@#%&@! |$#&!@ /$#!@\ $%@!& |$#&!@ #@&$! @\ /$ $&!@&
!% !& @! !@ !@ @\ @! @! !@ %\ /! /@!/
@!%&# %! !@%$@! $&@!&/ !@% !$ $! @!X! #$%/
%! #@ @! !@ !@ $\ @! $!\ /!$ %/ \!\#!&%
/@#$!& !% $@ &% @! @!\ %& %&@#! @/ \$$%&/
/$#!@\ @#%&\ @! $& $@!&$ @!$\ |# $#&! @! !@ $%@!& $@!&$ @#%&@
@! !@ #$ &\ #$ !@ $@ $%#!\ |@ !& $! !$ !@ @\ $@ !%
!@%$@! #$ %| $%\/%$ &#$@! !@ @\|$ %! %! !% $&@!&/ &#$@! @!%&#
@! !@ #$ %| @!@! @$ $& $!% #@ &!\/!& !@ $\ @$ %!
$@ &% %$#@!/ $% !@$%& @! ! !% \@!$#/ @! @!\ !@$%& /@#$!&
Star Fox Adventures
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
| ~~~~~~~FAQ/Walkthrough~~~~~~~ |
| o----------o |
| |by me frog| |
|----------------------+----------o----------o-------+------------+----------|
|
[email protected] | Created on: July 9, 2004 |VersionFinal| GAMECUBE |
|----------------------+----------o----------o-------+------------+----------|
| RATED T (FOR TEEN) | Last update: Jan. 2, 2005 | AIM: NOW CLOSED |
+----------------------+----------o----------o-------+------------+----------+
===================--------------------====================-------------------
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |%%%%% Table of Contents %%%%%| |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
-------------------====================--------------------===================
+------------------------------------------------------------------------------+
|Ch.#| Name of Chapter/Sub-Section|Search | Description |%%%|
+------------------------------------------------------------------------------+
|(01)| VERSION HISTORY | VER. | I'll describe the updates here |100|
+------------------------------------------------------------------------------+
|(02)| INTRODUCTION | INTR | My introduction to Banjo-Tooie |100|
+------------------------------------------------------------------------------+
|(03)| GAME BASICS | GBAS |The game basics/overview of JFG |100|
| 3a | Story | STORY | The story of SFA |100|
| 3b | Game Screen |GAMESCR| An ASCII picture of the game |100|
| 3c | The SpellStones |SPELLST| The SpellStone descriptions |100|
| 3d | The Krazoa Spirits |KRAZOAS| The Krazoa descriptions |100|
| 3e | Health | HEALTH| How health works in the game |100|
| 3f | Your Staff | STAFF | The Staff you get in the game |100|
| 3g | Using Tricky | TRICKY| About your ally, Tricky |100|
| 3h | Controls |CONTROL| The controls of the game |100|
+------------------------------------------------------------------------------+
|(04)| WALKTHROUGH: PARTS 1-10 |WALKTHR| The walkthrough for SFA |100|
| 4a | PART 1: PROLOGUE | PART1 | Finding Spirit One with Kyrstal|100|
| 4b | Galleon |GALLEON| Krystal (Galleon) |100|
| 4c | Krazoa Palace |PALACE1| Getting the first Spirit |100|
| 4d | To ThornTail Hollow |SPACE#1| The first outer space mission |100|
| 4e | PART 2: TRICKY & THE QUEEN | PART2 | Rescuing Tricky |100|
| 4f | ThornTail Hollow |THORN1 | Finding the Staff |100|
| 4g | Ice Mountain |ICEMOU1| Finding Tricky: Part 1 |100|
| 4e | SnowHorn Wastes |SNOWHO1| Finding Tricky: Part 2 |100|
| 4f | ThornTail Hollow (2) |THORN2 | Healing the sick Queen |100|
| 4g |PART 3: THE FIRST SPELLSTONE| PART3 | DarkIce Mines and Stone #1 |100|
| 4h | ThornTail Hollow (3) |THORN3 | Preparing for DarkIce Mines |100|
| 4i | SnowHorn Wastes (2) |SNOWHO2| Finding the DarkIce GateKeeper |100|
| 4j | To DarkIce Mines |SPACE#2| The second space mission |100|
| 4k | DarkIce Mines |DARKICE| Getting SpellStone One |100|
| 4l | ThornTail Hollow (4) |THORN4 | Lighting the ThornTail beacons |100|
| 4m | PART FOUR: SPIRIT TWO | PART4 |Getting the second Krazoa Spirit|100|
| 4n | Moon Mountain Pass |MOONMO1| Heading to the Volcano area |100|
| 4o | Volcano Force Point Temple |VOLCAN1| Dropping off SpellStone one |100|
| 4p | Moon Mountain Pass (2) |MOONMO2| Heading to Krazoa Shrine #2 |100|
| 4q | Krazoa Shrine #2 |KRAZOA2| Getting the Krazoa Spirit |100|
| 4r | Moon Mountain Pass (3) |MOONMO3|Heading back to ThornTail Hollow|100|
| 4s | Krazoa Palace (2) |PALACE2| Dropping off Spirit #2 |100|
| 4t |PART5: THE SECOND SPELLSTONE| PART5 |ClodRunner Fortress and Stone #2|100|
| 4u | ThornTail Hollow (5) |THORN5 | Heading to Cape Claw |100|
| 4v | LightFoot Village |LIGHTF1| Passing through to Cape Claw |100|
| 4w | Cape Claw |CAPECL1| Finding the second GateKeeper |100|
| 4x | To CloudRunner Fortress |SPACE#3| The third space mission |100|
| 4y | CloudRunner Fortress |CLOUDRU| The second SpellStone |100|
| 4z | PART SIX: SPIRIT THREE | PART6 | Getting the third Krazoa Spirit|100|
|4aa | ThornTail Hollow (6) |THORN6 | Heading to Cape Claw |100|
|4bb | Cape Claw (2) |CAPECL2| Getting to the Ocean |100|
|4cc | Ocean Force Point Temple |OCEANF1| Dropping off SpellStone two |100|
|4dd | LightFoot Village (2) |LIGHTF2| Passing the LightFoot tests |100|
|4ee | Krazoa Shrine #3 |KRAZOA3| Getting the Krazoa Spirit |100|
|4ff | Krazoa Palace |PALACE3| Dropping off Spirit #3 |100|
|4gg |PART 7: THE THIRD SPELLSTONE| PART7 | Walled City and Stone #3 |100|
|4hh | ThornTail Hollow (7) |THORN7 | Opening the gate to Walled City|100|
|4ii | To Walled City |SPACE#4| The fourth space mission |100|
|4jj | Walled City |WALLED1| The third SpellStone |100|
|4kk | PART EIGHT: SPIRIT FOUR | PART8 |Getting the fourth Krazoa Spirit|100|
|4ll | ThornTail Hollow (8) |THORN8 | Heading to the Volcano Force |100|
|4mm |Volcano Force Point Temple 2|VOLCAN2| Dropping off SpellStone #3 |100|
|4nn | ThornTail Hollow (9) |THORN9 | Getting the Large Scarab Bag |100|
|4oo | SnowHorn Wastes (2) |SNOWHO2| Opening Krazoa Shrine #4 |100|
|4pp | Krazoa Shrine #4 |KRAZOA4| Getting the Krazoa Spirit |100|
|4qq | Krazoa Palace (4) |PALACE4| Dropping off Spirit #4 |100|
|4rr |PART9: THE FOURTH SPELLSTONE| PART9 | Dragon Rock and Stone #4 |100|
|4ss | ThornTail Hollow (10) |THORN10| Finding GateKeeper #4 |100|
|4tt | To Dragon Rock |SPACE#5| The fifth space mission |100|
|4uu | Dragon Rock |DRAGONR| Getting the fourth SpellStone |100|
|4vv | PART 10: THE FINAL SPIRITS |PART10 | The final Spirits and battle |100|
|4ww | Cape Claw |CAPECL3|Re-opening the Ocean Force Point|100|
|4xx |Ocean Force Point Temple (2)|OCEANF2| Dropping off SpellStone #4 |100|
|4yy | ThornTail Hollow (11) |THORN11| The final visit to the Hollow |100|
|4zz | Walled City (2) |WALLED2| Opening Krazoa Srhine #5 |100|
|4aaa| Krazoa Shrine #5 |KRAZOA5| Getting the Krazoa Spirit |100|
|4bbb| Krazoa Palace (5) |PALACE5| Freeing Krystal |100|
|4ccc| Final Battle - SPOILERS!!! |FINALBA| Fighting the last boss |100|
|4ddd| Endgame - SPOILERS!!! |ENDGAME| The ending description |100|
+------------------------------------------------------------------------------+
|(05)| THORNTAIL STORE |THORNTA| The ThornTail Store description|100|
+------------------------------------------------------------------------------+
|(06)| THE CHEAT TOKENS |TOKENCH| Tokens and the Cheat Maze |100|
+------------------------------------------------------------------------------+
|(07)| ENEMY LIST |ENEMYLI| The enemies in the game |100|
+------------------------------------------------------------------------------+
|(08)| LEGAL INFORMATION |LEGAL | My legal information |100|
+------------------------------------------------------------------------------+
|(09)| CONTACT |CONTAC | Contact rules/how to contact me|100|
+------------------------------------------------------------------------------+
|(10)| CREDITS/CLOSING | CRCO | The wrap up to this FAQ |
+------------------------------------------------------------------------------+
===================--------------------====================-------------------
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |%%%%% Version History %%%%%| VER. |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
-------------------====================--------------------===================
+-----------+---------------+--------------------------------------------------
VersionFinal| Jan. 2, 2005 | The final update that I am making to this FAQ.
+-----------+---------------+--------------------------------------------------
+-----------+---------------+--------------------------------------------------
|Version 1.0| July 17, 2004 | For the most part, this guide is complete. I could
+-----------+---------------| split up the versions from July but I worked on
| a new version every day. Ten versions of
| descriptions of what I did would be like thirty
| KB, so this is probably the first and last version
| that I'll give.
+--------------------------------------------------
===================--------------------====================-------------------
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |%%%%% Introduction %%%%%| INTR |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
-------------------====================--------------------===================
I've really lost interest in doing introductions. For the past few FAQs, my
introductions have been pure crap. So anyway, I'm me frog. I made a huge FAQ Plan
back in April which basically laid out everything that I was going to do for the
rest of the year. About ten days after I made it, some VERY large changes
occured. At the beginning of July, even more drastic changes occured. So I am
about halfway done (or close to halfway done) with the plan and for the most
part, I'm sticking to my original plan. I don't even remember the original now,
except for the first half :) Oh well. Anyway, Star Fox Adventures was not part of
my first or second plan. It was too much trouble to do Super Mario RPG because I
couldn't track down a cheap SNES and I was saving for an iPod.
Also, although Star Fox Adventures isn't the greatest game (I'd give it a 6/10),
I wanted to do one last run-through. This is a game that's fun the first time
through, but with no replay value so I knew that if I wanted to write for it, I'd
have to do it soon. And... well, this is how this guide was born. That's really
the biggest intro I can think of right now. Wow, I suck, don't I?
===================--------------------====================-------------------
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |%%%%% Game Basics %%%%%| GBAS |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
-------------------====================--------------------===================
+=====---------------------------------------------------------------------=====+
| Story STORY |
+=====---------------------------------------------------------------------=====+
WARNING: While this doesn't actually reveal any major plot points in the game,
it'll reveal quite a bit of the first hour or so of the game so you have been
warned.
The game opens with Krystal, a mysterious... well, she's from an ancient tribe.
That's really all her background is. She is searching for reasons of the death of
her parents (which she never solves in any course of the game... just a stupid
excuse...) when she receives a distress signal from a small world called Dinsoaur
Planet. Upon flying there, she meets General Scales on his Galleon, the ruler of
Dinosaur Planet. After stupidly trying to attack General Scales, she gets thrown
off Galleon. After being saved by a CloudRunner, she is flown to Krazoa Palace.
There, she frees the first "Krazoa Spirit" and then gets trapped by... something
(not revelaed to us yet). Here she remains until all six Krazoa Spirits have
freed her...
Cut to the GreatFox. It's had a bit of a bad run lately. It's all worn out and
needs repairs. Why? The Star Fox team hasn't gotten a mission in quite a long
time. Fox only listens to rock music now, Slippy works on her robots and machine,
and Peppy keeps trying to naviagte their locations. Falco has left the Star Fox
team since there was nothing to do and is now nowhere to be seen. Suddenly,
General Pepper will pop up and explain that he has a mission for Fox. The world
of Dinosuar Planet has fallen apart. Pieces of the planet have actually split and
are now floating around in space. General Pepper wants Fox to investigate what's
going on down at Dinosaur Planet. If he succeeds, Pepper will transfer a money
reward to Fox.
'
When Fox lands, he finds the staff that Krystal lost at the beginning of the
game. After using it a while, he meets up with the Queen EarthWalker. All
dionsaurs on Dinosaur Planet speak a different language (basing it off the
English language, Rare actually created a language for this game) and Fox can't
understand a word of what she's saying. Slippy will translate and tell Fox that
he must find the Queen's son, Tricky. As soon as Tricky is rescued, Slippy will
get the translator working and Fox is able to understand the dinosaurs talk.
After Fox does so, he finds that the Queen is sick. After going on a short
mission to heal her, the Queen will spill the beans on why Dinosaur Planet has
fallen apart.
This is as far as I go, since I feel three paragraphs is enough. A complete story
analysis isn't what you need I bet, so this is as much as you need.
+=====---------------------------------------------------------------------=====+
| Game Screen GAMESCR |
+=====---------------------------------------------------------------------=====+
Here, I will use my limited ASCII art talents to try to show you a screen of the
game.
+-------------------------------------------------------------------------------+
| |\/| |\/| |\/| |\/| |\/| |\/| |\/| __ |
| | | | | | | | | | | | | | | |__|__ |
| \/ \/ \/ \/ \/ \/ \/ ___/__/---- |
| ______________________ /___|______/ |
| (______________________) ____|__| |
| | | |
| | | |
| | | |
| | | |
| | ITEM | |
| | LISTS | |
| | | |
| | | |
| | | |
| @#%&@! |$#&!@ /S#!@\ | | |
| !% @! @! !@ | | |
| @!%&# !@% !@%$@! | | |
| %! @! @! !@ |_______| |
| /@3$!& %& $@ &$ |
| |
| |
| |
| |
| |
| |
| _ |
| _| |_ |
||_< >_|_______________ |
| |_| | |
| | | |
| | | |
| | PDA SCREEN | _____________________________ |
| | | | ||
| | | | FC MS FF GT BS S ||
| |_________________| |_____________________________||
+-------------------------------------------------------------------------------+
Upper left corner - Health
Below health - Staff Energy Meter
Lower left corner - PDA Screen
Upper right corner - Action screen (it's circles but I can't get circles in
ASCII)
Below Action Screen - Item lists (use C-Stick to cycle between the four)
Lower right corner - Common items: FC = Fuel Cells
MS = MoonSeeds
FF = Fireflies
GT = GrubTubs
BS = Bomb Spores
S = Scarabs
The middle is, of course, the screen you look at.
+=====---------------------------------------------------------------------=====+
| SpellStones SPELLST |
+=====---------------------------------------------------------------------=====+
The SpellStones are the reason that Dionsaur Planet has fallen apart. The are
four of them and all four have been placed on a different section of the planet
that is floating in space (It'd actually be cool if you could explore the planet,
but you only get to explore the floating space hunks... meh). Anyway, the main
point of the game is to recover the four SpellStones. There is no SpellStone on
ThornTail Hollow, but on the other four areas there is. One is held at the
DarkIce Mines. The second one is at CloudRunner Fortress, the third is held at
Walled City, and the final one is located at Dragon Rock. The first, third, and
fourth are guarded by bosses but the second one you simply get by beating a
SharpClaw in a speeder race.
Rare can lazy sometimes... Anyway, each time you get a SpellStone, you have to
return it to the core of the planet (okay, so you DO get to visit the actual
planet for about a total of ten seconds in the whole game) where there is a huge
amount of energy pushing the planet apart. Placing the four SpellStones will
channel the energy so the planet will come back together again. There are two
different temples you have to go through to get the three SpellStones to the
Force Point. The orange SpellStones (stones one and three) have to be taken
through the Volcano Force Point Temple. The blue SpellStones (stones two and
four) must be taken through the Ocean Force Point Temple. They both eventually
lead to the same place, the actual Force Point.
Once all four are placed, the planet will get back together again and you will
have completed your mission.
+=====---------------------------------------------------------------------=====+
| Krazoa Spirits KRAZOAS |
+=====---------------------------------------------------------------------=====+
Aside from the SpellStones, the Krazoa Spirits are the most important items in
the game. There are six Krazoa Spirits, and you get two of them in the Krazoa
Palace. Krystal gets the first one within the first half hour of the game, inside
Krazoa Palace. Fox gets the second one at Moon Mountain Pass. The third one is
located at LightFoot Village while the fourth one is found in SnowHorn Wastes.
The fifth one is at Walled City and the final Krazoa Spirit is located back
inside the Krazoa Palace. You'll only have four Krazoa Spirits even after you get
all of the SpellStones so you'll have to get the final two before you can finish
the game. For the first five Krazoa Spirits, you'll have to take a test to get
the Spirit.
The first test is the Test of Observation. The next four are the Test of Combat,
the Test of Fear, the Test of Strength, and the Test of Knowledge. The final
Krazoa Spirit is gotten very easily. Damn, it'd be nice if you could get it in
some extremely challenging way but oh well. Each time you get a Krazoa Spirit,
you'll have to return it to the Krazoa Palace. For the first and sixth ones,
it'll be easy since you'll already be in the depths of the Palace. The second one
is the hardest to return because you have to go through the WHOLE Palace. The
third,, fourth, and fifth ones are easy because you don't have to actually head
through the whole of the Palace; you end up warping near the end. Once you get
all six Krazoa Spirits, Krystal is freed and you'll face the final boss.
+=====---------------------------------------------------------------------=====+
| Health HEALTH |
+=====---------------------------------------------------------------------=====+
Health works just like lots of health in an action-RPG. You have different
segments of health and each time you get hit, you'll lose a portion of a segment.
You start of with three segments of health, so you'll actually have twelve
"units" of health. Each time you get hit, you'll usually lose a unit. Some
attacks are strong enough to take out two or three units so watch out for those
types of attacks. When you get lit on fire, you'll slowly lose units of health
until the fire goes out (roll to put it out quicker). Each time you get a
SpellStone, you'll gain a segment of health. You can get up to seven segments of
health for a total of twenty-eight units. For people looking for a challenge, you
can't avoid gaining extra health, sorry.
Recovering health in space and on land is different. In space, you fly through
the silver rings spread out. There are very few silver rings and, unfortunately,
you only restore a unit of health per ring. On land, you can get different
eggs/pods. Eggs will restore an entire segment of health, while pods only restore
two units. When you lose all of your health, you'll fall to the ground dead. If
you have a creature called a Bafomdad, you can be revived at full health and
continue RIGHT from where you died. Given the massive amount of Bafomdads in the
game, you shouldn't die that much after the first quarter of the game. If you die
without having a Bafomdad, you'll be asked to save and then asked to quit. If you
save and continue, you'll begin from the start of the most recent room you
entered.
All enemies and puzzles you solved will be set back to normal so you'll have to
do them again. It's not major unless you just solved a huge puzzle that you took
forever to solve. But hey, you shouldn't be dying :)
+=====---------------------------------------------------------------------=====+
| Your Staff STAFF |
+=====---------------------------------------------------------------------=====+
The Staff is the only reason that Fox even has a chance of survival on the
planet. Since General Pepper was an idiot in not letting Fox bring his Blaster
along, Fox is defensless except for the Staff. Within your first minute of
playing as Fox, you'll find the staff in the middle of a grass patch surrounded
by trees. When you're not fighting, you can only whack once with the Staff and
perform no combos. When you're locked on to enemies, you can perform many
different combos. If you hold up or down on the control stick and press A, Fox
will twirl his stick rapidly, hitting the enemies. He'll then charge up the staff
in a blue light and give another whack. If you hold left or right while pressing
A, Fox will hit in the lower part of the SharpClaws bodies and then do a jump 360
and do a final whack.
If you just tap A without pressing the control stick, Fox will do a few whacks.
He'll then do a jump spin kick and a sidekick before ending the combo. There
aren't any added powers to these combos so just do whichever one is the coolest
to you. The Staff can also be used as a key to open chests, and level to activate
switches, and a stick to lift up a rock. If you find a strange chest, press A and
Fox will insert the Staff into it and open up the chest. If you find a wall
switch, stick the Staff in the hole to flip the switch. If you find a rock, walk
around it until the "A" symbol appears. Then rapidly press A and Fox will use his
strength to lift up the rock and reveal the Scarabs (only Scarabs are under
rocks) beneath.
The Staff also has different powers. There are six powers for the Staff. The
first one is the Fire Blaster. Fox will get in a first-person mode and he can aim
and fire at different things. This can activate high switches or kill airborn
enemies. The second is the Rocket Booster. When Fox finds small Rocket Pads, he
can stick the Staff inside of them. After charging up the Staff briefly, he can
rocket to an upper ledge. The third power is the Freeze Blast. This emits an icy
wave in front of Fox, freezing enemies or extinguishing flames. The fourth
upgrade is the Ground Quake. If you use this, it'll send out a shockwave. This
can greatly harm or stun some enemies, and it (rarely) can activate switches that
are in out-of-reach places.
The fifth is the Disguise. Slippy sends this to you in CloudRunner Fortress. If
you use this power, you'll become a SharpClaw. Enemies will ignore you and you'll
be able to escape the CloudRunner prison by doing this. The sixth is the Portal
Device. There are three or four strange, large doors in the world. If you insert
the Staff in the hole in the center, it will open the door. The final upgrade is
the Super Quake. This is simply an upgraded version of the Ground Quake. It uses
more Staff Energy and causes more damage. Staff Energy is needed to use the Staff
Powers. Depending on the power, little to a lot of Staff Energy can be used.
There are gems throughout the land that you can collect to restore your Staff
Energy.
Also, there are three Staff Energy Meters throughout the lands. Collect these and
your Staff Energy will increase. You'll want to get it as large as possible so
you don't have to constantly refill it. That's all there is to the Staff really.
You'll get very familiar with it as you progress through the game, so don't worry
:)
+=====---------------------------------------------------------------------=====+
| Tricky TRICKY |
+=====---------------------------------------------------------------------=====+
Fox will rescue Tricky about a half-hour into the game. From then on, he becomes
Fox's ally. Tricky has several commands that you give him. The first on is Heel.
This will automatically call Tricky back to Fox if a distance grows between you
or if you just ordered Tricky to stay in one place. The second command is Play.
You must buy Tricky's Ball at the ThornTail Store (15 Scarabs is the List Price,
11 Scarabs is the Bargain Price) before this command becomes available. If you
play with Tricky a lot by using the ball, something special will happen. What is
it? Every throw, Tricky will slowly change colors. Eventually, he'll become a
totally different color. It's nothing special, just a little extra. But hey, if
you get bored with Tricky's color, you know what to do :)
Find is another important command. If you find dirt patches or cracks in a wall,
have Tricky use Find. He'll dig in the area and uncover a hole or an item that is
usually either a Bafomdad or important to your quest. The next command is Flame.
If you are in front of an ice wall, vent, or unlit torch, you can use Flame to
melt/light it. Don't get in the way of Tricky's flames or you'll be burned too!
The next command is Stay. If a switch requires weight, then have Tricky use Stay
and he'll remain there so you can do whatever you need to do. Just use Heel to
call him back. Both Find and Flame require GrubTubs to use. Tricky has a sort of
power meter as well, made up of six little fungi called GrubTubs, an
EarthWalker's favorite food.
Find and Flame each cost one GrubTub. If you empty the meter, Tricky won't be
able to perform those commands. You'll have to feed him more (they are all over
the place) to get him to do those commands.
+=====---------------------------------------------------------------------=====+
| Controls CONTROLS |
+=====---------------------------------------------------------------------=====+
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Control Stick: Move
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The control stick is used to maneuver, like all games... almost. You can move in
any direction within 360 degrees (duh). Fox McCloud can run pretty fast but the
control is slightly sloppy. Just keep that in mind when you're running near
edges. Anyway, if you hold it very slightly in any direction, your character
will start to tiptoe. Running doesn't alert enemies any more than tiptoing does,
so it's perfectly find to run. However, you'll sometimes have to go across very
narrow areas, and that's where tiptoing comes in handy big time. Anyway, if you
hold the control stick about halfway, you can walk. That's somewhat handy during
those tight bridges. Push it all the way forward and your character will then
begin to run.
You never get tired, so you can run all you want without fear of slowing down
when outrunning an enemy. You can outrun most enemies, but if you can't, then
just fight them. When you jump in the water, you can also move around within 360
degrees on the surface. You don't swim very fast in water, but you can swim as
long as you want to on the surface. You can't swim underwater, so don't worry
about that.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A Button: Use Staff
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Get out the A button to start using your Staff. When you're not fighting, you can
only whack once with the Staff and perform no combos. When you're locked on to
enemies, you can perform many different combos. If you hold up or down on the
control stick and press A, Fox will twirl his stick rapidly, hitting the enemies.
