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Retro Game Walkthroughs For
"Star Fox Adventures"
(Gamecube)

Retro Game Walkthroughs for Star Fox Adventures (Gamecube)
Submitted By: Psyİho Wolvesbane
Starfox Adventures Guide Part1
Prelude:
As the game opens, you learn a young girl named Krystal answers
the distress call from Dinosaur Planet. She swoops down on a
CloudRunner and attacks General Scales' Galleon as it flies in the air.

i. General Scales' Galleon:
Use the Stick to orient yourself and press A to fire shots from
the CloudRunner. Your first target on the ship is the two cannons
spewing flame at you. Once fire bursts from them, attack the spinning propeller underneath. After taking out all four blades on the propeller, shoot the two fire cannons again until they're destroyed. Now, the Galleon will swing around and attack head on. Shoot the head to land on

the deck.
Once you land, walk up to the front of the ship, follow the
game's prompt, and press A when you reach the young dino-ling in the cage. When you speak to him, a couple of doors someways back will open. Go back along the deck and down the ramp to reach the hold. Right in the center of the room is a key on a platform. Take it into your possession. Now, head back up to the deck, walk over to the caged bird and you'll have a little encounter with the big smelly General Scales. He'll toss Krystal over the side, where the CloudRunner will catch her. She'll leave and decide to head for the source of the distress signal, which seems to be from a nearby palace.

ii. Krazoa Palace:
When you land, start by avoiding the Wraiths floating around and

speaking to the EarthWalkers lying around. They'll give you
basic tips on control. Start by walking over to the locked door. Open up your Inventory with the C-Stick and select the Key to open the door. Pick up the Fuel Barrel behind. Once you use the Barrel, a new one will be generated on the pad on the floor nearby. Anyway, use the Barrel on the line of boxes nearby and you'll blow them up. You can also use Barrels on the Wraiths to beat them, but they will come back in about a minute. NOTE: Blowing up most any boxes around here will get you Pods or Eggs
for restoring your health.Once you blow up the boxes, grab another Barrel, head down the ramp, veer left and throw the Barrel at the cracked wall. Head further

inside (talking to EarthWalkers along the way). In this next
area, use a Barrel to blow up a line of boxes, then go around the
corner, past the Wraith, to the pad to pick up another. Head back to the

boxes that you blew up, and time your movements past the flames.

Throw the Barrel at the far wall to open it and head through to
the next area.In this next room, there's another Barrel Pad. Instead of throwing it, though, head to the nearby floor switch. You need something to hold it down, so step on it, then press A to set the Barrel down (you can only set the Barrel if you're standing on the switch, otherwise you'll throw it). Head to the next room and have a chat with the

Earthwalker, who'll tell you that he sent the distress signal and
that you need to restore the Krazoa Spirits. He'll open the door to the first Krazoa Shrine. Step on the pad and press A to teleport.

iii. Krazoa Shrine 1:
Walk a little ways and climb up the ladder. In the first room,
you'll see a Wraith in a pit. Drop down into the pit and climb out the other side. Walk up to the red circle on the wall and you'll learn about Life Force Doors. To take down the Wraith, just toss a nearby Barrel at it. Once the Wraith is gone, the door will open. Head through and to the next room. In this room, you must step on the switch until it goes all the way down, then time your run past the flame jets to get in before the gate closes. If you find yourself harrassed by the Wraith, you can always go back, grab a Barrel, and toss it at him. Go through
the gate and walk up the Krazoa Spirit. Talk to it to receive
your first test. THE TEST OF OBSERVATION: Not that hard, really. Just watch where the Spirit jumps to, then follow the urn as they all rotate around. Once they stop, press A near the one with the Spirit inside. Once you find it three times, the Spirit will introduce itself to you, or rather, into you. Nice eyes... Now, you'll be deposited at the entrace to the shrine. You'll talk to the Earthwalker for a bit more, then you can
head for the platform in the back of the room. You'll rise up to
the tunnel. From there, run ahead and to the right. Press A on the

platform to deposit the Spirit, after a fashion... Poor Krystal
gets knocked into the beam by something evil and trapped in a crystal. Boy, that stinks...
====================================
Main game:
Chapter 1 - Star Fox Reporting:Somewhere in the Lylat System, the Great Fox gets a call from General Pepper, to investigate the happenings on Dinosaur Planet.

i. Arwing Mission - To Planet:
You need to fly through one Gold Ring to pass to the Planet.
Fortunately, there are about ten floating around in this area.
The green specks you see from far off are mines, which blow up if you get close. Also, there are small fighter ships that fly in to take shots at you. In the containers are Bombs, and one has the Twin Laser powerup. So, shoot your best and hit at leat one Gold Ring to get to the Planet.

ii. Thorntail Hollow:
Once you land on the planet, Pepper will brief you and explain
the Communicator. You'll respond with your own dry sense of humor.Fox mentioned a weapon. Well, one is quite nearby. Look to the right of the two ThornTails standing nearby and you'll see a small circle of trees and flowers. Head to the center and you'll pick up Krystal's Staff, and she'll pop into your head and explain how to use it.Now that you're armed, chat with the ThornTails around and they'll talk about basic things such as lifting rocks and magic plants. Where you really need to go is the small plaza near where you found the staff. As you approach the door, four SharpClaw Grunts will dash out of the door and attack. Defeat them all using basic combat techniques (combos,
blocking with R). Once they're all destroyed, a red button will

appear, and a door will open across the way in the Hollow.
Head through that door and press A to lift up the lid. Drop down
in the hole. Make your way through the tunnel and press A at the
central device. Your staff will be charged up with the FIRE BLASTER. Follow the instructions on how to use it. If you want, you can practice your firing on the Bat near the ceiling. He won't attack. To leave the area, shoot the button near the gate.
NOTE: These red buttons with sunburst designs are in many places,
and this is the main use of the Fire Blaster.Once you've returned to the Hollow, head back to the small plaza, take aim, and Blast the button above the door. Head through and you'll speak to the Queen Earthwalker. Slippy will translate that you need to speak to the Warpstone, and he'll take you to Ice Mountain to find her
son, Prince Tricky. She'll also make a call that will move one
of the ThornTails guarding a wall.That ThornTail was actually sitting on a patch of dirt. Right next to the river, you should see a pod-like plant with vapor coming out. Blast it and collect the spores that fly out. These are Bomb Spores. Plant one next to the wall and you can talk to the Warpstone. He won't want
to talk to you unless you can bring him a gift.While you're at it, scout around and see if you can find some other places to plant Bomb Spores. There are a few places around,including under the waterfall.Now's the time to stock up on some Scarabs (flip some nearby rocks) and head to the Store. Buy the Rock Candy there, as well as some maps if you feel like it. Now, head to the Warpstone and use the Rock Candy on him. Nice bagpipe theme song. He'll explain his warping powers. You'll want to push Left to head to Ice Mountain.

