GetDotted Domains

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

Retro Game Walkthroughs for Star Fox Adventures (Gamecube)
Submitted By: Psyİho Wolvesbane
Starfox Adventures Guide part3:
NOTE: If ever you need to return to LightFoot Village, just leave and come back and you'll see a little scene where a LightFoot whacks the trees with bullseyes. The order is: closest to the gate, furthest from the gate, and the one in the middle. Head into the underground area. Go down to the bottom and climb on top of the boxes that don't look like normal crates. There's a button on top. Stand on it and the totem pole will start spinning. What you have to do is Fire Blast the pole so that the snake carvings all match up. It's best if you start from the bottom and work your way up so you can match them up easier. Once the pole is lined up, the gate to the Krazoa Shrine will open.

ii. Krazoa Shrine 3:
Bust up the crate in the first room to find a Boost Pad, and ride it up. In the next room, stand on the button until it's all the way down and run towards the gate, while avoiding the fire jets (you may wanna just gun down the SharpWings).In the second room, do the same thing with the button, and jump into the water. Try to run around the spikes so you don't get hurt
and climb the ladder quickly. Run through the door to the next room. Drop down to the lower floor, step on the button, and try to dodge all the barrels rolling down as you climb the incline to the gate. Speak to the Krazoa Spirit. THE TEST OF FEAR: Ahh... One of my favorites. All you really need to worry about is the bar at the top. The red slider will move with varying degrees of speed of its own accord. All you have to do is push the Control Stick (lightly) in the opposite direction and try to keep the slider within the green area. If it goes out, you fail and have to start the area over. Last until after you get picked up by the invisible enemy and you'll get the Spirit.

iii. Krazoa Palace:
Head all the way back to the WarpStone and warp to Krazoa Palace. You'll appear at the little elevator platform. Ignore the two Grunts, unless you really wanna fight, and just ride up to the main room. Go to the center air vent and go forward and to your left. You'll end up on the second tier. Look for the blue torches and use the Disguise Pad there. Deposit the Krazoa Spirit. That looks uncomfortable...
========================================================================
G. Chapter 6 - Roar of the RedEye (SpellStone #3):
RedEyes are the coolest dinos in the game. That's all I've got to say here.

i. ThornTail Hollow:
As you come out of the WarpStone, you'll notice a ThornTail crying across the way. She needs help. Bad guys are coming to steal her eggs. Go in there and help out. What you need to do here is prevent any of the creatures from successfully carrying an egg all the way back to their hole. Do this for the time limit and you'll get a new power: The Portal Device. There really aren't too many tips. Just stay in the center and keep your eyes open for any buggers that make a grab. With the Portal Device in hand, go talk to the Queen EarthWalker. She'll tell you her husband is the third Gatekeeper, but he's
already at the Walled City. He sealed his power behind the door behind the Queen. Well, you've got a little something to say about that. Just fire up the Portal Device (watch the neato portal-be-gone animation), and you'll open up the gate to the Walled City. Eight Fuel Cells are needed to power the Arwing to get you there.

ii. Arwing Mission - To Walled City:
You need seven Gold Rings to pass to the Walled City. This is the first mission to introduce closing and opening doors in
asteroids. Make good use of the boost (Y) and brake (X) to get by without damage. Be sure to keep a good eye out for the Gold Rings, because you can't afford to miss many.

iii. Walled City:
This is where you wonder how these dinos built something like this without opposable thumbs. Anyway, you can talk to the nearby EarthWalker, but he'll just tell you to rescue the king, of course. Here's how you go about it. To the southwest and northeast of the main building, you'll see smaller structures. Near each of these is a button which you have to Ground Quake to press. Once you do that, a fireplace will arise from the structure above you and you have a time limit to light it with Tricky's Flame. Of course, you can't just hop up there. Ohhh no no no. You have to climb the main building (main ramp is
on the north side) climb up to the next ramp, which is on the opposite side, and enter a tunnel inside that leads you to the structure. It's best if you do it without the time limit first so you know where to go. It's also worth it to note that you enter the passage with the blue torches when you push the button on the blue side, and vice versa for the

red one. Oh, and mind the blocks that push you off and the flame jets. Once you have both of these flames lit, the south side cellar will open. Head down there. You'll finally meet Tricky's dad now. You need to enter the RedEye King's lair to find the SpellStone. To do that, you need to find the two Sacred Teeth. To do THAT, you have to visit the Magic Cave
to the south. Leave and cross the newly-risen bridge. Head around the side of the wall and have Tricky use his Flame on the brambles. Climb up the wall and plant a Bomb Spore on the patch of dirt. Blow it, and head inside the last Staff Power Shrine to get the Super Quake. Now to take the fight to those dang RedEyes. Run up to them and use the Super Quake to knock them over, then go to one of the structures with the buttons and grab a Fuel Barrel. Toss it at them when they're on
the ground and they'll croak. Take out all four and a Life Force Door will open up on the south end of the complex. Cross the wooden bridge, head right, and climb the hills to reach a little building with a chest, and the Gold RedEye Tooth. Now for the Silver one. To get this up, you first have to shoot Blast Buttons on four trees, and each of them has an EarthWalker standing nearby. Two of them are on the south side, near the Magic Cave. Another is on the north side, near your Arwing. The last one is in the east side, but you have to go northeast to find a place where you can get close. Once all four trees have been shot, a circle of light will appear in the river on the northeast side. Jump in the water (careful of the current) and swim through. Now, more rings will appear downstream, and you have to race to each one in the alotted time. Just keep moving is the only strategy I can give you. Oh, and the current can sometimes carry you away from rings in the corners, so try to compensate for that. Once you go through the last ring, hit the chest and take the Silver RedEye Tooth. Now, head back to where Tricky's father is. Put the Gold Tooth in the red statue, and the Silver Tooth in the blue statue, and head down to meet the big boy himself. BOSS REDEYE KING: Fox will enter and be a little surprised by the door slamming shut behind him. The door at the far end opens and the big king comes up for his meal. Now, even though it seems he's going to come from a counterclockwise direction during the cutscene, he actually goes the other way during the entire fight. First thing for you to do to prepare for him is to shoot the Button above the cage nearby. This gives you access to a Fuel Barrel. Pick it up. Now, the king will come around and when he sees you, he'll roar. Note the buttons on the floor. When he's about halfway through his roar, stand on the button and an electric current will run between the middle part of the
corridor. If you timed it right, he'll get zapped by it. While he's down, toss the Barrel at his head. He'll be angry and will start chasing you in a quicker manner. Duck into the area with the Barrel, or, failing that, there are little alcoves in the middle of each of the sides of this square passage. If you run out of magic, there's an alcove with plants in it, but you should be fine. Once he passes you on his rampage, it'll go back to normal and you'll have to zap him again and toss a Barrel again. That's pretty much it. Each time you hit him, the buttons will be closer and closer to the middle of the side of the passage. Hit him with four Barrels and Fox will finish him off in an artistic, yet somewhat yucky, manner, and you'll get the third SpellStone. Time to head back to the Planet and to the Volcano Force Point Temple.

