Star Fox Assault Walkthrough :
This walkthrough for Star Fox Assault [Game Cube] has been posted at 12 Jul 2010 by reed and is called "Gold Medal Guide". If walkthrough is usable don't forgot thumbs up reed and share this with your freinds. And most important we have 15 other walkthroughs for Star Fox Assault, read them all!
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XM Wi MM BM Mi .: .,,XaaB. iM :aXr7Wi .7rii;SX, S T A R F O X A S S A U L T ========================================================================= _/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\_ [0000] sf_00.assault\\Gold Medal Guide [0000] [00.BEGIN TRANSMISSION...AUTHOR_Jacob Stutsman EMAIL_mgoblue301@gmail.com GAME_star fox assault COMPANY_nintendo GENRE_action BEGAN_july.15.06 COMPLETED_july.17.06 VERSION_1.0 COPYRIGHT_2006 Jacob Stutsman\\] Ż\_________________________________________________________________________/Ż ========================================================================= [0100]...................sf_01.assault\\Version History and Legal Info [0200]...................sf_02.assault\\Introduction [0300]...................sf_03.assault\\Basics [0400]...................sf_04.assault\\Items and Weapons [0500]...................sf_05.assault\\Walkthrough [0501]................................\\Fortuna [0502]................................\\Katina [0503]................................\\Sargasso Space Zone [0504]................................\\Fichina [0505]................................\\Asteroid Belt [0506]................................\\Sauria [0507]................................\\Corneria [0508]................................\\Orbital Gate [0509]................................\\Aparoid Homeworld [0510]................................\\Homeworld Core [0600]...................sf_06.assault\\Enemy List [0700]...................sf_07.assault\\Contact Information ========================================================================= _/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\_ [0100] sf_01.assault\\Version History and Legal Info [0100] Ż\_________________________________________________________________________/Ż ========================================================================= [07.15.06]...................Guide Began [07.17.06]...................Guide Posted [07.28.06]...................Added the Star Fox team logo and an enemy list, as well as corrected most of the mistakes in this guide. [12.02.06]...................Some tricks implemented. [05.01.07]...................Some tempered editions, tricks added, hopefully making this the final update. This legal info is mostly an addendum. The universe won't be much of a different place just because people know who made this guide. Streets won't suddenly be safer. If the game burned a little fresher in everybody's minds, then I might care a little more, but the theatrical production of this guide is most certainly a footnote. I would still appreciate credit if this is used in any form or fashion as long as no other name is attached to the proceedings. ========================================================================= _/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\_ [0200] sf_02.assault\\Introduction [0200] Ż\_________________________________________________________________________/Ż ========================================================================= This is the only guide I have ever written besides a Fire Emblem support script I posted on IGN (looking back now, I actually have a second, although this is perhaps the only one that could actually be classified in the genus of a "guide" I wave the right of liability in case I procreate more). Games are ultimately compelling because unlike music or acting or painting, skill can be judged on a sliding scale. As anybody who grew up in the 80s can attest to, arcade cabinets produced some of the worst of times and best of times in competitive advantage. My own local laundry mat had Pacman and Galaga, primordial games even by those standards. Some people walked the earth to find an archenemy - a Mr. Glass if you will - a burdensome, lonely task for even the brightest avarice. The superhero cannot be complete without his antithesis, only the details of who was the superhero and who was the bad guy got lost in the fold. Every week you'd check to see if your high score had been obliterated (usually by someone who cleverly named himself ASS), like a tornado had blown by and taken your medal of honor, and it was your place in the universe to reclaim it. Sometimes the inconceivable happened and you met your worst enemy at the cabinet, sometimes you only communicated through skill. It was like Foreman and Ali trading punches in the jungle. Tensions escalated. Warning shots were fired. Combat reached full crescendo until someone's skills were exhausted. This is how the arcade scene of the 80s went. Now we have times and completion percentages as accurate barometers, but the spirit has basically been transliterated from the body of the ape. As a personal pledge, I have never had the flash-in-a-can reactionary speed to be great at any game, nor have I had the guttural grit to even try. I have done a 2% run in Metroid Fusion, an hour speed run in Super Metroid, and a 26% run in Prime, but that has been the extent of my experience. I have always wanted Star Fox Assault despite the contingency of critics. I received it for my birthday, the all too obvious DVD case beneath the neatly wrapped paper. As my first true Star Fox experience, I took