____ ______ ___    ___   ____ ____   _  __
      ----/ __//_  __// _ |--/ _ \-/ __// __ \-| |/_/   FAQ/Walkthrough by Brickroad
     ----_\ \---/ /--/ __ |-/ , _// _/-/ /-/ /->  <        brickroad@mailcircuit.com
    ----/___/--/_/--/_/-|_|/_/|_|/_/---\____//_/|_|            last updated 10/25/02
       ___    ___  _   __ ____ _  __ ______ __  __ ___   ____ ____
  ----/ _ |--/ _ \| |-/ // __// |/ //_  __// /-/ // _ \-/ __// __/
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----/_/-|_|/____/-|___//___//_/|_/--/_/---\____//_/|_|/___//___/

{=============================================================================================}
 Introduction
{=============================================================================================}
 This FAQ was written and compiled by Brickroad (brickroad@mailcircuit.cim).  All questions,
 comments, additions, and corrections can be mailed to that address.  Please read the e-mail
 policy at the bottom of this FAQ before writing in; certain types of e-mails will be ignored
 and deleted.  Make sure yours isn't one of them.

 Hereafter, the title of the game Star Fox Adventures, when needed, will simply be referred
 to as SFA.

 I am in no way affiliated with Nintendo or Rare.  This FAQ was not written with the intention
 of any monetary gain whatsoever.  Do not take this FAQ and reprint or repost it without my
 permission.  Do not steal it and claim that it's yours.  This FAQ should appear only at
 www.gamefaqs.com.  If you're reading this FAQ from someone else's site, please e-mail me at
 brickroad@mailcircuit.com and notify me.

 This FAQ contains spoilers where applicable.  I will not be marking such spoilers; if you do
 not wish to know about a certain area of the game, simply refrain from reading that
 particular area of this document.

 For your convenience, I have included jump codes along with the Table of Contents.  Simply
 copy the jump code (they're all in the format [sfa.##.##]) and paste it into your browser's
 search function (Ctrl+F on most browsers).  This will jump you instantly to the part of the
 FAQ you wish to read.

         -{ Table of Contents }-                              -{ Story }-
 - Updates History ........ [sfa.00.00]  It's been eight years since Fox McCloud's last big
 + Controls ............... [sfa.01.00]  hurrah, when he and the rest of Star Fox brought
   - Fox .................. [sfa.01.01]  peace to the Lylat System by decimating the archfiend
   - Arwing ............... [sfa.01.02]  Andross.  But peace comes at a price, and if you're a
   - Special Areas ........ [sfa.01.03]  combat pilot, that price is boredom and poverty.
 + Characters ............. [sfa.02.00]  Falco Lombardi, long-time member of Star Fox, left the
   - Good Guys ............ [sfa.02.01]  team without so much as a forwarding address.  Fox's
   - Bad Guys ............. [sfa.02.02]  starship, the Great Fox, has spent the better part of
   - Dino Tribes .......... [sfa.02.03]  a decade falling prey to disuse and disrepair.  Even
 + Atlas .................. [sfa.03.00]  Fox's trusty Arwing doesn't roll as swiftly as it used
   - Association Map ...... [sfa.03.01]  to.  At their wit's end, Team Star Fox is ready and
   - Hazards .............. [sfa.03.02]  willing to take a new mission - ANY new mission - to
   - Gadgets .............. [sfa.03.03]  keep themselves in business.  Even if it takes them to
   - Containers ........... [sfa.03.04]  the most primative worlds of the farthest reaches of
 + Inventory .............. [sfa.04.00]    the Lylat System...
   - Commodities .......... [sfa.04.01]
   - Equipment ............ [sfa.04.02]  ...meanwhile, a mysterious young magician named
   - Magic ................ [sfa.04.03]  Krystal receives a distress call coming from the
   - Tricky ............... [sfa.04.04]  normally peaceful, serine world of Dinosaur Planet.
   - Maps ................. [sfa.04.05]  She enlists the help of a friendly CloudRunner, who
   - Arwing ............... [sfa.04.06]  informs her that the evil General Scales has been
 + Walkthrough ............ [sfa.05.00]  sweetping the planet with his wicked armies.  As a
   - Starting Up .......... [sfa.05.01]  result of the strife, the very magical fabric of his
   - Krystal .............. [sfa.05.02]  world has been coming apart, and the entire planet is
   - ThornTail Hollow ..... [sfa.05.03]  about to burst.  Krystal sets off for the sacred
   - Saving Tricky ........ [sfa.05.04]  Krazoa Palace, where she hopes to find the key to
   - White GrubTubs ....... [sfa.05.05]  rescuing Dinosaur Planet and its people.
   - DarkIce Mines ........ [sfa.05.06]
   - Volcano Force Point .. [sfa.05.07]  What secrets lie hidden on the magic-rich Dinosaur
   - Cape Claw ............ [sfa.05.08]  Planet?  What does fate have in store for Fox and
   - CloudRunner Fortress . [sfa.05.09]  Krystal as their stories intertwine on this
   - Ocean Force Point .... [sfa.05.10]  fantastic new world?  With the help of a magical
   - Walled City .......... [sfa.05.11]  staff, a spunky prince, an army of helpful and
   - Errands .............. [sfa.05.12]  quirky dinosaurs and the ancient mysterious Krazoa
   - Dragon Rock .......... [sfa.05.13]  Spirits, Fox and Krysta will have to unravel
   - Ducks in a Row ....... [sfa.05.14]  General Scales' malicious plot in the next chapter
   - Endgame .............. [sfa.05.15]  of the Star Fox saga...
 + Bits'n'pieces .......... [sfa.06.00]
   - Dino Language ........ [sfa.06.01]
   - Gambling ............. [sfa.06.02]
   - Game Well Maze ....... [sfa.06.03]
   - Playing With Tricky .. [sfa.06.04]
 - Conclusion ............. [sfa.07.00]
{=============================================================================================}


{=============================================================================================}
 Updates History                                                                   [sfa.00.00]
{=============================================================================================}
 This FAQ is an ongoing project, until I say otherwise.  This is really only for my reference,
 but some people are weird and take joy in reading mundane details about other's work.  Along
 that vein, here you are.

 -{ 10/25/02 }-
    Some minor changes, a few additions, and a few inclusions of reader input.  Thanks for
    all the e-mail, guys!

 -{ 10/02/02 }-
    Phew!  Walkthrough complete.  I'm still only at 99% though, even though I've found
    everything now.  This leads me to believe that the percentage displayed on the main
    menu tracks your progress through the game and NOT your collection rate.  This means
    you can never have a save that displays more than 99%; the very last possible save point
    puts you before the final battle, which would be the last 1%.  Anyway, this is the first
    public release of the FAQ...  enjoy!

 -{ 9/29/02 }-
    Walkthrough is now 77% complete; everything up through the brink of Dragon Rock.  I've
    already surprassed my old time by 20 minutes.  I'm going to have to play through SFA
    a third time just to see how quickly I can do it when I don't have to pause every few
    minutes and catalogue my actions.  I'm betting I can finish off the game just shy of
    ten hours.

 -{ 9/28/02 }-
    Completed the gameplay areas, and completed the item lists to the point that they are
    relevant to what's done in the walkthrough.  The walkthrough itself is 50% completed,
    judging by my current percentage.  That's everything up through CloudRunner Fortress.
    Did a lot of reformatting, because I wasn't happy with how stuff was laid out.  Turned
    the heading into ASCII art, for what it's worth.  Observation: it takes twice as long to
    play a game while you're FAQing it than normally.

 -{ 9/27/02 }-
    Finished SFA for the first time, with 99% (don't worry, I know exactly what 1% I missed...
    I just didn't know SFA had a "point of no return" after which saving would mean you can't
    go back and explore the game anymore).  Began writing the FAQ.  I will likely not upload
    this version, because it's very incomplete.  Added a bunch of easy stuff like controls,
    characters, and other such nonsense.  I'll add the more detailed stuff as I play the game
    a second time.
{=============================================================================================}


{=============================================================================================}
 Controls                                                                          [sfa.01.00]
{=============================================================================================}
 Since you're reading this FAQ, I'm going to assume you're pretty familiar with the Nintendo
 GameCube controller.  As can be expected, pressing all the neat colorful buttons on the
 controller makes Fox do all sorts of neat things.  This section serves to take what you
 already know about the oddly-shaped yet very comfortable controller and apply it to a cartoon
 fox.

 I will be refering to the buttons in a consistant manner throughout this FAQ.  So there is no
 confusion, here is how I will refer to them:

      Control Stick - The analog stick on the left side of the controller.  It's grey.
      C Stick - The analog stick on the right side of the controller.  This one's yellow.
      D Pad - The cross-shaped configuration of buttons under the Control Stick.  There
              are four directions: up, down, left, and right.
      Start - The little circular button right in the middle.
      A, B, X, Y - The "face buttons" on the left side of the controller.
      L, R, Z - The "auxilary buttons" on the shoulders of the controller.  Keep in mind that
              R and L are analog; Z is not.

 SFA also supports the GameCube's rumble feature, which makes the controller vibrate when you
 bump into stuff, get hit, etc...  I hate rumble functions, so I kept it turned off during
 the game.  SFA doesn't require the rumble function anywhere, so feel free to play without it
 if you share my sentiments about such nonsense.

 --------------------------------------------------------------------------------------------
 Controls - Fox                                                                   [sfa.01.01]
 --------------------------------------------------------------------------------------------
 Through most of the game, you will be controlling Fox McCloud.  He's the spiffy looking
 fellow with the orange fur and perky ears on the front of the box.  You also may remember
 him from some old shooter games I wasn't particularly fond of.  Or, infinitely better, from
 Super Smash Bros. and its sequel Melee, in which Fox is absolutely the bomb.  But that's a
 different FAQ entirely.

 There's also a purple-ish fox girl named Krystal who you'll use for a while.  She behaves
 just like Fox does, but is not nearly as functional.

 -{ Control Stick - Walk/Run }-
    This is how you'll get around Dinosaur Planet.  Tilt the control stick slightly inward to
    make Fox walk at a leisurely pace.  Tilt it all the way to make him run at a decent clip.
    Fox is a pretty speedy fellow, and there's really no need to walk anywhere.  Running full
    tilt is traveling in style!

 -{ C Stick - Inventory Control }-
    Inventory management is done in real time in SFA; no need for cumbersome menu screens.
    Tapping the C Stick left or right lets Fox scroll through his inventory pages (equipment,
    magic, and Tricky's skills).  Tapping up and down lets him select items within a category.
    The menu will open automatically when you manipulate the C Stick in any way.  Press A to
    use the item or skill.  Press Y to assign the highlighted skill to the Y Button shortcut.
    Press B to close the inventory menu.

 -{ D Pad - PDA/Map Control }-
    The D Pad controls Fox's PDA in the lower-left corner of the screen.  Press left or right
    to scroll through the various pages and functions (map screen, info screen, Fuel Cell
    compass).  If you're on the map screen, press up or down to zoom the map in or out.
    Managing Fox's PDA becomes crucial when navigating certain areas, or searching out Fuel
    Cells.  The information screen gives Fox automatic on-the-fly access to data bout his
    surrounding environment.  Very handy, but you can turn the PDA off entirely by selecting
    it from the inventory if you want.

 -{ Start - Communicator }-
    Start allows Fox to use his communicator and chitchat with his friends and allies.
    This gives Fox access to all sorts of game data.  Highlight the icon you want to use,
    then press A to activate it.  The Memory Card icon lets you save the game anywhere you
    want.  The GameCube icon lets you quit the game.  Slippy Toad will give you hints if
    you're stuck somewhere.  Peppy Hare lets you analyze the world map, and any maps you've
    bought from the ShopKeeper.  General Pepper lets you view your in-game data (time, health
    meter, collected SpellStones, Spirits, etc) and check out your magic, Tricky's skills,
    and other important items.  Press Start again when you're done to get back to the game.

 -{ A Button - Action/Use/Combat }-
    In general, when you see something interesting, press the A Button to check it out.  The
    game helps you do this by displaying a spinning green A Button icon above stuff you can
    analyze.  This includes switches you can pull, characters you can talk to, items you can
    pick up, and any number of other goodies.

    If there's nothing around to interact with, Fox will pull out his staff.  Unless, of
    course, it's already out, in which case he'll swing it.  With his staff drawn, Fox is
    automatically placed into combat mode.  If he then steps into the proximity of an enemy
    (or vice-versa), he will automatically be locked onto that enemy.  In that case, just walk
    within range and press A to launch an attack.

    Fox can combo his attacks by pressing the A Button repeatedly while pressing the Control
    Stick in different directions.  By combining his skill with the staff and his knowledge of
    martial arts, Fox is a quick and deadly opponent capable of taking down bad guys much
    larger than he is.  Once you've started a combo, you can keep it going as long as you want,
    even if the enemy is knocked to the ground.  This is the offensive part of combat.

    If Fox doesn't have his staff, for whatever reason, he obviously can't draw it, and
    therefore can't engage in combat.  Krystal doesn't have access to the staff, and will have
    to be a bit more imaginative in defeating her opponents.

 -{ B - Cancel/Put Away }-
    The B Button's only practical use is backing out of menus (including the inventory menu).
    If Fox has his staff drawn, press B to make him put it away (thus putting an end to combat
    mode, if you wish.

 -{ X - Roll/Dodge }-
    The X Button allows Fox to do a forward somersault.  This is great for dodging attacks and
    the like, and is a very useful tool when strafing and when engaged in heated combat.  It's
    also essentially a quick burst of speed, allowing Fox to roll underneath closing gates,
    barrels, and other such obstacles.

 -{ Y Button - Inventory Shortcut }-
    You can assign anything out of Fox's inventory to the Y button, simply by pressing Y
    instead of A while highlighting it.  After that's accomplished, that item, spell, or
    Tricky skill will be activated automatically when you press Y instead of having to be
    selected from the menu again.  If there's a skill or item you find yourself using often,
    assign it to the Y Button to save yourself time and trouble.