iv. Volcano Force Point Temple:
You know the way, so make your way from ThornTail Hollow to Moon Mountain Pass, then to the Volcano Force Point Temple, just like last time. (If you're honestly having trouble, look back to Chapter 2 for help.) On the way, there's a spot where you can use a Disguise Pad to get a couple of Fuel Cells, and after you open the first gate with the SpellStone, drop off to the left and plant a MoonSeed. You'll find a Cheat Token Well and a couple more Fuel Cells. Anyway, open the second gate with the Stone and proceed down the elevator. Head to the focusing room and place your SpellStone, this time, in the other pad, which will open a different door.To get to that door, just drop down onto the blocks floating in the lava. For the ones that are on fire, just put them out, naturally. Climb the wall and head on through the door, then ride up the elevator. You might remember doing this the last time, only it's a bit different. Last time, you just had to put out four torches to move on. This time, you have to put them out in a specific order, starting the furthest from the door, and working your way to it, so blue, green, red, and yellow. Climb up the ladder and put the torches out in that order. The door will open, and you can head through. Take out the two Grunts in this room. Have Tricky Stay on the red switch that appears after the Grunts are gone and you'll be able to climb the nearby ladder, put out the flame, and flip the switch. The gate nearby will open and you can head into the next room. This room has more of your favorite colored orbs. First, have Tricky Stay on the red button to get the platform in the lava moving, then put it out with your Ice Blaster. Hop on, and take aim. Light each of the orbs properly as the you pass in line with them and the torch. It may take a while to get the timing down. Once they're all taken, head down the passage and you'll be at the teleporter to the Focus Point. Place the SpellStone and you'll be 3/4s of the way back to planetary stability. Time to head back to ThornTail Hollow.
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H. Chapter 7 - Race Through the Snow (Krozoa Spirit #4):
Not a particularly long chapter, this part of the game will have you doing some stuff in old areas that you couldn't do before.

i. ThornTail Hollow:
As soon as you arrive back at the old place, a bunch of SharpWings will swarm out of the well and attack the peaceful ThornTails. Your mission is to take them all out before the green bar goes down to nothing. There are six ThornTails and three SharpWings on each one to destroy. Five of them are right in the main field of the Hollow: one by the Arwing, one near the Bomb Spore Plant, one near the Queen's Chamber, one near the waterfall, and one near the well. The last one is near
the Cape Claw entrance down by your Arwing. When you're done killing SharpWings, one of the ThornTails will give you a Large Scarab Bag. Fill it up and buy the SnowHorn Artifact at the store for 130 Sb. Now, head to SnowHorn Wastes.

ii. SnowHorn Wastes:
Now, there's a bit of preparation to be done for this. First, find the SnowHorn that wants the Gold Root. Don't give it to him yet. He's across a little pond with ice floes you jump across, pretty high up in the Wastes. Behind the SnowHorn is an ice wall. Have Tricky Flame it, then take out the SharpClaws behind. Continue from this clearing to a small waterway. Shoot the HoleDweller in the tree opposite to make it fall across the water. Head to the next clearing and kill just about all the enemies you find here to make your run easier. As one last precaution, head to the waterfall and shoot the HoleDweller in the tree to drop him across the river, if you haven't done so already. Now, give the Gold Root to the SnowHorn. He'll raise a pad under you, and you'll blow the Dinosaur Horn to start the challenge. What you have to do is go to each pad and blow the Dinosaur Horn. It's best if you have the Horn set to the Y Button to make it all faster. The first pad is behind the ice wall you just melted. The next one is across the fallen tree nearby in a clearing with a ton of baddies. For the third one, run down the slope to your right and jump off and you should see it. The fourth pad is right near BribeClaw. The fifth pad is right next to Garunda Te, near his prison. The final pad is atop a climbable wall across from the waterfall. Cross the tree there to get up there. Once all have been sounded upon, the SnowHorn will open a gate at the top of the waterfall (cross the lake with ice floes and past the fallen tree), and you can enter the fourth Krazoa Shrine.

iii. Krazoa Shrine 4:
Be careful here, because all the floors are ice, and you could go slip
slidin' away if you're not cautious. Head up the ladder shoot down the
two SharpWings in the next room. Pick up the Barrel and carry it across the narrow path and blow up the wall in the next room. Now, head back, grab another Barrel and carry it further. Set it down on the pad, and flip the switch to change the flame jets. Wait for the bot to pick
it up. When he gets past the first flame jet, flip the switch. When
he gets past the second one, flip it again. Cross the water and to the
other side. Don't pick the Barrel up, yet. Head to the next room and
take out the Grunt. Walk back, pick up the Barrel and face a little to
the left of the exit. When you step onto the vent, you'll drop the
Barrel and it will float to the right. If you didn't get it right,
just run into it to kick it in the right direction. Carry it over to
the flame jets, toss it over and it will blow up the wall. Speak to
the fourth Krazoa Spirit. THE TEST OF STRENGTH: Remember this from the LightFoot Village? It's pretty much the same thing. Press A as fast as you can and as soon as you rotate the lever 180 degrees, you'll win and get the Spirit.

iv. Krazoa Palace:
Head back to the Hollow and talk to the WarpStone. Have him send
you to the Palace. You know the drill, so make your way to to the
big room with the fans. After stepping in the center fan, lean to the
right to get to the fan that will take you to the lower tier. Make your
way around the outside and open the door with the Portal Device. Deposit the Spirit in the face. You'll return back to ThornTail Hollow.
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I. Chapter 8 - Prison Break (SpellStone #4):
Dragon Rock's an interesting place. There's a lot of shooting involved
in this area, and plenty of bad guys.

i. ThornTail Hollow:
The WarpStone will tell you about Dragon Rock and the Gatekeeper who's
closer than you realize. This is referring to a ThornTail who never
says anything, and he's standing right by the well. Talk to him and
he'll tell you about Dragon Rock and will open the gateway there. Hop
into your Arwing. You need fifteen Fuel Cells to make it to Dragon
Rock.

ii. Arwing Mission - To Dragon Rock:
You need all ten Gold Rings to move on in this mission. They're pretty much in plain sight. There's a part where you have a choice of two doors. Take the left one to get a Bomb. Watch for Gold Rings that drift back and forth and make sure you hit them. There's a wealth of
Bombs in this area, too, so don't be afraid to use them.

