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Star-Fox-Assault-Mission 1-Briefing

There are 10 Missions that make up the Single Player Story Mode of Star Fox: Assault. Starting at Mission 1. Fortuna, the completion of each Mission will carry over to the next, regardless of gameplay, with the exception of earning a Game Over. Thanks to the Mission Select and Survival Modes, unlike "Star Fox 64", progress will be saved in between each Mission when playing the Story Mode, allowing players to escape the restraint of having to beat the game in one go.

Every Mission has the player control Fox by using three different Vehicle Modes: Arwing, Landmaster or Pilot. All Missions see Falco, Krystal and Slippy take part in aiding the Mission objectives. Should all three teammates make it through without retreating, an Ally Medal will be awarded.

In orbit around the planet Fortuna, the Cornerian fleet battles Oikonny and the remnants of Andross's army. Search out and destroy Oikonny's flagship by using an Arwing to navigate the battlefield. If Oikonny flees, follow him or shoot him down.
—Mission objective

The Star Fox team fly into a skirmish between the Cornerian fleet and the tatters of Andross's space armies. The objective is to wreck attacking fleets, artillery and battleships while avoiding their firepower and pursuing Oikonny's flagship. After getting even with the mechlike flagship on planet Fortuna, a fresh evil will be discovered.

Mission Start

At first, Fox must fly through the middle of the huge space battle between the Cornerian fleet and Oikonny's army in search of Oikonny's flagship, taking down fighters, battleships, combat space suits and stealth squadrons before finding the flagship.

The most important way to achieve high point totals in Corridor Mode stages is to destroy entire clusters of fighter squadrons and rack up Group Bonuses, especially if playing the Silver and Gold ranks. As several squadrons fly through space towards the Arwing flight path, spraying them with quick charged shots will wipe them off the map. Group bonus points will be awarded if downing a whole cluster in one successful shot, in addition to more bonus points being awarded if the whole squadron is K'Od. Since Smart Bombs are few and far between, including ones left behind by Falco, saving them up for certain targets is advised.

SOS:
  • Slippy will be tailed by a Venom fighter shortly as soon as the mission begins, which is signalled immediately after Krystal and Falco complain about his reckless behaviour. Charging a homing laser bolt the moment his dialogue begins and aiming for the right will be the best way to lock onto his pursuer. This quick perp-and-release technique will quickly end this SOS and let the focus on other targets continue. Saving Slippy or not will still trigger him to drop a Silver ring just after approaching the 4th battleship.

Navigating through the blizzards of ships around the airspace of Fortuna will bring about the appearances of many battleships, but while the majority are background elements, only six of them with massive purple orbs are available targets. Nearing a battleship will open them to attacking the purple orb weak spot. To squeeze even pint possible from a battleship, shooting all the disks on its surface will before launching the final shot into the orb will do the trick for Hit+3 points. On Bronze difficulty, a single charged laser to the purple orb will instantly K'O the battleship.

After passing the 3rd battleship, a winged mech like prototype will appear for a showdown in-between the last three battleships. Though the prototype can be quickly dispatched with quick sprays of lasers, using charged homing shots are more ideal. The prototype takes some time charging its main weapon which leaves itself open to attack, but it receives a payoff by having devastating lasers that can be barrel rolled off. The prototype is also accompanied by small orbs that serve as distractions. Defeating the orbs will trigger the appearance of crystalline ship squadrons that fly in tight clusters for a chance to earn a Group Bonus.

After passing the last battleship, the final stretch of space is left open towards Oikonny's flagship, but the team will give fair warnings of hidden enemies that subsequently materialize out of thin air, Charging up laser blasts and launching them into the pink glows will be the best way to deal with the stealth squadron. Each one of the vehicles carry a left and right back of missiles. Rolling to the side or zapping the oncoming projectiles will avoid the damage they cause. Destroying each stealth ships missile cargo carriers will leave them unarmed and open for strikes before they can materialize out.

Mission Update

Oikonny steered his personal ship down into Fortuna's surface, where he intended to await for his pursuers. Entering the planet's atmosphere, Fox must then fly through the jungles, canyons and space base in search of the flagship, taking down fighters and combat mechs, before finally catching up with Oikonny and the new enemy.

