Star Fox Assault Walkthrough :
This walkthrough for Star Fox Assault [Game Cube] has been posted at 04 Jul 2010 by yoelalan and is called "Arwing/Wolfen Riding FAQ". If walkthrough is usable don't forgot thumbs up yoelalan and share this with your freinds. And most important we have 15 other walkthroughs for Star Fox Assault, read them all!
Walkthrough - Arwing/Wolfen Riding FAQ
| | / _| | | | ___| |_ __ _ _ __| |_ _____ ____ _ ___ ___ __ _ _ _| | |_ / __| __/ _` | '__| _/ _ \ \/ / _` / __/ __|/ _` | | | | | __| \__ \ || (_| | | | || (_) > < (_| \__ \__ \ (_| | |_| | | |_ |___/\__\__,_|_| |_| \___/_/\_\__,_|___/___/\__,_|\__,_|_|\__| ____ _ ___ _ _ _ ____ ____ ____ ____ Star Fox Assault |__/ | | \ | |\ | | __ |___ |__| | | Vehicle Riding FAQ | \ | |__/ | | \| |__] | | | |_\| Copyright 2007 TheUnruly1. =-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-= ____ _____ _____ ____ |__/ |____ |___| | | | \ | | | |_\| TABLE OF CONTENTS =-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-= 1. INTRODUCTION & OTHERS (inttuon) 2. HOW TO RIDE (htrdmns) 3. WEAPONS (wepsess) 4. RIDER COMBAT (rdvsveh) 5. HOW TO BEAR A RIDER (htbaruo) 6. CHARACTERS TO USE (chartus) 7. CONCLUSION Best viewed in Courier New 10 point. =-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-= ____ _____ _____ ____ |__/ |____ |___| | | 1. INTRODUCTION (inttuon) | \ | | | |_\| =-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-= To quote HAXage: =-_-==-_-==-_-==-_-==-_-==-_-==-_-= "That's right, riding. Mission 4, mission 7. Only this time, you don't have the Plasma Cannon, you fall off, and your friend doesn't go as slow as Wolf/Falco. And there's always that thought that they might flip you off accidentally, or your opponent might actually do some DAMAGE to you, unlike those dullard Aparoids that fly at you. So! Who wants to try?" =-_-==-_-==-_-==-_-==-_-==-_-==-_-= And that sums it up very well indeed. It's actually considered by some as a "cheat strategy", but if every little secret in a game was a cheat strategy, well, then competitive SSBM wouldn't be too much fun, would it? =D Of course, that is but one example. __________________________________ / \ --------- ABOUT ME --------- --------- --------- \__________________________________/ Alrighty then, I'll start. My name's Will, and I go by TheUnruly1. I make no claim of being a good player, although HAXage (whom I taught, and true to Star Wars spirit far outgrew my tactical training wheels), in a character profile referred to me in his FAQ as a "Krystal vet". As a matter of fact, I doubt this very statement at the cost of my pride. I am an average player, and I forever will be, in this game. The only thing true of that statement is that my main character is Krystal. (I like Barriers.) I also think of new, fun ways to attack my opponent when the chips are down. As a matter of fact, this manner of thinking helped me instigate a set of common rules about Riding, which is just one of those dangerous things. Anyways, I'm excited, so I'm moving on. __________________________________ / \ --------- WHY RIDE? --------- --------- --------- \__________________________________/ The reason one would ride is quite simple - to use a form of SFA combat that actually lets you and your teammate work with synergy. Such a team has the advantage of double cover - that is, the rider covers the machine he rides on, and the Arwing pilot keeps the rider safe. Strafes low to the ground from off an Arwing's wing can be easily fatal to pilots on the ground. A fly-by Gatling Gunning of a Landmaster can prove very satisfying indeed in killing something that usually counters an Arwing. Unless you're loaded with Homing Launchers, it takes a great aim and reflex(es) to be an effective rider, and that's discounting the fact that your bearer has to have these as well. __________________________________ / \ --------- SOLO RIDES --------- --------- --------- \__________________________________/ Riding on your own is a weird concept, but the way it works is you get out of your Arwing briefly by pressing Z so you can ride, firing your weapon, and then getting back in. The downside, as compared to team riding, is that while you are outside your Arwing your vehicle will just move in a straight line. However, it can be a good tool for quickly dispatching enemy aircraft if you have the right weaponry. Great sniping tool, too. The OTHER way to use a solo ride is...bailing out - if in trouble, press Z and then press Y. Nothing more. You will fall out through the neon lilac jetstream of