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Boss Guides

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Most levels in Star Fox on Nintendo Switch 2 end with a boss encounter. Whether it's fighting all four members of Star Wolf in all-range mode, or tackling one of many giant robots, Star Fox often asks you to beat one of its big bads in a limited amount of time to earn that stage's Medal or complete one of the new challenges. So, here is our collection of boss guides pulled from each stage's walkthrough so you're prepared for every battle coming your way.

Corneria: Granga Boss Battle

At the end of Corneria's standard path, you will face off with Granga, who is controlling a running mech. The battle will take place in All-Range mode, meaning you can freely fly around in a small arena and Granga can likewise run into all directions. Additionally, there are Granga Fighters flying around taking aim at you and your wingmen.

Secret 1-Up Arwing

Fly through Granga's legs and then loop around it without bumping into the mech and you'll get an extra life.

Peppy provides a hint: attack the mech from the back. But the legs are an even more effective target. Boost away, then slow down as you turn and head towards the mech. Fire rapidly at one of the legs and it'll eventually explode. This grounds the mech and it can no longer move around and come after you, even if it'll still fire missiles your way. Simply fly in for additional attack runs (slowing down to maximize your hits on target) and you'll quickly defeat this first boss.

Corneria Alternate Path: Attack Carrier Boss Battle

The boss is an Attack Carrier. Star Fox (SNES) players will recognize it as the final Corneria boss in the original game. The carrier will attempt to ram Fox on the way in. Fly low to avoid collision then position yourself so that you can rapid-fire on the lower-right missile launcher. When it opens and you see the flashing interior, fire away. If you're fast enough, it'll immediately blow up and fall off.

Repeat this on the second missile launcher. This will trigger the final attack phase, where the carrier goes on an attack run. Fire at the main body immediately and you can take it down before it can head your way. You will get a total of 11 points for downing the ship.

Meteo: Meteo Crusher Boss Battle

Requirement: Don't fly through all seven warp rings and face the Meteo boss.

To continue on to Fichina along the easy path, ignore the golden rings at the level's end and face the level's Junk Boss. The Meteo Crusher has a large drill at its center, which spins while revealing weak points. Fire away until all four triangular spots while avoiding hitting the shot-reflecting drill. Lock on to missiles coming your way -- but they don't count as hits, so you can also just ignore them.

When you've destroyed all yellow spots under the drill, the Crusher will jettison its drill at you -- bank to the side to avoid it. With its yellow diamond-shaped core exposed, direct all fire at that central spot while dodging its lightning attacks (bank left and right).

The Crusher will turn around and attack you with its ring laser attack. As it starts firing, fly up -- or bank to the side to avoid taking damage. A few more shots aimed at the two yellow weak spots and you're done with this challenge.

Sector Y Boss: Shogun Warlord

Take on a team of Shogun Warriors, who jet about in free-range mode and take potshots at you. Use your radar to spot them and boost way, then turn/loop around and fire away with lock-on and regular laser shots. Avoid their ramming attempts and repeat your attack runs.

When both are down, a third mech appears, marked as a yellow "B" (for Boss) on your radar. This more dangerous Shogun Warlord soldier bot deflects your blasts with his shield. Use the same strategy as with its deputies while keeping an eye on its position on your radar.

Aquas Boss: Defeat Bacoon

Requirement: Navigate the underwater world and destroy its boss, Bacoon

You'll get to the final boss: an oversized clam named Bacoon that tosses worms and pearls your way. When the shell is open, start firing at the two vertical muscles holding the shell together. Only stop targeting them when worms will come your way and require your attention. Once the muscles are gone and the top clamshell falls off, concentrate your fire on the clam's eyeball. Dodge the attacks and fire torpedoes and lasers for as long as it takes and you'll have accomplished the mission's sole objective.

Fichina Boss: Team Star Wolf

The second phase begins with the arrival of Team Star Wolf. Their Wolfen fighters are very nimble and can even deflect lock-on shots. Use use the zoomed-out view and your radar to track their locations via the black icons, boost away, slow down and bank-turn to line up your sights, and rapid-fire away. To make things worse, a bomb timer will start to count down.

It's not easy to take them all out in time as they will fly up into the sky after taking a few hits. Perform U-Turns to turns around and re-engage or fly a Loop when they attack you from behind. Lock on when you get close and hit them with a bomb when you feel you have a guaranteed hit for an insta-kill. Each downed Wolfen gives you 10 bonus points, for a total of 11 points if done quickly. Shoot them down late and you'll only get a +5 bonus. But given that you've likely shot down a good 20 enemies before, a victory against Star Wolf usually means you've passed the 50 points threshold.