SOS:
  • After starting the second phase, Falco will be tailed by three Venom fighters, triggered by passing the archways just ahead of the jungle. Falco will swoop down a few times to leave his attackers open. Rescuing Falco will cause him to drop a Smart Bomb behind between the two bridges in the canyon.

In the canyon leading to the Fortuna base, two banks of missile launchers embedded in the cliff side will attempt to catch Fox in a crossfire, but sending retaliating charged beams to blow up several turrets at once can deal with them. As the bridge vehicle passes by, blasting the canisters the cargo transporter will leave a rare red laser upgrade behind, enhancing firepower. Inside the compound, multiple enemies will await the Arwing arrival and more obvious targets come out of hiding when exiting the launching bays. Canisters littered around the base also leave behind power-ups, needing for the oncoming boss battles.

SOS:
  • Slippy will be tailed by enemies just after entering the compound and when approaching the railways.

Towards the gate that stands between the canyon where Oikonny hides and the compound, a team of robots activate upon the Arwing approach and stand between the team. Launching a bomb at the robot team will obliterate many of them at once, awarding a Group Bonus if the entire squadron is annihilated.

Boss: Oikonny's flagship

After exiting the base, Oikonny's flagship transforms into a mech=like version of himself; what Falco calls an "Andross wanna-be", which is exactly true since the battle is almost identical to previous battles against Andross. Although the face looks like an easy target, the only weak-spots are the orbs on the robotic fists, Oikonny will use in attempts to punch, slap and swipe at the Arwing's position. The fists pose a serious obstacle and damage can only be avoided by swerving left, right, up and down. However, when the power orbs on the palms of his hands are exposed, they are vulnerable to attack. The battle will end when both fists are downed.

Boss: Winged Aparoid

The battle against the new enemy is divided into two phases. First, the orbs on both the Aparoid's wings are vulnerable to attack, but will generate ring lasers until they are all downed. Rolling to the side can avoid the purple beams from any remaining orbs. Once the orbs on the wings are all downed, the second phase will begin in an instant. The Aparoid will then send a tail laser beam blazing on the ground, shaking up flying chunks of damaging rocks to fly into sky in the Arwing's way, but its mouth is open to attack if aimed perfectly. Once the rock storm is cleared, the Aparoid will then open its mouth back on the surface and fire tail lasers, but still leaving the purple orb in the mouth open for attack. The entire second phase is repeated until the Aparoid is downed.

S-Flags

  • 1st: Just before passing the 6th battleship, wiping out the back engine of the ship before destroying the whole will expose the flag. The flag will be lost if the ship is K'Od first.
  • 2nd: Veering left towards the hidden tunnel near the Mission Update Start will expose hidden enemies. Destroying the gold tank at the far end of the tunnel will reveal the flag.
  • 3rd: Just after Falco's S.O.S. mark, the third flag is hidden inside the first tree, in the middle portion of the forest. Blasting the left branch will expose the flag.
  • 4th: In the base, after passing the transporter tracks, steering to the left side and down into the trench and blasting the canister will uncover the flag.
  • 5th: On the right side of the third and last platform tower in the base ahead of the canyon, a canister hides the last flag.

A base in the hinterlands of Katina has been attacked by an unknown assailant. At the same time, invading forces, thought to be aparoids, have struck in several places throughout the Lylat system and have interrupted all communications. Discover who sent the SOS signal and why.
—Mission objective

After the Fortuna incident, the Star Fox team must deal with a crisis at the Katina Outpost Base, where Aparoid forces are swarming the sight of a detected distress signal. To deal with the invasion, Pilot mode is only available at the starting point, with the Landmaster becoming available for usage later, allowing Fox to take out the remaining targets. Fox will also need to pay attention to any allies in distress and use the Landmaster's turret for better effect.

Mission Start

This Mission essentially serves as an introduction to the Pilot mode, utilised frequently throughout the majority of the Main Game. At first, Fox will need to move freely around the base while clearing his path of the multiple Aparoid Crawlers and Minitanks using the default standard issue Blaster or picking up Machine Guns. Although the Blaster has unlimited ammo, the Machine Gun is very useful for dealing with large numbers of swarming Aparoid Crawlers and cutting down the Minitanks health. Getting rid of the Crawlers and Minitanks is a helpful way to build up combos, but the target focus is on the larger Purple Aparoids, which pose more challenge due to their immunity to Blaster and Machine Gun fire, but not charged shots.

