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*Arrow Head
*Arrow Head
To defeat Arrow Head shoot his body sections repeadtedly until there are none left, watch out for the disabled parts they will fire back at you. He will become a panel of parts and you need to shoot his head in the center. He will be destroyed.
To defeat Arrow Head shoot his body sections repeadtedly until there are none left, watch out for the disabled parts they will fire back at you. He will become a panel of parts and you need to shoot his head in the center. He will be destroyed.
[[http://strategywiki.org/wiki/Star_Fox_Command/Bosses]]
This is a good page to look at for boss fight strategies.


== Tips and Tricks ==
== Tips and Tricks ==

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Controls

  • In map mode, the player must plan his or her wingmates' routes using the touch screen. Each wingmate can move a set distance based on remaining fuel.

Aircraft are controlled with the touch screen:

  • Sliding and holding the stylus toward any edge of the screen (away from center) causes the player's ship and targeting reticle to move that direction. Holding the stylus closer to the edge of the screen causes the ship to turn in that direction faster. The Y-Axis controls can be inverted so that sliding up will move the ship down, and vice versa.
  • Moving the stylus in a circle or moving it quickly side to side will start a continuous barrel roll, which continues until the boost meter is empty.
  • Double-tapping the top half of the touch screen starts the ship's boosters, while double-tapping the bottom half slows the ship down. Both cause the boost meter to drain. The player can cancel the boost or brake by either double-tapping and holding the stylus and then letting up, or double-tapping and then later tapping the screen again.
  • Loop-de-loop and Immelman turns can be performed by touching virtual buttons on the touch screen.
  • The player can detonate a Nova Bomb anywhere in the battle area by dragging a bomb onto the radar screen. The bomb affects all enemies within its blast radius (though it does not necessarily destroy all of them).
  • Pressing any button other than Start button, Select button and Power will fire the ship's primary weapon. If the ship is equipped with a charging weapon, holding the button down will charge the weapon and allow it to lock onto a target (or in some cases, multiple targets — see Characters and Ships below). The weapon's charge will increase in power only while a lock is held, with each level of power indicated by a tone and visual indicator.

Single player characters

The 15 playable characters in single player mode are:

Character Ship Name Laser Lock Bombs Shields Boost
(Bars)
Time
Bonus
Ship Notes
Fox McCloud Arwing II Single* Single* 2 Average 4 2 Sec *This is the only craft that can be upgraded; its weapon can be upgraded to either twin lasers or plasma lasers. The lock can be upgraded to the Multi type. Resembles the Arwing design from Star Fox 64
Falco Lombardi Sky Claw Single Multi 1 Low 4 3 Sec Very similar to Fox's ship, but the body is longer and slimmer, and the wings are foward swept with three blue feather-like razors on the end.
Krystal Cloud Runner Twin Single 1 Average 3 2 Sec Named and designed after one of the dinosaur tribes from Sauria.
Krystal Cornerian Fighter Twin None 2 Average 3 3 Sec Krystal flies this ship when she is part of the Cornerian Army and Star Wolf team. It is identical to Bill Grey's ship.
Slippy Toad Bullfrog Plasma None 3 High 2 2 Sec
Wolf O'Donnell Wolfen Twin Multi 1 Average 4 2 Sec Called the "Red Fang" in the manual. Has the same Wolfen design from Star Fox: Assault
Leon Powalski Rainbow Delta None Wide 2 High 2 2 Sec Only fires in Lock mode.
Panther Caruso Black Rose Zapper None 1 Low 4 2 Sec Resembles the Wolfen II from Star Fox 64
Lucy Hare Sky Bunny Plasma Single 1 Low 3 2 Sec
Amanda Tadpole Single Multi 1 Average 2 2 Sec
Peppy Hare Arwing Twin Single 2 Average 4 3 Sec Has the same Arwing design from Star Fox: Assault
Dash Bowman Monkey Arrow Twin Single 2 Average 3 2 Sec
Katt Monroe Cat's Paw 2 Curve Single 2 Low 3 2 Sec Called the "Cat's Paw MK. II" in the manual.
Bill Grey Cornerian Fighter Twin None 2 Average 3 3 Sec
James McCloud Arwing Twin Single 2 Average 4 3 Sec Has the same Arwing design from Star Fox: Assault