There are two outcomes. If you manage to defeat Star Wolf before the bomb timer runs out, Fox will fly into the base and disarm the bomb. This will lead to Path 1. If not, the base is destroyed on the team moves on to Path 2.

Zoness Boss: Sarumarine

The boss boat on Zoness is called Sarumarine (Saru is Japanese for monkey) -- and the name is fitting as its can dive underwater and attack you while submerged. You can't damage it when it's submerged, unfortunately, so wait until it ends this phase. You can, however, prevent if from diving again.

This crane ship has a chain attack you have to avoid and a cannonball launcher on its left and right side that tosses a barrage of these missiles at you every few seconds. Shoot them and you'll discover that each one contains a Bomb pick-up. You can max out your Bombs this way, but the point is to use these bombs against the heavily-armored ship since nothing else will work.

Throw bombs at the two snorkels that flank the central cockpit. When they're destroyed, the Sarumarine can no longer submerge.

Next, hit the launchers with Bombs, which will cause them to drop into the ocean. Once the ship is defenseless, it will try to retrieve the launchers from the depths. As it turns sideways and uses its crane to retrieve the launchers, fire additional Bombs at the crane.

When the crane is gone, the ship is vulnerable. Fire away (and/or use Bombs, if you've got some to spare) and the Sarumarine stops monkeying around for good.

If you've destroyed every buoy in your path and their search lights didn't turn red, you'll be able to continue your journey on the Hard path and head to Sector Z.

Solar Boss: Defeat Vulcain

Requirement: Defeat the Solar boss

Vulcain is a crab-like creature seemingly made up of flaming lava. This bioweapon can spit lava rocks at you -- which has the silver lining that you can blast them to re-up your shield energy.

The boss also attacks with two claws, which are best avoided by quickly spinning and flying to the safe side. These arms are also Vulcain's weak spot. Concentrate your fire on one until it gets blown up. Then go after the other.

In between your attacks, Vulcain will submerge and cause a lava tidal wave. Turn your ships on its side and flee to one of the upper corners to avoid it.

As soon as the now armless creature reemerges, fire at its mouth to cause damage and eventually cause it to blow up.

Sector X: Spyborg Boss Battle

When Falco warns you to look behind you, use your charge beam to lock on to some hidden enemies in the distance. As the Spyborg boss passes overhead and assembles itself, keep locking on and shooting far away ships to get your kill count up. The boss isn't vulnerable until after it beckons you to approach with its hand. Its head will turn and the eyes are lit up yellow, signaling that you should blast away at them.

The Spyborg turns its head backwards, which means you can't cause any damage during this next phase. It shoots its hands towards you. Avoid getting hit by flying to the sides.

When its head turns around again, attack to cause damage.

In his final rounds, he'll spin his arms and shoot energy blasts your way. Move vertically to avoid the blasts and boost, if necessary.

When he's done and his eyes are knocked out, blast the upper section of his head, which will flash red when you hot the right section. Avoid his rotating arms and finish off the Spyborg.

Macbeth Path 1: Defeat Mechbeth

Requirement: Ignore the switches (don't hit all eight) and battle the Boss

If you're going for the switches, we recommend following the train and sticking to the track. But since you don't care about them for this exit, note that there's an alternate path through the gate zone where you can hover up to an elevated track to the right -- but while it'easier, you'll miss out on power-ups by taking it.

Instead, get the Gold Ring you get from the longer tunnel that requires you to hit the brakes, then drive to the right underneath the elevated path and you'll find a hidden Bomb. This path makes it a little harder to get to one of the switches -- it's still possible, but it might take some practice -- but it's a great choice for this path.

It's time to take on Mechbeth, the floating mech tethered to the supply train. The battle bot has three attacks: an energy beam that you need to avoid by moving and hovering around, a tail attack that you can avoid with a quick flip-roll, and a barrage of big metal poles that will cause damage if you collide with them.

Fire at the poles in front of you, then focus your laser on Mechbeth's head part. Blow it up.

After that, it's time to shoot at the arms, which are also vulnerable to your fire. Peppy may get himself into trouble, so take a short break to lock on to his pursuers and get him in the clear.

After you cause enough damage, a control panel on the train at the bottom of Mechbeth's tether will open. Lock on and concentrate your fire there. You'll finally be able to bring the annoying combat kite down for good.