He'll then charge up the staff in a blue light and give another whack. If you
hold left or right while pressing A, Fox will hit in the lower part of the
SharpClaws bodies and then do a jump 360 and do a final whack. If you just tap A
without pressing the control stick, Fox will do a few whacks. He'll then do a
jump spin kick and a sidekick before ending the combo. There aren't any added
powers to these combos so just do whichever one is the coolest to you.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
B Button: Cancel Command
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Once you get out your item list, the A button will perform whatever the
highlighted item is. By pressing B, you'll cancel the item list which switches
your A button command back to the Staff. That's all there is to this. One of my
shortest move descriptions ever.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
X Button: Roll
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rolling is actually pretty useful in this game. If you roll constantly while
moving, you'll actually move faster than if you did a regular run. However, you
can't attack while rolling and it's harder to control yourself as well. But if
you're against the clock or trying to outrun a fast enemy, rolling is the thing
to do. Don't do it if you have to make sudden, sharp turns since you'll only do
wide turns while rolling.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Y Button: Assign Command
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yet again, a command without that big of a use. If you highlight an item in the
items list, and then press Y instead of A, the item/move/command will be
assigned to Y as a shortcut. So whenever you press Y, you'll automatically
switch to that move. For example, say you need to be in an area where you're
constantly switching to your Fire Blaster. Just assign it to Y to get it out
quickly for quick use. This applies to all items, all Staff Powers, and all of
Tricky's Commands.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
C-Stick: Item Invetory
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You don't pause the game or anything to get to items. Nope, you have to do it
while still in the game. But since it's the C-Stick, it's pretty simple to do.
Tap the C-Stick in any direction to bring the item list up. You use left and
right to cycle between the three item folders (Items, Tricky Commands, and Staff
Powers). Use the up and down C-Stick controls to cycle up and down between items
in different menus. It's very easy to do this, though it might seem hard, so
even when you're running from an enemy while rolling you'll be able to manage
(though I don't know how Fox would manage... but oh well).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
R Button: Shield
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are two types of shields. One is a lot more useful than the other, but they
each appear when needed. When you're not locked on to an enemy, hold R and a very
nice-looking blue sphere will appear around Fox. Any strikes/blasts sent by
enemies will be deflected. When you're actually locked on to an enemy, you have
the worse shield. Fox will use his Staff and hold it in front of him. Any strikes
a SharpClaw sends at you will be deflected, but you won't be able to attack the
SharpClaw back. Let me note that you can't use any items/moves/commands or even
move whenever you're using a shield. Only use it if the enemy is "passing by" or
you'll otherwise have to eventually unshield and face the enemy anyway.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Z Button: Use Goggles
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When you press Z, Fox will automatically switch to a first-person view. Before
you buy the High-Def Goggles, you'll just be able to look around left and right.
When you get the goggles, the screen will change. You'll have a meter which shows
you how directly center you're looking. Also, pressing the C-Stick up or down
will allow you to zoom in or out. This allows you to look at things much closer
and it's actually required in a later part of the game. When you want to get back
to third-person mode, you simply have to press Z again.
===================--------------------====================--------------------
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |%%%%% Walkthrough: Parts 1-10 %%%%%| WALKTHR |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
-------------------====================--------------------====================
+=====---------------------------------------------------------------------=====+
| Part 1: Prologue PART1 |
+=====---------------------------------------------------------------------=====+
+=====---------------------------------------------------------------------=====+
| Galleon GALLEON |
+=====---------------------------------------------------------------------=====+
The game opens with Krystal searching for the truth of her parent's death. She
hears a distress signal from a small planet in the Lylat System called Dinosaur
Planet. She decided to investigate. She's riding on a dinosaur and all of
asudden, meteors come down from below. They smash Krystal's staff and it falls
down. A huge flying ship approachs and your first battle begins.
BOSS: General Scale's ship
At the start, two holes willb e spitting meteors at you. Use the dinosaur to move
up and down and press A to fire at the ship. You need to fire at the two holes to
light up their flames. You have infinite health, so don't worry if you're hit.
Keep firing at one until the flames light, then focus on the other. Once that's
done, you'll automatically shift your focus to the propellor. Rapidly fire beams
of light at the propellor wings and they'll flash red. One by one, the wings will
fall off. You should be able to knock off all four wings before you return to
normal view. If not, you'll have to repeat the start again before getting a
chance to knock the rest of the wings off. Once the wings are gone, you'll have
to light up the two holes again.
This time, the ship will turn around and the front will charge at you. Fire at
the dinosaur face at the front and each time you hit it, it'll flash red. It
doesn't take that many hits in the face to kill, so you should wipe it out on
your first try. Once it's done, a cinema will show Krystal landing. The dinosaur
will take off and you'll have control of crystal.
-------
At the start, the game will tell you to move with the control stick. You must
track down a cry for help, but at the moment you can't hear anything. You can
press X to roll but it doesn't really help. Go down the ramp and then head across
the deck (ignoring the moving boxes). Go up and eventually you'll find a bird
trapped in a cage. The game will tell you to press A when the "A" symbol appears.
So do so and the bird will open the door behind you. So turn around and go down
the steps and cross to the other side of the deck, where a door is now open. Go
down to the deck and you'll find a key on a pedestool. Grab the key and then exit
the deck. Return to the birdcage which is where you need to go next and another
cinema will occur.
As you approach, a huge lizard will pop out and introduce himself as General
Scales. He'll say how he's the leader of Dinosaur Planet and Krystal will
confront General Scales, saying as how she heard about how evil he was. He'll say
that he has to control this planet with fear in order to keep it intact. Krystal,
being the drunken furry creature she is, thinks she can take him on so she'll
charge at him. General Scales throws her off the edge of the ship, but she's
rescued by her dinosaur friend. As they fly off, General Scales will shot that
this isn't over.
+=====---------------------------------------------------------------------=====+
| Krazoa Palace PALACE1 |
+=====---------------------------------------------------------------------=====+
You'll be taken to Krazoa Palace by the dinosaur. He'll warn you about the
dangers inside, but we have to go in anyway. The game will tell you that you can
save anytime when you feel like it by pausing and then selecting to save. With
that in mind, ignore the tentacle creature and rush forward to the fallen
dinosaur. He'll tell you that the King EarthWalker sent them to protect the
palace but they were (obviously) defeated. He'll tell you that you can press X to
roll out of the way when you find yourself in danger (but we already knew that,
didn't we). By now, the tentacle crature should've spotted you, so you're in
trouble. Roll out and to the right, where the path is blocked by boxes. Uh-oh. In
the center is a little circle.
Approach it and the game will describe it as a Fuel Pad. When you use a barrel,
another fuel barrel will appear at this spot. Useful. Now go to the left of the
hurt dinosaur to find a locked door. Use the C-Stick to get to your invetory and
open the door with the key you got at the galleon. Inside is a fuel barrel. Grab
it with A and rush over to the boxes. Throw the barrel at them to clear a path.
They'll reveal eggs which can restore your health. Grab them since you probably
have lost some health and then head down the ramp into another area of Krazoa
Palace. Another injured dinosaur is near you. Talk to it and he'll explain that
General Scales and his SharpClaw army attacked the palace and the dinosaurs were
overrun.
He'll then say to safely search an area, you can search from head view with Z
(which we'll never use that much). Now head left, past the fallen pillar, to talk
to another dinosaur. He'll tell you to do sidestep mode, hold L and move the
control stick left and right. This will be described as strafing in the guide.
Anyway, you'll find a cracked wall here which means it's time for another Fuel
Barrel! Return to the Fuel Pad where a barrel will be. Head down the ramp (don't
fall or you'll let go of the barrel) and rush over to the cracked wall. Toss the
barrel there to blow it up. Head inside and go left (head right and bust open the
barrels if you need Pods for health). Ignore the tentacle enemy and take a right.
Talk to the dinosaur who will explain that they hid the Krazoa Spirits from
General Scales throughout the planet (nice, WE have to find those) so that Scales
couldn't find them.
Behind the dinosaur is another Fuel Barrel. Pick it up and look right, where some
boxes are. Toss the barrel at them to clear the area. Past the boxes, there are
flmaethrowers guarding a cracked wall. There's nothing we can do here at the
moment so head back to the tentacle enemy and continue forward down the path. At
the end is a Fuel Pad that should have a Fuel Barrel on it. Pick it up and
QUICKLY rush to the flamethrower area. If you touch the flames, the barrel will
blow up so you have to wait when they appepar. Rush to the wall and throw the
barrel at the wall before the barrel explodes in your hands. If you succeed, the
wall will be torn down. Head through to be in a much bigger room. There's a Fuel
Pad with a Fuel Barrel on it.
Pick it up and go right to find a big black switch. Stepping on it opens a HUGE
door but if you step off the door will close. You need to weigh the switch down
with something. Place the Fuel Barrel on it to keep the door open. Head through
and talk to the hurt dino. This one has much more important information. This is
the dinosaur that sent the signal. He'll say how the Krazoa need your help since
they are dying. He'll explain what the Krazoa area, Peace Spirits that bring life
to a planet. Without them, the planet is dead. You need to take a test to earn a
Krazoa Spirit. If you're pure of heart (duh), you can complete the test. He'll
open the Krazoa Shrine entrance where you can try to earn the Krazoa Spirits.
He'll tell you to come back once you're done at the Krazoa Shrine.
Once he's done talking, head over to the warp and press A to warp to the Shrine.
In here, head forward to find a ladder on your right. Climb it (notice how
Krystal's feet actually meet the rungs... first game in a LONG time that actually
does that) up to the top and then rush past the flamethrowers. Drop down into the
lower area with a tentacle enemy. Ignore it and climb the ladder up to the weird
shield. Up forward it'll explain that the shield is a Life-Force Door (like in
Jet Force Gemini) and to open it, the enemies in the room need to be defeated.
Pick up the Fuel Barrel here and throw it at the tentacle enemy to open the door.
In this next area, you'll find a switch, flamethrowers, a gate, and an enemy
across from you.
Step on the switch and wait there until the gate opens completely and then rush
forward, through the flamethrowers (you'll only get hurt a little) and through
the gate before it closes. Inside the next area, you'll find your first Krazoa
Spirit. Talk to it to start TEST 1 - THE TEST OF OBSERVATION. You have to watch
where the spirit hides in the urns. At the start, the spirit will hide in one of
six urns. The first part of the test is VERY simple, with them moving very
slowly. Run up to the urn afterwords to discover where the spirit lies. The
secondand third tests are also very easy. Once they're done, the spirit will
charge into Krystal's body and you'll be granted the first KRAZOA SPIRIT of the
game.
Notice how her eyes changed to purple. You'll now automatically return to the
Krazoa Temple. Rush over to the dinosaur who will explain that the Shrines keep
the Spirits safe from harm. So the Krazoa Spirit must return to the Shrine to
stay safe. The dinosaur will then let you go. Behind him is a platform that will
take you to a very nice looking tunnel. Follow it down and right and step on the
shining light and press A. Krystal will release the Spirit into the Shrine (looks
painful). Suddenly, the spirit will spit a weird laser forward and a creature
will approach Krystal. Who is it? We don't know yet. After a werid scene with
lots of blue light, Krystal will be trapped in a... crystal with the first spirit
circling her.
+=====---------------------------------------------------------------------=====+
| Meanwhile, in a lost corner of the Lylat System SPACE#1 |
+=====---------------------------------------------------------------------=====+
Having not receieved a mission in a while and going bankrupt, we find the StarFox
team in distress. Falco has left due to boredom and Fox has gone down to
listening to music, Slippy to working on her robot, and Peppy to mapmaking.
Suddenly, the General will come on and say that he has a mission for the team.
And, well... you know the rest.
Mission Briefing - Your mission takes place on ThornTail Hollow. Locate the Queen
of the EarthWalker Tribe. She will help you further.
Fly through one gold ring to reach Dinosaur Planet. Flying is easy. Control stick
to move, A to fire. That's all you need to know. Seeing as how there's a ottal of
ten rings in the place, flying through one shouldn't be that difficult at all.
They are small, but you can manage. I was able to go through nine on my very
first time of playing the game (two years ago). Try to get high scores since
it's... well, fun.
+=====---------------------------------------------------------------------=====+
| Part 2: Tricky & the Queen PART2 |
+=====---------------------------------------------------------------------=====+
+=====---------------------------------------------------------------------=====+
| ThornTail Hollow THORN1 |
+=====---------------------------------------------------------------------=====+
Fox will land and General Pepper will pop up on Fox's communicator. He'll explain
that you can contact Slippy, Peppy, or Pepper. After a few more words, Fox will
complain about not being able to bring his blaster. Pepper will respond by saying
the mission is about saving the planet, not blowing it up. Uh... he still needs
his blaster. Fox will go out and you'll start the REAL game. Go forward and talk
to the ThornTail. After talking, head over to a circle of trees with a patch of
grass in the center. You'll find Krystal's fallen staff here! She'll pop up and a
message will play about how she's in grave danger if the message is being played.
That's REALLY cheesy but oh well. Anyway, after some more talk, you'll be in
control.
There's LOTS of things we can do here, but for now just head forward into the
little area in front of a door. Out will pop four SharpClaws. This is your first
test with the staff. Fighting is really easy. You automatically lock on and the
SharpClaws don't understand the meaning of "team up" so they'll just watch as you
fight. Hey, if anyone finds animated blood, tell me (not flashes of red) since
that's why this is Teen and I can't find blood anywhere. Oh well. Anyway, after
wiping out the SharpClaws (you can do different cool combos with the staff by
using the control stick, so keep that in mind) another message will play. Again,
really cheesy but what are you going to do? Anyway, a door will open nearby. Go
left for a while, over the river and passed the circular structure, to find a
cave with a rock.
Life the rock with your staff and you'll reveal a hole. Drop down to a hidden
area. Go through the tunnel, and then jump to the island in the center of the
water. Here, you'll power up your staff with a STAFF UPGRADE. These things we add
new powers to your staff. This one is the most important: the Fire Blaster. Use
the C-Stick to switch to the yellow bar and select the Fire Blaster. Aim with the
control stick and fire with A. You'll use up energy from your magic meter
thingymbob. Anyway, aim at the red switch next to the closed gate and fire at it.
If you hit, it'll turn green and the gate will open. Head back through the tunnel
and return to ThornTail Hollow. Out here, head back to where you fought the
SharpClaws.
Get out your Fire Blaster and shoot at the switch at the top of the door. This
will open the door. Head through the tunnel to find the Queen Earthwalker, who's
really depressed. She'll speak in Dino Talk and Slippy will translate for you.
Apparently, her son Tricky has gone missing in Ice Mountain. She wants you to
find Tricky and bring him back to her. She'll call for the Warp Stone to let you
go to Ice Mountain when you're ready. Once that's done, you'll be back in
control. You need to blast open the wall to the second area but first let's do
some other things. Head down near the start of ThornTail Hollow and you'll find a
dinosaur surrounded by many rocks. You should be able to lift these rocks with
your staff.
They have Scarabs underneath them. Grab one Scarab, which is actually worth ten.
Now cross the river and head through the door on the other side. Climb down and
follow the path to enter ThornTail Store. Listen to the shopkeeper's introduction
and then head through the door across from you when he's done. Lots of great
things are here but what we want is the Rock Candy, which costs ten Scarabs. Buy
it and then look around. If you want other things, get more Scarabs from the
rocks and buy them. Otherwise, we're done at the store for now. Head out and look
for a strange plant by the river with smoke coming out of it. Get out your Fire
Blaster and shoot at the plant. This is actually a Bomb Spore Plant and when you
shoot it, it explodes and sends Bomb Spores everywhere.
Grab one and then head over all the way to the corner where the dino moved when
you talked to the Queen EarthWalker. There's a dirt patch next to a cracked wall.
Use the C-Stick to select the Bomb Spore and plant it here. It'll grow into its
own plant. Use the Fire Blast to blow it up, blowing up the wall as well. Head
into the next area, which is where the giant Warp Stone lies. Locate the ledge
where you can jump to and then step on the green patch of grass. The Warp Stone
will complain how no one gives him gifts anymore. Use the C-Stick to give the
Rock Candy to him. After a lot of talking, Fox will convince the Warp Stone to
let him warp to different places. At the moment, we want to go to Ice Mountain.
Hold left on the control stick to warp to the mountain.
+=====---------------------------------------------------------------------=====+
| Ice Mountain ICEMOU1 |
+=====---------------------------------------------------------------------=====+
At the start, rush forward through the tunnel. You'll see a scene of a huge ship
bringing Tricky down to two SharpClaws. After beating Tricky, the SharpClaws will
chase him into a cave where the door will slam shut. Damn. Head forward and you
should see a cannon in the distance. A SharpClaw will HORRIBLE aim is trying to
shoot at you. Ignore him an go left up a small hill. You'll find a Fuel Pad with
a Fuel Barrel already on it. Pick it up and light on top will start to flash.
These Fuel Barrels have timed bombs inside. If you hold it for too long, it'll
blow up and damage you. You want to rush it to the barricade of boxes blocking
the path. Throw it at them to clear the way. Inside are two blue SharpClaws. Wipe
both of them out and a switch will appear above the closed door.
Head over to that area and use the Fire Blaster to hit the switch, opening the
door. Head inside to start another cinema. The SharpClaws are beating Tricky
again and Fox will interrupt. Tricky will run off not realizing that Fox is there
to save him. The SharpClaws will jump on speeders and chase after him.
Conviniently, there's a leftover speeder that Fox will jump on. A chase scene
begins! This is pretty simple; A button to accelerate, B to break, and control
stick to move. The SharpClaws are pretty tough, laying bombs down to slow you
down. If you pass both of them, then you should have a clear path for the rest of
the course. You can also blow up the other speeders by ramming into them. If you
do that, you can make things a lot easier but only do that if all else fails.
Simply try to get and keep the lead and you'll win easily. Once that's done, Fox
will fly into a hot spring and Tricky will taunt him. After many failed attempts
at understanding Tricky, Slippy will finally activate the translator so you can
understand all dinos now. Excellent. Once you're back in control, Tricky will
join you. Head down the path and you'll come to a huge area of lava. Ignore it
and go right, past the lava. You'll find two sleeping... mushrooms? Whatever.
Anyway, Tricky will explain that these are GrubTubs, an EarthWalker's favorite
food. Whack them with your staff and then collect them. Feed them to Tricky with
the C-Stick and A and he'll feel strong enough to help you out. You'll get the
FIND option for him.
Go to his C-Stick menu and select FIND SECRET near a crack or dirt patch. If
something's there, Tricky will dig it up. There's a dirt patch near the fire so
have Tricky dig there to uncover a switch. If you step on it, a gate will open.
However, stepping off will make the gate shut. Have Tricky stay on the switch and
use his STAY option so he'll remain there. Head through the gate and stick your
staff in the hole. This will trigger a pillar to rise out of the lava you saw
earlier. Head back there and climb down the ladder onto the ledge. Jump to the
pillar that just appeared and jump to the other side of the lava. Climb up the
ladder and go forward (get the GrubTub). You'll find a strange wall at the end.
Use Tricky's Find Secret command to reveal a hole. Crawl through and follow the
path on the other side to enter the Snow Horn Wastes.
+=====---------------------------------------------------------------------=====+
| SnowHorn Wastes SNOWHO1 |
+=====---------------------------------------------------------------------=====+
Go forward a little to find two SharpClaws. Defeat them both with your combos.
Tricky will run off while you do this. This can't be avoided, so ignore it and
continue fighting the Claws. Once they're gone, head down the path and another
strange enemy will pop out of the snow. Defeat it and continue into a wide-open
area. Tricky is being chased by three SharpClaws. Defeat all of them and Fox will
scold Tricky for running off like that. Tricky will apologize and tell Fox to use
his HEEL command if Fox ever needs Tricky at his side. Once that's done, go
foward. Near the fallen tree, you'll find a dirt patch. Dig it up with Tricky to
find an Alpine Root. Near another fallen tree, you can find a dirt patch that has
a hole underneath. Drop through to enter the hidden cave. Head forward and at the
end is another Staff Upgrade.
This one will increase your Staff Energy Meter for good. You now have twice the
Staff Energy. Very, very useful. Grab the Energy Gems and then head back outside.
You can locate another dirt patch near a tree that has a second Alpine Root. Once
you have both roots and the upgrade, head over to the Snow Mammoth and give him
the first Alpine Root. He'll give you the first Scarab Bag, which allows you to
carry fifty scarabs! Nice! Give him the second Alpine Root and he'll uncover a
huge ice block. Press and hold A and push it over to the ledge with the electric
blue balls. Climb up to the ledge and grab them to find that they're Fuel Cells
used to power your Arwing. Now push the ice block over to the ledge and climb up.
Follow the path for a while until you see some water with floating icebergs in
it.
Slippy will mention how the water looks cold. There's nothing you can do on the
other side, so ignore it and head down the path. Drop down to find a bunch of
mammoths. Lift all the rocks until you have twenty-five Scarabs with you. Search
for a dirt patch to find a BAFOMDAD. Use this to restore your health when you
die. EXTREMELY useful, though too much are in the game (I NEVER got a game over
thanks to these except at the final boss). Anyway, continue down the path until
you find a large SharpClaw blocking a cave entrance. Pay twenty-five Scarabs and
you can pass. Head through this long cave, ignoring the bats, and jump in the
water at the end. Swim to the other side and head through the cave to get to
ThornTail Hollow.
+=====---------------------------------------------------------------------=====+
| ThornTail Hollow THORN2 |
+=====---------------------------------------------------------------------=====+
When you enter, use the staff to flip the switch, opening the gate. Head through
and you'll hear the Queen EarthWalker crying in pain. Tricky will jump down and
rush to her. Climb down the ladder and then head to the Queen's cave. You'll find
Tricky with her sick mother. You need White GrubTub to heal her. After some more
talk, you're back in control. Before you go, head behind Tricky's mother and up
the ramp to find a Fuel Cell. Now head back out of the cave. Go back to the bunch
of rocks near the dinosaur and lift up all the rocks until you have at least
twenty Scarabs (forty is recommended though in case you want to buy excess crap).
Head to the ThornTail Store and go and pick up the Firefly Lantern. It's required
for the next part of the level.
After that, I went and bought EVERY map available. It's always handy to have
them. You might not find the Scarabs but if you want the maps, search in both
areas for Scarabs. You should be able to find enough. However, you MUST get the
Firefly Lantern first. Also, make sure you have at least five Bomb Spores from
the Bomb Spore Plant. Once that's done, head to the wide and somewhat small (in
length) cylinder which is actually a well. Have Tricky use "Find Secret" on the
dirt in the wall to reveal a hole. Crawl through and Fox will tell Tricky to
remain behind. Reluctantly, Tricky will agree. As Fox, get on the ladder and
slide down. Drop down off the ledge and head through the tunnel into the wide
room with the small pond.
Blant a Bomb Spore in the dirt and blow it up to reveal a hole. Drop down and
head through the tunnel. At the end, jump to the island and press A. Fox will
hold the staff up and you'll get a STAFF UPGRADE: the Staff Rocket Boost. You can
find special rocket pads on the floor of the area. Stick your staff in and you
can rocket up to an area. It's very useful here. Once that's done, head back out
of the tunnel and into the main area. Locate the box below the ledge here and
smash it to reveal a Rocket Pad. Rocket up the ledge above you and get the two
Fuel Cells. Now return to the first room and locate the Rocket Pad here. Boost to
the upper ledge and then head through the tunnel. Here, head over to the bridge
and plant a second Bomb Spore.
Blow it up and the middle section of the bridge will drop down to the lower
floor. Follow it down and push the new block onto the switch. This will hold the
gate open, allowing you to proceed. Here, talk to the dino. If you have the
Firefly Lantern (and you should) then the dinosaur will move. Plant a third Bomb
Spore in the dirt here and blow it up to reveal a hole. Slide down the ladder to
the bottom. Here, turn around and grab the WHITE GRUBTUB (1/6) near the Fungus.
Now continue forward and head into the left antechamber when you can. Here, use
the Rocket Pad to head to the upper ledge. You'll find a bunch of Fireflies
flying around here. Grab all of them (I'll explain their use in a second) as well
as the WHITE GRUBTUB (2/6).
Now head back and then go into the very dark cave across from you. Activate the
lantern to light your path to find another dirt patch. Plant a fourth Bomb Spore
here and blow it up to reveal a small cave with a Fungus and a WHITE GRUBTUB
(3/6). Now head back out onto the main path and continue. Grab all the Fireflies
in the little pond and head down the path left. Light up the way into the big
chamber. Here, locate the escaping WHITE GRUBTUB (4/6) and then search for the
patch of dirt. Plant the final Bomb Spore and blow it up to lower a pillar.
Return to the area where you found the second Grubtub and rocket back up to that
ledge. Head down the other path and jump to the pillar you just lowered. Jump to
the other path and head out.
You'll find the final WHITE GRUBTUBS (6/6) here. Blow up the Bomb Spore Plant to
clear a path and then make your way to the beginning of the well and climb out.
Return to the normal part of ThornTail Hollow. Head back to the Queen EarthWalker
and give her the GrubTubs. She'll explain everything. General Scales broke the
Krazoa seals and released them, which broke the seals at the ForcePoint Temples.
There is a magical force on Dinosaur Planet which constantly pushes the planet
apart. To stop this, four SpellStones were placed in the center of the planet.
Scales removed the SpellStones, which sent the magical force shooting out. This
separated the planet. You must find both the SpellStones to restore the planet
and the Krazoa Spirits to restore the seals.
Simple? No. Tough. Anyway, once that's done, you'll get a SharpClaw Prison Key.
You must return to the Snowhorn Wastes to find the GateKeep which will open the
way to DarkIce Mines, your next destination. But that's in part two of the
walkthrough!
