The Missions in the Single Player mode of "Star Fox 64" and the 3DS rerelease.
There are twenty five possible paths in the game. All paths start at Corneria, and each one taken will lead to two different outcomes at Venom. Fourteen of these paths lead to the Robot Andross via Bolse. The other eleven lead to the True Form Andross via Area 6 and therefore the better ending, as seen in the stages list below.
Routes 1-6 are included as part of the "Easy Routes", which are ideal for first time gamers. Although there are plenty of challenges, there won't be many secret missions required to be found.
Routes 7-19 are included as part of the "Medium Routes", offer more strategic challenges and perils, involving using the warps in Meteo and Sector X. More experienced players will find them more rewarding.
Routes 20-25 are part of the "Hard Routes". These include the toughest challenges that Andross has to offer. The most experienced of players will enjoy these routes, fulfilling secret missions and achieving the higher chances of a top score.
Route 24 is named in the Nintendo Power Strategy Guide as "Miyamoto's Route", as it is the favourite route of Shigeru Miyamoto.
Corneria is always the first mission of the game. Corneria is under attack from the armies of Venom, including starfighters, tanks, and aquatic forces under guidance from two Androssian lieutenants. General Pepper calls the Star Fox team for immediate aid, instructing them to begin their Mission at the seas ahead of the capital Corneria City, to fly between city towers, over valleys and lakes to repel the invaders in the city, and proceed past it to fight a boss. Enemies appear periodically, but some will also appear from behind or make surprise attacks should certain flight directions be made, necessitating the use of Boosts and Brakes to avoid being caught off guard. Homing charged laser bolts can rack up high scores upon succession of eliminating tight enemy formations. Some working Garuda robots will knock down towers and hurl pylons, requiring the need to boost, brake or tilt to get by.
There are two possible routes in the level to determine wherever the flight path proceeds next by gameplay.
- Slippy will be tailed by a Granga Fighter near the start after Peppy tells him to get back into formation.
- Falco will be tailed by three Granga Fighters after the checkpoint. Saving Falco is vital if the player desires to reach Sector Y.
- On the easy route, Peppy will be tailed by a Firebird near the waterfall after passing the stone arches as the Attack Carrier flies overhead.
Detour of Duty
- Mission Complete: In the Mission Complete route, the priority is to defeat Granga. Going through this stage with or without saving Falco, or without going through all the water arches, therefore directing the route past the waterfall and heading straight into the All-Range arena: Falco saying "Lets go!" and Fox says “All range mode”, starting a fight with Granga's Mech. Upon clearing this objective, the player is only led to Meteo, and starts on the easy path. It is not possible to reach Sector Y if Falco was not saved from tailing enemies, as his absence will cause the Attack Carrier to go unnoticed and will cancel the choice of routes on the Lylat Map, forcing the path to head for Granga and Meteo.
- Mission Accomplished: The alternate Mission Accomplished route is accessed by flying under several arches found on the level. After saving Falco from three tailing Granga Fighters, and successfully flying under all seven stone arches at the Cornerian seas, he will spot the Attack Carrier show the hidden path to the player. He will then lead the player through a waterfall just beyond the seas behind Corneria City. After fighting through more enemies, the player will begin a battle with the alternate boss, the Attack Carrier. Upon defeating the boss, the player will able to either go to Sector Y, and begin the hard path, or choose Meteo.
Meteo can be approached from Corneria whatever the outcome of the previous mission, but the route will automatically go straight to Meteo is the Attack Carrier wasn't fought. Giant Asteroids litter the space zone between Corneria and Fichina, making passage something of an obstacle course. Multiple Hit points can be collected by nuking the brown asteroids with Smart Bombs and charged lasers, however, this is an expensive way to use up any bombs that were previously picked up in Corneria. Extremely large Asteroids that create crushing traps cannot be destroyed, requiring full use of the boost and brakes to avoid being crushed.
Enemies will cleverly use Asteroids to make surprising ambushes, but the Arwings lock-on reticle can find them first to evade being caught out first. Taking rearguard action by performing a successful loop or hitting the brakes will let attacking rear enemies zip head. Before and after entering the second Asteroid tunnel, Web Ships will attempt to cage Fox's Arwing, but enough room will be left for the Arwing to squeeze out. A blast radius from a Smart Bomb will foil the plan. If Falco is present in the mission, he'll help out with battling the Web Ships and laser mounted asteroids towards the checkpoint. Fast flying Killer Bees will try to ensnare the Arwing in their laser tunnels, unless they are zapped in exchange for a Gold Ring.
There are two possible outcomes of the mission, where taking the Warp Zone route results in "Mission Accompished" and the route will proceed to Katina. But if the Warp route is skipped or failed, the Meteo Crusher must be fought and the route will go only to Fichina, earning a "Mission Complete".
Under observation from Peppy, ROB will make contact for the chance to earn a Supply Container. The Arwing will be tailed by a trio of Rock Gunners, with Falco alerting Fox to their advancement (if he is present).
- Peppy will be tailed by Venom Space Fighters after the first Flip Bots and ROB 64's Supply Container are passed.
- After passing the checkpoint ring, Slippy will be tailed by Flip Bots just before reaching the Warp Rings.
Detour of Duty
- Mission Accomplished: After Slippy is tailed by Flip Bots, a series of seven Warp Rings will appear for the chance to divert the flight route to Katina instead of Fichina and skip the battle against the Meteo Crusher. Flying through each ring will increase flight speed to make the jump to to Warp Zone, making steering harder and make the chance of missing even just one ring higher. Successfully flying through all seven Warp Rings will open the hidden wormhole to Katina, chock full of Arwing supplies, as well as extra enemies and asteroids for the chance to achieve the Medal.
