Star Fox Adventures Walkthrough :
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Walkthrough - FAQ/Walkthrough************************************************************************ _____ _____ _ _____ _____ ____ _ __ _________________ | ___|_ _| / \ | _ | ___|/ _ | \ / / __/ _____/ | |___ | | / _ \| |_| | |___| | | |\ v / _/ __/ |___ | | | / /_\ | _| ___| | | | | | / __/ ____| | | |/ _____| |\ \| | | |_| |/ ^ \/ ___/ /______| |___/ |_| \_|_| |____//_/ \________/ _ ____ __ __ _____ _ _ _____ _ _ _____ _____ _____ / \ | _ \\ \ / /| ___| \ | |_ _| | | | _ | ___| ___| / _ \| | | |\ \ / / | |__ | \| | | | | | | | |_| | |__ | |___ / /_\ | | | | \ \/ / | __|| | | | | |_| | _| __||___ | _/ _____| |_| | \ / | |___| |\ | | | | | |\ \| |___ ___| | |__/ |____/ \/ |_____| | \_| |_| \___/|_| | |_____|_____| |/ | | \| D I N O S A U R P L A N E T ************************************************************************ An FAQ/Walkthrough by CyricZ Version 1.2 E-mail: cyricz42@yahoo.com ************************************************************************ Table of Contents 1. Introduction 2. FAQ 3. Controls, Menus, and Basic Tips 4. Characters 5. Items, Collectibles, Powers, and Abilities 6. The ThornTail Store 7. Enemies 8. Walkthrough A. Prelude i. General Scales' Galleon ii. Krazoa Palace iii. Krazoa Shrine 1 B. Chapter 1 - Star Fox Reporting i. Arwing Mission - To Planet ii. ThornTail Hollow iii. Ice Mountain iv. SnowHorn Wastes v. White Grubtubs C. Chapter 2 - DarkIce and Hot Lava (SpellStone #1) i. SnowHorn Wastes ii. Arwing Mission - To DarkIce Mines iii. DarkIce Mines iv. ThornTail Hollow and Moon Mountain Pass v. Volcano Force Point Temple D. Chapter 3 - Fly Me to the Moon (Krozoa Spirit #2) i. Moon Mountain Pass ii. Krazoa Shrine 2 iii. Krazoa Palace E. Chapter 4 - Sea and Sky (SpellStone #2) i. Cape Claw ii. Arwing Mission - To CloudRunner Fortress iii. CloudRunner Fortress iv. Ocean Force Point Temple F. Chapter 5 - Dance of the LightFoot (Krozoa Spirit #3) i. LightFoot Village ii. Krazoa Shrine 3 iii. Krazoa Palace G. Chapter 6 - Roar of the RedEye (SpellStone #3) i. ThornTail Hollow ii. Arwing Mission - To Walled City iii. Walled City iv. Volcano Force Point Temple H. Chapter 7 - Race Through the Snow (Krozoa Spirit #4) i. ThornTail Hollow ii. SnowHorn Wastes iii. Krazoa Shrine 4 iv. Krazoa Palace I. Chapter 8 - Prison Break (SpellStone #4) i. ThornTail Hollow ii. Arwing Mission - To Dragon Rock iii. Dragon Rock iv. Ocean Force Point Temple J. Chapter 9 - The Krazoa God (Krazoa Spirits #5 and #6) i. Walled City ii. Krazoa Shrine 5 iii. Krazoa Palace iv. The Final Battle 9. Miscellany A. Fuel Cells B. Cheat Tokens and Game Well Maze C. Staff Energy Upgrades 10. Standard Guide Stuff A. Legal B. E-mail Guidelines C. Credits D. Version Updates E. The Final Word ************************************************************************ 1. Introduction Hi, and welcome to my Star Fox Adventures FAQ! This FAQ is meant to provide you with full strategies on conquering this, the final masterpiece from Rare to Nintendo. In this game, Team Star Fox answers a distress call from Dinosaur Planet, and it's up to Fox to get down there and stop the planet from tearing itself apart. ************************************************************************ 2. FAQ Q: What is Star Fox Adventures? A: SFA is an action-adventure game, with just a little bit of flight sim. It comes to us from Rare and Nintendo. Q: Why is Fox starring in this game? Didn't it used to be Dinosaur Planet? A: Yes, this was originally intended to be released on the N64, starring a furry guy named Sabre. Nintendo wanted to make a Star Fox game that wouldn't focus so much on flying. Rare and Nintendo mutually decided to introduce Fox into this world. The transition actually goes pretty smoothly. Q: Is this really the last game from Rare for a Nintendo system? What are your thoughts on Rare, now? A: Yes, Nintendo has sold its shares in Rare back to Rare, and Microsoft has taken them up. My feelings? Well, although I will definitely miss Rare, business is business, and I definitely see Nintendo's reasons for letting them go. Q: What do I do with Cheat Tokens? A: Go talk to the WarpStone and ask to go to the Game Well Maze. Find your way to the center and you'll find a well to drop the Token in. If it gives you a "Cheat Activated" message, go to the Main Menu and look around for something new. Q: How do I get back into LightFoot Village? A: There are three trees with targets on them. Hit the target closest to the gate, then the one furthest, then the middle one. Q: Why can't I go back to other areas after I get to the Krazoa Palace for the final time? A: Rare's sadism? I dunno. If you wish to return to the planet and do more stuff (or fly the Arwing missions), you must make your final save no later than earning the fifth Krazoa Spirit. Once you get that Krazoa Spirit, you're past the point of no return. Q: I've only got 99%! Where's the 100th percent? A: Percentage of the game doesn't count secret stuff, just actual events in the game. As the latest you can save is before (or during) fighting the last boss, the last percent point is obviously the defeat of the final boss. ************************************************************************ 3. Controls, Menus, and Basics ====================================== Controls: Standard: Control Stick: This controls your character's movement, and their aiming when using a ranged weapon. A Button: Generic action button. This attacks, examines things that have an "A" floating above them, and selects things from menus. In the top right corner of the screen, you'll often see a description near the A button for what it does, specifically. B Button: Cancel Button. This puts away your weapon, and cancels selections from menus. X Button: Evasion Button. Without a weapon, this is a forward roll. When in combat, it's a