text:
Star Fox Adventures
FAQ/Walkthrough by DTran
Version: 1.01 | Updated: 03/09/03 | Search Guide | Bookmark Guide
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Star Fox Adventures: Dinosaur Planet By: Legomondo (David Tran) Version: 1.01 (Last Updated: 03/09/03) Game System: Nintendo GameCube =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TABLE OF CONTENTS 1. Version 2. Introduction 3. Characters 4. Basics 5. Walkthrough 6. Upgrades 7. Items 8. Enemies 9. Miscellaneous 10. Legal Information 11. Thanks =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[1. Version]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 03/09/03 - 1.01: Added a new site, took out the ASCII art, and fixed the amount of characters per line. 12/04/02 - 1.00: Heh, I changed it from FINAL to Version 1.00 as it just doesn't seem right. 10/12/02 - Final: Everything is now complete. This is the FINAL update. 10/12/02 - 0.98: Added some ASCII art which I hope is readable. I've found it to be effective about 3-4 meters away, the top part at least. Added a little bit to the miscellaneous about Tricky. 10/09/02 - 0.97: Uh, oops. Fixed the line breaks. 10/09/02 - 0.96: Revised my introduction. It's my birthday, it's my birthday! Seriously, it is my birthday today. 10/07/02 - 0.95: Finished everything. I'll leave this version as it is to be able to check for mistakes, comments, etc. before the FINAL version. 10/05/02 - 0.60: Big update, redid the title to this FAQ, added a partially completed Miscellaneous section, and finished the walkthrough. Hope you like the diagrams. 10/04/02 - 0.50: Finished up to the end of Walled City revisited. 09/30/02 - 0.30: Finished up to the second Krazoa Shrine. Next update will cover a lot more. 09/28/02 - 0.15: Finished up to CloudRunner's Fortress. 09/27/02 - 0.10: Got up to DarkIce Mines and wrote some of the walkthrough for it. Finished some more of the basics. 09/27/02 - 0.04: Got a little bit done. Update will be real soon. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[2. Introduction]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Welcome to my Star Fox Adventures FAQ/Walkthrough. I've been waiting for this game for quite a while now, and I finally got it for my birthday. However, I opened it a little early which is why I have it completed. Yah! Unfortunately, this game will be the last Rare (Company in United Kingdom) makes for the GameCube exclusively. Whether or not they'll make some more, will be determined by Microsoft I guess due to the fact since they did buy the company. Anyways, I'm not here to discuss the future of any company, so don't email me about it! I'm no master about the subject and I don't plan to. All I ask is that you find this FAQ to be useful, and above all things, easy to read and understand. Don't hesitate to Rate this FAQ, whether it is good or bad. - Legomondo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[3. Characters]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - Taken from the Instruction Manual Fox McCloud: Eight years after the defeat of Andross, Fox McCloud has matured as a leader and continues to be recognized as a great hero. He's still an active pilot, and his many skills with weapons and martial arts are often called into play. Tricky: It's hard to believe that the mischievous Prince Tricky will one day rule the EarthWalker Tribe. And with his father imprisoned, the future of the world looks bleak: could an unlikely partnership be the only hope for Dinosaur Planet? Falco Lombardi: Falco Lombardi left the team several years ago and hasn't been seen since, though one thing's for certain: whatever the circumstances, Falco and Fox will always maintain a strong friendship. Krystal: The only survivor of her doomed home planet of Cerinia, Krystal roams the galaxy in search of answers. When a distress call draws her to a small planet in the Lylat system, Krystal suspects that she may finally be drawing closer to the truth... Peppy Hare: Although retired as a pilot, Peppy Hare has close ties to Fox and remains on the team as an effective advisor. Despite his increasing absent- mindedness, he is still well-respected by everyone. Slippy Toad: Recently Slippy Toad has been devoting a lot of time to Cornerian Weapons R&D, though he continues to work with his good friends in the Star Fox team. His upgrades to ROB and the Arwings prove invaluable. ROB The Robot: After several rebuilds by Slippy, ROB has now been infused with much more personality and has gradually become recognized by all as a full- fledged member of the Star Fox team. General Scales: Rejected as a ruling tribe, the twisted SharpClaw and their self-appointed leader Scales have amasses an army to overpower all. In recent times the General's power has dramatically increased - is he in this alone? -=[Tribes]=- EarthWalker Tribe: One of two ruling tribes of Dinosaur Planet. Their great strength and speed have helped them grow into a respected family of Dinosaurs (though the CloudRunner may disagree). ThornTail Tribe: These friendly creatures live amidst the foothills of the might Ice Mountain. Their knowledge of the local area and the Mysterious Warpstone make them valuable allies. LightFoot Tribe: A spiritual and reclusive Tribe, the LightFoot are seldom seen. The appearance of SharpClaw in the area has only served to heighten their natural suspicion, as Fox will find out for himself. CloudRunner Tribe: The other ruling tribe of the Planet, the CloudRunner are a proud and valiant race whose Queen becomes a valued ally in the struggle to overthrow General Scales. HighTop Tribe: These gentle giants are easily spotted from a distance as they tower high over the rugged environments of the planet. SnowHorn Tribe: Thick, woolly coats and massive endurance have seen the SnowHorn Tribe through many years of harsh living. This strength could prove priceless to Fox in his quest. RedEye Tribe: Flesh-eating Dinosaurs and deadly killers, the RedEye Tribe were safely under EarthWalker control until General Scales set them loose to overrun the Walled City. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[4. Basics]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=[Controls]=- L Button - Camera Control/Sidestep Mode: Push the L Button to center the camera behind you. Push it all the way down until it clicks to sidestep. Control Stick - Walk/Jog/Run/Aim: Moves your character, whether it be Fox, or Krystal. When using an offensive staff power, you use it to aim your crosshairs. When in First-Person view, you look around. Control Pad - P.D.A. Display: Adjusts Fox's P.D.A. device to display maps, information, and a Fuel Cell Compass. C Stick - Weapon/Sidekick/Item Inventory: Press it in any direction except up to bring up your options to use items. Up and Down will highlight your selection. Also used for Sidekick Commands. R Button - Defend: Use to trigger a force-field during exploration and to block frontal enemy attacks during combat. The force-field can protect you from just about everything. Z Button - First-Person View: Switches to first-person view. If you have the Zoom Goggles, use the C Stick to zoom in or out. Start - Communicator: Press it to save, quit, or to talk to your Star Fox team members. Y Button - C-Stick Inventory: Assign an item from the C-Stick inventory for quick and easy access. X Button - Avoid: When out of combat, you roll. When in combat, you roll from side to side, or perform flips depending on the direction of the control stick. A Button: To take out the staff, perform moves with the staff, or to fire/execute an attack from your staff. When in front of a friendly character, you can use it to talk to them. Also confirms selections. B Button: Puts away the staff when it is out, cancels your selection, and quits out of menus. -=[Arwing Control]=- Control Stick: Controls the Arwing left, right, up, and down. A Button: Fires the Lasers. B Button: Fires a Bomb, but only if one has been picked up. Press B after you launch the bomb to make it explode. L & R Buttons: Hold down lightly to bank the Arwing, allowing you to turn more quickly. Press until they click to perform a 360 degree barrel roll, temporarily warding off attack. X Button: Hold down to reduce your speed. Y Button: Speed your craft up for a short while. Start: Pauses the game. -=[Attacks]=- Fox has his basic attacks which are to use the staff as a weapon. By pressing A repeatedly, you will perform a string of moves, which will most likely knock your enemy down. While I'm not sure if there are specific combos, one I have found to work well is to knock the enemy down. You can do this by rolling forward with X, and repeatedly pressing the A Button before you stop. You will perform a Jump Attack which knocks enemies down, and then twirl your staff and hit the enemy on the head. Besides doing hand-to-hand combat, you can use the Staff's abilities to attack opponents from a range. Your basic Fire Blaster will do the trick, causing damage as long as it connects. Using the staff's power however will drain your magic supply. So far, I have found that Fox will only perform combos when he is locked on toan enemy. As you might have experimented with, he has the basic combos where he kicks the enemies, and uses his staff on them, but there are two which I consider to be extremely... well, cool! Combo 1 - [A+A+A+A+A+A+A+A] Your basic attack, it will be a mix of attacks from your staff, and attacks with your feet. Usually, Fox will do some normal hits, then turn around and slam his foot, or staff into the enemy taking a chunk of health off. Combo 2 - [LEFT/RIGHT+A+A+A+A+A+A+A+A] The same as the attack above, but it will make Fox attack towards the sides, instead of head on. Nothing special about this one. Combo 3 - [X, A+A+A+A+A+A+A+A] This is one of the cooler moves that Fox can do. You'll basically perform a jump attack, similar to the one is Zelda. After you connect, you will twirl your staff above your head and smash it down on your enemies. Both hits will knock your opponent to the ground, leaving you time to perform another attack. Combo 4 - [DOWN+A+A+A+A+A+A+A+A] This is the only other exotic move that Fox can do, and will inflict lots of hurt on the enemy. Think a baton twirler. Picture Fox doing that and you've got your move. Fox will first attack with normal swipes, than twirl the staff from side to side, like a baton twirler, or someone who knows karate. You will then see some pulsating light go down the staff. When you see this, HOLD the A Button and he will perform a mega smash or something, which inflicts lots of damage. If you tap A and don't hold it, it will inflict a smaller attack. Combo 5 - [LEFT+X+A] This is a recent one I discovered thanks to a friend. You roll, then immediately tap the A Button. If you do it right, Fox will attempt to flip the opponent with his staff. It does not work if the opponent is blocking you. -=[Defense]=- By holding R until it clicks, you can use the staff to form a protective force field around you that can ward off any attack. The only downside is that you cannot move. Use it against projectile attacks, or against a rolling boulder. Holding R in battle will raise your staff in a protective manner, instead of establishing a force-field. You can roll, using the X Button. Rolling allows you to evade enemy attacks, and perform backflips. You roll when you're in and out of combat, and you flip when you're in combat and you press the Control Stick with X. -=[Tricky]=- Tricky is a helpful little fellow, but besides being helpful in completing some quests, he can be used to attack. Just Play with him for a little while using the Ball from the ThornTail store and he will evolve, so to speak. Using this will allow him to use the Flame Command in battle, which will scorch enemies from their backside, leaving them open to attack from the front, which is mainly your side. Just be careful not to burn yourself. When attacking, Tricky reduces the amount of GrubTubs he eats by half to execute the Flame command. Commands that Tricky use are listed here. Take notice that not all commands are available when you first meet him. To access all, you must be past certain points of the game. Find: You'll be using this in a variety of ways. The most common is when you spot a patch of dirt and want to reveal it. You may also use this command when you want him to retrieve something, for example, a tumbleweed or tunnel past a barrier. Stay: Not very useful, but is necessary if you want Tricky to stay on a switch that requires some sort of weight. You can also use it to leave him, but if you get to far away, he will break the command and follow you. Call: Use this command when you want Tricky to come near, or break from his Stay command. Play: Once you purchase his ball Tricky's ball from the ThornTail Hollow store, this new option will become available. You throw the ball, and Tricky brings it back, just like a pet dog. The instruction says that if you do it often enough, he will change in his attack tactics or some sort of similar sentence. I haven't been able to confirm this, but he does change color after a certain number of throws. Flame: You can use this to light things on fire, and open new paths. However, you can also use this as an offensive move. If you have an opponent that likes to shield a lot, just have Tricky Flame him from behind. He will inflict damage, and drop the enemy's guard. You can then attack him from the front, and do massive damage in little time. However, you risk lighting yourself on fire. Using his technique for offensive purposes only takes half a GrubTub instead of a full one. NOTE: If you hit Tricky enough times with your staff, he will Flame you. -=[P.D.A., and your Communicator]=- Once you control Fox, you can access his P.D.A. If it annoys you, turn it off in his inventory screen. However, it is a huge help, as it displays several things. The first is the map. Once you purchase a map from the ThornTail Hollow store for the appropriate location, the map will appear on the screen. Zoom in with the Control Pad to get an in-depth look. Besides displaying a map, it also has a Fuel Cell Compass which points you toward a Fuel Cell if there is one nearby. Use the flashing arrow and point it North. You should run into it. Finally, the Information it displays is invaluable on lots of things, including your enemies. It displays anything near you that can be interacted with. Press the Start Button to bring up your communicator. Talking to Slippy will give you advice. Simple as that. Peppy will show you the world map, and where you need to go, current position, etc. He will also show you which maps you have purchased. Finally, you can talk to General Pepper who displays your game progress, and any major items that you have collected. He really has no other purpose. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[5. Walkthrough]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= So commences your journey... A journey to save all citizens of Dinosaur Planet. =============================================================================== Prologue - [So Begins Your Adventure] =============================================================================== Eight years have passed since Andross was finally overthrown by the daring Star Fox team. Following the celebrations, Fox McCloud and friends returned to the only life they knew - an endless patrol of the Lylat system, guarding against ongoing threats to their territory. Boredom soon struck, causing Fox's close friend Falco Lombardi to simply disappear, leaving only rumor to suggest that his lone-wolf nature had finally led him to pursue a more free and profitable life. Then Slippy Toad traded his pilot's wings for a place in Weapons R&D, demonstrating a natural flair for invention, while Fox's old friend and mentor Peppy Hare retired from active flight duty to concentrate on a role as navigator and general advisor. The Great Fox itself had also seen better days. Keeping a ship of that size in prime condition cost serious money, and well-paid jobs for fighter pilots and mercenaries were increasingly difficult to come by. So it was that Fox and co. found themselves drifting through the galaxy, waiting and hoping for General Pepper's hologram to pop up with just the kind of high-stakes, high-reward mission that they needed... =============================================================================== Krazoa Palace - [Krystal] =============================================================================== You begin with Krystal, and you're flying a dinosaur. Use the A Button to shoot the defenses on the ship out, then go for the blades on the propeller. When you destroy them, the ship will turn around. Shoot the dragon and you board the ship. Go to the opposite end of the ship and talk to the bird in the cage. A door will open. Go inside the door, and down the steps and into a room to pick up the Krazoa Key. Go back up and head towards the bird in the cage again to trigger General Scales. At the palace, use the key on the cell to the very left and pick up the barrel. Carry the barrel down to the second level and use it to blow open the crack in the wall. Go inside, talk to the dino, and use the barrel to blow up the crates next to it. Next, go past the enemy and into a dead end where you will find another barrel. Bring it back to the opening you created, past the flames, and to blow open the next door. Use the next barrel in front of you and leave it on the switch. Talk to the dino in the middle of the room and he will open the Krazoa Shrine Warp. Climb the ladder, and go past the flames. Use the barrel to kill the enemy floating around, and hopefully, the door will let you through. Take the barrel, and bring it with you to place on a switch. Go through and complete the Observation Test. You will take the Krazoa Spirit, and automatically warp back to the dinosaur. Check the perimeter of the room, ride a stand up, and head right. Release the Krazoa Spirit. Poor Krystal, she's trapped in a... well.. crystal! =============================================================================== ThornTail Hollow - [Enter Fox] =============================================================================== You ride in the Arwing. You must fly through at least one gold ring to lower the barrier around the area. Fly through Silver Rings to replenish your health. If you fly through one gold ring, you can land on Dinosaur Planet. Walk forward toward a patch of flowers and pick up Krystal's Staff. Once you learn about it, walk forward into a courtyard where four dinos will attack. Practice your techniques on the enemies, and then defeat them. Once you do, a gate will open to the left of you. Go there, and drop down into the hole to upgrade your staff with the Fire Blaster. Use your new technique and open the gate. Go back up and back to the courtyard and open it with the Fire Blaster technique. Once inside, talk to the Queen Earthwalker. She will ask you to find her son, Prince Tricky. To do so, she will open the path for you. Head along the river until you come to a large plant. Blow it from afar with your staff and it will release some spores. Plant those spores on the patch of grass and blow it up with your staff. Before you enter however, go inside the ThornTail store and purchase some Rock Candy. Then, enter the hole in the wall and feed the Rock Candy to the WarpStone. He will ask you for a destination. Choose Ice Mountain and confirm your choice... =============================================================================== Ice Mountain - [Rescue Attempt] =============================================================================== You'll arrive just in time to see some SharpClaws take the prince away. Before you save him however, take the barrel in the niche to your left, and throw it into the crates blocking your path to the enemy SharpClaws. Fight them to trigger a switch above a door. Head towards the door, and open it with your staff. You're on a Jet Bike, so hold down the A Button to go at maximum speed. You can knock the enemies off of their bikes, but doing so takes too much time and will slow you down. Avoid their mines, and try to take the left paths to go ahead of them. Cut corners, and you will eventually beat them. You meet Tricky, and you must collect GrubTubs. Head along the path, and you will find two GrubTubs. Depending on whether it is night or day, they will be asleep and easy to catch, or running away when you get near. Stun them with the staff if they are awake, and feed them to Tricky. Then, have him dig the soft spot in the ground to unveil a switch. Have him stay on it while you activate the switch. Jump across the lava, and tell Tricky to tunnel through to the other side at the dead end. Crawl through, and fight the SharpClaws. Once you defeat them, take the GrubTub and continue on your way until you come into a dead end. Fight the SharpClaws, and then pick up as many GrubTubs as you can. Check the surrounding area for an upgrade to your staff which increases the amount of power you can hold. Located under a dead tree, your staff will glow. Use Tricky to dig open a hole. Also in this area are two Alpine Roots which you must feed to the SnowHorn. Once fully fed with your two Alpine Roots, use the block to reach a ledge with two Fuel Cells which power your ship. Then bring it to another ledge to get out of the place. Continue down the path, and go left. Use your staff to pull a switch which will create another iceberg in the water. Use that iceberg to reach two Fuel Cells. Go down the path, and pay the gigantic SharpClaw 25 Scarabs to pass. Avoid the flaming bats, and go into the river, and out the other side. Pull the switch at the end, and you should arrive back at ThornTail Hollow. =============================================================================== ThornTail Hollow - [Partners Emerge] =============================================================================== If you notice, there are SharpClaws patrolling the area, so get rid of them and head back towards Tricky's mother. Collect the Fuel Cell at the very end of the room, and then head back out. When you're in the courtyard, go right, cross the river and toward a circular structure which is a well. Tell Tricky to dig through. However, you will need to buy a FireFly Lantern, so head back to the ThornTail Hollow store. Purchase one, and then head inside the well. Slide down the ladder, go into the next room and plant a bomb spore. Blow it up and get the Rocket Boost Staff upgrade. Explore the rest of that room, destroy the crate, and use your new ability to collect two Fuel Cells. Go back to the main room with the ladder, and boost your way up. Plant a spore on the bridge, and blow it up to send a huge chunk down. Go down, and push it onto a switch in the water. Talk to the dino, and he will see that you have the lantern, and will move aside. Plant another spore, and blow it up. Drop down, and collect the first White GrubTub hanging around near one of those poisonous mushrooms. You're going to sustain damage, so just try to get it quick. Go left, toward three green floating spheres, and grab one of them. It is a firefly are stored in your lantern. Go back out and this time go to your left. Let out a firefly, and then use a spore to blow up the wall. Go inside and collect a second White GrubTub. Head back, to where you got your fireflies, and go down the path to a dark room with a mushroom and White GrubTub. Get the GrubTub, then use a firefly to light up a patch where you can plant a spore. Blow it up to shorten the pillar in the room. Head back up, take two rights, and collect another White GrubTub. Jump the pillar, past another mushroom, and collect the final two White GrubTubs. Head out, and take them to Tricky's mother. When the Queen is feeling better, she'll give you the SnowHorn Wastes key. Before you leave however, head to the front of the ThornTail's store, and boost up. Blow open the wall with a spore, and shoot the switches to reveal a hole with another Staff Magic upgrade. Backtrack to SnowHorn Wastes via the water system that you used to get here. To get past the currents however, you must step on the switch, use your staff and change the water currents. You may then swim and go back to SnowHorn Wastes. Once outside, the gate is in front of you. =============================================================================== SnowHorn Wastes - [Finding the First Spellstone] =============================================================================== Go to the trunk sticking in the air, and watch as SharpClaws surround you. There are an endless supply of them, and you must free Garunda Te. Hit the tree in the cinema, and then order Tricky to 'Find Secret'. Tricky will follow the Frost Weeds and give them to Garunda Te. Three should do, and he will break free, scattering the SharpClaws. Garunda Te will tell you his story, and then ask you to locate the Spell Stone. Return to ThornTail Hollow, and reverse the currents to get there. =============================================================================== ThornTail Hollow - [Arwing Flight] =============================================================================== Go up to your Arwing and press the A Button. You should at least have 5 Fuel Cells which is the minimum amount to leave the area. Select yes to leave and you fly off toward DarkIce Mines. =============================================================================== DarkIce Mines - [Into the Freezing Cold] =============================================================================== You must fly through three gold rings this time, so keep an eye out for them. Choose one of the paths, and then go up. Jump over the gaps in the path, and watch out for one part of the path will crumble. Once your reach the snow area, defeat the SharpClaws and be prepared for dinosaurs that pop out of the ground. Talk to all the SnowHorns in the area, and then use Tricky to dig a tunnel in the snow in one of the houses. Defeat the SharpClaws in there, and attain the Shackle Key. Use it to free one of the SnowHorns, and in return, he will give you a Bridge Cog. Continue down the patch, climb down the wall, and hop across the water until you can place the Bridge Cog where the other gears are located. Be warned that there are creatures living in the walls that will shoot green energy balls at you. Climb back up and cross the bridge. Head left, and save the SnowHorn from the SharpClaws. Besides teaching Tricky a Flame move, he tells you he's hungry, so you must find Alpine Roots for him. Drop down into the path where the boulders are rolling, and go right, toward a little niche. Use Tricky to burn the ice wall and use him to dig up the root. Go back to the village, and have Tricky melt the ice wall covering one of the hut's entrance. Go inside, light the wood and melt the ice. Use the Flame technique again to melt the second ice wall and get another Alpine Root. Go back to the SnowHorn and feed him. He will then let you ride on him. Open the gates using his Tusk Attack and get off him at the next platform. Avoid the cannon, and defeat and enemies that pop out. Travel down, toward the wooden platforms on the wall, and burn an ice wall near them. Climb the ladder, and use the Rocket Boost. Note the missing gears on the machine. Jump from platform to platform, and then go inside and defeat the SharpClaw mounting the cannon. Use the cannon and look around. Use it to blow open the X on the wall and to take out ALL enemies patrolling around. This is the only to lower the sealed door. Go through the door you blew open that had an X on it, and climb the hill on the left. Burn through the ice wall and get another Bridge Cog. Go back into the main area, inside the hut, to get another Bridge Cog. Finally, go through the formerly sealed door to get the last of the three Cogs. Return back to the machine, and insert all three Cogs. Pull the lever, and cross the bridge. Use Tricky to dig through and crawl through the tunnel. Go in, check the room, and hit the switch near the top of the wall. You now have one minute to light all four sides of the stand, so use make sure that Tricky is fully fed. Direct him to each grate, and use the Flame command. Once all four are lit, go through the door, and you jump towards the silvery particles. Ta da! It's really a bridge. Go until you reach an ice block and melt it to get the Dinosaur Horn. Backtrack until you reach the main area, and go through the opening where you collected your first Cog, the one that had an X on it. Go up the hill, and stand in the middle, and use the horn. A SnowHorn will come. Climb on its back, and follow the trail of Alpine Roots to replenish its energy. You will see Tricky run off ahead. Tear open the door with the SnowHorn's Tusk Attack, and then get off. Run inside the cave, defeat the two SharpClaws, and then ride the Jet Bike. Follow the trail until you land on a conveyer belt. Run through when the flames aren't on, and then get off at the end before the big fire pit. Defeat all of the SharpClaws in the area to unlock the sealed door, then look for a Rocket Pad near the conveyer belt's start. Use it, then climb through the tunnel. Follow the boulder, and hit the switch near the last niche to turn off the flame. Use your staff to get the SharpClaw Prison Cell Key. Go back toward the sealed door, and across from it should be a platform. Go and run with