Macbeth Path 2: Divert Mechbeth

Requirement: Shoot all eight switches and derail the train

If you're going for the switches, we recommend following the train and sticking to the track. You can blast the last two train cars as you get closer (toss a Bomb to speed things up for the second one). Peppy drops a hint as to your optional objective.

The first two gates, 1 and 2, are over to the right. Hit them both until they flip and turn green.

You can lock on and destroy the Tripods overhead once they're both activated. But keep firing ahead as the 4th switch is up on a pedestal right ahead of you.

Aim left immediately -- if you destroyed the train cars, you'll have an easy shot at switch #3, as it's parallel to the fourth one.

If the cars are in the way, hit the brakes and bank left to get to the third switch in time. Once it's green, return to the right side of the track. Head for the gate.

To make things more stressful, you also have an Incoming ROB64 call. Hit the button fast for a Supply Crate to appear behind the next gate on the right side of the track. Shoot it open and grab the power-up.

File:Macbeth-IMG 3460.JPG

The next switch, #5, is on the left side of the track. Head back to the right side of the track immediately. You'll see a closed gate ahead.

Fire at the gate as you get close to open it and you'll spot the sixth switch behind it. Shoot it.

The next switch is on the other side again. Ignore the boss, but shoot the pole obstacles he puts in your path to get through without taking damage. The switch matters most, though, so concentrate on hitting it and flip switch #7.

You'll have to move fast for switch #8. Shoot the metal barricades and you'll find it on the right side of the track next to the tower.

Shoot it to flip it to green. A display panel will show you if you've hit all switches (or which one's you've missed). If it's all green, it'll open up and reveal a large mechanical switch.

Shoot it to switch the track. You've now diverted the train pulling the Mechbeth battle machine off to the right. It'll cause the whole convoy to crash into the weapons factory and blow up.

Titania Boss: Goras, Rescue Slippy

Requirement: Defeat the large Titanian creature, Goras, by exposing its weak chest.

Goras is a masked skeletal insectoid with spindly limbs -- and it has captured Slippy in one of his claws. Fire at the other three arms and Slippy will be able to escape its clutches. Flip out of the way of the arms whenever it punches at you.

After this, shoot at the head and upper torso to cause more damage. Use your hovering abilities to avoid its patterned tail swinging maneuvers and make use of your flips to avoid its laser shots. You'll also have to hover or boost to avoid the occasional fire breath attack. Once Goras's arms are all knocked loose and its chest is no longer protected, target its center and use bombs or a flurry of quick laser shots to finish the fight.

Area 6 Boss: Destroy the Gorgon

Requirement: Make it to the Gorgon boss and destroy it

You will face off with the Gorgon, a deadly saucer-like ship that can fire a devastating beam and even cloak. The Gorgon has a shell that's impervious to laser fire -- so you need it to open up before you can cause damage. Meanwhile, you'll be attacked with missiles and enemies fighters, which can be destroyed for power-ups.

To get it to open the shell, fire at its mechanical tentacles. Dodge them when the Gorgon fires them at you, then resume your fire. When they're all gone, the ship's outer shell will open up.

Shoot the three moving energy balls inside the Gorgon. Each time you do this, it will get it closer to being vulnerable. After destroy them twice, the Gorgon fires its deadly laser. Spin our of its way to avoid massive damage.

After repeating your attack pattern, the core of the Gorgon will become vulnerable and will light up red when you fire at it. Concentrate your fire at the core and the ship will blow up.

Venom: Defeat Golemech

Requirement: Navigate the narrow corridors and defeat Golemech

You'll now fly into the inner sanctum of Venom; namely, narrow corridors filled with traps and a moving boss who is running away from you.

While Golemech is running, it will cause pillars to pop out of all four walls that you have to avoid. Simply follow it and keep firing away at any unarmored part of its stone block body that is taking damage when you hit it. Whenever you've destroyed a part of the rock armor, move on to the next part.

Once all the body armor is gone, fire at the head to take down the mechanized rock menace.

Venom: Defeat Andross

Requirement: Defeat Andross

Navigate the corridor to the actual boss showdown and refill your shields and bombs on the way. Lock and and shoot one of the energy beam emitters to get clear passage and rack up some extra hits.

Andross, the final boss, appears as a giant floating head with two equally giant floating hands. The hands have blinking weak spots on them -- but he keeps moving them and will attack you with a lightning attack from the right one and swatting attacks with the left. You'll obviously have to avoid getting hit by the hands, but there's a trick to getting more shots in.