series of different flips and rolls. Y Button: Quick Inventory. When in your C-Stick Inventory, press Y to select an item for later use. Once you've selected the item, press Y and you'll use it without going into inventory. Control Pad: PDA Display. This switches the function of Fox's Personal Data Assistant, in the lower left corner of the screen. It toggles between maps, general area information, and a compass that seeks out Fuel Cells. L Button: Pressing the L Button will center the camera behind your character. Holding it down all the way will keep your view focused straight ahead, and allow you to sidestep. R Button: Defend Button. If you have the staff, this will generate a force field when not in combat, and will be a simple block while in combat. Z Button: First-Person. This will bring the camera into your character's eyes. Move the Control Stick to look around. If you've picked up the Hi-Def Display, you can use the C-Stick to zoom in and out. C-Stick: Inventory. Left and right will cycle through the three inventories: Weapon (yellow), Sidekick (blue), and Item (red). Up and down will scroll through all the items in those lists. Select one to use with A, or save it with Y for later use. START Button: Pause Button. In addition to stopping the frenetic action, you can also chat with General Pepper, Slippy, Peppy, or save your game. Arwing: Control Stick: Moves the Arwing around in the corridor. Like old Star Fox games, the Arwing is always flying straight ahead, and you can only re-orient yourself in the corridor, not turn around. A Button: Fire lasers. B Button: Fire bombs. Hit again to detonate prematurely. Y Button: Boost. Hold for a burst of speed. X Button: Brake. Hold to slow down. L/R Buttons: Roll. This tilts your Arwing on its side. Click the button all the way to perform a barrel roll, which creates a small shield that'll make you resistant to damage for a second. START Button: Pause and Communicator. ====================================== Menus: --- Main Menu: On the title screen, pushing Left and Right will allow you to focus on different members of Star Fox. Fox covers jumping into the game and erasing save files. Peppy covers options: widescreen and rumble. Slippy covers the audio volumes. ROB covers the subtitles in cutscenes. --- In-Game Menus: General Pepper: This is your basic inventory count. On the front side are all the major items you've collected, as well as your status in health and power. Tapping the C-Stick will allow you to see what special items you've picked up. Peppy Hare: This is the map section of the comm. On the front, you'll see a full map of Dinosaur Planet, and you'll be able to look at all areas visited. The area where you have something to do next has a special mark. Using the C-Stick will show you the other side, where you can see what maps you've collected. Slippy Toad: Slippy's always watching, and on hand to offer advice. If you've no clue what to do next, chances are the Slipster has a good hint for you. ====================================== Basic Tips: Don't forget about Slippy. His information is actually quite invaluable. You should definitely have a chat with him if you don't know what to do next. This may go without saying, but like most Rare games, it defintely is worth it to you to explore every nook and cranny. When you get new abilities, poke around for places to use them, as there undoubtedly will be. Combat is actually pretty simple once you get the hang of it (to the point of tedium, especially when fighting basic Sharpclaws). I've found that there are three different types of combos: leaving the Control Stick neutral (multi-kick), holding Down while tapping A (spin and charge), and holding any other direction while tapping A (jump slash). Please correct me if this isn't the case. The heart above your enemy's head is its life, so you can watch yourself whittle him down. There are also special moves you can pull out of dodging. If you roll forward and attack, you'll do a jump-slash. Attack again to do a spinning jump slash. If you roll to the left or right and attack, you'll do a low sweep. The sweep is devastating against a Grunt that has been doubled up. Note the locations of boxes that hold health-restoring items and Magic Plants. They do regenerate after time, so exploit that fact. The only thing that will cause you to officially pass out is for your energy to be depleted. Long falls into "nothingness" will not kill you at all. Instead, they deposit you back at the beginning of the area with the drop, and everything you had done between that and falling is reset. That's all I've got for now. Anyone with any more ideas can submit them. ************************************************************************ 4. Characters ====================================== Main Characters: Fox McCloud: Savior of the Lylat System, Fox hasn't been doing much since his victory over Andross eight years ago. This new mission to Dinosaur Planet could well justify his standard fee. Krystal: A young lady from Cerinia, Krystal is also answering the distress call on Dinosaur Planet. She's armed with her staff and a wealth of magical powers. Tricky: Fox's sidekick throughout the game, Tricky is the Crown Prince of the Earthwalker Tribe. He'll be able to lend a hand in exploration, if you've got enough of his favorite food. ====================================== Supporting Characters: Peppy Hare: Having retired from active duty, Peppy hangs on with Star Fox as their tactics advisor. Slippy Toad: Ever the tinkerer, Slippy signed on with R&D in Corneria recently, but is still helping out Star Fox whenever he gets the chance. His recent contribution was a jukebox to the Great Fox. ROB the Robot: Slippy's been constantly upgrading ROB to the point where he's now a valued member of the team, as opposed to just an AI for Great Fox. General Pepper: The commander-in-chief of the