you what tiles on the floor are safe to step on. The important part to remember is that the wall and the floor mirror each other; the left hand side of the wall WHILE FOX IS LOOKING AT IT corrosponds to the left hand side of the floor WHILE FOX IS LOOKING AT IT. The tiles that light up are always random, so use this helpful tip. Imagine that Fox has to run up the wall with the tiles, starting from the bottom. Only the lit ones are safe. So make a note on which ones are lit (or do what I do, and draw a little diagram) and apply that information as you run across the floor. If Fox steps on a safe tile, all the tiles in that row will sink, and are then safe to walk on. If he steps on an unsafe one, he'll be shocked and thrown back into the room. You can always turn around and look at the wall from the electrified floor, but this tends to disorient you. Head into the water to your left after taking out the Sharpclaws, and into the large flooded room therein. You'll have to do some swimming in this room, so get into one of the grooves along the south wall (they contain Staff Energy Gems) and snipe the shelled baddies. Cross the room and jump up onto the narrow platform. Careful, it's covered in slippery moss. Take the left hand path to a switch which makes a green orb appear, the middle path to a switch which turns off a current in the previous room, and the right hand path to a switch which causes a flame to turn on. Return to the previous room now, and swim into the canal you couln't enter before (due to the strong current). Climb the bricked wall into the next room. Use the Fire Blaster to activate the green orb (again, time your shot so that you shoot through the flame when it's the right color), then step on the warp pad. [1]-[2]-[3] The final section of the temple is laid out in seven rooms connected by | [7] | pathways as pictured to the left. I've numbered them for easy reference. [4]-[5]-[6] Fox starts in room #7. There's a Booster Pad in this room, but it's been deactivated; you'll use it later. The inner sanctum of Ocean Force Point Temple is infested with the jellyfish blobs from Krazoa Temple, and each room has its own puzzle. Head through the double doors into room #2, then east into room #3. Your goal in this room is to open the large rolling door leading to room #6. Lower the water level by using the activation switch along the north wall. This will allow Fox to activate the switch on ground level, opening up the rolling door. To refill the room with water, use the Disguise Pad to cause a panel in the center pillar to open up, revealing a block. Drag the block into the groove in the south side of the pillar, then climb up it to get back to the lever which controls the water level. Refill the room and head south into room #6. Have Tricky light the furnace in this next room to cause the carousel in the middle to begin turning. The goal now is to extinguish the flames on the spinning platform. You do this by utilizing the triggers under each Krazoa head. Hitting a trigger causes the head to bow forward and blow out any flames below. You have 2:30 to accomplish this task. Since the platform is spinning, you can use the same two heads to blow out all of the torches if you like. This will prevent you from having to run around the room. Success opens the door to room #5. _______ | _|O|| In room #5, there is a maze in the floor that looks a bit like that shown || | to the left. The X is a pillar with a trigger on each side. Activating a given ||_ | || trigger sends the platform sliding in that direction You have to guide the | X _|| pillare to the O on the map without touching any of the outside walls. This can ŻŻŻŻŻŻŻ be done in six shots. Shoot the west target, then the south one, then the east, then north, west again, and finally south again. This sends the pillar into its goal and activates the Booster Pad you saw in room #7. Use the Booster Pad to reach the upper level of the Temple, and follow the path through the tunnels as it snakes around to the rooms you were in before. In room #3, you'll see a colored flame. Activate the green orb behind it to reach the final warp pad. Place the SpellStone, and you'll be warped back outside the Temple. No, you didn't visit rooms #1 or #4 on this excursion; you'll explore them later. -{ Checklist: Ocean Force Point Temple }- - Near the switch you use to turn on the flame in the Temple's entrance are two Fuel Cells. - There are two Fuel Cells in front of the warp pad, one on each side of the colorful flame. - Brake a crate in room #2 of the inner sanctum to uncover a Booster Pad. Use it to reach a ledge containing two Fuel Cells. -{ End Checklist }- On the way back from Cape Claw, Fox will be ambushed by LightFoots. You'll meet the fellow from before, who accuses you of having stole his treasure (the Fire Gem). You're conveniently tied to a post, and thus cannot act at all. Luckily, a helpful CloudRunner drops by, and tells you he'll help you out. A meter appears at the top of the screen; a green bar surrounded by two blue bars. The indicator swings back and forth fairly quickly, so you'll have to be