Mission Update

After clearing two Purple Aparoids, the Landmaster will become ready to drive and blast through crowds. The Landmaster's cannon is very powerful and can break down previously unbreakable barricades and take out a Purple Aparoid instantly, and can plough through tight swarms of smaller Aparoids with ease, so keeping the tank's health gauge topped up is advised. Even if the Landmaster is destroyed, a replacement tank will be beamed down momentarily in a randomised location, but Fox may have to wait a while for Peppy to report its deployment.

SOS:
  • Around 20 seconds after gaining the Landmaster for use, Krystal will be tailed by fliers. Using the Landmaster will provide faster rates of success.

Studying the radar is important to All-range Mode stages as it will determine the location as primary targets by red circles, minor enemies and the three teammates by their arrow shaped base colors.

Mission Update

After downing all the Purple Aparoids, the aliens get serious and Hatchers fly in to spawn more units, which in turn, makes them the next targets. The spawning devices cling to surfaces around the base and inside sheltered areas, therefore Fox will need to use the Landmaster to take out the factories, but also leave it in order to find hatchers inside buildings that the Landmaster can't fit inside. The Hatcher's defences allow it to withstand most of the Pilot's weaponry, but stronger guns and a single shot from the Landmaster will take out one instantly. Even without the use of radar, Hatchers are easy to spot from a distance because of the yellow field they create, but they are often surrounded by guarding Aparoids, which make them ideal targets for reaching Combos to earn Silver and Gold badges.

SOS:
  • Arround 30 seconds into the third phase, and followed by a group discussion about more enemy variants appearing, Slippy will be chased by fliers. Using Landmaster homing shots will quickly save him from his attackers and allow the focus to continue.

In an attempt to out-tank Fox, the Aparoids Hatchers will deploy powerful Spherical Tanks into the larger, wide open areas of the base. The Spherical Tank Aparoids are not advisable when making combos due to the time it takes to bring one down, thanks to their powerful defences and equally devastating attacks: From homing missiles to charge attacks, Spherical Tanks are very dangerous, so using boosters, brakes and rolling while aiming for the exposed head will whittle down the tank for a healthy amount of hit points and rare item pickups.

Boss: Aparoid Ship

One all Hatchers are destroyed, the Aparoid Ship will come out of warp and drop into the large open are. The Ship will launch missile projectiles at Fox, but it has an obviously vulnerable orb on its underside that will cause it to drop to its knees when shot. The Landmaster's cannon is the only thing that affects the Aparoid's underside core, which must be hit several times to stun the Walker, but it will still retain defences on its top. Once the Aparoid is stunned, Fox will need to hover on-top and shoot the top turret's center eye until the health runs out. The Ship will try to shake the Landmaster off with an electrical field, but it can be avoided. Should the Landmaster be destroyed, Fox should stay clear from the Ship's powerful attacks until a replacement tank is deployed.

S-Flags

  • 1st: In the eastern storage hanger, after breaking the door down with a Landmaster shot, aiming at an empty space above one of the crates and firing several times will reveal the flag.
  • 2nd: One of the bunkers in the east sector hides a flag inside at the back.
  • 3rd: Blasting the door down of the western storage room and heading inside on foot, firing at the exposed red aiming sight in-between the two crates will reveal the flag.
  • 4th: On the parapet above the east storage room, the flag is uncovered after fired at the hidden spot.
  • 5th: On the upper part of the central spire, on the north upper ledge, using the Landmaster to hover to the top and side wall brakes will expose the flag.

The Core Memory that Pigma stole may contain vital information on the war with the aparoids. (It is currently the only complete Core Memory taken from the aparoids.) It is believed that Pigma has fled to an illegal hideout; pursue him and take control of the hideout.
—Mission objective

Mission Start

At first, Fox will need to explore the 4 floored hideout in the search for Pigma, unfortunately, Star Fox's presence provoked an attack from the local thugs who attempt to take control of the hideout using transfer devices and battleships outside. Fox will need to find avoid fire from the ape soldiers, while destroying the required number of Transfer Gateways, keeping an eye on the Might Gauge for when the enemy numbers boost and enter space outside in the Arwing to destroy the battleships. After destroying the transfer devices, Star Fox can then control the base.