- Mission Complete: Avoiding the Warp Zone entirely or missing even one Warp Ring will loose the wormhole and direct the flight path towards Fichina, after the boss fight against the Meteo Crusher.
Sector Y can only be approached from Corneria after defeating the Attack Carrier. It is impossible to reach this sector without Falco being active, because he was the one to find the Attack Carrier. A battle is occurring in Sector Y. General Pepper asks Star Fox to win it. The space zone is crawling with Andross's intergalactic warships, accompanied by support air forces, artillery and the Androssian Fleet's biggest menace; fast flying robots that are overwhelming the Cornerian Fleet. The objective is to back up the Cornerian Fleet by trying to rack up 100 Hit points so that the following flight route will travel to the Aquas Ocean, if not, the path will only go to Katina.
Because the Dorisbys and Grazans cannot be sunk, the best actions are to simply disarm and avoid head-on collision with them. Dorisbys are outfitted with laser turrets that are mounted on top go their bridges, spewing out large volleys of laser fire, while easily avoiding the Arwing's targeting systems. The Arwing will need to fly in close to catch a lock onto the turrets and pelt them, inevitably making the Arwing an easier target in turn for the turrets. Meanwhile, Grazans unload air forces from both barrel hatches unto the Arwing squadron, but the formations can be dealt with by charged homing lasers or Smart Bombs.
After the second Grazan makes a fork in the road with a blockade, the flight route can be determined by taking a path either and above or below the Grazan; with whatever choice made both leading to the Saruzin flagship either way. The lower route taken under the battleship with Peppy is the more hazardous path, bringing direct lines of laser volleys and Shogun Troopers with it. Steering towards the top of the screen will bring up the upper route instead, allowing more chances of boosting the score check to 100 points or more.
Depending on the player's actions in the level in Star Fox 64 and 3D, at certain points, Falco or Peppy will remark on Fox's progress at various points. If the player managed to shoot down few enemies by the time the player gets through the first Grazan battleship, Falco will call in and complain that Fox was supposed to shoot down most, if not all of the enemy forces. If the player shot down most if not all the enemies by that time, Peppy will call in and congratulate Fox, telling him to keep up the good work. Likewise, nearing the end of the level (specifically, right after Fox declares "We're gonna break through that fleet") if the player has less than 90 points, Falco will ask dejectedly if that was the best Fox could muster, while if the player has more than 90 points, Peppy will declare that Fox had become a better pilot.
- In the Expert Mode only, after passing the ruined Cornerian Fleet when Slippy claims he cannot see anything, ROB will make contact offering Fox some "Good Luck".
- Just before passing the last battleship towards the Shogun leaders, ROB will attempt to make contact for the chance to receive a Container with the necessary supplies.
- Slippy will uncover hidden enemies just before he is tailed by a squadron of Triangle Fighters, just after passing the ruined Cornerian Battleship on the upper route.
Detour of Duty
- Mission Accomplished: Aquas is the only underwater area where the Blue-Marine submarine is utilised for deep-sea destruction. To travel to Davy Jones's locker, reel in at least 100 Hits and take out Shogun Warriors and Shogun Warlord. Having at least 81 Hits before entering the All-Range Mode arena will guarantee the score from reaching 100 Hits. Regardless, if a Mission Accomplished is achieved, the following route can be chosen between Aquas and Katina respectively.
- Mission Complete: If less than 100 Hits are scored, the route will head to Katina to fight alongside Bill Grey and his Bulldog and Husky Squadrons to doggedly defend the base. Apart from taking the rather tricky Warp Zone in the Meteo Asteroid belt, getting over or under one hundred points and still taking out Shogun Warriors and Shogun Warlord is the better way if the player wishes to be lead to Katina.
Fichina is reached only from the Meteo Asteroid Field. The outcome of the mission will determinate the next route. Under direct order from General Pepper, the Star Fox team are to recover their stolen army base from the Venomian Invader fighters. Once the Mission begins, the Star Fox team will break up and start targeting the Invader Is evacuation from the base. Although the Radar sites do not provide Hit points when shot down (they are Cornerian Military property after all), some will leave hidden Supply rings.
When the background music ends the first loop, Slippy will ponder why Venom ships are leaving the Cornerian base, followed by the music grinding to a halt when ROB uncovers the existing bomb they planted inside. The rumors surrounding Star Wolf being within the area are proven correct when their appearance is triggered after Fox asks if anyone can take care of it. The four Star Wolf pirates will enter the All-Range arena flying Andross's Wolfen star fighters and instantly follow their respective rivals to distract them long enough for the bomb to explode:
- Wolf will target Fox, whilst making claims about sending him to see his lost father.
- Leon will target Falco, whilst making his presence known to the "annoying bird" as the "Great Leon" clear. *Depending on whether Peppy is present during the mission or undergoing repairs, Pigma's introduction line once Star Wolf arrives will vary. If Peppy is present, Pigma will greet him and say "Long time no see!" in a taunting manner. If Peppy is absent, Pigma will instead chuckle to himself and comment that he will be getting a whole lot of cash if they managed to defeat Star Fox.
- Andrew will target Slippy, while telling him to "stick to the pond".
Random: Falco, Peppy, or Slippy
After three Wolfen are downed, ROB will make contact to see if Fox is in need of some supplies.
Detour of Duty
- Mission Accomplished: The only hope to save the base is to shoot down all enemy craft as well as Star Wolf's Wolfen. After some time has passed, a chain reaction will start the bomb countdown, giving Fox one minute to down the whole Star Wolf team before time runs out. Reinforcements will arrive to deal with the base, but Star Fox are then summoned to investigate reports of bioweaponry activity on the planet Solar.