+=====---------------------------------------------------------------------=====+
| Part Three: The First SpellStone PART3 |
+=====---------------------------------------------------------------------=====+
+=====---------------------------------------------------------------------=====+
| ThornTail Hollow THORN3 |
+=====---------------------------------------------------------------------=====+
Before you head over to the Snowhorn Wastes, go over to the ThornTail Store
entrance (don't go in). Next to it is a Rocket Pad. Charge up and head to the
upper ledge. Go right to find some Fuel Cells and then plant a Bomb Spore in the
dirt. Blow it up to reveal a hole. Shoot the four switches here with your Fire
Blaster to reveal a hole. Drop down into the hidden cave. Head to the back for a
STAFF UPGRADE. This is another Staff Eenrgy Booster. You now have 33% more energy
than you did before. Useful. Drop down and get a few more Bomb Spores for later
and then head over to the ladder near the well. Go inside to enter the Snowhorn
Wastes.
+=====---------------------------------------------------------------------=====+
| SnowHorn Wastes SNOWHO2 |
+=====---------------------------------------------------------------------=====+
Go forward and then follow the tunnels until you get to the sewer. Head across
the river and then step on the switch. Have Tricky stay on the switch while you
climb up the brik wall and through the now-open gate. Go forward and turn the
switch with your key to reverse the river flow. Drop back down and start
swimming. When you get to the middle, stand on the little brick in the water with
the Rocket Pad. Boost up and then turn around. Whack the switch with the Fire
Blaster to open the gate and then turn around and grab the Fuel Cells. Jump back
into the river and swim to the end. Once you're back out, go forward and then
locate the keyhole near the door. Use the SharpClaw Prison Key you got to open
the gate.
Head inside to find Garunda Te, the Gatekeeper for the DarkIce Mines. He's
trapped under a huge sheet of ice. He needs Frost Weeds to free himself. Head to
the Frost Weed tree and whack it. Four SharpClaws will now approach. Ignore them
and keep pushing the Frost Weeds toward Garunda Te. When you feed him three,
he'll free himself and the SharpClaws will run off. Scales told him to open the
gate or he would wipe out Garunda's tribe. Garunda refused, but his daughter
didn't want the tribe to be destroyed so she opened the gate. Instead of
destroying the tribe, he enslaved them. Garunda will open the gate for you, but
you have to return to ThornTail Hollow. If you['re been follolwing this guide,
you should have at least fourteen Fuel Cells. You need five to go to DarkIce
Mines.
+=====---------------------------------------------------------------------=====+
| To DarkIce Mines SPACE#2 |
+=====---------------------------------------------------------------------=====+
Mission Briefing: The SnowHorn Tribe is in great danger. General Scales has
enslaved them to work in the DarkIce Mines. If you can locate
the GateKeeper's daughter, she will be able to help you. Free
the SnowHorn by finding that SpellStone!
This mission is more difficult than the path to Dinosaur Planet, but it is still
quite simple. You have to fly through three gold rings this time to open the
ForceField. Avoid the meteors and mines and try to collect as many mines as you
can. There is one gold ring with an X in the middle. You can't fly through it
until you destroy the X so make sure you do so. Some of the rings move back and
forth also. If you focus, you should be able to fly through all ten of the rings,
just like last time.
+=====---------------------------------------------------------------------=====+
| ThornTail Hollow DARKICE |
+=====---------------------------------------------------------------------=====+
Follow the path on your right at the start, being careful not to fall into the
lava. The path is long, and near the end you can get blasted by flying flames.
Some parts of the path explode so be very careful not to fall through.
Eventually, you'll get to a snowy camp-like area with SharpClaws guarding the
whole thing. Wipe them out and then head to the first "building" on the left.
You'll find a snow wall with a crack. Use "Find Secret" and Tricky will uncover a
hole. Crawl through and head down. Wipe out the SharpClaws to open the Life-Force
Door. Head into the antechamber and you'll find a strange object in the center of
the floor. Stick your staff inside to open it and reveal the Shackle Key. You can
unlock the SnowHorn Leg Shackles with these.
Now head back out into the camp. Go left and you'll find a SnowHorn chained up.
Use the Shackle Key to unlock the chains and the SnowHorn will thank you by
giving you the Bridge Cog. Once you have that, head down the path. You'll find a
large gap that you can't cross. Jump down into the water and then swim to the
right. Head up onto the ledge and then place the Bridge Cog into the empty spot
in the machine. Flip the switch and then the bridge will extend, allowing you to
cross the gap up on the upper ledge. Jump across the wooden ledges and climb the
brick wall to the top. Now cross the bridge to the other side. Go left and you'll
find two SharpClaws whacking a SnowHorn. Defeat the SharpClaws and the SnowHorn
will teach Tricky the Flame command.
Now return to the camp. On your right, you'll find a giant ice sheet blocking the
entrance to a cave. Breath fire on it to melt it. Inside, light the fire with
Flame to destroy the floor in a huge meltdown. Fun. Drop down into the water and
walk into the secret underground tunnel. Head past the ice block and melt the ice
with Flame. Inside, use Find Secret on the dirt to reveal an Alpine Root. Once
you have that, head back out. Push the ice block forward to the ledge, then climb
up to get yourself out. Head back into the outdoor area and then return to the
SnowHorn that taught Tricky the Flame action. Feed him the Alpine Root and he'll
feel a bit better. He stills need one more, so we have some more work cut out for
us.
Head back and drop down into the pit and then go right. Avoid the ice balls as
best you can and you'll reach a ledge at the end. On your left is an ice sheet.
Melt it with Flame and get the GrubTubs inside. Also, use Find on the dirt to
reveal a second Alpine Root. Now head back out and climb up the snow to get out
of the pit. Return to the SnowHorn and give him the second Apline Root. He feels
good enough to help you now. You can climb on his back now to knock down the huge
gates blocking the entrance to what seems to be a kind of fortress. Go forward
and smash the gates. You'll see a short cut-scene of a SharpClaw charging up a
cannon (he's about to shoot it at you). Head to the ledge and get off the
SnowHorn's back.
Now locate the ice sheet on the side of the wall and Flame it. Head through and
go right. Climb up the ladder and head into the cave. There's three cogs missing
from a bridge machine. Ignore it and use the Rocket Pad to boost up to the ledge.
Head forward and go out. Jump from ledge to ledge until you get to the upper
area. Head through the tunnel to find the SharpClaw managing the cannon. Defeat
him and some more SharpClaws will come out of the hut int he middle of the area.
Head over to the cannon and press A. You now have possesion of the SharpClaw
Cannon. Use the control stick to aim and A to fire. The longer you hold A, the
farther you fire. You lose a VERY small amount of Staff Energy each time you
fire, but it's no big deal.
Kill all the SharpClaws with the cannon (if you go down there, they'll run away)
and you'll open a Life-Force Door. Head down and drop to the bottom. Head into
the hut to find one of the strange chests. Stick your staff inside to reveal a
Bridge Cog. Head inside the cave that is available now that the Life-Force Door
is open. Inside is another chest with a second Bridge Cog. Now head out and
return to the cannon. Aim for the boarded up wall and fire the cannon at it. When
you successfully hit, it'll come down. Rush over and jump down, and then climb up
the ledge near the wall you blew up. Head in and climb up the hill on your left.
Go past the symbol on the floor and burn the ice sheet with Flame. Inside you'll
find another chest.
There is a third Bridge Cog inside this chest, so grab it (duh). Return to the
bridge machine and place all three cogs in their proper spots (each one has to
placed in a specific spot). Turn the machine on to extend another bridge. Cross
teh bridge and follow the path to the end. Use Find on the wall and Tricky will
reveal a small cave. Inside here, feed Tricky until he's at full health. Now get
out your Fire Blaster and shoot the switch high up. You have a minute to quickly
shoot fire into all four vents with Flame. Once that's done, a door will open.
Head forward and you'll see a swirling vortex below you. There's these sparkles
on the ground. Jump to it and a bridge will appear. Go forward to find a strange
object in ice.
Thaw it out to get the Dinosaur Horn. If you find a horn symbol on the ground,
you can use the horn to call the SnowHorns. Now head out of the cave and then
back into the open area (with the hut in the center). Climb back up the ledge and
go to the spot where you found the third Bridge Cog. On the ground there's a
strange symbol. Step on it and play the Dinosaur Horn. You'll summon the SnowHorn
to you. Climb up on the ledge and get on the SnowHorn, then head into the
blizzard. You have a meter that will steadily decrease in here. To refill it, you
must follow the Alpine Roots. These will also lead you to the end. Near the
start, you'll see Tricky rush off ahead of you. When you get out at the end,
you'll notice that Tricky is missing.
Damn... Anyway, use the SnowHorn one final time to bust open the doors to the
DarkIce Mines. Jump off him and head through. Go down and kill the two SharpClaws
to open the Life-Force Door. Head down to find a speeder. Time for some more fun!
There's no one who's chasing you or no one who you have to chase. I guess Rare
just put this in for the hell of it. Speed through the outside and throught he
mines and eventually you'll crash and fly onto a conveyor belt. There are
flamethrowers here so run backwards until they stop. At the end, go right and
down a ramp into a much bigger area. There are two SharpClaws waiting for you.
Take them both out and then go forward a little more to find a third SharpClaw.
Once he's gone, a Life-Force Door will open.
There's nothing you can do inside though, since there's an ice sheet there and we
don't have Tricky. Head back and locate the path where there are two flames
spinning around. Wait until one passes you, then jump in and go left. Cross the
bridge to find another circling flame duo. Again, go left after one passes you
and then cross the next bridge. Eventually, you'll reach two cages. The first has
Garunda Te's daughter and the second has... Tricky! How'd they get him in there
so fast? Anyway, we can't free either of them yet so head back to the big area
and search for a Rocket Pad. When you find it, boost up to the upper ledge. Go
right and crawl through the hole. Follow the tumbling boulders until you get to a
flamethrower that doesn't shut off.
Look above her and then shoot your Flame Blaster at the switch. The flamethrower
will stop. Go behind it and open the chest to find a Prison Cell Key. Backtrack
for quite a while until you get to the two prison cells again. The Prison Cell
Key can be used on the second one, which will open Tricky's cage. Now that we
have Tricky again, jump back down to the open area. Head through the Life-Force
Door that you opened a while ago. Inside, melt the ice sheet with Flame and head
inside. Open the chest to get another Prison Cell Key. Return to the remaining
prison cell and you'll find Belina Te, the daughter of Garunda Te. After some
talk, Belina will get very mad and charge through the wall. Did she uh... JUST
get the strength to do this or something?
Anyway, Belina will tell you to meet her at the bottom of the mine, where she'll
continue talk. Fox will turn and notice a crack in the wall. After Tricky creates
a hole with Find, crawl through. Head down and then look up. You should see thre
discolored stalactites. Shoot them with the Fire Blaster to create a path to a
ledge with a switch. Jump from the stalactite platforms to the switch. Stick the
staff in and you'll lower a gate, causing small icebergs to begin floating down
the river. Jump back to the land and head to the Rocket Pad. Boost to the upper
ledge. Here, jump from iceberg to iceberg until you're at the back row. Wait
until they reach the end and look right. There's a ledge you should jump to.
Cross through the tunnel and then push the ice block off the ledge.
Climb down and you'll find that there is now a new path that you can head
through. Go through and then down the path to the bottom part of the mine. Wipe
out the two SharpClaws and go through out onto the conveyor belt. Pause before
going through each flamethrower, waiting for them to turn off. At the end, head
down the long path to find Belina. She'll explain that the SpellStone is
somewhere close. Rush off through the cave and into the final, VERY large area.
Wipe out all the SharpClaws if you wish and then locate the ladder. Climb up this
large ladder and you'll find a VERY long ramp and a Fuel Barrel. This can be very
hard and frustrating. Pick up the barrel and start up the ramp. All of these
barrels are rolling down at you.
They go in a pattern so you'll always want to watch where they land before they
bounce down. If you do that, you can slowly make your way up to the top. If you
get hit, the barrel explodes and you have to start over. When you reach the top,
turn left and go around the pillar. Cross the bridge and go left to find a Barrel
Pad. Place the barrel down and then climb the ladder up to the top of the pillar.
Go around and flip the switch and a machine will come and pick the barrel up and
bring it to the top of the pillar where you are. Pick it up and cross the bridge.
Wait as each flamethrower shuts off before continuing. Go left and after two
flamethrowers, cross the bridge to the cracked wall. Throw the barrel at it to
blow up the wall.
Inside the cave, flip the switch to make a bridge appear much farther down. Head
back to the ladder and slide down, then return to where the barrels spit out.
Cross the bridge that just appeared and follow this path for a while until you
get to a switch. Flip it and high up, another bridge will form up high. Head up
to that area and cross the bridge, then climb the ladder. Up here, kill the
SharpClaw then get on the cannon. Shoot at the two X's on the pillars to create a
stone bridge down below. Drop down (the MUCH shorter way will only cost two units
of health... though it should cost Fox his life since he fell from 100 feet on
his head... oh well). Head across the stone bridge and then set the Fire Blaster
to Y.
Jump onto the warp and warp to the boss arena.
BOSS: Galdon
At the start, head over to the giant ice statue and melt it. Tricky will exclaim
that the monster, know as Galdon, has the SpellStone (which is a statement of
fact). Galdon will then stupidly eat the SpellStone and a boss will start! At the
start, Galdon will simply throw his head out and you. If you get behind him,
he'll slam his stinger onto the ground. Lock onto his stinger and press Y to get
out your Fire Blaster (if you set it to Y, like I told you to). Get behind him
and start shooting shots at Galdon's stinger. After a few shots, Galdon will rear
back in frustration and swallow Fox whole. Inside, you'll find the SepllStone
inside the uvula. Whack the uvula as many times as you can with the staff (it
might be a good idea to collect the energy gems as well) and eventually Galdon
will be in so much pain, he'll spit you out again.
This time, the target is his neck. You should automatically lock onto his neck.
Now you'll want to circle around him, avoiding the evil grates in the floor that
spit out fire which can harm you (no, really?). Galdon will continue to lunge
forward at you while you continue to circle. If you keep circling, he should miss
you. He'll also spit green beams at you. Again, continue to circle and he should
miss. After a while, he'll try to suck you up. Shoot him once in the neck with
your Fire Blaster and he should freak. The strategy will repeat until he rears
his head back again. Again, shoot his neck. Do this once more and he'll swallow
you again. Rush toward the uvula and start whacking the hell out of it. If you
whack enough, this should be the end of the battle.
The SpellStone will fall out and Fox will collect it. You'll be spit out and
Galdon will fall to the ground dead. On a side note, there are energy gems all
around the perimeter of the arena as well as some health inside some boxes. So
just keep that in mind if you run low on supplies.
---------
Once you're done, Belina will be talking to Fox and Fox's life energy will
increase by one! Now you'll be back at your Arwing. Climb in and take off, then
return to ThornTail Hollow.
Mission Briefing: Good job, Fox! You saved the SnowHorn Tribe and collected the
SpellStone. But it's not over yet. You need to return the
SpellStone to the Force Point Temple. Peppy has indicated that
It's located beyond Moon Mountain Pass. I'm sure the ThornTails
can point you in the right direction.
+=====---------------------------------------------------------------------=====+
| ThornTail Hollow THORN4 |
+=====---------------------------------------------------------------------=====+
When you land, a ThornTail will rush over to you. Everyone's freaked out since
the SharpClaws put out all of their beacons so it gets too dark at night. I
didn't know dinosaurs freaked out over little crap like that. Oh well. So as you
can see, we need to light the three beacons here. First, head over to the tree
with the branches that are on fire. Whack it and Fire Weeds will fall down. Hit
the Fire Weeds with your stick to put the fire out, then collect just the weed.
Get three of them and you're ready to go! Position yourself so you're facing the
well and go right. Climb the ledge and you'll find the first beacon. Put the Fire
Weed on it and then use Flame to light the beacon. Now return to your Arwing.
From it, go left to the corner.
Climb up the ledge and then go forward, jumping the gaps. At the end, flip the
switch to open the gate. Head through and you'll find the next beacon by a
dinosaur. Put the Fire Weed on and then light it with Flame. Climb the brick wall
and get the Fuel Cells. Now head back out and go to the second area (with the
WarpStone). Here, climb up to the ledge and light the final beacon. One of the
ThornTails will then approach you and give you the Moon Pass Key, which allows
you to get into the Volcano Force Point Temple. Now head back to the well area
and go right. Head down the path, rolling past the Funguses, and at the end plant
a Bomb Spore. Shoot it to blow the wall up which will open a large cave. Head
through this and at the end, drop down the vent.
You're underground, floating, in a toxic chamber. Float through the left passage
you'll land. Jump from pillar to pillar and into the next vent. Be careful of
your energy, which is displayed as a meter below you. When it drains, you die.
Float up through the vent afterwords. Head out and follow the path to reach Moon
Mountain Pass.
+=====---------------------------------------------------------------------=====+
| Part 4: Spirit Two PART4 |
+=====---------------------------------------------------------------------=====+
+=====---------------------------------------------------------------------=====+
| Moon Mountain Pass MOONMO1 |
+=====---------------------------------------------------------------------=====+
Head down through the first few areas and then you'll see a cut-scene of a large
SharpClaw looking out with a telescope. Far away, he'll spot Fox. He'll tell the
other SharpClaw that someone is coming and they'll both run off. Then, a TON of
boulders will be released. You have to rush up the hill trying not to get hit by
the boulders. If you do well, only one or two should hit you. At the top, open
the door by using the Moon Pass Key and then climb up the ramp on your left. Up
here in the fort, go into the second room where the big and regular-sized
SharpClaws are. Kill them both to open a Life-Force Door somewhere. Head back
down and start going forward, through the Pass. You'll encounter a sudden scenery
change once you enter the building.
Go forward into the open room to enter the Volcano Force Point Temple.
+=====---------------------------------------------------------------------=====+
| Volcano Force Point Temple VOLCAN1 |
+=====---------------------------------------------------------------------=====+
At the start, wait for all three platforms to stick out. Jump from platform to
platform before they disappear. If you fall in the lava, you'll simply burn up
until you climb the brick wall out. On the other side, head through the long and
empty tunnel until you get to the next room. Here, you'll find flames spewing
from a hole. Wait for the flames to stop, then drop through the hole and go
forward. You'll go out onto a bridge above lava and a bunch of firey bats will
chase after you. Ignore them and head to the back of the area, where there's a
Rocket Pad. Rocket up to the top of the ledge and go right. Use the staff to flip
the switch to open the door. Climb up the ledge and grab the Bafomdad. Now drop
back off the ledge.
Head up, onto the conveyor belt. Run up it, avoiding the barrels (which should be
pretty simple) as you try to make it up. At the top, head through the gate on
your left. Go through the tunnel to be in a room similar to the room that you
were in before. Head through a door on the left to be in a very wide-open area
with a lava pit in the center. Cross the room to the other side, ignoring the
fire bats, and climb the brick wall. Head forward and the door will roll shut
behind you. Continue forward over a bridge to find a pad with a SpellStone shape.
Use the C-Stick to select the SpellStone. It'll hover over the pad and then open
the path. Continue forward and defeat the SharpClaw. When you try to use the
SpellStone on the door, you'll find out that it won't work.
If you look on the left and right walls, you'll find a blue and green orb. If you
look at the flames behind you, they change color from blue to red to green. Stand
behind the flames and get out your Fire Blaster. Position your shot so it'll pass
through the flames and hit the orb. When the flames are the color of the orb
you're aiming at, shoot. This will light up a panel above the door. Do the same
for the second orb and some locks will slide off. Now place the SpellStone in to
open the path. Head forward down this empty corridor to find a Life-Force Door.
But wait, where are the enemies? Turn around and start heading back and four
SharpClaws will appear. Kill them all (two of them have shields, so they're a
little harder) and the Life-Force Door will open.
Head through into a very large and empty chamber. On your left and right are two
vents. Run over to each one and do Flame and above the vent, a platform will
appear. Once both platforms have appeared, climb the ladder on your left. Jump to
the ledge that just appeared and jump to the next ledge. Head through the door
and go past the flamethrowers, jumping the gaps as you go. At the end, climb the
ladder and head outside. Head to the other door and climb down, then head back
the other way and into the large chamber. Jump to the other ledge that you made
appear and jump to the next ledge. Head into the next room and fall through the
hole. Go through the tunnel and in the big cave, jump to the center. Press A to
get another STAFF UPGRADE: the Freeze Blast.
You can now put out fires by using this wonderful move :) Head back out and
return to the large, empty chamber. Here, put out the four flames by using the
Freeze Blast. It only works from close range so you'll have to cross over to the
other side again. Once all four are put out, the gate in the floor will shift and
an elevator will rise up. Jump down and take the elevator to the bottom of the
Volcano Force Point Temple. Here, go forward into the next room. Carefully avoid
all of the lava as you head out into the core of the Force Point Temple. Peppy
will explain that there are two Force Point Temples and two SpellStones were
placed in each to stop the planet's core energy from ripping the planet apart.
Once he's done explaining, you'll gain control again.
Head forward and place the SpellStone over the point to unlock another huge door.
Go back to the door you just went through and look left to find a huge fire
blocking a path. Put the fire out with your Freeze Blast and head through the
door behind it. Go down the halla nd take the elevator up to the upper part of
the core area. If you go down the hallway, you'll find that the exit is locked.
So instead, climb the ladder on the left or right and go around the top part of
this area, putting out all of the flames with the Freeze Blast. Once that's done,
you'll unlock the door. Slide down the ladder and head through the tunnel. In the
next area, you'll find a Life-Force Door. As you approach it, a bunch of
SharpClaws will appear.
Defeat them to get through the Life-Force Door. You'll find a bunch of
flamethrowers and moving platforms here. Wait until the flamethrowers stop, and
then jump from platform to platform until you reach the other side. You'll see a
short cut-scene of Tricky, left behind, too afriad to cross. Convieniently, there
are switches on the back of the two moving platforms. Hit both of the switches
with your Fire Blaster and the platforms will stop in the middle of the lava.
Tricky will safely cross. On the other side, have Tricky use Flame on the vent to
unlock the door. Head through the tunnel and at the end, step on the warp pad.
You'll warp to the Force Point in the very center of Dinosaur Planet. Here,
approach the correct SpellStone hole and place the SpellStone in.
One-fourth of your objective is complete! You'll now warp back to the beginning
of the Force Point Temple. Simply backtrack through the remaining few rooms (if
you want, stop at the room with the two closed gates and you can now open the
middle one with the Freeze Blast, which has Fuel Cells) and you'll be back at
Moon Mountain Pass.
+=====---------------------------------------------------------------------=====+
| Moon Mountain Pass MOONMO2 |
+=====---------------------------------------------------------------------=====+
Go out of the temple and into the moonlight. Head past the first area and then a
cut-scene will occur. Krystal is dying and she needs the remaining five Krazoa
Spirits to survive. The Krazoa that Krystal freed at the beginning of the game
will speak to Fox, saying that she is depending on Fox with her life. Very
reluctantly, Fox will agree to save her. So now you have yet another task in the
game to complete, finding the Krazoa Spirits. The Krazoa will tell you to defeat
the large creature to get a MoonSeed, which lets you proceed in Moon Mountain
Pass. You can't kill the creatures her with any of your normal attacks and the
Krazoa knows this. He'll open up a new path for you and it'll help you find
something to kill the creatures.
Head through the path and down the tunnel. At the end, use your staff to push
aside the rock and then drop in the hole. Head down to the chamber and get the
STAFF UPGRADE: the Ground Quake. This will allow you to create huges... well,
quakes on the ground. Head out and return to the top of Moon Mountain Pass. Head
to the crater where a large crature will appear. Use the Ground Quake to stun
him. It'll spin around wildly. Whack the creature in the back with your staff
twice to get a MoonSeed. Plant it in the dirt nearby and then use Tricky's Flame
to make it grow into a very large vine. Climb it up to the next ledge. Here, go
forward to find another one of those creatures. Defeat it to get another
MoonSeed.
Continue on into an open area with two more creatures. Get their MoonSeeds and
then head back to where the second creature was (this is including your very
first one you fought). Plant two MoonSeeds in the patches and make both of them
grow into vines. Climb the one on the left (as if you're facing the front) and
then jump to the ledge with the creature and the Bomb Spore Plant. When you
Ground Quake the area, you'll blow up the plant so be careful. Once the creature
is gone, collect your MoonSeed and get the Bafomdad behind the creature. Now drop
down and climb up the other vine. Go forward and enter the long tunnel on your
left. At the end is yet another Bafomdad. Now head back, drop down, head up the
first vine again, and jump back to the platform that has the Bomb Spore Plant.
Jump to a ledge on your left and follow the path into a cave. Defeat the creature
and get the MoonSeed (you should have three MoonSeeds now, BTW). Now you'll want
to plant a Bomb Spore in the dirt and then blow it up. Go forward, killing the
creatures, and you'll see a cinema scene where a meteor will smash into the
ground, blocking your way. Locate the ledge on the right and climb up. There's a
Bafomdad in one of the boxes, a Fuel Cell, and a Pod/Egg (who knows?). Drop back
down and you should find a dirt patch near here. Use Find to uncover a rock. Pick
it up and carry it over to the area with the meteor and all the vents. Place it
on one of the first three vents. Another rock is one fire near the vents (put it
out with the Freeze Blast).
Pick that rock up and put it on the second vent. The third rock is under some
dirt that you can use Find on. Once you find it, place it on the third vent. The
meteor will be lifted high enough into the air so you can pass under it. Plant a
MoonSeed in the next area and make it grow, then climb the vine. Here, look left
and plant yet another MoonSeed and then make it grow with Flame. Climb up and
then pass the second MoonSeed dirt patch (unless you want a Cheat Token) and
continue into the temple. Step on the warp to warp to the Krazoa Shrine.