the flames until you reach the cell with Prince Tricky. Use Prince Tricky to melt the ice wall in the sealed door and get the second Prison Key. Go back towards the second cell, unlock it, and then talk to Belina Te. She will then run off, and tell you to meet her down in the mine. Tell Tricky to Find and she will dig a tunnel. Shoot the green stalagmites in the next room and then cross them to reach a switch. The switch will allows ice platforms to float through, so climb up using the Rocket Pad and jump across the platforms until you reach a small opening on the other side. At the other side, push the block down into the water and then fall down with it. Now, you can jump to the opening. Go down, defeat the SharpClaws and go through the opening. Ride the conveyer belts past the flame defenses and meet Belina Te. After the short conversation, go through the doorway, and defeat some SharpClaws if they attack. Head towards the formation in the middle of the room to find a ladder on one side. Climb up and pick up the barrel. Carry it up the ramp while avoiding the rolling barrels. To do this, you must look where the barrels roll and stay in a safe spot until you can move on. At the top, go left to another platform, and put the barrel down where it tells you to. Climb the ladder and pull the switch. Get the barrel and take it to the right, past a tower of shooting flame and throw it at the cracked wall. Pull the switch inside. Go across the newly formed bridge and follow the boulder. Pull the lever when you get to it, and go back out. Go across the bridge you just created and climb the ladder to reach the cannon. Defeat the SharpClaw there. Use the cannon and blow up the two spots marked X. These will create a natural land bridge for you to cross the lava. Go back down, and cross the bridge. Enter the Warp. =============================================================================== Boss Galdon - [It's Hot in Here!] =============================================================================== Go up to the boss and melt him from his frozen imprisonment with Tricky. He will then swallow the SpellStone which you must battle him for. To defeat him, target his tail/behind. He might turn around and follow you, or roar at Tricky and. If he does, smack his tail a few times, and he will swallow you. Attack his body part (you know, that little thing that hangs in your mouth, and touching it will make you puke!) until he spits you back out. Now he has a new weak point which is his neck. Equip your Fire Blaster if you haven't already, and fire it at his neck. If you're within range, you will automatically target it, but if not, you will need to manually do it. Shoot only when you have an opening, as his arms will deflect the shots, and you must then cut down Magic Plants to gain more magic. After about three shots to his neck, he will swallow you back up again. Hit his part again, until he is defeated. You then have the SpellStone. View the cutscene with Belina Te, and then go back to your Arwing, headed for Dinosaur Planet. =============================================================================== ThornTail Hollow - [Glimmer of Light] =============================================================================== When you land, you will be asked to light the village's beacons. First, you must find some Fire Weed. Go near the river, and check one of the trees to see if they have flaming balls in them. Hit the tree, and then extinguish the flames with a shot from your blaster, or by running into them. You must pick up at least three. With three in hand, go right, past the Magic Plant patch. You will see a small ledge. Go to the base of that ledge, and climb up. Place a Fire Weed on top, then ask Tricky to light it on fire. To get the second beacon, go to the courtyard, and then go to the right of it past a poisonous mushroom. Climb up on the ledge, jump from platform to platform until you reach a switch. If you have a bomb spore, you can also plant it on one of the platforms and blow it up to get some Fuel Cells. Stick your staff and pull it in the switch to open the nearby gate to Cape Claw. Go through, talk to the dino, and then light the second beacon next to him using the same previous method. Climb up the wall next to the beacon to get more Fuel Cells. Revisit the WarpStone to find the third and final beacon in the vicinity. Use the same technique, and a EarthWalker will run up to you, giving you the Moon Mountain Pass Key. Go towards the well, and then to the right of it. Past the three poisonous mushrooms, you'll find a place to plant a bomb spore. Do so and blow it up to continue on. =============================================================================== Moon Mountain Pass - [Out of this World] =============================================================================== It helps to have a map for this place, so if you haven't been buying one, I suggest you go get one. Go forward, until the ground opens up. Drop down, go left, jump from the platforms, and ride the air current up. Go toward the exit, and avoid the barrels that the SharpClaw throw at you. There is a Fuel Cell hidden in the weeds somewhere. Open the gate with the key, and then go through. As soon as you pass the doorway, turn around, and climb up onto the building. Get the Fuel Cell, then go inside and defeat the two SharpClaws. Watch out as one is heavily armed. Defeating them will open the Life Force Door. =============================================================================== Volcano Force Point - ["Great Balls O' Fire"] =============================================================================== Once inside, and jump on the platforms when they start to pop out. This will leave you enough time reach the other side. Go around the room, then drop down into the pillar of flame when it's off. You can't defeat the flaming bats right now, so don't try. Cross the bridge, then go up to where the barrels are rolling down. Avoid them, or use the shield, and go left. Follow the path, and jump the gap while avoiding the bats. Climb up and insert the Stone when you reach the gate. Climb the ladder at the very beginning of the wire bridge to get a Fuel Cell. Defeat the SharpClaw, and read the inscription. Equip your Fire Blaster, and use the changing flames to change the color of your blaster shots. Aim for the same color as the globe, which is green and blue. Open the door with the Stone, and battle the four enemies inside. If you're having trouble with them, use Tricky's Flame command to burn them from the back, then attack from the front. This method is VERY effective, but you might catch yourself on fire! In the next room, light the two grates on fire, and then climb up the ladder. Jump to the next room, and jump when the flames are off. Go up ladder, out the other side, and then climb down the ladder. Jump, until you reach the platforms again. Jump the platform, and in the next room, upgrade your staff with the Freeze Blast. Go back into the circular room, and extinguish two of the red flames. Fall down, and roll just when you're about to hit so you won't absorb damage. Climb the ladder again, and extinguish the other two red flames. The platform below will then take you to the underground level. Follow the path, and place the stone where game tell you to. Go through the newly opened door, by extinguishing the flames. Ride the platform up, then climb the ladders and extinguish another four red flames. This will open up a new door. Go through, and battle more enemies to open up the Life Force Door. Cross the platforms when the flames are off, and then turn around on the other side and blast the switches on the platform to make them stop. Blast all two so Tricky can cross, then have him light the grate on fire. Continue through the door, and go into the Warp Shrine. Place the stone on one side of the pedestal, and the game will take you back to the entrance. Go out, back to Moon Mountain Pass or, you can go back and collect the Fuel Cells stuck in the prison cells near one of the early rooms of this temple. =============================================================================== Moon Mountain Pass - [New Meaning] =============================================================================== On your way out, a Krazoa spirit and Krystal will contact you, telling you of Krystal's dire situation. He will then open a new door for you and tell you to defeat the Kalda Choms. Currently, you can't defeat them, so travel in the doorway, lift up the rock, and go inside to get the Ground Quake upgrade. Use this new technique to stun the monster, then attack him on his backside. You will need to do this two times to defeat him. More will continually respawn, so just plant the seed, and get Tricky to use his Flame. Climb up, and look around. You can plant the MoonSeed anywhere it allows you to, but just get one, and plant it near the very end, where a bird flies around. Climb up, and defeat the Kalda Chom to get another. Plant a bomb spore, blow it up and continue. Watch the cutscene of the meteor landing. To remove it, you must find three meteors which can direct the steam flow and push it away. Two of them must be found by Tricky's Find, and the other is on fire. Use your Freeze Blast to extinguish it, and then place each one top of a steam hole. Since you must place them in specific holes, experiment with them. You know you've placed them in the right hole if you cannot pick them up again. Go up the slopes to your left, and enter the Warp Pad. You can also get a Cheat Token, if you really want it. =============================================================================== Krazoa Shrine - [Releasing a Spirit] =============================================================================== Climb the ladder, and cross the whirlpools without touching them. Beware of the bat. Extinguish the flames with the Freeze Blast, and climb up the wall. Take care of the jelly-like enemy, turn around, and shoot the Fire Blaster switch on above, on the wall. Continue on, and walk on the narrow beams, avoiding the flames. On the other side, turn around, up, and shoot the Fire Blaster switch. Go through, and talk to the Krazoa Spirit. Your test is to defeat a certain amount of enemies within 3:30. The enemies will consist of regular SharpClaws, and bigger ones. If you're having trouble, get Tricky to burn them from behind. Once you complete your task, you're back out. Go off the ledge, and walk forward, past the two Kalda Choms, and pick up the barrel. Walk into the air current with it and it should land on the small island. From that island, throw it at the crack. Jump to the crack via air currents. Ride the current up to the meteor, and go back to ThornTail Hollow. =============================================================================== ThornTail Hollow - [Krazoa Released] =============================================================================== Go back to the WarpStone, and ask to go to Krazoa Palace. Once there, you'll find out that he can't warp dinosaurs. Defeat the four SharpClaws to lower the Life Force. Go back near the entrance of the room to find a timed barrel. Pick it up and go to the next room. It's dark, so if you have a dragonfly, use it. Go up the ramp to your right, go past the intersection, until you come to a wall. Go left, and when you come to a wall, go left again. Take a left when you have the option to, past the two torches and down a ramp. Quickly throw the barrel at the crack to open it. Shoot the Blaster switch, and then pick up the barrel. Navigate between the flames, and blow up the wall. Just like in the Volcano Force Point temple, shoot the orbs when the flames match their color. This will turn off the shield around the gun. Four hits from your blaster will go bye-bye for the gun. Go back to the barrel, and place it on the switch in that room. Defeat the two SharpClaws in that room, and ride the platform up. Go left, ride the air currents to the very top. Run around until you come upon air currents leading up to the roof where you meet Krystal... in a crystal. How quaint! When the cutscene is over, release the Krazoa Spirit. You will automatically return to ThornTail Hollow where the WarpStone will give you a Medium Scarab Bag which can hold up to 100 Scarabs. Your new mission is to go to Cape Claw. =============================================================================== Cape Claw and LightFoot Village - ["A Friend in Need..."] =============================================================================== Collect 60 Scarabs, then return to the place where you lit the second beacon. This time however, continue on, and when you come to the intersection, go right, fall in the water, then go get on land. The place may look the same, but it's not. Go to where the sign points, and battle the SharpClaws there. Pay the toll of 60 Scarabs to enter. If you don't have enough, check the rocks. You're in LightFoot village. Go through the maze, avoiding any vines, until you reach a ladder going down. Slide down, then go one level down. Run around until you find a ladder that goes back up, but not the one that you just came down from. If you picked the right ladder, you'll end up in a new place. In Cape Claw, defeat the huge SharpClaw, and hurry towards the crying HighTop. You'll have to pay the BribeClaw to pass. Defeat the SharpClaw, and the HighTop will tell you about his missing gold. Go back to the BribeClaw, and from there, walk down the ramp going forward. You should come to a soft patch of dirt, which Tricky should dig to find a bar of gold. Go back to the HighTop, and give it to him. From your position, go left, jump and swim towards the island with three SharpClaws patrolling around and a wooden barricade. Defeat the SharpClaw, and order Tricky to dig the patch of dirt for Gold #2. Tell Tricky to Flame the wooden door, and defeat the two SharpClaws inside. The Ground Quake works well here. After you defeat them, go to the puddle, and get Tricky to Find, for Gold #3. Go back to Gold #2's position, and look out upon the water. Go towards the island with a patch of dirt. From that position, go right, towards a group of GrubTubs, and dig the patch of dirt there, for the last Gold Bar. Give it back to the HighTop and he will knock a ladder down. Run up the hill, toward the waterfall, and shoot the Blaster switch to trigger a bridge. Cross the bridge, and go up the ladder and pull the switch. The switch will unlock a nearby room, which you should go to. Inside the room, move and push the blocks a little, then try to get out. A cutscene will show the blocks moving, and poison coming out of vents. You have an energy bar which will decrease. Immediately, move