your previous vehicle and hope your opponent doesn't notice you did. =-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-= ____ _____ _____ ____ |__/ |____ |___| | | 2. HOW TO RIDE (htrdmns) | \ | | | |_\| =-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-= First off, I've only mentioned in passing how to actually GET RIDING. So, I will now take the time to detail all the major points of riding. __________________________________ -------- THE PREPARATIONS --------- --------__________________________________--------- You should always make sure you have a clear route up and a clear six, because you don't want people ripping you apart as you scramble for the plane. First and foremost, you need the designated rider (no one's drunk here, don't fear) on the wing of choice. Now how much health do your wings have? 59. This makes riding on the fuselage of the plane viable too... on a Wolfen, it's advised, and for an Arwing it's silly (considering you have those two massive wings). Getting up on the wing is tough for Falco, Krystal and sometimes Fox, which makes many people name the higher jumpers in the game the best riders. If you have problems, take a run at it, and try, try, again. (until you are finally silenced after the 10 seconds it takes for the enemy to seek and destroy you.) After that, just get the designated bearer into the plane, and-HEY, COME BACK, YOU DROPPED ME! __________________________________ -------- THE TAKEOFF --------- --------__________________________________--------- The takeoff, as we all agree, is the time where most riders fall off, because the bearer rushes the ascent (but this is about HOW TO RIDE, HOW TO BEAR will be covered later). Anyways, now is when you begin your R-button-holding spree - there's no point in moving much, unless your wing's about to die and you need to hop over to the fuselage. Just hang on, cover the plane's six, and save the real combat for after you have gained a lot of altitude. __________________________________ -------- STAYING ON --------- --------__________________________________--------- During a fight, DON'T PANIC and do not jump off. You act as much needed support for your friend's aircraft. KEEP R HELD DOWN if you're about to fall. If your wing is about to go, you can do one of two things. The first, the simpler but riskier one, is to hug the hull of the Arwing and move to the very edge of the wing (not on the tip, you dorfus, but on the edge where it connects to the plane). When a wing blows, everything but this little tip is removed. You will then be staying on rather dangerously, and could easily be shot off as the unbalanced aircraft teeters and totters. The upside of this is you still get the same features - less chance of hitting yourself - as you would on a full wing (kinda). A reader, whose GameFAQs name is nivlac91, sent me this about the Arwing's wing break area: ============ I found out where the arwings wings break at, if you look at them closely enough you'll see a wavy line (I have 2 pictures as an attached file one is the line and one is the broken wing) near the fuselage it's about peppy's width away from the fuselage, as long as you're stopped it should be easy to see. When your wing is almost gone it will spark there and when it's gone that's where it breaks. ============ I saw this line, but I didn't quite click it that this is where the Arwing wing breaks off, so thank you, nivlac91. The other way, the safer but harder one, is to get your bearer to stop and jump from the wing to the fuselage/hull. This will then allow you to ride the fuselage just like solo riding, but with a movable aircraft. Wolfens, bad luck: your wings get almost completely blown off, and riding on your fuselage is the best option anyways, because your wings are so stubby. __________________________________ -------- RIDING A WOLFEN --------- --------__________________________________--------- Wolfens are a whole new game - in riding, you could say Wolfens are high risk, low return (something you don't want a mode of transport to be, normally). If you are merely sitting on one of the thin Wolfen wings that are menaces to board, you might just walk off without even knowing you let go of R. The fuselage is the only way to go, because as aforementioned, those wings are hard as a week-old kaiser bun to get on and stay on. There is, however a "safe spot" that is near the back: right where either of the upper wings joins with the hull, kind of wedged inbetween the wing and the upper brake on the back of the plane. You're good