 -{ L Button - Camera Control/Strafe }-
    Mario can have the complicated camera; Fox's just uses one button, and that's all you'll
    need.  Pressing the L Button down will make the camera snap right behind Fox, giving you a
    good view of everything in front of him.  If you're not used to this style of camera (the
    same principle was used beautifully in Zelda: Ocarina of Time and Zelda: Majora's Mask),
    you'll have plenty of time to get used to it before it becomes crucial.

    There are certain points in the game where Fox cannot manipulate the camera or strafe.
    These are fixed camera areas, and are denoted with a special icon on the left side of the
    screen.

    If you press the L Button all the way in until it clicks, and hold it, Fox will strafe
    instead of walk with the Control Stick.  This lets him walk around without changing
    direction.  This is good for peeking around corners, dodging enemy fire, and other such
    things.

 -{ R Button - Shield/Defend }-
    Press the R Button and Fox will shield himself with a magical barrier, protecting him from
    all damage (but leaving him unable to move).  This is good if you're being assaulted by
    enemy fire and don't have time or room to roll out of the way.

    If you're engaged with an opponent, Fox will block with his staff instead.  This will
    defend him from enemy attacks.  Fox can go from defensive stance to launching an attack in
    literally an instant, so it's a good strategy to block until your foe tries to hit you,
    then counterattack right away.  Gets 'em every time.

 -{ Z Button - Look }-
    Press Z and Fox will go into a first-person perspective, allowing you to look around the
    area freely.  Look around with the Control Stick and, if you have the Zoom Goggles, soom
    in and out by tilting the C Stick up and down.  When you're done, press Z again to return
    to normal mode.  Take care, because your environment doesn't pause while looking around,
    so enemies can still close in if you're not careful.

 --------------------------------------------------------------------------------------------
 Controls - Arwing                                                                [sfa.01.02]
 --------------------------------------------------------------------------------------------
 Fox doesn't just magically teleport to and from Dinosaur Planet; indeed, he has to fly there
 himself.  Luckily, his trusty Arwing is still in good enough condition to brave the dangers
 of the planet's orbit.  What this means for you, as the player, is that every time you want
 to visit Dinosaur Planet or one of its satellites, you'll have to go through a brief space
 combat level.

 The Arwing automatically flies into the background; you can't do much to stop its propulsion.
 If you're familiar with either of the previous two Star Fox games (I'm admittedly not; space
 shooters aren't my bag), this stuff should be old hat to you.

 -{ Control Stick - Bank/Climb/Dive/Aim }-
    In other words, the Control Stick moves you around.  The Arwing responds to "airplane
    controls"...  in other words, tilt the Control stick left to make Fox bank right, tilt it
    up to make him dive, etc.  Press the opposite of the direction you want to go.  It looks
    stupid on paper, but in practice it's actually a very natural way of controlling a space
    fighter.

    While moving, Fox's crosshairs will not be centered onscreen, so you can also use the
    Control Stick to slightly adjust the direction of his lasers.  As a general rule, the
    further you tilt the Control Stick, the faster you move and the further you aim.

 -{ Start - Menu }-
    This functions the same as if Fox were on Dinosaur Planet, except he only has access to
    the Save and Quit functions.

 -{ A Button - Fire Laser }-
    The Arwing comes equipped with upgradable lasers with a nearly limitless supply of energy.
    In other words, lay on the A Button like a madman while you're flying through space.
    There are crosshairs on the screen, as noted above, which act as an indicator of where the
    lasers will hit.

 -{ B Button - Fire Bomb }-
    If you've collected any bombs (up to a maximum of three), push B to launch one.  Bombs
    are mad powerful weapons which pretty much eradicate everything in the blast radius, so
    save them for when you really need to clean house.

 -{ X Button - Brake }-
    Hold X to reduce the Arwing's speed.  This is helpful if you want to move a great amount
    of horizontal or vertical distance without going very far forward, or if you want to hold
    back long enough to laser an obstacle to death.  Learning to brake strategically is key
    in many areas in the shooter levels.

 -{ Y Button - Boost }-
    The opposite of the X Button, this will give Fox a brief boost of speed.  This is good to
    shoot through closing gates before you crash into them, and similar situations.

 -{ L/R Buttons - Quick Turn/Barrel Roll }-
    Press the shoulder button in slightly for a quick bank; press it all the way down to
    execute a barrel roll, which is a quick evasive maneuver that leaves Fox momentarily
    impervious to damage.

 --------------------------------------------------------------------------------------------
 Controls - Special Areas                                                         [sfa.01.03]
 --------------------------------------------------------------------------------------------
 Under certain circumstances, you will be controlling Fox in awkward situations where he is
 neither on foot nor in the Arwing.  These are special cases and will he handled on a
 one-at-a-time basis.

 -{ Swimming/Freefall }-
    Dinosaur Planet has lots of aquatic areas, and swimming is easy enough; just use the
    Control Stick to swim in any direction you want.  Fox can't dive, however, nor can he
    execute any of his other normal commands.  The same conditions apply to jet streams and
    their ilk...  a gust of wind blowing up from below will push Fox upward, giving him the
    option to float around until he exits the wind flow.  In either case, Fox disengages
    battle mode once he starts swimming or freefalling, although he can still be attacked and
    sustain damage.

 -{ Mounted Dinosaur }-
    At certain points in the game, Fox or Krystal will hop on the back of one of their dino
    pals and go for a ride.  In these cases, you essentially can only move and attack.  Each
    dinosaur buddy has a different method for attacking, which will be explained to you when
    you meet them.  If applicable, you'll see your dino-buddy's health meter at the bottom of
    the screen.

 -{ Racing Sequences }-
    In some areas, Fox will hop on a jet bike and race against some mischevious SharpClaws.
    In these areas, he can steer by using the Control Stick, accelerate with the A Button, and
    brake with the B Button.  In a welcome turn of events, Fox can cause damage to his foes
    simply by ramming thim, though this will cause him to lose speed.  If applicable, you'll
    see the bike's fuel meter at the bottom of the screen.

 -{ Shooting Sequences }-
    In several areas, Fox will be on a moving object (dinosaur, platform, whatever) and will
    only have the option to fire.  In this instance, it's as if he's got his Fire Blaster
    pulled and can't put it away.  Just aim at what you want to die, and press the A Button
    until it (un)willingly complies.  Also keep an eye out for targets and other goodies.
{=============================================================================================}


{=============================================================================================}
 Characters [sfa.02.00]
{=============================================================================================}
 Dinosaur Planet is full of characters with a wide variety of personalities and agendas which
 Fox can interact with.  Everything with scales can talk on Dinosaur Planet, and do, whether
 you want them to or not.  You'll learn to love some, hate others, and the remaining ones will
 probably annoy you.  For better or for worse, here's who you're dealing with.

 --------------------------------------------------------------------------------------------
 Characters - Good Guys                                                           [sfa.02.01]
 --------------------------------------------------------------------------------------------
 Luckily, Fox has lots of allies to help him out in his quest.  Here are all of his friends,
 old or new, who will help him in his times of need (or, more likely, he will help them).

 -{ Fox McCloud }-
    Fox is the hero of SFA.  He comes armed with a beat-up Arwing, a magic stick, and a fuzzy
    tail.  In case you haven't caught on yet, he's the guy you're stuck with most of the game.
    Although Fox is known as a hero throughout the Lylat System, what with having saved their
    butts so many times, he is currently broke and desperate for work.

 -{ Falco Lombardi }-
    Falco is a former member of the Star Fox team.  The pressure apparently got to him several
    years ago, when the boredom of thriving peace drove him to hop in his Arwing and abandon
    his companions.  He's an arrogant, hot-headed pilot who is well-known for his reckless
    behavior.

 -{ Slippy Toad }-
    Slippy gave up his career as a pilot for a spot in Weapons R&D.  A born inventor, Slippy
    is forever tinkering with new gadgets and toys for Fox to play with.  He's also stuck with
    the all-consuming chore of keeping the Great Fox and the Arwing in tip-top condition...
    or at least as good of a condition as he can afford.  In SFA, Slippy helps Fox out by
    giving him gameplay advice if he gets stuck.

 -{ Peppy Hare }-
    The oldest member of Star Fox, Peppy has retired as a pilot and stays on mainly as Fox's
    advisor.  In SFA, Peppy helps Fox out by keeping track of his maps.

 -{ General Pepper }-
    The boss, the big man, the head honcho.  He's the guy who gives Star Fox their missions...
    at least, he was when there were missions worth giving.  These days, Pepper's visage is
    a godsend, a brief sign that Star Fox will be able to stay afloat a while longer.  In SFA,
    Pepper takes care of all Fox's game data; call him up when you want to see how you're doing
    as far as collections, game time, health, and skill or item collection.

 -{ ROB the Robot }-
    As his name implies, ROB is a robot who is a member of Star Fox.  He really doesn't do
    anything except changes language options from the title screen.

 -{ Krystal }-
    A mysterious purple fox-lady.  She's the lone survivor of a great catastrophe which struck
    her home planet Cerinia, but that never comes into play during the game.  You'll play
    Krystal briefly in the game's introduction, but after that she is reduced to being Fox's
    damsel in distress.

 -{ Prince Tricky }-
    Tricky is Fox's sidekick.  He's quite knowledgable about Dinosaur Planet, and has a
    handful of useful skills that will aid Fox in his quest.  He's a funloving EarthWalker of
    royal blood, who looks up to Fox as a role model.  He absolutely loves to play, even to
    the point where he sometimes spontaineously changes colors when doing so.

 -{ WarpStone }-
    A mountainous individual who lives in ThornTail Hollow.  His job is to warp Fox to various
    locations around Dinosaur Planet.  Despite his kind nature, nobody ever brings him gifts.

 --------------------------------------------------------------------------------------------
 Characters - Bad Guys                                                            [sfa.02.02]
 --------------------------------------------------------------------------------------------
 Unfortunately, not everyone is in this game to aid Fox.  In fact, there are quite a few
 evil-minded fellows who want exactly the opposite.  Here's a quick who's-who of the
 anti-fox (and, coincidentially, anti-Fox) camp.

 -{ Andross }-
    A villain among villains.  This dastardly fiend has plagued the Lylat System for years.
    Luckily, his reign of evil has been put to an end by Fox McCloud and his comrades.  So
    even though he's dead and gone, Andross still has to come first on a list of Fox's
    enemies.

 -{ ShopKeeper }-
    This mean stingy old koot loves to steal things and sell them back to people.  He'll do
    his level best to take all your hard earned Scarabs.  However, it's unavoidable...  like
    it or not, you'll have to deal with this greedy old Scrooge on quite a few occasions, as
    he sells you a whole bunch of useful items and maps.

 -{ SharpClaw Troops }-
    The SharpClaw tribe are a gang of baddies who would like nothing more than to overrun
    Dinosaur Planet with their wicked badness so that their leader General Scales can be
    dictator of the entire world.  Not very nice guys.

 -{ RedEye Tribe }-
    Big nasty dinosaurs which overrun the Walled City.  Their king is an even more gigantic
    version of the typical RedEye.

 -{ General Scales }-
    Mean-spirited leader of the SharpClaws.  He's got a hook for a hand and a heart as black
    as death.  It's his fault that Dinosaur Planet has gone all to pieces.

 -{ Boss Galdon }-
    A giant creature who lives in the DarkIce Mines.

 -{ Boss Drakon }-
    A horrible mutation developed by Scales.  He was attempting to create a whole army of
    these things at Dragon Rock.

 --------------------------------------------------------------------------------------------
 Characters - Dino Tribes                                                         [sfa.02.03]
 --------------------------------------------------------------------------------------------
 A lot of characters are just generic folks who, while occasionally have interesting things
 to say, aren't interesting enough to be intregal to the plot.  These characters generally
 fall into one of the following dinosaur tribes, most of whom Fox will be helping out along
 the way.

 -{ EarthWalker Tribe }-
    Tough, burly dinos with thick hides.  They make up one of the two ruling tribes of
    Dinosaur Planet.  Their leaders are Queen EarthWalker, who lives in ThornTail Hollow, and
    King EarthWalker, who was recently imprisoned by General Scales.  The King and Queen are
    Tricky's parents.

 -{ ThornTail Tribe }-
    A group of peaceful dinos who live in ThornTail Hollow, and who frequently find themselves
    in tricky situations only Fox can get them out of.

 -{ SnowHorn Tribe }-
    A tribe of arctic beasts with thick wooly coats and huge tusks.  Their leader, Garunda Te,
    and his daughter Belina Te seldom see eye to eye.  These hulking (but friendly) beasts
    brave the intense cold of the SnowHorn Wastes.

 -{ LightFoot Tribe }-
    A tribe of suspicious and mischevious dinos who are fleet of foot and quick to judge.
    They prefer to keep to themselves rather than place trust in outsiders.  They inhabit
    LightFoot Village, which is a very restricted community.

 -{ HighTop Tribe }-
    With their gargantuan forms and enormously long necks, the HighTops can be seen from a
    long distance off, and thus make easy targets for the SharpClaw's war machines.

 -{ CloudRunner Tribe }-
    The other ruling tribe of Dinosaur Planet, these avian dinosaurs are led by their loving
    queen and her gaggle of hathlings.  They used to inhabit CloudRunner Fortress, until
    Scales' army laid waste to it and flung it off into orbit.
{=============================================================================================}


{=============================================================================================}
 Atlas                                                                             [sfa.03.00]
{=============================================================================================}
 This short and somewhat unnecessary section is a quick-reference for the various locations of
 Dinosaur Planet.  I've tried to make it as concise and easy to understand as possible, and
 hopefully it will help you determine which areas lead to where.  SFA does a very good job at
 forcing you to learn your way around the various areas, but you would do well to spend some
 time exploring each new area after you arrive anyway.  You'll also be familiarized with the
 various hazards and gadgets Fox can ultilize and manipulate throughout Dinosaur Planet
 and its satellites.