iii. Ice Mountain:
As you enter the area, you'll see a SharpClaw ship drop in with
what could only be the little Prince Tricky. Two Grunts will lead him into a cave and shut the door behind. Now, note you're being shot at from afar. That's a SharpClaw Cannon. To the left of you, up a little slope, is a Barrel Pad. Take the Barrel
and toss it at the wall of crates across the field, since you
can't break these crates with your staff. Behind this wall are the two

Grunts who were manning the Cannon. Take them out and a Blast
Button will appear above the metal door. Shoot the Button and head in. Your valiant rescue attempt will be abrupted by Tricky running off. The SharpClaws will hop on their bikes and give chase. You'll hop on the remaining one and pursue. Although you can destroy the bikers by ramming them, all you have to do to proceed is to beat them to the end of the course. Try to look for some hills that can get you a serious lead. When you get to the end, you'll crash up your bike and meet Tricky, and your translator will finally be working.Proceed along the path. Soon, you'll reach a lava pit (that's right, lava in a snow area). Head to the right and you'll find some Blue Grubtubs. Whack them to pick them up, then feed them to Tricky. He'll explain his Find Command. Use Find on the nearby patch of loose rock and he'll uncover a switch. Try to step on it and he'll tell you about his Stay Command. Have him Stay on the switch, go in the little cave, and use the lever to raise a platform in the lava pool. Head down into the lava pool and hop across (don't worry about Tricky, he'll follow, somehow...)

iv. SnowHorn Wastes
Now, head further along the path. You'll come across two Grunts. Fight them both (note Tricky runs off). Once they're down, continue on, pausing to take out the Snipluk. Enter the clearing and take out the three Grunts chasing Tricky around. He'll then tell you about his Heel Command. There's quite a bit in this area. Pick up a bunch of Grubtubs, and have Tricky Find on all the patches of loose rock. You'll find an Egg, two Alpine Roots, and a hidden passageway that leads to a Staff Energy
Extender.Have a chat with the nearby SnowHorn (mammoth) and give him the Alpine Roots. For one, he'll give you a Small Scarab Bag (can hold 50

Scarabs), and for the second, he'll pound the ground, and a block will drop from the water stream. Push the block to the nearby ledge to climb up out of the pond area. Also, you can push it over to the

nearby Fuel Cells to snag them.
Once you're over the wall, you'll be near a freezing pond. If you want the Fuel Cells on the other side, go on the other side of the pond's right wall to find a switch to raise an ice floe. Otherwise, there's no need to go here. You can't find the SnowHorn's gold root yet.Head down the slope. There's a small patch of rock Tricky can dig up to get you a BafomDad. You can talk to the SnowHorns, who mention their lost leader. Head further down and you'll notice a lock. You don't have a key, naturally, so forget about it for now. Talk to the

SharpClaw blocking the nearby cave. Pay him 25 Scarabs to pass. If you don't have enough, there are plenty lying around in baskets and under rocks. Pay him and continue on past the Fire Bats (you can't hurt them) to a sewer-like area. Don't bother with the switches now. Just swim through and you'll end up back in ThornTail Hollow. Just open the gate with the lever switch.

v. White Grubtubs:
Tricky will hear a call from his mom and take off. Head down to the Queen EarthWalker and Tricky will mention White Grubtubs that could help his mom. First, head to the Store and pick up a Firefly Lantern. You'll need it inside. Don't bother putting Fireflies in it yet. Head towards the large circular structure. That's the well that has the White Grubtubs. Have Tricky Find at the side and he'll dig into it. Once inside, Fox will tell Tricky to stay behind. Slide down the ladder and into the well. Manuever around the red shrooms and into the next room. As you get to the little pond, you'll feel the rumbling. Bomb Spore the floor patch and you'll be in a

Staff Power room. This room gives you the ROCKET BOOST. Once outside, you can use the Rocket Boost Pad under the crate at
the far end of the room, for a couple of Fuel Cells. To move forward, though, head back to the first room and find the Boost Pad there. Head along the causeway back to the pond room. Plant a Bomb Spore and set it off to drop part of the bridge down below. Drop down and push the block onto the button to hold open the gate. Head inside and speak to the ThornTail who's two scales short of a full tail. If you have the Lantern, he'll move and you can Bomb the floor. Slide down the ladder. Right next to you is White Grubtub #1. Continue further into the cave. Veer a bit left and you'll find a pond with a couple of Bats and three Fireflies. Take them all, then enter the dark area that's to the right of this little Firefly alcove. Activate your Lantern to pull out a Firefly. Find the Bomb Spore patch and place one. Blow it and behind the wall you'll find White Grubtub #2. Enter the other dark passage (the one that slopes downhill). Take White Grubtub #3 down here, and find another Bomb Spore patch. Plant and shoot and you'll lower the nearby pillar. Now, head back and enter a short passage with a Boost Pad. Boost up and collect White Grubtub #4 and some Fireflies. Now, since you lowered the pillar, you
can hop out onto it and cross to the other ledge. In this new area, you'll find White Grubtubs #5 and #6. Now, retrace your steps all the way to the entrance and outside.Go to the Queen and give her the White Grubtubs. She'll be restored and will spill the whole story on you. So, now you've got to find and restore the SpellStones. You'll be tasked with going to
SnowHorn Wastes to find Garunda Te, and you'll be given the SharpClaw Prison Key.For another place to use the Boost, go around near the Store. There's a Pad here. Use it to shoot up to the ledge. Bomb the wall. Inside, hit all four Blast Buttons quickly to open up a hole and get a Staff Energy Upgrade. There are also a couple of Fuel Cells around the

corner on the ledge.
Now, to head back to SnowHorn Wastes, climb the ladder to the left of the well and you'll be back in the sewers. The flow's too strong to swim against, so have Tricky stay on the nearby switch, climb up, and flip the lever to reverse the flow. Also in this area, there's a

Boost Pad that'll put you in range of a Blast Button that will open up a couple of Fuel Cells. Keep going through the sewers and you'll be back to BribeClaw and the Wastes.