one of the blocks and push it until you can push it in to cover the vent. The position must be near- perfect or it will not go in. As you cover more of the vents, your energy will decrease slower. When you cover the final vent, you'll see a prison open. Get out, and heads toward the prison. The Queen CloudRunner tells you that the EarthWalkers and her tribe don't see eye-to-eye. Get it? Eye-to-Eye, as in Earth - Walker, Cloud - Runner. It's a pun! She'll tell you to meet her at CloudRunner's Fortress. =============================================================================== CloudRunners Fortress - ["...is a Friend Indeed."] =============================================================================== The Queen will go on ahead. Defeat the SharpClaw, then go down the ladder to your right. Swim to the far distant island in front of you to reach a switch. Stepping on it will make three silvery rings appear, for which you must jump through. You have 30 seconds, and if you fall off the crates, you're not going to make it. Jump from crate to crate, and follow the crates. You'll make it to the last ring with about 5 seconds left. Completing this task will make a Blaster switch appear in front of the gate. Shoot the switch, and defeat the two SharpClaws. Go up as fast as you can, and then climb the ladder down when you're at the top. Break open a crate to reveal a Rocket Pad, but pull the switch against the wall first. I have no idea what the Rocket Pad does, as it leads you to nowhere? Go back up, and through the open doorway to watch a cutscene of General Scales and his ruthless cunning as he captures Fox... *gasp* You're in a prison, so push the block to get out. Go to your right, and sneak along the right wall, or else you'll trigger a cutscene in which you're outnumbered. Sneak past the open doorway, and don't even think about trying to get your Staff back. Go down the ladder, and place a barrel in the air current. Step on the switch and the barrel will explode, allowing Slippy to send the disguise to you. Don the disguise, and speak to the prison guard. He will go off duty, and you can take your staff back! Yah! With the staff, release the prisoners with the four switches, and obtain the Power Room Key. Shoot open the door with the Blaster, and don the disguise. Climb up the wall, and go to the middle platform, which is where the cutscene was held. Go find three pictures of bats on the platform. Push the left one to see a gate with an Item Box go up. Hurry, and run toward two openings. Climb up one of the huge boxes, destroy the small one and use your staff on the switch. Climb the ladder, extinguish the flames, and obtain the Gem. If time runs out, do it again, but make sure that the flames are gone so you will have more time. Go back to the platform, press the middle one to view a cutscene with another gate going up. Go right, climb the crates, and then proceed to the gate. Avoid the enemies, and open the Item Box. Go to the third switch, and watch as another gate goes up. Extinguish the flames, and boost up to obtain the last gem. From that position, go right, and insert the Power Room Key in the door. You only have a certain amount of time before you start to take damage, so hurry and place the Gems with their corresponding color. When you have placed all gems, the power will come back on. After the power is back on, go climb the crates up, and pretend that you are going to get the second Gem. Go past the cell however, and push the levels on either side so that the arrows point up. Cross, and stand on the SharpClaw Pad (while in your SharpClaw disguise of course!) to open the gate. Defeat all enemies in the area to power down the Life Force Seal. Go through the door, and pick up the special SharpClaw barrel, place it down in the next room on the pad, and climb the ladder. Step on the SharpClaw Pad to activate the device which brings the barrel up. Quickly, pick it up and head out. Throw it at the barricade, and it should blow it up. Go through towards the air current, and then forward. Kill the SharpClaw in the area. Activate the SharpClaw Pad which lowers the ladders. Climb the ladders, and pull the switch on both sides. To reach the one behind debris, run to the CloudRunner, jump on the crates, and to the switch. This will open the gate. Talk to the Queen if you want, and then go back to the SharpClaw barrel. Bring it back to the Queen, via the air current, and throw it at the pillar with a huge crack in the middle of it. The Queen will thank you and give you a Cloud Runner Flute to help her babies. If you go back out, you'll notice the first baby getting attacked. Quickly kill the SharpClaw before its life meter runs out. The little birdie will land on a crate. Climb up on the crate under it, and get close enough so that you can play the flute. The bird will be safe and you'll get a picture of the next little birdie you have to save. Run to that birdie, which is near the second Gem and by climbing the crates, and take care of the two SharpClaws attacking it. Play the little melody and it will show you the next birdie. Aha! I found out what that previous Rocket Pad was for when we were climbing up before Fox was captured. Run to that Rocket Pad, boost up, and defeat the three SharpClaw. Anyone notice a pattern? If you need more directions, try this: Go back, almost to the beginning of the game. The place you're looking for is near the platform where General Scales was beating the Queen CloudRunner. Backtrack, until you get to the circular room where robots are patrolling the ramp back down. From the top, look to your right, and you should see a ladder. Fall down, break the crates, and you should find the Boost Pad. Rocket up and then go save the baby. You should have plenty of time, but don't dawdle. Play the flute, and save the last birdie, which is back near the first one. Just run to it, and if you don't think you can take four SharpClaws down because they shield too much, just use the Fire Blaster and torch them from afar. Return to the CloudRunner. The Queen will open a new door, so from your position, go right, under the arch, and climb down the ladder. Jump from platform to platform, and collect the Bofomodad. In the tunnel, defeat two SharpClaws, and collect the three DragonFlies. To in the tunnel, and change the air current to down. Head back up, pick up the SharpClaw barrel, and go into the air current. The air current should bring both you and the barrel safely down. Pick up the barrel, and runs toward the darkness, using a firefly to light your way. Blow up the crack with it, go down the ladder, and go through either doorway. Watch the pretty little cutscene of how baddies always save themselves, and then watch yourself get on a Jet Bike! Your Jet Bike only has limited energy, and your main goal is to destroy the Jet Bike that has a SharpClaw with the Spell Stone. It's easier if you destroy the other two first, and if you run over the pads that look like arrows. These pads speed you up. Once you get the SpellStone, head for Dinosaur Planet. =============================================================================== ThornTail Hollow and Cape Claw - [Onto the Second Stone] =============================================================================== Once in ThornTail Hollow, buy a map of LightFoot Village, and then head to Cape Claw. On the beach, save a LightFoot from two SharpClaws. Watch him get blasted and you get the Fire Gem. Head back up, over the bridge near the waterfall, and climb back up the ladder that the HighTop lowered for you. This time, go left, and use the SharpClaw Pad to open a new passage. Inside, swim to the switch, and have Tricky stay there, and pull the level switch. Go to the waterfall, and swim underneath it, but avoid the whirlpools. Once you reach dry land, jump down. Extinguish the flames and take a second Fire Gem. This will open the mouth to the Krazoa Head. Go inside, place both Fire Gems in the pedestal, and pull the lever switch. This will lower one of the pillars. Have Tricky Stay on it, then use the lever switch to raise it up again. Have Tricky Flame the wooden wall, and sunlight should come in, lighting the second Gem. Go through the new path. =============================================================================== Ocean Force Point Temple - [Nobody Likes a Wet Fox] =============================================================================== Follow the corridor, until you get to a room with water. Walk to the other side towards the locked gate, turn around and shoot the Blaster switch. This raises the water level. Go through either doorway, Flame the wall, and then push the block into the water. Lower the water by shooting the switch again, then pull the block over the switch. Go through, and you're what seems to be outside. Climb both ladders, and defeat the huge SharpClaw. Activate the seal with the SpellStone. Go through the raised gate, and down. If you notice, you can't get past the floor because you get electrocuted. Step on the switch so that the panels that light up are touching each other within a one block radius. If they aren't, get off and step on it again. Repeat until you get one. Tell Tricky to Stay, and approach the floor panels. The panels that are lit, tell you which ones are safe, but there is a trick to them. They are reversed, which I will show you. An example of the Floor Tiles Original Place Switched Place Accurate Place [ ] [X] [ ] [ ] [ ] [ ] [X] [ ] [ ] [ ] [ ] [X] [ ] [ ] [X] [ ] [ ] [X] [ ] [ ] [ ] [ ] [ ] [X] [ ] [ ] [X] [ ] -> [ ] [X] [ ] [ ] -> [X] [ ] [ ] [ ] [ ] [ ] [ ] [X] [X] [ ] [ ] [ ] [ ] [X] [ ] [ ] [X] [ ] [ ] [ ] [ ] [ ] [ ] [X] [ ] [X] [ ] [ ] [X] [ ] [ ] [ ] [ ] [ ] [ ] [X] [ ] [ ] [X] [ ] Key: So how the thing works is that you flip it [ ]=Electrified Tile vertically, then you flip horizontally. You [X]=Safe Tile read it from top to bottom. Of course, this example would be deemed suicide. Using this pattern, you would go two lefts, one all the way right, two middle rights, and then one middle left (Facing the actual tiles). After you [hopefully] make it past the floor tiles, defeat the two SharpClaw, and swim into the water to your left. Go into the big room and watch out for those Snapper Turtles? Climb the platform, and jump to the middle one. Go up all possible directions, and pull all of the lever switches. Jump into the water, and swim forward, past the first tunnel, and go in the second one. Climb the wall, shoot the orb when the flame is the exact same color of it and collect the Fuel Cells. Go into the Warp Pad. Turn around, and go through the door behind you. Go right, and swim to the lever switch. Pull it down and the water lowers. Activate the SharpClaw Pad to release a block, and pull the lever switch near the wall. Use the block, and push it into the base of the statue in the middle of the room, where the indention is. Climb the block, pull the lever switch again, and the water should rise. Swim to the new opening. I will admit, this room puzzled me, but I eventually figured it out. Yay for me! Erm, anyways, use Tricky, and have him light a fire in the base of one of the statues. The fires will light, and the structure in the middle will start to spin. Your goal here is to activate the four Krazoa statues so that they pour water on the flames, dousing them. Shoot the four blaster switches, and they should put all the flames out. You will have 2:30 to complete this task. Go through the now open door, and find the block. Pushing the block into the desired place takes a little thinking. Anywho, use your Blaster to push the block until it runs into something, or else it falls into the hole. To do this, we'll have to use Cardinal Directions. The room you just came out of will be the East end. The opposite of that West, and the wall that you can climb will be deemed South, which leaves the other side North. Shoot the block East, North, West, South, East, and then North again to have it fall into the hole. Ta da! This opens up the Rocket Boost in the Warp Pad room. Boost up, follow the hallway and shoot the orb when it is the same color of the flame (Green). It should form a bridge, cross, and step into the Warp Pad. You may now insert the second SpellStone. =============================================================================== LightFoot Village - [Framed!] =============================================================================== NOTE: If you leave the place, you can go back to it by revisiting the area and watching a LightFoot hit the tree with targets in a certain order. The pattern is the one in front of you, the one very far back, then the one in the middle. When you leave Cape Claw and try to make it back to ThornTail Hollow, you'll be attacked by the LightFoot. Guess who staged this attack. You [maybe] guessed it. Your old pal from the beach. They take you prisoner, and they're going to kill you. To save yourself, you must use the CloudRunner to light them on fire. Press the A Button when the bar is in the green section and the CloudRunner will send them scampering. After you defeat all 8, they will let you go. Go explore along the wall, and tell Tricky to Find when you spot a patch of dirt. You get a Wooden Block Carving. Explore around your previous imprisonment, and swim toward a piece of land with lots of GrubTubs on it. Flame the wall, and dig to find another Wooden Block Carving. Boost up with the pad, and run right. Take note of the Totem Pole. Continue going right, until you reach a fallen tree, then fall down and head left. Once you reach dry land, dig up the last Wooden Carving. Return to your prison, and find three little holes on the top. Stick the appropriate carvings in them to raise islands which you can use to reach the houses in the water. Climb down the ladder, and jump to the nearest house on your left. Flip the rock, boost up (remember the Totem Pole location), cross bridge, and go down. Cross another bridge and talk to the King LightFoot. You have two tests, the Tracking Test, and The Test of Strength. It doesn't matter which one you do first, because you'll be doing both of them. I find The Test of Strength to be really easy. Just focus on mashing the A Button and you'll eventually push MuscleFoot into the pit. If you're having trouble, use both your hands, and alternate with them. Example: Left index, right index.. etc. NOTE: A lot of people seem to have trouble with this, so here's an alternate method that has had one report of success. Take your right thumb, and rest it gently on the A Button. Tap it fast, but make sure that your thumb never leaves the A Button. What I mean is, is that when you push it, and let it go, only release your thumb to the minimum height so that