 --------------------------------------------------------------------------------------------
 Atlas - Association Map                                                          [sfa.03.01]
 --------------------------------------------------------------------------------------------
 The arrows and paths shown below do not NECESSARILY mean that's the direction you'll
 travel to get from place to place.  Due to the limitations of text, I've been forced to
 reduce this to a mere association map.  For a more detailed map, consult Peppy Hare via
 Fox's communicator.

                                    Krazoa                DarkIce Mines
                                    Shrine               /
                                      |                 /
                                 Walled City --- Great Fox --- CloudRunner Fortress
                                                   /    \
      Ocean Force                                 /      \
      Point Temple   Krazoa     Ice Mountain     /        Dragon Rock
           |         Shrine          /          /
           |           |            /          /
       Cape Claw      SnowHorn     /   _______/
           |           Wastes     /   /           Krazoa
           |              |      /   /            Shrine
       LightFoot          |     /   /               |             Volcano Force
        Village --- ThornTail Hollow  ---  Moon Mountain Pass --- Point Temple
         |           /     |    \
       Krazoa       /      |     \
       Shrine   Game    Krazoa   ThornTail
                Well    Palace   Store
                Maze       |
                        Krazoa
                        Shrine

 The path leading from Ice Mountain to SnowHorn Wastes is a one-way trip.  After it's served
 its purpose to the storyline, it's no longer available to you.

 Keep in mind that the Great Fox is not really a location; rather, it's a layover point to
 and from the planet and its satellites.  Traveling to the Great Fox is as easy as boarding
 the Arwing; traveling back requires you to go through a shooter level.

 There is also an unnamed location where Fox has to place the SpellStones.  The only way to
 get here is to travel through one of the two Force Point Temples.  That's a one way trip;
 once he's placed the stone he automatically gets sent back to whatever temple he entered
 from.

 There are a few transitionary locations not listed on this map (for example, there's a tiny
 area in between ThornTail Hollow and Moon Mountain Pass that's not really part of either).
 They're generally short and inoffensive, so don't sweat it.

 There are five separate Krazoa Shrines.  They're all one-shot visits.  Once you're done in a
 specific Krazoa Shrine, there's no way back in.

 Krazoa Palace bears a mention, as well.  When you go in and release a Krazoa Spirit, you're
 automatically taken back to ThornTail Hollow.  You can ONLY go to Krazoa Palace if you have
 a Krazoa Spirit.

 After completing the fifth Krazoa Shrine (in the Walled City), you've reached a "point of no
 return".  From then on, the Arwing cannot land on any of the satellites, and going to
 Dinosaur Planet will take you to Krazoa Palace instead of ThornTail Hollow.  Once there,
 there's no way back.  You have to finish the game at that point.

 --------------------------------------------------------------------------------------------
 Atlas - Hazards                                                                  [sfa.03.02]
 --------------------------------------------------------------------------------------------
 Not everything in SFA is there to help Fox in his quest.  In fact, some things are designed
 to do exactly the opposite.  As you travel Dinosaur Planet and its satellites, watch out for
 this stuff and, if you can, avoid it.  If not, find a way to deal with it.

 -{ Barrels }-
    In many areas, barrels will come rolling down sloped platforms; explosive ones that are
    really painful.  While such a thing might be more in-place in a Donkey Kong game, that
    doesn't mean you can ignore them.  Fox can easily roll underneath barrels, and they
    aren't too hard to dodge most of the time.

 -{ Boulders }-
    Boulders try to roll over Fox, Indiana Jones style.  Luckly, Fox is speedy enough to
    outrun these obstacles, so they don't pose that much of a threat.

 -{ Brambles }-
    Brambles are spikey plant things that have grown over some areas of the game.  They
    damage Fox if he touches them, but can be burned through with Tricky's Flame technique.

 -{ Cold Water }-
    The water in SnowHorn Wastes and DarkIce Mines is freezing cold and will damage Fox if
    he stays in too long.  Swim to shore quickly.

 -{ Craters }-
    The green craters in Moon Mountain Pass spew nasty green goo that will damage Fox if he
    walks over them.  These are easy to avoid; just go around.

 -{ Flamethrowers }-
    These obnoxious hazards are basically streams of fire which shoot out of walls, floors,
    ceilings...  everywhere.  Some are on timers, some move around, some are on rotating
    platforms...  whatever the case, avoid them or roll past them if you can.

 -{ Lava }-
    Pools of lava are prominent in some areas of Volcano Force Point Temple and DarkIce Mines.
    What's worse, it doens't act like a pit.  Fox will continually take damage until he
    climbs out.

 -{ Poison Gas }-
    Some areas of Dinosaur Planet are filled with poisonous gas.  Fox will take damage if he
    has to hold his breath too long in these areas (keep your eye on his health meter at
    the bottom of the screen).

 -{ Red Mushrooms }-
    Throughout ThornTail Hollow and its surrounding areas are nasty red mushrooms that spew
    poison gas if Fox gets to close.  Either keep a good distance or, failing that, whack 'em
    with your stick to make the poison go away.

 -{ Whirlpool }-
    The swirling waters in some areas of Cape Claw and Ocean Force Point Temple will damage
    Fox if he swims through them.  Go around, instead.

 --------------------------------------------------------------------------------------------
 Atlas - Gadgets                                                                  [sfa.03.03]
 --------------------------------------------------------------------------------------------
 Fox can interact with many of the things in his environment, to open doors, blow stuff up
 in a satisfying explosion, or ativate different sorts of elevators, hatches, and a variety
 of other things.  Oftentimes he needs a special skill or item to utilize such things;
 sometimes he just has the daunting task of reaching them.

 -{ Activation Levers }-
    These are little boxes in the walls with green lights or arrows in them.  There's
    actually no lever; Fox brings his own.  Namely, his stick.  Levers do literally everything
    from raise platforms to open doors to alter water levels.

 -{ Barrel Pads }-
    Normally, when Fox is carrying a Fuel Barrel, the A Button will cause him to throw it.
    But with these handy little pads, Fox can set it down instead and engage in other
    activities without heaving heavy explosives around.

 -{ Booster Pads }-
    Booster Pads are tiny square recesses in the ground where Fox can stick his Staff and
    use the Staff Booster to reach high ledges.  Sometimes they're difficult to spot, so
    explore suspicious areas very carefully.

 -{ Cannon }-
    Fox can take over SharpClaw cannons in some areas, which allow him to fire cannonballs
    at various parts of the environment.  In other words, blow stuff up.  Cannons are lots
    of fun, but aiming can be kind of tricky.

 -{ Colored Torches/Orbs }-
    Colored orbs sit on high pedistals and need to be lit using the Fire Blaster.  The trick
    is, the shot has to be fired THROUGH a special colored torch to change its color.
    Requires timing and good aim both in one swoop.

 -{ Cranes }-
    In some areas, Fox has to get a Fuel Barrel to a high (or low) place and can't take the
    Barrel with him.  Luckily, these magnetic cranes are strewn about, and can take the
    Barrel there for him.

 -{ Dinosaur Platforms }-
    These platforms are found in certain areas, and Fox can use them to mount any local
    dinosaurs.

 -{ Disguise Pads }-
    These glowing pads activate goodies like the other switches, and are activated just by
    walking over them.  The catch is, Fox has to be wearing the Disguise for it to take
    effect.

 -{ Jet Streams }-
    There are two types of jet streams: those that push so much air upwards that it lifts
    Fox up off the ground, and those that offer just enough resistance to break his fall.
    Either way, jet streams are useful for crossing long chasms.

 -{ Magic Doors }-
    These large purple doors block off various areas of Dinosaur Planet.  Fox needs the
    Portal Device to open them.

 -{ Pressure Plates }-
    These plates activate things in the environment, but only as long as they're held down.
    Fox will have to find some kind of weight to keep them down while he runs off to play.

 -{ Quake Pads }-
    These are round dirt pads in the ground.  When Fox uses the Ground Quake, he can open
    up new passages (and start countdown timers, coincidentially).

 -{ Targets }-
    These targets live on walls, platforms, and other hard to reach places.  Hit them with
    the Fire Blaster to activate them.

 --------------------------------------------------------------------------------------------
 Atlas - Carriers                                                                 [sfa.03.03]
 --------------------------------------------------------------------------------------------
 Carriers are full of goodies Fox can use in one way or another.  You'll usually find them
 strewn strategically around the levels, so you can always find what you need when you need
 it.

 -{ Bomb Spore Plants }-
    These natural flowers spew smoke and, if shot with the Fire Blaster, will explode,
    producing three Bomb Spores.

 -{ Boxes }-
    These little square boxes work like Jars, except they can't be broken and Fox can only
    lift them while wearing the SharpClaw Disguise.  It's hard to tell what they contain.

 -{ Crates }-
    Crates are big brown boxes that break open after two hits with the Staff.  Inside is
    an item to restore Fox's health.

 -{ Fuel Barrel }-
    Full of good old fashioned explosive juice, these barrels are really an explosive
    experience!  Use them to bust open cracked walls, blocked up entryways, or to fell
    enemies in a single blow.

 -{ Item Container }-
    These containers have a trigger inside Fox needs his staff to reach.  He'll find a
    special inventory item inside.

 -{ Jars }-
    Jars are small and easy to hide.  Fox can pick them up or break them, and there are
    usually Scarabs inside.

 -{ Jugs }-
    These large containers break open like crates, but contain Scarabs more often then not.
    They're also a bit rarer.

 -{ Staff Energy Flowers }-
    Magical Staff Energy grows on flowers that are found throughout Dinosaur Planet.  Cut
    the flower and collect the gem to restore some of Fox's staff energy.
{=============================================================================================}


{=============================================================================================}
 Inventory                                                                         [sfa.04.00]
{=============================================================================================}
 Throughout the game, Fox will acquire all sorts of toys of all different types.  These
 include commodities of all different sorts, magical abilities for his staff, commands to give
 Tricky, and, of course, keys and crystals and puzzle pieces of all shapes, colors, and sizes.
 Many of the game's puzzles depend on you using the correct item in the correct place, or to
 manipulate your environment with the staff, or to command Tricky to do so.  Thus, this
 section is fairly important.

 I've split up the items into broad categories, and listed the items themselves alphabetically.
 As I stated earlier in this FAQ, there are spoilers throughout.  This section details exactly
 what items exist, where you get them, and what to do with them.  If you want to figure it
 all out for yourself...  why did you download this FAQ in the first place?

 --------------------------------------------------------------------------------------------
 Inventory - Commodities                                                          [sfa.04.01]
 --------------------------------------------------------------------------------------------
 Commodities are stuff you'll find laying all over Dinosaur Planet.  Most of this is stuff
 you'll constantly be looking for, and the game displays it for you on the bottom of the
 screen.  Other stuff will take effect instantly when you pick it up, and you will not be
 given the option to store it.

 -{ Blue GrubTubs }-
    This is Tricky's favorite food.  You can see how hungry Tricky is by checking the topleft
    corner of the screen.  If he's too hungry, he won't carry out any commands.  He can only
    eat five GrubTubs at a time, so you shouldn't have to go GrubTub hunting too often.  In
    order to restock, just find some GrubTubs, smack 'em with your staff, and collect them
    while they're dazed.  They also sell at ThornTail Store for 12 Scarabs.  Fox can carry
    15 of them.

 -{ Bafomdads }-
    These handy little critters allow Fox to continue when he loses all his energy, instead of
    starting over from an earlier location.  He can initially only hold one, but after he gets
    a Bafomdad Holder (20 Scarabs at ThornTail Store) he can hold ten.

 -{ Bomb Spores }-
    These pink spores are ultra-explosive.  Planting one in soft dirt (the PDA will tell you
    where) will cause a big explosive plant to form.  Shoot it with your FireBlaster for some
    fun explosive action!  To restock, just find a natural Bomb Spore plant and shoot it with
    your FireBlaster.  It will explode and launch three of these into the air.  Just collect
    them after they land.  You can also buy them from ThornTail Store for 5 Scarabs.  Fox can
    carry seven Bomb Spores.

 -{ Dumbledang Pod }-
    This delicious Dinosaur Planet delicacy is found hanging from trees, boxed up in crates,
    or even held onto by bad guys.  They'll restore two points of health when you pick them
    up.

 -{ Fireflies }-
    Fox stores little green Fireflies in his Lantern and releases them only when needed.
    When used, the Firefly will fly around Fox, illuminating dark rooms.  There's no easy way
    to restock, but you'll generally find some nearby where they're needed.  You can buy them
    from ThornTail Store for 10 Scarabs.  Fox can carry 31 Fireflies.

 -{ Fuel Cells }-
    Fuel Cells are hidden all over the planet.  Fox requires a certain amount of fuel to
    reach all four of the satellites, so if you're told you don't have enough, go back and
    explore Dinosaur Planet some more.  They also sell at ThornTail Store for 10 Scarabs.

 -{ Moon Seeds }-
    They're only found and only used in Moon Mountain Pass.  Killing one of the ugly Crater
    Gremlins will always yeild one, and they're used to grow magic vines in special patches of
    dirt near walls.  After you plant one, have Tricky blow fire at it and it'll grow into
    a climbable vine.  Fox can carry seven of them.

 -{ Pukpuk Eggs }-
    Very tasty snack enjoyed by the SharpClaws.  They're found in crates or dropped by
    enemies, and restore four points of health.

 -{ Scarabs }-
    Scarabs are used as currency on Dinosaur Planet.  Fox can only initially carry ten, but
    that number increases to 50, 100, and 200 when he gets the Small, Medium, and Large
    Scarab Bags, respectively.  Fox'll use Scarabs to pay tolls, buy items and maps, and Cheat
    Tokens.  They can be found under rocks and in jars, mostly, all over Dinosaur Planet.