Cornerian armed forces, Pepper sometimes calls on Star Fox for help in dangerous situations. General Scales: This tyrant and his Sharpclaw tribe were rejected from society by the more peace-loving tribes. He's currently massing an army to take over Dinosaur Planet for his own ends. Warpstone: A being of living rock, this giant does exactly what his name implies; he magically transports our heroes to new locales. ====================================== Tribes on Dinosaur Planet: EarthWalker: One of the two ruling tribes on DP, these most resemble Earth's Triceratops. They're fast, strong, and wise. ThornTail: These are one of the more peaceful tribes, living in Thorntail Hollow and protecting the Warpstone. LightFoot: Resembling Earth's Velociraptors, this spiritual tribe has become more suspicious with the growing Sharpclaw infestation. CloudRunner: The other of the two ruling tribes are related to Earth's Pterodactyl or Pterandon. They're a proud and valiant race. HighTop: Resembling the giant herbivores of Earth, these giants are among the most gentle on DP. SnowHorn: These woolly mammoths have adapted to the harsh life of the SnowHorn Wastes. RedEye: Resembling Earth's giant flesh-eaters. These dinosaurs were under EarthWalker control until General Scales took them over. SharpClaw: A rather anthropomorphic breed of dinosaur. They believe themselves the superior of the dinosaurs races. ************************************************************************ 5. Items, Collectibles, Powers, and Abilities There is most defintely no shortage of pickups lying around Dinosaur Planet, as Fox and friends will soon find out. ====================================== Common Items - These are the most common items found in the game, and you'll be thankful for it. Dumbledang Pods: Found in containers and on defeated enemies, one pod will restore two small life energy pieces (half a big piece). Pukpuk Eggs: Found in containers and on defeated enemies, one egg will restore four small life energy pieces (one big piece). Energy Gems: Found lying around, or in Magic Plants, these gems restore your Staff Energy. Green restores a tiny amount. Red restores a little more. Yellow restores a lot (most of it when your meter's still small). Blue completely restores your Staff Energy. Scarabs: The currency of Dinosaur Planet. They're found in containers and under rocks. Green scarabs are worth one. Red are worth five, and Gold are worth ten. Use them to purchase items in the ThornTail Store or to give to other beings. ====================================== Expendable Items - These items are used during the course of your adventure. They're not as easily collected as Common Items, but a sharp explorer should be able to pick up places to find them quickly. Fuel Cells: ROB dropped a ton of cells so that your Arwing could get around, but an error caused them to be scattered all over Dinosaur Planet. You need to find Fuel Cells so you can power your Arwing to take you to the four areas that are above Dinosaur Planet. Although there is a finite number sitting around the planet, you can buy as many as you want from the Storekeeper, and you don't need all the ones lying around to finish the game. Blue Grubtub Fungus: These mushrooms are given to Tricky so that he can perform tasks for you. You can carry up to 15 of them. You can give Tricky a total of five at a time (you can view his status in the upper left corner). You'll find them lying around. They'll freak if you get close, so you have to whap them with your Staff to pick them up. Bomb Spore: You'll find these in their respective plants. They look like round pods with smoke coming out of them. Shoot them with the Fire Blaster and they'll explode, causing three Spores to drift out. Once you collect them, you can use them on circles of soft earth, mostly which are near walls. Once you plant them, shoot from afar with your Fire Blaster and they'll explode, taking out any obstacles in the area. You can carry a maximum of seven. Firefly: Once you buy a Lantern, you can use it to contain these floating balls of irridescence. When you've captured them, select the Lantern from your inventory and a Firefly will float out and follow you around, lighting up dark areas. Moonseed: These strange crescent-shaped seeds are guarded by Kalda Choms. When you defeat them, they'll leave behind a seed. The place to use these seeds is patches of dirt that are next to cracks in walls. Plant them, and then have Tricky use his Flame on them, and the plant will shoot up the wall and you'll have a makeshift ladder to scale. BafomDad: These bouncy guys are your extra lives. If you fall in battle, and are carrying one of these, you'll automatically be fully restored. In the beginning, you can only carry one, but buying a BafomDad Bag at the store will allow you to carry ten. ====================================== Major Items - These are special or story-driven items. Hi-Def Display Device: Pick up this for 20S in the Store. You can use it to activate the Zoom feature when you go into first-person mode with Z. Firefly Lantern: For 20S, you can pick up this item at the Store. With it, you can capture Fireflies in the field. Dinosaur Horn: This is found in SnowHorn Wastes. When you find a pad with the horn on it, blow it! Spellstones: There are four Spellstones in all: two are Fire Spellstones and two are Water Spellstones. They're formed of Dark Matter and contain the power of Dinosaur Planet and prevent it from tearing itself apart. When you find them, you must return them to their respective Force Point Temples. Oh, and every time you collect one, you'll get an extra big energy piece in reserve. Krazoa Spirits: These ancient phantasms are responsible for all life on Dinosaur Planet. They were hidden to prevent being exploited by General Scales. They must be returned to Krazoa Palace. ====================================== Staff