the time to sample its piquant flavor, but it went back in its box after I had defeated the Aparoid army. However, after my Metroid Zero Mission low-percentage run had hit a wall, I went back to Star Fox Assault and began the noble ambition of collecting everything in the game. The silvers were loathsome beasts as I took up an intense struggle of collecting them, so I figured most of the golds were a reality beyond any dimension I could traverse. But like any game with a depth of experience such as this one, practice yielded perfection, and despite whatever birth scars this game carried from its belabored conception, Star Fox Assault morphed into a daily addiction. Now, two and a half weeks later, I have polished off a perfect file by completing the last big challenge, the Asteroid Belt. I have written this FAQ as an encore. Even if you need to turn here for help, collecting all the golds is in fact carrying on the spirit of those videogame pioneers who saw a higher pursuit in what they were doing. This guide is not meant to be a walkthrough despite words to the contrary in each section. It might incur on such because to get golds in this game you must know the wrinkles and folds that makes it what it is, but I have a lesser intention of describing in any detail how to 86 the game. It is my intention to explain the premium way I found to achieve a gold. It's to your advantage to check out every section of the guide. There is nothing basic about any of the information in here. Even when it's explaining something as simple as the Landmaster, it will describe to your benefit just how it can help you in achieving a gold badge. ========================================================================= _/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\_ [0300] sf_03.assault\\Basics [0300] Ż\_________________________________________________________________________/Ż ========================================================================= This section doesn't so much illustrate the basics of the game as it does explain the necessities of life in a Star Fox Assault gold medal run. If most of the golds feel like a vague impossibility left up to men of a much itchier trigger finger, then master these tricks to see the difficulty of earning one depreciate in value rather swiftly. ----------------------------------------------------------------------------- Combos ----------------------------------------------------------------------------- If you're new to this game, then the gauge in the top right corner of the screen under the hits bar is the combo display. As enemies are destroyed, the gauge will catapult to green and then slowly trickle back down to red before disappearing entirely. The only way to keep your combos going is to prevent the gauge from emptying. Combos are important for collecting the silver and gold medals because the more enemies that are destroyed in one combo, the more it will add to your hit score. 10 combo - +5 hits 20 combo - +10 hits 30 combo +15 hits 40 combo - +20 hits 50 combo - +25 hits 60 combo - +30 hits Anything after that levels out at +30. There is a certain deceptive art to combos to keep them going for sometimes 100 or 200 at a time. Filling it is the hardest part, as it'll quickly run out like a motorbike with a gas leak. Enemy swarms are the best way to satiate your aggression and build a healthy combo. Once at its peak you will have about ten or fifteen seconds before it matriculates back to zero, so don't feel like you have to make like the Flash and destroy every last critter as soon as you can. Spreading your kills out is the best policy if you're not certain that you will reach the subsequent enemy swarm in time. Be judicious with your combos because when you're on foot, some enemies will take a fully charged shot to kill while the weaker enemies will only take a single shot, even on gold. If your combo is in danger of ending, then focus on destroying the most enemies in the shortest amount of time. The shielded Aparoids are best saved for last, and even if you have to charge your shot to kill them, they will typically recoup anything you lost on the combo gauge while you were busy charging. ----------------------------------------------------------------------------- Hit Bonuses ----------------------------------------------------------------------------- The three on rails Arwing missions, Fortuna, Asteroid Belt, and Homeworld Core, require a different strategy since combos are swapped for hit bonuses. Typically you will receive a +10 in hits if you defeat enemy squadrons. This includes enemies of the same class that appear at the same time or fly together, almost always in groups of three, four, or five, although they can go higher. Instead of firing blindly and picking up only a few hits, focus on these groups to see your score increase exponentially. This is called a Group Bonus. There are also bonuses for taking out five or more enemies with a single shot. This will start with a +10, but will increase depending on how many you kill. This is called a Blast Bonus. ----------------------------------------------------------------------------- Not All Enemies Are Equal ----------------------------------------------------------------------------- This is simple, but it's advantageous for you to know. Most enemies only go for a paltry single hit, but a select few go for as much as an additional +3, +5, +7, or +10. These include battleships, mechs, bosses, force field generators, and those shelled tank Aparoids. Because of their hit total, they