 -{ Staff Energy Gem }-
    These glowing crystals refill part of Fox's staff energy, if he's missing any.  They grow
    on plants that appear throughout Dinosaur Planet.

 --------------------------------------------------------------------------------------------
 Inventory - Equipment                                                            [sfa.04.02]
 --------------------------------------------------------------------------------------------
 Equipment makes up all of the non-consumable items in your inventory.  They're keys,
 crystals, puzzle pieces, and a variety of other such items which can either be selected and
 used whenever you like, or will vanish from your inventory once used in the proper manner.

 -{ Alpine Root }-
    This is the favorite food of the SnowHorn tribe.  They grow in snowy areas, but
    unfortunately the SnowHorn can't dig them up themselves on account of their herculean
    hooves.

 -{ Bridge Cog }-
    Puzzle pieces used in DarkIce Mines.  You have to replace these cogs to the machines they
    came from in order to complete certain tasks.

 -{ Cheat Token }-
    Fox buys these from mysterious critters in wells, and can use them to earn cheats and
    hints from the Game Well Maze.  See the Game Well Maze section in "Bits'n'Pieces" for more
    information.

 -{ CloudRunner Flute }-
    Given to Fox by Queen CloudRunner, this Flute will send her scared children back to
    safety.

 -{ Dinosaur Horn }-
    An ancient musical instrument that calls the dinosaurs to help Fox.  He'll find this in
    DarkIce Mines.

 -{ Fire Gem }-
    Fox needs two Fire Gems to open up Ocean Force Point Temple.  He'll, er, find them
    at Cape Claw.

 -{ Fire Weed }-
    These burning plants grow in ThornTail Hollow, and keep its beacons lit because the
    ThornTails are afraid of the dark.

 -{ Firefly Lantern }-
    Allows Fox to use Fireflies.  It costs 20 Scarabs at ThornTail Store.

 -{ Gate Key }-
    When the SharpClaws trapped Garunda Te at the SnowHorn Wastes, they locked him up behind
    a gate with this key.  Luckily, the dumb saps managed to lose it in ThornTail Hollow,
    where Queen EarthWalker promptly picked it up.

 -{ Gold Bar }-
    Four of these are hidden in Cape Claw; they are the rightful property of the Cape's
    HighTop.

 -{ Gold Key }-
    Krystal will find this key hidden below deck on General Scales' air galleon.  It is used
    to open a door in Krazoa Palace in the game's prologue.

 -{ Light Gem }-
    The three Light Gems are found in CloudRunner Fortress.  They're used to power the
    generator for the Fortress.

 -{ Moon Pass Key }-
    This key, awarded to Fox after he re-lights the ThornTail beacons, opens up Moon Mountain
    Pass so he can get to the Volcano Force Point Temple.

 -{ Moon Stone }-
    One of the two stones needed to open the Krazoa Shrine in the Walled City.  It's hidden
    in the blue Moon Palace.

 -{ PDA }-
    Fox starts with this, and keeps it through the entire game.  It displays visual
    information in the bottomleft corner of the screen, such as maps, information, and a handy
    Fuel Cell compass.  You can shut it off with your inventory if you want.

 -{ Power Room Key }-
    This awkwardly-shaped key opens up the power generator room in CloudRunner Fortress.
    A captive LightFoot will give it to Fox once he is freed.

 -{ Prison Cell Key }-
    Tailor made to fit SharpClaw locks!  These are found in the DarkIce Mines; the silver one
    frees Tricky, and the gold one frees Belina Te.

 -{ RedEye Tooth }-
    Two of these sacred ornaments are hidden in the Walled City.  Fox must find them both
    in order to uncover the passage to the RedEye King.

 -{ Rock Candy }-
    A tasty, er, rock.  It costs 10 Scarabs at ThornTail Store.  You have to feed it to the
    WarpStone before he'll help you out.

 -{ Shackle Key }-
    A plain metal key that is used to lock SnowHorns up in shackles.  It is found and used in
    DarkIce Mines.

 -{ SnowHorn Artifact }-
    This is actually a golden Alpine Seed.  You can buy it at ThornTail Store for 130 Scarabs.
    Use it to open up a race sequence in SnowHorn Wastes, which leads to a Krazoa Shrine.

 -{ Sun Stone }-
    One of the two stones needed to open up the Krazoa Shrine in the Walled City.  It's
    hidden in the red Sun Palace.

 -{ Tricky's Ball }-
    This fun toy, which sells for 15 Scarabs at ThornTail Store, allows Tricky to use the
    Play command.

 -{ White GrubTub}-
    These are medical mushrooms which are used to heal ailing dinosaurs.  Fox will have to
    hunt down six of these in ThornTail Hollow's well to heal Queen EarthWalker.

 -{ Wood Block Carving }-
    There are three of these (a circle, a triangle, and a square) hidden throughout
    LightFoot Village.  Fox must find them and return them in order to fully explore the
    area.

 -{ Zoom Goggles }-
    They sell at ThornTail Store for 20 Scarabs.  They allow Fox to zoom in and out when in
    first-person look mode.

 --------------------------------------------------------------------------------------------
 Inventory - Magic                                                                [sfa.04.03]
 --------------------------------------------------------------------------------------------
 Magic spells are helpful tricks that Fox will find throughout his adventure.  Each spell
 utilizes the Staff in a new and exciting way.  Some act as attacks, some overcome barriers,
 some do both, but all use up staff energy when used.

 -{ Fire Blaster }-
    This helpful spell launches bolts of fiery energy from the top of the Staff, and is Fox's
    primary ranged attack.  If you're like me, you'll attach the Fire Blaster to your Y Button
    and leave it there for most of the game.  The Fire Blaster can also be use to trip certain
    kinds of switches, light orbs, and other such nonsense.  You'll get the Fire Blaster
    almost immediately after picking up the Staff in ThornTail Hollow.

 -{ Freeze Blast }-
    This powerful move allows Fox to blow an arctic wind from the tip of his Staff.  It's a
    powerful weapon when weilded in combat, as well.  With it, he can blow out torches and
    flamethrowers, and freeze enemies solid.  Fox learns Freeze Blast in Volcano Force Point
    Temple.

 -{ Ground Quake }-
    A massively powerful area attack that drops all opponents to their knees.  Fox will learn
    this awesome ability in Moon Mountain Pass.  This later upgrades to the Super Ground
    Quake, which is essentially the same thing only powerful enough to fell huge RedEyes.

 -{ Portal Device }-
    After helping a mother ThornTail protect her eggs from naughty gremlins, Fox learns this
    technique, which allows him to open magic purple doors.

 -{ SharpClaw Disguise }-
    Slippy will beam this useful tool down to Fox in CloudRunner Fortress.  While wearing
    the disguise, Fox has increased strength and can slip past other SharpClaws undetected.
    He can also trip special switches.  He cannot, however, attack in any way, so don't try
    to engage in combat while wearing the Disguise.

 -{ Staff Booster }-
    This special ability can only be used near Staff Booster Pads.  Fox will stick his Staff
    in the ground, and then rocket directly upward into the air.  He learns this ability in
    the bottom of the ThornTail Hollow well.

 --------------------------------------------------------------------------------------------
 Inventory - Tricky                                                               [sfa.04.04]
 --------------------------------------------------------------------------------------------
 Fox's pet/sidekick/helper is Prince Tricky, a lovable little dinosaur.  He follows Fox
 around as a guide, and has a few skills that prove crucial to Fox's quest.

 -{ Call Tricky }-
    If you need Tricky's help, but he's nowhere to be found, use this command to make him
    catch up.  Note, there are some places Tricky can't get to.  He'll learn this shortly
    after the two of you arrive at SnowHorn Wastes.

 -{ Find Secret }-
    This ability allows Tricky to dig up patches of cracked dirt, which you'll find in the
    ground and in certain walls.  He starts with this ability.

 -{ Flame }-
    Tricky breathes fire, which has the function of melting ice, burning brambles, lighting
    furnaces, and generally providing a heavy flame wherever one is required.  Tricky will
    learn this command in DarkIce Mines.

 -{ Throw Ball }-
    This is a nonsense move.  Fox throws a toy ball, and Tricky runs after it to retrieve it.
    Sometimes you'll hear Tricky announce "Let's play!".  If you stop and play for a while,
    he'll change colors.  You can use this command after you buy Tricky's Ball from ShopKeeper.

 -{ Tricky Stay! }-
    This ability ensures that Tricky will not follow Fox into danger.  This is very helpful
    when you need him to stand still, say on a switch.  He starts with this ability.

 --------------------------------------------------------------------------------------------
 Inventory - Maps                                                                 [sfa.04.05]
 --------------------------------------------------------------------------------------------
 Maps are purchased from ThornTail Store, and allow Fox to view his locale on his trusty PDA.
 Maps are dirt cheap, so ALWAYS buy the right map before you go to an area.  Here are the
 prices for the various maps:

              Cape Claw:  5 Scarabs         Moon Mountain Pass:  5 Scarabs
   CloudRunner Fortress:  5 Scarabs          Ocean Force Point: 10 Scarabs
          DarkIce Mines:  5 Scarabs            SnowHorn Wastes:  5 Scarabs
            Dragon Rock:  5 Scarabs           ThornTail Hollow:  5 Scarabs
          Krazoa Palace:  5 Scarabs        Volcano Force Point: 10 Scarabs
      LightFoot Village:  5 Scarabs                Walled City:  5 Scarabs

 --------------------------------------------------------------------------------------------
 Inventory - Arwing                                                               [sfa.04.06]
 --------------------------------------------------------------------------------------------
 The following are powerups you'll find only in the Arwing shooter levels.  They are
 instantaneous, and do not carry over into other shooter levels.  Somtimes Rings are locked
 with an X in the center; these Rings must be shot at to open.  Similarly, sometimes Powerups
 are stashed in crates.  You have to blow the crates open to get the goodies within.

 -{ Bomb Powerup }-
    This gives Fox a bomb (up to a maximum of three) which annihilates everything within the
    blast radius.  Very useful, but don't waste them; Fox can only carry three.

 -{ Gold Rings }-
    You have to pass through a certain amount of Gold Rings to open up the forcefield on
    Fox's target so he can descend.  If you fail to pass through enough Gold Rings, you won't
    be able to land.  There are ten in each level, so getting all ten is a perfect score.

 -{ Laser Powerup }-
    Picking this up will automatically upgrade Fox's laser, turning it into a dual blaster
    which packs quite a bit more punch.

 -{ Silver Rings }-
    These helpful beauties serve to refill part of Fox's lost energy.
{=============================================================================================}


{=============================================================================================}
 Walkthrough                                                                       [sfa.05.00]
{=============================================================================================}
 Now that all the reference material is out of the way, here's the actual walkthrough of the
 game.  For the sake of consistancy, keep the following things in mind:

 First, this walkthrough will take you through the game and ensure you get a 100% completion
 score.  Follow the walkthrough to the letter and you'll never have to scramble around to
 find secret areas or the like.  However, it's written "as the crow flies"; in other words,
 if you want to do any backtracking or skipping ahead, you're on your own.  Some things CAN
 be achieved earlier than dictated in this FAQ, and some things can be put off until later.
 Unless an action is absolutely required to finish the game, feel free to skip it if it's
 giving you trouble, and come back to it later.

 In fact, this FAQ foregoes the exploration part of the game entirely.  Do you have any idea
 how hard it is to describe a fully 3D environment armed only with text?  I'll do the best I
 can pointing you where to go and what to do, but be sure to ALWAYS take time to explore the
 world on your own.  The game never punishes you for exploring and experimenting and - you
 never know - you may stumble upon something that I never found before.

 Also, I'll be instructing you to buy things as you need them.  If you can buy them earlier,
 then by all means do so.  You can never have too many goodies!  Unless you're wasting your
 money buying commodities.  Dinosaur Planet is a fertile land that will always supply you with
 plenty of goods, so there's no need to buy things from ShopKeeper that you can find laying
 around the wilderness.

 Each section of the FAQ rounds out with a checklist, so you can run around and get any of
 the hidden or secret stuff you missed.  You should, of course, be on the lookout for this
 stuff all the time, but just in case you missed something, you know exactly where to get it.
 I've decided to include ALL of the Fuel Cells in the checklists, so if you're running low
 you don't have to go slogging through the walkthrough to find them.

 Finally, if you ever get stuck and for some reason this FAQ isn't helpful, try contacting
 Slippy.  His hints can really be a lifesaver when you're desperately stuck.

 --------------------------------------------------------------------------------------------
 Walkthrough - Starting Up                                                        [sfa.05.01]
 --------------------------------------------------------------------------------------------
 After turning on the power, you're treated a scene inside the Great Fox of the team not
 doing much of anything.  Fumble around with the various team members (Peppy changes game
 options, Slippy changes audio options, and ROB toggles the subtitles).  Later on, you'll get
 the chance to add more options to these menus.  Once you're done, go ahead and select Fox to
 get the game rolling.

 The game will now ask you to put in a three letter name.  This name is useful for nothing
 except labeling your game's save file on the main menu.  Enter three arbitrary letters and
 select END.  You have now successfully started a save file.

 To continue the game at any time, just select this save file (which keeps track of how long
 you've been playing and what completion percentage you've reached) and press A.

 Our story opens up with Krystal answering a distress call she received from Dinosaur Planet.
 She is flying a CloudRunner through a rainstorm when she is attacked by a fireball-throwing
 air galleon...

 --------------------------------------------------------------------------------------------
 Walkthrough - Krystal                                                            [sfa.05.02]
 --------------------------------------------------------------------------------------------
 The flying ship has lots of attacks, but take note that you don't have a life meter.  You
 cannot be killed in this fight, so don't get discouraged if you take any hits.  Krystal is
 able to launch blue bolts of energy at the ship to attack it.