snappy about hitting A at the right time. As the LightFoot approaches you, click the indicator in the green area to blast him backwards. With each LightFoot the green area gets smaller, and therefore harder to nail. If you miss, Fox will take damage. After the CloudRunner torches all the LightFoots (LightFeet?) the Chief will untie Fox. The CloudRunner will thank Fox again for saving the Queen, and then fly off. I cannot stress enough how important it is to explore this area; there's hidden stuff everywhere. Get a good feel for how LightFoot Village is laid out, because it'll be very important later on. To give you some exploring incentive, you're actually looking for three Wooden Block Carvings. Since it's so important you learn the lay of the land, I really shouldn't tell you where they are, but I feel compelled to do so since I want this walkthrough to be complete. You'll find the round one in a dig spot behind the strength test totem (the thing with the outstretched arms in front of a pit), the square one behind a wall of brush Tricky can burn down, and the triangular one is on the small patch of land in the northeast corner of town. Place the Carvings in their correct notches up in the area where Fox was tied earlier to cause various platforms to raise out of the water around town. This way, you can explore the upper levels of town and reach all of the totem poles, which will be very important later. Make especially sure you note the location of each totem pole, then go see the Chief. The Chief will tell you that he hides a Krazoa Spirit form the SharpClaw, but before he'll tell you where it is you'll have to succeed at the LightFoot Tests. There are two tests: the Tracking Test and the Test of Strength. -{ LightFoot Test: Tracking }- The Tracking Test gives Fox 2:30 to run around LightFoot Village activating the totem poles. The poles are conveniently marked in red on your map, but are almost impossible to see when you're zoomed all the way out, and the markings are so small as to be almost useless when you're zoomed all the way in. You really have to know where the four poles are beforehand. The first pole is easy to find; just climb the ladder outside the Chief's hut and cross the bridge to reach it. The second is on a small stone island in the east part of town. You'll have to jump across some rocks from the shore to get there. The third is on a tall stone tower to the southeast of the second totem. Swim around to the back of the tower and climb up the bricked surface to activate the totem. Now dive back into the water and swim over to the area behind the brush Tricky burnt down earlier. Use the Booster Pad to reach the upper forested area, where you'll find the final totem. -{ End LightFoot Test }- -{ LightFoot Test: Strength }- The Test of Strength pits Fox against the strongest member of the LightFoot tribe: MuscleFoot. They'll push against each other on the strength totem near the entrance of town; the loser will fall into the pit. The easiest way to beat MuscleFoot is to rapid-fire him. Do this by holding the controller firmly with one hand and vigorously running back and forth over the A Button with your fingernail on the other hand (back in the NES days, we used to use this trick to conquer Track & Field 2, except we'd use a spoon. The more complex layout of the GCN controller makes using a spoon impossible, though). This makes MuscleFoot laughably easy; you should be able to drop him in just a few seconds. Who knew Fox was that strong? Well, I knew it, for one. I've seen firsthand how Fox effortlessly takes down opponents much larger than him. Bowser and Ganondorf, for example. Er, wrong game. -{ End LightFoot Test }- Chief LightFoot will make you an honorary LightFoot and open the rolling door leading into the underground area of the Village. First order of business, locate the stack of yellow crates and scale them. Stand on the pressure plate on the top crate to start the totem pole in the center of the chamber spinning. You must hit each section of the pole with your Fire Blaster, in turn, to stop them in the right place. The idea is to get all the "wings" lined up, to make a picture of a snake going down the front of the pole. If you mess up on one, hit it again to make it start spinning once more. After you've got all the sections lined up, the path to the Krazoa Shrine will open. Break open a crate in the first room of the Shrine to reveal a Booster Pad that will take you up top; simple enough. The second room is a bit more complicated. You'll first want to snipe the flying critters in the room so they don't hassle you. Stand on the pressure plate to open up the gate at the far end, then quickly run through it before it closes (be sure to nimbly dodge the flamethrowers coming at you from the walls, floors... just about everywyere). Stand on the pressure plate in the third room to make the next gate open, and to cause all the water to drain out of the pit of spikes in front of you. Leap into the pit and run to the other side so you can climb up the opposite ladder and get through the gate before it closes. Avoid the spikes; they