+=====---------------------------------------------------------------------=====+
| Krazoa Shrine #2 KRAZOA2 |
+=====---------------------------------------------------------------------=====+
At the start, head forward and climb the ladder on your right. Rush forward and
jump into the water. Swim on the left side, since the whirlpool on the right
damages you. Climb up the ledge and then continue forward. Put out the fire with
Freeze Blast and climb up the brick wall, then kill the Wraith. Slide down the
ladder into the pit. It seems completely empty but no, turn around. Hit the
switch to raise the water level so you can cross over. Head into the large room
with the narrow planks. Walk onto the planks, avoiding the flamethrowers from
below (you can tell what part of the path has a flamethrower because there's a
grate there). When you reach the other side, turn around and shoot the switch
with your Fire Blaster.
This will open the gate to the Krazoa Spirit. Here, you'll have to take TEST TWO
- THE TEST OF COMBAT. It's very simple: all you have to do is defeat the ten
SharpClaws within three minutes and thirty seconds. You should do it in half that
if you're good enough. They all drop pods and eggs so don't worry about dying.
Once you're done, you'll get the second KRAZOA SPIRIT and you'll be transported
back to Moon Mountain Pass.
+=====---------------------------------------------------------------------=====+
| Moon Mountain Pass MOONMO3 |
+=====---------------------------------------------------------------------=====+
Head back out and the Krazoa Spirit (the one already freed) will speak to you,
telling you to return the Spirit to Krazoa Palace. He'll then activate a bunch of
whirlwinds to create a shortcut through Moon Mountain Pass. Drop down all the
ledges and head to the back of the area. Pick up the barrel and throw it to the
first pillar (it'll be carried there by the whirlwind. Cross over yourself and
then throw the barrel to the second pillar. Now throw it to the ledge and float
there yourself, then throw the barrel at the wall to blow it up. Head through and
a vent will take you up to a much earlier part of Moon Mountain Pass. From here,
you simply have to make your way back to ThornTail Hollow. Do whatever you wish
to do there and then talk to the WarpStone and have him take you to Krazoa
Palace.
+=====---------------------------------------------------------------------=====+
| Krazoa Palace PALACE2 |
+=====---------------------------------------------------------------------=====+
Head forward and Fox will realize that Tricky isn't with him. The WarpStone's
voice will come on and explain that he can't warp dinosaurs, but the WarpStone
and Tricky can still hear him. Anyway, head forward and defeat the Wraiths on
both sides of the ramp. In all of the boxes, you'll find Fireflies. Grab them all
and head up the ramp. Go down the long, empty hallway. There's a Life-Force Door
at the end, but no enemies in sight. As you approach the Life-Force Door, a bunch
of SharpClaws will appear. Defeat them all and head through the door. In here,
it's completely dark so spawn a Firefly. If you go right up the ramp and then
around the perimeter of the area, you'll find a cracked wall at the end. So what
to do?
Head back outside and you'll find a Fuel Pad with a Fuel Barrel already on it.
Grab it and a timer begins! You quickly need to head inside the building and go
around the perimeter (with the Firefly) to the wall before time runs out or
you'll have to start over again. And you can't jump, or you'll lose the barrel.
It's hard, but possible. Once you've succeeded, head through the new passage.
You'll find two flamethrowers that never stop spitting fire. Get out your Fire
Blaster and shoot the switch and the flamethrowers will start to move. Grab the
nearby Fuel Barrel and head through the flamethrowers. Blow up the wall on the
other side of the 'throwers. Head into the big room. You'll find a giant
flamethrower that spits whenever you get near it.
So, like in the Volcano Force Point, look to the left and right of the
flamethrower. The colored orbs are there and the color-changing flames are also.
Spit the color of the flame at the orb (you've done this already so I shouldn't
have to explain it so thouroughly). This will lower the force field of the
flamethrower. Now shoot at it with the Fire Blaster from afar to destroy it.
Return to the previous Fuel Barrel and grab it, then head to the switch. Place
the barrel on the switch to weigh the switch down and open the door. Head through
the large door an eliminate both SharpClaws. Ride the platform in the back up to
the tunnel. Head through and turn left. Head into the giant whirlwind and ride it
up to a second whirlwind.
When you're taken to the top off that one head to the third one and ride it up.
Once you're up, get off and onto the exterior of this gigantic chamber. Head
around to the other side and go through the door to be inside another whirlwind.
At the top, approach the crystal that Krystal is trapped in and Fox will then
waste a lot of time staring... staring... staring... until Peppy tells Fox to get
ahold of himself and to get back to the mission. Drop down and locate the Krazoa
head. Stand in front of it and press A to release the Spirit. Excellent! You'll
now be warped back to ThornTail Hollow.
+=====---------------------------------------------------------------------=====+
| Part 5: The Second SpellStone PART5 |
+=====---------------------------------------------------------------------=====+
+=====---------------------------------------------------------------------=====+
| ThornTail Hollow THORN5 |
+=====---------------------------------------------------------------------=====+
Here, the WarpStone will compliment you and then give you a gift: a second SCARAB
BAG. This one holds 100 Scarabs! Excellent! Your next destination is Cape Claw,
where the information for the second SpellStone is being held. At ThornTail
Hollow, you'll want to try to stock up on as many Scarabs as you can get your
hands on. Try to get at least eighty, but sixty is required if you wish to move
on. You can get twelve from the lone rock in the WarpStone area and thirty-eight
in the area with the rocks and dinosaur near the Arwing. Once you have as many
Scarabs as you can find, it's time to head to Cape Claw. From your Arwing, go
right, down the path. You opened the gate a while ago to light a beacon but now
we're gonna go beyond that.
Head down into the walled area to be in LightFoot Village.
+=====---------------------------------------------------------------------=====+
| LightFoot Village LIGHTF1 |
+=====---------------------------------------------------------------------=====+
Head down the empty, narrow path and you'll come out to an open area with a bunch
of wooden stakes blocking your path in front of you. So go left and drop down
into the water. Swim around to the other side of the stakes. Good. Now head into
the lit tunnel. Go through this whole thing until you get to the other side. Head
out and you'll be in a strange, deserted area except for a couple SharpClaws.
Defeat them and then at the end, you'll find a hilarious statue thing that
wannnntssss Scarabbbbsssss..... specifically, sixty. Pay it sixty Scarabs and the
gate behind will open. Head through to be in a maze. If you have a map, it will
be extremely easy to find your way out. If you don't, it'll take a few minutes
but you'll get out quickly either way.
On the other side, follow the path until you get to a well. Get on a ladder and
slide down. Head right and climb down the ladder, then go around and climb up the
other ladder to get out of the well. Continue forward afterwords to arrive in
Cape Claw.
+=====---------------------------------------------------------------------=====+
| Cape Claw CAPECL1 |
+=====---------------------------------------------------------------------=====+
Go forward, past the rocks, and you'll emerge in a huge area near the beach
(hence the name Cape Claw). Head down the path and fight the tough SharpClaw.
You'll then encounter a short cut-scene from someone else's eyes watching you
from behind bars. When it's over, continue down the dock and onto the beach. Head
across, defeating the enemies, and go left up the dock at the end. The BribeClaw
here demands twenty-five Scarabs to pass. You know what you say? TO HELL WITH
DAT! Jump into the water behind the dock and you'll find a Rocket Pad. Boost up
and wala, you've gotten behind the BribeClaw. Approach the BribeClaw from behind
and the game will think that you've already paid, so the BribeClaw will move
aside allowing you to pass from here on.
See, you saved twenty-five Scarabs in exchange for using up ten extra seconds.
Nice. Head over and talk to the dinosaur here. He buried his gold when he heard
the SharpClaw were coming but, being a forgetful dinosaur, he forgot WHERE he hid
the gold. If you find the gold for him, he'll help you on your quest. Close to an
exact quote there, BTW. Anyway, with that in mind, jump off the dock and into the
water behind you. Swim to your right and onto a small patch of land. Kill the
tough SharpClaw and use Find on the dirt in between the two trees to find a GOLD
BAR (1/4). Now head over to the thorns and use Flame to burn them up. Head into
the next area, where you should defeat both SharpClaws before using Find on the
dirt in the water. Another GOLD BAR (2/4) will be revealed.
Now head back into the water and swim across to the other, larger shore. Head to
the back corner (left side) and dig in the dirt patch with Find to get the third
GOLD BAR (3/4). Now swim to a lonely island with a dirt patch. This has a
Bafomdad, so grab it. Then swim to the shore with the caged CloudRunner. There's
a box on top of a dirt patch here. In the dirt is the final GOLD BAR (4/4). Go
right, into the small cave, and dig in the dirt here. There's a single Fuel Cell.
There's also ten Scarabs under a rock if you want them. You have all of the Gold
Bars now so return to the HighTop. Give him the gold and he'll slam a ladder onto
the ground, allowing you to continue. He'll then tell you that the SharpClaw have
captured a CloudRunner.
Now head back onto the beach and go right, up the path and onto the path that you
first started on. This time, go the other way, towards the watefall with the
switch behind it. You'll find the bridge is only half extended, but that's okay.
Whip out your Fire Blaster and hit the switch behind the waterfall to extend the
bridge. Cross the gap and go right, down the path. Go forward all the way and
climb up the ladder that the HighTop dropped for you. At the top, flip the switch
to open a gate. Slide down the ladder and jump to the next ledge. Here, head
inside the gate. Circle around and try to exit, but the door will slam shut, the
blocks will move, and the room will fill with toxic gas. A meter appears at the
bottom of the screen.
When this meter empties, Fox is dead. You have to push the blocks over the
poisonous vents before time runs out. It's fairly simple, and as you push more
and more blocks onto the vents, the speed of your meter decreasing slows down.
Eventually, you'll get all the blocks back to their normal positions again. The
door will open and a cage below will lower (why? We didn't really CHANGE
anything). Head out and drop back down to the beach. Head toward the now-open
cage and a CloudRunner will emerge. Tricky freaks out at this and starts yelling
at the CloudRunner to get away. The CloudRunner will explain that EarthWalkers
and CloudRunners do not get along well. The CloudRunner will then explain that
she is the Queen of the CloudRunner tribe and also the GateKeeper to the lands.
She'll explain that General Scales invaded her lands to get the SpellStone. Fox
will explain that he needs the SpellStone so the Queen CloudRunner will agree to
open the gateway to the CloudRunner Fortress. Tricky will inform Fox that he is
absolutely NOT going to go to the CloudRunner Fortress. Fox will tell Tricky that
he can sit it out and wait at ThornTail Hollow. So we won't have Tricky for the
next part of the game but oh well. Once you have control, you need to head all
the way back to ThornTail Hollow. Make any preparations that you need to do there
and then head to your Arwing. Eight Fuel Cells are needed to head to the
CloudRunner Fortress. Remember, if you've been searching well (even without this
guide) you should have at least twenty.
If for some freakish reason you DON'T have eight, you can always buy some at the
ThornTail Store, but they cost ten Scarabs each.
+=====---------------------------------------------------------------------=====+
| To CloudRunner Fortress SPACE#3 |
+=====---------------------------------------------------------------------=====+
Mission Briefing: CloudRunner Fortress has been attacked by General Scales and
his SharpClaw army. It would make an ideal base from which he
could rule over the Planet. The fortress stands on ground that
is rich in gold and diamonds. With this wealth, Scales would
become unstoppable. Find the SpellStone and save the
CloudRunners.
This is DEFINITELY a lot more hectic than the last two. I actually died on this
one once before. You have to fly through five gold rings to reach the CloudRunner
Fortress and yes, there's ten. But there are different paths you can go through
now so you can sometimes miss the gold rings entirely. You should be able to get
five easily but it'll take some practice if you want to go for a perfect score of
ten. You'll need to fly through as many silver rings as you can as well, because
if not you'll probably lose all of your health and die. When you're going through
the narrow tunnels, try to stay in the middle and pick up as many bombs as you
can. Fire them at the rows of enemies and at giant asteroids. It should take you
two or three tries to beat this your first time through.
+=====---------------------------------------------------------------------=====+
| CloudRunner Fortress CLOUDRU |
+=====---------------------------------------------------------------------=====+
Fox will land on a symbol of a giant CloudRunner and the Queen will land just as
he does. She'll tell Fox that she'll fly ahead to check if it's safe, and then
tell Fox to meet her inside. Go forward, killing all of the SharpClaws as you go.
At the end, you'll find that your path is blocked by a gate. On the right is a
ladder. Slide down to get below the bridge you were just on. Swim across to the
platform in front of an arc in the water. Step on the switch here and sparkling
rings will appear in each of the three arcs. You have thirty seconds to jump
through the three rings and this can NOT be done by swimming. You have to jump
from box to box, from platform to platform, crossing every bridge. You can't
hesitate once or you're basically screwed.
It may take you a few tries, but you should get it within five minutes or so.
Once that's done, a switch will appear above the gate that was closed. You'll
automatically be back at the bottom of the ladder. Climb up and shoot the switch
with your Fire Blaster. Open the gate and defeat the two SharpClaws, then head
inside the tower. Start climbing up the spiral ramp. You'll pass two machine
watchers that will zap you when they spot you. You barely lose any health when
you're zapped (only a unit) and it's too much trouble to hide from them. Just
rush up to the top, passing the two watchers. There's yet another closed gate
here. And yes, there's another ladder. Climb down and then flip the switch below
to open the gate.
Climb back up the ladder and head through the gate. You'll see a cut-scene where
General Scales is ordering the Queen CloudRunner to tell him where "the fox" is,
but she will refuse. Fox will jump out to confront Scales but four machines will
constantly shock him, knocking him out. Fox will awake in a prison cell with his
staff gone. No staff and no Tricky. Damn. You can push the block in here forward
and out (really crappy prisons in every video game where you have to escape out
of one, isn't there?) of the cell. You're free. Go forward into the maze of the
prison. Slippy will contact you and explain that he can give you a Disguise cloak
but the prison walls are causing too much interferance. You need to "explosify"
things a little to get the disguise.
Follow the path to an open area with a bunch of cages. Go forward, but don't step
on the puddles or you'll wake the SharpClaw. Head into the next area, where you
should slide down the ladder. Pick up the Fuel Barrel here and place it in the
middle of the whirlwind. Now step on the switch and stay there while the Fuel
Barrel rises up to the ceiling. Wait until it explodes and blows a hole in the
ceiling, giving a very clear connection for Slippy. He'll slip you the Disguise,
which goes under your Staff Powers. So uh... STAFF UPGRADE: Disguise. When you
use this, you turn into a SharpClaw. You can't attack at all but you can slip
past dectectors and other SharpClaws unnoticed. Use the Disguise and return to
the sleeping SharpClaw.
Wake him up and he'll tell you to take over. When he's gone, turn back into Fox
and grab your Staff. Now that you have it back, head to the front of the room and
open the four cages by throwing the switches. One of the dinosaurs in a cage will
give you the Power Room Key, which turns on the CloudRunner Fortress Generators.
Now head back to the tunnel and hit the switch with the Fire Blaster. This will
open the door into another large room. Switch to the disguise and you can safely
climb the walls with the machines zapping you. Climb up all the walls and you'll
emerge into the bright sunlight. Here, switch to the disguise and go to the right
side of the area. Locate the Power Generator Keyhole and slip the key inside.
Inside the Power Generator, you'll slowly lose health in the form of a meter.
You can't do anything inside yet, so head outside. You have to find three
different keys to place inside the Power Generator. Put the disguise on and head
to the middle of the area, where you should climb up to the center structure.
There are three switches. Each of them leads to a different Generator Key. Go
around the structure to the left side. Here, climb up the box in the back with
the smaller box on it. Turn back into Fox and break the box, then throw the
switch behind it to drop a ladder. Climb up the ladder and switch to the Freeze
Blast. Put out the two fires and put the disguise on again. Return to the center
structure and push the left button. Quickly go around and climb up the ladder,
then head through the tunnel and go through the gate before it closes.
Inside, open the strange chest to get the first Generator Key. Now drop down and
put the disguise on. Head to the upper-right corner and put out the fire blocking
the small room. Return to the center (I should have to tell you to put the
disguise on ahead) and push the right switch in. Quickly rush over to the small
room and use the Rocket Pad to boost up to the now open gate. Inside is another
chest with another Generator Key. Return to the center and push the middle switch
in. On the upper floor, a gate will open. Turn around and head down the ramp. On
your left, you should see a bunch of boxes. Climb up all of them (still in the
disguise, I hope) to be on the upper floor. Head all the way to the end and go
through the gate.
Open the chest for the final key. Now return to the Generator Room and quickly
place all three keys in their correct slots before your meter empites (you have
just enough time). This will activate all of the vents in CloudRunner Fortress.
You can make vents go up or down, depending on what the switch nearby says (flip
them with your staff). The whole level becomes available now so you'll be able to
to a lot farther into it. Now switch into your disguise and go to the upper right
corner of the area. Jump in the vent and you'll be taken up to a long room with
three SharpClaws. Switch to Fox and wipe them out. Head over to the gate and
you'll find a strange pad in front of the closed gate. Switch to your diguise (if
you don't have enough energy, there is a gem right next to you) and stand on the
pad to open the door.
Head out into the open area and switch back to Fox again. Here, search the large
area and take out the five SharpClaws. There's also a Bafmodad on top of two
boxes stacked together. Climb the singluar boxes and jump to the one with the
Bafomdad. Also, on the far right side, hit the switch above the gate with the
Fire Blaster to create a shortcut. Now head back to the Life-Force Door that
opened when you defeated the five SharpClaws. Inside is a Fuel Barrel, but you
can't pick it up. What to do then? Switch to a SharpClaw. Pick it up and it'll
start flashing. Quickly rush out and left, and then into the open door. Place the
barrel on the pad and then climb the ladder (while still in your SharpClaw
disguise).
Quickly step on the Diguise Pad to activate the machine that will take the barrel
up to the floor that you're on. Head outside and turn right. You can't jump
across the gap with the barrel but throw it across and it'll blow open the wall.
Head across the gap and go through the doorway with the wall you just blew up.
Walk over the grate and it'll collapse. You'll land on an air vent. One of the
paths is closed by a gate but the other is open. Take the available path and
switch to Fox. A few SharpClaws will appear. Defeat them and then go behind two
boxes to find a Disguise Pad. Step on it as a SharpClaw to drop a ladder. Climb
it and follow the path to find the Queen CloudRunner trapped in a cage. Talk to
her and she'll mention how the the floor of her cage seems unstable.
She wants you to find a way of breaking it. To your leftl there are boxes stacked
up. Jump to them, then jump to the ledge on the other side. On your right,
there's a switch. Flip it with your staff and then jump back to the area with the
Queen CloudRunner's cage. Head to the other side of the room and fli pthe other
switch to open a gate. Jump off the ledge and head to the entrance. Go across the
air vent to the now-open gate. You're back in the large area where you killed the
five SharpClaws. Switch to your diguise and go right. Enter the room that has the
Fuel Barrel. Grab it and return to the whirlwind. Throw the barrel across. If it
doesn't make it, you can simply push it to the other side. Pick it up and head to
the pillar supporting the CloudRunner's cage.
Toss it at the pillar to break it, which will bring the floor down. The Queen
CloudRunner will then tell you how her children became scared when the SharpClaw
came and they're now hiding throughout the fortress. You'll get the CloudRunner
Flute, which is the only way to bring the CloudRunner kids back to the Queen. Now
head out into the open area and a meter will start to empty. When this meter runs
out, the CloudRunner that you have to save will run away and never return.
Quickly head to the right, where a CloudRunner kid is flying up above a SharpClaw
trying to bring it down. Kill the SharpClaw and the kid will land. Approach it
(not too close or it'll fly away) and get out your Flute. Play it and the
CloudRunner kid will fly off.
Bingo, one rescused. The second one is being taunted out near the open area near
the Power Generator. Turn around and go down, through the gate that you opened a
while ago by hitting the switch. Go through and then cross the whirlwind. Two
SharpClaws are taunting the CloudRunner kid. Defeat both of them to make the
CloudRunner land. Play the flute. Okay, two out of four are safe. The next one is
far away, and being taunted by three SharpClaws. Quickly drop off the ledge and
then head around to the front of the middle structure (where the three switches
were). Go out, past the rubble, and take the tunnel on your left. On the other
side, slide down the ladder on your right. Go right once you're at the bottom and
bust open the crate.
Use the Rocket Pad to get to the high-up ledge and go left. Defeat the three
SharpClaws to make the CloudRunner there land. Play the flute to rescue the third
kid. The final one is in the same area the first one was, which is FAR away.
Quickly drop off the ledge and then climb up the ladder. Head through the tunnel
and turn right, going through the debris. Head around the middle structure and
then go to the upper-right corner. Take the whirlwind up to the tunnel and head
down and out into the open area. Rush over to the SharpClaws (four of them) and
kill them all to make the final CloudRunner kid land. Play the Flute to make the
final key fly off. Head through the center door and take the whirlwind across. In
the next area, climb the ladder and head to the cage.
The Queen CloudRunner is waiting for you here. Talk to her and she'll open the
Treasure Room, which is where the SpellStone is being held. Drop down off this
ledge and then go to the open area where the first and fourth CloudRunner kids
were. Go right all the way, through the arc. Slide down the ladder to get to a
narrow ledge attached to the wall. Follow this ledge and jump to the platform
with the Bafomdad. Grab the Bafomdad and continue down to the end. Here, the gate
will open into the Treasure Room. Defeat the SharpClaws and head through the next
gate. Follow the path of gold dust and grab the three Fireflies on the ledge
(break open the box for some health). Now enter the cave. Go to the end and then
STOP.
If you head into the whirlwind, you'll be taken back to an earlier part of the
level, the big open area that you always went to. Flip the switch to bring the
force of the whirlwind down, so you can continue without getting pushed up. The
next area will darken greatly. Get out a Firefly to brighten the way. Follow the
path and you'll find a cracked wall. But there's no barrel around. Well, there's
on... Damn. Take the LONG way up (you can't take the vent up) to the wide-open
area and locate the Fuel Barrel that you can only pick up with a SharpClaw. Grab
it and then head to the middle entrance and take the vent down. Head through the
cave and use a Firefly to get to the end. Throw the barrel at the wall before it
explodes in your hands.
Head into the next area and slide down the ladder into the very depths of the
CloudRunner Fortress. Go through one of the tunnels and then you'll see a scene
with General Scales. Fox will confront him and start shooting his Fire Blaster at
him. Wow, Fox has REALLY crappy aim. Scales will use one of his own SharpClaws as
a shield and tell the other two to get the SpellStone out. Scales will then
disappear. Fox will jump on a speeder and another speeder race will begin! This
one is a lot harder than the last two. First, you must destroy both speeders to
finish but there's no narrow areas so the race is going to be like this: catch
up, ram, fly back, catch up, ram, fly back, catch up, ram, fly back, catch up,
ram, explosion.
Then you have to do the same to the other speeder. If you take too long, the
first speeder will come back. Your fuel is at the bottom of the screen. The race
will last until that runs out. Also, there are many obstacles here.
Flamethrowers, anvils, and bombs are just a few of them. If you hit them, your
speed will greatly decrease. There are giant speed boosters here so make sure to
hit them so you can go faster to catch up to the SharpClaws. Once you've defeaten
both, Fox will pick up the second SPELLSTONE. You'll see a cut-scene of the
CloudRunner tribe thanking Fox. The King CloudRunner will tell Fox to take the
SpellStone to the Ocean Force Point Temple. Fox will nod and then he'll jump into
his Arwing and leave CloudRunner Fortress.
+=====---------------------------------------------------------------------=====+
| Part 6: Spirit Three PART6 |
+=====---------------------------------------------------------------------=====+
Mission Briefing: The fortress is back in control of the CloudRunners. You must
take the SpellStone back to the Ocean Force Point Temple. It
must be located near the sea. Have you been anywhere like that
yet, Fox? When you get back to the planet, contact Peppy for
further details.
+=====---------------------------------------------------------------------=====+
| ThornTail Hollow THORN6 |
+=====---------------------------------------------------------------------=====+
So, you should have 100 Scarabs so if you need anything in the store, it should
be available. Also, you now have five units of health! Nice! There's really
nothing required that you have to do in ThornTail Hollow so make your way to Cape
Claw. If you forgot the way, turn around from your Arwing and go down, through
the passage. Go around the wooden stakes and then into LightFoot Village. From
there, go forward and through the maze to arrive at Cape Claw.
+=====---------------------------------------------------------------------=====+
| Cape Claw CAPECL2 |
+=====---------------------------------------------------------------------=====+
At the entrance to Cape Claw, head forward and then down the path. When you get
to the bottom, go left, towards the waterfall. Head across the bridge and go down
the path. At the end, climb the ladder on your left. Head to the Disguise Pad and
become a SharpClaw to open the door. Head through and turn into Fox again. Swim
over to the pillar and step on the switch. This will make a pillar rise out of
the water. Have Tricky stay on the switch to keep the pillar up. Jump to the
pillar and jump to the ledge with the switch. Throw the switch to turn the
waterfall off outside. This will lower the water a little, allowing you to enter
another area. Jump into the water outside and swim to the area where the
waterfall was.
Go through the tunnel behind it. Swim forward and then drop off, and head into
the open room. There's a Krazoa head here. As you approach, flames will appear in
front of the head. This is extremely pointless because you can just put them out
with your Freeze Blast. Once you do that, take the gem out of the Krazoa Head.
Water will fill the chamber you're in an empty another chamber. When you have
control, swim out to the tunnel. Head out and go up the path. Enter the giant
Krazoa Head. Inside, place the Fire Gem (the jewel that you got from the Head) in
one of the Krazoa statues. It will shine brightly with the power of the sun. Now
head out and jump into the water. Swim to the beach where two SharpClaws are
fighting a strange creature.