 -{ Boss Fight: Scales' Galleon }-
    The galleon (and most bosses in SFA, for that matter) attacks in several phases.  At
    first you're flying behind it, facing two flamethrowers on the bottom half and two
    dragon heads launching fireballs on the upper half.  The launchers attack in an
    alternating pattern (right, left, right, left...) so they aren't to hard to dodge.
    Start by taking out the two dragon heads.  They'll sprout flames when they're out of
    commision.

    After this the galleon will lift up a bit, and you'll be facing a rotating blade.
    The ship (and therefore the blade) will come in and out at you.  Before it closes in,
    quickly destroy one of the spinning blades; this will create a gap that is safe for
    Krystal to fly through.  Repeat this process, and once you've blown off all four blades
    the next phase will begin.

    The ship will drop back down, and the fireball launching dragon heads will perk back up.
    They still fire in an alternating pattern, but they're a bit friskier this time, you'll
    notice.  Take them out again (they'll explode this time, satisfyingly) to proceed.

    The ship will now turn about and come at you head on.  The reptilian head on the front
    will belch enormous fireballs at you.  Not surpringly, it's also your next target.
    After this phase of the attack, Krystal will set her CloudRunner down on the Galleon
    and dismount.
                                                                         -{ End Boss Fight }-

 On the Galleon, Krystal also has a life meter, so be conscious about what she touches or
 what hits her from now on.  The first thing to do is cross the deck of the ship and talk to
 a CloudRunner locked up in a cage.  He'll open a door for you that leads below deck.  Head
 down below deck do find the Gold Key.

 Returning topside, back to the CloudRunner's cage, Krystal will have a run in with our
 lovable villain, General Scales.  Long story short, Scales attempts to throw her off the
 Galleon, but she ends up landing on her CloudRunner, who takes her to Krazoa Palace.  This
 is where the distress signal Krystal is answering originates from.

 The first thing you'll notice after touching down is that there are enemies onscreen now
 (jellyfish-like things), and Krystal is still defenseless.  The next thing you'll notice
 is that the game will let you save now.  Go ahead and do so, because it's possible to die
 in Krazoa Palace.  Third, after exploring a bit, you'll notice a locked door behind and to
 the left of the wounded EarthWalker.  Unlock it with your Gold Key.

 Inside this small room is a Fuel Barrel.  Pick it up and take it to the opposite side of
 this area, and throw it the row of crates to blow them apart.  If you want, you can also
 throw Fuel Barrels at the jellyfish to kill them, or at the crate by the corner ledge for a
 Dumbledang Pod.  You can get more barrels if you need them as they respawn on the grey
 platform right by where you started.

 When the three crates explode, they leave behind Pukpuk Eggs...  useful if the jellyfish
 caught up to you before now.  Run down the slope into the next area, which contains another
 jellyfish, another wounded EarthWalker, and some more crates.  There are also ladders
 leading back up to the beginning area.  The only other thing of interest is a cracked wall
 leading into the palace.  Go back to the Fuel Barrel pad and pick one up, then heave it at
 this wall to open the passage inside.

 Hang a right to find some jars if you're missing any life.  Otherwise (or afterwards), hang
 a left to continue on with the dungeon.  You'll find another wounded WarthWalker in this
 area, with a Fuel Barrel behind him.  Use it to blow up the crates blocking your passage
 (they respawn the next hallway over; go get another one) to continue onward.

 This next hallway features flamethrowers on timers.  Time your sprint so that you'll pass
 each flamethrower when it ISN'T spewing forth a barrage of fiery orange death.  Also, if
 you run into a flamethrower, your Fuel Barrel will explode, and you'll have to run back and
 get another one.  Pitch your barrel at the far wall to open the next room.

 The next room has a Fuel Barrel, a pressure switch, and a wall that opens up if the switch
 is pressed.  Pick the barrel up, set it down on the switch, and you can pass through
 the wall.  Speak to the EarthWalker in this room and he will open up the next passage for
 you, containing a wap pad leading to the first Krazoa Shrine.

 Climb the ladder ahead of you.  When you reach the top you will see three flamethrowers
 spewing up from the floor in a rhythmic pattern, a jellyfish and (off in the distance), a
 spirit door.  Spirit doors dissipate after all enemies in the area have been defeated.
 Cross to the far end of the room to find a Fuel Barrel next to the door.  Chuck it at the
 jellyfish to blow it up, and that will open the door.  Continue to the next room.

 This room has a pressure plate, several flamethrowers, and a jellyfish.  Stand on the plate
 long enough so the gate at the end opens all the way, then dash through the obstacle course
 before it closes.  Talk to the Krazoa Spirit in the next room to start the first Krazoa
 Test.

 -{ Krazoa Test: Test of Observation }-
    The Krazoa Spirit will descend into one of the jars, which will then shift around the
    room in random patterns.  Simply find the correct jar three times to gain the Krazoa
    Spirit.  If you botch it up, the Spirit will drop you back off at the entrance of the
    Krazoa Shrine and you'll have to do it all over again.
                                                                        -{ End Krazoa Test }-

 Returning to Krazoa Palace, the EarthWalker will tell you a bit about the Spirits and the
 Shrines.  Now go stand on the platform along the wall, which will rise up elevator-style
 into an illuminated tunnel.

 To the left at the end of the tunnel is a shimmering wall overlooking a huge circular room
 with jet streams in it.  You can't do anything there now, so hang a right instead to release
 the Krazoa Spirit.  Unfortunately, this leads to Krystal being encased in a crystal (no,
 really), thus ending the game's prologue.

 --------------------------------------------------------------------------------------------
 Walkthrough - ThornTail Hollow                                                   [sfa.05.03]
 --------------------------------------------------------------------------------------------
 Meanwhile, Fox and his gang are kicking back on the Great Fox, without much of anything to
 do.  Surprisingly, they get a call from General Pepper informing them that Dinosaur Planet is
 on the verge of exploding, and that could have serious reprecusions on the entire Lylat
 System.  So being the nice (read: broke) guy that he is, Fox decides to take the mission.
 When given the opportunity, select Dinosaur Planet from the orbital map to begin your first
 shooter mission.

 -{ Shooter Mission: Dinosaur Planet }-
    Since it's the first space mission, this level is relatively easy.  You'll start out by
    flying through an asteroid field (sprinkled with mines).  They're easy enough to dodge,
    but there's a Silver Ring toward the end in case you run into something.  You'll then
    pass over a larger asteroid while being assaulted by enemy fighters.  Blow them apart or
    avoid them.

    Off in the distance you can see your first Gold Ring, located just behind a crate.
    Blast open the crate and take the Laser Powerup, then fly through the Gold Ring.
    There's another crate immediately after the Ring with a Bomb Powerup.  You should be
    able to see your next Ring and next crate (get the Ring first) and get them both without
    much trouble; just bank right after passing through the Ring.  The crate contains another
    Bomb Powerup.

    The next three Gold Rings are located on this next asteroid.  Get the first one head on,
    then bank right for the second, then left for the third.  At this point Slippy will warn
    you to watch out for mines.  Fire a Bomb to clear them out easily.  The next two Gold
    Rings are in plain sight after the minefield.

    Going onto the next asteroid, you should be able to collect another Gold Ring and another
    Bomb Powerup without any trouble.  There's another Gold Ring in a tight canyon towards
    the end.  As you emerge, you'll be assaulted by five fighters.  Bomb them, then swoop
    through and take the Silver and Gold Rings ahead of you.  As long as you got one Gold
    Ring somewhere in the level, you can continue on to Dinosaur Planet.  The game will keep
    track of your high scores.
                                                                    -{ End Shooter Mission }-

 Once you land, you'll be greeted by General Pepper, who will explain your communicator to
 you.  Fox comments that he doesn't have a weapon.  To fix that, head for the flowerbed just
 ahead to Fox's right.  You'll find Krystal's Staff sticking out of the ground.  Krystal will
 explain (telepathically, I imagine) how the staff works while Fox gets his moves on.

 Explore ThornTail Hollow until you find a circle of rocks.  You can lift them with your Staff,
 making Scarabs appear.  Fox can only carry ten, but that's enough for now.  You'll see a cave
 mouth off to the right of the waterfall; enter this cave to go to ThornTail Store.  For the
 sake of clarity, the inside of the store has six doors, arranged like so:

          5        Door #1 is the entrance.  Doors #2 and #3 go to a gambling area (see the
      4       6    gambling section in the Bits'n'Pieces area for more information).  #4
          O        leads to a room selling commodities (fairly useless, since you can collect
      2       3    everything inside easily), #5 to a room selling special goods, and #6 to a
          1        room selling maps.  The circle in the middle is a well which sells a Cheat
                   Token, but you can't afford it yet.

 For now, all you need to buy is the ThornTail Hollow Map, but feel free to buy anything else
 you want and can afford.  Avoid the commodity room (the one on the left) for now, but feel
 free to gamble if you want and buy any other maps you think you might need, though they're
 unnecessary at the moment.

 Map in hand, set about exploring ThornTail Hollow, collecting all the stuff you can find.
 Don't worry; I'll wait until you're done.

 Oh, you got attacked?  That's to be expected; getting too close to the Queen's room will
 cause you to be attacked by four SharpClaws.  Put them down with your new Staff.  Krystal
 will lecture you before and after the battle, and afterwards a door will open at the far end
 of the Hollow.  Head over there, use your Staff to lift the rock out of the way, and drop
 into the hole.  In the cave here you will find your first magical spell: the Fire Blaster!
 You'll need to use the Fire Blaster to exit the cave, and also to trip the switch that opens
 up the Queen's door.

 The Queen (or, rather, Slippy) will inform you that her son, Prince Tricky, was taken to
 Ice Mountain by SharpClaws.  She'll move the ThornTail guarding the WarpStone.  To blow open
 the path leading to the WarpStone, you'll need to get some Bomb Spores.  Shoot the smoking
 plant near Fox's Arwing to get some.  Plant the Bomb Spore in the earth by the cracked wall,
 then shoot the plant that grows.

 The WarpStone is whining about not ever receiving gifts, meaning you'll have to bribe him
 into helping you out.  Purchase the Rock Candy from ThornTail Store and give it to him.
 That'll cheer him up a bit.  Before you have the WarpStone send you to Ice Mountain, buy
 the SnowHorn Wastes map from ThornTail Store.  Now you're ready to go.

 -{ Checklist: ThornTail Hollow }-
    - You can plant a Bomb Spore in some soft earth along the incline in the southern area
      of the Hollow.  Blow up the wall there to find some Scarabs and three Fuel Cells.

    - There are two more Fuel Cells on a rocky column in the southern area of the Hollow.
      To get there, jump at the column from the incline to its south, and climb the bricked
      edge.

    - There's a patch of soft earth next to the WarpStone where you can plant another Bomb
      Spore.  Two Fuel Cells are hidden inside.

    - There's another Fuel Cell hiding up by a magical door behind the Queen.

    - Plant a Bomb Spore at the base of the waterfall to open a passage leading to some crates
      and four more Fuel Cells.

    - There's a bricked wall you can climb all the way in the southwest corner of the Hollow,
      which leads to two more Fuel Cells.
                                                                          -{ End Checklist }-

 --------------------------------------------------------------------------------------------
 Walkthrough - Saving Tricky                                                      [sfa.05.04]
 --------------------------------------------------------------------------------------------
 There's no map for Ice Mountain, so you'll be running around blindly most of the time.  The
 warp pad you come in on will let you travel back to ThornTail Hollow if you want to return.
 As soon as you arrive you'll see a transport swoop in and lower Prince Tricky, who is quickly
 spirited away by some SharpClaws.

 Explore the area and you'll soon find a Fuel Barrel.  This one has a timer on it, but you'll
 have plenty of time to carry it over to a messily constructed brick wall guarding a small
 pack of SharpClaws.  Waste the wall and decimate the SharpClaws to make a switch appear over
 the door they took Tricky into.

 Fire Blaster the switch and you'll see some SharpClaws tormenting Tricky inside.  Before you
 know it, Tricky will run off and the SharpClaws will chase after him on jet bikes.  Fox will
 automatically jump on one and join the race.  Don't worry about the rest of the stuff in Ice
 Mountain yet; we'll come back here in a little while to get everything.

 -{ Bike Sequence: Ice Mountain }-
    This sequence is fairly straightforward.  You don't have to take out the SharpClaws; you
    just have to beat them to the end.  Also, you won't have to worry about fuel.  Hold the
    accelerate button the whole time, cut corners where you can, and avoid contact with the
    SharpClaws in order to maintain your speed.  There are multiple paths to take along the
    course, but none of them are worth going out of your way for.  Beware of obstacles along
    the path, and mines dropped by the SharpClaws.  As long as you don't follow directly
    behind the SharpClaw, you shouldn't have to worry about them much.

    The easiest way to win this sequence, hands down, is to grab an early lead and then
    maintain it throughout the entire course.  If you can manage to do this, the only thing
    you'll have to worry about is dodging obstacles.  It is possible, albeit tricky, to take
    out both of the SharpClaw racers...  though this is unnecessary.
                                                                      -{ End Bike Sequence }-

 When you land, Prince Tricky will taunt you for a few moments, while Slippy (finally)
 finishes the translator he promised.  He refuses to follow you, though, because he's hungry
 (as he will inform you).  Follow the path until your map clicks on.  Ah, there.  Good.  Note
 the pit of lava ahead of you.  Take a right, instead, and Tricky will give you a tutorial on
 how to capture GrubTubs.  Catch the two in front of you, then feed them to Tricky.

 Once he's eaten, Tricky says he's ready to work.  You now have access to Find Secret and
 Tricky Stay!.  There happens to be a patched of cracked dirt in the area, so have Tricky dig
 it up.  He uncovers a switch.  Have Tricky step on it, and tell him to stay put.  The switch
 opens up a gate on the other side of the snowy alcove.  Activate the switch inside to create
 a path across the pond of lava.