iii. Dragon Rock:
There are plenty of FireCrawlers lying around here, as well as four Cannonbots. The Cannonbots have full shielding, so avoid them. Make
your way to the north end of the compound. For those of you without
maps, it has a relatively low gate and a lot of flame jets. Climb up
the ladder on the side and make your way past the flame jets. Follow
the path around the wall. Flip the switch on the way to start the
Barrel-grabbing robot. Continue on and you'll find a Fuel Barrel.
Grab and carefully move back to the pad so the robot picks it up. Don't rest yet, though. Quickly climb up the ladder and stand on the red button so the flame jet above you stops, then move to the next one as soon as the robot passes it so the Barrel doesn't blow up prematurely. Bust down the wall with the Barrel, and head in. Watch out for the rotating flame jets and flip the switch to free the

EarthWalker.
Leave this area and run all the way to the sound end of the compound to
speak with the EarthWalker. He'll tell you about freeing the HighTop.
To make it safe for the HighTop, you'll need to get rid of the Cannonbots. To do THAT, you have to take out their shield generators,
which the EarthWalker graciously offers to help with. So, hop on and
you'll get moving. The four shield generators are in the following locations:

1. In front of the massive door at the southeast corner of thecomplex.

2. The big structure in the very center. Just run around and you'll
find it.

3. A pillar to the right of your Arwing.

4. Around the right side of the building on the north end, near two FireCrawlers. Once all are down, hop off the EarthWalker at the designated spot near the big structure in the center. Now, start Fire Blasting the Cannonbots. Wipe them out. All of them. Once you take them out, a gate at the northern building will open. Head inside. Once inside, boost up to the ledge and walk around in front of the HighTop. To cut all four ropes, you'll need to hit all the Blast Buttons that operate them in a short amount of time. This is where all your SharpWing sniping pays off. Once all four ropes are deactivated, he'll break his restraints and say it's time to go. You'll have to protect him as he crosses the plain. This is a pretty simple rail-shooting part. You have unlimited Fire Blast shots, so don't be stingy. Lay down the fire all over the place as the missiles come flying out of the central building. You'll eventually make it to the huge door in the southeast, which the HighTop will open. Head inside and take out the FireCrawlers with your Ice Blast and a good whack once they're frozen. Once they're all gone, the Life Force Door will open. Head towards the Fuel Barrel and the red button. Have Tricky Stay on the button and the carrier robot will start moving. It will move as long as Tricky's on it. You should position yourself between the flame jets, with a good view of the Blast Buttons underneath each. Once the robot comes by and picks up the Barrel, shoot the Buttons to stop the flame jets as it goes by. Once it gets all the way across, it'll drop off the Barrel, so head up the ladder. This part is tough. You have to get the Barrel across three air vents. Nowhere else is it more important to emphasize the fact that when you jump onto an air vent while holding a Barrel, you'll drop it and it will coast ahead of you and to the right a little. So, make sure you're taking that into account, because the air vents also have flame jets, and they'll make life miserable if you're forced to kick the Barrel around in the air vent. Pass all three vents when the flames have stopped. Toss the Barrel at the boarded up door and you'll have passed one of the more frustrating parts of the game. Now, drop down onto the metal floor and flip the switch. The cage holding the CloudRunner will start moving, but he won't be free yet. Drop down to the floor and have Tricky use his Flame on the vent, and if luck holds, the cage should pass through the flame and the rope will snap. The CloudRunner will be free and he'll want to give you a ride. Another rail-shooter here. This time you're in the air, and, in addition to taking out missiles, you'll also be trying to take out the
four circular buttons that protect the main tower. The buttons take a lot of hits, so you may have to make more than one pass. To be on the safe side, make sure there are no more missiles firing before you start shooting the button. Once all four are destroyed, you'll be able to enter the tower and face the boss of the area. BOSS DRAKOR: This sick experiment by Scales can fly and has a laser cannon arm. While you float on the platform, it'll chase you around the bowels of the tower, firing shots from his cannon, which you should shoot down so you don't take damage. That's not your only problem, of course. There are also mines that you need to shoot down, and flame jets you should turn off by hitting the nearby Blast Button. There are also S containers that have healing rings for you. So, blast all he throws at you and shoot him in the face when you get a moment to do so. Wear down his life meter and he'll eventually fall and you'll get the final SpellStone.

iv. Ocean Force Point Temple:
Make your way back to the Planet, then to Cape Claw. Note that the entrance to the temple is boarded up. Head over to where the cannon is. If you haven't already, open up the Portal Device and douse the flame. Commandeer the cannon and blow the boards from off the mouth of the big statue. Also, you can fire at a pillar on the beach to get the final Staff Energy Upgrade, and under the platforms near the entrance to find a Cheat Token Well. Anyway, head into the Ocean Force Point Temple. This is all much the same until you hit the teleporter. One big thing that's changed though, is that the electric floor now has nine rows instead of six. Also, you can use your Portal Device to open the way to the last Cheat Token Well
in the same room. Once you go through the teleporter, though, things will change a bit. Once you pass through the big doors, you'll have to take a left instead of a right. Go through the Grunt, and you'll enter the next room. Push the block along the path and set it up against the wall in the little space provided. Now, climb up flip the switch to open the door.
Leap across to the ledge ahead of you. Put on your Disguise and step on the Disguise Pad. Jump over into the door that opened and flip the switch to raise the water so that you can go through the door. In the next room, you'll find a switch. Flip it and the four torches in the center will light. Note that they're different colors. Also note that below the water dumpers are squares of different colors. You have to have the water dumped on the torch of the same color, obviously.
As you get some torches extinguished, the circle speeds up, and you'll have to shoot that much further ahead to get the water dumped. Once that's all done, you'll have to do another block-pushing puzzle, like last time. The directions you have to push the block are as follows, assuming that the wall without a door is the south wall: west, north, west, south, east, north, west. Place the block between the torches and a Boost Pad will activate. Boost up and move around the ledges. Like last time, light the colored orb (it's blue) and you'll extend the bridge to the teleporter, which will take you to the Force
Point to place the final Stone.
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J. Chapter 9 - The Krazoa God (Krazoa Spirits #5 and #6):
Time for the final push. Hope you practiced your Arwing skills. They're gonna come in handy soon.

i. Walled City:
Once you make your way back to ThornTail Hollow, the Queen will inform you that you'll need all the Krazoa Spirits to restore the planet to its former state. To do this, you'll need to get the next Krazoa Spirit at the Walled City. So, hop in your Arwing and head there. NOTE: You need the Hi-Def Display Device for this next part, so if you haven't bought that, do it now.
Once you get there, head up to the King EarthWalker. He'll tell you that both the Sun and Moon Stones are necessary to open up the temple to the fifth Krazoa Spirit. The doors to the temples will open.