This creature is a LightFoot. They hate the SharpClaws, but they also distrust
pretty much everyone. They're best left to themselves but we're going to really
get involved with them later. After some talk, the LightFoot will throw you
another Fire Gem and run off. Rush all the way to the giant Krazoa Head and go
inside. Place the gem inside of the other Krazoa statue. It doesn't shine though.
Why? Turn around and go to the back. Flip the switch to lower the pillar. Have
Tricky stay on the pillar and flip it again so it'll rise up. Use flame on the
thorns to burn them up, allowing sunlight to pass throug. The second jewel will
burn with the sun's power and open the door. Head inside and go through the
tunnel.
At the end, turn right to enter the Ocean Force Point Temple.
+=====---------------------------------------------------------------------=====+
| Ocean Force Point Temple OCEANF1 |
+=====---------------------------------------------------------------------=====+
Head forward and a gate will open into a fairly large room. Here, drop down into
the water and then climb up onto the ledge on your left. Head up the ramp and
you'll get to a closed gate. Turn around and get out your Fire Blaster. Look up
to find a switch. Shoot it to make the water level rise... a lot. When it reaches
the top, you'll be able to enter a new tunnel. Swim to that tunnel and climb up
to it. Go around it to find some thorns blocking a wall. Use Flame to burn them
up. Behind the thorns, there's a block. Push it into the water and it'll drop to
the bottom. Shoot the switch once more with your Fire Blaster and the water level
will lower once more. Now push the block onto the switch to open a gate. The
block will hold the switch down so you can get up and go through the gate.
At the end, you'll be in a beach-like area. Jump down and go to the back. On the
right, climb up the ladder and then climb up the second one. Go left to find a
tough SharpClaw. After defeating it, you'll find a SpellStone slot. Take out your
SpellStone and it'll hover over the slot, opening the way. Take the SpellStone
back and then continue through the tunnel. You'll come out in a long corridor
with lots and lots of blue. Head forward to find some blue panels. If you step on
them, there's a three in four chance that you'll be electrocuted. Turn around and
step on the switch. Some panels on the wall will light up. Memorize the lit up
panels (it's different every time you step on the switch so I can't tell you what
it is).
Once you have them memorized (there's only six so it shouldn't be too hard) step
off the switch. Head towards the panels. One of the four in the row will
correspond to one of the lit up panels. Step on the panel that was lit up on the
wlal and the whole row will come down. Do this for the next five panels to cross
the electric field. Go forward and defeat the two SharpClaws. Jump into the water
on the left and then swim left. You're in a wide-open pool of water with three
turtle enemies. Swim to the ledge and climb up the narrow path. At the square,
you can take three paths. You have to take all of them so just choose one and
carefully make your way to the end. The path is very narrow, so be careful not to
fall.
At the end of each path, there's a switch. Throw all three switches with your
staff and then jump back down into the water. Swim back into the narrow part and
go past the first tunnel on your left. Head into the second tunnel and swim to
the end, then turn left. Climb up the brick wall. The warp doesn't work yet.
You'll find a color-changing torch beyond the warp. Ahead of it is a green orb.
You know what to do. Shoot a blast through green flame and hit the green orb to
activate the warp. Jump onto the warp to warp to the next part of the Ocean Force
Point Temple. Head forward through the giant doors. If you want Fuel Cells, jump
across the gaps to the gap across from the entrance. Destroy the box to reveal a
Rocket Pad.
Boost to the upper ledge to get two Fuel Cells. Otherwise, go right, through the
large tunnel. In this large area, you'll find that half of it is filled with
water. Swim over to the ledge on your left and flip the switch to lower the water
level. You'll find a Disguise Pad down here. Use the SharpClaw disguise to open a
door that has a block in it. Now locate the switch below here. Flip it to open a
door high up. The water needs to be raised again in order to reach the door but
there seems to be no way of reaching the ledge. No worries. Head over to the
block that you made appear and push it over to the slot. Climb up and head
through the little tunnel, then jump to the ledge that has the water level
switch.
Raise the water again and swim to the door that you opened. Head down the path
and into the next area. Kill the Wraith and get ready for a puzzle. Locate the
vent in the wall and use Flame. The circular flame holders in the middle will
begin to spin and switches will appear below each Krazoa Statue. You have to
quickly shoot all four switches in a limited out of time. I have a feeling
there's something else to it also, but that's all I've had to do. Once that's
done, another door will open. Follow the path and you'll be in an area with a
square pit in the center. There are walls, a block, and a slot in between two
torches. On all four sides of the block, there's a button. You have to shoot each
button and that'll push the block in the direction you shot it.
Your goal is to try to get it in between the two torches. However, if you hit one
of the exterior walls (the blue walls are okay) then you have to start over. It's
fairly simple to find the solution, and it should take only about a minute or one
or two tries. Once that's done, a Rocket Pad will appear in the same room as the
warp. Go through the small door to be in the warp room again. Locate the Rocket
Pad and boost to the upper ledge. Head around through the passages and you'll
eventually get to an area with a gap separating you from a warp. There's a gem
past a color-changing flame. You know what to do. When the gem is lit, the bridge
will extend. Cross it and jump on the warp. You'll warp to the Force Point. Place
you second SpellStone in.
Two down, two to go! You're done in the Ocean Force Point Temple. Head back to
Cape Claw and then go back to LightFoot Village.
+=====---------------------------------------------------------------------=====+
| LightFoot Village LIGHTF2 |
+=====---------------------------------------------------------------------=====+
As you enter, a cut-scene will occur with a whimpering LightFoot. Fox will
approach it but all of a sudden, about twenty LightFoots will drop from the trees
and knock Fox unconcious. He'll awaken tied to a totem pole with a bunch of
LightFoots tied around him. One will be with the Chief LightFoot and tell the
Chief that Fox stole his Fire Gem thingy. After some shouting, the LightFoots
will approach Fox will their spears ready. But suddenly, a CloudRunner (obviosuly
greatful for what you did back at CloudRunner Fortress) will swoop down. She'll
tell you to press the A button when the line is in the green part of the meter
and she'll be able to get rid of a LightFoot. For every LightFoot you defeat, the
green meter will shrink and shrink until it takes up barely any part of the
meter.
If you press A in the blue, the CloudRunner will miss and you'll be stabbed
(which takes away two units of health). It's fairly simple, and you shouldn't get
hit that many times. When it's over, the Chief LightFoot will ask for you to make
the CloudRunner stop attacking and he'll untie Fox. Fox will call the CloudRunner
off and the CloudRuner will fly away. You're now in control of Fox in the
LightFoot Village. You have to find three different blocks now to advance. Climb
down the ladder here (don't drop down or my directions will confuse you). When
you get down, head right, past the rock and you'll find a dirt patch. Use Find on
it and Tricky will uncover the first Wooden Block Carving. Now search around the
perimeter of the area (past the water).
There's a thorn wall in one part. Burn it up and behind it, you'll find another
dirt patch. Inside is the second Wooden Block Carving. Now head left, around the
perimeter, and you'll find the final dirt patch with the final Wooden Block
Carving. Once you have it, return to the totem pole where you were tied up. Place
the three wooden pegs in the holes. Then (a cinema won't show you but it'll
happen some platforms will rise out of the water. The ones we need to use are
behind the circle hole. Drop down and jump across them to the ledge. Flip the
rock to reveal a Rocket Pad. Rocket to the upper level. Cross the bridge and then
climb the ladder down. Follow the path to the Chief LightFoot's hut. He'll tell
you that there's a secret chamber below the village that was built by the Krazoa.
To see it, you must clear the two LightFoot tests. The first test is the Tracking
Test. You must activate all four Totem Poles within the LightFoot Village. You
have to beat MuscleFoot's record of two minutes and thirty seconds (how do these
people get records that are JUST on the second?) to pass the test. Look on your
map. The large red dots are the totem poles. The totem pole that you were tied up
to doesn't count, so don't go there. You should find all the totem poles easily
if you use your map. The second test is The Test of Strength. You must beat
MuscleFoot in a strength contest. The way this works is both of you are on either
side of a statue with long arms. You're trying to push your arm against the force
of MuscleFoot.
There's a pit that the loser will fall into if they lose. You simply have to tap
A. FAST. It starts off easy, but right before MuscleFoot goes down, he'll throw
in all of his strength. Don't look up at the screen since it'll distract you.
Just rapidly press A until you hear the words of a cinema scene. The Chief
LightFoot will congragulate you on beating the strongest LightFoot and the test
will end. Once you've cleared both tests, the Chief LightFoot will open the door
to the hidden chamber for you. Head inside and drop down to the bottom. Climb up
on the orange boxes and step on the switch. The totem pole will begin to spin in
sections. Whip out your Fire Blaster. You have to shoot each section of the totem
pole so they all line up and create the correct picture.
It's pretty simple and if you make a mistake, just shoot a section again to get
it to start spinning once more. When you've cleared it, a gate will open. Jump
down and head through the gate. Go trough the tunnel and jump on the warp to
enter the third Krazoa Shrine.
+=====---------------------------------------------------------------------=====+
| Krazoa Shrine #3 KRAZOA3 |
+=====---------------------------------------------------------------------=====+
At the start, go into the small and empty room. There's a Rocket Pad below a box
here. Destroy the box and use the Rocket Pad to boost to the next ledge. Go
forward and left. You'll find a switch, a flying enemy, a gate, and a bunch of
flamethrowers in this hallway. Step on the switch until the gate opens up
completely. You now have to rush to the gate before it closes or you have to step
on the switch once more and start over. I always just run straight through the
flamethrowers. They don't damage you that much and there's health on the other
side anyway. Once you get through the gate, head into the next room. Here, stand
on the switch until the gate opens completely and the water completely empties.
Jump off the ledge and enter the pit.
This is a very small mini-maze. You have to go around the spikes to find the
correct path to the other side. If you take too long, the gate will close. On the
other side, climb the ladder and head through the gate. In the final room, climb
down the ladder and step on the switch until (once again) the gate opens. Barrels
are rolling down. If you time it correctly, you can run straight up the ramp in
the center and not get hit once (even if you time it incorrectly, you'll only get
hit once or twice if you run straight through the middle; if your timing is
HORRIBLE, then you'll get hit a lot). The Krazoa Spirit is in the next room.
Appraoch it to take TEST 3 - THE TEST OF FEAR. This sounds easy because you're
wondering, "What in this game could frighten me?"
This is actually one of the hardest tests. You must keep your line in the green
part of the meter. The green part never shrinks and unless you do some HUGE push
to a side, the line will never freak out and throw itself to one side. Then why
is this so hard? What's going on while you're trying to keep the meter in is
EXTREMELY distracting. Dinosaurs lunge around and hop around, then a huge ghostly
enemy comes out and haunts Fox. When the enemy picks Fox up, then you'll win.
Yes, this is one of the hardest tests. And if you fail, you have to start the
whole shrine over. Frustrating? Very. Once you complete this difficult test,
you'll get the third KRAZOA SPIRIT put into your body. You'll now be warped back
to LightFoot Village.
From there, return to ThornTail Hollow. Do any preparations you might need to do
and then ask the WarpStone to take you to Krazoa Palace.
+=====---------------------------------------------------------------------=====+
| Krazoa Palace PALACE3 |
+=====---------------------------------------------------------------------=====+
You'll warp a LOT farther into the palace than you did before. Like, a lot. This
makes things a LOT easier for you... and for me :) Anyway, defeat the SharpClaws
if you want but otherwise, ride the platform up to the tunnel. Head trough the
tunnel to end up in the very large and vertical chamber once more. Head forward
and into the first whirlwind. Ride it to the top and then head into the second
vent. Head over to the second floor of the area and go left. You'll find a
Disguise Pad in front of a door. Use the disguise to open the door. Inside is a
small room with a Krazoa statue. Stand in the light and press A to release the
third Krazoa Spirit in the game. Nice job.
+=====---------------------------------------------------------------------=====+
| Part 7: The Third SpellStone PART7 |
+=====---------------------------------------------------------------------=====+
+=====---------------------------------------------------------------------=====+
| ThornTail Hollow THORN7 |
+=====---------------------------------------------------------------------=====+
Jump off and you'll find a dinosaur ahead of you roaring and crying. Talk to her
and she'll say that her eggs are being stolen. Head into the cave to start a sort
of mini-game. You must protect the eggs from the creaturs that come out of the
holes. Whacking them once with your staff will kill them. You must stand by the
eggs and whack a creature whenever they come from one of the four holes. There
are certain points where a huge rush of creaturs will rush for the eggs. It'll be
insane and you'll have trouble stopping them all. So use a Ground Quake to wipe
out every creature closeby (I found this out out of frustration... yay). You have
to keep the eggs safe for ninety seconds before you finish. If a creature gets
totally away with an egg, you lose.
When it's over, the dinosaur will create a hole in her cave. Drop down to be in
one of those nice cave-like things. Head to the large chamber and jump to the
center. The next STAFF UPGRADE is the Portal Device. This can open strange door
with the holes in them (slots for the staff obviously). When that's done, head
out of the hole and then go into the main area of ThornTail Hollow. Return to the
Queen EarthWalker's cave. She'll tell Tricky that his father, the King
EarthWalker, has been taken prisoner within the Walled City. Fox will tell the
Queen to point him in the direction of the GateKeeper and they'll go and rescue
him. Problem is, Tricky's father IS the GateKeeper. Okay, now THERE'S a big
problem.
Luckily, the King left his powers behind in a sacred seal that he knew Scales
wouldn't be able to break. The Queen doesn't know how to break the seal, but we
luckily have just the item that CAN break it. Head behind the Queen and stick
your staff into the hole. After a very cool scene, the gate will be opened. Head
to your Arwing and get ready to take off for the Walled City. For eight Fuel
Cells, you can go there.
+=====---------------------------------------------------------------------=====+
| To Walled City SPACE#4 |
+=====---------------------------------------------------------------------=====+
Mission Briefing: This is dangerous ground! Walled City was once the
EarthWalkers' home, but it has been overrun by the deadly
RedEye Tribe. General Scales has imprisoned the King
EarthWalker within its walls. You must rescue the King and find
that SpellStone. Hurry! Thos nasty beasts are mighty hungry!
This is definitely the hardest one yet. You have to fly through seven gold rings
out of the ten this time. There are more enemies, more meteors, more tight
corridors, and less power-ups. THere seem to be more silver rings around though,
so fly through as many of those as you can to restore your health. Also, there
are opening and closing doors this time around so you'll have to break or boost
unless you want to fly right through them and damage yourself. You should be able
to get at least eight gold rings your first time through, though it's unlikely
that you'll get all of them the first time.
+=====---------------------------------------------------------------------=====+
| Walled City WALLED1 |
+=====---------------------------------------------------------------------=====+
At the start, go all the way forward to talk to the EarthWalker. He'll tell you
that the King EarthWalker is being held within the depths of the temple. Head
back to the bridge and cross it. You'll see a HUGE dinosaur cross by. This is a
RedEye, and you aren't exactly in shape to kill one yet so ignore it. Head left
and you'll find a blue ring with the C-Stick icon flashing (when you get close).
Perform a Ground Quake and this will raise a vent up above you. You have a minute
to get up to that vent and burn a fire in it with Flame. There's no way to climb
up this from where you are so turn around and head for the ramp that starts the
climb to the top of the temple. At the top of the ramp, you have a choice of
going left or right.
Since you activated the sun vent, you'd naturally want to go left (red flames).
But the game is fooling you here and you actually want to go right. Follow the
path and try not to get pushed off by the block that's moving in and out of the
temple wall. You'll go up to an upper level of the temple. Here, you'll reach the
tunnel lit by the red flames. Take it down. It seems empty, but you'll soon run
into flamethrowers which will move back and forth. Just roll through and if you
get hit, don't worry about it. You don't lose that much health and you should
have ten Bafomdads with you anyway. Eventually, you'll emerge in front of the
vent with about twenty seconds left. Use Flame on it and that will light up a sun
panel.
Now drop off and go to the other corner of the temple where there's a blue vent.
Use Ground Quake on the sparkling ring to raise the vent. You have eighty seconds
(since you are across from the ramp) to get to the vent and light it up. Of
course, you can't reach this one from here either. Return to the temple ramp and
take the opposite path this time. Follow it, past the moving blocks, and then
head down the blue tunnel. You'll find "icethrowers" spraying up and down this
time. Roll under them and continue. Again, you should reach the vent with about
twenty seconds, twenty-five or so if you rolled the whole way. When you light the
vent, the moon panel will light up. Drop down and go right. There's a ramp
leading down into the floor.
You opened a door there. Inside, you'll find the King EarthWalker, which is also
Tricky's father. The King will tell Fox (before he asks) that he hasn't go the
SpellStone but he does have a very shrewd idea of where it is. The RedEye King
holds the SpellStone, but to get to him, you have to get through a very special
system. The SpellStone is protected by the actual Life-Force of the RedEye. So
you have to actually kill all the RedEye in order to get the SpellStone. You must
also find two teeth to place in their slots. With all this in mind, leave and
cross the bridge in front of you. Go left, past the EarthWalker, and use Find on
the dirt patch to reveal a Bafomdad. Go right and then you'll find a raised ledge
that you can't reach.
On the right side of the ledge is a bunch of thorns. Burn them to reveal a brick
wall which you can climb. At the top is a dirt patch. Plant a Bomb Spore there
and blow it up with the Ground Quake to reveal a hole. Drop down into the cave
and head through the usual tunnel and into the large chamber. Jump to the middle
to get the final STAFF UPGRADE: the Super Quake. This replaces your Ground Quake
with a much more powerful upgrade. It uses more Staff Energy, but we can finally
take out those damn RedEyes. Now head back out and jump off the ledge, then cross
the bridge to the area around the temple. When you see your first RedEye, use the
Super Quake to flip it over. Near the areas that had the two sparkling rings
there are also Fuel Pads and Fuel Barrels.
Go to the closest one and get a Fuel Barrle, then throw it at a flipped RedEye to
bring it to its death. You have to do this to all four RedEyes to open a Life-
Force Door. Once that's done, you'll want to head to the door that you opened.
Return to the bridge that you crossed to get the Super Quake. Cross it and go
right all the way. Start to climb up the spiral mountain and head inside the
little door at the end. Open the chest and you'll get the Gold RedEye Tooth. Now
head out and drop down. Behind the spiral mountain, there's an EarthWalker near a
tree (they're all near trees, come to think of it). Shoot the switch on the tree
with a Fire Blaster. There are three more trees with switches that you need to
shoot.
An EarthWalker is by each tree. Go all the way to the other side of this area
(near the dirt patch that had the Bafomdad). Shoot the switch on the tree there.
Now head all the way back to the area near your Arwing. Shoot the switch on the
tree near the EarthWalker here. Now heaed behind the area with the red flame
vent. Go past the pit to find the final tree. Shoot the switch and a sparkling
ring will appear in the river. Head toward it and swim through. Far, far away
(all the way on the other side of the river) a door will open. And you have
twenty seconds to get to it. What to do? Swim through more rings. You have to
swim through every ring in the river to keep your time active. If you miss even
one, then you'll run out of time.
It may seem like you're getting more and more time but you'll start losing time
near the end and you should only make it with about five seconds left if you
don't hesitate at all. Inside the small house, open the chest to get the Silver
RedEye Tooth. Now head out and climb up the ladder. Return to the chamber where
the King EarthWalker is. Place both Teeth into their proper spots to open the
gate. So wait, their life-force protects a GATE that can easily be blown up with
strong powers? Wow.
BOSS: RedEye King
At the start, Fox will be rushing into the room when the door will slam shut
behind him. Doesn't Fox play video games? He seems a little TOO surprised that
the door slammed shut. Oh well. Anyway, another door will open and out will come
the giant RedEye King. This is a LOT harder than the first boss fight you had but
then again you should have ten Bafomdads now (if you don't, then you've only
loosly read this guide, I can tell). This guy is pretty damn fast. He can outrun
you if you keep running in a circle. At the start, you'll want to quickly whip
out your Fire Blaster and hit the switch in the corner. This will raise up a cage
that holds a Fuel Barrel. Pick the barrel up and stand BEHIND (not on) the switch
that is all lit up.
Eventually, the RedEye King will approach. He'll roar once at you, then begin to
charge. Just as the roar is nearing the end, step on the bright switch.
Electricity in the center will begin to charge up and you should have it timed
correctly so the electric bolts shoot out just as he runs through the middle.
When he's shocked, the RedEye King will fall to the ground. Rush over with the
Fuel Barrel and throw it at him. Now quickly turn around and run away. Turn the
corner and you should find a little alcove in the wall on your left that you can
hide in. Wait until the RedEye King passes and then get out and follow him. Stop
at the corner and hit the switch with the Fire Blaster to raise the gate. Grab
the Fuel Barrel and rush to the end of any corridor that has a lit up switch.
Each time you hit the RedEye King, the switches will temporarily disappear. Then
they will reappear, but closer to the center. By the time you throw the third
barrel, you'll be close enough so that the explosion will damage you as well. So
be ready to take a hit. You shouldn't actually die during this battle because you
should have so many bafomdads. When he's chasing you from the third time, you
can't hesitate ONCE. You should BARELY make it into an alcove before he charges
past. Charging is the only way of attacking, but his charges hurt. Remeber that
he can outrun you even if you get a head start so be careful. When you're getting
ready for the final hit, the RedEye will sometimes change directions which can be
confusing.
You'll just have to keep an eye on both passages. Once you hit him four times,
the RedEye King will fall down and Fox will pluck the SpellStone out of his body.
The RedEye King will make a move at Fox but Fox will do a freaky Matrix thing and
land on the King's head and slam the staff into his brain. Ouch. The RedEye King
will fall dead. Nice, you've just made a tribe extinct. How do you feel about
that? Bad? Good.
----------------
Fox will be walking with the King EarthWalker and Tricky back to the Arwing. The
King will tell Fox that he needs to get the SpellStone back to the Volcano Force
Point Temple. You'll get another unit added to your energy meter and then you'll
be back in control. Jump into your Arwing and return to ThornTail Hollow.
Mission Briefing: The King EarthWalker is very greatful, Fox. You saved him from
those blood-crazed RedEye! Take this SpellStone to the Volcano
Force Point. It will close the seal at the Volcano, and you
will be one step closder to bringing the planet back together!
Get to it, Fox. You know the way.
+=====---------------------------------------------------------------------=====+
| Part 8: Spirit Four PART8 |
+=====---------------------------------------------------------------------=====+
+=====---------------------------------------------------------------------=====+
| ThornTail Hollow THORN8 |
+=====---------------------------------------------------------------------=====+
You have to make your way back to the Volcano Force Point Temple. It's the same
way as you took before, through Moon Mountain Pass. You should remember the way
and it's not that far (you only really went through the deep part of the Pass to
get to the Krazoa Shrine) so even if you don't remember the way you shouldn't
have much trouble finding it again. At the end, you'll enter the Volcano Force
Point Temple.
+=====---------------------------------------------------------------------=====+
| Volcano Force Point Temple VOLCAN2 |
+=====---------------------------------------------------------------------=====+
For the most part, this is all the same but there are a few minor differences.
Like the fact that all of the puzzles are solved already and the fact that you
can get a few new things. At the start, wait for all three platforms to stick
out. Jump from platform to platform before they disappear. If you fall in the
lava, you'll simply burn up until you climb the brick wall out. On the other
side, head through the long and empty tunnel until you get to the next room.
Here, you'll find flames spewing from a hole. Wait for the flames to stop, then
drop through the hole and go forward. You'll go out onto a bridge above lava and
a bunch of firey bats will chase after you. Ignore them and head to the back of
the area, where there's a Rocket Pad.
Rocket up to the top of the ledge and go left. Now that you have the Disguise,
you can open the final cage. Step on the Disguise Pad as a SharpClaw to open the
cage. Inside there's a Bafomdad and two Fuel Cells. Now drop back off the ledge.
Head up, onto the conveyor belt. Run up it, avoiding the barrels (which should be
pretty simple) as you try to make it up. At the top, head through the gate on
your left. Go through the tunnel to be in a room similar to the room that you
were in before. Head through a door on the left to be in a very wide-open area
with a lava pit in the center. Cross the room to the other side, ignoring the
fire bats, and climb the brick wall. Head forward and the door will roll shut
behind you.
Continue forward over a bridge to find a pad with a SpellStone shape. Use the C-
Stick to select the SpellStone. It'll hover over the pad and then open the path.
Continue forward and defeat the SharpClaw. The last time we tried to use the
SpellStone on the slot, it didn't work. We already solved the puzzle though so
just take out the stone and head through. The Life-Force Door in this next room
has already been opened but the enemies are still here. Fight or ignore the
enemies, but either way head into the next room. Head through into a very large
and empty chamber. You can skip a VERY large part of what we had to do before
because you've already brought the elevator back to the top. So simple take the
elevator to the bottom of the Volcano Force Point Temple.
Here, go forward into the next room. Carefully avoid all of the lava as you head
out into the core of the Force Point Temple. This is where everything changes.
You can't place the SpellStone in the first slot anymore. Put out either of the
fires with the Freeze Blast and on the other side there's a second SpellStone
slot. You can put the SpellStone in this slot. This will open a door with no
visible way to reach. Jump down into the lava and jump onto a moving platform
that's on fire. You're going to remain there getting burnt unless you quickly get
out your Freeze Blast and extinguish the fire. Let it take you to the brick wall
and jump to it. You should grab on automatically. Climb up to the top of the
wall.