Boss: Star Wolf Team's Wolfens

Now that Star Wolf arrived outside, Fox will need to engage them in space with the Arwing and take out fighters that tail Krystal and Falco. Panther will stay by Krystal, Leon near Falco and Wolf will be nearest the last battleship outside the main doorway. Panther and Leon will attack Fox if they get behind him, while Wolf is very aggressive and will tail Fox without end. The Mission will end once all three Wolfen are downed.

SOS:
  • After Star Wolf appear, Krystal is attacked by three ships, circling the hideout quickly which requires boosting to catch up.
SOS:
  • Not long after Krystal calls for aid, Falco is chased by fighters near Leon's regular map position.

S-Flags

  • 1st:
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  • 4th:
  • 5th:

Pigma has fled to Fichina where he's taken control of and shut down the planet's climate control center. Find a way into the centre and get the climate-control device running again. Be warned: aparoids have been detected within the area around the climate control center. Proceed with caution.
—Mission objective

Mission Start

Because of the weather on Fichina with the climate control centre being out of order, vision is impaired by the blizzards. Using the Landmaster, Fox will need to search for the three energy towers on the radar and take out the power supply to turn of the climate control center's shield. Fox will need to leave the Landmaster outside because it cannot fit, enter the centre and then the centre will disable the blizzards.

Mission Update

Because of an I.D fault, the Sentry Bots start to attack Fox on sight, using their wings to swipe. The bots are immune to all forms of attacks, except for the underside which is exposed when they open their wings, allowing Fox to fight back. After downing the certain number of bots, more will keep coming until the wing-riding cutscene is triggered by Falco's arrival.

Wing riding

While wing-riding with Falco, Fox must use the Plasma Cannon to take down Aparoids on the ground and in the air, protecting Falco's Arwing against powerful turrets that can lock on and cause serious damage. Once the entire field is circled, the next cutscene is triggered and allowing for Arwing flight.

SOS: Slippy will be tailed by enemies just after passing under the bridge.

Boss: Cylindrical Aparoid

Because of Pigma's influence, the climate control center's generator is infected by Aparoidedation and starts overloading and will self-destruct in 5 minutes. Using the Arwing, Fox will need to fly near the generator and shoot down some of the enemies to make the generator open its hatch and leave it open to attack, but when it does, it will charge up and release an energy beam. The battle will end if the bossometer is not emptied before time runs out.

S-Flags

  • 1st:
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  • 3rd:
  • 4th:
  • 5th:

Pigma's taken refuge in an asteroid belt. If you lose him here, you may never find him again. There are many aparoids in and around the asteroid belt, but you must fight your way through, capture or destroy Pigma, and recover the Core Memory.
—Mission objective

Mission Start

Flying through the asteroid belt in the search for Pigma will require Fox to shoot down asteroids in his path, as well as Aparoids that barricade passage and tail his allies. Once the asteroid belt is passed through, Fox will come up on a space base still being constructed, which is also dominated by Aparoids. Passing through the base will lead to the boss battle.

SOS:
  • Falco will be tailed by enemies just after passing the dense asteroid field where the abandoned Wolfen are spotted. If Falco is rescued he will drop a Smart Bomb before encountering the Morphing Ship Aparoid.
SOS:
  • Just after passing the homing asteroids and entering the asteroids mounted with large laser beams, Krystal will cry out for help with tailing enemies. Saving her will trigger her leaving a Silver ring just after using the brakes to avoid the largest asteroids.
SOS:
  • Slippy will be tailed by enemies just after passing the Aparoid infected prototype.

Boss: Aparoid Pigma

Similar to the Gorgon space station in "Star Fox 64", Pigma's tentacles will need to be shot down before the core will open. The tentacles will first fire missiles and asteroids at Fox, giving him the chance to attack them before they attack him. Once the tentacles are destroyed, Pigma's core will open up and expose him to attack, but it will also launch more missiles before closing after a short while and releasing a devastating beam.