Shoot Andross in his eyes. This will distract him -- his eyes turn red and he shakes his head -- and you can focus your fire on his right hand first as it's the more dangerous one. Repeat this approach for the left hand. His head is now vulnerable, but only when he opens his mouth to laugh, spit rocks, or try to suck you in.

When he tries to suck you in, shoot a single bomb into his mouth and he'll get stunned, letting you fire damaging shots between his eyes.

If you run out of bombs, you'll have to escape instead. Bank and spin to one side (eg: top right or top left) and hit the brakes continuously. If you get sucked in, he'll chew up your Arwing along with all the space rocks and cause damage to your wings, then spit you out again. After escaping the suck attack, fly back to the center of the screen and fire at his mouth and the rocks flying towards you. You can get power-ups -- including more Smart Bombs -- this way.

Cause enough damage and Andross will explode... and reveal that you've been fighting a robot decoy. The chattering machine will try to ram you, so dodge and then return fire to eventually blow it up. As you may have guessed it, the real Andross is at the end of a harder path, accessible only via Area 6.

Venom 2: Defeat the Real Andross

Requirement: Defeat Andross and Escape from Venom

You won't have to face Golmech. After downing Team Star Wolf, Fox flies directly into Andross's base and has to navigate a series of passages to get to him.

Almost every path leads to a power-up, but while taking a right at the first split can get you a 1Up (next left) or a Laser (next right, then left), or nothing (next right, then right), turning left instead will get you multiple items.

We recommend taking the following path:

  • Max Laser and three Gold Rings: Turn left at the start and get a Laser upgrade, then turn right (ignore the Bomb), left, left for a Gold Ring (1), right, right for a Gold Ring (2), and then you'll hit a Bomb, a Laser Upgrade, and a Gold Ring (3)

There are also these two other paths:

  1. Max Laser: Turn left at the start and get a Laser upgrade, then turn right, left, left, right, left, right (get a Laser upgrade), and right for another Laser).
  2. Max Bombs: Turn left at the start for a Laser upgrade, turn right, left, right for two Bombs

You will come ship to face with Andross.

Andross appears as a giant floating head with two equally giant floating hands. The hands have blinking weak spots on them -- but he keeps moving them and will attack you with a lightning attack from the right one and swatting attacks with the left. You'll obviously have to avoid getting hit by the hands, but there's a trick to getting more shots in.

Shoot Andross in his eyes. This will distract him -- his eyes turn red and he shakes his head -- and you can focus your fire on his right hand first as it's the more dangerous one. Repeat this approach for the left hand. His head is now vulnerable, but only when he opens his mouth to laugh, spit rocks, or try to suck you in.

When he tries to suck you in, shoot a single bomb into his mouth and he'll get stunned, letting you fire damaging shots between his eyes.

If you run out of bombs, you'll have to escape instead. Bank and spin to one side (eg: top right or top left) and hit the brakes continuously. If you get sucked in, he'll chew up your Arwing along with all the space rocks and cause damage to your wings, then spit you out again. After escaping the suck attack, fly back to the center of the screen and fire at his mouth and the rocks flying towards you. You can get power-ups -- including more Smart Bombs -- this way.

Cause enough damage and Andross will explode -- and reveal ... and reveal his brain and eyes. The eyes are tethered to the brain by stretchy strands and can independently fly around the arena. Be very careful and stay as far away from that main brain as possible or it will steal more than one-third of your shield each time it sucks you into its spaghetti-like ganglia.

Don't attack the brain yet. You have to take out the eyes first. Fly away from the eyes and take care not to touch the electrified tethers. Use your radar to track them and fire at them with lock-on shots, laser blasts, or a bomb.

Use banked turns, but be careful to straighten out when you have to fly over or under the strands. When the eyes are blown up, it's time to take on the brain. If you fire directly at it, it will warp to another location (which can be helpful if you're too close to take evasive maneuvers, but doesn't actually cause any damage).

You'll have to shoot the back, yellow-colored base of the brain (the medulla oblongata). Only this spot will cause damage.The brain keeps following your ship pretty closely, however, so boosting away and turning isn't as effective as just flying banked turns while braking and turning in the same direction as the brain. You'll get a couple of shots in and then have to turn away to avoid a collision. Jet towards it and boost, passing it on one side, then perform a banked turn, slow down, and get a few shots in on the rear. Repeat this process until the brain is done.

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