Chapter 2 - DarkIce and Hot Lava (SpellStone #1:)
Whenever you go on a SpellStone quest, the whole thing is two-fold. In addition to going up in orbit to retrieve the stone, you also have to go the respective Force Point Temple to restore the stone.

i. SnowHorn Wastes:
All right. First use the key on the nearby lock to open the cage. Enter and head for the frozen ice, under which Garunda Te is trapped. He'll tell you to bring him Frost Weeds from the nearby tree so he'll be strong enough to free himself. What you need to do is whack the tree and kick the weeds over to the ice so he'll suck them up. You need to do this three times. Only problem is there's a bunch of

SharpClaws here, too. Try to avoid fights if you can and just concentrate on the weeds. Once you've freed Garunda, he'll tell you about the SpellStone and his daughter, and that he'll open the gateway for you to DarkIce Mines. Now, you're clear to head back to your Arwing. If you want to do more here, go east and kill the HoleDweller in the tree near the waterfall. It will tip over and you can climb up to a couple of Fuel Cells.Anyway, head back to ThornTail Hollow. If you have five Fuel
Cells, you can make the run to DarkIce Mines

ii. Arwing Mission - To DarkIce Mines:
This run is a bit more hectic than the first, mostly because of the existence of a lot more meteors. Try to fly around them as best as you can. You only need three Gold Rings, and there are about ten floating around. If you see a ring with an X in the middle, just shoot it and you'll be able to fly through it.

iii. DarkIce Mines:
Once you land, trudge on up the sloping path (either direction), while shooting down SharpWings that get in your way. Continue along the thin path, avoiding lava balls and hopping over gaps. Soon, you'll reach the camp. Clean it out of SharpClaws if you wish. Note that one of the SnowHorns here is in shackles. Next to him is a cabin with a snow wall in front of it, but it has a crack. Have Tricky Find and he'll burrow through. Follow him in, defeat the two Grunts inside, and
find the chest in a little sideroom that has the Shackle Key.Release the SnowHorn outside and she'll ask you to help Belina,
the Gatekeeper's daughter. She'll also give you a Bridge Cog. Head past the cabins and through the archway and you'll find a river. Drop down to the ledge below and make your way towards the waterfall, where you'll find a cog mechanism. Put the missing Cog in its place then pull the lever to extend the bridge. Climb back up and cross. Follow the path and you'll find two Grunts beating up a SnowHorn. Beat them up, instead. The SnowHorn will tell you about Tricky's Flame Command, and
he'll also ask for some food. Now that you have Flame, head back to the cabin area and have Tricky melt the ice on the cabin blocked by ice. Head inside and have him also use it on the firewood to melt the ice in a somewhat delightful manner. Drop down, take care of the Snipluk, and melt the ice wall in here. Have Tricky Find near the patch of dirt and you'll get
an Alpine Root. Head back out and back to where the SnowHorn is. No need to feed him yet, as there's one more we need. Drop down into the trench with the rolling rocks. Go up the trench in the direction the rocks are coming from and you'll eventually come upon an ice wall. Flame it down, and use Find to get the second Alpine Root.Head back out of the trench to the SnowHorn and give him the Roots. He'll ask you to hop on his back for some smashing good times. Climb up the nearby ladder and press A to hop on. Move him to the gates and knock them down. That's all you need him for, so head to the
right to the nearby platform to hop off. Ignore the Cannon firing at you for a moment and head back in the direction of the gates. Flame down the nearby ice wall and pass through. Climb up the nearby ladder and you'll pass another cog device. Boost up off the pad to head back into the Cannon area. Hop across the platforms along the wall. When you reach the one with the torch, head inside and you'll reach the Cannon. Knock out the Grunt guarding it and you'll be able to commandeer
it. Yay... ^_^ Start firing on the Grunts that come out of the hut. Once you take out all five, the Life Force Door will open. While you're here, see that wall that's boarded up far to your right? Bust it up, too. Now, head back down to the ground level. Go through the door under the Cannon to get a Bridge Cog. Go into the hut the Grunts were coming out of to get a second Bridge Cog. Head through the former boarded up wall by climbing up to it. In this windy area, walk up the slope
and past the weird pad. Have Tricky Flame the wall and you'll get the last Bridge Cog.Head back to the cog mechanism (on the path to the cannon). Place all three Cogs and use the lever to extend another bridge. Cross it and at the end, have Tricky Find the wall and crawl through. In this next room, shoot the Blast Button high up, then have Tricky Flame all four vents on the ends of the structure in the middle of the room. This will open the door at the other end. Walk through and leap across
the pit. You'll land on an invisible bridge. Go into the next room and Flame down the ice block to get the Dinosaur Horn.
Now that you have the Horn, go back to the Cannon Snow Field. Climb to the hole that was boarded up, then go up the slope to the platform with the Horn inscribed on it. Blow it and you'll call a SnowHorn to take you through the nearby blizzard. This next part is best during daytime with the higher visibility. What you have to do is keep walking to the next Alpine Root to keep going through the blizzard and not get tossed back to the beginning. Follow the Roots and you'll find the end point between two torches. You'll notice that Tricky is missing. Have the SnowHorn bash down the boarded-up wall, then
hop off him at the nearby platform. Head into the cave and beat up the two Grunts to open the Life Force Door, then head further and hop on a SharpClaw Racer. This time, there's no rush. Just race through the caves and you'll eventually reach the mine proper. You'll have crashed up onto a dangerous situation. Stay in control on the conveyor belt and avoid the flames and hop off at the little ramp at the end of the belt. You can kill the three Grunts in this area to open the Life Force Door, but then you're up against an ice wall,

which you'll need Tricky for, and you can hear him whining from here. Search the floor near the conveyor belt until you find a Boost Pad. Boost up, crawl through the hole, and follow the rolling rocks. At the third alcove, you'll see a flame jet. Look up and shoot the