Sun Stone:
The first part is block moving. The basic gist is that the blocks will stop once they hit sun markings, but they can't touch walls or you have to start over. Push the block closest to the ramp south so it hits the sun. Next, move the southeasternmost block west, then north onto the sun. The easternmost block goes west, then north, and the final block goes east. A hole at the top of the ziggurat will open. Head up to it and ride up the lift. Stand in the center and use your Zoom Goggles to look through the hole at the far end. The ziggurat will open. Ride the lift back down and enter. The first room has two Fire Bats for you to extinguish. There are three blocks here, and you have to make the symbols on them face
outward. Facing the three blocks from the other wall, move the rightmost one left and up into the groove, then move the leftmost block all the way to the right. Move the block you pushed first (moon) ] down and to the right, then move the block in the back of the room down and to the left. Finally, move the moon block to the back of the room. The second room is a mini-maze. You may want to run around in it to figure out how it's laid out. Use your Super Quake on the button. Now,
a bunch of invisible walls will appear. Run around to your right and flip the switch to drop the first wall. Ready your Ice Blast and run around to the switch with fire in front of it. Blow it out and flip the switch. Now, run around to the hole in the floor and shoot the Button at the far end. Finally, go to the bramble patch and have Tricky burn it down. Flip the last switch and make a mad dash for the exit. Use the Portal Device on the door to enter the last area. In this final area, you need to hit the buttons in a specific order. Hit the left button first, then the top button, and the right button last. An invisible bridge will form and you can grab the Sun Stone.

Moon Stone:
The first part is block moving. The basic gist is that the blocks will stop once they hit sun markings, but they can't touch walls or you have to start over. Move the southernmost block west, and the one above it south. Next, move the westernmostblock south, east, north, and west. Finally, most the last block west. A hole at the top of the ziggurat will open. Head up to it and ride up the lift. Stand in the center and use your Zoom Goggles to look through the hole at the far end. The ziggurat will open. Ride the lift back down and enter. The first room has a switch to flip. Flip it up and the door will open, but some gates will also come up. You have to cross the floor and through the gates, but the panels in the floor will fall if you step on them for too long. Step across the panels carefully. The second room is an invisible maze, once you hit the Quake button. Head for the corner to the right of the door, then work your way around the room counterclockwise to find the exit. It's not easy, but just try to feel your way out. Activate the Portal Device to enter the
last area. In this final area, you need to hit the buttons in a specific order: left, up, right. Once all are lit, an invisible bridge to the Moon Stone will form. Cross it and claim your prize. Once you get both stones, go to the back of the main temple and place the Sun Stone on the red statue, and the Moon Stone on the blue statue. The Krozoa Shrine will be uncovered. Climb the temple and head inside.

ii. Krazoa Shrine 5:
All right. Climb the ladder in front of you. In the first room, step on the button until the gate at the far end opens. Jump onto the air vents so that they'll carry you over to the opposite side. Try to avoid the flame jets, but don't sweat to hard if they singe you. Pass through the gate quickly. In the next area, cross the first air vent, then extinguish the
blocks. Cross the one and stand next to the gate. Turn around and shoot the Blast Button in the ceiling. It's a long ways off, so you may want to go a bit closer. You'll need to hurry more to get under the gate in time, though. In the third area, you have another button that only holds the gate open for a limited time. Quickly jump across the air vents and avoid
the spinning flames to pass through in time. Speak to the Krazoa

Spirit.
THE TEST OF KNOWLEDGE: In this test, you must take six items from the game, and place them in alcoves that represent their areas. Here are the answers. Dinosaur Horn: DarkIce Mines (Left side, green alcove) CloudRunner Flute: CloudRunner Fortress (Right side, blue alcove) Gold RedEye Tooth: Walled City (Left side, red alcove) Asteroid Rock: Outer Space (Left side, blue alcove) Wooden Carving: LightFoot Village (Right side, green alcove) MoonSeed: Moon Mountain Pass (Right side, red alcove)
Once all have been placed properly, the fifth Krazoa Spirit will become yours. It's time to say goodbye to Tricky and to return to Krazoa Palace. Once you fly back, you'll automatically be placed there.
Submitted By: Unknown
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.


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Walkthrough - Starting Up
[sfa.05.01]

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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


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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 other side of the
pond with the icebergs
floating in it. In any case, give him his Root back and he'll
make a Horn Pad appear on
the ground in front of him. Set the Horn to your Y Button
(trust me, you'll need it) and
play it on the pad to start the race.

You have about 45 seconds to reach the next pad. Go behind the
SnowHorn and have Tricky
melt the ice there. Blow the Horn on the next pad (each new
pad will add some time to
your clock). Send a Fire Blaster shot into the hole in the
tree nearby to make a bridge,
and cross it to find your next pad. Head south and drop into
the lower area of the Wastes
(past the little buggers who spit green goo at you) and blow
the Horn on the next pad
below you. The next pad appears to the left of the SharpClaw
guardsman. Pass in between
the torches and find the next pad near Garunda Te. Run down to
the riverbank, turn left,
fell the tree at the end with the Fire Blaster (if you haven't
already done so), and
cross the river. The final pad is up atop the bricked wall.

Assuming you completed the race in time, you'll find that a new
cave has opened up in
the northern area of the Wastes. Use the warp pad inside to
head to the next Krazoa Shrine.

Climb the ladder into the first room of the Shrine, which is
basically a winding narrow
path, frozen over for maximum slipperyness, with a couple of
obnoxious flying dinos
overhead. Snipe the critters so they don't mess with you, then
grab the Fuel Barrel behind
you and very carefully cross the chamber. Hurl the Barrel at
the far wall to open the next
room.

You'll need to bring a Fuel Barrel from the previous room into
the next one, so go back
and get it. Set it down on the pad next to the switch and wait
for the crane to come
get it. While it's moving towards the back of the chamber,
you'll have to flip the
switch to turn the flamethrowers off. Turn the first one off
right away, then wait for
the crane to change direction and turn the second off, then
wait for it to change direction
again and turn off the third. Swim across the chamber (careful
of whirlpools) and meet up
with your Barrel on the other side.

Getting the barrel across the jet stream can be tricky
business, but if you lose it you
can influence its direction by pushing it around a bit. Set
the Barrel down on the pad while
you take care of the SharpClaw, then take it to the end of the
chamber. Pitch it at
the wall while the middle flamethrower is down, to open the
Krazoa Spirit's room.

-{ Krazoa Test: Test of Strength }-
This test is really a joke. It's essentially a reprise of
the LightFoot test you did
earlier; just run your fingernail across the A Button to
have it done almost
instantly. Easiest test yet!