Go right, through the giant door that you just opened. Go through the tunnel here
but watch out for the two flamethrowers that spit out... uh... flames. At the
end, you'll be in a large blue room. Step on the elevator and take it down to a
higher level of the Volcano Force Point. If you go forward, you'll find that the
door is locked. This is very similar to the second part of your first visit to
the Volcano Force Point Temple. However, if you looked at the order of the lit
torches in the tunnel (right in front of you) you'll find as blue, green, red,
and yellow. Climb up the lader and use the Freeze Blast. Like the tunnel order,
put the torches out in the order of blue, green, red, and yellow. This will open
the door, allowing you to continue.
In the next room, take out the two SharpClaws to make a switch appear. Have
Tricky stand and stay on the switch. Climb the ladder and at the top, extinguish
the flame with the Freeze Blast. Behind the flame, turn the switch on. This will
open the gate. Slide down the ladder to the lower floor and call Tricky. Head
through the gate that you just opened. In the next room, jump onto the platform
on fire. You're burning up so quickly extinguish the flames. Now whip out your
Fire Blaster. Yes, while a moving platform you must shoot through the flame at
the three gems (the flame must be the color of the gem). You've had plenty of
experience with this so I shouldn't have to tell you what to do. Now turn around
and jump to the door that you opened.
Follow the path to arrive at the upper floor at the core of the Force Point
Temple. Go around the path and step on the warp. You're back at the Force Point.
Head to the correct slot and you'll weaken the flow of the magical energy. One
more SpellStone to go! Now head out of the Volcano Force Point Temple and then
out of Moon Mountain Pass. Return to ThornTail Hollow.
+=====---------------------------------------------------------------------=====+
| ThornTail Hollow THORN9 |
+=====---------------------------------------------------------------------=====+
When you enter, a bunch of enemies will rush out and start to attack the six
EarthWalkers in the area. There are eighteen enemies, three per EarthWalker. You
have a limited time (shown, not surprisingly, by a meter) to get rid of all of
the enemies or you'll have to start over. Get out your Fire Blaster and rush over
to the first one. They won't attack you (they don't even attack the
EarthWalkers). They'll just hover over the EarthWalker. Kill them and move on to
the second one, which isn't that far away. The third one is near the entrance to
the Queen's cave. The fourth is near your Arwing while the fifth is near the
entrance to the WarpStone's area. The sixth is near the entrance to Cape Claw
(the one that most people forget).
One EarthWalker will say that you have (again) saved the EarthWalkers. Fox will
exclaim that he's not getting paid enough to keep them out of trouble. The
EarthWalker will then roll over a Large Scarab Bag that he had already planned to
give to Fox. First off, Fox is rewarded every time he kept them out of trouble.
Second, Fox = PWNED! Sorry. The Large Scarab Bag can hold up to 200 Scarabs. You
need to collect at least 130 Scarabs because we need to buy the SnowHorn Artifact
from the store. There's a quick fifty Scarabs in ThornTail Hollow. Thirty-eight
in the collection of rocks by your Arwing and twelve under a rock in an area with
the WarpStone. You should already have at least 100 since you haven't really
bought anything, have you?
So head to the ThornTail Store and pick up the SnowHorn Artifact. Now you should
have bought everything in the maps and special items room. For the most part,
you're done with the ThornTail Store unless you need some supplies that you can
find throughout the land. Anyway, head back out. You now have to go to SnowHorn
Wastes so go to the ladder near the well and climb into the sewer area.
+=====---------------------------------------------------------------------=====+
| SnowHorn Wastes SNOWHO2 |
+=====---------------------------------------------------------------------=====+
Go forward and then follow the tunnels until you get to the sewer. Head across
the river and then step on the switch. Have Tricky stay on the switch while you
climb up the brick wall and through the now-open gate. Go forward and turn the
switch with your key to reverse the river flow. Drop back down and start
swimming. Continue to swim to the end of the river and then get out. Follow the
tunnels outside into the snow. Go to the end and start climbing up the hill of
snow. When you get to the top of the first hill, go left a little and look to
your right. WAYYY back at the beginning of the game, right after we first got
Tricky, Slippy contacted us here and warned us that the water looked too cold to
swim in.
He's right, the water is too cold. Jump in an your health will steadily decrease.
Just jump from iceberg to iceberg until you get to the other side. Go behind the
old SnowHorn and burn the ice sheet with Tricky's Flame. Head through and take
out the two SharpClaws. You can't light the fire yet so head down the hill and
you'll be in front of an ice-cold river. Get out your Fire Blaster and look
across the river to find a creature in the tree. Shoot it and the tree will fall
down, creating a bridge. This has just created a massive shortcut which will be
in great use in the upcoming mini-game we're about to play. Head back to the old
SnowHorn and talk to him. He'll say that his Gold Root was stolen and it's a sad
day.
Seeing as how it was stolen years ago, I guess every day is a sad day. Take out
the Gold Root you bought and give it to the SnowHorn. He'll say that it was
stolen many years ago, around the same time that the strange floating dionsaur
visited the Wastes. What a crook. Anyway, he'll give you the chance to "prove
yourself" in return. A pad will appear below Fox. The "call of the SnowHorn"
begins the challenge. Asign the Dinosaur Horn to Y and then press Y on the pad.
You have forty seconds to head to the Dionsaur Pad that appears. Head behind the
SnowHorn, past the ice sheet you melted, and you'll find the Dinosaur Pad. Blow
the horn and you'll get time (about thirty seconds) added to your clock and
another Dinosaur Pad will appear.
Head down the hill and across the tree bridge that you made. The second Dinosaur
Pad is here. Step on it and blow your horn to make a third appear. Go right, past
the fence, and under the tree. Drop off the ledge and rush forward to find the
next pad. After blowing the horn, thirty seconds will be added. The next one is
easy to find. It's by the BribeClaw right across from you. After that, go
forward, right, and left to find Garunda Te with another pad right next to him.
After you activate the pad, the final one will appear in an area that you haven't
exactly been to yet. Turn around and head down the hill. When you get past the
fence, go left (to the other side of the fence). Get out your Fire Blaster and
shoot the creature in the tree to make the tree fall down.
Climb up the tree and cross the river and then climb up the brick wall. At the
top is the final pad. Blow the horn and this time, a gate somewhere will open.
Atop this area, you can also find two Fuel Cells and a Bafomdad (in the box). Now
climb back down the brick wall and then head to the open area with the many
SnowHorns and BribeClaw. From here, make your way back to where you gave the
SnowHorn the Gold Root and head through the passage behind the area. Go right,
cross the bridge, and you'll be in the area with the second Dinosaur Pad. Head
into the water and swim across and to the left to find the gray SnowHorn and the
gate that was opened. Head inside to find a warp (behind the warp there's a Fuel
Cell).
Jump on the warp and press A to warp to the Krazoa Shrine
+=====---------------------------------------------------------------------=====+
| Krazoa Shrine #4 KRAZOA4 |
+=====---------------------------------------------------------------------=====+
As usual, head forward to be in a small room. This is covered in a sheet of ice
so you'll be slipping around a lot. The whole shrine is covered in a sheet of ice
so be careful that you don't mess up while trying to get through a room. Climb up
the ladder and head into the next room. You can't do anything in here but to make
things a LOT easier for you in a minute, take out the two enemies. Now head back
to the small room you just went through and pick up the Fuel Barrel (if you let
the enemies live, they'd swoop down on you and blow the barrel up. They'd die,
but you'd take damage and would have to start over). Carefully carry the barrel
across the ice path (you can't jump or you'll drop the barrel). On the other
side, throw it at the wall to clear a path to the next room.
If you go all the way forward, you'll eventually be stopped by yet another wall.
So what to do? You have to go back to the Fuel Barrel, pick it up, and carry it
across the icy path again. Head through and into the next room. Place the barrel
on the Barrel Pad and then flip the switch so that the first flamethrower is off.
Let the machine carry the barrel past the first flamethrower, and then flip the
switch again. This turns on flamethrowers one and three, but shuts off number
two. After the machine passes the second thrower, flip the switch one last time
to shut off the first and third flamethrowers. Once the machine passes the third
thrower, the barrel will drop on the other side. Swim across the pool (beware the
whirlpools though).
On the other side, pick up the barrel and jump into the whirlwind. Push the
barrel out of the whirlwind and into the next room. Place the barrel on the
Barrel Pad and then go forward and kill the SharpClaw. Pick up the barrel and
head forward. Stop in front of the ledge where the flamethrowers are spitting
fire. Stand in the middle and when the middle flamethrower is off, throw the
barrel over the ledge. It'll land on the other side, explode, and blow up the
wall. Head forward and into the Krazoa Spirit room. Here, talk to the Spirit to
begin TEST FOUR - THE TEST OF STRENGTH. This is a joke. The SharpClaw you're
fighting against doesn't fight back at all. Hell, you can tap A slowly and you'd
still make it.
You have a minute to rotate the huge... thingy 180 degrees. Once that's done, the
Krazoa Spirit will enter your body. You now have to return this Spirit to Krazoa
Palace. So head out of SnowHorn Wastes and return to ThornTail Hollow. Once
again, nothing required to do here so head to the WarpStone and tell him to warp
you to Krazoa Palace.
+=====---------------------------------------------------------------------=====+
| Krazoa Palace PALACE4 |
+=====---------------------------------------------------------------------=====+
Once again, you'll warp a LOT farther into the palace than you did before.
Anyway, defeat the SharpClaws if you want but otherwise, ride the platform up to
the tunnel. Head trough the tunnel to end up in the very large and vertical
chamber once more. Head forward and into the first whirlwind. Ride it to the top
and then head into the whirlwind on your right. Go right and then you'll
encounter a Portal Device. Open it and you'll find the Krazoa Statue inside. Step
on the shining light and release your Krazoa Spirit. Four down, two to go.
+=====---------------------------------------------------------------------=====+
| Part 9: The Fourth SpellStone PART9 |
+=====---------------------------------------------------------------------=====+
+=====---------------------------------------------------------------------=====+
| ThornTail Hollow THORN10 |
+=====---------------------------------------------------------------------=====+
When you return, the WarpStone will compliment you on how far you've progressed.
He'll tell you that you must go to your toughest challenge yet, Dragon Rock. Fox
will ask where the GateKeeper is and the WarpStone will say that "he is closer
than you think" which means he's in ThornTail Hollow obviously. Head to the well
and speak to the dinosaur that always says, "Mumble, mumble, mumble." The
GateKeeper will explain that he's been silent since he tried to overthrow General
Scales. Three of his friends were captured and put in Dragon Rock. However, he
wasn't put in captivity because he's the GateKeeper. He'll open the gate for you
and ask for you to save his friends. This is the one time where you MIGHT not
have enough Fuel Cells.
If you don't, you can buy some at the ThornTail Hollow store. You need fifteen
Fuel Cells to head to Dragon Rocket.
+=====---------------------------------------------------------------------=====+
| To Dragon Rock SPACE#5 |
+=====---------------------------------------------------------------------=====+
Mission Briefing: General Scales has unleashed the full force of the planet's
dark energy, mutating Dragon Rock into a desolate wasteland. He
has captured a number of dinosaurs and is planning to change
them into powerful killing machines! It's rumoured that one
such creature already exists! This final SpellStone should
bring Dinosaur Planet back together.
You must fly through all TEN Gold Rings here, so I thought I'd do a super in-
depth walkthrough for this since it can prove to be hard. At the start, fly
forward (dodging the meteors of course). Shoot the supply crate to get some
lasers on the left side. Wipe out all of the ships (or as many as you can) and
then veer to the right a little to fly through the first GOLD RING (1/10). You
now have a choice of flying through a silver ring or grabbing a supply crate. You
shouldn't have lost that much health so I suggest grabbing the supply crate. Now
go through the tight fit into the floating cylinder. Inside, avoid all of the
mines (they'll explode around you, but you have no room so it'll be hard to avoid
them).
At the end of the cylinder, there's the second GOLD RING (2/10). Right behind it
is another supply crate with lasers. Veer upward into the floating cave. Here, a
closing door will greet you. Try to fly through it without hitting it. You'll
have to boost or break (or if you're lucky, you can fly through it at normal
speed). You're now in a cave with ships flying straight at you. Shoot them as you
go. You'll enter a more open part of the cave. Veer to the left and stay there.
Fly through the GOLD RING (3/10) and get the bomb in the supply crate behind it.
Quickly veer right and fly through the next GOLD RING (4/10). You now have a
junction choice. There's a glitch where you'll sometimes fly through the wall in
between the junctions and that allows you to see through the left and right
tunnels, telling you what's in them.
The junctions don't have any gold rings so pick either one. When they merge,
you'll see a GOLD RING (5/10) with an X in it. Destroy the X to fly through the
ring. Quickly go up and to the left to get another GOLD RING (6/10). Head down
right for a supply crate with a bomb. Go back left again to find a GOLD RING
(7/10) right next to a silver ring. Now fly into the cylinder. Go straight to fly
thorugh the next GOLD RING (8/10). You'll fly out of the cylinder after that.
Head forward through a seemingly empty area and then you'll find a gold ring
moving back and forth on the left side. You have to time your flying correctly so
you'll go through the GOLD RING (9/10) as it moves. Only one more gold ring left,
so keep going.
Head through the cylinder and at the end, you'll find the final GOLD RING
(10/10). Right after that, you'll finish the mission.
+=====---------------------------------------------------------------------=====+
| Dragon Rock DRAGONR |
+=====---------------------------------------------------------------------=====+
Dragon Rock is only one area, but it is VERY large and there's lots of puzzles
you have to solve. There's about a dozen different things that you have to do
before you can challenge the boss for the SpellStone. There are Cannonbots and
fire-like enemies here. The Cannonbots are surrounded by shields and you can't
take them out just yet (you will though... you'll eventually have to take out
everything). At the start, turn around and go towards the northern part of the
area. You DEFINITELY need a map for this place because it's pretty hard to give
directions on where to go so I'll sometimes say "go east, north, south, etc."
assuming that you have a map. You should've boughten all the maps at the
beginning of the game anyway.
At the northern part, a FlameCrawler will try to burn you up. Quickly head to the
ladder. There are three flamethrowers here. Wait until the first thrower stops
are climb past it. Wait until the second and third flamethrowers turn off before
climbing past both of them (unless, of course, you don't care about getting
burned; you have more than enough Bafomdads anyway). At the top, you should see a
barrel machine and a boarded up passage. Go right and climb up the small ladder.
You'll go right under the flamethrowers (you may be asking why they're there if
they can't hurt you but you'll find out in a moment) so don't worry about them.
On the other side, climb down the ladder. Pass the Barrel Pad and continue down
the turn.
Head past the two Flamethrowers to find a Fuel Barrel. Grab it and wait for each
flamethrower to shut off before heading past them. Now head to the Barrel Pad and
place the Fuel Barrel on that. Flip the switch and the Barrel Machine will begin
to move. Quickly climb up the ladder and stand on the switch below the
flamethrower. This will shut the thrower off. When the machine picks the barrel
up, it'll carry through the path of the flamethrowers. Since the first one is
shut off, you'll be okay. Once the Barrel Machine is past the first thrower, run
ahead of it and stand on the second switch to shut off the other flamethrower. Do
this until the machine passes once more. At the end, the machine will drop the
barrel.
Pick it up and throw it at the boarded wall to blow it up. Head up the passage
and make the turn. You'll emerge on a huge bar-floor with a spinning flame duo on
it. Head past it and throw the switch to open up a cage. Inside is an
EarthWalker. This is all the way on the opposite side of Dragon Rock so head
outside and jump down (roll as you land to avoid damage). On the other side, talk
to the EarthWalker. He'll mention that if they free the HighTop now, it'll be
destroyed by the Cannonbots. You have to eliminate the Cannonbots to free the
High Top anyway and the EarthWalker will help you out. The shields of the
Cannonbots are too strong to break with any of your weapons but you can shut off
the shields with the help of the EarthWalker.
Each bot has a shield generator somewhere in the area. There are four shield
generators that you have to take out. Get on the EarthWalker and start. The
EarthWalker has a health bar too, below you. When you're hit, you'll lose a
portion of it. If you lose all your health, you have to start over so be careful.
There's on generator (they look like green blocks) on the pillar near your
Arwing. Closeby, in the big center structure, there's another generator inside
the wall (it can be hard to see when you're not looking in the direction of the
generator but it's there). In the southeast corner, there's another pillar near a
Cannonbot. The pillar has the third generator. Now head to the northern area with
the ladder you just climed.
To the right of that are two FireCrawlers and the final generator. Head to the
center structure and look for the spot where you can get off. Now go around
Dragon Rock and whenver you see a Cannonbot, destroy it with your Fire Blaster.
Once all four are gone, a gate will open in the same structure with the ladder
that you had to climb. Head over that and go right of the ladder. Head inside and
go through the tunnel. You'll enter a massive chamber with a large HighTop. The
HighTop doesn't know you're there since it can't see you. Behind it is a Rocket
Pad. Use it to boost to the upper ledge. Here, go to the front of the HighTop.
Talk to him and he'll explain that the ropes are too tough for him to break. So,
obviously, you have to do it for him.
You must shoot all four buttons in a limited time with your Fire Blaster. Since
you've had a LOT of experience with shooting the Fire Blaster, it shouldn't be
too difficult. Once all four are green at once, the ropes will go free. The
HighTop will stretch out and he'll say that you have to protect him while he
crosses the plain. Fox will jump on his back and it's time for yet another
challenge. You have your Fire Blaster equipped this whole time. You have
unlimited Staff Energy for thie little mini-game so don't be afraid to fire. At
the top of the center structure, a bunch of missles will fly out. It takes one
shot to take a missle out. At the start, it's pretty easy. Only two or three
missles are released at once.
About a quarter of the way through, more and more will start to be released at
once. Each wave will get exceedingly larger and you'll have to have better aim
and a quicker trigger finger as the waves get larger. At the halfway point,
things will suddenly calm down. Then the waves will slowly get bigger again,
you'll have a few weak waves, and then a HUGE wave will come at you. This one has
like twenty or thirty missles. Shoot all of them as fast as you can and then
you'll have an abscense of waves for about thirty seconds. Only small waves will
come after you after that. At the end, the HighTop will activate a switch on the
GIANT door, lowering it. He'll then disappear, leaving you to free the
CloudRunner.
Head into the canyon area and equip the Freeze Blast to Y. Freeze the head of the
FlameCrawler and whack it with your staff to defeat it. There are two more
FlameCrawlers that you have to defeat. Once they're gone, you'll open a Life-
Force Door. This next part is a little challenging. Have Tricky stand on the red
switch next to the Fuel Barrel. Quickly rush out into the open area and get your
Flame Blaster out. The Barrel Machine will pick the barrel up. Shoot the switch
below the first flamethrower so it'll shut off as the barrel passes. Do this for
the second flamethrower and then the third (as it nears; otherwise, it'll turn on
as the barrel passes through). The Barrel Machine will drop the barrel on the
ledge after that.
Head over to the ledge and climb up the ladder. You now have to get the Fuel
Barrel through three vents with flamethrowers in them. Pick up the barrel and
wait until the flamethrower in the first vent shuts off. Throw the barrel across.
Unless your aim sucks, it'll make it across safely. Follow the barrel and pick it
up. The final vent is extremely frustrating. There are two flamethrowers and the
exit is aimed oddly so you have to have a perfect throw at perfect timing or the
barrel will get caught in the vent and THAT'S where things get frustrating. If it
explodes, you have to start the whole thing over. It took me three or four tries
to get it through and it'll probably take you that amount of tries also. Once
it's across, you're safe.
Carry the barrel over to the boarded up passage and throw it at the boards to
clear the way. Head down the path to be up near the CloudRunner's cage. Flip the
switch and the cage will start to move. Drop down and use Tricky's flame on the
vent. After a moment, this will cause flames to spit out in an area the same
level as the CloudRunner's cage. If your timing is right, the rope of the
CloudRunner's cage will pass through the flame, burning it. When this happens,
the cage will crash to the ground. The CloudRunner will be freed. Turns out this
is the same CloudRunner that helped Krystal at the very beginning of the game
(the Prologue part, remember?). The CloudRunner will then offer to help you get
inside the structure which holds the SpellStone.
This final part of the level can be pretty damn tough. You are, like you were
with the HighTop, on the CloudRunner with your staff. You have unlimited Staff
Energy again because you need to protect the CloudRunner from the missles. This
time, it's a lot more consistent in firing. There are no "waves," just a steady
flow of missles coming at you. You'll have to be really quick in aiming and
firing to get rid of all of them. Remember, if the CloudRunner loses all health,
it's over. As you approach the base from where the missles are fired, you should
see a circular target at the top. You must hit that as fast as you can. If you're
fast enough, you can destroy it before you pass. Otherwise, you'll have to go in
a circle to try to shoot it down again.
There are another three towers from which missles spawn in the circle. Also, you
have to destroy the tops of these towers. ONLY AIM FOR THE TOP WHEN THE MISSLES
HAVE STOPPED FIRING. Otherwise, you'll be dead in ten seconds. It's very likely
you'll have to circle around twice to destroy the targets. I had to circle around
three times because I didn't destroy two of them on my second circle. Once all
four are gone, the top of the structure will open. The CloudRunner will land
there and tell you to be careful. There's supposed to be a "terrible creature"
that is guarding the SpellStone. Well, duh... Fox will stupidly jump down into
the pit. Didn't he see the ladder? Oh well. Anyway, you'll enter the boss arena
for Dragon Rock.
BOSS: Drakor
Wow, Fox got reallly lucky that a floating platform was located right below where
he jumped. Otherwise, he would have fallen straight into the lava. Anyway, Darkor
will appear in front of Fox. This is one of the mutated EarthWalkers that Slippy
was talking about before you took off. Ack, it looks tough. I hope you have ten
Bafomdads and full health. This is the only actual boss with an actual health
bar. This is probably the most fun boss out of the three that you face trying to
get the SpellStones. You're on a moving platform and in first-person mode. The
Fire Blaster is your only weapon and you (luckily) get infinite Staff Energy.
Drakor flies around in front of you shooting blue balls of light at you. These
hurt, so shoot them when they get near you to blow them up before you're hit.
Also, there are many hazards in the area. Flamethrowers spit right in your path
and you have to shoot switches near them to deactivate them before you fly right
through. There are supply crates throughout the area which, when hit, will bring
silver health rings to you. Use this if you need to restore health that you've
lost. It's usually too much trouble to try to aim at the supply crate and shoot
while Drakor is firing is blue light beams at you so I suggest just relying on
your Bafomdads if you're low on health. You need to constantly be pressing A
while aiming at Drakor. He has a LOT of health and it's made harder to hit him by
the fact that he's hard to see with all the other stuff going on and the fact
that he constantly zips around the area.
You move around the whole structure and that's a pretty big place. Eventually
you'll arrive back at your starting point but not after weaving in and out of
pillars, twisting thorugh flamethrower passages, taking vertical elevators up and
down, and going through gigantic, yet empty rooms. You should only make about one
and a half circles around the area before you defeat Drakor. Each time you hit
Drakor, you'll barely be able to notice any change in his health. You should be
able to get a lot of hits off him at once though and there are times when he's
REALLY close to you. Take advantage of that and shoot at him only. He'll be
firing his blue light beams, but three-quarters of them will blow off because
they'll get in your path as you're shooting at Drakor.
The only big problem you'd have here is that you might get a little tired just
tapping A but that's the only way out of this battle. After six or seven minutes
of battle, you'll defeat this mutated dinosaur.
------------
Fox will run over to his Arwing and all four dinos there (Tricky, EarthWalker,
HighTop, and CloudRunner) will congragulate him on getting the final SpellStone.
Fox will take off in his Arwing, and it's off to return to the final SpellStone!
+=====---------------------------------------------------------------------=====+
| Part 10: The Final Spirits PART10 |
+=====---------------------------------------------------------------------=====+
Mission Briefing: General Scales cannot harm any dinosaurs ever again. You have
stopped his evil mutant army plans! This is the final
SpellStone, Fox. You need to get it back to the Ocean Force
Point as quickly as possible. With this seal closed, Dinosaur
Planet will be saved!
+=====---------------------------------------------------------------------=====+
| Cape Claw CAPECL3 |
+=====---------------------------------------------------------------------=====+
There's nothing to do in ThornTail Hollow, but we actually have some things to do
in Cape Claw before we head into the Ocean Force Point Temple for the final
SpellStone. Go down the path and turn right, towards the direction of the
gigantic Krazoa head. When you arrive at the head, you'll find that some bastard
boarded the path up. You can't get through, so jump down into the water and swim
to the beach on your left. Here, go right and into a cave. There's a Portal Door
here. Use your Portal Device to open it. Extinguish the falmes behind it and
you'll be at the SharpClaw Cannon. Use it to aim at the boarded up Krazoa head.
Fire it at the boards to open the way. But we're not done yet. On the right side
of the HighTop, there's a small, fat pillar sticking out of the water.
If you zoom in with your High-Def Goggles, you'll see a crack in it. Fire at the
pillar with the cannon and you'll blow it up. Jump down into the water and swim
all the way over to the destruction site of the pillar. Not only is there a
Bafomdad, but there's a hole that you should drop through. Head down to the open
cave to get the final STAFF ENERGY INCREASE. Head out of the pit and then return
to the giant Krazoa head. Head inside to enter the Ocean Force Point Temple.
+=====---------------------------------------------------------------------=====+
| Ocean Force Point Temple OCEANF2 |
+=====---------------------------------------------------------------------=====+
Until you get to the warp, everything but the electric floor is the same (though
all the puzzles are solved, so that's a plus). Head forward and a gate will open
into a fairly large room. This long puzzle has, fortunately, already been solved
so just head across and climb up the ramp and then head through the gate at the
end. Travel through the tunnel. At the end, you'll be in a beach-like area. Jump
down and go to the back. On the right, climb up the ladder and then climb up the
second one. Go left to find a tough SharpClaw. After defeating it, you'll find a
SpellStone slot. Take out your SpellStone and it'll hover over the slot, opening
the way. Take the SpellStone back and then continue through the tunnel. You'll
come out in a long corridor with lots and lots of blue.