S-Flags

  • 1st:
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  • 3rd:
  • 4th:
  • 5th:

Sauria has been invaded by aparoids. The denizens are fighting back, but all reports indicate that they are losing. The Star Fox team has been sent to Sauria. Defeat the aparoids and return peace to the planet.
—Mission objective

Mission Start

Similar to Mission 3, Fox will need to explore the area of Sauria overrun by Aparoids, searching for the required number of Hatchers and destroying them all before the Might Gauge gets too full. The gauge can be shortened by using the Arwing and Landmaster, as well as saving Falco and Slippy from tailing Aparoids. Some areas of Sauria will be too small for the Landmaster to fit in, such as underground caves and temple ruins, requiring Pilot mode. There is no boss on this mission.

SOS:
  • Slippy will be tailed by enemies around two minutes into the mission.
SOS:
  • Falco will be tailed by enemies late into the mission.

S-Flags

  • 1st:
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  • 3rd:
  • 4th:
  • 5th:

Aparoids have launched a large-scale attack on the capital city of Corneria, using electromagnetic barrier devices to disrupt communications between General Pepper and his commanding officers. Mop up the barrier devices and create a window for the reduce of the capital.
—Mission objective

Mission Start

With Corneria City overrun and communications disrupted by radar jammers, Fox will need to take out the devices using the Sniper Rifle, while avoiding fire by Aparoids and Dog soldiers infected by Aparoidedation. The radar jammers will be hovering high in the sky while hiding behind the buildings and smoke fires, forcing Fox to study the radar for guidance. Once the radar jammers are all down, the Arwing is sent to continue but is instantly destroyed by an ambush.

SOS: 
  • Krystal will be tailed by enemies after destroying half of the Radar Jammers. Using the Homing Launcher is the advisable method considering the lack of Arwings or Landmasters.

Wing riding

With Wolf's help, wing-riding comes into play again, circling through the city while Fox must shoot the ground and aerial Aparoids and protect Wolf's Wolfen from locking turrets.

SOS: 
  • Halfway through Wolf's wing-riding flight, Falco will be tailed by enemies around the long, sloped highway.

Boss: General Pepper's Flagship

Still wing-riding, Fox will need to fire at General Pepper's flagship because it is contaminated by Aparoidedation, but Pepper's willpower pleads for him to be destroyed. The flagship's cockpit is the vulnerable point, but getting a shot at the flagship is difficult because of its newfound speed and agility. The flagship fires homing missiles and stationary turrets that will distract Fox's fire away from itself. The battle will keep going until the Wolfen loses its health.

S-Flags

  • 1st: On the roof of the Lunastone Hotel in the souther part of the city, on the western side of the roof, there is a hidden spot that will uncover the flag after it is shot at.
  • 2nd: On the top of one of the four red battleship-like buildings in the northeastern side of the city, the flag is hidden on the roof of the southwest building within the quartet. Blasting at the base of the tallest turret and crossing the platform will enable collection.
  • 3rd: On the green building roof in the southwestern side of the central square is where the flag hides. Making way up the ramp to the top of the building and battling enemies to the north side of the roof will clear the way to the floor where the aim turns red.
  • 4th: Atop the tall white buildings northwest corner, where two ramps guard the roofs, the flag is uncovered around the edges of the western platform.
  • 5th: Atop the Persimmons building where the Arwing is deployed, after passing the first ramp, in the southwest corner and shooting at the red aiming spot will uncover the flag.

In orbit above Corneria is an orbital gate. At the present time, federation scientists are rushing to finish a weapon that will tilt the scales of the war in their favor, an anti-aparoid program bomb. Do whatever it takes to protect the gate from the aparoid invasion until the weapon development is finished.
—Mission objective

Mission Start

A vast Aparoid fleet meets the Star Fox team and Cornerian Army around the Orbital Gate while the self-destruct program is under manufacture. Fox is first required to take down Aparoids around the gate and save Slippy and Krystal from chasing targets until the missiles arrive.

SOS:
  • Slippy will be tailed by enemies quickly into the mission starting point.
SOS:
  • Krystal will be tailed by enemies soon after Slippy's SOS.