Ship attributes

Each ship/character has 6 attributes:[1]

  • Laser: The type of primary weapon the ship has in single-player mode. There are five known laser systems:
    • Single: Fires a single laser shot. In multiplayer mode, all ships start with this weapon and can be upgraded to Twin lasers, then Plasma.
    • Twin: Fires two laser shots simultaneously. Fox's ship upgrades to this weapon in some missions.
    • Plasma: Fires a more powerful series of plasma bursts. Resembles the second laser upgrade in the original Star Fox.
    • Zapper: A very powerful but slow-firing weapon, used exclusively by Panther.
    • Curve: Fires a single plasma burst with locking/seeking capabilities. Used exclusively by Katt.
  • Lock: The type of target lock system the ship can use. In ships that have locking systems, holding down the fire button charges the ship's primary weapons and allows the player to establish a lock. Up to 6 (Needs verification) bolts may be locked by keeping the targeting reticule over the target. Each bolt requires more time to charge than the last. Releasing the fire button releases the charged blasts, which home in on their designated targets.
    • None: Ship is not capable of using the lock function.
    • Single: Locks onto only one target.
    • Multi: Locks onto many targets, each target must be locked onto separately.
    • Wide: Locks onto all targets on screen and fires immediately.
  • Bombs: The number of bombs that can be carried vary by the ship. Each ship starts each mission with its maximum number of bombs.
  • Shields: The maximum armor strength of the ship. The higher this attribute, the more damage the ship can sustain.
  • Boost: The length of time that the ship can boost, brake and/or roll. The higher this attribute, the longer the ship can perform each move. Note: Unlike previous Star Fox titles, the barrel roll maneuver is continuous and consumes the boost bar. Also, U-Turns and Loops do not use the boost bar, but after activating them, these maneuvers and Bombs become unavailable for a short time.[2]
  • Time bonus: The number of seconds added to the Battle Mode timer when a barrel roll successfully deflects an enemy weapon.

Each ship has its own unique control panel on the touch screen during gameplay.

Bosses

  • Emperor Anglar

This boss varies slightly depending on the mission you fight him. First, he'll be surrounded by 3 green orbs which shield him. Shoot every orb until they turn red while avoiding or deflecting his shots. After that, he will charge a special attack. Deflect it back onto him to disable the shield (some versions require you to deflect it twice). Now shoot his bulb until the shield returns. Repeat the pattern until half his health is gone. In some versions, he will use another attack pattern at around 75% health. The orbs will float above him and try to lock onto your ship with a targeting laser. If they all do so, you'll be hit by them.

Now, the Emperor will go away and cause obstacles to show up in your path. Avoid them while shooting at the 3 orbs until they are all destroyed.

As he returns, he is no longer protected, so start shooting the bulb immediately. He'll try to suck you into his mouth to damage you, but you can avoid that simply by using the brake. Afterwards, he'll spit blocks out. Simply keep shooting and you should be able to defeat him before he can attempt to suck you in again, depending on the laser you're using.

  • Arrow Head

To defeat Arrow Head shoot his body sections repeadtedly until there are none left, watch out for the disabled parts they will fire back at you. He will become a panel of parts and you need to shoot his head in the center. He will be destroyed.

[[3]] This is a good page to look at for boss fight strategies.

Tips and Tricks

  • On any encounter except boss encounters, clearing out every enemy earns you a "Perfect" clear and +1 Missiles for the Great Fox.
  • Flying through the center of beacons gains you an easy + 1s flying time.
  • If a boss encounter has multiple sections you must defeat, try and choose a pilot with Multi-lock capabilities.
  • "MAX" power (on weapons with charge) is much more powerful than the lower charge states; use it on enemies that seem to be taking far too much time to kill. Most enemies do not require MAX for a one-shot kill and will indicate this with a "ding" tone, stopping at a lower power level.
  • Missile defense is one of the most frustrating parts of the game. Find the pilots you do best with and assign them exclusively to missiles, regardless of their starting position, to save yourself some hassle.