hurt. Slide into the pit in the next room and stand on the pressure plate. Don't worry; the plate is safe from the rolling barrels. You can see where the barrels leave caps along the slope, so race up to the gate taking advantage of the safe zones. The Krazoa Spirit is on the other side. -{ Krazoa Test: Test of Fear }- In this test, a bar similar to the one from the LightFoot Test of Strength will appear onscreen. This time, you control where the indicator slides by tapping the Control Stick. Keep it in the green area at all times or you will fail the test. It's a shame you have to keep your eyes glued to the green bar, because some really nifty stuff is going on while you're busy controlling a dumb little indicator... such as an enormous General Scales dropping in and crushing Fox in his good hand. Ouch. Upon successfully completing the test, Fox will earn the third Krazoa Spirit and be transported back to LightFoot Village. -{ End Krazoa Test }- After you're done exploring LightFoot Village as thoroughly as you deem necessary, return to ThornTail Hollow. Finally. Upon exiting the Village, you'll see a LightFoot come by and use the secret knock to get the gates to open. He hits all three trees with targets painted on them. Looking at the trees from the ThornTail Hollow exit, hit the closest tree, then the furthest, then the one in the middle. You can use the secret knock to get into LightFoot Village at any time. -{ Checklist: LightFoot Village }- - In one of the LightFoot huts, a villager will tell you that her babies like to climb trees. Go to the wooded area outside of town and start beating on trees with your Staff. You'll eventually reveal three LightFoot babies, who will run back to their mother. Mommy's reward turns out to be the opening of a gate in a hut to the east of hers. Climb up there to retrieve two Fuel Cells. - In another hut, another worried mother will tell you her three babies are in the forest. Use the Staff Booster to jump up there (where the fourth totem you activated was) and herd the three LightFoot brats into the glowing blue pillar. Your reward this time turns out to be some crates placed near the totem where Fox was tied. - In yet ANOTHER hut, yet ANOTHER LightFoot is ALSO missing children. Don't these LightFoots know how to keep an eye on their kids? These three are in the Krazoa Shrine mound, on the very top level. Again, herd them into the blue pillar to send them home. This is easier than in the woods, since there's less room for the kids to run around. This time Fox gets a Booster Pad by the town's outer wall. Follow the path you find up top to find a Cheat Token well, a Fuel Cell, a Bafmodad, and a Firefly. - On the upper level you need the Booster Pad to reach (where the totem is) is a Fuel Cell. - Use the Staff Booster to reach the upper level of the woods outside of town. Two Fuel Cells and some Scarabs are atop a ledge up here. -{ End Checklist }- Krazoa Palace this time around is a breeze. The warp point puts you practically right where you need to go. Go up the elevator into the main jet stream chamber, and ride the streams up to the third level and stand on the Disguise Pad along the north wall. Release the Spirit and you're done. -------------------------------------------------------------------------------------------- Walkthrough - Walled City -------------------------------------------------------------------------------------------- Upon returning to ThornTail Hollow, you'll see that the mother ThornTail who lives in the cave near WarpStone is in distress. Little gremlins are stealing her eggs! Enter her home and notice that the eggs sit in the center of the room, with grooves running into gremlin holes along the walls (not exactly the safest place to keep eggs, I should think). Protect the eggs for 1:40 by nailing the gremlins with your Staff. This task can get a little daunting, so you might want to try assigning the Ground Quake to your Y Button in case things get a little messy. If a gremlin grabs an egg, you have until he reaches his hole to swat him and make it sink back into the nest. Complete this task successfully and the mother will repay you by showing you a cave where Fox can learn the Portal Device technique for his Staff, which allows him to open those purple magical doors. Visit Queen EarthWalker, and she'll tell Fox and Tricky where the King is being held. He was taken off to the Walled City, but has hidden his GateKeeper powers behind a magic door in the Queen's room. Pop the door open with your brand new Portal Device to break the GateKeeper's seal, and then it's off to the Walled City! Don't forget to stop by ThornTail Store and buy the map first. You will also require twelve Fuel Cells. -{ Shooter Mission: Walled City }- This shooter mission takes place in what looks like temple ruins floating through outer space. There are lots of tight areas where you'll have to weave in between pillars. Using the brakes and boosters strategically is key in many areas of this stage. Start off by shooting the crate to your right for a Bomb Powerup, then enter the temple ahead. There's a Silver