Powers - Found in underground passages, any time you're near a shrine that can empower your staff, your staff will glow green and vibrate in your hand. Fire Blaster: Your first power is a simple shot of red energy. It's not serious fire, as in, it can't ignite things, but it can cause damage and hit far-off buttons. You'll find it in ThornTail Hollow behind the well. Rocket Boost: When you find a small floor tile with blue light coming out of it, you can use that spot to boost yourself pretty darn high, once you collect this power. You need to hold down the button to charge up the boost. You'll find it in the well in ThornTail Hollow. Ice Blaster: This is a much shorter range power than Fire Blaster. Hold down the button and you'll let out a steady stream of frigid air. You can douse flames with it, and freeze enemies. You'll find it in the Volcano Force Point Temple. Ground Quake: This power will cause you to jump up and slam the staff into the ground, stunning all enemies in the area. It's particulary effective on Kalda Choms. You'll find it in Moon Mountain Pass after returning the first SpellStone. SharpClaw Suit: This disguise will allow you to go unnoticed amongst enemies, and if you step on yellow pads with red light, you can activate them. Also, there are some boxes and barrels you can only pick up when in disguise. You'll find it in CloudRunner Fortress after being captured. Portal Device: After finding and restoring the third Krozoa Spirit, you'll be able to get this after saving a mother ThornTail's eggs. When you come across a portal, use this to open it and pass. Super Ground Quake: You'll find this in the Walled City. It's more powerful than the standard Ground Quake and knock over really big guys. ====================================== Tricky's Abilities - You have a strange relationship with your little dino pal. Although you two talk like partners, you order him around like a pooch. These aren't exactly found, so much as Tricky just up and tells you what he can do. If Tricky can use one of his special abilities in a specifica area, a "?" will appear above him. Find: If you find small circular patches of rock, have Tricky use this command to dig up what's underneath. Also, Tricky can dig through small weak sections of certain walls. Stay: Use this ability if you want Tricky not to move, such as when you need him to weigh down a switch, or if you're sick of him following you. Heel: Use this command if you want to cancel Tricky's Stay command. He'll come running to your side. Play: Once you've purchased Tricky's Ball from the Store, take a break and throw it around so he can chase it. If you throw it enough, Tricky will change colors. He changes colors every ten throws. Some have suggested (and I myself believed) that changing Tricky's colors actually changed how he acted in the game, making him faster or more efficient. After observing this for a while, I can say it's untrue. This is just a color change. Colors: 1st: Yellow with purple top 2nd: Purple with yellow top 3rd: Green with blue top 4th: Green with yellow top 5th: Purple with blue top 6th: Blue with purple top 7th: Greenish-yellow with purple top Flame: Once you've made some progress in SnowHorn Wastes, Tricky will start using this power. If you find any ice walls, or bramble patches, or anything that could be set fire to, use this command. ====================================== Arwing Powerups - When in flight, there are several pickups available to fight off the spaced invaders. Some are in containers and you have to shoot them to open them up. Energy Ring: A sliver ring. This will restore your shields when they're depleted. Bomb: A red circle with a B. Fire this with B and you'll take out a cluster of enemies. Twin Laser: Two green lines and an L between. This will allow you to fire both the Arwing's lasers linked. Find a second one to get Hyper Lasers, which are quite rare. Gold Ring: Self-explanatory. These allow you to progress in the game. ************************************************************************ 6. ThornTail Store In ThornTail Hollow, there is a door that leads down a wall and over a little climb and into the Store. The Storekeeper will explain the whole deal when you first arrive. The basic deal is that when you select an item, the Keeper will show up and show you its base price. You can haggle him down lower if you wish. You can't make a lower offer than half the price, and he'll just say it's too low, anyway. After the first time, raise the price and suggest it. If he says it's too low three times, he'll call you a cheapskate and you'll have to try again from the beginning. NOTE: You can't even haggle something unless you have the required amount of Scarabs for the base price. The center of the Store has a well from where you can buy a Cheat Token for 20 Scarabs (look in the Extra Items section for info about Cheat Tokens). Left Chamber - This chamber mostly has common and expendable items: Dumbledang Pod - 3 Sb 3 Dumbledang Pods - 10 Sb Pukpuk Egg - 6 Sb 3 Pukpuk Eggs - 15 Sb Bomb Spore - 5 Sb Fuel Cell - 10 Sb Blue Grubtub Fungus - 12 Sb Firefly - 10 Sb Middle Chamber - This chamber has several special items and some maps. Rock Candy - 10 Sb Hi-Def Display Device - 20 Sb Tricky's Ball - 15 Sb BafomDad Holder - 20 Sb SnowHorn Artifact - 130 Sb Firefly Lantern - 20 Sb Cape Claw Map - 5 Sb Krazoa Palace Map - 5 Sb Dragon Rock Map - 5 Sb Ocean Force Point Map - 10 Sb Right Chamber - This chamber is nothing but maps. ThornTail Hollow Map - 5 Sb Moon Mountain Pass Map - 5 Sb LightFoot Village Map - 5 Sb DarkIce Mines Map - 5 Sb SnowHorn Wastes Map - 5 Sb Walled City Map - 5 Sb CloudRunner Fortress Map - 5 Sb Volcano Force Point Map - 10 Sb NOTE: You'll also find a Rocket Boost Pad. You can come here when you get that Staff Power. There's not much up there, though. Just some Scarabs. Game Room - To the