the A Button can pop back up. As soon as it does, push down again and repeat. It doesn't help to mash it, but it does if you have a steady pace. Try it, and email me if it works. The Tracking Test is harder. First, when you start, backtrack to the Totem Pole you just passed before you talked to the Lightfoot. Then look off into the distance, and go back to where you took the SECOND Wood Carving. Boost up, and pull the switch. Jump down, and the third Totem Pole is in front of you. Look off to your left, towards the sky, and you should see the last one, rising up above all the other structures. Swim to it, against the currents, and climb the wall on its side. Pull the lever, and when you have completed both tests, the LightFoot will open up the mound for you. Inside the mound, climb the orange crates and step on a switch. The Totem Pole in the middle will start to rotate. Shoot each section when the front is facing between you and the ladder to your right. When you have shot each section correctly, the gate will open. Step in the Warp Pad. NOTE: If you shoot it wrong, shoot it again to make it rotate again. =============================================================================== Krazoa Shrine - [Face Your Fears] =============================================================================== Break the box in front of you for a Boost Pad. Boost up, step on the switch, and hurry past the flames. Step on the next switch, and swim toward the ladder. However, along the way, the water will drain, so don't get stabbed by the barbs. Step on the last switch, and run toward the exit, avoiding the barrels. Talk to the Krazoa Spirit. The Test of Fear is quite hard actually. You must keep the line within the green bar or else you'll fail and have to do the Krazoa Shrine again. You can't really pay much attention to what Fox is doing, but it looks like Velociraptors attack, as does invisible creatures. It ends when the big invisible creature picks you up. Go back to ThornTail Hollow, and warp to the Krazoa Palace. =============================================================================== Krazoa Palace - [Another Spirit Free] =============================================================================== Ride the pedestal up, and use the air currents to reach the third floor. Open the SharpClaw Pad and release the Krazoa. You'll automatically warp to ThornTail Hollow. =============================================================================== ThornTail Hollow - [Good Deeds Are Rewarded] =============================================================================== Talk to the dino near the WarpStone, and she will tell you about her eggs. Go to her eggs, and you'll see a sequence where monsters are after them. Protect her eggs by defeating the enemies before they can get to them. Things start to get really hectic however, when lots of them start to pop out. If this is the case, you can use your Ground Quake to take out the whole lot of them. When you successfully protect the eggs, a hole with a Staff Upgrade will appear. Enter to collect the Portal Device. With the Portal Device, talk to the Queen, then open the door behind her. Go to your Arwing, and take off for the Walled City. =============================================================================== Walled City - [Battle Against All Odds] =============================================================================== At last, you get to meet the RedEye Tribe! Out from your Arwing, talk to the EarthWalker Soldier before you cross the bridge and shoot the switch on the tree. Avoid the RedEyes until you get a powerful enough weapon. From the bridge, go left toward the Sun side and perform a Ground Quake on the pad. Quickly, run up the ramp to the building, and wait for the walls to retract back in. Climb the second ramp up, go right, and then into the hallway. Avoid the flames, run up, and have Tricky Flame the structure in front of him. Repeat for the Night side, or the blue side. However, you have 1:20 to complete the task. Run up, and go right this time, staying on the Night side. You'll eventually run up one level higher than the hallway, so drop down, and run past the Ice Throwers. You may only have a few seconds to get Tricky to the pedestal where he can light it. Once you light it, a room opens up. Go inside and talk to the King EarthWalker. After your little "talk", go cross the bridge, talk to the Soldier to your left, and shoot the switch on his tree. Burn the wooden barricade preventing you from climbing the wall, and drop down in the hole to get the Super Ground Quake. Exit, go right, and keep on going until you meet another dino. Talk to him, and shoot his switch. Go find a waterfall in the area, near the first Ground Quake Pad, and follow along the mountain until you get to another dino, and the last Blaster Switch. Shoot it. This will cause a silver ring to appear. Go to the silver ring, which is behind your Arwing, and swim into it. You'll now have to swim in a series of silver rings within a certain time limit. Complete the task to open the gate to the item box with the Silver RedEye Tooth. Now, with the Super Ground Quake, perform it near the RedEyes, then again when they're down on the ground. Two hits is all it takes. When you defeat them all, the Life Force Seal will go away. Go back, across the bridge, near the 2nd and 3rd Blaster Switches, and climb the formation in-between them. Enter and obtain the Gold RedEye Tooth. Go back to the King, and insert the teeth. Enter... at your own risk. =============================================================================== RedEye King - ["My, what big teeth you have..."] =============================================================================== Once you enter, you cannot escape. You battle a monstrous RedEye, which has the third SpellStone embedded on its head. That must've hurt! To defeat the RedEye, you must first electrocute him using the pads on the floor. The RedEye will typically roar before he charges at you. Near the end of his roar, step on the pad to charge up the fields. They should turn on when he passes. Once it's down, use your blaster to open the switches and use the barrels inside and throw them on its head. It helps if you open the switches first, pick up the barrel, then step on the pads. However, there are times when he just charges at you and getting hurt is inevitable. If you don't think you can make it into a nook in time, use your Force Field to save you. Repeat, and when the dino is dead, you get the third SpellStone. Return to ThornTail Hollow, and go back to the Volcano Force Point. NOTE: The cinema of you getting the SpellStone is the scene they use in the commercial where you're on its head. For some reason though, I thought that it would last longer, and that would be the way to defeat it. Who knows? =============================================================================== Volcano Force Point - [Back Again] =============================================================================== Basically, nothing's changed, except new and tougher enemies are present. Battle your way to the gate, and use your SpellStones to open any sealed doors. When you're back in the circular room, use it on the second seal to open a new door. The trouble is reaching it. Look down below, and jump on a platform that does not have fire spewing out of it. Duh! Jump onto the wall and climb up. Go through the door, and beware of the fire. Ride the blue platform, and climb the ladder. Extinguishing the flames would be easy, if not that they have to be put in a certain order. Extinguish the blue flame, then the green one. Next, the red, and last, the yellow. If you don't do it in this order, the flames will light back up again. Enter the room. Defeat the SharpClaw, and have Tricky stay on the switch to lower the ladder. Climb the ladder, extinguish the flames, and pull the lever switch. Go through the opened gate, and get Tricky to stay on the second switch. Extinguish the flames on the platform, and jump on it. Use your Blaster to shoot the orbs when the flame is the same color so that it turns your shots to their corresponding color. Did that make sense? Two of the orbs are blue, and one is green. It will take time before the flame matches up with the orb, and you have a clear line of fire. Go through the door, enter the WarpPad, and insert the third SpellStone. One more to go. Return back to ThornTail Hollow. =============================================================================== ThornTail Hollow - [Under Attack!] =============================================================================== Back at ThornTail Hollow, you'll see some SharpWings attacking the poor ThornTails. You must save five of them from the attacking SharpWings, three each. Four will be out in the main field, while the last one will be near the second beacon, the path to Cape Claw. After you save them all, the last ThornTail will give you a Large Scarab Bag. With the bag, you can now hold up to 200 Scarabs. Using the bag, collect at least 130 Scarabs and go to the ThornTail Store and buy the SnowHorn Artifact. Then, travel to SnowHorn Wastes. =============================================================================== SnowHorn Wastes - [Trials] =============================================================================== Your task here is to take that artifact and return it to its rightful owner. To find the owner, travel from the BribeClaw, West, and up the ledge. Continue left, and go right when you see some ice which you can jump upon. The owner is that lone SnowHorn but before you do so, you need to "prepare". First, melt the ice wall behind him, then defeat any SharpClaw in the area. Shoot the enemy in the tree trunk to have it fall and create a bridge. Now give the artifact to the SnowHorn. The pad will come up which you need to blow the Dinosaur Horn on. Assign it to Y, and blow the horn. You will have a limited amount of time to get to each pad, but blowing your horn on the next one will give you 30 more seconds. The second pad will rise near the camp fire, so blow your horn. Follow the path, and blow the horn on the third pad, then go right, and fall off the cliff. The fourth pad is near the BribeClaw, and the fifth near Garunda Te. The sixth, and final pad is near the waterfall. Get as close as you can, without falling into the water, and shoot the creature inside the tree trunk with your blaster. Cross, and climb the wall to reach the final pad. The gate blocking the entrance to the Warp Pad will lift. Enter the pad. =============================================================================== Krazoa Shrine - [Not Again!] =============================================================================== Climb the ladder, and defeat the two enemies flying above. They'll respawn, but they make less of a pest. Pick the barrel up, and follow the path. You cannot jump or you will drop the barrel. Throw the barrel at the wall. Before going on to the next room however, get another barrel. Place the barrel on the pad, and wait for the mechanism to pick the barrel up. Now, you must use the switch to turn off the flames while the barrel passes. Fail, and it blows up which means you'll have to get another. Swim to the other side, avoiding the whirlpools. Pick the barrel up again, enter the air current, and it should take both of you to the next room. Defeat the SharpClaw, and throw the barrel at the cracked wall. Make sure not to throw it at the flames, or your hard work will have to be repeated. Talk to the Krazoa to start the Test of Strength. The Test of Strength is an exact duplicate of the LightFoot test, and for those who are complaining about it being too hard, rest assured that this one is much easier. =============================================================================== Krazoa Palace - [Two Thirds Done] =============================================================================== Get the WarpStone to send you to Krazoa Palace to release the fourth Spirit. Ride the air currents to the second floor, and use the Portal Device to open the door. Release the Krazoa Spirit in there. The head will suck you up and drop you off at ThornTail Hollow. =============================================================================== ThornTail Hollow - [Right Under Your Nose] =============================================================================== Back at ThornTail Hollow, the WarpStone will tell you of the next gatekeeper, who is closer than you realize. As the game shows you the area of ThornTail Hollow, the gatekeeper must be in ThornTail Hollow! Talk to the ThornTail near the wall who never says anything and he will open up the portal for you. Go climb back in your Arwing. =============================================================================== Dragon Rock - [Into the Heart of Evil] =============================================================================== It takes all 10 gold rings to open the gatekeeper's force field. You might end up repeating this stage lots of times due to the fact that the gold rings sometimes move around, making it hard to get a fixed location. When you land, you'll find yourself in a really bleak place, filled with lots of FireCrawlers and four robots armed with cannons. You cannot defeat them... yet as they are shielded from your attacks. Their attacks are heat-seeking however, so avoiding them is a must. Head left, toward a very, very tall building and look for a ladder. Climb it, but watch out for flames that shoot out. Time it right to avoid getting burned. Go right, and notice that the floor switches turn off the flames. Pull the lever switch on the other side to get the mechanism moving. Continue across, and pick up the barrel, watching out for the flames spewing from the walls. Place the barrel on the pad, and climb back up the ladder to the switches. Step on them to stop the flames and let go when the barrel passes them. Use the barrel to destroy the wooden beams. Go inside, pull the lever switch to free the EarthWalker. Go back outside, and meet the EarthWalker. He will tell you to rescue the HighTop, but first, you must "retire" the four robots patrolling the area. The EarthWalker lends to offer his services, which you should use. Climb on top and destroy four generators. Note that the EarthWalker has a life bar. Go back to the Arwing, and check for a tree trunk near it. Use his tusk attack to destroy the generator. Doing so will shut down the shield on a nearby robot. The second is on the central structure of the place. Look for the green crack. The third is near in a little corner of the place, near the first structure you went to. It is guarded by two FireCrawlers. Turn