and Gold Ring near center stage. As you exit the temple area, you'll see the next Gold Ring amidst a rock formation above you, so grab that one too. Cut right to get the Laser Powerup from the crate, then weave through the asteroid field into the second temple area. At the entrance is a locked Gold Ring. The small opening to the temple will open and close on its own, so be sure to boost through when it's open. Get the Silver Ring and Bomb Powerup inside. Get the Gold Ring as you exit, then cut hard left to avoid the stalagtite. Get the Silver Ring ahead if you need it. Your next two Gold Rings are in circular stone areas on the bottom of the next orbiting temple. Cut right to get the first, then left to get the second. You might have to barrel roll to give yourself enough distance. After the second Gold Ring, nab the Bomb Powerup from the crate and enter the next temple through the metal doors. This temple area has pillars running down the center. There's a Bomb Powerup to the left, a Gold Ring on the right, then a Silver Ring on the left. You'll have to weave quickly between the pillars if you want all three, or you can just take the right hand route and get the Gold Ring. In either case, take out the laser pods so they don't menace you as you're doing so. As you exit the temple, fire a bomb to eradicate all the laser pods flying in at you. Meanwhile, cut hard right for a Gold Ring, then hard left for another (locked) one. You'll really have to cut hard to the right and lay on the A Button to unlock the final Gold Ring near the top of the last temple and complete the stage. -{ End Shooter Mission }- Explore the Walled City to your satisfaction, but beware of the wandering RedEyes. You can't kill them (yet), so just avoid them. Have a conversation with all the EarthWalkers standing around. Once you've checked everything out and know the lay of the land pretty well, undergo your first order of business in this area: finding King EarthWalker. Locate the red structure near the end of the river (both ends are in the northeast corner). Ground Quake on the little pad there, and then it's time to race! You'll see a passageway slide open on the pyramid in the center of the City, and a furnace appear on the structure next to the pad. You only have a minute, so use these directions to get there: run up the sloped entrance to the pyramid, hang a left, round the corner and run along the eastern side (beware of the large red blocks that will attempt to push you off the side), up the slope to the second level, follow the path all the way around to the eastern side, down through the tunnel (avoid the flamethrowers as best you can), and have Tricky light the furnace there. Phew! In the southwest corner of the inner City, you'll find a similar blue structure. Repeat the process: Ground Quake on the pad, then go up to the pyramid (you have 1:20 this time). The entrance is on the same level as the previous one, except on the western side. Have Tricky light the second furnace, and the stone slab to the south of the pyramid will slide away, revealing a passage downward. Meet with King EarthWalker inside, and he'll tell you that the RedEye King has the SpellStone. He'll also instruct you to find two RedEye Teeth, and direct you to a Magic Cave. That's a lot to absorb. Let's take it one step at a time. First, head south across the bridge (this bridge was not here previous to meeting with King EarthWalker) and look for a bricked wall covered with some brush. Have Tricky torch the brush and climb up top, where you'll find a place to put a Bomb Spore. Blow it open to reveal a Magic Cave, containing the enormously powerful Super Ground Quake. Now you can take down those pesky RedEyes! To drop a RedEye, use the Super Ground Quake to knock him over. Then grab a Fuel Barrel (there's one each by the Quake Pads you used earlier) and heave it at him. Poof, one down. Repeat this process with the other three RedEye to make the spirit door on the spire in the southwest corner of the City vanish. Inside you'll find the Gold RedEye Tooth. Now seek out the EarthWalkers around the edges of the city. Nearby each one is a tree, and on the trunk of each tree is a Blaster Target. Nail each target and a torch near Fox's Arwing will light up. Light all four torches to make a white ring appear at the beginning of the river. Like in CloudRunner's fortress, you'll have to pass through each white ring to reach the end. Simply swim from one to the next. You'll start with only 17 seconds, but more time (about seven seconds) will be added each new ring you pass. If you get to the end of the river in time, you will obtain the Silver RedEye Tooth. Place the Teeth in the mouths of the dinosaur statues in King EarthWalker's chambers to reveal the passage to the RedEye King's lair. (There are two shrines along the east and west banks of the river; you cannot get into them yet.) The stone door will slam shut behind Fox as he enters the King's lair, locking him into a fierce boss battle. -{ Boss Fight: RedEye King }- This is a long, arduous fight. The RedEye King can deal a lot of damage by mowing Fox