Blast Button above it to shut it off, then open the chest to get the Silver Key. Head back to the belt area. Head over to the platforms with rotating flame jets. Time your moves past them and head to the cells. Open the one on the right, which has Tricky.Now that your pal's back, kill the Grunts in the area to open the Life Force Door. Head through and Flame the ice wall. Open the chest to get the Gold Key. Go back to the cells and release Belina. She'll act all huffy about her father and bust through the back wall (why she didn't do just that earlier is a mystery). She'll call back to follow her to the bottom of the mine.Use Find on the nearby crack and crawl through to an underground lake. Look up at the stalactites hanging from the ceiling. Shoot at the three that aren't curvy and they'll fall into the lake. Hop across the floes formed by their falling and flip the lever to start some floes moving further upstream. Boost up to the upper area and start hopping
onto the ice floes. Bounce over to the far end slow moving ones, then wait until it reaches close to the end and hop to the far shore. Up here is a pushin' block. Drop it over the side, then climb down to the lake level. Head to the now accessible passage. At the end, beat up the two Grunts if you wish and head to the next huge room. More conveyor belts. Watch the flames and move on down the circular slope where you'll run into Belina again. She'll tell you about the
SpellStone. Head into the huge room. Don't bother fighting too much unless you really have a thirst for blood. What you're looking for is a ladder with barrels exploding near it. Climb up and you'll see a Barrel Pad next to you. Carry a Barrel all the way up the slope,

avoiding the barrels rolling down. They all roll the same way, so watch the pattern for openings. Once you reach the top, you'll be at a circular path. Move to the next circular path and you should see a faint circle with a picture of a Barrel on it. Set the Barrel down there. Climb the nearby ladder. On this circular path, you'll find a lever switch. Pull it and a little robot guy will pick up your

Barrel and put it on your level. Carry it over to the next circular path, and watch out for the cannon shot. Time your way past the flame jets and head for the cracked wall at the end. Toss your Barrel to blow it, and flip the switch. This will drop a bridge near some

red torches, which is near the rolling barrel dispenser. Run all the way back down and cross the bridge. Follow the rollling boulders down the path, and you'll eventually come upon a switch. Flip it and you'll raise the bridge near the green torches, which is near the Cannon. Once at the Cannon, take out the Grunt there, then shoot the two barricades on the pillars. Once they're both gone, stones will rise at floor level and you'll be able to step on a teleporter. This will
warp you to the boss of this area.

BOSS GALDON:
Step up to the frozen dino and Flame it to melt it down. It'll come to life and swallow the SpellStone. For the first round of combat, run behind it and hit it in its spiky butt to cause damage. Do this about four times and it'll swallow you. Once inside, whack the uvula, which has the SpellStone in it. Watch out for it swinging back, as it can hurt. Beat it enough and you'll get spit up. Now you have to shoot Galdon in its neck. Set your Fire Blaster on Y if you haven't already.
Pull out your Staff and make sure you're close enough to maintain the target lock on him. Watch him as he spits and bites. When he starts to inhale, shoot the Fire Blaster at his vulnerable neck. Alternatively, you can keep your distance during all this, but you'll have to manually shoot once he starts inhaling as you won't be close enough for a lock. Once you shoot him three times, he'll swallow you once more. Hit the uvula again and the SpellStone will drop and you'll win the fight, after another spitting out and watching Galdon gurgle to his death.

iv. ThornTail Hollow and Moon Mountain Pass:
Hop back into your Arwing and take the ride back to the Planet. You'll return to a crisis in ThornTail Hollow. The three beacons that keep the ThornTails from being scared of the dark were extinguished. What you need to do to relight them is to go to the tree in the middle of the area and knock Fire Weeds out of the tree. Hit them with your Staff to stop their rolling and pick them up. You'll need three at most. Now, just put one on each Beacon and have Tricky Flame them to
light them up. One Beacon is near the well, up a little slope. The second is near the WarpStone. The third is in an area you haven't exactly been to yet. If you haven't already, go to the southeast

corner where the door to the Queen is. You can climb up a ledge and move along the south wall and flip a switch to open a gate below you. Head through that gate and you'll find the final Beacon (if you're still lost, the gate is near a sign that says "To Cape Claw"). For your trouble, you'll receive a key to the gate at Moon Mountain Pass. The exit to Moon Mountain Pass is at the northeast end of town. That's near the well. At the end, plant a Bomb Spore to blow the wall.

As you continue on the road, you'll eventually fall through a weak floor onto an air vent. There's poison gas down here, so veer to the left and the opening. Time your hops on the platforms and ride the wind on the other side up to solid ground. There's a Fuel Cell here (and one in the other vent on the way back). Continue on to the actual pass. Once you enter, you'll get a small cutscene of some Grunts waiting at the gate. They'll start throwing barrels down at you. Dodge and weave and make your way to the gate. Once you reach it, use the Key and head through. Go up and take out the Grunts to deactivate
the Life Force Door at the end of the Pass. Head up through that door and into the entry to the Temple.