right from that position,and look for a tree trunk with the green crack. Destroy it and get off of the EarthWalker. Look for the four robots, and blast them with the Fire Blaster. They will fire back at you if you're in a close enough range, so you might have to strafe. When the last of the robots are destroyed, a gate opens up. Go in the gate, and boost up onto a ledge where you can talk to the HighTop. To free him, you must shoot all four switches fairly fast or they will reset. When you free him, you're in for another ride. This time, it's a protection mission, as the dino will take you to a specific place. You'll be using your Fire Blaster, which has unlimited magic [for now]. You need to shoot down the missile coming from the central tower, protecting the HighTop from too many hits. After a few minutes, and under an intense load of missiles, the HighTop will reach a panel, where he will lower a gate and drop you off. Defeat the FireCrawlers in the area, and it will open the Life Force Door. Go head for the switch and the barrel. Leave Tricky on the switch, and shoot the blaster marks underneath the flames to turn them off temporarily. This is important to make sure that the mechanism carrying the barrel does not blow it up. Shoot each switch before the barrel passes by. Climb the ladder, and pick up the barrel. You'll need to get through three air currents, and to make matters worse, flames spew inside of them, which can cause the barrel to explode. That means you'll have to restart all over again. Wait until the flame stops, and then walk in toward the other side. If you're lucky, it'll land without a hitch, but sometimes, it will stay in the air current floating around. To quickly save it, climb in and use Fox to push it out of harms way. Repeat this for the other two air currents. However, the last has two flames. When you get across, throw the barrel at the wooden beams blocking the door. Inside, pull the switch to move the cage with the CloudRunner and pull it again when the cage is in the middle. Stop it when the rope is in front of a nozzle. Climb out through the window, and use Tricky to flame the grate. The flame should come out through the nozzle, and burn the rope holding the CloudRunner captive. The bird will tell you of the last SpellStone, and help you power down the field surrounding it. Prepare for another protection mission. This time, the missiles come out of the four towers, and you must destroy them all to stop them from hitting the CloudRunner. If some go past, the bird will automatically dodge some, but others will hit. When you get near the towers, the missiles will stop, leaving you with a few seconds to shoot the red circle. Shoot as much blaster fire into it as quickly as possible, but you will not destroy it in one pass. It should take about two passes to destroy it. Once you do, the CloudRunner will deposit you on top of the tower. =============================================================================== Boss Drakor - [Fire Fight] =============================================================================== The Boss has a hit point meter, and you'll be using your Fire Blaster to take small chunks, out of his huge health bar. His main attack is a beam cannon, which shoots out blue balls of energy that track you. Your best bet against them is to shoot them before they hit. The boss will always move around so shooting him is kind of hard. Besides worrying about the energy balls, you will have to contend with mines, and flames. Shoot the mines to cause them to explode, and the switches in front of the flames to turn them off. If you're running low on energy, check for S boxes on platforms which will give you energy rings. When you whittle down his health, you get the fourth Spell Stone. Defeating him will give you your last new health bar. =============================================================================== Ocean Force Temple - [Revisted] =============================================================================== Go back to the Ocean Force Point Temple, but when you try to, you'll find it has been boarded up. Your solution, the cannon which you must man. Go to the island which held the Queen CloudRunner, and go right into a little cave. Use the Portal Device, and extinguish the flames. Use the cannon to blow open the wooden beams and while you're at it, blow up the rock to your left. It'll take more than one hit, about 4-5 which will give you a new Staff Upgrade. Use the cannon to also blow open a hole in the wall underneath the staircase near the entrance to Cape Claw. Go inside the Temple. The only thing that has really changed, is the floor tiles that are energized. This time, there are nine rows, but the same rules apply. Before you enter the warp, you can go to the right, and open a Portal Device for another Cheat Token. Enter the warp. Go through the door behind you, and you can see that the water level has risen. Go left this time, and defeat the bigger SharpClaw. Push the block into the little niche in the ledge so you can climb and pull the lever switch to open the door. Jump to the ledge to your right, and destroy the SharpClaw crate to reveal a SharpClaw Pad. Transform to open up a door in the central statue that has a lever switch. Pull it to raise the water level. In the next room, pull the lever switch and the middle platform will spin. This is the same as the last one, except that you must correspond the statue with a color to the flame with the same color. For example, the statue with the yellow symbol will only extinguish the yellow flame. As you extinguish more, the structure will spin faster. When you extinguish them all, another block will appear in the maze, which I have a map for. Yay! Sorry I couldn't do it for the other one. Scale Drawing ____________ ____________ ____________ |[ ] - _ | |[ ] - _ | |[ ] - _ | | | _ | -> | | _ | -> | | _[X] | -> | _ | [X]| | _ | [X] | | _ | | ------------ ------------ ------------ Key: ____________ ____________ ____________ | =Wall |[ ] - _ | |[ ] - _ | |[ ][X] _ | [X]=Box | |[X] _ | -> | | _ | -> | | _ | [ ]=Goal | _ | | | [X]| | | _ | | ------------ ------------ ------------ As you might've seen, it's not exactly equal in places, and I didn't finish the last step, because you should know where to go from there. If you don't, what can I say? Anyways, just follow the box movement, and you should get there. Once you insert the box, the Boost Pad will activate, and you should use it. Follow the hallway down, and shoot the orb when the flame is the same color as it. It will extend a bridge. Enter the Warp Pad and place the final stone. You'll see a cutscene where the land masses are briefly joined together, then watch as they separate. You know you need to find the rest of the Krazoa Spirits to fully restore the planet. =============================================================================== Walled City - [Almost Done] =============================================================================== NOTE: You will need the Hi-Def Display Device to successfully complete this area. On your return visit, you'll notice that the RedEye no longer rule this place, and that the EarthWalkers are now dominating the city. Well, sort of. Your task for this mission is to obtain the Sun and Moon Stones. After you talk to the King, head towards the Sun Stone side, and go through the new passage. You must first move blocks onto sun faces, and guess what! I have a diagram for it. Sun Stone Block Diagram Key: [ ]=Empty Square [ ][S][-][-][X][ ][ ][ ] [X]=Blocks [ ][.][.][.][S][ ][ ][ ] [-]=First Moves [ ][.][ ][ ][!][!][!][S] [.]=Second Moves [ ][.][ ][ ][!][ ][ ][ ] [!]=Third Moves [ ][X][ ][ ][!][ ][X][ ] [+]=Fourth Moves [ ][ ][ ][ ][X][ ][+][ ] [S]=Sun Face [ ][ ][ ][ ][ ][ ][+][ ] [ ][ ][ ][ ][ ][ ][S][ ] I know it's a little hard to tell, but look hard. What the key is trying to tell you here, is that the first moves your should make are boxes with the character - in them. Then follow the rest of the diagram, making sure to do the moves numerically, and you should push all the block into the sun faces. This will open a hole in the pedestal up front. Ride the platform up, and step on the marking on the floor. From that position, use your Hi-Def Display Device and zoom in on the silvery water structure in front of you. You will get a cutscene of the door opening up. Ride the platform down, and enter. Take care of the two fire bats in the room, and you come across another puzzle. The trick to this one is to get the faces on the three blocks to face outward, with the sun faces underneath the red fires, and the moon face, underneath the blue fire. With the blue fire as North, take the rightmost block, and move it left, then into the little path towards the blue fire. Stop when there is enough room for the other block to pass. Take the left block, and move it into the former position of the first block. Go back to the first block, and move it back to its former place. With the path cleared, take the block down the little path, and pull it back, then to the left and push it until a tone rings. Push the first block where that block used to be. The wall will open up into a new room. Unfortunately, I don't have a map for this room, and it would have made it so much easier, but we'll make do. Go past the Ground Quake Pad, and pull the switch. You will now be timed to get to the open door. Go inside the maze, and run around to your right, until you see a flaming fire. Put it out with your Freeze Blast, and pull the switch. Make your way across the maze, until you come across a pit. Equip your Fire Blaster, and shoot the switch on the wall to make the invisible walls disappear. Have Tricky flame the wooden vines blocking the third switch and pull it. Run toward the open door, and use your Portal Device to open it. Now you're in a room with a rotating wheel, that will reveal three switches. Shoot the switches from left to right, to reveal an invisible bridge that will take you to the Sun Stone. Pick up the Sun Stone, get out, and head towards the Night side. The Moon Side will present the same block problem. You guessed it, I also have a diagram for this. Moon Stone Block Diagram Key: [ ]=Empty Square [ ][ ][ ][ ][ ][ ][ ][ ] [X]=Blocks [ ][ ][X][-][-][M][X][ ] [-]=First Moves [X][!][!][!][!][!][.][ ] [.]=Second Moves [+][M][ ][ ][ ][!][.][ ] [!]=Third Moves [+][ ][ ][ ][ ][!][.][ ] [+]=Fourth Moves [M][ ][ ][ ][ ][!][.][ ] [M]=Moon Face [ ][ ][ ][X][!][!][M][ ] [ ][ ][ ][ ][ ][ ][ ][ ] As with the Sun Stone, you'll need to push the Moon Blocks into the Moon faces. Follow the paths and you should open up a hole. Ride the platform up, and use your Hi-Def Display Device to look at through the hole and open up the building. Pull the lever switch in the room to open the gate, but in doing so, different gates will rise up and fall. Proceed to the first gate, and wait for it to fall, but step back and forth between the floor or else it'll collapse and you fall to your doom. Make your way to the gate, and into the next room. Pound the Ground Quake Pad, and invisible walls will appear. You have 30 seconds to make your way to the Portal Device. However, you need to feel your way around. Simplest thing is, you head toward the right of the door, and make it to the corner. From there go in a circle, clockwise until you make it to the corner left of the portal device. From there, enter the door, and open the device. The next room is similar to the Sun Stone room, as you must shoot three switches behind the rotating circle. Shoot the switches from left to right, and obtain the Moon Stone. Back outside, place the Sun and Moon Stone in their corresponding places where you put the RedEye Teeth. The top of the temple will rise, and in it, a Warp Pad to the Krazoa Shrine. NOTE: After you enter the warp to the Krazoa Shrine, you will NOT be able to go back to any other local place, such as ThornTail Hollow. Instead, if you try to leave, you will head directly towards Krazoa Palace. Finish anything that you want to finish before you enter the warp!!! =============================================================================== Krazoa Shrine - [Parted Friendship] =============================================================================== Climb the ladder in the room, and step on the black switch. The gate at the end of the room will open. Ride the air currents trying to avoid the flame that spews out, but you're probably going to get hit if you want to make it in time to the gate. In the next room, step on the switch again and ride the air current to the flaming middle structure. Use the Freeze Blast to extinguish them, and ride the air currents to the other side, turn around, and shoot the Blaster Switch near the ceiling. This will open the gate. Finally, step on the switch again and ride the air currents to two platforms where a rotating structure blows out flames. Try and time it so your land where it's not on fire. Go to the other side and talk to the Krazoa Spirit. You will take the Test of Knowledge. Basically, you must match six objects with the corresponding worlds that they came from with. You will have 1:18 to finish the task. Fail, and you will restart the shrine, which really annoys me. Diagram of Objects 5 4 1 Key: 6 2 1-6=Item and their 1 2 corresponding 5 3 locations 4 3 6 Just match the numbers and their locations, with the silvery circle as North, and you should complete it without having to restart. As you leave, you'll say good-bye to Tricky, who will become an honorary member of the Star Fox Team. When you get to your Arwing, you'll notice that you can no longer visit any other places, except for Dinosaur Planet. Even then, you are deposited directly to the Krazoa Palace, and cannot return to visit ThornTail Hollow or any other places. =============================================================================== Krazoa Palace and Krazoa Shrine - [Lost Souls Reunited] =============================================================================== You land on the roof. If you're low on health for any reason, take time to break the crates and replenish that. Ride the air current farthest from your Arwing down. You'll want to go one floor down, or three floors up if you're on the ground floor. Ride the air current down, and then travel to the appropriate one. Defeat the SharpClaw patrolling around, and then look for a passage that leads to an air current. Ride the air current to the other side and defeat the SharpClaw in the room and deposit the Krazoa Spirit. After the nice cutscene of the new location of the roof, it's time to go up. Ride the air currents back up, and enter the Warp Pad. This Krazoa Shrine is really easy. All you have to do is walk. Anyways, climb the ladder up, and go through the door. A life force seal will appear. Climb up, onto what looks like some sort of [beauty pageant] runway, and General Scales will appear! *GASP!