Endings

Spoiler

There are 9 known endings to Star Fox Command. Each ending seen here has a title. The ending can be unlocked by completing the mission of the same name. These endings do not necessarily indicate future storylines. They are as follows:

  • END 1: Fox and Krystal: Once again, Star Fox team saves the Lylat System. Fox finally realizes the true value of friendship and love. Star Fox heads for Aquas to meet Slippy's fiancee Amanda. Amanda decides to join Star Fox Team and fly beside Slippy. The oceans in Venom are now warm and life-bearing, and the planet bears a mild climate. Dash, Andross's grandson and Venom's new steward, decides to build an empire on Venom.
File:Newstarfox.jpg
The new Star Fox shown in Good-bye, Fox.
  • END 2: Good-bye, Fox: Star Fox disbands, and Fox settles down with Krystal. They have a son named Marcus, and live a happy life together. Marcus enrols in the Cornerian Academy, where it is discovered he is unbelievably skilled in flying. Marcus soon forms an elite squadron, made up of himself, Slippy's son, Peppy's granddaughter, and Falco Lombardi.
  • END 3: Emperor Anglar: Star Fox reunites once more and defeats their new enemy. Peace returns to the Lylat System. Months later, Krystal confesses to Fox that she is going back to Star Wolf. Fox begs Krystal to stay, but to no avail. She turns out to be the toughest pilot in the squadron and lives her life without regret.

Note: The route to this ending is the only available route that can be taken the first time the player plays the game.

  • END 4: Star Wolf Returns!: Star Wolf is the one to defeat the new enemy. Bards sing praises about the courageous Star Wolf Team, but the same can't be said for Krystal, who they feel was wrong to abandon Star Fox. Every day, the populace hisses and calls her traitor in her face. Eventually, she abandons the past and flees to a galaxy far far away. Changing her name to Kursed, she becomes a successful bounty hunter for years to come. During a job on planet Kew, she encounters Fox, who doesn't recognize her.
File:Dashend6.JPG
Dash addresses Venom, bearing a striking resemblance to his grandfather in Dash Makes a Choice.
  • END 5: Lucy and Krystal: With the day done and won, Star Fox indulges in a huge celebratory feast. Peppy and Lucy sneak away and remember Vivian Hare, Peppy's wife, who succumbed to illness years ago. Krystal and Fox finally share their true feelings for each other, and Krystal decides to rejoin Star Fox Team.
  • END 6: Dash Makes a Choice: After being left on Venom, Dash decides to terraform the planet, and make it more habitable. Immigrants begin to arrive, and Venom flourishes. Venom eventually reaches Corneria's level of environmental quality and scientific expertise. Dash barks to his people, "Corneria is no longer the center of Lylat power! Venom's time has come!" The citizens of Venom are moved by Dash's oratory skills, and soon conflict arises between Venom and Corneria. This soon morphs into war, and Venom once again becomes a major threat to Lylat.
  • END 7: Slippy's Resolve: Slippy decides to leave Star Fox and settle down with Amanda on planet Aquas. The two are wed, and as the years pass, they have many children, who grow up to be tall and strong in Aquas's atmosphere. Slippy is as happy as can be, and his children love to hear every story he has to tell about his time on the Star Fox team. Several decades pass, and an elderly Slippy spends most of his days recounting his Star Fox tales to visiting children. Slippy is left to wonder what has become of his former teammates.
  • END 8: Pigma's Revenge: Falco is so late to meet up with Star Fox that he misses the battle altogether. Falco is consumed with rage, until one day he gets a message from Katt Monroe. She encourages Falco to forget about Star Fox and create a new team. Falco and Katt join up and then recruit Dash Bowman to create Star Falco.
  • END 9: The Curse of Pigma: Having everything that he loved taken from him by Star Wolf, Fox is despondent. Falco comes up with an idea. The two retire as pilots and retool their Arwings into racing machines to compete in the G-Zero Grand Prix (an obvious F-Zero reference). Winning many races, Fox McCloud and Falco Lombardi become household names. Star Fox fades into oblivion.

Images of the endings can be found here: [4]