Head forward to find some blue panels. Last time, there were six. This time,
there are nine. If you step on them, there's a three in four chance that you'll
be electrocuted. Turn around and step on the switch. Some panels on the wall will
light up. Memorize the lit up panels (it's different every time you step on the
switch so I can't tell you what it is). Once you have them memorized (since
there's nine now, it's a little harder; you might have to write them down) step
off the switch. Head towards the panels. One of the four in the row will
correspond to one of the lit up panels. Step on the panel that was lit up on the
wall and the whole row will come down. Do this for the next five panels to cross
the electric field.
Go forward and defeat the two SharpClaws. Jump into the water on the left.
There's another large puzzle that you had to solve here but it's done already so
just swim through the tunnel on your right and through the passage at the end.
Climb the brick wall and, since we already actiavted the warp pad, stand on the
warp to teleport to a completely new part of the Ocean Force Point Temple. Head
through the giant doors. The right door, which is the path you took last time,
has locked shut. Instead, the left door is now open. Jump in the water, avoid the
Fungus Turtles, and swim to the left door. Climb up and then head through. A
tough SharpClaw will appear at the end. Kill it and continue in the big, open
area.
Go right and push the block forward and left. Push it into the little slot and
then climb up to the upper ledge. Activate the switch to open another door. Jump
to the ledge opposite the starting one. Then go left and put on the disguise
after stepping on the Disguise Pad. This will open a door in the center pillar.
Head back and jump to the alcove that you just revealed. Switch back to Fox and
hit the switch to slightly raise the water level. It raises it enough so that Fox
can reach the door that you opened. Go forward and defeat the SharpClaw. Enter
the next room. This is a similar puzzle to one that you had to face the last time
you visited the Ocean Force Point Temple. This time, it's a little more difficult
to complete.
Jump into the water and swim to the switch on your right. A timer of two minutes
and thirty seconds will begin. Let me try to explain this the best I can. Below
each statue, there's a switch and below that, there's a colored panel. You'll
notice the flames on each torch are different colors. Each time you hit a switch,
the statue above it will slowly lean forward and dump water onto the torches
below. You have to time it so the torch the same color as the panel gets dumped
on by the same-color statue. Does that make sense? I hope so. If it's the right
color, you'll put the torch out. Otherwise, the torch will remain lit. Each time
you extinguish a torch, the wheel will spin faster and faster. You'll have to get
better and better timing each time, but you should have enough time to get it all
right.
Once that's done, the door will open yet again. Rush down the hallway to enter
another block pushing puzzle. You should remember something like this from the
first time you visited Ocean Force Point Temple so I'm not going to explain it
again. The directions are different but if you have an ounce of intelligence,
then you should be able to figure it out quickly. When it's done, a Rocket Pad
will appear in the first room. Head to it and boost to the upper ledge. Head
around the perimeter until you reach a color-changing flame with a gap between
you and the warp. There's a gem behind the flame. You know what to do. When
that's done, the bridge will extend allowing you to reach the warp. Warp to the
Force Point and place the final SpellStone in it's rightful spot.
A hologram will appear above the Force Point in the core of the planet. It'll
show Dinosaur Planet getting back together. Fox will get all excited about the
completed mission. However, just as the planet gets back together, it splits back
up again. Fox will be confused and Peppy will come on and say that he discovered
a Krazoa Shrine entrance in Walled City. Tricky will mention how he could've
mentioned that (SO WHY DIDN'T HE?) and Fox will tell Tricky that it's time to
return to the Hollow. So, well, do so :)
+=====---------------------------------------------------------------------=====+
| ThornTail Hollow THORN11 |
+=====---------------------------------------------------------------------=====+
The Queen is waiting for you the moment you arrive. She'll tell you that the
Walled City hasn't returned to the planet yet and that the King EarthWalker is
still up there. Fox will determine that the Spirits must have something to do
with it. There's a Krazoa Shrine at the Walled City that we've yet to visit and
that's where we need to go. You should've gotten the High-Def Display Goggles a
LONG time ago but just in case you haven't, you'll need them for the next part so
pick 'em up at the shop (you should have two-hundred Scarabs by now). Now jump in
your Arwing and head to the Walled City.
Mission Briefing: Hurry, Fox! There must be another Krazoa Shrine hidden within
the Walled City. When you land, go directly to the King
EarthWalker. He should be able to tell you where to start
looking.
+=====---------------------------------------------------------------------=====+
| Walled City WALLED2 |
+=====---------------------------------------------------------------------=====+
Head over to the front of the temple and you'll talk to the King EarthWalker.
He'll thank you for returning the SpellStones to the Force Point. Then he'll tell
you that all six Krazoa Spirits must be returned to their rightful points before
the floating lands can return to Dinosaur Planet. Fox will ask the King if he
knows where the Krazoa Shrine is. The King will tell Fox that the Shrine will be
revealed once the Sun and Moon Stones have been returned to their rightful
places. Two doors will then open to areas that you haven't been to. It's time to
get those two stones. Head across the Sun Bridge to enter the SunStone area. This
can be VERY difficult unless you have directions. You have to push all of the
boxes onto the sun symbols.
However, if you hit a wall then you'll have to start ALL over. I worked through
hell figuring this out so give me time. Okay, push the first block (close to the
start) to the right to get it onto a symbol. Head to the one in the upper-left
corner and push it to the closest sun panel (south, against the wall). Now go to
the far block on your right and then push it up and then right onto the sun. Push
the last block up against the previous one, and then onto the final sun panel.
Yeah, that's the solution. This will open up a hole at the top of the temple. Go
up the ledge and take the elevator up. Stand on the panel and take out your
goggles. Zoom through the hole and a huge blast of sunlight will shine in Fox's
eyes, causing him to turn away.
Take the elevator back down and head through the path. In the first room, defeat
the fire bats with your Freeze Blast. Now you have a small block puzzle. Pull the
northern block out and you'll notice how it has a Sun Panel on one side. Push it
south and then to the right. Pull the left block out and push it into the slot
that the first block was in. The Moon Block is now under the blue flame, where it
should be. Now push the Sun Block into the vertical row and pull the third block
out. Push it into the other slot so that the Sun Panel is facing out. Do the same
with the final block and this will open the door. Head in and you'll be faced
with a mini-maze and a somewhat tough challenge. To start it, Super Quake the
sparkling ring.
Now a bunch of sparkling walls will appear, blocking your entrance to the maze.
You have seventy-five seconds to get to the door before it opens. Rush forward
and left and hit the switch to make the wall disappear. Head back and go past the
wall. Take a left and then continue straight until you get to a dead end with a
fire. Put it out and throw the switch behind it. Head back to the junction and
take the other path. Go to the back and turn left. There's a pit here so STOP. If
you fall in, you have to start over from the VERY beginning of the temple. Get
out your Fire Blaster and shoot the switch across the gap. Now take the path that
you passed and follow it until you can go left or right. Go right and burn the
thorns.
Behind it is the final switch. Activate it to take down the final wall. Just head
through the last part of the maze and you should make it easily. Open the Portal
Door and then head into the next room. Get out your Fire Blaster. You have to
shoot three switches behind a rotating wall. This wall has one hole in it and you
can only shoot through that hole. Each time you hit a switch, the wall will
rotate faster and faster. When all three switches are activated, an invisible
bridge will appear and flamethrowers will turn on. Head past the flamethrowers
and take the SunStone in the center of the wall. Now head out of the temple
because you're done here. Back outside in Walled City, cross the bridge opposite
you, the Moon Bridge.
Yet again, you start out with a block puzzle. The solution is different and you
have to push this onto Moon Symbols. Push the southernmost block to the left,
onto a Moon Symbol. Push the block north of that down. It'll hit the block you
previously pushed. Now push the northernmost block left, onto the Moon Symbol.
Push the block that you haven't touched south and then push the last block right
and then north onto the final Moon Symbol. This will open a hole at the top of
the temple. Again, climb the ledge and take the elevator to the top. Stand on the
panel and zoom all the way up through the hole. Another light will blind Fox.
This will open another door. Take the elevator back down and head through the
door that you opened.
Head through the tunnel and then go into the first room. Flip the switch to open
the door. You'll also make some gates rise. DO NOT step on the panels yet. Wait
until the first gate lowers, then rush onto the panels. WALK across the panels
left and right, so that you WALK on a whole row before going to the next one.
Shortly after you step on a panel, it'll fall. If you run, you'll run over all
the panels too quickly before the gate lowers. The moment the second gate lowers,
rush through. Walk even more slowly on the next set of panels since it takes
quite a while to have the third gate lower. When it lowers, rush through and into
the next room. Here, you'll find another sparkling ring. Use the Super Quake on
it.
An invisible maze will appear. Whenever you run into a wall, it'll flash. You
have to go to the right corner, and then go clockwise around the room. You can't
go totally clockwise. That's just the best description I can give. If you do
that, you should reach the end before time runs out. Go forward and then open the
Portal Door. Head into the next room where another rotating wall (with a small
hole) is hiding switches. You have to hit the left first, then the top, and then
the right. The invisible bridge will appear and so will the flamethrowers. These
throwers don't seem to hurt me though, so don't worry about it. Grab the
MoonStone at the end and return to the main temple at the Walled City. This is
where you have to place the Sun and Moon Stones.
Head down into the pit where you freed the King EarthWalker/entered the RedEye's
chamber. Place the SunStone in the red statue and the MoonStone in the blue
statue. The top of the temple will raise slightly and reveal a warp. Head to the
temple and climb to the very top. Before you warp, SAVE. Once you grab the fifth
Krazoa Spirit, you'll automatically fly to the Krazoa Temple and you can't head
back to any other place after that because Rare was on every type of illegal drug
when they created this part. Rare said that they wanted to make games where you
could re-fight the final boss. Well, that's all cool but maybe if they let you GO
BACK TO ALL OTHER AREAS it'd be cool too. But oh well. Anyway, save now and don't
save again if you wish to visit the other places once more.
+=====---------------------------------------------------------------------=====+
| Krazoa Shrine #5 KRAZOA5 |
+=====---------------------------------------------------------------------=====+
There's no turning back now. Once you've colleccted the Spirit, you can't go back
at all. I hope you took my advice and saved. As usual, the first room small and
has a ladder on your right. Climb up it and enter the first big room. Stand on
the switch and stay there until the gate across the gap opens all the way. What
is laid out in front of you is now a set of whirlwinds and flamethrowers. Just
head through, across. Unless you're at super-low health (and if you are, that's
pretty sad) then just head straight through the flamethrowers. The most you
should lose is four units of health. Hover to the other side and head through the
gate. Go left and into the next room, which also has some air vents and a fire in
the middle.
Cross the first air vent and use your Freeze Blast to extinguish the flames
blocking your way. Cross the second vent and turn around. High up in the ceiling
is a switch. It's farther away than usual but it should only take two or three
shots to hit it right. The gate closes quickly, so you need to be close to the
gate when it opens. The next room is also quite simple. Stand on the switch and
wait until the gate opens. Quickly head across the vent and run through the flame
duo (it's no big deal if you're hit and the gate here closes a lot quicker than
usual). Jump the gap to the next ledge and go through the next flame duo. Cross
the gap and head through the gate (you should make it in time). The next room
holds the Krazoa Spirit.
Head over and press A to take the final test. TEST FIVE - THE TEST OF KNOWLEDGE
should be easy if you've paid attention to your surroundings well. You have to
match the items with the levels that you found them in. You have eighty seconds,
which is easy enough. There are six items to match. Start with the one on your
upper left. This is the CloudRunner flute so head to the lower right slot and
place the CloudRunner Flute in. Now head to the upper-central one. This is the
Dinosaur Horn. Head to the center one on the left, which is DarkIce Mines. The
upper right one is the Wooden Block Carving from the LightFoot Village. This is
the central one one your right. Now go to the lower left item. This is the Gold
Tooth from Walled City.
That's the upper-left slot. The lower-central item is a MoonSeed, which goes in
the upper-right slot. The final one is an asteroid. That goes in the only
remaining spot, the lower-left. You'll then pass the final Krazoa test. It'll
jump into Fox's body, as usual. Back in Walled City, Fox will be saying his final
goodbye to Tricky. Fox will give Tricky the Star Fox badge, making him an
official member of Star Fox. Fox will promise to visit the EarthWalkers soon, and
then you'll be able to jump into your ship. You can't go anywhere but Dionsaur
Planet, and even when you go there you'll automatically land at the top of the
Krazoa Palace.
Mission Briefing: Let's go, Fox! Get that Spirit directly back to the Krazoa
Palace! I have adjusted your flight path so that you will land
at the top of the palace. As soon as you get there, head down
inside to released the Spirit.
+=====---------------------------------------------------------------------=====+
| Krazoa Palace PALACE5 |
+=====---------------------------------------------------------------------=====+
This is it. The final spot. Do NOT save here or you'll be stuck at this place for
the rest of the game. You'll land at the top of the palace, right by Krystal.
There's nothing for you to do here, so head down the vent that pushes the air
down. Here, head into the vent and go left. You'll drop down to another vent.
Cross over to the ledge next to you. Go right, which is the quickest way to reach
the tunnel in front of the red torches. Head down and at the bottom, cross the
vent (by the way, the vent appears only at this time so you couldn't of come here
down earlier if you were wondering) to the other side. You'll head out onto a
balcony. Go right and step on the bright light to release the Spirit. At the very
top of the Krazoa Palace, a gate will lower revealing another warp.
Make your way out through the tunnel and into the large chamber again. From
there, head to the top of the chamber and take the air vent out onto the roof
again. Take the warp to a new area. You're on your way to getting the final
Krazoa Spirit. Head forward and as you go through the gate, it'll lower and a
Life-Force Door with one soul will appear. Head around the giant block and climb
the ladder up. The moment you hit the center, General Scales will drop down. This
is it, the final battle. As he approaches you, make a move to slash him.
Suddenly, a disembodied Irish-like voice will speak. He'll tell Scales that his
desire for power overwhelmed him, and that Scales brought him to Krazoa Palace
when came.
The EarthWalkers could see [whoever is talking] but Scales couldn't. The voice
will order Scales to hand over the final Spirit. Scales forcefully does so and
the moment the Spirit leaves him, the General will fall down dead. Couldn't the
voice at least let us fight Scales before it intervened? Damn disembodied voice.
But on the bright side, you have the final Krazoa Spirit! You'll automatically
warp back to the top of the palace. Go forward and surrender the final Krazoa
Spirit. As this happens, the Spirits will fly around Krystal. Fox will get the
feeling that he was tricked and that Krystal won't be saved after all. The
Spirits will fly into Krystal and get... something from her and then the Spirits
will fly into the Krazoa God.
The crystal will explode and Krystal will fall down. Fox will save her with the
staff. The Krazoa Head will rise and shout how it's reborn. Apparently, Krystal
knows it's evil and shouts at it. She'll then take the staff back from Fox and
stupidly fire the Fire Blaster at the Krazoa God. Like that'll help. Fox rushes
to his Arwing, jumps in, and takes off for the skies after the Krazoa God.
+=====---------------------------------------------------------------------=====+
| Final Battle - SPOILERS!!! FINALBA |
+=====---------------------------------------------------------------------=====+
In space, the Krazoa Head will turn around to reveal a farmiliar foe. As if you
haven't already guessed who it is. In a huge twist, it turns out that Andross was
behind this the whole time! Now that he's reborn as the Krazoa God, he has the
power to destroy the Lylat System!
BOSS: Andross
I bet one in twenty of you knew that Andross would be the final boss. It
definitely surprised me. By the way, surprises aren't over yet so don't get all
excited. Okay, Andross has several stages of battle. This is going to be one LONG
battle and (like in every Rare game) the final boss is actually HARD. Yes, hard.
Freaky, I know. The first phase of the battle is quite simple. There are three
weak points in the Krazoa Head. You'll have to fire at the left and right eyes
and at the gem in his forehead. While you're doing this, he'll shoot a giant
laser at you that rotates around the screen. Rotate clockwise around the
perimeter of your area and you should be able to avoid the laser without getting
hit.
Keep firing while you're running away from the laser, but don't stop or you'll
get hit. It only takes ten or so hits to take out a gem so it should be easy.
Once all three weak points are gone, Andross will turn around and show his actual
face. This phase is definitely a lot more difficult than phase one. If you
remember Andross' original attacks in Star Fox 64, then you should recognize
them. Andross will start by swiping his left hand at you. Head to the top of the
screen as he pulls his hand and start shooting at it. You'll hit a gem on his
left palm. When he swings forward, quickly get to the very top of the screen (you
should be there already, but there's a chance you might've had to adjust your
aim) and you'll avoid it.
Then he'll do the same with the right hand (again, move up to the top of the
screen). A second gem is on his right hand, so shoot that as he pulls back to
swipe. You won't get that many hits in, but don't worry. Andross will then clamp
his hands together (again, flying up will help you dodge). While he's pulling
them back, shoot whichever hand. Now Andross will spit out hunks of asteroids and
a couple of silver rings out of his mouth. Shoot the asteroids and MOVE TO ONE
SIDE. With everything out of his... uh, "body," Andross will have to suck
everything back in, you included. Stay to one far side of the screen and barrel
roll in the direction you're in CONSTANTLY. So if you're on the left side of the
screen, barrel roll to the left (since barrel rolls were never needed, the
controls are L and R in case you didn't know).
You may get hit by the asteroids but you'll suffer a far worse fate if you get
sucked up. As in, you'll have to start the battle over (you take damage and he
flips back around). You should be very close to Andross by the time he stops
sucking. Then move back to the middle of the screen. Andross will repeat the hand
swiping/clapping/spitting/sucking maneuver. On the third time, you should blow up
at least one hand. Andross will then be reduced to only slashing with his
remaining hand before spitting out the rocks and trying to suck you up. Once both
hands are gone, it's on to phase three. This is more or less the same as phase
one except Andross has a new (and very frustrating) attack that he throws into
the mix.
At first, Andross will shoot out the regular beam so head around the perimeter of
the screen. There's a brief pause between the first and second attack where you
have time to shoot at one of the three targets before he starts shooting lots and
lots of missles. These missles are pretty much the exact same type as the ones in
Dragon Rock were except the target is you this time (no, really?). The best thing
to do is to move clockwise around the screen again. The missles can still hit
you, but it's your best form of defense. You can also try to shoot the missles,
but you'll never be able to get all of them. DO NOT aim for the gems when the
missles are being fired or you'll take LOTS of damage. Once you've gotten rid of
the three gems, phase four will begin.
Luckily, you've seen the last of the Krazoa God part of the battle. It's only
Andross from here on out. At the start, the phase seems exactly like phase two
but... well, it's not. Again, Andross will swipe at you with his left and right
hand, then clap them together. Again, you'll want to aim for the gems on his
palms. After that, he'll (once again) send things out from his mouth and try to
suck you in again. But then he'll raise his right palm and shoot out the same
laser that he shot at you in the beginning of the battle. Don't try to shoot his
palm during this (though it's very vulnerable) because you'll get hurt. Bad.
Dodging this is the same way as dodging the original laser. Move in a clockwise
direction around the perimeter.
He'll then fire the same laser with his left palm. This time, you want to go
counter-clockwise around the perimeter of the screen to avoid getting hurt. After
that, the attack pattern will start over once more. Continue to shoot his hands
and, one by one, they'll blow up. Then Andross will unleash a new type of
inhaling technique. This traps Fox in the center, where he can't move at all. It
looks like the end is near for you when suddenly, you're saved by none other than
Falco! He'll fire a bomb at Andross, which freaks him out and stop the inhaling.
After a gretting from Falco, the battle will continue. Here comes the final
phase, phase five. Andross no longer has his hands so you only have to worry
about three attacks: the exhaling (grab the silver rings since you're health is
probably gone less than halfway down), the missles (yes, he carries is extremely
frustrating missle attack over to this phase).
Then Andross will exhale once more. Look out for Falco's ship now. It'll dive
bomb in front of you and drop a supply crate containing a bomb. You MUST GET THIS
BOMB. Now wait until Andross starts to inhale. It's in the super-inhale attack,
so you're trapped unless you fire the bomb into his mouth. This will make his
head transparent and Andross' greatest weak point will appear: his brain (it's
been his brain in every game, why stop now?). A health bar in the form of a meter
will appear below. This is the health for the brain. Shoot it as Andross moves
around the screen wildly. He'll pull back and try to ram you, which can be
avoided if you move to the opposite side of the screen that you're on. There's NO
chance that you'll take out the brain the first time.
This strategy will repeat for the rest of the battle. If it weren't for the damn
missles, you could win in no time. But no, the missles make it hard. Some people
might have to develop their own strategy. Barrel rolling while moving around the
perimeter works for me best. You should take away at least a quarter of the
health of his brain each time you shoot at him. When his brain health is gone,
it'll explode, Andross will explode, the Krazoa God head will explode, and the
Krazoa Spirits will fly out and back down to Dinosaur Planet.
+=====---------------------------------------------------------------------=====+
| Endgame ENDGAME |
+=====---------------------------------------------------------------------=====+
Once again, Andross blows up in an explosion so big, it's hard to outrun.
Luckily, this is space so Fox and Falco easily make it. Falco flies off without a
word to Fox and Fox will fly into the entrance of the GreatFox. A scene will show
the real Dionsaur Planet getting back together again thanks to the Krazoa
Spirits. At Krazoa Palace, all of the SharpClaws are celebrating now that they're
free of General Scales' power. Fox will wave to them and fly off. In the
GreatFox, the Star Fox team will be celebrating and General Pepper will appear.
The King and Queen EarthWalker thank you for saving Dinosaur Planet and Tricky
apparenlty says "Hi." Fox will explain to General Pepper that Andross seemingly
the power of the Krazoa and by trapping Krystal, who had the ability to channel
this power, he was able to use this power to revive himself.
After General Pepper transfers out, he'll mentioning that he's transferring the
fee as they speak. Falco will appear and say how he wants to be back with the
Star Fox team once more. After a very brief hesitation, Fox will welcome him
back. Then Peppy will give Fox a message from Krystal. As the message plays,
Krystal will appear in the Great Fox. Wow, perfect timing. QUICK FOX, NOW'S YOUR
CHANCE! Uh... sorry... yeah... that's the ending.
===================--------------------====================-------------------
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |%%%%% ThornTail Store %%%%%| THORNTA |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
-------------------====================--------------------===================
To reach the ThornTail Store, you'll need to go to the left side of the river in
ThornTail Hollow. Follow the wall and you'll get to a brick portion with a hole.
Climb down the hole and then head down the passage. When you climb up the ledge,
you'll enter the ThornTail Store. A little further down, you'll meet the
Shopkeeper. This is a freaky, floating dinosuar that talks really weird. He's a
bastard that always tries to steal and cheat, but he is fair when it comes to
betting. In reality, he wouldn't but this is a game where you... wait, this would
never happen in reality. Damn. Anyway, there are tons of things you can buy at
the shop. Some of them are at good deals but others are insane. I'll give you the
list price and then the lowest bargain price.
I'll also tell you if something is a good deal or not.
+----------------------------+
|LEFT ROOM: NATURAL RESOURCES|
+----------------------------+
|_________________________By natural resources, I mean items that you can
find simply by searching around Dinosaur Planet.
Most of them can even be found in ThornTail Hollow
itself! Pretty much all of these are bad deals but
if you're ABSOLUTELY desparate and have money to
spend, then stop by this area.
***Firefly***
List Price - 10 Scarabs (BAD)
Bargain Price - 7 Scarabs (OKAY)
***Bomb Spore***
List Price - 5 Scarabs (OKAY)
Bargain Price - 3 Scarabs (GOOD)
***Fuel Cell***
List Price - 10 Scarabs (GOOD - Only when DESPARTELY NEEDED)
Bargain Price - 8 Scarabs (GOOD - Only when DESPARTELY NEEDED)
***GrubTub Fungus***
List Price - 12 Scarabs (BAD)
Bargain Price - 12 Scarabs (BAD)
***PukPuk Eggs***
List Price - 15 Scarabs (OKAY)
Bargain Price - 10 Scarabs (GOOD)
***PukPuk Egg***
List Price - 6 Scarabs (BAD)
Bargain Price - 4 Scarabs (BAD)
***Dumbledang Pods***
List Price - 10 Scarabs (BAD)
Bargain Price - 8 Scarabs (BAD)
***Dumbledang Pod***
List Price - 3 Scarabs (OKAY)
Bargain Price - 2 Scarabs (OKAY)
+---------------------------+
|MIDDLE ROOM: KEY ITEMS/MAPS|
+---------------------------+
|_________________________This is a room that you should empty early out in
the game. By early, I mean before opening the
first gateway to a SpellStone level. I'll list the
items here in order of importance. Most of these
are good deals, but some of them can be a little
rip-off.