over in the narrow passages of his lair. Fortunately, this is his only attack, and taking him down is relatively easy once you know what to do. You'll note that in the corners of the chamber are Fuel Barrels in cages. Open the cage by shooting the target above, and take the Barrel. Now wait. When you see the RedEye King approaching from the distance, run forward and stand near the white pad on the ground. Wait until the King is about done roaring at you, then step on the pad. Just as the King starts to charge, the electric nodes in the wall will zap him to the ground. Fling the Fuel Barrel at him while he's laying there to score a hit, then retreat into a nook in the wall (there are some Staff Energy Flowers inside) so he can't hurt you. Repeat this process times, keeping in mind that the RedEye will chase you around for a good while after each hit, and that new white pads won't appear for a few moments. and Fox will pry the SpellStone loose from his ugly head. He'll gain four more health points upon successfully felling the RedEye King. -{ End Boss Fight }- Unlike the first two satellites, the Walled City remains open to you even after you clear it, so explore it as much as you like to get anything you missed. When you're ready to go, just hop in the Arwing and return to ThornTail Hollow. -{ Checklist: Walled City }- - There's a dig spot behind the Arwing containing a Bafmodad. - Plant a BombSpore behind the EarthWalker on the east side of the City to find a small cave with some crates and a Bafmodad. - A dig spot behind the EarthWalker near the Magic Cave conceals another Bafmodad. - There's a cave leading into the spire where you find the Gold RedEye Tooth. Use a BombSpore to get inside to find a fourth Bafmodad and some Scarabs. -{ End Checklist }- -------------------------------------------------------------------------------------------- Walkthrough - Errands -------------------------------------------------------------------------------------------- Return to Volcano Force Point Temple and open it up with your SpellStone. Inside, things are as you left them last time, for the most part. Ride the elevator into the lower area and place your SpellStone in the far side of the circular catwalk in the huge volcanic room. This opens up a round door along the far wall. Getting there isn't easy. You have to drop into the crater (look for a platform down there that isn't moving or spewing flame) and navigate across the floating platforms (Freeze Blast the gated ones so they stop shooting fire upwards) to reach it. Ride the elevator at the end of the passage up to the top level of the Temple. Inside is a hallway with eight colored torches: blue, green, red, then yellow. Along the balcony level of the elevator shaft are torches of the same colors. Freeze Blast the upper torches in the order they appear in the hallway (blue, green, red, then yellow) to open the door at the end. Beat down the SharpClaws in the next room to make a pressure plate appear that controls the height of the ladder in the room. Tell Tricky to stay put on it, and climb it up to the top level. Freeze Blast the flames a the top, and activate the lever behind the flames, to make the gate open into the next chamber. Have Tricky Stay on the plate in this room to make the flaming platform start moving back and forth. Extinguish the flames and hop aboard. You now have to light all three colored orbs along the top of the room by way of the single colored flame. What's more, you have to do it while riding a floating platform. The orb colors are (left to right) blue, green, then blue. Light all three orbs to open the way back into the volcanic crater. Use the warp pad and place the third SpellStone into its rightful slot. You'll be warped back outside. Make your way back to ThornTail Hollow. -{ Checklist: Volcano Force Point Temple }- - Staff Boost up to a high ledge in the section with the rolling barrels and use the SharpClaw Disguise to open the gate you couldn't earlier. A Bafmodad and two Fuel Cells await you inside. - Plant a Moon Seed to the left of the main Temple gates to create a vine leading to two Fuel Cells, a Bafmodad, and a Cheat Token well. - If you go around the upper level around the elevator again (where you got the Freeze Blast earlier) you'll find three more Fuel Cells. -{ End Checklist }- As can be expected, the moment you set foot in the Hollow the ThornTails need your help. A whole mess of those obnoxious flying critters come careeining out of the well, and begin picking the ThornTails apart. Make your way around the Hollow and rescue each one by destroying all the wicked little critters attacking it with the Fire Blaster. Don't forget the one down by the Cape Claw exit! Saving all the ThornTails nets you the Large Scarab Bag. Now Fox can carry 200 Scarabs now. Now you can finally afford the most expensive thing in the ThornTail Store: the SnowHorn Artifact. This should give you a good indication of where to go next. Had you properly explored the Wastes earlier, you would have found a blue SnowHorn who is missing a gold Alpine Root. If not, you can find him on the o