-{ End Krazoa Test }-

Krazoa Spirit in tow, you get transported back to the Wastes.
Time to make your way back
to ThornTail Hollow so you can have WarpStone get you on your
way to Krazoa Palace.

-{ Checklist: SnowHorn Wastes }-
- There's a Fuel Cell by the warp pad leading to the Krazoa
Shrine.

- There's a tiny cave in the area with Garunda Te. You can
see three SharpClaws inside
(and even knock them over with the Ground Quake) but there
doesn't seem to be any
way inside. The Fuel Cell scanner doesn't pick anything
up in there either. If
there's a way in, I certainly haven't a clue where it is.
If you have been in this
cave, please e-mail me and let me know where the entrance
is.

-{ End Checklist }-

Once again, Krazoa Palace is a breeze. Ride the elevator up to
the jet stream room
and ride the wind up to the second level. Use the Portal
Device on the purple door along
the north of the room, and release the Spirit inside. You'll
be whisked back to ThornTail
Hollow. The WarpStone will praise you for a bit, and then
direct you to Dragon Rock.
He'll tell you that the GateKeeper is nearby.

Find the ThornTail who wouldn't speak to you previously (all
you could get out of him
was "Munch munch... not now"; he's over by the well now) and
he'll cry you a river about
how he and his companions stormed Krazoa Palace in hopes of
pushing back General Scales, but
all of his friends were captured and taken to Dragon Rock.
He'll open up the seal on the
last Dinosaur Planet satellite.

Make your preparations before you leave; be sure to buy the
Dragon Rock map before you go.
Flying to Dragon Rock requires fifteen Fuel Cells.


--------------------------------------------------------------------------------------------
Walkthrough - Dragon Rock


--------------------------------------------------------------------------------------------
-{ Shooter Mission: Dragon Rock }-
You have to collect all ten Gold Rings to reach Dragon Rock,
which sounds daunting...
but Rare made all the Rings easy to collect. This is
actually the easiest shooter
level (barring the first one, of course). It is almost
entirely strictkly linear, and
the enemy count is relatively inoffensive when compared to
the earlier stages.

The entire level takes place amidst giant floating tunnels
of some kind, which Fox can
easily transverse by staying in the middle almost at all
times. Start out getting the
Bomb Powerup and the Gold Ring as you start over the first
asteroid. There's a second
Bomb Powerup immediately afterwards, and then you enter the
first tunnel. Bombs are
useful to clean this tunnel out, and there's a Gold Ring and
a Laser Powerup towards
the end.

The next tunnel is blocked with a shutter. Boost through it
while it's open. When you
enter the main area, bank to the left side of the pillars to
take the first Gold Ring
in here, and the Bomb Powerup ahead, then roll right to take
the second. Go through
the next shutters and, at the end of the tunnel, take the
locked Gold Ring.

The next Gold Ring is slightly above and off to the left as
you exit this tunnel.
Get it and proceed forward. This sandy asteroid is a very
open area; the next Gold
Ring is towards the end. You'll see a crate off to the side
of the next tunnel - DO NOT
GET IT. You MUST go into this tunnel to get the Gold Ring
inside! Beware of the
huge asteroid that will block your exit.

Back out in deep space is a Silver Ring and a
horizontally-scrolling Gold Ring. Careful
with this one... you HAVE to get it to finish the level
after all. Use some Bombs
to clear out the last tunnel and round out your Gold Ring
collection, to touch down
on Dragon Rock.

-{ End Shooter Mission }-

The main goal of Dragon Rock, other than getting the SpellStone
of course, is to free three
prisoner dinosaurs: an EarthWalker, a HighTop, and a
CloudRunner. You're going to free
each one in turn, and ride each one around Dragon Rock shooting
things. Fun fun! Explore
the area, but be careful - the laser pods are merciless and the
giant lumbering dinosaurs
have to be frozen to be killed.

Start out by heading to the left-hand side of the north
compound. Climb the ladder there,
but be careful of the flame throwers. Cross the top of the
compound, past the two pressure
plates and a Fuel Barrel pad, around the left-hand side, where
you'll find a Fuel Barrel.
Take this Fuel Barrel back to the pad (careful not to touch any
flamethrowers) and set it
down. Activate the switch to call a crane.

The crane will carry the Barrel past the two flamethrowers
above you. You have to stand
on each pressure pad in turn to shut the flamethrower off as
the crane goes by. Do this
from a side-view to make it easier on yourself. Stand on the
first plate until the Barrel
has passed, then roll over to the second. The crane will set
the Barrel down by the
wooden gate you have to blow open. Head inside.

Inside is a room with a rotating flamethrower. Cross the room
(follow one of the flames
to activate a lever. This will open up the EarthWalker's
holding cell on the south side
of Dragon Rock. He'll tell you that to free the HighTop,
you'll have to disable the
patrolling laser pods. To do so, climb on the EarthWalker's
back.

There are four shield generators (green diodes hidden in the
rock walls) to disable: one in
the pillar in the southeast corner of the battlefield, one in
the wall to the east of the
north compound, one on the north side of the central pillar,
and one in the rock in the
northwest corner. Once they're all down, dismount the
EarthWalker at either of the two
green glowing structures, and snipe the laser pods (from a safe
distance) with the Fire
Blaster. Be careful of the EarthWalker's health at the bottom
of the screen. There's a
Staff Energy Flower in the northwest corner if your Fire
Blaster drains you.

When the fourth laser pod is down, a gate will open in the wall
of the north compound, so
head that way. You'll end up inside, where the HighTop is
being held. Staff Boost to the
upper level using the Booster Pad near his foot, and he'll tell
you that he needs you to
break the ropes keeping him bound. Stand to one side of him
and hit the four targets near
the base of each rope to free him. Amusingly, the ropes will
reappear after a few moments,
so be quick, and the HighTop is awful fidgety and will block
the targets on the opposite
end with his neck, so be careful with your aim. There's a
Staff Energy Flower below if you
need it.

The HighTop is eager to cross the plane, and needs Fox's help
protecting him. As he makes
his way around the battlefield, dozens of little annoying
robots will be launched from the
center pillar. Snipe as many as you can with the Fire Blaster,
and try not to let any
through. Each one you fail to destroy will cause damage to the
HighTop. The HighTop will
open up the passage in the southeast corner for you.