* He will comes toward you, but before you can pull off a move, you both hear a voice. The voice commands General Scales to give up the last Krazoa Spirit. In doing so, he dies. You possess the final Krazoa Spirit. Once back at the palace, run to the pad in front of you, and release the final spirit. You now free Krystal, but also, the Krazoa God. It's time for a final showdown! NOTE: That seems anti-climatic. He just keel overs and dies!! What the heck? Wish you could've fight with him or something. =============================================================================== Final Boss: Andross - [Monkeys Do Fly In Space] =============================================================================== You probably guessed it from that cutscene. It's Andross, your old nemesis. Hope you've been practicing your Arwing skills, because it's time to use them. You're fighting the Krazoa head first, and your only threat is the energy waves that come out of his mouth. They track, and they hurt! your targets should be the Krazoa head's eyes, and the gem on his forehead. Shoot them until they explode, leaving black holes where they used to be. When you do so, the head will flip over and you'll fight Andross. As in Star Fox 64, your targets are now his hands. His hands have a little target on them that you must specifically hit. His fingers will absorb some of your shots. He will swipe at you with each of his hands, and then slap them, hoping to crush you. These are easily avoided by going up, then going left or right. Next, he spits out little rocks, as well as TWO energy rings. Grab these to restore 1/4 of one of your health icons. When he starts to suck you in, move toward the left or right of the screen, and continually barrel roll. Not only will this stop you from being sucked into his mouth (if you did it fast enough), you will also destroy some of the rocks that would've hit you. Once you destroy both of his hands, he flips over and you face the Krazoa head again. This time, the head shoots tracking missiles, making life difficult, as well as its standard attack with the energy waves. Your targets are the same, so repeat this process to take on the Andross side again. Andross too, has a new attack, and that is to shoot the energy waves from his hands, inevitably, making you have to dodge them and waste precious seconds trying to destroy his hands. His attacks are the same, and when you destroy both of his hands, Falco shows up! Aha! Falco comes to save your hide! This time, Andross's hands are gone. Andross uses the same attacks, minus the energy waves, and spits out only one ring this time. When he does, Falco will drop S boxes with bombs. Collect them, and the next time Andross tries to suck you up, fire one in. His head will become transparent for a while, and reveal his brain. Aim for the brain, and when he lunges at you, swerve some other direction to avoid getting hit. After a while, his face turns solid again, and you must repeat the process. Three times should be the minimum amount you need to do this to defeat him. After that, it's clear sailing. =============================================================================== Epilogue - [Relaxation At Last!] =============================================================================== You finally saved Dinosaur Planet. Give yourself a pat on the back! You're back with Peppy, Slippy and ROB as General Pepper transfers your fee. Falco walks in and joins the Star Fox team again!!! Woohoo! Not only that, but Krystal walks in to thank you. Funny too, as Fox "blushes". With Andross out of the way, you can now live on with your merry life. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[6. Upgrades]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Fire Blaster: Located in ThornTail Hollow, once you defeat the four SharpClaws in the Courtyard, a gate will open. Go inside, and fall down into a hole, where you will reach the upgrade. Staff Power: Located in SnowHorn Wastes where you feed the hungry Snowhorn, you must use Tricky to dig up the soft ground. Go inside the hole, and pick up the Staff Power upgrade. Rocket Boost: Located inside a well in ThornTail Hollow, you must first get Tricky to open a hole for you. Go inside, plant a spore in the room, and blow it up. Go inside the hole to get the Rocket Boost upgrade. Staff Power 2: Located atop of the ThornTail Hollow store, use the Rocket Boost to jump up. Plant a bomb flower, and then enter inside the cave. Shoot the switches in any order to cause a hole to form. Jump inside and get your second Staff Power upgrade. Freeze Blast: Located in the Volcano Force Point, you must use the SpellStone to unlock the doors until you reach a circular room. Make your way to the top to find it. Freezing an enemy and then smacking it will make it a one- hit knock out. Ground Quake: In Moon Mountain Pass, a Krazoa Spirit will open a passage for you. Go through that passage, lift up the rock, and get the Ground Quake. SharpClaw Disguise: Located when you are taken prisoner, sneak past the prison guard, and blow open the ceiling by placing the barrel on the air current. Step on the switch, and Slippy will transfer the disguise to you. Portal Device: Save the ThornTail's eggs after you come back from releasing the third Krazoa Spirit. She will then open a hole to find the upgrade. Super Ground Quake: Located in the Walled City, you must use it to defeat the RedEye Tribe. Look in the walkthrough for more detailed information. Staff Power 3: Located in Cape Claw, command the cannon and use it blow the rock with the upgrade. It will take several well-placed shots to successfully reach it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[7. Items]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The items listed below, are mostly common items, and stuff that you can find in the wild. What will not be covered here are one-use time only items that only serve one specific purpose. They are useless to cover and would waste too much time. -=[Common Items]=- DumbleDang Pods: This will be your most common health-restoring item. Find it by smashing crates, defeating enemies, etc. Where ever you find them, they restore two pieces of your energy. PukPuk Eggs: The better of the two items, this egg will restore one full bar of your health meter. You usually find these in later areas where you are more likely to have been inflicted more damage. Scarabs: Currency in Dinosaur Planet, they come in two "flavors". Red ones are harder to catch, but are worth five green scarabs. Green scarabs in general are only worth one. Find them in rocks, baskets, and any other container. Staff Energy Gems: These come in four different colors: Red, yellow, green and blue. I believe that the green gems give you the least amount of power, and the blue gives you the greatest. Find them from Magic Plants and from defeated enemies. Krystal's Staff: The staff that you wield in this game is an item, so I decided to include it. You know what it is, so I'm not going to bother. Fuel Cells: Scattered across the planet, ROB dropped them down, but it seems he was a little inaccurate. You can buy them from the ThornTail Hollow shop, but it's not worth your money. Be an explorer in a while, and find them. Bomb Spores: Coming in patches of threes, you must blow up a Bomb Spore plant in its original position. Plant these where ever you can, blow them up, and search the cave they gave you access to. DragonFlies: Put this in your FireFly lantern, and release them when you're in a dark cave. They will fly around with you and emit a green glow on everything around them. However, after a while, they will flicker out. MoonSeeds: Get these after defeating a Kalda Chom, and plant these wherever possible. Have Tricky perform his Flame technique to make these grow. They give you access to new heights and places. GrubTub Fungus: Food for Tricky, these items are practically found anywhere, especially when you require Tricky's help. You must first stun them, then you may collect them. They sleep at night, which is a huge help if you're trying to collect them. You can only carry a maximum of 15 at a time. BafomDad: Cute little plump birdies that dance around until you collect them. They act like Zelda fairies and restore your health when you go down in battle. You can only carry 1, but when you buy a bag for them, you can carry 10. -=[Important Items]=- Scarab Bag: You don't start with a scarab bag in the game which is why you can only carry 10 scarabs for a while. However, you can get bigger ones. You get the Official Scarab Bag from the SnowHorn which you feed the Alpine Roots to in Ice Mountain. This bag will allow you to carry 50 Scarabs. The WarpStone will give you the Medium Scarab Bag before you travel to ThornTail Hollow which allows you to carry 100 Scarabs. Finally, a ThornTail will give you the last, and largest Scarab Bag which holds up to 200 Scarabs. BafomDad Bag: Buy it from the ThornTail store, and you can carry up to 10 BafomDad. Hi-Def Display Device: Buy it from the ThornTail Store. Used in conjunction with your First-Person look feature, zoom in on distant objects to get a closer look at them. The device also displays a compass! Nifty. FireFly Lantern: Gosh, you purchase everything from the store, don't you? You must have this item to progress in the game. Dinosaur Horn: Blow it when you see a pad to enlist the aid of the SnowHorn. Cheat Tokens: Collect all 8 of these to unlock various tid bits in the game. You must find a well and buy it from the creature inside for 20 scarabs. Krazoa Spirits: Your main goal in the game is to collect these spirits to restore peace in Dinosaur Planet. -=[Arwing Items]=- Laser Upgrade: A black square in-between two green lines, this increases your lasers firepower. You can only collect two. One will upgrade your fire to two shots, and the last will change your lasers to blue. Bombs: Shaped like a circle with a B inside of them, these things are very powerful, but you can only carry three. Press B to fire them, and B again to detonate them. They have a large blast radius and can take out multiple targets. Silver Rings: Restore your energy in the Arwing when you take damage. Gold Rings: You must collect the minimum amount of these to progress to new levels. -=[Other Items]=- Fuel Barrel: You can use this as a weapon, a switch holder, or to blow up walls. They will be continually resupplied by the generator. SharpClaw Barrel: Same as the Fuel Barrel, but only a SharpClaw may pick it up. Large/Small Basket: Large baskets hold scarabs while small ones hold DumbleDang Pods. SharpClaw Crate: Break these opens for DumbleDang Pods, or PukPuk Eggs. Sometimes, Boost Pads will be hidden underneath. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[8. Enemies]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= There are a variety of enemies, and each can be taken down a different way. Your basic attacks to defeat enemies are using the Staff, down to hand-to-hand combat, or using one of its many magical abilities to inflict serious hurt. Or you can choose to use a barrel or basket of some sort and chuck it at them. Don't forget about Tricky and his Flame technique either. Whatever way, they all come in handy. You can find the enemies names using the P.D.A. -=[Minor Enemies]=- SharpClaw: You'll encounter these often, and they are your main enemies throughout the areas. Like most enemies, they will respawn. However, besides your basic SharpClaw, there are also more advanced versions, or dinos that wield a huge ax [with a shield] than the standard club. These are to be taken with more care, or else you're going to get hurt bad. Red Mushrooms: Found in ThornTail Hollow, if you come near, they will shake off some poisonous dust of some sort which will take away one energy bit off of your life bar. They cannot be killed, just stunned with an attack, so you can safely go by. Bats: Bats come in two different varieties. Flame, and regular ones. To take out the airborne enemies, fire at regular bats with your Fire Blaster. However, Flame Bats are already on fire, so they're resistant to that. Once you acquire the Freeze Blast Upgrade however, let them swoop in, then give them a cold welcome. Kalda Chom: Only located in Moon Mountain Pass, these guys are invulnerable to your attacks until you pick up the Ground Quake. They shoot little energy balls at you, but are easily deflected with your staff. Ground Quake near them, then hit their soft spot on the back when they spin around twice to defeat them. Their dead bodies will produce Moon Seeds. FireCrawler: Think of an armadillo and you get some sort of picture about these guys. They breath fire at you, and are quite large. Your best weapon of choice is the Freeze Blast, where you can turn them into solid blocks of ice, than smash them to bits. Kooshy: Annoying little critters who like to hang out in Cape Claw and the Ocean Force Point Temple, they pop out at a distance and fire green projectiles at you. If you rush in near, they burrow underground. Strike from a distance, or strike fast. SnapLuk: A bigger version of the Koosy, this creature just likes to stay above ground and engage you to hand-to-hand combat. If he feels threatened, he will dive down and will not reappear until you are some distance away. RedEye: T-Rexs!!! They don't bite you in half, and their numbers are small, but they are awesome to look at. They will run at you if you are near and try to bite you. You cannot harm them, until you upgrade your staff with the Super Ground Quake. Perform it once to knock them down, and perform it again to kill them. Snappers: These guys hang out in the water, and rush you if you're close. They follow you around until you reach dry land, and can be very annoying. They are protected by their shell, however though, when they raise their shell up, fire a blaster shot to destroy them. SharpWings: Aerial versions of the SharpClaw, they are much more fragile and can be downed with one swipe or shot. They screech before they attack, but they often hang in groups. Take them out from afar. TreeDweller: Not really sure what to call these things, but they live in dark holes, often in SnowHorn wastes. You can tell if they are there by their telltale signs of their green eyes. Their only attack is to spit green projectiles at you, which can be easily avoided. One shot from the staff will do quite nicely in taking these guys out. Bots: They come in two varieties. One that zaps you, and one that is shielded and fires energy beams at you. The first kind you will encounter patrol a certain path, and will immediately zap you with their electricity if you are within their spotlight. Activate your force-field and wait for them to pass. The second kind are heavily shielded and cannot be destroyed until you destroy their shield generators. Once you do, energy blasts from your staff will finish them off. Spiked Plant: Attached to walls, they will shoot out a vine with a spiked end and whip it around trying to hit you. Freeze them solid with your staff, then break them to bits. Apparitions: Jellyfish like creatures that have gigantic brains incased their translucent body. These enemies home in on you and swing their tentacles around. One hit will take them out. -=[Bosses]=- Boss Galdon: Freeze him from his prison first, and you will see devour the SpellStone. Not good! You must first attack him from behind, targeting his butt, or his rear end. If possible, use Tricky to preoccupy him and use your Staff to get in some good whacks. If you do it enough times, he will swallow you. Inside, you will see the SpellStone trapped inside the hanging part? Whack it a few times and watch out, for it could hit you back on the rebound. Once you successfully whack it, the boss will spit you out. Your new target is his neck, and you will be using your Fire Blaster to inflict damage. Take careful aim, and be sure that his hands aren't obstructing the path, or else you will have to stop mid-battle and refill your energy meter. 