v. Volcano Force Point Temple:
In the entryway, wait for the floor panels to retract, then extend, then hop across them to the other side. In the next room, look for a flame jet spewing out of the floor. You're going down there, so wait for it to stop and hop down. Continue down the passage and across the causeway, avoiding the Fire Bats. In this area, you can Boost up and open the door with the Staff to get the BafomDad, but the others can't be opened yet. To leave this area, run up the conveyor belt,avoiding
the falling barrels (insert obvious Donkey Kong reference here). Once you reach the top, turn left and head out to the temple proper. If you want, you can go under the bridge here and get the Fuel Cell, but what you really need to do is put your SpellStone over the pad in front of the gate to open it up. Now, to open the main door, you'll need to set the orbs on fire. The way to do that is to take out your Fire Blaster, and shoot through the torches and hit the orbs when the flames are the same color as the orb. When you light both orbs, place the SpellStone and the door will open. In here is a Life Force Door, but where are the bad guys? Walk up and turn around. Ohhh. There they are. Defeat the four Grunts and the door will disappear. In the next room, have Tricky light both vents at the sides of the room to set the panels in motion. Climb up the ladder, then jump across the platform and back to the blue chamber. Time you movements past the fire jets, then climb up the ladder,
and do the same thing on the side: climb, flame jets, moving
platform. You'll arrive at a Staff Power hole. In it, you'll find the Ice Blaster. Use it toput out the four red Torches out in the circular room and the elevator in the room's center will activate. Ride it down.
Submitted By: Psyİho Wolvesbane
Stafox Adventures Guide part2:
Continue along the corridor, dousing Fire Bats with your Ice
Blaster if you want. You'll enter the focusing room of the Temple, where Peppy will explain Force Point Temples to you. Place the SpellStone on the pad nearby and you'll open up a door back and to your right. Head back to the first door and douse the flame to get through the other door. Pass the flames and ride the elevator up. Don't go down the passage yet. Instead, climb one of the ladders near you and put out the four torches up here. The door at the end of the passage will open. In the next room, three Grunts will attack. Defeat them to open the Life
Force Door. Jump across the platforms while avoiding the fire.
When you reach the other side, Tricky will start having second
thoughts. To get him over here, shoot the Blast Buttons on the moving platforms to make them stop. Tricky will hop over and you can use his Flame to fire up the vent and open the door. Move through the tunnel and you'll be at the top. Step onto the
pad to be teleported to the Force Point. Place the Stone and you'll weaken the flow of magic spilling out. Go you! You'll be placed back at the gateway to the Temple. Go back and make your way through the entryway back to Moon Mountain Pass.
====================================
D. Chapter 3 - Fly Me to the Moon (Krozoa Spirit #2)
Apparently, Moon Mountain Pass was actually a second moon that
crashed into the Dinosaur Planet and created the SharpClaws. Well, you'll be spending some time here to get a Krazoa Spirit, so get comfy.

i. Moon Mountain Pass:
As you enter the pass, you'll hear Krystal, and she's not in good

shape. A Krazoa will appear and tell you to help her by tracking
down the remaining five Spirits. To move on in the area, he says
you'll need a MoonSeed for the Kalda Chom here. You can't take it out, unfortunately, so head through the door the Krazoa opened and into the Staff Power place to get Ground Quake. Take it and use it on the Kalda Chom to spin him around. Hit him twice and you'll get a MoonSeed. Plant it in the ground near the crack in the wall and have Tricky light it up. Climb the vine that grows. In this next area, there are several Kalda Choms and places to grow MoonSeeds, so take care of all those. To proceed, enter a cave near a place you just climbed up. In this cave, in addition to a Kalda Chom, is a wall that you must blow with a Bomb Spore. Blow it and move out of the cave and along a passage. Eventually, you'll reach a clearing, and you'll see a cutscene of a meteor crashing. To move this meteor, you'll need to find three small rocks and place them on gas vents

near the meteor to lift it up. There are two rocks under Find
patches, and one is on fire and in plain sight, so ice it up so you can grab it. Now, you don't know which vents to put them on, so just put them on any of them. If you hear a tone, you got the right one. Once all three are in place, you'll be able to pass under the stone. Plant and grow another MoonSeed back here to continue on.In this next area, plant another MoonSeed to your left to climb up. If you want, plant another to reach the well to buy a Cheat Token. Where you really want to go, though, is up the slopes and onto the teleporter, which will take you to the second Krazoa Shrine.

ii. Krazoa Shrine 2:
Proceed and climb up the ladder to the first room. Mind the Fire
Bat. Jump into the water and avoid the whirlpools, which hurt if you get sucked into them. Shoot the Wraith and douse the flame. Climb up and drop down into the pit. Turn around and shoot the Blast Button behind you to raise the water level. Continue to the next room. Carefully walk along the narrow path while avoiding the flames. Once you reach the end, turn around and shoot the Blast Button to open the gate. Run through and talk to the Krazoa Spirit.THE TEST OF COMBAT: Rather simple. Defeat the ten SharpClaw Grunts here within the time limit. Concentrate mainly on the multi-kick and spin jump combos, which cause more damage.Once you finish, you'll be possessed by the second Krazoa Spirit. You'll be deposited at the place you came in, and will be visited by the other Krazoa again, who'll tell you to bring the spirit to Krazoa Palace. Now, to leave this area.
Head down the slopes and you'll notice some air drafts flowing
up. Also, take note of the Barrel Pad nearby. The wall is across the way, but it'll be tough getting a Barrel there. Pick it up, then jump across the nearest air draft and the Barrel will coast over there with you. Pick it up again and coast over to the platform out to the left the same way. Now, you're close enough to toss it. Once the wall's blown, cross the last draft and head into the tunnel. Step into the draft and you'll be back at that area with several Kalda Choms and places
to put MoonSeeds. Head out and down to the main pass. Now, head all the way back to ThornTail Hollow. Go and talk to the
WarpStone and ask him to take you to Krazoa Palace.

iii. Krazoa Palace:
As you enter the Palace, stroll right on up to the first chamber and slaughter the Grunts that pop up to challenge you. That will open the Life Force Door. This next room is very dark, so light up a Firefly to see (there are some in the Crates outside). Progress up the side of the room and around to the other side. Notice that your way is blocked by a cracked wall. The Barrel to toss at this wall is outside,behind a pillar. It's best to have the way you're supposed to go mapped
out first in your mind so you know where you're going, though. So, grab and toss the Barrel and head through.In the next room, shoot the Blast Button high up to get the flame jets moving. Now, pick up the nearby Barrel and bust down the wall
with it. In the next room, there's a Cannonbot guarding the floor switch. To lower his shields, light up the orbs flanking him (you remember how to do that, don't you? Shoot through the fire when the colors match).Now, bust him up with the Fire Blaster. To weigh down the switch, get a Barrel from the last room and set it on the switch. Go to the next room and beat up the Grunts if you wish. Now, stand on the pedestal to ride up to the passage. Head into the huge circular room. Ride up
the big wind draft in the center and look back and to your left, then

ride up the highest wind draft to go to the top tier here. There are two drafts along the walls here. The nearer one is a drop-down from above. The other across the room is the one you want to ride up to get to the top. Once at the top, approach Krystal for a rather

awkward scene... ^_^
Hop down and around the side of the big pedestal up here and deposit your Krazoa Spirit into the mask on the wall. Now, you'll be sucked back to ThornTail Hollow. The Warpstone will tell you to head to the seaside, and will give you a Medium Scarab Bag, which will hold 100 Scarabs.
====================================
E. Chapter 4 - Sea and Sky (SpellStone #2):
In this chapter, you'll spend much of your time at Cape Claw and the CloudRunner Fortress, while you search for the second
SpellStone.

i. Cape Claw:
First thing to do is stock up on Scarabs so you have at least sixty. To get to Cape Claw, leave the Hollow by the southwest exit, the one closest to the Arwing. Continue past the beacon down here and in the next area, hop off to the right and swim around so you can climb up to the other side. Continue on and you'll be in LightFoot Village.