are often much harder to defeat than a normal enemy, so pack accordingly. A lot of them will appear on the Arwing missions, but if you're playing an on foot mission, then there are a few soft balls, like the barrel dispenser, and a few spit balls, like the shielded Aparoids. The exceptionally armored enemies like the shield generator on the Aparoid Homeworld can shred a combo right in half if you're not careful because they take so long to defeat. One final note. The +1 you get for defeating an enemy and the hit bonus are two completely different things. Every enemy will give you a +1 simply for destroying them. The tougher enemies, however, will give you the bonus on top of that, so you'll get a +1 for defeating them and a +3 for how tough the are for a grand total of +4 added to your hit score. ----------------------------------------------------------------------------- Key Differences in Difficulty ----------------------------------------------------------------------------- If you're any good at Star Fox, then bronze should be like peewee football to a pro. Silver is where the complex chess combo strategies come into play. You will need to guard your health, although for any player well versed with this game, it is possible to leave a lot to be desired and still come out with the medal. Gold, however, is another story altogether. Often times you will have to decide whether to go in OK corral style with guns blazing and health on life support in order to keep a precious combo alive. The medical kits are scarcer, the enemies are harsher, and it will take a conspicuously steady hand to be able to expertly strafe (which might be more difficult given Namco's penchant for blundering the controls just a smidgen). It's very possible to come out 100 points over the allotted score your first time, however, if you chose to play a level that perfectly and leave nothing to chance, get used to dying. A lot. The only other difference is that in the end silver will multiply your score and gold will triple it. More about that a few sections down. ----------------------------------------------------------------------------- Time is Only as Big of a Factor as You Want it to Be ----------------------------------------------------------------------------- Barring a time limit, you will have all the time under the sun to exhume every last enemy. The swifter you finish a level, the more points you will be given in the end. Finish a level in about seven minutes and you will be given about 200 extra points. By ten or eleven minutes you're only looking at 150 points, and by twenty minutes you're only going to get about 50. However, this simply will not matter depending on how many enemies you destroy. For instance, if a silver badge requires 1400 points, then you need to collect 700 hits, which in the end will be multiplied by two. Time will not be a factor in this case. If you're going to employ this strategy, it's still best to turn on the jets, as time will become a factor if you run out of enemies to skunk. However, you should not feel as suffocated by time as you would normally be. Time is the biggest issue on the Arwing missions since it's hard to control how many enemies you face, but since you're on rails most of the time anyway, it's not worth thinking about. The only cautionary tale is that once you're on the declining slope of half an hour, it will begin deducting points from your total, but it's so small that you usually would not notice it. I would not recommend leaving it the possibility that you missed out on a badge by ten points because you were out sight seeing though. ----------------------------------------------------------------------------- Radar ----------------------------------------------------------------------------- The radar is an important set piece implicit in locating enemies quickly (especially on Fachina), so you will probably want to become intimate with it. Normal enemies are yellow. The main targets are red. If the dot is big, that means they are on the same plain as you. If they are small, then they are either above or below you. Space and air enemies are denoted by a light blue dot or triangle, but due to the dimensions of space, locating an enemy might be a difficult task, so there is a measure of trust you must have with your instinct, too. Special ships like battleships will be marked larger than all the rest and in a color like orange. You cannot be too dependent on your radar though. Many times enemies won't even appear until you get within range of them (some don't even appear until others are defeated), so it's to your advantage to explore each level and know where the enemies are located. ----------------------------------------------------------------------------- Practice, Practice, Practice ----------------------------------------------------------------------------- Practice is the only path to intimacy with a level and to where it's best to build up your combos. For instance, I struggled to get above the 2300 mark on the Katina level. A few days later I got nearly 2600 just checking something for this guide. I hardly practiced the level; I simply got better at the game. The Arwing missions in particular will demand an internal roadmap of the level since you cannot reverse footing if you miss something. I cannot stress enough how important it is to go into a level with an upbeat attitude. At one point I couldn't get above a 1600 in the Asteroid Belt and couldn't see how I'd ever make up such a huge difference. A couple hours proved to