- Mission Complete: If the bomb is defused, the choice of route will range from Solar to Sector X, but if Star Wolf win the dogfight, the base will be destroyed and the choice of routes will be cancelled, forcing path will go straight to Sector X only. This will slip past Andross's patrols, but lead the Star Fox team to face heavy resistance from a secret weapon in Sector X. If the flight path to Venom includes Sector Z to Bolse, Star Wolf will reappear and Fox will groan at facing them a second time.
Fichina is mistakenly called Fortuna in the English version of the game. The actual Fortuna is actually an entirely different planet. This error is corrected in every game that follows, including the 3DS release.
Katina can be approached from Sector Y by choice, but not earning 100 Hit points will lead directly to Katina. At the Meteo Asteroid Field, flying through the seven Warp Gates and piloting through the Warp Zone will allow a choice of route between Katina and Fichina. By the request of General Pepper, the Star Fox team are to assist the Bulldog and Husky squadron defend their frontline base on Katina. Since the skies are swarming with dogfighting aircraft, it will be difficult to tell friend from foe. To make matters worse, the Androssian Invader IIs are painted in an identical color scheme to the Cornerian Fighters to confuse the player. Fortunately, the Arwing's reticle targeting systems can tell the difference between the two. Aside from Fox, the only Star Fox team member who may accidentally shoot down a friendly aircraft is Peppy Hare who realises by saying: "Enemy down... wait, that was one of ours!"
Bill Grey, Fox's academy classmate, will provide guidance throughout the mission when the Saucerer appears after downing 10 Hits. Once the Saucerer hovers directly above the base, the cutscene will trigger the opening of the four launching bays, where more waves of Invader IIs will swarm the base. The Saucerer will then proceed to encircle the base while charging its main laser weapon. Over time when some fighters are shot down, Saucerer will reopen its hatches to launch more reinforcements. The hatches do not always stay open, therefore listening to Bill's reports will alert the player when to start attacking. Destroying a hatch will cease reinforcements from coming out of that bay. Even if all four hatches aren't destroyed, Bill will detect the Saucerer starting to countdown the launching of its laser weapon onto the base. When the Core is revealed, it will start the sixty second countdown to firing, but it will therefore be vulnerable to attack. Hitting the brakes and launching Smart Bombs is a good way to bring the Core's shielding down.
If the player succeeds in destroying the mothership's core without shooting/destroying a Cornerian ship, instead of Bill saying "Take care, Fox" with Fox replying "You too....Bill", Bill will say "I'm glad we're on the same team, Fox" and Fox will reply "You owe me one." and for every Cornerian ship shot down, there will be one less Cornerian ship flying behind the Arwings when finishing the level.
Once two of the Saucerer launch hatches are disabled, ROB will make contact to see if Fox is in need of some supplies.
Detour of Duty
Completing the mission on Katina by destroying Saucerer before it ignites its weapon will allow a choice between Solar and Sector X, but if Saucerer destroys the base then the route will direct to Sector X only. Either way of the chosen outcome, Bill Grey will track the Star Fox Team to their next destination and return the favour by helping him and his units out.
- Mission Accomplished: Destroying the Core before the countdown runs out will turn the tables on Venom's forces, as the route toward the supply center on Macbeth will be open by flying through Solar's orbit.
- Mission Complete: If the sixty second countdown is completed with the Core weaponry intact, the Saucerer will proceed to ignite and discharge a vaporising blast into the base. A surprise attack on Macbeth is no longer an option since Venom's forces are regrouping in the Sector X Nebula.
Aquas is only reached from Sector Y after getting over 100 hit points. Under directions from General Pepper, Fox uses Slippy's new Blue-Marine attack submarine to search for and destroy Bacoon and the other hostile sea lifeforms. Since Fox helms the Blue-Marine alone, there will be very little support from his team, but at the same time, there will be no worrying for their safety and enable a better chance to focus on earning the mission Medal. The Blue-Marine must sail through deep dark channels filled with biologically altered terrors, whilst destroying them with the use of Lasers and an endless supply of Light-Bomb Torpedeos, in place of Smart Bombs. Not only are Torpedos unlimited, but they also act as lanterns to light the path through the dark waters. The downside to Torpedoes is the slow rate of fire that occurs as only one can be fired at a time, requiring a Torpedo to hit impact before the next one is made. Especially large sea creatures boast formidable defences, requiring volleys of Lasers and Torpedoes to bring them down.
Since ROB doesn't radio in at all in this Mission, Clams on Aquas contain valuable supplies in the form of Supply Rings and Laser Upgrades, while some are hidden within crumbling pillars of the Aquas Ruined Temple. Exploding Starfish are extremely dangerous as their blast radius is very damaging and the Barrel Roll offers no protection from them, so downing the Starfish before the get too close is the best way to deal with them. Indestructible Jelly Anglers in the trench provide a formidable barricade when approaching, but they can be stopped in their tracks by launching a Torpedo onto them, allowing the focus to shift towards the oncoming Starfish and falling boulders.
At the end of the trench, Bacoon sits on the ocean floor, armed with a trio of pods ontop of its shell, launching seaworms onto the Blue-Marine. Taking out the pods ontop of the Bacoon will add extra Hit points for the chance to earn the Medal, but their points will be lost when the Bacoon shell is split off, should the two muscles keeping it safe are downed first.
Detour of Duty
Either way of the chosen outcome, Once Bacoon is destroyed, there is only one route out of the murky waters of Aquas: surviving the depths will allow the flight route to proceed to attack Andross's oil refineries by surprise on Zoness.
