[0:00] Starfox 64 is known in part for being [0:03] one of the shortest Nintendo first-party [0:05] games of all time, at least if your only [0:07] goal is to beat Andross on the basic [0:09] route. But, a single playthrough only [0:11] shows a fraction of what's actually in [0:14] the campaign. There are 16 stages in [0:16] Starfox on Switch 2, and nine of them [0:19] feature alternate paths that are [0:20] required to access a large portion of [0:22] the game. In this video, I'll go stage [0:25] by stage to explain how to unlock every [0:27] alternate path in Starfox for Nintendo [0:30] Switch 2. [0:31] A full campaign run consists of seven [0:34] missions, with the first always being [0:36] Corneria and the final being either [0:38] Venom 1 or Venom 2, depending on the [0:40] route you take and whether you're going [0:42] for the true ending. But, when I say [0:44] seven missions, each of the missions [0:46] between Mission 2 and Mission 6 can be [0:49] one of two or three stages. Note that if [0:52] you're trying to get the true ending, [0:54] you'll need to make sure that your sixth [0:56] mission takes place on Area 6. There are [0:59] multiple routes that will take you [1:00] there, so don't worry if you mess up an [1:02] early alternate route, as there will be [1:04] more points that will allow you to get [1:06] back on track. Also, another thing to [1:08] keep in mind is that when I mention that [1:10] one path leads to one stage, while [1:12] another path leads to another, [1:14] oftentimes achieving the alternate path [1:17] will let you choose what your next stage [1:18] will be out of the two you just [1:20] unlocked. It's not always the case, [1:22] though, so take a look at this map to [1:24] get a full scope on where every path [1:26] could lead you. [1:28] With all that in mind, let's start from [1:29] the beginning and break down how each [1:31] branch unfolds and how to achieve those [1:34] branching paths, mission by mission. [1:39] Corneria is where the game first teaches [1:41] you that your performance actually [1:42] matters and that listening to what your [1:44] teammates are saying is often a clue on [1:46] how to get the secret exits. Corneria's [1:49] alternate path begins shortly after the [1:51] checkpoint. When Falco says he's lining [1:54] up enemies for you, destroy the group [1:56] chasing him to keep him alive. As you [1:58] reach the water, Falco will point out [2:00] the archways and lead you through them. [2:02] Fly underneath all seven stone arches, [2:05] then follow him through the waterfall to [2:06] defeat the boss. [2:10] >> That was the easy part, Fox. [2:18] Beginner's luck. [2:23] I've got eyes on a high-value target. [2:25] Follow me. [2:28] >> You'd better be right about this, Falco. [2:30] >> Completing Falco's challenge unlocks a [2:32] choice between Sector Y and Titania. If [2:35] Falco is defeated or you miss the [2:37] challenge, you'll be forced into [2:39] Titania. [2:42] From here, the campaign immediately [2:44] splits, and Mission 2 becomes one of the [2:46] first major branching points in the [2:48] game. For Titania, it has two exits, one [2:51] of which is a warp. Around the middle of [2:53] the stage, you'll pass through a [2:54] hollowed-out asteroid before reaching a [2:56] checkpoint. Shortly after, Slippy will [2:58] mention a strange energy source, and [3:01] you'll see a cluster of small meteors [3:03] ahead. After the cluster, you'll spot an [3:05] orange warp tunnel. Enter it, and your [3:08] Arwing will begin to spin. There are [3:10] seven warp rings in total. Fly through [3:12] all of them to trigger a cutscene and [3:14] enter an alternate version of the stage. [3:16] >> Never give up. Trust your instincts. [3:34] >> Completing this will get you access to [3:36] Katina. If you ignore the warp rings and [3:39] complete the stage normally, you'll [3:41] instead go to Katina. [3:43] If you chose Sector Y as your second [3:45] mission, the alternate path is as [3:47] follows. [3:48] Earn 100 or more hits to unlock the hard [3:51] route, which leads to Aquas. [3:54] Score 99 hits or fewer and you'll take [3:56] the easy route to Katina. About halfway [3:58] through the stage, Peppy will shout out [4:00] that you guys should split up. I [4:02] recommend taking the top route as it has [4:04] far more enemies than the bottom route. [4:07] This should give you more than 100 hits [4:08] easily. As you can see, I enter the boss [4:11] with over 150. But, if you're a bit [4:14] short of 100, the bosses will give you a [4:16] combined 16 extra hits. You want to keep [4:19] that in mind if you want to stay under [4:21] 100 hits as you'll need to enter the [4:23] boss with fewer than 83 hits. Which is [4:25] easy. Just don't shoot that many things. [4:28] >> The time bomb has been planted. [4:30] >> By mission 3, the game starts layering [4:32] both time pressure and objective-based [4:33] conditions on top of each other, making [4:36] route control much more demanding. [4:38] Titania's hard route requires you to [4:39] defeat Star Wolf before