be just what I needed. ----------------------------------------------------------------------------- Final Score ----------------------------------------------------------------------------- Once you complete the mission, it will take your total hits (different from enemies destroyed as this total will take into account combos and such) and add (or subtract) your time bonus. That total then will be multiplied by two for the silver level or multiplied by three for the gold level to reach your final score. Max combo will not factor in at all, and unlike Star Fox 64, neither will ship mates saved, so if they are hopelessly impeding your quest for a badge, then don't feel any remorse over letting them hang out to dry. Slippy, however, can be useful by giving you a gauge on a boss's health. ========================================================================= _/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\_ [0400] sf_04.assault\\Items and Weapons [0400] Ż\_________________________________________________________________________/Ż ========================================================================= NOTE: Switching weapons is obviously an awkward process on dual stick. The D- pad is hard to reach in the heat of combat, and you'll have to cycle through all your weapons to reach the desired one with the A button. When you're going from the machine gun to the blaster and have to go through so many useless ones, it's a cumbersome process. To cut down on time, pick up only what you need. Keep only the machine gun and the homing launcher handy. On the rare occurrence you find the gatling gun, you will want to add it to your repertoire, and on Corneria you will obviously need to pick up the sniper rifle. ----------------------------------------------------------------------------- Landmaster ----------------------------------------------------------------------------- The Landmaster is not always the best idea for levels with multiple plateaus, but for wide-open terrain such as Katina or Fachina, it is a formidable beast. Just one shot is as powerful as a charged shot from your blaster. You do not want to be close to your target though as it has a penchant for damaging you every time you fire. Any smaller, weaker enemy can be run over. You do not want to test out its armor as Peppy has a tendency to put the replacement in the worst place possible, and that can ruin some gold medal runs. Roll whenever you want to avoid something, as simple movements can be a cumbersome process. Use the boost by pressing the X button whenever you're moving. If you need to destroy the Landmaster for whatever reason, then you can hit it yourself. This can be useful if you don't want to go into a certain section or boss fight with a Landmaster on life support. ----------------------------------------------------------------------------- Blaster ----------------------------------------------------------------------------- The blaster is of course the most well-rounded, catchall weapon. The weak Aparoids will only take a single shot while the harder Aparoids will take a charged blue shot. The shielded Aparoids and turrets won't go down unless you charge it up all the way. A select few enemies like the shield generators and electrical balls on the Aparoid Homeworld will take multiple fully charged shots. I use the blaster 90% of the time, as almost every swarm you encounter will have a healthy mix of weak and strong Aparoids. ----------------------------------------------------------------------------- Machine Gun ----------------------------------------------------------------------------- Though hypothetically useful, I find very little use for it in practice. It won't even dent the more powerful Aparoids, and since they are plentiful on gold, it makes things slow going. The main thing you have to worry about is the combo. The blaster will take care of all weak Aparoids just fine, and while it's nice not to have to charge and possibly miss with the mid level Aparoids, it isn't that much faster. I find it's most useful with the humanoids on Sargasso or in the caves of Sauria. Use it at your own discretion. ----------------------------------------------------------------------------- Homing Launcher ----------------------------------------------------------------------------- This weapon is very useful when there are plenty of powerful Aparoids around. It's really too slow for anything else. The problem is that like the machine gun you will often find mixes of Aparoid types, so unless you've honed weapon switching to a fine art, it's hard to use. Luckily, on gold there are plenty of swarms of harder Aparoids. The farther you go in the game the more homing launcher ammo you'll find to the point where there's so much on the Aparoid Homeworld that you probably won't even be able to use it all. Most Aparoids will fall in one hit. Some, like the shield generators, take two. On certain missions it can the opus for ground-to-air combat due to its powerful homing capabilities. Use it to easily save teammates from danger, or just pick a few enemies off if the sky gets too crowded. If your Arwing gets trashed and it takes too long to appear again, this is the perfect alternative. ----------------------------------------------------------------------------- Sniper Rifle ----------------------------------------------------------------------------- Though powerful, you obviously have to be cognizant of your combos, and the sniper just takes too much time to line up and fire. There are a couple reasons I've