- Mission Accomplished: Destroying Bacoon will enable the next mission to Zoness. The route from the planet is fixed and will go straight towards Zoness. Zoness cannot be reached from Katina or Fichina, so traveling to Aquas is necessary to reach Zoness.
Sector X is approachable from Fichina or Katina. If the previous missions had been met with "Mission Accomplished", then the route can be taken to Solar or Sector X by choice, but if they were met with just "Mission Complete" then the choice of route will be cancelled and go straight to Sector X.
Due to an accident during a secret weapons's development, Andross's space base has been blasted into space junk. This chaos has been quickly resolved by enabling huge squadrons of space fighter squadrons and artillery to hide within the debris. With multiple targets, the trouble of rocking up 150 hit points is reduced, even without a large collection of Smart Bombs. When squadrons of fighters appear, homing charged shots and Bombs are very effective for accumulating points against the large enemy clusters.
- Peppy will be tailed after passing the large, floating robotic arm which surprises Falco.
There are three different routes that can lead out of Sector X to either Sector Z by the Warp Gate on the left side path, or Macbeth or Titania by battling Spyborg. The right-hand path is ideal for making a large point tally, thanks to the large number of enemies that roam the outside of the base.
Rumour has it that there's a long forgotten warp gate connecting Sector X to Sector Z on the left-hand side of the space base. Falco will locate four warp gates on a dangerous path, protected by well made barricades and booby traps, leaving hit or miss opportunist for the Arwign to squeeze through. Tilting, boosting and braking are needed to avoid smashing into obstacles. Failing to open all four gates will lose the jump to light speed, forcing the warp zone route to cancel and head over to Spyborg instead. If the route taken to Sector X included Katina, Bill Grey will appear to return the favour made for helping the Bulldog and Husky Unit's attacks against Saucerer, by flying on the left side path to help open the warp gate. But if the route taken to Sector X did not include Katina, Bill won't know where Star Fox had gone to so he won't appear at all.
- On the left side, just after passing the first warp gate, ROB will make contact to see if Fox is in need of some supplies.
- On the right side, just before Peppy is tailed by Canines, ROB will make contact to see if Fox is in need of some supplies.
The right-hand side is thick with enemy fighters and artillery. Using charged lasers will take care of large groupings of fast flying enemies, but using charged shots leaves the Arwing vulnerable as it cannot make another charge until the previous one has hit or missed.
- On the right side route, Peppy will get tailed after he asks Fox to back him up
Failing to open the warp gate or avoiding it altogether will trigger the appearance of a mechanical monstrosity known as Spyborg at the end of the flight path. The machine has only one weak point, the head, which is protected when the eyes are closed and also when the head turns out of range. After the Spyborg machine loses its head, another, smaller and more vulnerable weak point is open to attack, but more harder to hit. Spyborg makes up for its weakness by having powerful arms that can be twirled at high speed or launched like retractable missiles. Alternating between rapid laser blasts and charged lasers or Smart Bombs will ensure that Spyborg is downed before it can harm any teammates. With the confused A.I out of the way, Sector X is cleared and it will allow the route to proceed to Macbeth and strike Andross's supply lines. But if Slippy is knocked into space by Spyborg, the route choice will be cancelled and only go to Titania, but if Spyborg was defeated quickly enough, Slippy will still crash land on Titania if the route is chosen anyway.
Detour of Duty
- Mission Accomplished: Opening and flying through the four hidden warp gates will open the Warp Zone towards Sector Z, where an ambush is waiting for the Great Fox.
- Mission Accomplished: Making it through the Sector X nebula without losing any wingman will allow the Arwings to move onto taking out Andross's supply depot on Macbeth.
- Mission Complete: Taking too long to defeat Spyborg will trigger Slippy to appear and try to help, only for the crazed robot to knock Slippy off course and tumble through space towards the desert planet of Titania, where he will be taken prisoner by Goras. Fox doesn't have the heart to leave Slippy alone and will divert the team's flight route to rescue him.
Solar is the fourth mission on the medium route, where it can be approached from either Fichina or Katina. If the previous missions have met with only "Mission Complete", the choice of routes on the map will be cancelled and go straight to Sector X instead.
Whilst the Arwing's hull is built to withstand temperatures in excess of 9,000 degrees, the conditions will slowly eat up the shields from either distance, but will not destroy the Arwing. Flying closer to the surface will drastically cut down the shields even further. Shooting the lava rocks and enemies will recycle their remains into Supply Rings. These important provisions are especially needed here, especially the Shield Rings- to navigate the treacherous swells gathering on Solar's hot horizon. Dangerous curved arrows of hot gas and tidal lava waves make a straight and narrow path on this planet impossible, necessitating titles and turns to avoid having the shields eaten up. Although no points are earned, launching a Smart Bomb will dissolve the fiery gas. Flocks of fiery bioweapons attack any Arwing that gets too close to their feeding grounds, behaving like moths drawn to flames as they home in on the ship.
Should the route to Solar include Katina, since Fox helped Bill Grey destroy Saucerer and defeat the Venom invasion force, he is determined to risk his life and repay the favour. He'll appear to lend a blaster in thanks for helping out. Bill will swoop down in front during the first half of the sizzling journey across Solar's turbulent surface, where following his fighter through the searing heat, he'll drop Supply Rings and a Laser Upgrade in front of the Arwing. However, if the route taken to Solar did not include Katina, Bill won't know where Star Fox had gone to so he won't appear at all.
- Falco will be chased by Gores just after the checkpoint.
- Soon after Falco's plight, Slippy will also be tailed.