there, but you can't shoot to many different angles from there; you can only shoot out as if you were a fixed gun on the side of the Wolfen. After this two- paragraph explanation, a simple point is made - the wings, the back, and even the safe spot are worse options than just the fuselage. Also, Wolfens can't stop, and their wings are short, tiny, and pointy, making them very hard to Speedboard (will be explained later) or jump from wing to fuselage, if you got on them already. =-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-= ____ _____ _____ ____ |__/ |____ |___| | | 3. WEAPONS (wepsess) | \ | | | |_\| =-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-= __________________________________ / \ --------- GOOD WEAPONS TO USE --------- --------- --------- \__________________________________/ Well, what weapons does one use when riding? There are two characteristics that need attention: **The weapon won't harm you. This is rather obvious, but we don't want to use Sensor Bombs when riding, do we? **Good control over the weapon is possible, or is offset by a large usefulness. The last bit was added in for the Gatling Gun. Therefore, I have a list of weapons that are useful for riding. The stats showing how many hits the weapons take to break a wing are to help you know when you're going to lose your footing (or when you'll snatch it from your opponent). And by the way, Planes take 1/16 of their HP in damage from hitting something (tested), and so do wings (guess). __________________________________ -------- HOMING LAUNCHER --------- --------__________________________________--------- Ammo per Item: 10 Max: 99 Lock-on Blow Off a Wing? 2 Hits Well, this is probably the best riding weapon there is. It locks on, comes in bulk, and does a crapload of damage to Landmasters. Not only that, but it's insured that it blows up away from where you are, and it's excellent at killing other aircraft/riders. It's almost like giving the Arwing a second Charge Shot, which is obviously good at dispatching Pilots too. __________________________________ -------- GATLING GUN --------- --------__________________________________--------- Ammo Per Item: 100 Max: 999 Blow Off a Wing? A mere 4 bullets GATLING GUN? WHAT? It has horrible range and sporadic firing! Why would you ride with one? Well, the reason we use the Gatling Gun, is of course to do tons of damage, kill vehicles in paltry numbers of seconds and whatnot. This makes it a godsend against Landmasters that you can use to swoop and destroy on the annoying tanks. The GGun also serves as your primary pilot killer, although the Homing Launcher can also take this job if you need range. It's good at tearing the wings off other rider-bearing planes as well if you can get close. __________________________________ -------- MISSILE LAUNCHER --------- --------__________________________________--------- Ammo Per Item: 3 Max: 5 Blow Off a Wing? 2 Hits Okay, okay, the Homing Launcher's the best pick for going after aircraft, but it's just too cool launching a guided missile off a plane and owning a Landmaster with it. Missile Launchers are mostly luxury items, so don't expect them to be your main weapon. __________________________________ -------- SNIPER & DEMON SNIPER --------- --------__________________________________--------- Ammo Per Item: 10 for Sniper Rifle, 5 for Demon Sniper Max: 99 for both Blow Off a Wing? Both 1 hit These weapons are complete BEASTS when unleashed in a riding setting. The Sniper, on one hand, is awesome against Pilots if you aim (extremely) well, and will take an Arwing down in 2 hits (Landmaster with 3). It is your oyster, and open to whatever purpose you want. The Demon, on the other hand, does only one thing: break stuff. Aim at selected target. Insure you will hit, as ammo is precious. Induce fear into your opponent as you ready the shot. Up in the air like this, you couldn't miss. You fire, annihilating the vehicle and leaving a hapless Pilot to be finished off with the weapon of your choice. That's the Demon Sniper, and that's how it usually ends up. __________________________________ -------- GRENADE --------- --------__________________________________--------- Ammo Per Item: 5 Max: 99 Blow Off a Wing? 2 Grenades, if you are actually dumb enough to let that happen Explodes after 5 1/2 seconds Yeah, there are oodles of grenade pros out there, saying "they're excellent and do tons of damage!" They are right, but for the average FAQ reader and myself, Grenades are a tool that is difficult to use. Sure, it's very