Boss: Aparoid Missiles

After a while, the first missiles arrive to target the gate, but as more keep coming, Falco and later Star Wolf eventually assist in destroying missiles, but then they begin to use larger, rapid firing missiles.

When the missiles are destroyed, the Aparoids launch an enormous rocket to obliterate the Orbital Gate and maybe more. Fortunately, the last missile is very large and slow flying it is easy for Fox to target, but only certain areas like the purple core can be damaged, and as it takes more damage, it loosens its parts and accelerates faster.

S-Flags

  • 1st: Under the lower fin that juts downward from the orbital gate, when the targeting sight turns red, firing on the hidden area will expose the flag.
  • 2nd: Wiping out the Mothlike Aparoid under the lowest tip of the space station will leave behind the hidden flag.
  • 3rd: Onto the top of the lower, rotating section of the space station is where the aiming will turn red. Shooting the spot will uncover the invisible flag.
  • 4th: At the very top of the space station, where a variety of different structures jut upward, flying toward the one with the two tall antennae and hitting the brakes will be the best way to shoot at the spot and uncover the flag.
  • 5th: Soaring into the flight bay on the underside of the space station is where the flags hidden spot is within the outer rim.

The Cornerian Armada commands the skies above the aparoid homeworld and is making advancements into aparoid territory. The entrance to the heart of the planet is protected by a base and a powerful shield. The Star Fox team has been deployed to the surface of the planet. Capture the base and turn off the shield.
—Mission objective

Mission Start

On the Aparoid Homeworld's city, Fox again needs to proceed on foot and in the Landmaster to roam the city, inside the buildings and outside to demolish the hatchers in hopes of turning off the planetary shield. This time though, the hatchers are protected by a shield of their own and can't be destroyed until their own shield generators are taken out. Entering certain buildings in the city will result in Fox's entrapment until the attacking ambushers are destroyed.

SOS:
  • Falco will be tailed by enemies after the last hatcher on the city has been destroyed, just as soon as new hatchers appear on the landmass underside.</span>
SOS:
  • Slippy will be tailed by enemies after a few hatchers on the city underside have been taken out.

After Fox takes out the last hatcher, more hatchers appear on the underside of the city, meaning he will need to use the Arwing to get close enough to destroy them and finally disable the shield.

S-Flags

  • 1st: Inside the green structure of the northeastern section of the base, the flag is uncovered by blasting the central spot of the floor. Picking up the flag will suddenly trigger the appearance of swarming Aparoids.
  • 2nd: Following the path around the outside of the southeastern building will lead to the flag. Shooting a few shots at the spot where the targeting reticle turns red will uncover the secret.
  • 3rd: Before leaving the lowest floor of the further southeastern building, the targeting reticle turns red underneath the ramp that will reveal the hidden flag.
  • 4th: Inside the purple fortress, aiming for the alcove in the southeastern corner and shooting the hidden spot will reveal the flag.
  • 5th: At the top of the structure that arches over the entire floating city, piloting the Arwing and blasting for the upper point when the aiming sight turns red will uncover the flag.

The aparoid queen is somewhere in the depths of the planet. Overcome all obstacles, find the queen, and deliver the self-destruct program. This is your final mission.
—Mission objective

Mission Start

In the final mission, both Star Fox and Star Wolf start to travel into the planet's tunnels where they are ambushed by resisting Aparoid fighters. Fox will need to shoot down the fighters, barricades and save his allies while navigating thorough the tight spaces and blockades. The last line of defence is unwinnable, so in a desperate hope to give Fox a clear path to locating the Queen, Star Wolf begin to lead the powerful Aparoid barricades away for good.

SOS:
  • Slippy will be tailed by enemies quickly into the mission starting point, just after reaching the first eye structure. Slippy will leave a Silver ring in the tunnel ahead of the blue orbs, unless he hadn't been rescued.
SOS:
  • Krystal is chased by fliers after passing the arrowheaded barricades. She will leave a Silver ring before entering the laser wall room.
SOS:
  • Falco will require assistance just after passing the laser walls and will leave a Smart Bomb ahead of the Morphing Ship Aparoid. But if he takes too much firepower, the item will be lost.