left or right of the exit, you can enter the Scarab Scramble game room. Bet between 1 and 10 Scarabs and the Storekeeper will toss them into the middle of the pit with the same number of purple Scarabs. Collect all your Scarabs except the purple ones and you'll win double the amount you bet. If you touch a purple one at any time, you'll only keep what you got before then. So, the Maps are quite helpful if you want a bird's eye view of the area, but they're not entirely necessary. You can buy the common and expendable stuff as needed. You'll need almost all the special items. Tricky's Ball isn't required. Neither is the BafomDad holder, although it's a definite help. ************************************************************************ 7. Enemies There are plenty of bad guys to shake a stick at in this game. General rule for enemies on the ground is to whack them. Air enemies should be gunned down with your Fire Blaster. Wraith: A floating, glowing apparition. If you get close, they'll start spinning and they'll home in on you. Take them out from afar. Red Grubtubs: These are a more territorial version of the mushrooms you find. They don't move, but if you get close, they shake a red cloud of dust off that hurts. You can't destroy them, but you can shoot or hit them to stun them. SharpClaw Grunts: These are the guys you'll take the most time fighting. I've lumped all walking, fighting SharpClaws in one group, as the only things that really change about them are their weapons. They're all fought the same, though. If they start blocking, block one from them and quickly retaliate. Link together a combo to knock them down quickly. Snipluk: This small burrowing guy pops up and down and spits at you. He can move a bit underground, but he can't take too many hits. Try to get the drop on him as he comes up. Kooshy: This guy is similar to a Snipluk. The differences are that he doesn't move around, and he normally just stays up out of the ground. If you get close, he'll duck down, only to come back out when you get further away. Rush in close quick to hit him. Spike Plant: These little wall-hugging plants like to shoot out a spiky appendage when you get close. The only way I've found of beating them is to freeze them with the Ice Blaster, then whack them with the Staff. Bloops: Recognizable by their annoying screeches, these guys fly around, home in on your position and swat you. Best way to take them out is from afar with your Fire Blaster. HoleDwellers: Although kinda rare, these guys live in dark holes, and you can only see their glowing eyes. They spit green stuff at you, so shoot them with the Fire Blaster before they become trouble. Bat: Very similar to the Bloops, except quite a bit smaller. These guys are actually a challenge to hit with your Blaster. Flame Bat: You can't do a thing to these warm weirdos until you get the Ice Blaster. Once you do, let them get close and freeze them. Kalda Chom: A very resilient enemy found on Moon Mountain Pass. You cannot attack them directly, but if you perform a Ground Quake, you'll shake them up and can hit their soft back. Two hits should do it. FireCrawler: These guys retreat into their shells when hit, which catch on fire. You can still hit them while they're in their shells, but it takes forever. To take them out quickly, use the Ice Blast until they freeze, and whack them to shatter them. Fungus Turtle: These pains-in-the-neck splash about in the water, where you can't use your staff. The only way to take them out is to Fire Blast them from the shore, which can be difficult if they're far off. Spybot: A guard and surveillance machine, Spybots scour a set area and anything not on their side that wanders into their spotlight gets zapped. Shooting them with the Fire Blaster will stun them. RedEye: A nasty, large dino. You can't lay a hand on them until you get the Super Ground Quake. Once you do so, use it to knock them over, then Fire Blast their heads, or throw a Fuel Barrel at them. Cannonbots: Guarding the prison on Dragon Rock, these four robots fire a steady volley of laser blasts at anyone nearby, and they're protected by shields. The shields need to be deactivated before they can be destroyed. ************************************************************************ 8. Walkthrough This walkthrough is divided into chapters based around finding the major items in the game: The Spellstones and the Krazoa Spirits. ==================================== A. Prelude As the game opens, you learn a young girl named Krystal answers the distress call from Dinosaur Planet. She swoops down on a CloudRunner and attacks General Scales' Galleon as it flies in the air. --- i. General Scales' Galleon Use the Stick to orient yourself and press A to fire shots from the CloudRunner. Your first target on the ship is the two cannons spewing flame at you. Once fire bursts from them, attack the spinning propeller underneath. After taking out all four blades on the propeller, shoot the two fire cannons again until they're destroyed. Now, the Galleon will swing around and attack head on. Shoot the head to land on the deck. Once you land, walk up to the front of the ship, follow the game's prompt, and press A when you reach the young dino-ling in the cage. When you speak to him, a couple of doors someways back will open. Go back along the deck and down the ramp to reach the hold. Right in the center of the room is a key on a platform. Take it into your possession. Now, head back up to the deck, walk over to the caged bird and you'll have a little encounter with the big smelly General Scales. He'll toss Krystal over the side, where the CloudRunner will catch her. She'll leave and decide to head for the source of the distress signal, which seems to be from a nearby palace. --- ii. Krazoa Palace When you land, start by avoiding the Wraiths floating around and speaking to the EarthWalkers lying