Keep going through some Grunts and you'll reach a Scarab Toll thing... Give it sixty Scarabs and it'll open the way to Cape Claw. Past the gate you'll have a minor maze to deal with. This is where having a map comes in handy. Once you make it through the maze, you'll have a well you have to go down. Once inside, you can raid it for Fuel Cells, or just go up and out the other side to reach Cape Claw. As you enter the cape, Fox will get a cutscene where we get a POV shot of someone behind bars at the other end of the cape. Once you resume control, you can get across the waterfall by blasting the Button above
it to extend the bridge, but you don't have to at the moment. Where you really want to go is the far end of the beach where there's a HighTop and a BribeClaw. Give it 25 Scarabs to pass and speak to the HighTop. Those guys love their gold, so you need to find four Gold Bars so he'll help you. One Gold Bar is right near the ramp leading to the HighTop, next to the wall. The second is near the jail cell holding the weeping CloudRunner. The third is out to the left of the HighTop, near a patrolling Grunt. The fourth is in the same area. Burn down the brambles with Tricky, and beat up the two Grunts on the other side. The Find patch is under a little bit of water. Take the bars to the HighTop and he'll drop a ladder across the way. Climb up to the big Krazoa statue and up the ladder. Flip the lever and you'll open a gate above the prison. Head in and you'll be trapped inside. The four blocks will move and you'll have to readjust them back onto the vents so you don't die
from poison gas. Although your meter at the bottom seems to go down fast, realize that it'll go down slower when you start covering up vents. Once you cover up all four, the prison will open. Head down and speak to the Queen CloudRunner, who'll open the way to CloudRunner Fortress. You'll also learn of a bit of the strife between the CloudRunners and EarthWalkers. Tricky will be a big indignant and will want to sit this one out. Now, head back to the ThornTail Hollow and fly there in
your Arwing. You need eight Fuel Cells.

ii. Arwing Mission - To CloudRunner Fortress:
This time, you need five Gold Rings to pass on. This mission's pretty hectic. There are a couple of new hazards. The first is a new kind of ship that spins and fires a steady stream of shots at you. The second is a small red emplacement that does the same. There are still plenty of Gold Rings, but you'll have to keep a sharp eye out for them amidst the mess of lasers.

iii. CloudRunner Fortress:
As you land, the Queen will speak to you again, telling you she'll go in to see if it's safe. Your first task is to open the first gate. To do this, you'll need to drop down to the pool below, but watch out for the Fungus Turtles. Head towards a platform with a switch. After you step on the switch, you have thirty seconds to jump through three rings. To get to these rings, you have to hop across the boxes and platforms. It's tough, but possible. Once you jump through the last ring, a
Blast Button will appear above the gate for you to open it with.As you enter, you'll be set upon by two Grunts. Past them is a spiral path leading up. There are two Spybots on patrol here, who will zap you if you get in their spotlights. The way to avoid them is to hide behind pillars. Make sure you're out of sight and you won't be zapped. Once you reach the top, go past the gate and down the ladder. Run around the ledge, and you'll find a switch. Pull it to open the gate. Head back up the ladder and through the gate. You'll reach the inner area. A cutscene will take over, where you see Scales roughing
up the Queen CloudRunner. Fox will intervene, but be zapped down by Spybots. He'll wake up in a cell, without Krystal's Staff.Note that one of the blocks is oddly colored. Push it out and head out of the cell. You'll get a communication that you'll need a Disguise to fool the bad guys. Head out into the cage room. Avoid the puddles on the floor so the guard doesn't wake up. Make your way past him. Ahead in the passage and on your left is a pit. Drop down. Take a Fuel Barrel and place it on the vent. Now, step on the floor switch to make the Barrel rise up and explode. Slippy will comm in and give you
the disguise, which is a Staff Power, kinda...Use the Disguise and head back to the guard. He'll ask you to take over. Grab your Staff and start unlocking cages. One cage will have a dino in it who will give you a Power Key for the generator room.
To leave this area, shoot the Blast Button by the exit door. To climb out this shaft, watch for the spotlight to pass over the climbing wall, then shimmy up as quick as possible before it comes around again.

Climb up the three walls and you'll be back at the plaza you were captured in. In the plaza there are several Spybots, so try to avoid them to not get zapped, or shoot them with your Fire Blaster to stun them. Also, you can just put on your Disguise and they'll ignore you. What you have to do here is find the three gems that power the generator room. Head to the structure at the center of the plaza. Each of the three blocks on the structure is a button. Left Button: To prepare for this, head to the left of the structure, climb up on a box and flip the switch to drop a ladder. Head up the ladder and ice up the two flames here. Now, push the button on the structure and book it to the now open gate in this area. Open the chest and you'll get a green Light Gem.Middle Button: Once you push this button, a gate on the second floor will open. Climb up on the boxes behind and to the right of you and make your way around the ledge to the gate, avoiding the Grunts. Opening the chest here will get you the red Light Gem. Right Button: To prepare, you may want to take out the fire at the far right end of the plaza, which has a Boost Pad behind it. Hit the button on the structure and you can run over and Boost up to the