 Climb down into the pool of lava now that you can cross it safely.  Don't worry, Tricky will
 catch up.  In the wall at the end of this new path, you can have Tricky Find Secret again,
 which opens up the path to SnowHorn Wastes.  After a short jaunt through a snowy chasm,
 you'll come to a frozen lake.

 The lake is infested with SharpClaws.  Put them down, and Tricky will inform you on how to
 use the Call Tricky command.  You'll also meet some pesky burrowing dinosaurs who will pop
 up out of the snow to torment you.  They're easy to kill, but may surprise you if you're not
 paying attention.  There are also lots of GrubTubs here; run around and stock up.

 Talk to the SnowHorn next to the lake, and he'll complain about being hungry.  Luckily, there
 are some Alpine Roots nearby in the patches of cracked earth.  You can tell which ones are
 Alpine Roots because you'll see the leaves sticking out of the top.  Have Tricky dig them
 out, and offer them to the SnowHorn.

 Upon offering the first Root to the SnowHorn, he'll give you a Small Scarab Bag.  Fox can
 now hold 50 Scarabs.  The second Root caues the SnowHorn to make a block (previously
 supported by the geyser in the middle of the lake) drop to the ground.  Push the block to the
 southeastern corner of the lake so Fox can heave himself up and continue onward.

 You'll find a sign pointing you back in the direction of ThornTail Hollow.  Go down into
 the lower area, where you'll meet some more SnowHorn tribesmen and a SharpClaw guard.  Bribe
 the guard with some Scarabs (he wants 25 of them, to be exact) and he'll step aside.  Swim
 through this aquatic tunnel (the water is flowing the right way for now) to return to
 ThornTail Hollow.

 -{ Checklist: SnowHorn Wastes }-
    - There are several dig spots around the frozen lake in addition to the Alpine Roots.
      Have Tricky dig them up; one contains a Staff Energy Meter which increases Fox's magic
      capacity.

    - Push the block to the opposite end of the frozen lake to climb up to a ledge containing
      two Fuel Cells.

    - Instead of turning right at the sign, go straight ahead to find a lever guarded by a
      burrowing dinosaur.  Activate the lever to cause a new platform to appear in the lake
      below.  Use that platform to jump across to a tiny alcove containing two more Fuel
      Cells.

    - Have Tricky dig up a cracked wall in the lower section of the Wastes.  This opens up
      a path leading to a couple crates and a Fuel Cell.  Inside one of the crates is a
      helpful Bafmodad.

    - Have Tricky dig up a patch of cracked earth in the lower area of the Wastes to find
      another Bafmodad.
                                                                          -{ End Checklist }-

 Upon reaching the Hollow, Tricky will run off to see his mother, who is sick.  Because of
 the Queen's weakness, SharpClaws have overrun the Hollow.  However, now that you're armed
 with some new capabilities, let's go collecting.

 -{ Checklist: Ice Mountain }-
    - There are two Fuel Cells in the cave behind the jet bike.

    - Plant a Bomb Spore at the far end of Ice Mountain to open a small cave containing a
      Fuel Cell and a Cheat Token well.
                                                                          -{ End Checklist }-

 -{ Checklist: ThornTail Hollow }-
    - Have Tricky dig up a spot near the southwestern exit to find a Bafmodad.

    - Have Tricky dig up another spot near the southeastern corner of the Hollow for another
      Bafmodad.

    - Have Tricky dig up yet ANOTHER spot in front of the store for yet ANOTHER Bafmodad.
                                                                          -{ End Checklist }-

 --------------------------------------------------------------------------------------------
 Walkthrough - White GrubTubs                                                     [sfa.05.05]
 --------------------------------------------------------------------------------------------
 Visit ThornTail Store when you've got some Scarabs.  You need the Firefly Lantern in order
 to collect the White GrubTubs necessary to cure Queen EarthWalker.  In addition, you'll want
 the Bafmodad Holder, the Zoom Goggles, and Tricky's Ball.  That's 75 Scarabs, give or take,
 depending on whether you haggle or not.  There's plenty of Scarabs to be had throughout
 ThornTail Hollow, and by gambling, so stock up on all these goodies now.  You can also buy
 a Cheat Token from the well now, but you can't haggle for that.

 Once you're equipped, have Tricky dig through the cracked wall leading into the large well.
 Crawl inside.  Fox will go this mission solo, so you won't have Tricky's help (that is, he
 won't be bothering you).  Descend into the well via the ladder.  There are lots of poisonous
 mushrooms in the bottom of the well, so be careful.

 Head through the tunnel to the south into a small cavern with a stream.  Plant a Bomb Spore
 on the small island in the stream to drain out the water.  Drop down into the drain to get
 the Staff Booster.

 Return to the previous room and locate the Booster Pad (it's on a small incline).  Rocket up
 to the top level of the room.  Follow the top path until you reach a catwalk that bridges
 the stream you were at earlier.  Plant a Bomb Spore there and blow it apart; a perfectly
 cube-shaped piece of rock will fall below.  Return to the bottom and push the block onto the
 pressure pad at the other end of the stream.  This will open a nearby gate.

 Enter the gate and talk to the ThornTail inside.  He'll tell you how smart you are for
 bringing a Lantern along (or scold you if you haven't), then move his carcass of a patch of
 soft earth.  Bomb Spore it and blow it apart to reveal a ladder leading down.

 Sliding down said ladder brings you to a dark cavern.  This is where you will hunt down the
 White GrubTubs.  Catch them in the same way you'd catch blue ones.  You need to get six of
 them.  To start with, there's one right next to the ladder you rode in on.  Just beware of
 the poisonous mushroom while collecting it.

 Follow the lighted passageway to the end to come to a puddle, over which float three
 Fireflies (snipe the bats that swoop at you with your Fire Blaster, which you should still
 have mapped to the Y Button).  Now it's time to brave the darkness.  Go into the dark area
 and you'll head down a slope into a large chamber containing a White GrubTub and a place to
 put a Bomb Spore.  Do it to make the column there collapse.  Return to the lighted area.

 Head into the second dark area (there's a puddle of water inside).  Release a Firefly so you
 can see.  You'll see a patch of earth that you can blow apart with a Bomb Spore; do so.  Go
 through the crack in the wall (careful of the poison 'shroom) to get another White GrubTub.

 Go into the last lighted hallway to find a Booster Pad leading to three more Fireflies.
 There's a White GrubTub up here too.  Jump across the column you knocked down earlier to
 find the last top level area, where the last two GrubTubs await you.  Jump down into the
 water from the break in the fence just behind the Bomb Spore Plant, and return to the surface
 the way you came in.

 Feed the Queen all the White GrubTubs you collected and she'll wake up and tell you exactly
 what it is that's tearing the planet apart.  She'll also send Tricky along with you on a
 more permanent basis, tell you to meet with Garunda Te at the SnowHorn Wastes, and give you
 the Gate Key.

 -{ Checklist: ThornTail Hollow }-
    - Break open a crate near the stream in the well to reveal a Booster Pad.  Use it to
      reach a ledge which contains two Fuel Cells.

    - Use the Staff Booster next to the entrance to ThornTail Store to get up onto a high
      ledge with a crate and two Fuel Cells.  Place a Bomb Spore up here to open up a cave
      with several switches.  Light them all with the Fire Blaster for a Staff Energy Meter.

    - Use the Staff Booster in the u-turn part of the aquatic tunnel leading to SnowHorn
      Wastes for two more Fuel Cells.  You'll have to place Tricky on the pressure pad near
      the entrance to get the water flowing the right way.

    - For what it's worth, you can use the Staff Booster in the map room of ThornTail Store
      to get to an upper level where you can find some Scarabs.
                                                                          -{ End Checklist }-

 Back at SnowHorn Wastes, unlock the gate you couldn't before with the Gate Key given to you
 by Queen EarthWalker.  Go through it and take a left to find a SnowHorn tribesmen trapped
 underneath some ice.  He says he'll be strong enough to escape once you get him some Frost
 Weed, which grows on a tree nearby.  Unfortunately, Fox'll be so busy fighting off SharpClaws
 that he won't be able to do it himself.

 Assign Find Secret to your Y Button and knock some Frost Weed from the tree.  While fighting
 the Sharp Claws, use Find Secret and Tricky will brint the Frost Weed to Garunda Te himself.
 You can see how strong he's getting by checking his energy meter at the bottom of the screen.
 Once he's strong enough to break free, he'll tell Fox about his daughter and the SpellStone,
 and instruct him to go to DarkIce Mines.  He'll open the gateway for you.

 Your next move is to return to the Great Fox and fly to DarkIce Mines, but before that why
 not explore the new areas of SnowHorn Wastes?

 -{ Checklist: SnowHorn Wastes }-
    - Knock over the tree near the base of the waterfall by firing a Fire Blaster into the
      hole.  Cross the river and climb the bricked wall on the other side for a Bafmodad
      and two Fuel Cells.

    - Have Tricky dig up a patch of ground on the cave across the river for a Bafmodad.
      Be sure to hit the Fire Blaster target while you're in here.

    - Ride an iceberg downstream a ways.  Jump off onto a sloped bank leading up to three
      Fuel Cells.

    - There is a Fuel Cell and a well where you can purchase a Cheat Token at the river's end.
                                                                          -{ End Checklist }-

 --------------------------------------------------------------------------------------------
 Walkthrough - DarkIce Mines                                                      [sfa.05.06]
 --------------------------------------------------------------------------------------------
 Before leaving Dinosaur Planet for the Great Fox, ask yourself the following questions:
 Do I have 5 Fuel Cells?  Am I fairly well stocked on commodities?  Is Tricky well fed?
 Did I buy the map to DarkIce Mines?  If the answer to all three is yes, board the Arwing and
 get moving.  If not, get your ducks in a row.

 -{ Shooter Mission: DarkIce Mines }=-
    You have to get three Gold Rings to complete this mission and open the force field at
    DarkIce Mines.  This mission starts out with a frantic romp through an asteroid field.
    You'll have to rely on quick banking and rolling techniques to get through unscathed.
    There are mines thrown in the mix too, just for fun.  Also, you'll quickly meet a new
    type of enemy; a mechanical pod that launches laserfire like it's going out of style.

    Fire open the first crate and grab your first Bomb Powerup.  Then quickly bank left
    to grab a Silver Ring, then a bit further for a Gold one.  Get back to center stage
    for another Silver Ring, then quickly bank left again for a Laser Powerup in a crate.
    Your next Gold Ring is straight ahead.  After collecting it, either bank hard right
    for a Bomb Powerup, or stay put for a Silver Ring, whichever you need more.

    You're then assaulted by a whole slew of those laser pods.  Bomb them and cut down
    into the chasm ahead (the crate off to your left is a locked Silver Ring, not worth
    missing the stuff in the chasm).  For your efforts you'll get a Silver Ring, a Bomb
    Powerup, and a Gold Ring.  After coming out of the chasm, cut hard right if you
    need a Silver Ring.  Otherwise bank slightly left for a Gold one.

    You can see your next Gold Ring off in the distance, but it's moving back and forth
    horizontalliy.  Brake or boost as necessary to pass through it at the correct time.
    Cut hard left ot get to your next Gold Ring before reaching the next frozen
    asteroid.

    Ugh, back into another field of rolling asteroids.  The next Gold Ring is locked; you
    have to shoot it open before you can collect it (brake to buy yourself some time if
    you need to).  The one after that is dead ahead.

    The Silver Ring upcoming is too far out of your way.  Get the two Gold ones between
    the stalagtites instead (they scroll vertically; keep that in mind).  The crate
    contains a Bomb Powerup.  The stage rounds out with two more rings, one Silver and
    one Gold, dead center.
                                                                    -{ End Shooter Mission }-

 Assuming you were able to get at least three Gold Rings, you'll touch down in DarkIce Mines.
 Climb one of the slopes on either side of the Arwing, avoiding bats and jumping balls of
 magma as you go.  Follow the winding path forward until you get to a snowy area.  Here you
 will meet up with all the captive SnowHorns, who implore you to save their tribe.

 Tricky can burrow into one of the snowdrifts blocking one of the huts, which leads down
 into a cavernous tunnel.  Beat up the SharpClaws, and open up the item chest they were
 guarding to get the Shackle Key.  Return to the surface and use the key to unlock the
 shackled SnowHorn, who will tell you to keep an eye out for Belina Te, and give you a Bridge
 Cog.

 Onward to the river ahead of you.  Climb down the bricked wall and place the Bridge Cog
 into the empty spot along the gears.  Pull the lever to make a bridge appear over the
 river.  Climb back up so you can make use of it.  Continuing down the path, you'll eventally
 come up on some SharpClaws beating up a SnowHorn.  Rescue the poor guy, and he'll get
 Tricky to learn his Flame command.

 Return to the area with all the SnowHorns and have Tricky Flame the hut that's frozen over.
 Go downstairs and have him Flame the pile of wood, causing the frozen ground to melt and
 drain away.  Follow the path that appears into a room with a block.  Ask Tricky to Flame
 again (this time on the frozen wall in the room) and then have him dig up the Alpine
 Root in the room that is uncovered.

 By now Tricky's probably hungry...  fill him back up and collect the GrubTubs in the
 previous room to restock.  Push the ice block all the way back onto the grate so you can get
 out the way you came in, then return to the surface.

 Return to the hungry SnowHorn, but pass him up this time and head down into the chasm with
 the tumbling boulders.  Head in the direction they're coming from (the roll is useful for
 leaping out of their way) and you'll come across a wall of ice in the rock face.  Have
 Tricky Flame it, then have him dig up another Alpine Root.

 There isn't much of anything in the other direction of the chasm, so head back topside
 and feed that SnowHorn your Alpine Roots.  He'll get up and walk around a bit, then tell you
 to get on his back.  While on the SnowHorn's back, you can't do anything except walk
 around (slowly) and Tusk Attack.  Meander on over to the gates and smash them open.