***Rock Candy***
List Price: 10 Scarabs (GOOD)
Bargain Price: 9 Scarabs (GOOD)
***SnowHorn Artifact***
List Price - 130 Scarabs (OKAY)
Bargain Price - 110 Scarabs (GOOD)
***Firefly Lantern***
List Price - 20 Scarabs (GOOD)
Bargain Price - 18 Scarabs (GOOD)
***Hi-Def Display Device***
List Price - 20 Scarabs (GOOD)
Bargain Price - 18 Scarabs (GOOD)
***Bafomdad Holder***
List Price - 20 Scarabs (GOOD)
Bargain Price - 18 Scarabs (GOOD)
***Tricky's Ball***
List Price - 15 Scarabs (OKAY)
Bargain Price - 11 Scarabs (OKAY)
***Krazoa Palace Map***
List Price - 5 Scarabs (GOOD)
Bargain Price - 3 Scarabs (GOOD)
***Dragon Rock Map***
List Price - 5 Scarabs (GOOD)
Bargain Price - 5 Scarabs (GOOD)
***Ocean Force Point Temple Map***
List Price - 10 Scarabs (BAD)
Bargain Price - 8 Scarabs (OKAY)
***Cape Claw Map***
List Price - 5 Scarabs (OKAY)
Bargain Price - 3 Scarabs (GOOD)
+--------------------+
|RIGHT ROOM: ALL MAPS|
+--------------------+
|_________________________This is another room that you should empty out
early in the game. The more maps you have, the
better. And if you get all of them at once,
then you don't have to worry about going to the
ThornTail Store every time you're about to enter
a new area. I won't say if this is a "GOOD" or
"OKAY" price because basically all of these are
good deals, except for the list price of the
Volcano Force Poitn Map.
***Volcano Force Point Temple Map***
List Price - 10 Scarabs
Bargain Price - 7 Scarabs
***ThornTail Hollow Map***
List Price - 5 Scarabs
Bargain Price - 4 Scarabs
***SnowHorn Wastes Map***
List Price - 5 Scarabs
Bargain Price - 4 Scarabs
***Moon Mountain Pass Map***
List Price - 5 Scarabs
Bargain Price - 4 Scarabs
***DarkIce Mines***
List Price - 5 Scarabs
Bargain Price - 5 Scarabs
***CloudRunner Fortress Map***
List Price - 5 Scarabs
Bargain Price - 4 Scarabs
***LightFoot Village Map***
List Price - 5 Scarabs
Bargain Price - 5 Scarabs
***Walled City Map***
List Price - 5 Scarabs
Bargain Price - 5 Scarabs
Thanks to Jim Avery's Shop Guide
(
http://db.gamefaqs.com/console/gamecube/file/starfox_adventures_price.txt) for
accurate Bargain Price information.
+--------------------+
| GAME ROOM |
+--------------------+
|_________________________The Game Room has two different entrances, and
then it's a long tunnel to the actual room.
Here, I'll simply explain the rules and a very
small strategy for this risky betting game.
Talk to the ShopKeeper in here and he'll then tell you to select the amount of
Scarabs you wish to gamble. You can gamble up to ten Scarabs at once but note
that the more you throw in, the riskier the game becomes. You see, after you
choose your bet, the ShopKeeper will throw the amount of green Scarabs you
selected into the pit. He'll also throw an identical amount of purple Scarabs in
the pit. You have a limited time to collect all the green Scarabs. If you succeed
in getting all of the Green Scarabs, you'll get twice as many Scarabs as you
gambled. However, if you touch a single purple Scarab, then you'll loose
everything but what you had already gotten so far (so if you get nine green
Scarabs and you bet ten, and then you hit a purple one, you'll lose one Scarab
instead of ten).
I always go below seven Scarabs, since betting more than that is very risky. You
need to be careful in the pit. If you're going for a green Scarab, and you think
that a purple one will hit you, get away! If there's even a chance of losing,
it's not worth taking. The time limit is good enough anyway, so don't worry.
***SECRET IN THE THORNTAIL STORE***
When you're done with the game room, turn around and head into the tunnel. You
have a choice of going left or right. Ignore them and go straight through the
wall. Follow a hallway to the end, where you'll find a VERY big rock. Lift it up
with your Staff (you have to be efficient at pressing the A button for this rock)
and out will pop three red Scarabs, or thirty Scarabs total! They replenish
whenver you leave ThornTail Hollow. So, along with the Scarabs outside, you can
get an easy eighty Scarabs each visit in ThornTail Hollow!
===================--------------------====================-------------------
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |%%%%% Cheat Tokens %%%%%| TOKENCH |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
-------------------====================--------------------===================
Cheat Tokens are, unfortunately, the only sidequest that you're going to see in
Star Fox Adventures. And it's not even a very long one. To do this, you'll need
the following: at least 160 Scarabs, about nintey minutes of time on your hands,
and some patience. Oh, and a good sense of direction. There are eight wells
scattered throughout Dinosaur Planet (not DarkIce Mines, CloudRunner Fortress,
Walled City, or Dragon Rock). There is a Cheat Token Maze that the WarpStone can
take you to. Inside, you have to try and find the well in the middle of the maze.
There, you can throw your Cheat Tokens in for rewards. Here's the location of
each Cheat Token as well as the reward the Cheat Token gives you:
CHEAT TOKEN 1 - ThornTail Hollow
|
|___The first Cheat Token is extremely easy to find. Simply head
into the ThornTail Store and you'll find the well right in the
center of everything. If you throw this token into the maze,
you'll get the ability to see the credits.
CHEAT TOKEN 2 - Ice Mountain
|
|___The second Cheat Token is also fairly simple to get. In the
very first area of Ice Mountain (the area that you're warped
to when you use the WarpStone) head to the very back wall.
Plant a Bomb Spore here and blow it up to take down the wall.
Behind the wall is the second well. This Cheat Token (when
thrown into the maze) will give you the ability to use the
Sound Test.
CHEAT TOKEN 3 - SnowHorn Wastes
|
|___In the area where you free Garunda Te, swim downstream in the
river. At the end, go on shore and you'll find the well just
sitting there. This Cheat Token will give you a message about
who really is the mastermind behind General Scales' plot.
CHEAT TOKEN 4 - Moon Mountain Pass
|
|___In the area where you plant the MoonSeeds to reach the Krazoa
Shrine, you should find another MoonSeed dirt patch on your
left. Planting a seed there will allow you to reach another
well. This Cheat Token gives you the best reward (I think) which
is the ability to switch the language to Dinosaur Language. I
think it's worth replaying the game just to see the cinemas in
this language.
CHEAT TOKEN 5 - Cape Claw
|
|___Right before you visit the Ocean Force Point Temple a second time
to deposit the final SpellStone, you'll need to use the cannon to
blow open the doors. You can also use the cannon to reveal a
Cheat Token Well. Blast the wall near the entrance area (on the
lower deck) to reveal a hole which leads to the well. This is a
fun one: you get to play the game in black and white!
CHEAT TOKEN 6 - LightFoot Village
|
|___Once you complete both LightFoot Tests, talk to the mother of the
three missing babies. She'll tell you to retreive her kids. Do so
(it's fairly simple) and she'll allow you to reach the sixth
well. This Cheat Token gives you a second message which says that
somebody still cares about you (it isn't James McCloud for sure,
so I'm totally stumped on this one).
CHEAT TOKEN 7 - Volcano Force Point Temple
|
|___You can get this Cheat Token on your way to delivering the third
SpellStone. After using the SpellStone to open the large doors,
go into the next room and drop off the left side. Plant a
MoonSeed in the dirt patch and climb it up to reach the well.
This will give you a message from Jamse McCloud (Fox's father for
those who don't know... you had to rescue him in Star Fox 64).
CHEAT TOKEN 8 - Ocean Force Point Temple
|
|___On your way to delivering the final SpellStone, you can get the
final Cheat Token. After passing the electric panels, look to
your right. Head to the Portal Door and use your Portal Device to
open it. Behind the door is the final Cheat Token Well. This
gives you a message about how an old friend will disappear in the
near future. I think this means that Rare is going to leave
Nintendo right after Star Fox Adventures is completed.
===================--------------------====================-------------------
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |%%%%% Enemy List %%%%%| ENEMYLI |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
-------------------====================--------------------===================
+=====---------------------------------------------------------------------=====+
| SharpClaws |
+=====---------------------------------------------------------------------=====+
All of the SharpClaws are under the command of General Scales. They actually
don't like the General, but they have no choice (he'd obviously destroy them
otherwise). SharpClaws come in many different shapes and sizes. They also get
more and more health and their armor gets beefed up. For example, the start of
the game has SharpClaws with nothing but a club that they can strike and block
you with. However, you'll move on to SharpClaws with shields, and then unusally
large SharpClaws that have big shields and swords. For the most part, all of them
are easy to defeat. The first few SharpClaws have horrible reflexes. If you
strikke at a bad time, then they'll be able to block your attacks by using their
club.
If you are quick, you can get in past their club. The following part of this
guide applies to ALL SharpClaw enemies. Once you've gotten bast their
weapon/shield, then they are defensless. They won't have time to get their shield
back and ready since you'll be whacking them so much. Even after they fall onto
the ground, continue to whack them so they don't recover from the blows. For the
larger and tougher SharpClaws, getting past their shields is quite diffiuclt. You
have to strike at JUST the right time, or they'll always get you. Slightly after
they lower their shield to strike you is the time to swing your staff at them. If
it doesn't work, they'll bring their shield back around. You can see most
SharpClaws in groups.
Rare had the extremely stupid idea of having SharpClaws not ganging up on you.
What do I mean? Well, if you get into a group of two or more SharpClaws, you'll
automatically focus on one. The others will just stand around and wait for you to
finish attacking. This works to your advantage (obviously) so never try to fight
more than one at once. While you're fighting one, another might get in the way
and you'll whack it automatically. Don't worry about it though. Just focuse one
the one your'e attacking.
+=====---------------------------------------------------------------------=====+
| Wraith |
+=====---------------------------------------------------------------------=====+
The Wraith is the most common enemy in the Krazoa Shrines and in the Krazoa
Palace. These guys are the very first enemies you'll see in the game, when you're
playing as Kyrstal. Since they're the first enemy that appears in the game, they
can't be tough. And they're not. They barely hurt you and they are extremely
slow. That's not to mention that they only take one shot to kill. The only thing
the Wraiths can do is whack you with their tentacles, causing one health unit to
vanish. Ooooh, they took away a single unit! They are probably annoying more than
any other time at the beginning of the game. This is because you don't have a
weapon and you have to carry the Fuel Barrels all over the place. And if a Wraith
hits a Fuel Barrel, the barrel will explode.
It'll kill the Wraith, but also damage you. At the start, I suggest just throwing
a Fuel Barrel at a Wraith if they get too annoying. As Fox, whack it with your
Staff or take it out with your Fire Blaster if you don't want to risk getting
damaged (say you only have a unit of health left or something, but that's rare).
+=====---------------------------------------------------------------------=====+
| Bloops |
+=====---------------------------------------------------------------------=====+
A Bloop is a flying enemy that will schreech and dive-bomb Fox. It's certainly a
strange name for an enemy (I have NO clue where Rare got that name). Anyway,
these bird-like creatures will stalk you until you leave the area or until one of
you is dead. They can be extremely annoying since if you don't take them out,
they'll just keep hurting you. You can try to outrun them, but they'll capture
you eventually and from there, you'll have to put up with their stabs and pecks.
Since they fly around in the air, it should be obvious that the best way to put
up with these guys would be to use your Fire Blaster from afar. From up close,
let them come to you and then whack them with your staff. I suggest using the
Fire Blaster so you don't get hurt.
Even if you don't know that they're there, their schreech will warn you to get
ready to use your Staff (since by then it'll be too late to use your Fire
Blaster).
+=====---------------------------------------------------------------------=====+
| Red Fungus Mushrooms |
+=====---------------------------------------------------------------------=====+
The Red Fungus Mushrooms are the giant red Funguses that populate the area of
ThornTail Hollow (mainly). A few can be found in other areas, but in the Hollow
(especially under the well) there's the biggest problems. The Red Funguses can
sense when you're near them. When they do, they'll twist and turn and release a
type of poisonous gas. Even if you're running past them, this is very difficult
to avoid. If you roll, you greatly increase the chances of avoiding the gas but
you still have to be far fromo the Fungus and you have to roll at just the right
time (so you don't get up while still in the mist of the poisonous gas). These
are often found in groups so it can be hard to roll past one without getting
damaged by another.
The Red Fungus Mushrooms can never be completely destroyed. If you whack them
with your Staff (bad idea, since you'll just end up getting damaged) or if you
shoot them with your Fire Blaster, then you can stun them temporarily. If you're
at low damage, that's what you should do before running through a field of
Funguses.
+=====---------------------------------------------------------------------=====+
| Bat |
+=====---------------------------------------------------------------------=====+
Bats are mostly found in caves (duh) and they are similar to the Bloops, though
not near as annoying. The bats will usually do one pathetic attempt to chase
after you if you're running, but then they'll give up. If you stay in their
section of a cave for a while, they'll dive at you and damage you when they fly
into you. A single whack with your staff will destroy them but you can also take
them out with the Fire Blaster, which is the more sensible idea. There's a second
type of bat as well. This bat is tougher to defeat, but it is still extremely
stupid. The Fire Bat is lit up in flames and it'll charge at you. You can't
destroy it with simply your Staff or your Fire Blaster. The only way to defeat
them is by using the Freeze Blast.
They usually fly right into it, destroying them instantly. That's all there is to
it to bats. If they give you trouble, then sorry but it's sorta sad :)
+=====---------------------------------------------------------------------=====+
| Fungus Turtle |
+=====---------------------------------------------------------------------=====+
The Fungus Turtle sounds like the Red Fungus Mushroom but it's... well, not.
These guys swim around in water. They are found most commonly in the Ocean Force
Point Temple (gee, I wonder why...) where you can see a lot in certain points in
the water. They will swim around inside their shell, but then their shell will
pop up. This reveals a weak interior. The Fungus Turtles are fast and if you try
to get away from them in the water, they'll catch you. They are VERY frustrating
since you can't destroy them easily. You can't hurt them in the water since you
can't use any weapons. The only way to hurt them is from land by using your handy
Fire Blaster. Wait until they open up and reveal their soft, weak point. Fire a
single shot in to kill a Fungus Turtle.
This is usually more trouble than it's worth, since once you get to a certain
point in the water, the Fungus Turtles will stop following you.
+=====---------------------------------------------------------------------=====+
| RedEye Dionsaurs |
+=====---------------------------------------------------------------------=====+
The RedEyes have absolutely nothing to do with General Scales (they just happen
to have one of the SpellStones that General Scales gave them... I'm half
convinced that they hate him anyway) and they really don't have anything to do
with the EarthWalkers either. They're their own, vicious tribe that simply wants
to protect their turf. There's only four of them in the entire game, five if you
count the RedEye King. They make their home at Walled City. At first, you won't
be able to harm them at all. Nothing, not even a Fuel Barrel or a Ground Quake,
will take care of them. You have to first locate the Super Quake that's in Walled
City (you should get it about halfway through your Walled City adventure). This
is an upgraded version of the Ground Quake.
Rush over to a RedEye and use the Super Quake. This is so powerful, it'll flip
the RedEye over. The RedEye will stay on the ground, flipped over, only for a
short period of time. Rush to one of the two points that have the Fuel Barrels
and pick one up. Throw it at a flipped RedEye and if it hits, then the RedEyes
will die. RedEyes attack in a simple manner: they see you, they charge. It's
difficult, but possible, to outrun them. If you roll constantly, you'll get to a
point where a RedEye gives up trying to chase you.
+=====---------------------------------------------------------------------=====+
| FireCrawler |
+=====---------------------------------------------------------------------=====+
The FireCrawlers are another tribe that make their home on Dragon Rock. They
simply want to protect their own turf just like the RedEyes. However, they are
easier than the RedEyes to defeat, though they can cause more damage. When you
approach a FireCrawler, it'll try to whack you. It doesn't chase you, since
they're way too slow to compete with Fox's running speed. They'll then curl up
into their shell, which lights on fire. If you touch it, you'll get lit on fire
also. You want to use your Freeze Blast when their head is sticking out. When you
freeze their head, you'll freeze the whole body. Now whack the FireCrawler once
with your staff. This will eliminate it for good. FireCrawlers aren't that
popular around Dragon Rock.
There's probably less than ten of them, and you only need to actually eliminate
two of them to open up something. The rest can be left alone if you wish.
+=====---------------------------------------------------------------------=====+
| Ground Burrowers |
+=====---------------------------------------------------------------------=====+
There are two types of Ground Burrowers. One of them can move around the area and
the other one stays still. They basically both do the same thing, which is burrow
in the ground when you get close and when you're far away, they'll shoot at you.
They are mostly found on the beaches in Cape Claw. They can be extremely annoying
as well. If you're trying to run somewhere but a Ground Burrower pops up, you'll
auotmatically lock on. Then when you de-lock and try to run away, it'll pop up in
front of you again so you'll lock on once more. The best thing you can do is to
kill them. Simply run up to them and whack them with your Staff a lot to
eventually defeat a Ground Burrower. Sometimes, they'll burrow into the ground
before you can whack them enough to defeat them.
This can be extremely annoying, but it can't be avoided. If you start whacking
too late, then you won't be able to kill them before they retreat. You have to
start using your Staff just as you get in range of these guys and you should kill
them as they are burrowing down.
+=====---------------------------------------------------------------------=====+
| Kalda Chom |
+=====---------------------------------------------------------------------=====+
The Kalda Chom is an enemy on Moon Mountain Pass that can be a very irritating
creature unless you know how to defeat them. These guys won't actually start to
appear until you drop off your first SpellStone at the Volcano Force Point
Temple. Then you'll need to defeat as many as possible because they drop a very
important item (the MoonSeed, which I explain in the Items chapter). Anyway, they
spit out little green ball-like things at you which can damage Fox if you're not
careful. They don't home in or anything so just sidestep to the left or right to
dodge them. The Kalda Choms have some of the best armor out of any enemy in the
game. Just like the RedEye, you can't actually defeat them with your attacks
until you get a new attack.
After you pick up the Ground Quake, you'll be ready to fight these guys. When
they pop out of their holes, use the Ground Quake. If it hits them, they'll be in
so much pain, they'll stop their attack and spin around wildly. There's a purple
circle on the back of their bodies. Whack this once and they'll turn around,
ready to fight once more. Do another Ground Quake to stun them and whack the
purple circle a second time. This will cause them to die and leave a MoonSeed
(which you get automatically) behind.
+=====---------------------------------------------------------------------=====+
| Spybot |
+=====---------------------------------------------------------------------=====+
Spybots are robots that are found only in CloudRunner Fortress. Since Scales has
taken control of the entire place, you'll find these guys EVERYWHERE. They have a
light in front of them and if you walk in that light, then you'll be in their
line of sight. HAHAHA that rhymed. Sorry... Anyway, the moment you step into the
light, their sensor will go off and you'll be zapped with a jolt of electricity.
This can't be avoided, so you just have to make sure that you don't actually head
into their light. They can't be destroyed, but you can temporarily stun them by
using the Fire Blaster. In one courtyard-like area (where you have to activate
three switches to get orbs) they can be very irritating. Something better than
stunning the 'bots is to use your Disguise.
As a SharpClaw, you won't be zapped even if you stand in front of the SpyBot
and... uh... nevermind. Anyway, you won't be zapped. Only problem about the
disguise is that you can't do anything but move around, so you'll still have to
switch back to Fox occasionally.
+=====---------------------------------------------------------------------=====+
| Cannonbots |
+=====---------------------------------------------------------------------=====+
Cannonbots are only found on Dragon Rock, and there are only four in the game.
Once you destroy them, then they'll disappear for good. And that's a good thing,
since they are one of the most annoying enemies in the game. When they see you,
they'll fire a bunch of laser balls with very, very, VERY good aim. They know
where you're going to run so they'll fire in that area instead of where you are
standing at the moment when they fire. It's best to avoid them all together until
you figure out how to destroy them. If you look, you'll notice that all
Cannonbots are surrounded by a blue sphere. This is actually a shield that can
resist pretty much everything, so all of your attacks against the Cannonbots will
be useless.
After you free the EarthWalker from its cage, it'll offer to help you defeat the
Cannonbots. There are four Shield Generators around Dragon Rock. They all look
like green blocks and they're destroyed by smashing into them using the
EarthWalker. For locations of the Shield Generators, check the Dragon Rock part
of the guide. Anyway, each Shield Generator correspons to the Cannonbot closest
to it. Once all four shields are out, get out your Fire Blaster. FROM A DISTANCE
you'll want to shoot at the Cannonbots. Only three or four hits will blow them up
once they no longer have their shields.
+=====---------------------------------------------------------------------=====+
| Spike Plant |
+=====---------------------------------------------------------------------=====+
These things remind of the Audrey II. And yes, nintey percent of you don't know
what I'm talking about becuase ninety percent of you suck :) Anyway, the Spike
Plants are found in mazes. Pretty much any type of maze. The Cheat Token Maze,
the Walled City mazes, the LightFoot Village maze, etc. When you get near them,
they'll lash out their "tounge" and stab you with their spikes. This can be
damaging and annoying. They are never found on the sides of walls. No, they're
found in corners. For example:
-------------+
SP|
----------+ |
| |
| |
| |
| |
The Spike Plant will be on the northern wall. The only way to defeat these guys
is to use your Freeze Blast on their tongue. This freezes the whole plant. Then
you'll want to slash it with your Staff. It's more trouble than it's worth
though, since you can just run past and you'll only lose a unit or so of health.
You can live with that, can't you?
+=====---------------------------------------------------------------------=====+
| TreeEyes |
+=====---------------------------------------------------------------------=====+
The TreeEyes are found in the SnowHorn Wastes. In some of the trees, there are
holes. Inside, you can see two green, evil eyes. These things will shoot green
balls at you and if they hit, you'll be damaged. It's very simple to kill these
guys. You simply have to use your Fire Blaster and shoot one shot at the eyes.
This will wipe them out for good and make the tree fall down. Sometimes this is
required to crate a bridge or a path up to something. That's all there is to
these guys. They don't move at all, they fire about a shot every ten minutes, and
they have very weak defenses.
===================--------------------====================-------------------
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |%%%%% Legal Info %%%%%| LIFO |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
-------------------====================--------------------===================
+----------------------------------------------------------------------------+
|MAJOR NOTE: This FAQ will be hosted by ONLY GAMEFAQS.COM, IGN.COM, |
|NEOSEEKER.COM, AND GAMENOTOVER.COM! NO! YOU CANNOT PUT THIS ON YOUR SITE! No|
|matter how many times I say don't, WAY too many people take my FAQs without |
|my permission. I have grown to trust only these four sites, who haven't |
|actually stolen any type of work from people. Even if you want my FAQ, sorry|
|but thanks to some certain sites, only these four are allowed to host it. |
+----------------------------------------------------------------------------+
Note that if you DO steal my FAQs, you will regret it. Seriously regret it.
Stealing someone's work without asking is something that FAQ writers get really
pissed off at. Stealing someone's work and crediting someone else for it is
PLAGIARISM! That is a SERIOUS violation and I assure you, you'll pay dearly if
you plagiarize any of my work.
===================--------------------====================-------------------
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |%%%%% Contact %%%%%| CIFO |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
-------------------====================--------------------===================
~~~~~~~~~~~
AIM Contact
~~~~~~~~~~~
I tried, I really did, for nearly a year to allow people to IM me for questions.
However, people seem to not respect the rules. I understand that there were many
that did, and I'm sorry this had to happen, but I am moving to a closed list.
There have been many pointless IMs, including people who bash, advertising
people (0_0), spammers, and people who "wnt to maek convursashon bye tlking liek
thiz" which gets incredibly annoying. So it's only e-mail now, sorry.
~~~~~~~~~~~~~~~~~~~~
E-mail contact rules
~~~~~~~~~~~~~~~~~~~~
My e-mail address is
[email protected]. There are a few things that
you can e-mail me about, and few things that you can't. First the
things that are okay.
Information on the game. No this does NOT mean full world guides,
because if it isn't there I haven't gotten to them yet but I will. It means
additional TIPS on beating a world or correcting information that I messed up.
Secrets are _TOTALLY_ accepted.
Praise mail. I used to be against this, but now I realize how rare praise really
is. Just don't send me things like, "Yer faq is kewl, lol!!!"
Suggestions for the FAQ. Something like, "Why don't you add such and
such in your FAQ. NOT "Why don't you totally re-do your FAQ because it
sucks!" That is just plain rude and annoying. If you don't like my
FAQ, tell me things to make it better!
The things that you CAN'T e-mail me about are...
Spam. This is the NUMBER 0NE thing that you must not send. I get at least twenty
spam e-mails a day and I don't need yours it doesn't help. Please don't send
any.
Asking permission to use this FAQ. No, you can't, so don't bother. Only four
sites, which I have listed at the top of the guide, can use this FAQ.
Hate mail. No I don't appreciate it if you send me an e-mail saying, "Your FAQ
is
the biggest piece of **** ever created! It sucks!" That just
fills up my inbox and it really annoys me.
Spelling/Grammar mistakes. I used to get about ten e-mails a day
saying, "You spelled these two words wrong." or something like, "You
used inappropriate grammar in this chapter." Please people! I can find
those on my own!
And that wraps up the contact. Once again my e-mail is:
[email protected]
===================--------------------====================-------------------
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |%%%%% Credits/Closing %%%%%| CRCL |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
-------------------====================--------------------===================
CJayC: His awesome game site, and for posting this guide on it.
__
/ _|
_ __ ___ ___ | |_ _ __ ___ __ _
| '_ ` _ \ / _ \ | _|| '__| / _ \ / _` |
| | | | | || __/ | | | | | (_) || (_| |
|_| |_| |_| \___| |_| |_| \___/ \__, |
__/ |
|___/
You can check out all of my other work at:
http://www.gamefaqs.com/features/recognition/11408.html
This FAQ is copyright 2004-2005 Colin Scully.
CREDITS
Rich (Gbness) for the ASCII art you see at the top.
CyricZ's guide, where I got the names of some of the enemies.
Jim Avery's shop guide, where I got the info for bargianing for some items.