chest with the blue Light Gem. Once you have all three Light Gems, find the generator room, which is to the right of the structure with the buttons, near the front wall. Open the door with the Power Key and place all three gems on their respective colors (hurry, because it's unhealthy to be in there). This starts up the fans in the area. Now, a lot of switches will become active. If an arrow on a switch is pointing up, it means the nearby fan will blow you up to the upper level. If it's pointing down, you'll fall safely to the lower level.So, the fan you want to head to is in the back left corner of the plaza. Ride up and jump off the right side. You'll face off against three Grunts. Take them out. Note the pad on the floor. That's a pad that can only be activated by SharpClaws. What do you do? Put on the Disguise, of course, and step on the pad to open the gate.In the outside balcony area, take out the five Grunts to lower the Life Force Door. There's a Fuel Barrel in this room. Note that it's different than others. You need to have the Disguise on to use it.
Pick it up and head outside. Turn left and go down to the nearest open doorway. It has a pad where you can drop the Barrel. Do so, then climb the ladder. Step on the Disguise Pad to get the robot going. It'll drop it nearby. Grab it and head out to the ledge. Turn right and throw it at the boarded-up wall across the gap to bust it open. Head through the doorway and you'll crash through a floor onto an air vent. Continue on into the next room. You'll fight a couple of Grunts and hear some crying. Walk around behind a couple of boxes to find a Disguise Pad that lowers a nearby ladder. Climb up and
the Queen will tell you that the cage seems unstable. First thing is to get out of here. To the left of the cage are
some boxes. Hop onto them, then over to the switch. Flip it. Head over to the other corner of the ledge (climb up the ladder and walk around) to flip the other switch that opens the gate outside. Now, head back outside and through the door that leads to the Barrel. Carry the Barrel over to the wind vent leading back to the cage. You'll drop it when you jump into the air, though, but it should coast to the other side. If you have problems, it's worth it to note that when you release
the Barrel, it goes a bit to the right, so try to face a little left so that it coasts all the way across. If you mess it up, just kinda kick it around in midair. Anyway, once you get it to the other side,toss it into the supporting pillar below the cage and the Queen will be free. She'll tell you to find her children and give you the CloudRunner Flute to call them.
NOTE: To successfully call a CloudRunner kid back, you must defeat the enemies around it. Then, it will land. Get close enough to the bird so that the C button appears above it (but not too close, or it'll fly up out of your reach), then play the Flute.Now, head back outside to the balcony area. You'll see the first kid and a SharpClaw nearby. Take out the Grunt and the kid will land. Climb up and play the flute. One down.The second is through the gate behind you, back in the plaza,
second floor. Shoot the Blast Button above the gate to open it, ride over the air vent, take out the two Grunts, and play the flute near the kid. Two down. #3 is outside on the main wall. To get out there, head under the pile of rubble at the entrance, then walk out the gate (this is right before you got captured). Slide down the ladder next to you and walk around
the ledge. Bust up the crate to uncover a Boost Pad. Shoot up, then walk around this ledge and take out the three Grunts. Play the Flute. Three down.The last one is allll the way back at the back side of the Fortress, the balcony. Slide down the ladder, then climb up the other and head back through the gate. Head to the back left door of the plaza, ride up the vent, and run through to fight the four Grunts, and play the flute. That's all of them. Head back to the cage to talk to the
Queen, who'll open the treasure chamber. To get to the treasure chamber, go out to the balcony, and look at the far right edge to find a ladder that goes down. Slide down, then manuever around the narrow ledge and enter the treasure rooms.First, take out the two Grunts. In the next chamber, pick up the Fireflies, as you're gonna need them. Follow the tunnel, but
don't step into the air vent. Instead, flip the switch nearby to make the vent go down. Now, you can explore the next dark room, but you'll realize that you'll need a Barrel. Yes, it's that same one. Go all the way back to the balcony, grab the Barrel, and carry it down the vent and to the dark room. Toss the Barrel into the wall, and continue on down the ladder.
In this area, head through either of the doors, and you'll come upon Scales, and the SpellStone. In addition to using one of his own men as a shield, Scales will tell the others to take the SpellStone away. He'll take off and you'll hop on a bike to chase the Grunts with the Stone. This isn't too hard to accomplish. All you really need to do is ram the lead Grunt until he blows up and drops the SpellStone.

There are Arrow Pads on the ground to give you a burst of speed and heal you up a bit, as your bike can blow up here if you take too much damage. Once you get the Stone, you'll leave CloudRunner Fortress, after getting a send-off by the CloudRunners.

iv. Ocean Force Point Temple:
Head back to the Planet. Once you get back to ThornTail Hollow, return to Cape Claw. Now, climb up to the Krazoa statue, and
onto the right side. You'll find a Disguise Pad up here. Open it up to hop in a pool of water. Swim to the red pedestal and have Tricky Stay on it. Climb up on the new pedestal and hop up to the switch. Flip it to stop the waterfall outside. Now, swim down to the waterfall. Avoid the whirlpools and veer right to the next room. Put out the fire in front of the pedestal and take the Fire Crystal. This room will fill with water from above, so make your exit, then walk up to the main
entrance of the Krazoa statue. Put the Fire Crystal in one of the mouths of the statues. Now, head outside and down to the beach on the right side of the cape, where you'll see two Grunts fighting a LightFoot. Take the Grunts out and, after a fashion, you'll get the second Fire Crystal. Take it to the big statue and put it in the second mouth. Note that it's not lighting up like the other one. That's 'cause there's no sun shining on it. Near the entrance is a switch. It'll drop
the nearby pillar. Move Tricky on it and have him Stay there. Now, flip the switch again to raise it and have Tricky Flame down the brambles covering the eye on the big head. Sun will shine, and the door will open. Head inside.In the entry chamber, drop down into the pool and climb out the other side. Face back at the entrance and shoot the Blast Button high
on the wall. This raises the water level. Swim over to one of the doorways and walk around the passage to find some bramble for Tricky to burn. Now, you've got a block. Push it into the water. Shoot the Button again to drop the water. Shove the block onto the switch to open the other gate. Climb up and head through. You've now reached the front of the Temple. Climb up the ladders on the far end. Take out the Grunt here and place your SpellStone on the seal to get inside.Head down into the first room. This next part seems to confuse a lot of people. Have Tricky Stay on the switch. Note that the lower six
rows of blocks on the wall have one lit up now. That corresponds to the electric floor ahead of you. Step onto the corresponding pad on each row and the row will drop and become safe. So, if the second one is lit up on the bottom row on the wall, then the second pad will be the one that makes the whole row safe. Get it? Once across, beat down the two Grunts. Once that's done, drop in the water to your left and head into the square room with the three Fungus Turtles. Climb up (shoot the Fungus Turtles if you wish) on the nearby platform and make your way along the narrow paths. All three have switches that you must flip, so get it all out your system now. Once you flip all three, you'll have lit a torch, and stopped
water flow in two places. Head back down to the water and towards the grates that have just been closed. Climb up to the teleporter. Shoot