 Find the platform in the next area and disembark.  Have Tricky Flame the wall of ice so you
 can pass through to the other side of the rock wall.  Climb the ladder here and you'll
 find another bridge control machine; this one's missing three Cogs.  Staff Boost up to
 the top, and you'll emerge on a series of platforms leading to the cannon.  As luck would
 have it, it just happens to be firing on you as you try to jump each gap.

 Weasel your way around the path and whip up on the cannonman.  Just as you take control
 of the cannon, the area below fills up with SharpClaws.  You have to take out all five of
 them, as well as the wooden door across from you, without running out of Staff Energy.
 You can hit the door easily by aiming directly at it and releasing the canonball when
 the power level is just a hair past the large wire leading from the controls to the
 barrel.  There's no real strategy to hit the SharpClaws, just aim as best you can and it
 shouldn't be too difficult.

 Now to find all three missing Cogs.  There's one in the hut in the middle of the area, for
 starters.  There's another in the spirit door that opened up after killing the SharpClaws.
 For the third, climb through the doorway the cannonball opened up, into an area with a
 raging blizzard.  Off to the side is a ledge with a frozen wall.  Have Tricky Flame it,
 then collect the Cog.  Place the Cogs onto the machine and fire it up to make the bridge
 outside appear.

 Crossing the bridge gets you to a dead end that Tricky can tunnel through.  There's a
 Blaster Target in this room; hit it and a countdown timer will start.  You have to get
 Tricky to light four of the funaces in the room in one minute to continue.  There's an
 invisible bridge in the next room, so just walk across.  Then have Tricky melt the ice
 in the center of the room, and collect the Dinosaur Horn.

 Return to the blizzard area and go up the slope again.  This time, stand on the icon in the
 snow and blow the Dinosaur Horn.  Board the SnowHorn that tromps up.  As you go tromping
 through the blizzard, you will have to continually aim yourself towards Alpine Roots.
 This is fairly easy; always point yourself in the direction of the next Root and you'll be
 fine.  When you see two Roots, one off to either side, be sure to go left; otherwise you'll
 just be going around in circles forever, which I'm sure the SnowHorn would be fine with,
 but Fox would probably find a bit irritating.  Check your map if you get lost.

 Upon emerging from the blizzard, Fox finds that Tricky has vanish.  You get to keep the
 SnowHorn for a while, though.  Use his Tusk Attack to shatter the wooden gate, then enter
 it.  Slaughter both SharpClaws to open the spirit door, and then we get to board our good
 friend the Jet Bike.

 -{ Bike Sequence: DarkIce Mines }-
    This really is a freebie run.  No enemies, no real obstacles or objectives...  just a
    straightforward run down through where those tumbling boulders were earlier, then into
    the mines themselves.  Couldn't be easier.  It's worth mentioning that there's some
    Staff Energy Gems strewn about, if you need some.  Fox will crash land on a conveyor
    belt in the mines.
                                                                      -{ End Bike Sequence }-

 Time yourself on the conveyor belt so that you get past all of the flamethrowers without
 being scorched.  Be sure to exit the belt before being dumped into the furnace at the end.
 Nail all the SharpClaws on this floor to open up another spirit door, but you can't do
 anything inside there yet without Tricky's help.

 For now, heave yourself up to the upper level via Booster Pad, and crawl through to a catwalk
 complete with rolling rocks.  Fox runs faster than the rocks roll, meaning it's easy to get
 through without damage if he follows a rock to the end.  Stand in a safe place at the end
 of the line and fire a Blaster shot at the Target above the flamethrower, and claim your
 prize (a Prison Cell Key) from the item box.

 Return to the previous area (careful, as the rocks are harder to dodge going back), and this
 time call your attention to the circular platforms assaulted by rotating flamethrowers.
 Past both flamethrowers and a narrow catwalk are two cells.  One contains Belina Te, and
 the other contains Tricky.  Unlock Tricky's cell (you don't have the other key yet), and
 return to where the spirit door opened on the lower level (you can bypass the catwalks by
 jumping down from the ledge in front of Tricky's cell).  Flame the ice wall inside for the
 other Prison Cell Key.

 When you free Belina Te, she picks on her father for a minute, then runs through a wall.
 Only after causing an avalanche and blocking the only perceivable exit does she ask you
 to follow her.  Harumph.  Ask Tricky to burrow into the wall in the back of Belina Te's
 cell to get into the next area.

 The next room is full of ice and water.  Before you go anywhere, aim upward and knock the
 three greenish stalagtites into the water, causing icebergs to form.  Jump across the
 icebergs and activate the switch.  This causes ice platforms to flow along the river above
 you.  Now climb the slope and Staff Boost up to the upper level (beward of enemies along the
 way who will pop out of the snow at you).

 The trick here is to get from where you're at now, across the icebergs, to the opening by
 the waterfall.  If you fall in the water, you'll have to jump down the waterfall and climb
 out on the lower level, taking damage the whole way.  Take your time, snipe the flying enemy
 beforehand, and make sure you nail your jumps.

 Push the ice block here over the edge, and then climb down the bricked wall back to the lower
 level (remember: ice water hurts, so you don't want to jump into it).  The block melts on
 contact with the water and quickly refreezes into a platform.  From here you climb easily
 into the next area.

 Now you're back into the scorching mines.  There's another quick conveyor belt fiasco, and
 then you'll meet up with Belina Te again (how'd SHE get here?).  She'll tell you that she
 doesn't really know where the SpellStone is, but that she's sure you and Tricky can find
 it.  Thanks a lot.

 Head through the doorway into anoter enormous blasting hot chamber..  Your first task here
 is to find a ladder leading up onto a spiral platform.  It won't be hard; there are explosive
 barrels raining down from above.  In this section, your goal is to get a Fuel Barrel up to
 the top of the spiral pathway while avoiding the rolling barrels.  At this point in SFA,
 it might be clear that Rare still had their heads stuck in Donkey Kong Country.  The barrel
 pathway might be the msot frusterating part of the DarkIce Mines.  If you get hit, the
 Fuel Barrel explodes and you have to start over.  I find it's easiest to take it slow.  Since
 every barrel follows the same pattern, you can easily see where your safe spots are if you
 go slowly.

 Once at the top, find a place to gently set the Fuel Barrel down (don't accidentially throw
 it, or you'll have to go get another one).  There's a little marker on the ground with a
 barrel on it showing you where it's safe.  Leave it there for now, then find a ladder to
 the higher level of the tower structure.

 With your Staff, activate the lever and a magnetic crane will pick up the Fuel Barrel you
 left below and set it next to you.  Pick it back up.  You now have to carry it while dodging
 cannonballs and flamethrowers to a cracked wall.  Remember, one hit and you start again
 from the very bottom.  Blow opn the wall and activate the lever, causing a bridge to form.

 Find the bridge and cross it (it's on a lower level, near where all those explosive barrels
 are pouring out of) to another rolling rock sequence.  Again, following a rock ensures you
 won't take any damage.  Activate the switch you come across to create another bridge.
 Climb back to the top, to the level with the flamethrowers, across your new bridge, and up
 another ladder to the tallest tower where a SharpClaw and a cannon await you.  Drop the
 SharpClaw and take his cannon.

 There's a wooden blockade on each of the towers within your sights; take them both out.  This
 causes a rock bridge to form on ground level.  When going down on the spiral platform, use
 the same principal as with the rocks; follow a barrel all the way down and you're sure not
 to take any damage.  Head to your new bridge (southeast corner of the room) and cross into
 a warp plate chamber leading to the boss of DarkIce Mines.

 -{ Boss Fight: Galdon }-
    At first the boss doesn't do much of anything; he's encased in ice.  Have Tricky melt
    him, and then the fight starts for real.  Galdon breaks out of his icy casing, swallows
    the SpellStone, and you're left to deal with him.

    Okay, phase one.  Galdon tries repeatedly to stomp on you, and if you get too close
    he'll drop onto you with his enormous frame.  This is to say nothing of the
    flamethrowers in the floor.  Get around to his tail (it's easier to do if you put up
    your Staff first) and give him three sharp hits.  Galdon will rear back in pain and
    swallow Fox.

    Phase two.  Avoid the green things floating in Galdon's stomach acid; they hurt.  Wail
    on the membrane containing the SpellStone instead; four direct hits will destroy it
    and cause Galdon to vomit Fox back up.  If you take too long, Galdon will throw you
    up anyway, and you'll have to repeat phase one again.

    Phase three.  You're back on solid ground, but don't have any clear targets to hit.
    What's worse, Galdon is now firing enormous green balls of goo at you.  Once in a
    while, though, you'll note that a gap in his neck opens up.  When he does this,
    launch some Fire Blaster shots up at him.  As long as your Staff is out, the
    auto-targeting will kick in and you'll get a direct hit every time.  Four shots will
    finish him off.  Just remember to block when he lunges at you, and to roll when he
    fires at you, and you'll be fine here.

    Phase four is a reprise of phase two, except this time you'll get the SpellStone
    for real.  If you don't hit it enough times, you'll get spewed up and have to do
    Phase three all over agian.  When you're successful, Galdon will keel over in pain
    and die a horrible death.  You'll also be awarded four more health points for your
    trouble.
                                                                         -{ End Boss Fight }-

 With the SpellStone in tow, it's time to return to Dinosaur Planet.  At this point,
 DarkIce Mines is gated off from you (though you can still visit if you want).

 --------------------------------------------------------------------------------------------
 Walkthrough - Volcano Force Point                                                [sfa.05.07]
 --------------------------------------------------------------------------------------------
 Upon touching down, Fox learns that the SharpClaws have extinguished the ThornTails' fiery
 beacons, which is a problem because they're scared of the dark.  Once again, it's up to
 Fox to save the ThornTails.  First, collect three Fire Weeds by knocking them out of the
 Fire Weed tree (it's the burning one) and hitting them with his your Staff.  Now set them
 on the beacons (there's one by WarpStone, one out by the Cape Claw exit, and one up on
 a ledge you can get to by following a slope over by the well) and have Tricky light each
 one on fire.  You'll be rewarded with the Moon Pass Key for your troubles.

 Also, while you're in the Hollow, you should buy the Moon Mountain Pass, Volcano Force Point
 and Krazoa Palace maps.  Your next goal is to pass through Moon Mountain Pass and return
 the SpellStone to the Volcano Force Point Temple.  You'll have to blow open a rock wall with
 a Bomb Spore to get to Moon Mountain Pass from ThornTail Valley.

 You'll first come to a small tunnel area in which the fragile ground will crumble under Fox's
 weight.  He'll get dropped into a jet stream of poison gas.  You have to steer him to one
 of the openings (north leads to Moon Mountain Pass, south leads to ThornTail Hollow), jump
 across the rising and falling columns, and into the next jet stream to pass by this area.

 Moon Mountain Pass is a big place, but you'll explore most of it later.  Your main task
 right now is to get to the SharpClaw checkpoint, dodging dozens and dozens of cascading
 barrels.  Yowza!  Make good use of the roll in this section, and always keep moving.  The
 path is pretty straightforward.  When you get to the checkpoint, unlock the door with the
 Moon Pass Key.

 Head up into the checkpoint and relieve the two SharpClaws of their duty, and a spirit door
 at the far end of the pass will open up.  Head through to find a small lava-filled chamber
 with three retracting platforms.  Wait for them to retract and come back out, then quickly
 jump from platform to platform into the next room.

 You'll find yourself in a tiny caged area with a huge flamethrower spewing up from below.
 Wait until it stops spewing, then jump into the opening below.  Make your way up the winding
 pathway (look out for fiery bats and fireballs), then do a 360' turn and head up the middle
 path.  Yes, the conveyor belt that is constantly changing directions and raining explosive
 barrels.  That path.

 Once back on the upper level, you'll find yourself in the same caged area as before, except
 on the opposite side.  Head into the final room now, and climb up the bricked wall on the
 far end to enter Volcano Force Point Temple.  Place the SpellStone you got from DarkIce
 Mines in the recess on the warp pad ahead of you to open the gates.

 To open up the main area of the temple, you have to light the green and blue orbs outside
 the door.  To do so, fire a Fire Blaster shot at them through the colored torches.  Time
 your shot so that it passes through the correct color and connects with the orb.  Place
 the SpellStone into the door, and you're in.

 The first room is a simple chamber where you'll be ambushed by four SharpClaws.  Slap them
 down to open the spirit door and continue.  Ask Tricky to light both furnaces in the
 next room so you can open up a path on the upper level.  You have to extinguish the flames
 in this chamber, but you'll need a new power to do it.  Climb the ladder and wind your way
 around the balcony levels (take care of the flamethrowers and retracting platforms) to find
 a cave where Fox will learn the Freeze Blast.

 Return to where Tricky lit the furnaces, using the Freeze Blast to put out all the torches
 on your way.  Upon extinguishing the final torch, a grate in the floor will slide away,
 revealing an elevator.  Ride it down into the lower levels of the Temple.  You may want to
 assign Freeze Blast to your Y Button to make protecting yourself from bats and such easier
 for the next few scenes.

 After heading through a huge rolling door, Peppy will chime in and tell you all sorts of
 stuff you already know.  You are now in a huge chamber with a couple of circular platforms
 suspended above a lava pit.  Place your SpellStone into the recess in front of you to unlock
 one of the giant rolling doors (the one behind you, to be exact).  You reach it, you'll have
 to extinguish a flamethrower through a grate in the floor.  Pass through to find an
 elevator to the upper level.