the time runs [4:41] out. This isn't very difficult. Just use [4:44] the mini-map to keep track of the enemy [4:46] crew. They're the purple icons. After [4:49] defeating them, Fox will diffuse the [4:50] bomb and the mission will be complete [4:52] and you'll be shipped off to Solar. If [4:54] you fail to defeat Star Wolf in time, [4:57] you'll be routed to Sector X. Katina [4:59] follows a similar structure to Titania [5:02] in that it's an all-range battle that [5:03] pitch you against an enemy with a time [5:05] limit. But, instead of a crew, it's a [5:07] boss named Saucerer. There won't be a [5:10] timer at first, so you'll need to make [5:12] multiple passes destroying the [5:13] Saucerer's vents as they open. Once all [5:16] four are down, the core will be exposed [5:18] and a minute-long timer will begin. [5:21] Simply destroy the core to complete the [5:22] stage and be sent to Solar. If you fail, [5:25] you'll be treated to an Independence Day [5:27] style cutscene and you'll be sent to [5:29] Sector X. Aquas is the only exception [5:32] here in mission 3, acting as a linear [5:35] stage with no branching conditions. It [5:38] always leads to Zoness regardless of [5:40] performance. [5:43] In the mission 4 stages, the route [5:45] structure becomes significantly more [5:47] complex, combining hidden triggers, [5:49] performance gates, and conditional [5:51] branching across multiple possible [5:53] destinations. Sector X is the only stage [5:56] in the game that features both a hidden [5:57] warp route and two branching paths, [6:00] giving you three possible outcomes. For [6:02] the warp route, after the checkpoint, [6:05] take the left fork and shoot the large [6:07] rectangular panels until they open. [6:09] You'll spot these after the obstacle [6:11] course of moving platforms. Shoo and fly [6:14] through all four of them, which then [6:16] triggers a cutscene and an alternate [6:18] ending of the stage. [6:24] >> Heads up, Fox. [6:26] Keep at it. [6:34] Get your eyes checked, Fox. [6:39] Warping out? You've got guts, Fox. [6:43] We've got to see where this leads. [6:48] >> Taking the warp path takes you to Sector [6:50] Z. [6:52] Alternatively, if you take the standard [6:54] route, you'll face Spyborg. To reach [6:57] him, just play the stage like normal [6:58] without entering the warp zones. Going [7:00] left or right at the split doesn't [7:02] matter. Spyborg has two phases, and [7:05] depending on how the second phase goes [7:07] is what determines what path you'll get. [7:09] After destroying his eyeballs, Spyborg [7:12] will power down for a moment before [7:14] kicking back into gear for phase two. [7:16] Once this happens, Slippy shouts that [7:18] they are going to attempt to get close [7:19] and reprogram Spyborg. You need to [7:22] prevent this from happening to get the [7:23] alternate path exit. To do that, focus [7:26] your firepower on the head where the [7:28] lights are. [7:44] If you succeed [7:45] >> take him down before Slippy gets to him, [7:48] Slippy will pout about not being able to [7:50] reprogram him, but you'll have achieved [7:52] the alternate path which leads to [7:53] Macbeth. If you don't defeat Spyborg [7:56] before Slippy approaches him, he'll swat [7:58] Slippy out of the way, destroying their [8:00] ship and preventing you from heading to [8:02] Macbeth. You'll instead be sent to [8:04] Titania. If your goal is to reach [8:06] Macbeth, the moment Slippy goes down, [8:09] pause the game and hit restart, then [8:11] restart from the latest checkpoint. This [8:13] will prevent you from having to replay [8:15] the entire stage and quickly give you [8:17] another shot at saving Slippy. If your [8:20] fourth mission is Solar, then your job [8:22] is easy. Solar has no branching paths at [8:25] all. Defeating the boss will always lead [8:27] you to Macbeth. [8:28] If you did Aquas in mission three, then [8:31] mission four will always be Zoness, [8:33] which introduces a stealth style [8:35] objective into the routing system, [8:37] requiring you to shoot all of the [8:39] spotlights throughout the stage. There [8:41] are a lot of them and they typically [8:43] show up in clusters. Luckily, your [8:45] charged laser targeting can lock onto [8:47] them and Kat, an old friend of Falco's, [8:50] will show up during the second cluster [8:52] to help you out. Though, my [8:54] recommendation is to not rely on her [8:56] help too much, as she misses more than [8:59] she hits. If you destroy all the [9:01] spotlights without being detected, [9:03] you'll unlock the alternate path to [9:04] Sector Z. If any searchlight spots you, [9:08] you'll instead be routed to Macbeth. [9:12] By mission five, most of the remaining [9:14] branches are determined by execution [9:16] under pressure, where small mistakes can [9:18] permanently alter your path. Except for [9:21] Titania. If you fail to save Slippy [9:23] against the Spyborg in Sector X, your [9:26] mission five will be Titania, which is [9:28] linear and will always send you to [9:30] Bolse. If your fifth mission is