around. They'll give you basic tips on control. Start by walking over to the locked door. Open up your Inventory with the C-Stick and select the Key to open the door. Pick up the Fuel Barrel behind. Once you use the Barrel, a new one will be generated on the pad on the floor nearby. Anyway, use the Barrel on the line of boxes nearby and you'll blow them up. You can also use Barrels on the Wraiths to beat them, but they will come back in about a minute. NOTE: Blowing up most any boxes around here will get you Pods or Eggs for restoring your health. Once you blow up the boxes, grab another Barrel, head down the ramp, veer left and throw the Barrel at the cracked wall. Head further inside (talking to EarthWalkers along the way). In this next area, use a Barrel to blow up a line of boxes, then go around the corner, past the Wraith, to the pad to pick up another. Head back to the boxes that you blew up, and time your movements past the flames. Throw the Barrel at the far wall to open it and head through to the next area. In this next room, there's another Barrel Pad. Instead of throwing it, though, head to the nearby floor switch. You need something to hold it down, so step on it, then press A to set the Barrel down (you can only set the Barrel if you're standing on the switch, otherwise you'll throw it). Head to the next room and have a chat with the Earthwalker, who'll tell you that he sent the distress signal and that you need to restore the Krazoa Spirits. He'll open the door to the first Krazoa Shrine. Step on the pad and press A to teleport. --- iii. Krazoa Shrine 1 Walk a little ways and climb up the ladder. In the first room, you'll see a Wraith in a pit. Drop down into the pit and climb out the other side. Walk up to the red circle on the wall and you'll learn about Life Force Doors. To take down the Wraith, just toss a nearby Barrel at it. Once the Wraith is gone, the door will open. Head through and to the next room. In this room, you must step on the switch until it goes all the way down, then time your run past the flame jets to get in before the gate closes. If you find yourself harrassed by the Wraith, you can always go back, grab a Barrel, and toss it at him. Go through the gate and walk up the Krazoa Spirit. Talk to it to receive your first test. THE TEST OF OBSERVATION: Not that hard, really. Just watch where the Spirit jumps to, then follow the urn as they all rotate around. Once they stop, press A near the one with the Spirit inside. Once you find it three times, the Spirit will introduce itself to you, or rather, into you. Nice eyes... Now, you'll be deposited at the entrace to the shrine. You'll talk to the Earthwalker for a bit more, then you can head for the platform in the back of the room. You'll rise up to the tunnel. From there, run ahead and to the right. Press A on the platform to deposit the Spirit, after a fashion... Poor Krystal gets knocked into the beam by something evil and trapped in a crystal. Boy, that stinks... ==================================== B. Chapter 1 - Star Fox Reporting Somewhere in the Lylat System, the Great Fox gets a call from General Pepper, to investigate the happenings on Dinosaur Planet. --- i. Arwing Mission - To Planet You need to fly through one Gold Ring to pass to the Planet. Fortunately, there are about ten floating around in this area. The green specks you see from far off are mines, which blow up if you get close. Also, there are small fighter ships that fly in to take shots at you. In the containers are Bombs, and one has the Twin Laser powerup. So, shoot your best and hit at leat one Gold Ring to get to the Planet. --- ii. Thorntail Hollow Once you land on the planet, Pepper will brief you and explain the Communicator. You'll respond with your own dry sense of humor. Fox mentioned a weapon. Well, one is quite nearby. Look to the right of the two ThornTails standing nearby and you'll see a small circle of trees and flowers. Head to the center and you'll pick up Krystal's Staff, and she'll pop into your head and explain how to use it. Now that you're armed, chat with the ThornTails around and they'll talk about basic things such as lifting rocks and magic plants. Where you really need to go is the small plaza near where you found the staff. As you approach the door, four SharpClaw Grunts will dash out of the door and attack. Defeat them all using basic combat techniques (combos, blocking with R). Once they're all destroyed, a red button will appear, and a door will open across the way in the Hollow. Head through that door and press A to lift up the lid. Drop down in the hole. Make your way through the tunnel and press A at the central device. Your staff will be charged up with the FIRE BLASTER. Follow the instructions on how to use it. If you want, you can practice your firing on the Bat near the ceiling. He won't attack. To leave the area, shoot the button near the gate. NOTE: These red buttons with sunburst designs are in many places, and this is the main use of the Fire Blaster. Once you've returned to the Hollow, head back to the small plaza, take aim, and Blast the button above the door. Head through and you'll speak to the Queen Earthwalker. Slippy will translate that you need to speak to the Warpstone, and he'll take you to Ice Mountain to find her son, Prince Tricky. She'll also make a call that will move one of the ThornTails guarding a wall. That ThornTail was actually sitting on a patch of dirt. Right next to the river, you should see a pod-like plant with vapor coming out. Blast it and collect the spores that fly out. These are Bomb Spores. Plant one next to the wall and you can talk to the Warpstone. He won't want to talk to you unless you can bring him a gift. While you're at it, scout around and see if you can find some other places to plant Bomb Spores. There are a few places around, including under the waterfall. Now's the time