Kill the three giant dinos in this area by freezing them, and
the spirit door on the upper
level will open up, but don't go up yet. You'll have to give
the Fuel Barrel a hell of a
workout to open the path completely. Note the pressure pad
next door to the Barrel. Fox
has to stay on that pad for the crane to operate. The path of
the crane will go right
through those three flamethrowers above those three targets.
From the pressure plate,
you'll have to Fire Blaster each target to shut off the
flamethrower as the Barrel goes by.
Stay on the pressure plate until the crane drops the Barrel,
then follow it up top.
Alternatively, you could tell Tricky to Stay on the pad, so Fox
is free to get as close to
the switches as you feel comfortable. (Thanks to Kelsey Hine
for this tidbit; I honestly
don't know how I missed it.)

Now you have to get the Barrel past three jet streams which
spew flames. Yes, you heard me
right. Stand in front of each one in turn to get a feel for
the timing, and hurl the
Barrel across when there are no flames. If it blows up, you'll
have to start all over.
Blow open the wooden wall on the other side, and enter the room
where the CloudRunner is
being kept.

Activate the switch inside to get the CloudRunner's cage to
move back and forth. Drop back
down to ground level and have Tricky light the furnace to burn
the rope holding the cage.
There's no real easy way to time this, so keep Flaming until it
works out. It turns out
this CloudRunner is the one Krystal was riding in the game's
prologue.

The CloudRunner will help you destroy the four energy spires
surrounding the center tower.
This is much like the HighTop ride (in that you have to protect
your mount from damage), but
you also have primary targets to hit: namely the circular
targets below each energy node.
It will probably take two or three passes to complete this
mission, but as long as you
lay on the Fire Blaster you won't have any trouble.

The CloudRunner will tell Fox that the SpellStone is inside the
tower, but Scales has it
guarded by a terrible creature. After Fox jumps into the
tower, he gets to meet said
creature: Drakor.

-{ Boss Fight: Drakor }-
This fight takes place amidst a flying platform through a
maze of molten rock and
flamethrowers. It's another shooting sequence, and you can
see Drakor's health in the
bar underneath you. Just lay on your Fire Blaster and aim
at everything that looks
interesting: the boss himself, the crystals he shoots, the
electric mines in Fox's path,
crates that contain Silver Rings (to restore life), and so
on. Be sure to hit ALL the
targets as you fly; they'll turn off flamethrowers that
would otherwise damage Fox.

This is a long and somewhat boring boss fight, but it isn't
hard. Upon depleting Drakor's
energy and knocking him into the lava, Fox will receive the
final SpellStone and four
more health points. Your dinosaur buddies will thank you,
and point you back to Ocean
Force Point Temple.

-{ End Boss Fight }-

You can come back and visit Dragon Rock if you want, but it's a
pretty bland, featureless
place. There's absolutely nothing of interest here,
whatsoever. Head back for ThornTail
Hollow.


--------------------------------------------------------------------------------------------
Walkthrough - Ducks in a Row

--------------------------------------------------------------------------------------------
Once back in ThornTail Hollow, restock on any commodities you
think you'll need, get anything
done you want to get done, and then make your way back to Cape
Claw. Now all that stands
between Fox and victory over General Scales is one last Force
Point.

The SharpClaws have walled up the entrance to the Force Point
Temple; you're going to have
to unwall it. Head into the small cavern (on the beach where
you rescued Queen CloudRunner)
and you'll find a magic doorway. Open it up with the Portal
Device and put out the flames
on the other side to find the SharpClaw cannon. Use the canon
to re-open the entrance to
the Temple.

-{ Checklist: Cape Claw }-
- Use the cannon to blow open a cracked rock on the beach on
the opposite side of the
Cape. This uncovers a Bafmodad and a Magic Cave leading
to the last Staff Energy
Upgrade.

- Use the cannon to blow open the rock cliff underneath the
wooden platforms on the
east bank. You can barely see the cracks from the cannon;
aim left of the palm tree
and hit the wall there. Go inside to find a Cheat Token
well.

-{ End Checklist }-

Back in the Temple, pass through the room with the electric
floor just like you did before,
except this time there are three sections instead of two.
Check out the previous
Ocean Force Point Temple section for tips on this part. Once
past, return to the warp pad
and head into the main area of the temple.

[1]-[2]-[3] Remember this little map? Aye, you're back. This
time, though, rooms #3 and
| [7] | #6 are closed off; you'll be visiting rooms #1 and
#4 instead. Once again,
[4]-[5]-[6] Fox starts in room #7. And once again, start off
by passing through the double
doors in the north to room #2.

This time, though, you'll be turning left and entering room #1.
Push the stone block around
the corner of the room so you can use it to jump up to the high
ledge. Activate the switch
up top to open the door to room #4. Now jump down the opposite
side and bust open the
crate to reveal a Disguise Pad. Activate the pad to make a
panel in the center pillar slide
open. Activate the new switch to cause the room to fill with
water, so you can swim through
the open door.

Room #4 is a reprise of room #6, with the spinning platform in
the middle with torches and
the four Krazoa heads above. This one has an interesting
twist, though: each head has a
color, as denoted by the plate underneath the four targets. On
the opposite wall as you
enter are the red and blue heads, and to either side of you as
you enter are the yellow
and green ones. The four flames are of corrosponding colors.
This time, you'll have to
time your shots so that the right head blows out the right
flame. The game starts when you
activate the lever along the west wall, and you have 3:00 to
complete the task. Now the
door to room #5 opens.
_______
||O Ż_-| Remember this little number from room #5? Same
deal, different maze. The map
| Ż| | for this one isn't as accurate, so follow the
directions instead. Hit the east
| | | target, then the south, then east, then north, then
west, then south, then east
|__ | X| again. This will send the pillar into the goal and
activate the Booster Pad back
ŻŻŻŻŻŻŻ in room #7.

The Booster Pad is on the opposite side of the room this time,
but still circles around to
a warp pad leading to the SpellStone area. Again, light the
orb on the far wall (it's
blue this time) and activate the warp pad. Place the last
SpellStone (doesn't that feel
good?) and Fox will learn that even though the SpellStones are
all back in place, he
still has to find the lost Krazoa Spirits and return them to
Krazoa Temple to get the
satellites back on the planet where they belong.

Peppy chimes in and tells you there's a Krazoa Shrine in the
Walled City. Looks like it's
time to return to ThornTail Hollow.

-{ Checklist: Ocean Force Point Temple }-
- Just after the electric floor, take a right and open the
magical door you see with
the Portal Device. Inside is a Cheat Token well.

-{ End Checklist }-

Once back at the Walled City, talk to King EarthWalker and
he'll open up the two doors you
couldn't get through on your last visit. The red one is the
Sun Palace, the blue one is the
Moon Palace. You have to get the two stones from the two
Palaces to open the Krazoa
Shrine. Go to the Sun Palace first.

