Ice Mountain
Written by WebFox
From the warp stone
After bouncing around through space
for a moment, you'll materialize on a warp pad. You can use this to
get back to where you just came from, should you want to. Head out
the small cavern and you'll be presented with a cut scene of a
spaceship dropping off its cargo a small, scared EarthWalker,
which a pair of SharpClaw promptly begin poking at with their clubs
before taking him inside and shutting the door behind them.
The area you find yourself in is fairly linear. There is a cheat
token well here; however, it costs 20 scarabs and you can't carry
that much yet. You'll have to come back later if you want it. Head
forward after the cut scene and you'll find the door the EarthWalker
was taken into. We need to find a way to open it.
Be careful! A cannon is nearby, taking potshots at you. Move when
you hear it fire, or activate your shield by holding 'R' down. This
doesn't consume any staff energy, though it looks like it should be.
From the door, turn around and you'll see a wooden fence. To the
left of the fence is a rock-encircled area with a crate, as well as
a fuel barrel generator. Notice how the barrel has a red light on
it. This barrel has a short life expectancy after you pick it up.
When the beeps start coming faster, get rid of it before it
explodes.
Before you pick up the barrel, have a look around the rest of the
area. If you turn and face the ramp, you should be able to see the
cannon. Don't bother shooting at it, you can't hurt it. Head that
way and you'll find there are some boxes you can't break or pick up.
A little further is a bomb spore patch and a cracked wall. You can
either plant a spore and blow the wall up, or you can run a fuel
barrel over and chuck it at the crack. Beyond the wall is the cheat
token granting well, as well as a fuel pod.
Time to open the path up. Go back, grab a fuel barrel, and run
with it to the boxes you couldn't break. Toss it into them and they
should blow up. Two blue SharpClaw are waiting beyond, just aching
for a fight. Give it to them. After they're out of the way a red
switch will appear above the locked door. Head over and shoot it
once with the fire blaster, and the door will open. Run inside.
A cut scene will ensue. Fox interrupts the SharpClaws' taunting
of the EarthWalker; the EarthWalker runs away, and the SharpClaw hop
on rocket sleds to pursue him. Fox happens to find at his disposal a
rocket sled, and mounts it to give chase.
The sled course is fairly simple. Watch out for obstacles, such
as trees, rocks, and bombs dropped by the SharpClaw, all of which
will slow you down. You can't get hurt or wreck your ride, but you
lose the race if either of the SharpClaw beat you to the end. You
can win by ramming their sleds (5 hits will make them explode) or
passing them and getting to the end first. If you lose, you get to
do it over.
There is a rather cheap way of blowing up the sled of at least
one SharpClaw. If you can pass them before the first narrow cave,
get inside and then apply the brake. They'll collide with you the
required 5 times, then blow up. They aren't smart enough to try to
go around anyone but each other.
When you win, Fox won't be able to stop and launches off the end
of the course, falling into the hotspring below. After a brief
conversation in dino, Fox's translator begins working and he can
understand the EarthWalker who happens to be Prince Tricky.
It's now time to take him back to mom. There's only one path you can
follow to head out.
Starfox
Walkthrough