to stock up on some Scarabs (flip some nearby rocks) and head to the Store. Buy the Rock Candy there, as well as some maps if you feel like it. Now, head to the Warpstone and use the Rock Candy on him. Nice bagpipe theme song. He'll explain his warping powers. You'll want to push Left to head to Ice Mountain. --- iii. Ice Mountain As you enter the area, you'll see a SharpClaw ship drop in with what could only be the little Prince Tricky. Two Grunts will lead him into a cave and shut the door behind. Now, note you're being shot at from afar. That's a SharpClaw Cannon. To the left of you, up a little slope, is a Barrel Pad. Take the Barrel and toss it at the wall of crates across the field, since you can't break these crates with your staff. Behind this wall are the two Grunts who were manning the Cannon. Take them out and a Blast Button will appear above the metal door. Shoot the Button and head in. Your valiant rescue attempt will be abrupted by Tricky running off. The SharpClaws will hop on their bikes and give chase. You'll hop on the remaining one and pursue. Although you can destroy the bikers by ramming them, all you have to do to proceed is to beat them to the end of the course. Try to look for some hills that can get you a serious lead. When you get to the end, you'll crash up your bike and meet Tricky, and your translator will finally be working. Proceed along the path. Soon, you'll reach a lava pit (that's right, lava in a snow area). Head to the right and you'll find some Blue Grubtubs. Whack them to pick them up, then feed them to Tricky. He'll explain his Find Command. Use Find on the nearby patch of loose rock and he'll uncover a switch. Try to step on it and he'll tell you about his Stay Command. Have him Stay on the switch, go in the little cave, and use the lever to raise a platform in the lava pool. Head down into the lava pool and hop across (don't worry about Tricky, he'll follow, somehow...) --- iv. SnowHorn Wastes Now, head further along the path. You'll come across two Grunts. Fight them both (note Tricky runs off). Once they're down, continue on, pausing to take out the Snipluk. Enter the clearing and take out the three Grunts chasing Tricky around. He'll then tell you about his Heel Command. There's quite a bit in this area. Pick up a bunch of Grubtubs, and have Tricky Find on all the patches of loose rock. You'll find an Egg, two Alpine Roots, and a hidden passageway that leads to a Staff Energy Extender. Have a chat with the nearby SnowHorn (mammoth) and give him the Alpine Roots. For one, he'll give you a Small Scarab Bag (can hold 50 Scarabs), and for the second, he'll pound the ground, and a block will drop from the water stream. Push the block to the nearby ledge to climb up out of the pond area. Also, you can push it over to the nearby Fuel Cells to snag them. Once you're over the wall, you'll be near a freezing pond. If you want the Fuel Cells on the other side, go on the other side of the pond's right wall to find a switch to raise an ice floe. Otherwise, there's no need to go here. You can't find the SnowHorn's gold root yet. Head down the slope. There's a small patch of rock Tricky can dig up to get you a BafomDad. You can talk to the SnowHorns, who mention their lost leader. Head further down and you'll notice a lock. You don't have a key, naturally, so forget about it for now. Talk to the SharpClaw blocking the nearby cave. Pay him 25 Scarabs to pass. If you don't have enough, there are plenty lying around in baskets and under rocks. Pay him and continue on past the Fire Bats (you can't hurt them) to a sewer-like area. Don't bother with the switches now. Just swim through and you'll end up back in ThornTail Hollow. Just open the gate with the lever switch. --- v. White Grubtubs Tricky will hear a call from his mom and take off. Head down to the Queen EarthWalker and Tricky will mention White Grubtubs that could help his mom. First, head to the Store and pick up a Firefly Lantern. You'll need it inside. Don't bother putting Fireflies in it yet. Head towards the large circular structure. That's the well that has the White Grubtubs. Have Tricky Find at the side and he'll dig into it. Once inside, Fox will tell Tricky to stay behind. Slide down the ladder and into the well. Manuever around the red shrooms and into the next room. As you get to the little pond, you'll feel the rumbling. Bomb Spore the floor patch and you'll be in a Staff Power room. This room gives you the ROCKET BOOST. Once outside, you can use the Rocket Boost Pad under the crate at the far end of the room, for a couple of Fuel Cells. To move forward, though, head back to the first room and find the Boost Pad there. Head along the causeway back to the pond room. Plant a Bomb Spore and set it off to drop part of the bridge down below. Drop down and push the block onto the button to hold open the gate. Head inside and speak to the ThornTail who's two scales short of a full tail. If you have the Lantern, he'll move and you can Bomb the floor. Slide down the ladder. Right next to you is White Grubtub #1. Continue further into the cave. Veer a bit left and you'll find a pond with a couple of Bats and three Fireflies. Take them all, then enter the dark area that's to the right of this little Firefly alcove. Activate your Lantern to pull out a Firefly. Find the Bomb Spore patch and place one. Blow it and behind the wall you'll find White Grubtub #2. Enter the other dark passage (the one that slopes downhill). Take White Grubtub #3 down here, and find another Bomb Spore patch. Plant and shoot and you'll lower the nearby pillar. Now, head back and enter a short passage with a Boost Pad. Boost up and collect White Grubtub #4 and some Fireflies. Now, since you lowered the pillar, you can hop out onto it and cross to the other ledge. In this new area, you'll find White Grubtubs #5 and #6. Now, retrace your steps all the