--a----- First Fox will drop into a chamber that looks like
the one to the left (on that
----B--b map, top is north). The goal is to push the blocks,
labeled with capital letters,
-------- onto the corrosponding sun symbols, labeled with
lowercase letters. If at any
Dc---A-- time a block touches the outer wall, the puzzle
resets. If a block touches a sun
-------- symbol, it freezes in place and can no longer be
pushed. Blocks can be pushed
-------- against other blocks without consequence. First,
push block D south onto its
d---C--- symbol. Now push block C up against block D, then
north onto its symbol. Push
-------- block A up against block C, then north onto its
symbol. Finally, push block B
straight west to its symbol. This will cause a hole
to open in the Palace tower.

Use the elevator to climb to the top of the tower, stand on the
red plate in the ground,
and look through the hole. You'll see a shimmering circular
structure off in the distance.
Zoom all the way up into it and Fox will be blinded with a
bright light. Once he's done
this the way to the Sun Stone will open up below you. Ride the
elevator back down and
enter the palace.

The Sun and Moon Palaces are much like a Krazoa Shrine; they're
basically each just a
couple puzzle rooms. Kill off the fiery bats in the first room
of the Sun Palace (with
the Freeze Blast) and take note of the three blocks in the
wall. The far (east) wall
has a blue outline, the two side walls have a red outline. The
block in the right-hand
wall (north) has a moon on its face; the other two have suns.
Your task is to get the blue
block into the far wall, and the red ones into the sides, with
the faces all showing outward.

First, pull the block in the far wall all the way out, and then
over towards the other sun
block to clear the path. Push the moon block into its groove.
Now take the first block
you pulled and push it back onto the middle path, so the last
block can be moved across to
its correct groove. Then, place the first block in the last
groove and the door to the
next room will open.

You'll find a Quake Pad in this next chamber. In this room,
Fox will have to use a variety
of his skills in a race against time. I hope you've gotten
good at pulling out items on
the fly. All directions through this maze are assuming Fox is
facing north. You have 1:20
to complete all the tasks in the maze.

Activate the Quake Pad and run to the right. Activate the
lever at the end of the hallway.
Return to the Quake Pad, and to forward. Take a left at the
flower, then an immediate right
and go around the corner ahead. Follow this pathway around to
a fire. Put it out with
the Freeze Blast and activate the switch. Backtrack through
the opening in the previous
wall now, and head straight to the end. Turn right and hit the
target over the pit. Now
back up and turn right down the next hallway. At the end, turn
right and have Tricky
burn the brambles on the wall, then activate the final switch.
Now go left through the door.

Open the magical door and enter the final chamber. At the end
of the wall is a large
spinning disc with a hole cut in it. There are also three
targets on the wall behind the
disc, which get uncovered in turn as the hole moves past. Your
goal is to light the
targets (left to right) to create a bridge leading to the Sun
Stone. Watch out for
flamethrowers as you cross the bridge.

That done, cross the Walled City to the blue Moon Palace.
Cross the bridge and drop into
the block puzzle out front.

--a--A-- Here's the Moon Palace block puzzle, again, top being
north. It's the same basic
----b--- idea, except now the symbols are moons instead of
suns. Start by pushing block D
------C- south onto its symbol, then block A east onto its
symbol. Third, push block C
-D------ south onto its symbol. Finally, push block B west,
then north, then east onto
-------- the final symbol. Again, climb the tower via the
elevator, stand on the mark,
------c- and look through the hole off into the distance. Fox
will be blinded and the
-d----B- entrance inside Moon Palace will open up. Ride the
elevator back down and go
-------- downstairs.

Activate the first switch to trigger the first room. In this
room, there are three
gates spaced across a tiled floor. The gates rise and fall on
a timed pattern, and the
tiles drop away into nothingness if you stand on them too long.
Getting past the first
gate is easy; just wait until its down and run across. For the
second and third gate, walk
slowly across the tiles until the gate opens, then dash across.
This will likely take a
few tries, so be patient with it.
_______________
| __________ | The next room is one of the most obnoxious
ones in the game. After
| |___ ____| | utilizing the Quake Pad, the door will
open and you'll have 35 seconds
|____ | | ____ << to get through it. However, invisible
walls will spring up
| ___| | | | throughout the room that you can't see
until you bump into them. The
| |_____| |____| map at left (top facing north) gives a
rough layout of the invisible
| | Q| | walls. Q is the Quake Pad, F is a Staff
Energy Flower (which you'll
| | |ŻŻŻŻŻŻŻ| | need if you mess up to many times) and the
arrows show where you
| | |ŻŻŻŻŻ F | enter and exit the room.
ŻŻŻŻŻŻ\/ŻŻŻŻŻŻŻ

Beyound this is a magic door, and then another rotating trigger
room. Hit all three
triggers, left to right, to make a bridge to the Moon Stone
(watch out for flamethrowers!).

Stones in tow, return the the room where you placed the two
Fangs earlier and place each
Stone in the corrosponding dragon head. The very top of the
ziggurat will open up, revealing
the last Krazoa Shrine.

-{ Warning! Caution! Aviso! }-
This is the point of no return. Once you finish the last
Krazoa Shrine, you are
committed to finishing the game. You will not be able to
return to any of the other
locations to take care of any other business. If there's
anything left you want to
do on Dinosaur Planet or any of its satellites, LEAVE THE
WALLED CITY RIGHT NOW AND
GO DO IT. I mean it. I'm really, really serious. If you
want to keep your game clean,
save it right now and don't save it anymore afterwards. If
you've been following
along with the hidden goodies, you'll have rounded out 90%
by now.
-{
Warning! Caution! Aviso! }-

Once you've gotten EVERYTHING you feel you need to get, and
have explored ALL of the other
areas to the point of ultimate satisfaction, head to the peak
of the ziggurat and enter the
final Krazoa Shrine. Use the warp pad, then climb the ladder
into the first room of
the Shrine.

Typical Krazoa Shrine fare. Stand on the pressure plate and
wait for the gate to open at the
far end. Cross the chasm by riding the jet streams, but time
it so that you don't hit any
of the flamethrowers. Cross into the next room.

Cross the jet stream to the center platform. Put out the
flames, and cross to the other
side of the chasm. Now, to open the gate, turn around and hit
the target over the entrance.
Pass into the last room.

The final room of the Shrine has a chasm laced with jet streams
and rotating flamethrowers.
Step on the pressure plate to open the gate, then cross the
chasm (avoiding the flamethrowers
obviously) into the room with the Krazoa Spirit. Prepare for
the final Krazoa Test.