Boss: Aparoid Queen

Phase 1
  1. The Queen's first form is fought in All-Range Mode. In her first form, the Queen will release amber globes that levitate through the room. If the globes are shot, they will divide up into smaller ones until they too have been totally shot down. If the globes are left to wander, they will eventually hatch into a single yellow Aparoid larva - its size depends on how big its globe was when it emerges from incubation. Colliding with the larva will cause damage, but when the larva is yellow, it won't seek the Arwing out but will simply float along. Destroying the larvae in that state will prevent it from transforming. In time however, a yellow larva will change into a blue Aparoid that will home in on the Arwing and explode. The blue Aparoids are hard to avoid, requiring evasive maneuvers and rolling to avoid the blast radius.
  2. The queen herself is often covered in silvery scales that conceal her one weak spot - a red gemlike surface. Hitting the brakes and alining into a firing position can be useful to chip away the armor and hit the weak point. Once the Queen's shell has been cracked open, she will prepare her devastating attack (similar to the Meteo Crusher) by spreading her arms wide open. While charging her energy, this will give the Arwing time to flee from the firing range, or else it will be caught in a devastating maelstrom of energy that will likely result in losing a life.
  3. Having a supply of 1-Ups will prevent a Game Over but losing a ship will result in starting the Mission from entering the Queen's chamber and losing any Laser power-ups. Lingering for time will eventually trigger Arwing Laser Upgrades and Silver Rings which will be helpful in the final stages.
Phase 2
  1. The second form onward is fought in Corridor Mode. In the second phase, the Aparoid Queen will transmutate into a metamorphosed form to flee for her life, with four distinctive red eyes. In order to strike at the Queen's real head, (her new weak point) the four red spheres must be sprayed with laser fire until each one has closed off, which should be done quickly or else the eyes will respawn if all four haven't been closed in succession.
  2. Once the four eyes have been closed, the Queen's dragon-like head will lash out and cause damage if collision is achieved, while throwing rings of destructive energy. The head serves as the weak point yet again, requiring successful shots to weaken the Queen until the head withdraws and the four exterior eyes are reopened, repeating the eye-opening process.
  3. Although the sequence can be done with quick gaming, the three teammates, (Falco, Krystal and Slippy) may take turns to fly near the queen and blast the weak points. The Arwings will be vulnerable to floating mines that the Queen will unleash on them and requires Fox to give them cover fire or else thy will retreat.
Phase 3
  1. In the third phase, the Queen is reduced to a strange insectoid creature which whizzes around the screen and wreaks vengeance with two powerful attacks.
  2. Locking onto the Queen and firing any leftover Smart Bombs will reduce her health as quickly as possible.
  3. Her last resort is speeding around the tunnel at rapid speeds and two powerful monster breaths, one being the tunnel of energy that must be flown inside to avoid damage and a central beam that should be avoided by barrel rolling and evasive flight.
SOS:
  • During the second phase, Falco, Krystal and Slippy each randomly take turns at flying close to the Queen to make damage. The allies will need cover fire from the red mines that the Queen launches or they will retreat and likely lose the chance for the Ally Medal.

S-Flags

  • 1st: When approaching the eye-like structure near Slippy's S.O.S. point, firing a series of shots directly into the center as flyers emerge will spawn the flag onto the top.
  • 2nd: In the tunnels just ahead of the Blue Orb rails, two types of Aparoid Turrets litter the tube. Blasting the turrets to give some clear space and shooting to the left will uncover the hidden flag.
  • 3rd: After passing the Mothlike Aparoid, a series of honeycombed forcefield barriers will come into view. Hitting the brakes or boosting will help catch the flag near the green laser upgrade.
  • 4th: When flying through the tunnels of whirling blades, firing at the turret inside the first obstacle will uncover the flag.
  • 5th: One of the Silver Aparoids in the lower grouping of the tunnel hides the last S-Flag.

Notes

  • Earning all 10 Mission's Ally Medals unlocks Wolf O'Donnell in the game's VS Mode.

References

  • Star Fox Assault; Nintendo Power's Official Player's Guide; Nintendo of America Inc, 4820 150th Ave NE, Redmond, Washington 98052; [C] 2004-2005 Nintendo
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