Note: Falco, Peppy and Slippy are affected by the planet's heat and take damage too when they're talking. Even if the Gores don't get them, the searing surface heat will.
One the huge fleet of Gores depart from the surface, the bioweapon Vulcain will emerge from the depths. The creature uses its sharp limbs to hurl plasma waves, launch clusters of lava rocks from its mouth, and make tidal lava wavs by leaping in and out of the fiery sea. While the lava rocks are dangerous obstacles, they will transform into handy Supply Rings if they are shot down before they explode. To avoid ending in Solar's frying pan and Vulcain's fire, taking out both the exposed arms and making shots at the open mouth will send the hothead creature into a meltdown.
Detour of Duty
- Mission Accomplished: The convenient success of this mission will allow a surprise attack on the Venom Armies and their supply depot on Macbeth, since they weren't expecting a Cornerian attack from Solar.
Zoness can only be approached on the Lylat Map from Aquas. Although the intention is to make a surprise run on bio-weaponised creatures and the supply lines, the chance to cripple Andross's oil refineries and stock up on essential Arwing power-ups is too good to miss. The sea lifeforms across the Zoness seas emerge in great numbers from above and beneath the waves, some even pose threats by tailing the Arwing from behind. Migrating Todora pose no threat to the Arwinf aside from damaging head on collisions, making it wise to simply fly away clearly from their path. The real success of this stealth Mission is to remain undetected by the aquatic Radar Buoys. The following route is determinate by the result of either avoiding detection by the Radar Buoys, or being spotted by them: Although the searchlights themselves are harmless enough, even missing just one will switch the radar network into aggressor mode and triggers the appearances of Androssian reinforcement fleets. Androssian marines and air forces are much more prominent towards the convoy and rely on the mutated monstrosities for backup yo protect the Venomian Tankers. The cargo ships are invincible against the Arwing weapon systems, but the cargo crates they carry are not, and even spawn rewarding pickups.
After passing the stack-up of vehicular items, Falco's old flame Katt Monroe will appear to aid in taking out select Radar Buoys. Since she's more reckless than Falco, she will forget to watch her six for tailing enemies and will be tailed after passing the Todora. Once the Sarumarine vessel is sunk, Falco will notice that Katt has disappeared from sight. Either way, Katt will still track the Star Fox team to their next destination, and offer an extra set of blasters when it suits her.
No matter what the outcome of the stealth progression, the Sarumarine vessel will still spot the intruding Arwings on its own and wait for them at the end of the security line. Due to modifications made to the research station, the Sarumarine boasts a powerful chained cannonball and armor that can withstand all attacks, except for the more vulnerable spots. The ship is equipped with a duo of snorkel-like smokestack pipes that allow it to duck and dive under the waves, rendering attacks useless until it remerges to the surface. When underwater, the ships aiming will be more spot on, but will become more frantic when the top visuals are shot off. The only way to prevent the Sarumarine from diving is to fire Bombs at the two exhaust pipes and stop it from submerging permanently. The twin bomb launchers are invincible against lasers, therefore require Smart Bombs to destroy them, yet the vessel will make a half turn to deploy its salvage crane to replace a lost gunner side. After the crane is disabled with Bomb fire, the ship can no longer retrieve lost parts, otherwise, this phase will never end. Once both guns are lost, the Sarumarine's vulnerable central bridge will be exposed, but will consequently begin to drift frantically across the waves, launching the cannonball at will, and utilising the newly revealed laser cannons identical to the Attack Carrier.
Since the Sarumarine's boss battle requires the near constant use of Smart Bombs, the globe ammunition launched from the twin guns always drop Smart Bombs if they are shot down before the bombs have the chance to explode. This effectively makes this boss very useful for collecting valuable Smart Bombs they player will need to help earn wanted Hit points in later Missions, such as the challenging defense fleets and artillery at Area 6.
After passing the rudder gate, ROB checks in to offer the assistance of a Supply Container, which will appear just before the start of the Tanker convoy.
- Slippy will be tailed just after passing the last Kani
- Katt will get tailed just after passing the Todora after she appears
- Falco will be tailed just after destroying another enemy tanker
Detour of Duty
- Mission Complete: If even one Radar Buoy survives, Andross's forces detect the attacking Arwing squadron and will alert the Emperor to the Star Fox team and where they are heading, needing them to to divert attack to a different front. But since he still won't know where the Star Fox team is coming from, Macbeth, Andross's supply depot, would be the perfect place to deal him a crippling blow and turn the tide of the war.
- Mission Accomplished: If passage is made through the Venomian fleet on Zoness without being detected, the Arwings can then rendezvous with ROB 64 and Great Fox in Sector Z. Ordinarily they would be able to take cover there with the amount the space junk, but a trap will be arranged for them.
Although there are three different possible outcomes after finishing Sector X, Titania is still only approached from Sector X on the Easy Route. Meeting the previous mission with a "Mission Accomplished", after avoiding the Warp Zone and destroying Spyborg will allow a choice of routes between Titania and Macbeth, but if Slippy was knocked aside by Spyborg, the route choices will be cancelled and go straight to Titania. Clearing this level will cause the map's route to go straight to Bolse only. This level is thought, by some, to be harder than Macbeth due to the massive storms of enemies (some with tough armor), which makes it the game's de facto easy path level.