-{ Krazoa Test: Test of Knowledge }-
O In this test, you have to pick up the objects sitting
on the floor and place them
1 4 in the correct bins in front of the alcoves along the
wall in under 1:18. In each
2 5 alcove is a picture of one of the game's locales.
Using the diagram to the left,
3 6 where O is the shimmering round wall: 1 is the Walled
City, 2 is SnowHorn Wastes,
3 is Deep Space (shooter missions), 4 is Moon
Mountain Pass, 5 is LightFoot Village,
and 6 is CloudRunner Fortress. The six items laying on the
ground are a Fang, a Flute,
a Moon Seed, a Wood Block, an Asteroid, and a Horn. Pick
them up (like you would a jar)
and put them in the right hubs.

Oh, okay. Fine. Here's where they go, in case you forgot:
Fang goes to #1, Flute goes
to #6, Moon Seed goes to #4, Wood Block goes to #5, Asteroid
goes to #3, and Horn goes
to #2. Sometimes I think I'm being TOO complete.

-{ End Krazoa Test }-

Once the final test is solved, you'll be transported outside
into the Walled City again.
Fox will say goodbye to Tricky, and make him an honorary member
of Star Fox for all his hard
work.

With that, all that's left is to do is return to Krazoa Palace.
Pepper has altered your
flight path to land at the Palace instead of ThornTail Hollow,
so as soon as you finish
the shooter level (for like, the thirtieth time) you'll touch
down there.


--------------------------------------------------------------------------------------------
Walkthrough - Endgame


--------------------------------------------------------------------------------------------

This is it... the final showdown. First thing's first: find a
place to stash the Krazoa
Spirit you just got. Head down into the Palace via the jet
stream at the north end. Drop
down to the lowest jetstream, so you are taken to the second
(from the bottom) level of the
Palace. To the south end is a small hallway area leading
deeper into the Palace. Follow
the path as it winds around (across a jet stream that was
inactive earlier) to a balcony
outside the Palace. You can release the Spirit here.

Some gates up by the Arwing open up afterwards, so head
topside. Use the warp pad that
has been uncovered to be teleported to a previously unexplored
area of the Palace. The gate
ahead locks behind you with a spirit door. Nothing left to do
except climb up onto the
platform ahead. Approaching the middle of the platform, Fox is
jumped by General Scales.

As soon as you pull your Staff out, a mysterious voice rings
out saying Scales was a puppet
of some sort. The voice demands that Scales pass over the
final Krazoa Spirit. Oh, and
as can be expected, Fox recognizes the mysterious voice. Do
you?

Again, Fox is warped back topside. Release the final Spirit
into the new Krazoa head.
That's the sixth one, but Krystal isn't being released from her
prison. Eventually the
crystal imprisonment drops, threatening to dash Krystal on the
floor below, but Fox saves
her. It is then the mighty Krazoa God wakes up.

Krystal steals her staff back, and attempts to take on the
Krazoa God. Fox has a better
idea, though, and hops in his Arwing, revealing that the mighty
Krazoa God is, indeed,
good old Andross.

-{ Boss Fight: Andross }-
There are five phases to the Andross fight, each one more
difficult than the last.
In the first phase, Andross will spin around, revealing the
Krazoa God. It only has one
attack: a massive ring of lasers that spirals around the
screen. You'll see this attack
coming with plenty of time to dodge it, so just circle the
ring when you see it. After
you take out the Krazoa God's eyes and the gem on its
forehead, Andross will spin
around again, beginning phase two.

Andross has several attacks in phase two, but they always
come in the same order. First
he tries to swipe at you with each of his hands; first left,
then right. Just fly out
of the way of his hand as it comes at you (stay high). He
then claps his hands together
in front of his ugly face. Again, this is easy to dodge,
just stay high. Third, he
spews a whole mess of asteroids at you from his mouth. If
you stay dead center and target
right as his mouth, Fox will destroy any asteroids in his
flight path, and also be in
perfect position to grab the two Silver Rings that come out.
Fourth, Andross will try
to suck Fox into his mouth. If he does so, it causes heavy
damage, spits the Arwing out
on the Krazoa God side, and you'll have to repeat phase one
again. Dodge this by cutting
hard to the left or right an constantly barrel rolling.
He'll then repeat with his hand
swipes. The targets in this phase are the gems on Andross'
hands. Before he takes a
swipe at you, plaster his hand with laserfire, but be sure
to get out of the way before
he takes his swing. You'll have to destroy each hand
individually. After one hand is
gone, he'll only take one swipe (obviously) and skip the
clapping part of his attack
pattern. Destroy both hands to move on to phase three.

In phase three, it's Krazoa God again. It still has the
ring beam, and still has the
same targets, but this time it'll also fire missiles at you.
I generally find that it's
easier to just dodge the missiles rather than try to take
them out; the beam is dodged
the same was as before. This phase can take a while if you
try to avoid damage. Take
out the eyes and forehead again to proceed to phase four.

The first round of Andross' pattern in phase four hasn't
changed: hand swipe, hand swipe,
clap, spit asteroids, suck Arwing. However, the second
round opens with his hands
firing those horrible ring lasers at you. They're dodged
the same way as before, but
keep in mind there's less room to maneuver now. Luckily
though, this doesn't send you
back to the previous phase this time. After destroying both
hands, Andross will have Fox
locked in a vacuum he can't break free from. It looks like
all hope is lost, until out of
nowhere Andross takes a Bomb to his head.

As luck would have it, Fox's old buddy Falco Lombardi just
happened to be strolling the
Lylat System and drops by to help. This is the start of
phase five. Without his hands,
Andross needs a new method of attack. This time, he'll
start with the spewing
asteroids routine (careful, only one Silver Ring now!), then
bombard you with missiles.
Again, I find they're easier to dodge than to shoot. Next
he'll do the spewing
asteroids thing again (another Silver Ring, if you're
quick), but with a twist:
Falco will swoop by and drop a crate. Shoot the crate and
grab the Bomb Powerup. The
fourth part of Andross' attack is to suck you up again, but
this time instead of resisting
it fire a bomb dead center into his mouth.

Andross' form will fade away, revealing his ugly brain.
That's his vulnerable spot!
Fire on it for a while, but be warey that he will attempt to
ram you. You can dodge
the ram easily by pointing elsewhere and boosting with the Y
Button. You'll see Andross'
health on the bottom of the screen crawl down as you fire on
him. After he rams at you
three times, pump as much laserfire as you can into him and
then prepare to start the
pattern again.

After a few volleys of laserfire, you'll have Andross dead
in the water (er, atmosphere).

-{ End Boss Fight }-

With the SpellStones in place, Krystal freed, and crisis
averted, Dinosaur Planet finally
reverts to normal. The satellites return to their rightful
places in the torn landscape,
the Star Fox team is finally reunited with their prodigal son,
and Krystal... doesn't
have any of her mysteries solved at all.

Mission complete!
I work a lot fo this walkthrough!!!!!

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