3-4 hits will make him swallow you up again. Repeat the process of whacking it and you will attain the SpellStone. Laser RedEye: It's a really good thing you only have to face one of these. The first thing to do, is to avoid the T-Rex until you find the Electric Switches. Then run to the nearest cell with a Fuel Barrel, and open it up with the Blaster Switch. Pick it up, and wait besides the Electric Switch for the T-Rex to come. Make sure it doesn't come behind you or you are dead. The T-Rex will usually roar before he comes to you [but there are exceptions]. Wait until he's almost done, then step on the switch. The field will charge up and they should turn on just as the T-Rex passes, trapping him. Throw the barrel on his head and repeat. As you deal more and more damage to him, he will travel faster, and will roar less often before he comes running after you. Activate your force-field if that happens. Boss Drakor: You're flying around somehow, and your boss has a hit point meter. You can keep track of your progress, and about how much life he has that way. Your main obstacles in this battle will be the beams he shoots at you, the mines, and the flames. The beams and mines can easily be avoided by shooting them, but the flames will require accurate shots at their switches. Once you have a free moment, fire at the boss to inflict some damage. If you notice during the battle, there are S crates for you to replenish your life with Silver Rings. They take very accurate shots to break them open. Andross: Instead of General Scales, you get Andross. How quaint. Inevitable, I'm going to use the walkthrough's strategy, as I would be just repeating myself. You're fighting the Krazoa head first, and your only threat is the energy waves that come out of his mouth. They track, and they hurt! your targets should be the Krazoa head's eyes, and the gem on his forehead. Shoot them until they explode, leaving black holes where they used to be. When you do so, the head will flip over and you'll fight Andross. As in Star Fox 64, your targets are now his hands. His hands have a little target on them that you must specifically hit. His fingers will absorb some of your shots. He will swipe at you with each of his hands, and then slap them, hoping to crush you. These are easily avoided by going up, then going left or right. Next, he spits out little rocks, as well as TWO energy rings. Grab these to restore 1/4 of one of your health icons. When he starts to suck you in, move toward the left or right of the screen, and continually barrel roll. Not only will this stop you from being sucked into his mouth (if you did it fast enough), you will also destroy some of the rocks that would've hit you. Once you destroy both of his hands, he flips over and you face the Krazoa head again. This time, the head shoots tracking missiles, making life difficult, as well as its standard attack with the energy waves. Your targets are the same, so repeat this process to take on the Andross side again. Andross too, has a new attack, and that is to shoot the energy waves from his hands, inevitably, making you have to dodge them and waste precious seconds trying to destroy his hands. His attacks are the same, and when you destroy both of his hands, Falco shows up! Aha! Falco comes to save your hide! This time, Andross's hands are gone. Andross uses the same attacks, minus the energy waves, and spits out only one ring this time. When he does, Falco will drop S boxes with bombs. Collect them, and the next time Andross tries to suck you up, fire one in. His head will become transparent for a while, and reveal his brain. Aim for the brain, and when he lunges at you, swerve some other direction to avoid getting hit. After a while, his face turns solid again, and you must repeat the process. Three times should be the minimum amount you need to do this to defeat him. After that, it's clear sailing. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[9. Miscellaneous]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section here is dedicated to numerous little quests, and other junk that is really too short to be put in a separate section. -=[Dinosaur Language (Tadejuih Cudwiuwo)]=- You'll find in the Instruction book, the dinosaur language. You can turn on dino talk in the game, once you find it the cheat token for it, but, you can also use it in real life to encrypt messages, so long as no one figures it comes from the game. The letters go as follows: English Alphabet: A B C D E F G H I J K L M N O P Q R S T U V W X Z Dinosaur Alphabet: U R S T O V W X A Z B C M D E F G H J K I L N P Q As you might've noticed, there is no Y for Dinosaur Language. I don't really understand why. Do you know Y? -=[ThornTail Hollow Store]=- In the ThornTail Hollow Store, you can buy items, and play a little mini-game. Since we're on the subject of money here, Scarabs are the currency, red being worth 5, and the green ones being worth 1. Note that most things in the left hall be easily be found in the wild, and that if you buy one, the Storekeeper will have more. Stuff for Sale: Location: Price: =============================================================================== DumbleDang Pod Left Hall 3 Scarabs 3 DumbleDang Pods Left Hall 10 Scarabs PukPuk Egg Left Hall 6 Scarabs 3 PukPuk Eggs Left Hall 15 Scarabs Bomb Spore Left Hall 5 Scarabs Fuel Cell Left Hall 10 Scarabs Blue GrubTub Fungus Left Hall 12 Scarabs Firefly Left Hall 10 Scarabs Rock Candy Middle Hall 10 Scarabs Hi-Def Display Device Middle Hall 20 Scarabs Tricky's Ball Middle Hall 15 Scarabs BafomDad Holder Middle Hall 20 Scarabs SnowHorn Artifact Middle Hall 130 Scarabs Firefly Lantern Middle Hall 20 Scarabs CapeClaw Map Middle Hall 5 Scarabs Krazoa Palace Map Middle Hall 5 Scarabs Dragon Rock Map Middle Hall 5 Scarabs Ocean Force Point Map Middle Hall 10 Scarabs ThornTail Hollow Map Right Hall 5 Scarabs Moon Mountain Pass Map Right Hall 5 Scarabs LightFoot Village Map Right Hall 5 Scarabs DarkIce Mines Map Right Hall 5 Scarabs SnowHorn Wastes Map Right Hall 5 Scarabs Walled City Map Right Hall 5 Scarabs CloudRunner Fortress Map Right Hall 5 Scarabs Volcano Force Point Map Right Hall 10 Scarabs =============================================================================== Make notice that practically all items can be bargained down to a certain extent. However, if you try to bargain it too low three times, he'll tell you to get out, and you must initiate the buying sequence again. Also, the Shopkeeper will not sell you items if you do not have enough money for the original price, even if you're one Scarab short. Mini-Game: It's a Scarab mini-game where you will be either 1-10 Scarabs. The higher your bet, the higher the reward. Once you give the ShopKeeper the number of bet Scarabs, he will throw them into the fray with the same amount of purple scarabs. Collect all of yours without touching a single one of the purples and the Shopkeeper will double your bet. If you touch one, you will only get to keep the number you picked up before you touched it. -=[The Purpose of Cheat Tokens and the Game Well Maze]=- Cheat tokens aren't items that help you cheat in the game, but instead provide extra goodies. There are 8 in total which you must buy for 20 scarabs each. Their locations are: - In the ThornTail Hollow store, the well is right in the lobby. Dropping it into the Game Well maze will give you the Staff Credits. - In Ice Mountain, travel straight until you see the cannon to your right. Continue going ahead, plant a bomb spore, and blow it up. The token will unlock the music test, which you get in the Audio section. - In SnowHorn wastes, find the river that has ice platforms floating down. Ride the ice until it disappears under a river, and brings you to the well. The token will reveal your future and about your enemy. - In Moon Mountain Pass, just before you enter the Krazoa Shrine, plant a Moon Seed on the ground. Climb up and buy a token. This will give you option of setting the language to Dinosaur in the Language menu. - Once you become an honorary member of the LightFoot Tribe, talk to one of the LightFoot in their homes. The LightFoot will tell you her babies are underground. Go back into the mound, and chase the babies so that they enter the pinkish-puplish mist near the entrance. Sometimes the babies double- back, which makes it frustrating. Once you get them out, the mother will let you access her well. The token reveals the future about a friend who cares about you. *cough* Falco *cough* - In CapeClaw, while you're aiming the cannon at the Krazoa Head's mouth, aim it left, and look at the platforms near then entry to this area. Your target should be between the walkway into the wall under the ground, and the walkways that lead down onto the beach. Fire and get the token that unlocks Sepia mode which turns everything black and white. - In the Volcano Force Point temple, after the bridge across the lava, defeat the SharpClaw near the two orbs. Fall down to your left and plant a Moon Seed in the ground. Climb up, and get a token which reveals this message: "Fox... I can see you have matured into a strong leader. I am always there with you. Never give up... Trust your instincts.. my son..." - Ocean Force Point Temple. On your second visit, before you enter the Warp Pad, and after the electric floor tiles, go to your right in the water, and open up the Portal Device. The token will tell you about sorrow on the horizon, which I think is talking about Tricky. Game Well Maze Diagram _____________________ | ____ |__ ____ | - To access the Game Well | |__|___ | | ____| Maze, talk to the Key: | |___|_ _| | |____ | WarpStone and ask him |=Walls | | O X| | _|__ | | | to bring you to the X=Warp Pads | |__ |______ _| | | maze. It's actually O=Token Well | | | | | | | | underground, and if you S=Start |__| |__ |_ | _| | notice, this map is a | _ |- | | | _ | bit disoriented. Can't | | _| | |¯ _| | | | be helped. I got | | | |_ |_ _| | | confused myself. | | | | | |X| |S| | | | | |___| |___| | |___| | |____X|_______|_______| -=[Sidequests]=- There is really only one sidequest I can think of, besides collecting every single Fuel Cell, and that is in LightFoot village. From the gate, head left, and jump across the rocks, flip the rock over, and boost up. Talk to the LightFoot inside and she will tell you that her babies like to climb trees. The trees she's talking about is in the forest outside. Find them, and she will reward you. Go outside, and defeat the two SharpClaw. Then, you can either look up in the trees for the babies, who blend in, but are still noticeable, or you can just whack any tree until you find a right one. A right tree will turn red when you hit it, while a regular one will just sound like you hitting a piece of wood. Once all three are back at home, the mother will open a house that has two Fuel Cells inside. -=[Tricky's Metamorphosis]=- Not so sure if that's what you could call it, but we all know that Tricky can change colors. That's what the purpose of Tricky's Ball is for. While I haven't noticed any significant difference in his abilities with each change, I'm still researching it. One thing is for certain, and that is that Tricky changed with every 10 throws from the ball. Tricky's Change: Bottom Color: Top Color: =============================================================================== Original State Yellow Purple 1st Transformation Pink Green 2nd Transformation Green Blue 3rd Transformation Blue Green 4th Transformation Purple Blue 5th Transformation Blue Red/Purple 6th to Infinity? A Previous Combination A Previous Combination =============================================================================== I'm not sure if this is the correct order, as they seem to be pretty random. After playing with Tricky for a while, I have concluded that his changes do not decrease the number of GrubTubs he consumes. The only real thing that helps is that he sometimes provides a distraction for enemies. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-[10. Legal Information]-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This document is copyright 2003 Legomondo, all rights reserved. This should not be reproduced in any way for the sole purpose of profit and without my consent. You may however, have a printed version of this, unaltered for home use. This FAQ is only allowed on GameFAQs [GameFAQs.com] IGN FAQs [faqs.IGN.com] and should not be posted anywhere else without my permission. If you see this FAQ other than the site listed above, email me immediately at Legomondo [at] yahoo [dot] com. However, I do not want emails asking if you can post this FAQ or any others. I will not let you, and I warn you not to post the FAQ anyways. As always, the most recent version of this guide will be at GameFAQs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[11. Thanks]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Thanks goes to the following: - Nintendo and their GameCube, and for finally putting their games on discs. - Anybody that helped make Star Fox Adventures: Dinosaur Planet, which I believe is Rare. - And you, the readers who make this better. =============================================================================== Copyright 2002 - 2003 Legomondo
FAQ Display Options: Printable Version