 Use the ladder in this new room to reach the balcony level and extinguist the torches.  This
 will unlock the next rolling door.  On the other side you'll have to open another spirit
 door by ending a few more SharpClaws.  Serve it up, but don't get caught in the flamethrowers
 by accident.  Cross the dangerous section ahead of you to the other side.  Tricky will be
 too scared to follow; make the path safe for him by Fire Blasting the triggers on each of
 the moving platforms (you'll definately have to lead the far one a bit to hit it).  Open
 the locked rolling door by asking Tricky to light the nearby furnace.

 The tunnel you've just opened will lead you to the upper level of the grand circular chamber,
 complete with warp pad.  Activate the warp pad and place the SpellStone in the correct slot
 in order to complete the Temple.  You'll be teleported back outside once you've done so.
 Return to Moon Mountain Pass the way you came in.

 -{ Checklist: Volcano Force Point Temple }-
    - There's a Fuel Cell on the upper level of the circular chamber, nearby the warp pad.

    - There's a Fuel Cell on a ledge in the lower level of the circular chamber, but you'll
      have to use the fiery platforms in the lava creatively (by Freeze Blasting the grated
      ones that spew fire) to reach it.  It's nearby the locked rolling door that you will
      not enter on this excursion to the Temple.

    - There's a Fuel Cell outside the Temple, underneath the bridge leading to the main gate.
      There's some Staff Energy Gems down here too.

    - There's some goodies on a high ledge in the room with the conveyor belt and barrels.
      Use your Staff Booster to get up there.  Behind an activation switch is a Bafmodad,
      behind an extinguishable torch are two Fuel Cells, and behind a third gate you can't
      open yet is a Bafmodad AND two Fuel Cells.  More on that gate later.
                                                                          -{ End Checklist }-

 Right after arriving at Moon Mountain Pass, Fox will be contacted by Krystal and a Krazoa
 Spirit.  Fox will learn about the Spirits and be told to finish collecting them.  He'll also
 open up a huge circular door.  Head on in to explore the new sections of Moon Mountain Pass.

 First on the agenda is to lift the rock in the room behind the circular door to find Fox's
 Ground Quake technique.  You'll need to use this power often in the next area, so assign it
 to your Y Button.  When you come back, you have the capability to destroy the large lobster
 creature by Ground Quaking it, and then slap it in the back while it's spinning around.
 These creatures will always drop a Moon Seed.

 Plant your first Moon Seed right next to the huge round door, and have Tricky Flame it to
 cause a vine to grow.  Now that you can reach the upper levels, you can get into the meat of
 Moon Mountain Pass.  It won't be long before you find several other places to plant Moon
 Seeds; go ahead and create vines wherever you can, hunting out those big enemies to get
 more when you need them.

 Climb the second vine from the north and wind your way around the upper ledges (get some
 Bomb Spores if you need them here), and into a cavern.  Decimate the giant creature and Bomb
 Spore the cracked wall.  You will come to a large open crater, and will almost be flattened
 by a meteor.  This area contains massive creatures, including huge spike-shelled dinosaurs
 which can only be killed by being frozen.

 The meteor, unfortunately, is blocking your path forward; you'll have to get rid of it.  Do
 do this, drop moon rocks onto the blue geysers in the crater in the center of the area.
 You'll need three rocks; you'll find one in a dig spot in the southeast corner, one in a
 dig spot in the northwest corner, and the third is smoldering near the crater (Freeze
 Blast it to make it cool enough to handle).  All three moon rocks in place, the meteor will
 be pushed up enough for Fox to get underneath.

 Plant another Moon Seed in the small area that opens up, and climb the vine.  Head down the
 sloped passage and plant another one to make another vine.  After that, it's just a short
 series of ledges to the warp point leading to the Krazoa Shrine.

 Like the Shrine Krystal visited earlier, this area is essentially just a series of rooms
 with obstacles Fox must pass.  Climb the ladder into the first such room.  Simply swim
 across the chamber (avoid the whirlpools; they hurt) and put out the fire in front of the
 bricked wall.  Turn around and hit the target above you, causing the next pool to fill
 with water.  Swim across and enter the next room.

 This room is a series of narrow catwalks spanning a flamethrower-ridden chasm.  Take your
 time, ensuring that you don't fall or run through a fireball.  Turn around and nail the
 target to open the gate.  Talk to the Krazoa Spirit to start the test.

 -{ Krazoa Test: Test of Combat }-
    You'll have to defeat a truckload of SharpClaws in 3:30.  The easiest way to do this,
    obviously, is to wait for them all to appear and then start using Ground Quake to chip
    their health away.  Once you're out of Staff Energy, finish them off with normal attacks.
    You'll polish off the test with plenty of time to spare, and get the second Krazoa
    Spirit.
                                                                        -{ End Krazoa Test }-

 Once you've been warped back, finish exploring Moon Mountain Pass, then return to ThornTail
 Hollow.  You can either go back the way you came, or use the Fuel Barrel ahead to blow up
 the fragile wall on the other side of the jet streams to return to get you pointed back on
 the main north-south path.

 -{ Checklist: Moon Mountain Pass }-
    - There's a Fuel Cell hiding next to the door leading to the warp pad.

    - Climb the vine near the warp pad to find a Fuel Cell, a Bafmodad, and a well where you
      can buy a Cheat Token.

    - The first vine from the north in the north-south pass will take you to an upper ledge
      and through a tunnel where you can find a Bafmodad.

    - There's a Bafmodad in the north-south pass, on the upper ledge, near a Bomb Spore Plant.

    - There's a Fuel Cell in a tiny side cave in the meteor area.

    - There's another Fuel Cell on an outside ledge at the SharpClaw checkpoint.

    - There's a Fuel Cell hidden near some pink plants in the cascading barrel section.

    - There's a Fuel Cell on each of the rims of the jet streams in the poison gas area
      leading back to ThornTail Hollow.
                                                                          -{ End Checklist }-

 Once back at the Hollow, use the WarpStone to go to Krazoa Palace (make sure to have the map
 before you go).  Fox will arrive, but Tricky won't (the WarpStone can't teleport dinosaurs).
 Fox lands on the opposite side of the palace that Krystal did earlier.  If you don't have
 any Fireflies, break open the crates outside to get some.  To get into the Palace, open the
 spirit door by laying waste to the four SharpClaw guardians.  Now pick up the nearby Fuel
 Barrel and head into the dark room, Lantern in tow.

 The dark room is difficult to navigate, even with a Firefly.  Take an immediate right as you
 enter the room, head up the slope, and follow the catwalk along the outer wall.  Take the
 second turnoff to find a slope leading back down into the opposite area of the room.  Once
 back on ground level, hang a right and pitch the Barrel at the cracked wall to open the next
 room.

 First, Fire Blast the target on the opposite side of the room to get the flamethrowers
 started moving along the grooves in the wall.  Pick up the Fuel Barrel and get it safely to
 the other end.  You'll have to use an S-shaped path through the flamethrowers to navigate
 safely to the other side.  Blow open the wall to the next room.

 There's a shielded flamethrowing robot in the next room you have to destroy.  Color the two
 orbs in the room correctly to drop its shield, then Fire Blast it a few times to blow it up.
 You'll have to import a Fuel Barrel from the previous room to keep the pressure plate held
 down while you go through to the next area.

 You can't use the warp pad in this room, so just ride the elevator up to a tunnel leading
 to the large central chamber of the Palace; the one with all the jet streams Krystal found
 earlier.  You'll explore this chamber more later, but for now ride the central jet stream
 all the way to the top, then transfer to the highest one (to the northwest) to reach the
 top level of the chamber.  Circle around the other side of the chamber to catch another
 jet stream leading to the roof.

 Fox will meet Krystal on the roof.  He'll oggle her a bit, and then Peppy will snap him
 back to reality.  Now you can release the Krazoa Spirit at the mask below, and will
 automatically be transported back to ThornTail Hollow.  WarpStone will give you a Medium
 Scarab Bag once you arrive, so now you can hold 100 Scarabs.

 --------------------------------------------------------------------------------------------
 Walkthrough - Cape Claw                                                          [sfa.05.08]
 --------------------------------------------------------------------------------------------
 Make sure you purchase the Cape Claw and LightFoot Village maps before proceeding.  Flip the
 activation switch in the southwest corner of the Hollow (it's on a ledge above the gate) and
 pass through.  The path to LightFoot Village is pretty straightforward...  hang a right at
 the sign and curve around the pond along the north side, then take another right at the next
 junction.  The key to this little area is ALWAYS make right hand turns, whether you're
 coming or going.

 If you want to go in and explore LightFoot Village, feel free to do so.  That section will
 be covered later in the walkthrough, however.  To open the gate leading inside, you have to
 hit the three trees with targets painted on them in a specific order.   From the entrance,
 hit the nearest tree, then the farthest one, then the one in the middle.  Explore to your
 heart's content.  Otherwise, head to the opposite side of the wooded area and pay the gold
 Scarab totem 60 Scarabs to pass on to Cape Claw.
        ___________
       | ____  |...|           This small maze-like area comes at the end of LightFoot
       |__|  | |.|.|           Village.  There are only two exits; LightFoot Village in the
       |.....| |.|.|           east, and the path leading on to Cape Claw in the west.  To
       |.|Ż|.|...|.|           see it clearly on your PDA, you'll have to zoom in almost
       |.|  .|. Ż|...<<        all the way.  Or, you can just follow route to the left,
    <<...| |.|.| | |           marked with dots.
       |Ż  |...| | |
       |  Ż Ż  |   |
        ŻŻŻŻŻŻŻŻŻŻŻ
 In any event, you'll come to a walled pathway that leads to a ladder going underground.  Head
 down into the cave.  Take a left and slide down the second ladder to a lower level.  Circle
 around to the end of this level (pass up the ladder leading downward) and take the ladder
 up to the exit.  Welcome to Cape Claw.

 First order of business in Cape Claw is to make a workable bridge by the waterfall.  This is
 achieved easily enough by tripping the target behind the falls.  Feel free to explore the
 area at your liesure; it's a pretty big place.

 During your exploration, you should uncover four Gold Bars.  If not, here are their
 locations: there's one under a dig spot in the northeast corner, one under a dig spot (which
 is in turn under a crate) just outside Queen CloudRunner's cell, one under a dig spot on
 the northwestern beach, and one under a dig spot behind the wall of thorns (have Tricky burn
 it down).

 When you've got them all, get up onto the catwalk and give them to the HighTop.  You can
 either pay the SharpClaw guard to let you pass, OR you can get up for free using the Booster
 Pad along the northern side of the catwalk.  He'll thank you for bringing them back and
 stomp down with his enormous foot, causing a ladder in the southern area of the Cape to fall.

 Climb the ladder (make a note of this place; it's Ocean Force Point Temple, and you'll be
 coming back in due time) and activate the switch.  This opens the gate opposite the ladder.
 Jump over there, through the tunnel, and into a room with four blocks.  As you try to leave
 the chamber, the blocks move away, causing the room to fill with poison gas.  You have until
 Fox's health meter on the bottom of the screen runs out to get the blocks back on the gas
 leaks to re-open the door.  This also causes Queen CloudRunner's cell door to open.

 Queen CloudRunner tells you about CloudRunner Fortress, and then opens the gateway for you.
 Tricky, however, refuses to go along (which is either a bad thing or a good thing depending
 on how much you like the little guy).  All that's left to do now is to return to ThornTail
 Hollow, buy the CloudRunner Fortress map, and get ready for your next mission.  You will
 need ten Fuel Cells to make it to CloudRunner Fortress.

 -{ Checklist: Cape Claw }-
    - There's a Fuel Cell under a dig spot by the magical door, near where you freed Queen
      CloudRunner.

    - There's a dig spot out on a sandy island in the Cape which contains a Bafmodad.

    - There's a Fuel Cell on a little green island in front of the HighTop.  Drop down onto
      it from the wooden walkway above.

    - There's a Fuel Cell on a tiny island in front of the waterfall, as well.  Jump down to
      it from the bridge.

    - There are three Fuel Cells in the bottom of the underground area in between Cape Claw
      and LightFoot Village, if you want to explore down there.
                                                                          -{ End Checklist }-

 --------------------------------------------------------------------------------------------
 Walkthrough - CloudRunner Fortress                                               [sfa.05.09]
 --------------------------------------------------------------------------------------------
 -{ Shooter Mission: CloudRunner Fortress }-
    As always, you'll have to fly to CloudRunner Fortress before you can explore it.  In this
    level, you'll have to collect five Gold Rings out of the maze of fortress debris before
    you can continue.

    Start out by grabbing the Bomb Powerup in the crate to your left.  Once you arrive at
    the first chunk of rock, grab your first Gold Ring to your right (be careful of the
    huge asteroid in your way) then very quickly bank left for the second one (which is
    locked).  After that, stick middle for a Silver Ring and a crate containing a Bomb
    Powerup.

    Now it's time to enter the ruins.  There's a Gold Ring right at the entrance.  Be
    careful in here, because you'll take a lot of damage if you ram the walls.  The next
    Gold Ring is a vertically scrolling one to the left just as you exit the ruins.

    Return to center stage and enter the next ruins, hugging the floor as close as possible.
    Bank quick left as you exit for another Gold Ring.  The next asteroid has a tunnel
    running through the middle of it; fly through the center for a Bomb Powerup and a Silver
    Ring.

    The next gold ring is horizontally scrolling ahead of you, and is locked.  Shoot it open
    and collect it.  Just about now you'll be bombarded by laser pods.  Bomb them apart to
    destroy them, and head for the cylindrical rock formation ahead.  Fly directly through
    the center for two Silver Rings, then quickly dive for a Gold one.  Climb again quickly
    to get into the next ruins area, where you'll find another Gold Ring.  Be careful,
    because an asteroid will block your exit.

    Coming out of those ruins, bank left for another Gold Ring.  Then cut right into the
    final ruins area (it's a bit tricky), and collect the final Gold Ring at the tail end
    of the level.  Phew!

    In my opinion, this is the most difficult shooter level.  It has just the right mix
    of low Ring requirement (justifying the tricky placement), lateness i