Macbeth, [9:33] the branching path revolves around [9:35] precision during the train lock sequence [9:37] at the end of the stage. To achieve the [9:39] alternate path condition, you'll need to [9:41] shoot all eight train locks with the [9:43] tank, as well as the track switch. This [9:46] is honestly one of the hardest alternate [9:48] path conditions in the game, as it [9:50] requires you to not only keep track of [9:52] finding all eight locks, but the final [9:54] four locks are during the boss fight. As [9:57] you approach the final stretch of the [9:58] stage, Peppy will say that you need to [10:01] shoot all eight locks. This is your cue [10:03] that the first one is coming up. Lock [10:05] one is on the right side of the track. [10:08] Lock two is also on the right side of [10:10] the track, just behind and to the right [10:12] of lock one. Lock three is on the left [10:15] side of the track, so you'll need to [10:16] make sure enough of the train cars are [10:18] destroyed to cross over. Lock four is [10:20] right in line with lock three, but on [10:22] the right side of the track. I recommend [10:24] using your brake here to make sure you [10:26] have time to shoot them both. [10:28] Lock five is the hardest one to hit, as [10:30] it's on the left side of the track as [10:32] the boss emerges. So, go slow, brake [10:34] often, and make sure to not miss it. [10:36] >> Lucky you. [10:39] >> At this point, you'll need to just [10:40] ignore the boss. We won't be fighting [10:42] him at all. Lock six is on the right [10:45] side of the track behind a shutter that [10:46] you need to shoot to open up. Three [10:49] shots open it, but hitting it again will [10:51] force it closed. Lock seven is once [10:53] again on the left side of the track, [10:55] which is even with lock eight, which is [10:57] on the right side. Luckily, if Falco is [10:59] alive, he will offer to shoot the eighth [11:02] lock. Once you've hit all eight locks, [11:04] you'll need to hit the final rail [11:06] switch. It's on the right side of the [11:07] track just after the falling spikes. [11:10] It's fine if you have the health to take [11:12] some damage here. Just make sure you [11:13] don't miss the switch. You'll know you [11:15] hit it when the hits plus 50 icon shows [11:18] up. Completing the train lock puzzle [11:20] will send you to area six. If you fail [11:22] to hit all of the locks or the final [11:24] switch, you'll be shipped off to Bolse. [11:27] If Sector Z is your mission five, you'll [11:29] be treated with one of the easiest [11:31] alternate path [11:33] Halfway through the mission, a cutscene [11:34] featuring Rob 64 will play showing you [11:37] that six Copperhead missiles are headed [11:39] towards the Great Fox. These move super [11:42] slow and are easy to hit. They'll come [11:44] in three waves. First one missile, then [11:46] two, [11:47] then three. Destroy them all before they [11:49] reach the Great Fox to unlock Area 6. If [11:52] any missile hits, the mission will end [11:55] and you'll be routed to Bolse. [11:59] Mission 6 is where most of the paths [12:01] converge. At this point, the branching [12:03] structure collapses into a final split [12:06] between the game's two end-game routes. [12:08] If your Mission 6 is Bolse, it only has [12:11] one route and always leads to Venom 1, [12:13] the easier path to the ending. Venom 1 [12:16] will pit you against Andross, but this [12:18] is not the true ending. This means that [12:20] if your Mission 6 is Bolse, you'll need [12:22] to restart the campaign if you are [12:24] seeking the true ending. Area 6 is the [12:27] same as Bolse and that it only has one [12:29] route which leads to Venom 2. If you are [12:32] in Area 6, congrats, you are on your way [12:35] to the true ending. [12:38] All right, time for Mission 7. Just [12:40] note, although Venom appears as a single [12:42] location on the map and only has one [12:44] medal in the main game, it's actually [12:47] two separate missions depending on your [12:48] route, as I just mentioned with Area 6 [12:50] and Bolse. At this point, everything [12:53] funnels into the final confrontation, [12:55] but the game still tracks how you got [12:56] there. Venom 1 leads to the fake ending [12:59] and does not allow you to face the true [13:01] final boss or see the true ending. [13:03] Complete this mission to finish this run [13:05] of the campaign. Venom 2 leads to the [13:08] true ending and allows you to face the [13:10] true final boss. Completing this mission [13:12] will let you see the true ending and [13:14] will reward you with the game's ending [13:16] credits. [13:18] And that is it. That is every single [13:20] alternate path detailed in Star Fox for [13:22] Nintendo Switch 2. I hope you enjoyed [13:25] the video and for more on Star Fox, make [13:27] sure to head on over to our wiki over on [13:29] ign.com, where we have written guides [13:31] for obtaining all the stage medals. And [13:33] of course, for everything else video [13:34] games, stick with IGN. [13:40] >> Enemy fighters here.