Due to the close proximity of Venom, Andross's scout forces are located throughout the steep sand dunes, canyons and even hide behind the unstable columns. In order to search for Slippy's crash site, Fox will use the Landmaster tank to stay close to the ground. Under guidance from ROB, Slippy is directly in line of the path through hoards of lumbering desert creatures, crumbling ruins and Venomian star fighters. Since the air forces are busy dogfighting with Falco and Peppy's Arwings, they won't pose much threat to the Landamster below. Spiny Cacti dot the red landscape, offering no Hit points and even posing no threat to the Landmaster tanks defenses, but may leave behind Supply Rings for their harvest.
Once the desert has been successfully cleared, the Landmaster will arrive at the crash site of Slippy's Arwing, directly in the nest of the ancient creature, Goras. Since Slippy is stuck in the grasp of the creature's upper right limb, it will try to use the stuck straighter as a shield, but shooting the arm off and not the Arwing will allow Slippy to break free and retreat; returning the favour by quickly uploading his bossometer. Goras packs a hefty punch with its whacking limbs and tail, in conjunction with blasts of lasers from its upper arms and a devastating spitfire from its mouth. Taking out the monster's limbs will uncoil the protective armor that exposes the weak chest.
- Falco will be chased by a Granga just ahead of the canyon near the ancient ruins
Just before entering the Rascos infested canyons ahead of Goras' nest, ROB will make contact to see if Fox is in need of some supplies.
Detour of Duty
- Mission Accomplished: Blasting the prehistoric best Gores to pieces and rescuing Slippy will allow the Mission to continue to Venom. Due to how close the Bolse satellite is, the route will head straight to the satellite instead of the defensive fleets massed at Area 6.
Macbeth can be approached from Sector X, Solar and Zoness. If Sector X is met with a "Mission Accomplished" from destroying Spyborg, the routes can be chosen between Macbeth and Titania, but if Slippy crashes through space the route choice will be cancelled and go straight to Titania only. The route from Solar will go straight to Macbeth only. If the Radar Buoys spotted Star Fox on Zoness, the route will be forced to go to Macbeth only, but if all the searchlights were taken out without setting them off, the routes can be chosen at will.
Macbeth is the planet of Venom's spacecraft and weapons production lines, therefore liberating it from Andross's domination will severely weaken his remaining armies, but it is well populated by supporting fleets to defend the train lines. Using the Landmaster to conduct ground assaults will allow Fox to battle the base defense units and the closely follow the shipment train, to derail it before it reaches the supply depot. The train is well defended, thanks to armed Cannon Cars and support from massive numbers of Tripods, Grangas and Bandits. Heavy loads of tumbled over mined Ore boulders will be littered across the route near the Mission start and make have damage on the tank, but in turn will leave opportunities to crank up Hit points when obliterating them. Tracking the train down into the tunnels will trigger the sneaky Conductor to active barricades, giving the Landmaster the need to use hovering to avoid taking damage.
The Arwings will provide air support against the masses of Grangas, and arriving from Zoness will trigger the arrival of Katt Monroe who will assist in taking down fighters and the track switches. But if the route taken to Macbeth did not include Zoness, Katt couldn't determine where Star Fox went to therefore she won't appear at all.
After exiting the tunnel, there are two ways to deal with the Forever Train and its hidden cargo, the bioweapon Mechbeth:
The easiest way to defeat both the Mechbeth and the Train is to derail them by sending the Train down an irreversible track, straight into the Macbeth Weapons Factory. Andross anticipated this strategy and designed an elaborate safeguard system to deter sabotage, by installing eight track control switches to bar the track. Peppy however figures out that shooting the eight switches will flip open the lock and leave the switcher control wide open. If Katt followed Star Fox from Zoness, she will provide backup to shoot a switch. This chain reaction will send the Train and the Mechbeth hurling straight into the Factory and reward an impressive bonus 50+Hits and allow the following route to proceed to Area 6.
If even one of the eight switches or the track controller were missed, the Mechbeth boss battle will be forced to continue nevertheless. On route to the supply depot, Mechbeth will launch an endless supply of dozens of explosive pillars directly into the Landmasters path, or swoop down to spear the tank with its tail and drop it down hard. If the bioweapon has enough time to charge its wings, it will gather energy and a pair of powerful blue beams down. If ten minutes have passed, the train will reach the end of the line at the supply depot, and the Forever train engineer, having said: "You're too slow. Time to end this!", will command Mechbeth to fly directly into the Landmaster, instantly defeating the tank.
Just before the third and fourth track switches, ROB checks in to offer the assistance of a Supply Container.
- Falco will be chased by a Bandit in the cayon just ahead of the train tunnel.
- Randomised during Mechbeth battle: Falco, Peppy, or Slippy (only if the eight switches were missed)
Detour of Duty
The outcome of this mission is determinable by either destroying Mechbeth and heading to Bolse, or derailing the Forever Train and permitting a choice of route between Area 6 and Bolse.
- Mission Accomplished: Shooting all eight switches and then the switchboard's lever to shift the train tracks and cause the train to crash into the fuel bunker, leaving the Venom army in tatters and allowing the path to Area 6 clear, where Andross is assembling a last minute ditch effort to intercept the Star Fox team.
- Mission Complete: Taking out the entire train by destroying Mechbeth will enable the path to proceed only to Bolse. Although not as challenging as the Venom air defense zone, the satellite will still be hard pressed.
Sector Z is only approached from Zoness, or if the Warp Zone was taken from Sector X. This is the only mission in the game to feature the Great Fox in the stage, (although it can give cover fire in Area 6). The objective is to destroy the onslaught of Invader III fighters and space junk, and protect Great Fox from three waves of Copperhead missiles. Falco, Peppy and Slippy will each take shots at destroying the missiles if they are not being tailed. If the taken flight route included Zoness, Katt Monroe will warp in just in time to help take out the third wave of missiles after tracking Star Fox from Zoness. If the route was from Sector X instead, Katt won't know where Star Fox had gone to, so she won't appear at all. Destroying all six Copperheads will enable an attack run on Venom's air defense zone and the route will proceed to Area 6. But if Star Fox fails to destroy the Copperhead Missiles in time, the missiles will come in contact with the Great Fox. While the Great Fox ultimately survives the attack, one of the wings are severely damaged and broken, cancelling the choice of routes and forcing the Star Fox team to travel to Bolse.