hard to hit an Arwing with 'em effectively, so why in the hell am I recommending them? They can be used in bulk, and drop the hammer on Landmasters. That's about it though. __________________________________ / \ --------- WHAT NOT TO USE --------- --------- --------- \__________________________________/ Wear whatever you like, fellas, but consider ignoring these weapons when choosing your main kicks before taking off. __________________________________ -------- MACHINE GUN --------- --------__________________________________--------- Ammo Per Item: 200 Max: 999 Blow Off a Wing? 12 bullets "But it's a lot more accurate!" That's very true. However, when we consider the purpose of using it or the GGun while riding (gunning down vehicles or anything at close range) we can easily see that the Gatling Gun does its job 3 times better (4 times if we're talking Pilots) because it does much more damage per bullet. Do, however, get a Machine Gun ready if you get shot down, so you can last longer on foot. __________________________________ -------- BLASTER --------- --------__________________________________--------- Ammo Per Item: Start with weapon Max: N/A (infinite ammo) Blow Off a Wing? 2 full Charge Shots The Blaster violates the very first rule. Y'know, the one we said was obvious? **The weapon won't harm you. This is rather obvious, but we don't want to use Sensor Bombs when riding, do we? The Blaster will hit yourself with the large chargeup often enough (less so when firing from the wings, however) to cause damage. This is most particularly noticed when you are firing down at something. However, the fully Charged Blaster does quite a significant amount of damage, and it's definitely possible to have a great riding run using your Blaster to own Landmasters - I just don't recommend it because of the charge time that wastes your valuable airtime - yet another reason why high jumpers make the best riders. __________________________________ -------- SENSOR BOMB --------- --------__________________________________--------- Ammo Per Item: 5 Bombs Max: 99 Blow Off A Wing? 2 Hits (or maybe 1) The only practical use of these while riding is doing a plane-to-plane transfer (will be explained), dropping them and transferring back, and who the hell is good enough to regularly do that? =-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-= ____ _____ _____ ____ |__/ |____ |___| | | 4. RIDER COMBAT (rdvsveh) | \ | | | |_\| =-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-= __________________________________ / \ --------- UNITY AND ALL THAT --------- --------- --------- \__________________________________/ When you're riding, there's one thing that should be the first one in your mind: YOUR UNITY between you and your plane CANNOT BE BROKEN. Why? If you get shot off, lose a wing, get mauled but miraculously survive, whatever, it's a hassle to get back together. You are then left not with a unified vehicle but with an aircraft and a pilot, separate. The sturdier you stand, the greater chance of survival your unified vehicle has. The longer you last, the more you can whittle your opponent down. This means no going off into your own little world, but instead shooting down whatever threatens your plane. Your opponent, likely thinking that if your plane goes down, you go down, will break the bond by wrecking the plane. Thus, you protect your plane - the bonding force - over saving your own life. If the plane goes down, you effectively both go down. __________________________________ / \ --------- AGAINST THE LANDMASTER --------- --------- --------- \__________________________________/ Landmasters pose huge problems for any aircraft. With an extra set of guns, the threat is rather diminished, because you can use stuff like Grenades, Homing Launchers, and most of all Gatling Guns. Using a swoop attack that involves the Arwing pointing down and firing, you can simultaneously charge Landmasters with Arwing fire and Rider fire. This will likely destroy the Master before it can even hit you with a second Charge Shot, allowing you to go heal yourself of pain. MAKE SURE you are close before you start GGunning - you don't want to waste precious ammo and have to go get some more. Alternatively, you can annoy them by gaining lots of altitude, briefly swooping down into the range of the Homing Launcher, firing, and boost away. Doing this means that in about 3 hits, you'll wreck the Master. But you get the basic idea - since the tank is grounded, use your altitude advantage to keep yourself safe, and