never used this outside of Corneria. There are too many things blocking your field of vision. The majority of enemies it's useless for. The homing launcher is better. Some enemies don't appear until you get close. And once you clear out an area to actually be able to fire it, what's the point? ----------------------------------------------------------------------------- Gatling Gun ----------------------------------------------------------------------------- The upside is apparent the moment you fire this weapon. It is basically unstoppable, like a much more powerful machinegun. When you get your hands on this doomsday machine, use it while in a pinch. You will probably only get 200 ammo on any one level, and it goes fast. ----------------------------------------------------------------------------- Grenades ----------------------------------------------------------------------------- About as useless as an Eskimo using a refrigerator. I don't know, perhaps you'd find some use for it, but to me it's like throwing snowballs at a tank. I'd rather stick to my old faithful blaster. Even if I was blessed with the arm of Roger Clemens, I'd still rather just pick the enemies off one by one anyway. ----------------------------------------------------------------------------- Sensor Bomb ----------------------------------------------------------------------------- Even more useless. Instead of booby-trapping the haunted mansion hoping to catch an Aparoid asleep at the wheel, you could be killing them with your blaster. ----------------------------------------------------------------------------- Plasma Cannon ----------------------------------------------------------------------------- This weapon can only be used on Fachina and Corneria. Don't even bother taking your finger off the fire button since it has unlimited ammo. You will have to be very precise, especially with enemies on the ground, but subtle movements are all you need. Coupled with the radar it can make difficult missions a lot easier. ----------------------------------------------------------------------------- Barrier ----------------------------------------------------------------------------- These items can be useful when you're close to death and there aren't any first aid kits around, in particular when those flying enemies that explode on contact are about to hit you. They don't last long, so make sure you're not over confidant and unprotected when it wears off. If you're having trouble getting through a level alive, this is a great item to have. ----------------------------------------------------------------------------- First Aid Kits ----------------------------------------------------------------------------- There are three types of kits: green, silver, and gold. For some reason I don't remember seeing any silver in the game. Perhaps I wasn't paying attention to the color. Anyway, the golds are very rare and are listed separately under the items list. Don't use it unless you're that desperate. ----------------------------------------------------------------------------- Power Upgrades ----------------------------------------------------------------------------- These are incredible useful on gold. You will not only be able to take down more ships, but you will be saving time if you get it on the free-range stages or a boss. Although it is very possible to get a gold on the final mission without it, two laser upgrades makes it much easier. Once you get two of the greens, you will be fully powered up. I don't remember ever seeing a red one, but it's in the instruction booklet, so I guess the truth is somehow out there. It really has all the social awareness of Loch Ness or Big Foot. I believe any upgrade will evaporate if your ship gets decimated to a certain point of no return just like in Star Fox 64. ----------------------------------------------------------------------------- Rings ----------------------------------------------------------------------------- There's not much to say about rings. You will get them for saving teammates or from teammates when you're low on health or in predetermined spots. Golds are very rare. You'll sometimes see them on the Orbital Gate or Aparoid Homeworld level when you defeat enemies. ----------------------------------------------------------------------------- Smart Bombs ----------------------------------------------------------------------------- In my opinion, the best way to use a bomb is to rack up kills you would otherwise not get when you're being overwhelmed. They don't make that big of a difference on tough enemies unless they're about to disappear and you want the kill. Unfortunately they require a bit of precision or else you might risk wasting it in an open space. ----------------------------------------------------------------------------- 1-Ups ----------------------------------------------------------------------------- Stragglers don't want a game over, so grab as many 1-Ups as you can. When you die on the on rail missions, you'll start over at a certain checkpoint, and when you die on the on foot missions, you'll usually start over at a cutscene break. On Sauria they're basically useless since there are no breaks. They don't replenish if you die like any other weapons or items, so they only appear once. Some 1-Ups only appear if you die. Some only appear if you die two or three times, but most of those aren't listed here, not only because they are hard to find and test for, but because if you're having that much trouble, then you might as well