Sector Z is considered by most expert players to be one of the most difficult levels in Star Fox 64 to obtain a medal on due to several factors. Ironically, one of these factors is that the wingmen AI is more capable of taking down enemy fighters and the Copperhead missiles than normal, further exacerbated should they reach this level from Zoness since Katt Monroe will be there too, and their kills to do not count towards the player's total. Furthermore, they will have to try to balance raising their points total by shooting down enemies with dealing with the missiles (Which give out 10 points each provided the player destroys them) if they wish not for the level to end early and if they wish to go to Area 6. The required points total to obtain this medal is 100.
During the ambush of Great Fox, if Peppy, Slippy or Falco are forced to retreat because their Shield Gauges are down, they will fly directly to the Great Fox's rear hangar. This only happens in Sector Z.
- Mission Complete: Let one of the missiles hit Great Fox (Bolse).
- Mission Accomplished: Destroy all six missiles (Area 6).
Note: During the mission, your Arwing's shield and wings can be completely repaired by flying into the back entrance of the Great Fox. Note: Each missile you destroy gives HIT+10. Missiles destroyed by teammates, however, will not yield any hits. Note: There are ten asteroids scattered around the stage - destroying one yields HIT+2.
Even though Bolse is placed on the Easy Route, the Mission can be approached from Sector Z, Macbeth and Titania. With the exception of Titania, if the previous missions have met with a "Mission Complete", the choice of routes will be cancelled and automatically lead to Bolse. While not as dangerous or challenging as the Area 6 Defense Zone, Bolse is still heavily fortified and serves as one of the two possible penultimate levels.
Destroying the towering Bolse defense satellite is in order to reach Venom, but the central core is protected by a powerful shield and a fleet of supporting spacecraft. The forcefields power is provided and protected by six energy spires, each one generating deadly streams of energy to connect them to the core, equally protected by twin hyperactive laser cannons that may hide valuable Arwing power-ups. The Bolse fighters are notable for having exclusive forcefields that render them invincible, generated by the satellites energy towers. The only way to disarm the forcefields surrounding the satellite tower and fighters is to destroy all six energy beams. However, as the core is finally uncovered, clusters of reinforcement fighters enter the arena via the core. After dogfighting for a while around the stage, the spinning core will eventually emerge and expose the vulnerable Core Planets. Once the panels are destroyed, the empty holes will fire volleys of lasers at the approaching Arwing, making approach more dangerous when more panels are downed.
After taking down the shield that's guarding the core and the Bolse Fighters, the Star Wolf team may arrive at Bolse, depending on certain conditions: Star Wolf automatically appear if Fox did not defeat them before on Fichina. Star Wolf will also appear if the flight route did not travel through Fichina and arrived from the Medium Route (Macbeth) or Hard Route (Sector Z), or both. If the Wolfen were previously battled on Fichina, Fox will groan at facing them for a second time.
Either way, their defeats are not the priority just needs to shoot the many yellow spots on the massive enemy core and decimate the satellite. If the Medal is desired, having the four Wolfen arrive and taking them down will add more needed Hit points, but leave the three teammates more vulnerable to retreating.
Detour of Duty
- Mission Accomplished: With the swarms of fighters and Star Wolf taken care off and the satellite in pieces, the success of the Mission on Bolse will take the Ariwng out of the frying pan and into the fires, directly into the flatlands of Venom and the defensive fleets below.
Area 6 is the most deadly area of space in the entire Lylat System, and arguably the toughest Mission of all. The Medal is also has the highest Hit point requirement in the game, made harder by the aggressive attacks made on teammates. Area 6 can be approachable from either Sector Z or Macbeth if the previous Missions have been met with "Mission Accomplished", if not then the route will proceed to Bolse instead. The route going through Area 6 is a lot tougher than the one going past Bolse defence station, but it will take up fight and flight directly to the entrance of Andross's lair, avoiding a lot of the planet side defences.
This is the last outpost before reaching Venom's airspace. The Star Fox team will fly straight through the middle of Andross's last Defense Fleets. Hyper lasers and plenty of Smart Bombs are essential collected reserves for achieving the high score for earning the Mission Medal. Thirty one Umbra stations are sighted throughout the entire space fight; while some are inactive, others will activate their laser volleys on sight. Regardless of player skill, it will be impossible to destroy them all. The majority of the three waves consist of five Harlock and twelve Zeram space battle cruisers, accompanied by supporting airforces and lethal artillery before Fox can face the planet-crushing Space station named Gorgon before flying straight ahead onto Venom.
- Once the first duo of Harlocks appear on sight, ROB will make contact and if he is responded to, Great Fox will move into position and fire onto the cruisers and disable them. Even though the Harlocks are downed easily by the Great Fox's guns and not Fox's, the Hit points will still be awarded.
- Although Fox will be left to deal with the first trio of Zeram battleships, ROB will make contact to offer backup for feeling with the proceeding trio battleships. The two Zerams and single Harlock will still provide the Hit points when Great Fox's lasers disables them, but not the Zeram's laser turrets.