attack in bursts. __________________________________ / \ --------- AGAINST AN AIRCRAFT --------- --------- --------- \__________________________________/ Well, what do Pilots normally use against Arwings and stuff? Homing Launchers. This same principle applies here too, because several of your other weapons (GGun, Grenades) are unusable. Homing Launchers will always be the anti-air weapon of choice, but since you're flying at their level and all, Snipers (and definitely Demon ones) become a very viable weapon. The reason for this phenomenon is because being up an the air with a plane bearing you eliminates the flaw of trying to Snipe an Arwing from the ground - it can't evade you as well anymore. Height no longer will work as an escape, and neither will Boosting off. Previously, it was like this... ----------------------------------------------------- |--------| | ARWING | Wolf O'Donnell #2 ------------- Wolf is Falco with a crapload of health, an even faster run and a slightly better jump. Thus, 'tis general consensus he is really cheap, and people don't like him. I guess it makes sense why he's #2, then, right? Wolf can even live out a Sniper shot if someone hits you while you're riding. (which means in a very stupid way Wolf will last as long as the freakin' PLANE ITSELF when it comes to Snipers.) ------------- --> Fox McCloud #3 ------------- A team of two Foxes can pull off any maneuver they like, because all across the screen their stats are even. A Defense Turret could work as well as an abrupt position switch, since they have high score in Arwing, Pilot and Master alike. Not much more to say here than that, this position is earned for being able to do anything with a four-star crosshair size. ------------- --> Krystal and Falco Lombardi #4 ------------- Now that I've finished my Slippy rant, I don't have too much more to say. Maybe I'm biased here, but Krystal is my main character above all else. Her stats suck, but that's alright, 'cause she's got Barriers to spare, an invaluable resource during an all out assault (heh...Assault is the name of the game, after all). She thus has the best chance of survival if shot down. But tell me this, is it really bias putting your favorite character in FOURTH place and not first? Falco does not have the health for riding...and also not the jump. Neither does Krystal, but this is more blatantly extreme with Falco. He may be one of the better characters (and hands down the best bearer character) in the game, but not under these circumstances. He just gets killed a little too easy. Mind you, this is if you actually manage to board with his (and Krystal's too) weak jump. =-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-= ____ _____ _____ ____ |__/ |____ |___| | | 6. CONCLUSION | \ | | | |_\| =-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-= Question answering time: HOW THE HELL DID I DISCOVER THIS? Well, it started with a friend of mine who introduced me to the game. On the second ever time I played it, you could guess I wasn't that great...I tried to bail out of my plane in mid-flight, to see what would happen. I joyfully found I was still astride my plane, with a machine gun in hand. I then said "Look! Here comes something new!" and shot up his plane with my MG. He turned to my screen, saw me standing atop my Arwing with a machine gun finishing him off and asked "How did you do THAT?" I explained. Something like that. I then looked around online and saw I wasn't the only one doing this. Now, I wrote a guide to it. That's all the questions, look me up at firstname.lastname@example.org for more questions. Include something about Star Fox Assault or Riding in the title, or through the spam filter you'll go on my direct order. See you at my next guide! TUn1 =-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-= ____ _____ _____ ____ |__/ |____ |___| | | 7. COMMENTS | \ | | | |_\| =-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-==-_-= Sender: nivlac91 I found out where the arwings wings break at, if you look at them closely enough you'll see a wavy line (I have 2 pictures as an attached file one is the line and one is the broken wing) near the fuselage it's about peppy's width away from the fuselage, as long as you're stopped it should be easy to see. When your wing is almost gone it will spark there and when it's gone that's where it breaks. I saw this line, but I didn't quite click it that this is where the Arwing wing breaks off, so thank you, nivlac91.
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