through the colored flame when it's green to light the orb. Now, go through the teleporter.Now, we're deep in the temple. Head forward through the unnecessarily huge doors. The first room here has some supplies, but nothing else, so just head right and through the passage to the next room (Watch out for Wraiths! Who said that?) This room is quite flooded, so
step over to the switch to drain it. Hop down and go towards the corner of the room, where another switch waits. Door's open, but it's too high up. Stand on the Disguise Pad. Ah, a block. Pull the block around the pillar here to the south end (easier if you have a map, of course), and settle it into that little slot. Climb up and hop across and flip the
switch to raise the water again. Head through the new door.In this next room, you have to push a block around with your Fire

Blaster, and have it end up between the red and green torches. It can hit any of the walls in the middle, but it can't hit the far walls, or else it'll start over. Consider the only wall without a door as the south side. These are the directions to hit the block: east, north, west, south, east north.With the block pushed, a Boost Pad back in the first room is activated. Ride it up and run around the ledges. Soon, you'll get to atorch and an orb will be on the wall behind it. Light the orb as you've always done, and the bridge will extend to the teleporter. Teleport and you'll be in at the Force Point. Place your SpellStone and that's two down. Now, return in the direction of ThornTail Hollow. On the way,
you'll run into a little guy outside LightFoot Village. Of course, it's a trap.le it into that little slot. Climb up and hop across and flip the switch to raise the water again. Head through the new door.This next room stumps a lot of people. The first thing you want to do is have Tricky set fire to the grate in the corner between the two doors. All four torches in the center will light up. Now, those

Buttons in the corners cause the statue above them to dump water, and that's what you need to do to extinguish the four torches. There's quite a delay between dumpings, so try to time it so you get the water as soon as the torch goes under as the whole deal rotates. Once that's done, head into the new room.In this next room, you have to push a block around with your Fire Blaster, and have it end up between the red and green torches. It can hit any of the walls in the middle, but it can't hit the far walls, or else it'll start over. Consider the only wall without a door as the south side. These are the directions to hit the block: east, north, west, south, east north. With the block pushed, a Boost Pad back in the first room is activated. Ride it up and run around the ledges. Soon, you'll get to a torch and an orb will be on the wall behind it. Light the orb as you've always done, and the bridge will extend to the teleporter. Teleport and you'll be in at the Force Point. Place your SpellStone and that's two down. Now, return in the direction of ThornTail Hollow. On the way, you'll
run into a little guy outside LightFoot Village. Of course, it's a trap.
======================================
F. Chapter 5 - Dance of the LightFoot (Krozoa Spirit #3):
I like this next chapter. You meet a new tribe on Dinosaur Planet, one not as virtuous at the EarthWalkers, but not as evil as the SharpClaws, sort of the Batman or Wolverine of Dinosaur Planet.

i. LightFoot Village:
You'll wake up shackled to a totem pole. The LightFoots will accuse you of stealing and are ready to run you through. Fortunately, you've got a CloudRunner swooping in, ready to help. To do this next part, watch the slider at the top of the screen. When the red bar is in the green area, press the A button and the CloudRunner will torch the

LightFoots. The green area will get smaller and smaller as the whole mess continues. Once you get rid of all of them, the Chief will untie you.Now that you're free, it's time to explore. Your objective is to find three wooden block carvings. There's one right near the platform you start on, one in the northeast corner of the village, and there's a third behind a bramble wall in the north part. Use Tricky to dig them all up. Go up to the place where you were imprisoned and place
all the carvings in the slots of the proper shape, and some platforms will rise up a bit to the northwest of you. Hop the platforms onto an area with a Boost Pad. Shoot up and walk over to the huts. Climb down the ladder and go to the Chief's Hut. He'll tell you about the Krazoa Spirit, and you'll have to beat the LightFoot Tests to get to the Shrine.The Tracking Test involves activating three Totem Poles. The first one is back the way you came, up the ladder and across the bridge.
The second is in the center of the map. Hop there by some stones nearby. The third is in the high part of the northeastern area. Rocket Boost up using the pad that was once behind the brambles and run over to it. The final one is in the southeast corner. Climb up the south wall to reach it. The Test of Strength requires to quickly press A as fast as you can. That's it. Do that and Musclefoot will be knocked into the pit. Some people seem to have problems with this. One thing that can help is to rub a rounded object, like a spoon, across the A Button. Seriously, fast button-pushing should be the entrance exam for any gaming community. Also, try not to watch the screen. Look away from the screen and focus on your button-mashing. Once both tests are complete, you're an honorary member of the tribe. You can now head into the chamber under the big platform. But first, there's a little bit of what we call "side-questing" to be done. There are three huts in the village that now have LightFoot mothers in them. The first is right near the Chief's hut, and the other two are in the eastern area of the village, right next to each other. Each of the three mothers ask you to save their three babies who
are in some area (NOTE: You MUST talk to them first to get the babies "active"). Chase them out of their hiding places and you'll get a reward. Underground: Simply go into the area with the Krazoa Shrine. You'll find them on the upper walkway. Chase them to the blue mist area and they'll go home. Talk to the mother and she'll create a Boost Pad near the entrance that will get you to a Fuel Cell, a Cheat Token Well, a BafomDad, and some other stuff. In the Forest: Boost up to the Totem Pole in the northeast section. They'll be running around up there. Chase them into the blue mist. Your reward will be some boxes placed on the big platform, containing healing items. Climb Trees: Go outside the gate to the outer pathway, where all
the trees are. Start whacking trees. Hit each one only once. Three little guys will eventually start falling out of them. Your reward will be that the hut with the closed door will open, allowing you to take two Fuel Cells.

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