- Strangely, after Peppy is tailed by heat seeking Missiles, Andross taps into ROB's subspace channel to taunt Fox. There is no advantage or disadvantage to ignoring or answering the ape's call, but the dialogue will differ depending on how many Hits are made at the time.
- After Slippy is tailed by a single Butterfly, ROB will check in to offer the chance for a last Supply Container, just ahead of the last three Zerams.
- Falco will be chased by Vipers just after the Space Mines.
Peppy will be tailed by heat seeking missiles after the five Ninjin Missiles, and the conversation between Caiman and his superior officer.
- Slippy will be tailed by a solitary Butterfly after ROB gives cover fire a second time.
Detour of Duty
- Mission Accomplished: With the Venomian fleets left in tatters, there is only one route left; Venom's airspace directly above Andross's Palace will be left wide open for a final showdown with the Emperor himself. This route will bypass the planetary armies and barricades, but the Palace will be far from undefended.
No matter who Mission route is taken, Venom is always the final destination of the game, but the planet can be reached from two different routes. The "Easy Route" approaches Venom following the destruction of the Bolse defense satellite - the player will have still have to travel some distance on Venom to Andross' base. The "harder route" (in both difficulty and name) approaches Venom from a different angle, after a massive battle with the planet's primary defense fleet at Area 6 - the player will arrive directly at Andross's palace entry point. The routes are named as Venom and Venom II in Star Fox 64 3D's score attack mode.
The Star Fox Team fights their way across the surface of Venom, through wave upon wave of enemy fighters. They fly through a temple, defeating a rock golem boss, before reaching Andross' base. Fox declares that he'll "go it alone from here." and plunges into the depths of the base, deep below the crust of Venom. At the end of a long tunnel, Fox fights Andross. Fox defeats him before fleeing the base as it begins to explode. However, it is revealed at the end of the credits that Fox only defeated an android form of Andross, and Andross' image is seen at the end laughing maniacally which means he still lives.
The Star Fox team flies down directly over Andross' base. Before they can enter, following a triggered cutscene from the lack of background music, the Star Wolf team arrive in their new ships, the Wolfen II. The Star Fox team is forced to fight them before they can proceed. Since the Wolfen II's are heavily upgraded, bombs and lock-on lasers have no effect. The Wolfen II boast powerful lasers that pack a hard punch on the Arwing shields, requiring Fox to aid his teammates if the Medal is to be desired. Wolf attacks Fox, Leon attacks Falco, Pigma attacks Peppy, and Andrew attacks Slippy. After Star Wolf has been shot down, Fox declares that he'll "go it alone from here" and plunges into the depths of the base deep below the crust of Venom.
Fox flies through a maze of tunnels and corridors before reaching Andross and fighting him. After destroying his disembodied hands and head, Andross's 'True Form' is revealed to be a gigantic brain with bio-mechanical eyes. Moving into all-range mode, Fox destroys the eyes and then the brain. As he dies, Andross declares: "If I go down, I'm taking you with me!" and then self-destructs. Fox screams at his impending doom, but, out of nowhere, the supposedly dead James McCloud appears to lead Fox out of the maze of tunnels. If Fox takes a wrong turn at any time, he runs into the fireball coming the other way and is killed. As they leave the base, James praises Fox's efforts before disappearing, leaving Fox to wonder if it really was his father or not. Adding to the mystery, if one pays close attention to the whole screen before the credits, one can see a light-source moving against the background of stars, like the lights that would be mounted on a spacecraft. After the credits, 'THE END' is displayed, indicating that this is the end to the game.
Note: In order to enter the battle with Andross fully prepared, travel down the tunnels in this order: left, right, left, left, right, right. This should give you an upgraded shield gauge, hyper lasers, and a few bombs.
As a trail run intended for newcomers, Training Mode explains the gameplay basics and advanced rules. When the training begins, ROB 64 welcomes the player as they pilot an Arwing in Corridor Mode, until Yaru de Pon takes over and explains the Corridor Mode controls and gaming tips as the situations and enemies approach. First in Corridor Mode, the basic flight controls for steering the vehicle and barrel rolling are covered, followed by combat techniques, scoring points, and vehicle pickups before moving onto advanced Arwing-Only techniques.
Blue/White rings act as pilotage goals for objective. Flying through all 100 rings will prompt ROB to give a congratulations.
After passing the 100 rings in Corridor Mode, the vehicle will shift into All-Range mode and enter a 3D field, periodically filling up with numbers of Venom Fighters, which will not end until the player choses to quit training. Yaru de Pon will proceed to explain the necessities of All-Range Mode's features and eventually repeats randomised quotes. After earning 100 Hits, a Wolfen fighter will periodically fly into the fired and attack the player for a challenge. The Training Mode only ends when the player presses START and chooses to quit training or the Arwing is shot down.
In the N64 version of the game, the Arwing flies through a metallic city with buildings and blast doors, with Planet Corneria in the background. In the 3DS version, the Training Mode is changed to a wireframe simulation, reminiscent of the Simple Maps from the Versus Mode in Star Fox: Assault.
In the 3DS version, after quitting Training Mode, the game offers an optional Trail Run mode. Once again, the Arwing will be forced down a fixed "Corridor Mode" route, evading both stationary and moving barricades and fly to the finish while provided with three stars as health points. A star will be lost if the ship collides with an obstacle, therefore losing all three stars will result in failure. Successfully finishing the Trail Run will result in an audience applause.
- In the N64 version, gaining all the Main Game Mission's Medals unlocks the Expert Mode Missions. After gaining all Medals in Expert Mode, an alternate title screen is unlocked and both Landmasters and Pilots are useable in Versus Mode.
- This also applies to the 3DS version, with the exception of bonus Versus Mode features.