practice. ========================================================================= _/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\_ [0500] sf_05.assault\\Walkthrough [0500] Ż\_________________________________________________________________________/Ż ========================================================================= Each level is divided into several cavernous subsections. I begin by listing my own personal take on the difficulty of each stage. Obviously since this guide covers the gold badges, most missions will be in the upper echelon of difficulty. "Badge Score" will cover the score you need for each badge. In that section, I listed my own personal score. "Items and Health" lists everything I could find. Obviously all the plentiful weapons like machine guns and homing launchers are dropped from this guide through a small incision. Sometimes I'll throw in a gatling gun though. "Preparations and Notes" provides a one-paragraph overview of the level, anything of importance you need to know, and the best way to go about a mission. "Walkthrough" tends to resemble an actual walkthrough on the Arwing missions, as knowing where the enemies come from is of extreme pertinence. On the rest of the missions, I usually provide good strategies that you can emulate and any of the finer details you need to know. If there's a boss, then that will be listed in the next section along with strategies to defeat it on gold. "Final Score" tabulates what kind of ballpark figure you would need for both time bonus and kill bonus to get both a gold and silver. ========================================================================= _/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\_ [0501] Fortuna: A New Enemy [0501] Ż\_________________________________________________________________________/Ż ========================================================================= Difficulty 7/10 ----------------------------------------------------------------------------- Badge Levels ----------------------------------------------------------------------------- Bronze Badge - 450 Silver Badge 1100 Gold Badge 2300 My Score - 2472 ----------------------------------------------------------------------------- Items and Health ----------------------------------------------------------------------------- 1-Ups - When you're in the base on Fortuna, there's a 1-Up after the rails. Power Upgrades - About thirty seconds in after the last string of fighters, there will be a Power Upgrade sitting in the middle of the screen. - There's a Power Upgrade about halfway through the forest on Fortuna. Silver Rings - If you save Slippy early on, he will give you a Silver Ring right when Peppy gives the audio cue to strike. - Slippy will again give you a Silver Ring as you're fighting the mech. - When you arrive on the planet of Fortuna, it's under the arch in the bottom left corner. -When you first enter the base on Fortuna, there will be a Silver Ring in the right white canister in the third row. - Just beyond that there will be another one in the first large canister you come to sort of in the middle on the right. - When you pass the rails, there are three large canisters. The ring is in the back right one. - On bronze and silver, the Aparoid Moth gives you Silver Rings when you defeat his wings, but not on gold. Bombs - Between the second and third large battleships the first time you see them. - Falco will give you one between the second and third battleships when you see them for the second time. - Falco will give you a bomb right before you enter the base on Fortuna if you saved him in the forest. ----------------------------------------------------------------------------- Preparations and Notes ----------------------------------------------------------------------------- There's very little in the way of actual preparation for this level. If you can do it in eight and a half minutes, you'll receive about a 200 time bonus, which means about 570 kills will do the trick. This means you'll have to pull off a lot of G Bonuses, and if you can, some B Bonuses. The battleships have individual parts that you can blow off for more hits. The space mech has a secret documented in this guide. Once you get to the surface, you'll often have to choose between destroying the ships or destroying the mechs. The ships are only occasionally in formations, and the mechs, while tough, have separate parts, which makes destroying them useful. Chances are this mission will take multiple tries and a bit of luck unless you're an expert at the Arwing missions. ----------------------------------------------------------------------------- Walkthrough ----------------------------------------------------------------------------- This mission starts out a little slow. Even on gold, they'll throw you a bit of a softball. After the first enemy is taken out, an enemy swarm will appear, so mop them up with a charged shot for an easy +10 bonus. Slippy is being hounded by a single enemy, but the real challenge will be taking care of the huge contingency of enemies streaking in from the side. It would be to your benefit to destroy all of them for a +10, however, it's a very hard task. After they disappear, two ships will fly toward you, and then a third will trail behind. Take out all three for another bonus. Grab the Power Upgrade. Here's where the G Bonuses will really begin racking up. Four sets of two enemies fly in from the corners. All eight will yield a bonus. At the same time, two enemies will be in front of you to either side. Take them |