way to the entrance and outside. Go to the Queen and give her the White Grubtubs. She'll be restored and will spill the whole story on you. So, now you've got to find and restore the SpellStones. You'll be tasked with going to SnowHorn Wastes to find Garunda Te, and you'll be given the SharpClaw Prison Key. For another place to use the Boost, go around near the Store. There's a Pad here. Use it to shoot up to the ledge. Bomb the wall. Inside, hit all four Blast Buttons quickly to open up a hole and get a Staff Energy Upgrade. There are also a couple of Fuel Cells around the corner on the ledge. Now, to head back to SnowHorn Wastes, climb the ladder to the left of the well and you'll be back in the sewers. The flow's too strong to swim against, so have Tricky stay on the nearby switch, climb up, and flip the lever to reverse the flow. Also in this area, there's a Boost Pad that'll put you in range of a Blast Button that will open up a couple of Fuel Cells. Keep going through the sewers and you'll be back to BribeClaw and the Wastes. ==================================== C. Chapter 2 - DarkIce and Hot Lava (SpellStone #1) Whenever you go on a SpellStone quest, the whole thing is two-fold. In addition to going up in orbit to retrieve the stone, you also have to go the respective Force Point Temple to restore the stone. --- i. SnowHorn Wastes All right. First use the key on the nearby lock to open the cage. Enter and head for the frozen ice, under which Garunda Te is trapped. He'll tell you to bring him Frost Weeds from the nearby tree so he'll be strong enough to free himself. What you need to do is whack the tree and kick the weeds over to the ice so he'll suck them up. You need to do this three times. Only problem is there's a bunch of SharpClaws here, too. Try to avoid fights if you can and just concentrate on the weeds. Once you've freed Garunda, he'll tell you about the SpellStone and his daughter, and that he'll open the gateway for you to DarkIce Mines. Now, you're clear to head back to your Arwing. If you want to do more here, go east and kill the HoleDweller in the tree near the waterfall. It will tip over and you can climb up to a couple of Fuel Cells. Anyway, head back to ThornTail Hollow. If you have five Fuel Cells, you can make the run to DarkIce Mines --- ii. Arwing Mission - To DarkIce Mines This run is a bit more hectic than the first, mostly because of the existence of a lot more meteors. Try to fly around them as best as you can. You only need three Gold Rings, and there are about ten floating around. If you see a ring with an X in the middle, just shoot it and you'll be able to fly through it. --- iii. DarkIce Mines Once you land, trudge on up the sloping path (either direction), while shooting down Bloops that get in your way. Continue along the thin path, avoiding lava balls and hopping over gaps. Soon, you'll reach the camp. Clean it out of SharpClaws if you wish. Note that one of the SnowHorns here is in shackles. Next to him is a cabin with a snow wall in front of it, but it has a crack. Have Tricky Find and he'll burrow through. Follow him in, defeat the two Grunts inside, and find the chest in a little sideroom that has the Shackle Key. Release the SnowHorn outside and she'll ask you to help Belina, the Gatekeeper's daughter. She'll also give you a Bridge Cog. Head past the cabins and through the archway and you'll find a river. Drop down to the ledge below and make your way towards the waterfall, where you'll find a cog mechanism. Put the missing Cog in its place then pull the lever to extend the bridge. Climb back up and cross. Follow the path and you'll find two Grunts beating up a SnowHorn. Beat them up, instead. The SnowHorn will tell you about Tricky's Flame Command, and he'll also ask for some food. Now that you have Flame, head back to the cabin area and have Tricky melt the ice on the cabin blocked by ice. Head inside and have him also use it on the firewood to melt the ice in a somewhat delightful manner. Drop down, take care of the Snipluk, and melt the ice wall in here. Have Tricky Find near the patch of dirt and you'll get an Alpine Root. Head back out and back to where the SnowHorn is. No need to feed him yet, as there's one more we need. Drop down into the trench with the rolling rocks. Go up the trench in the direction the rocks are coming from and you'll eventually come upon an ice wall. Flame it down, and use Find to get the second Alpine Root. Head back out of the trench to the SnowHorn and give him the Roots. He'll ask you to hop on his back for some smashing good times. Climb up the nearby ladder and press A to hop on. Move him to the gates and knock them down. That's all you need him for, so head to the right to the nearby platform to hop off. Ignore the Cannon firing at you for a moment and head back in the direction of the gates. Flame down the nearby ice wall and pass through. Climb up the nearby ladder and you'll pass another cog device. Boost up off the pad to head back into the Cannon area. Hop across the platforms along the wall. When you reach the one with the torch, head inside and you'll reach the Cannon. Knock out the Grunt guarding it and you'll be able to commandeer it. Yay... ^_^ Start firing on the Grunts that come out of the hut. Once you take out all five, the Life Force Door will open. While you're here, see that wall that's boarded up far to your right? Bust it up, too. Now, head back down to the ground level. Go through the door under the Cannon to get a Bridge Cog. Go into the hut the Grunts were coming out of to get a second Bridge Cog. Head through the former boarded up wall by climbing up to it. In this windy area, walk up the slope and past the weird pad. Have Tricky Flame the wall and you'll get the last Bridge Cog. Head back to the cog mechanism (on the path to the cannon). Place all |
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