F-Zero GX Story Mode FAQ By (and copyrighted by) Andrew Peterson Email: ACPCybernetico@email.com AIM: ACPCybernetico and/or FIashFanatic Index: 1. Intro 2. General Info 3. Missions; 0: Prolouge: Black Shadow's Disgrace A: Captian Falcon Trains B: Goroh: The Vengeful Samurai C: High Stakes in Mute City D: Challenge of the Bloody Chain E: Save Jody! F: Black Shadow's Trap G: The F-Zero Grand Prix H: Secrets of the Champion Belt I: Finale: Enter the Creators 4. Misc 5. Credits This FAQ may only be put up on GameFAQS and Gamespot with credit. Feel free to use and distribute, though not putting up on any sites without permission. Email me for rights at ACPCybernetico@email.com. ============================= 1. Intro ============================= This FAQ is made for F-Zero GX for the Nintendo Gamecube. It centers on the game's "Story Mode" which is new to the F-Zero series. I made this because I find it's done it's job; adding depth to the game and the F-Zero universe. Hopefully you will find it helpful if you are new or even going for best times on the harder difficulties. Version: Tentative Please note that as of this version, I have not personally completed all the difficulties for some of the harder missions. But I do know how to and have yet to master each aspect. I also don't know what is unlocked for each mission as of yet. I also can't remember the exact cost of the earlier missions (I counted up/down from the ones I remembered; they should be right), so if you could fill me in on those over AIM or email I'd be happy. But most of that is not needed and will be added soon! ***ALSO NOTE THIS FAQ IS SPOILER FREE. I GIVE NO STORY ELEMENTS UNLESS THEY ARE NEEDED TO COMPLETE THE MISSION*** Sorry if you don't find it really long with lots of boring garbage in it like the other FAQ's, and don't expect any ASCII art or whatever. I just want this straight to the point, simple, an easy to use. That means no extensive biographies on my life as I made updates and version changes, text art titles that you can't read, or any of that other stuff that no one will read. Enjoy! PS: Sorry about any wierd jumble I might not have noticed, the file just got messed upfor no reason. But it's mainly fixed, maybe a few errors here and there. ============================= 2. General Info ============================= The story mode for F-Zero GX is centered around the main Character for the game; Captian Falcon. It goes from his training for the Grand Prix, to the aftermath of the Grand Prix. You only use Captian Falcon's machine, the Blue Falcon. Blue Falcon Pilot: Captian Falcon Weight: 1260 kg Body: B Boost: C Grip: B Description: It's an all around machine, meant for beginners. It might not be your favorite, but it's the best for missions etc. because it has no perfections nor flaws. The only troublesome area is people can boost past you easily. The story spans 9 missions, excluding the Prolouge. They go from easy to hard, though some are very easy later later in the game, and some are very hard earlier. ============================== 3. Missions ============================== The bulk of this FAQ. This is what story mode consists of, 9 missions and 1 short movie. You must complete a mission, buy the next, and repeat. Each mission will reward you with "tickets", which can be put torwards buying the next mission or anything else (I'll let another FAQ cover all that). Hints that apply to all missions: ~Unless you are going for serious time, let the boost FINISH before starting another ~If it's a race mission, use all your boost at the very end. I'll get more in depth with that in the missions where it applies ~Never use ALL your boost mid race, even if there is health coming up. Only if you are certian it is required. At zero health, having a fly splat on your windshield will bring you down. I've had several times where I was heading for the end in 1st on the harder missions, and scraped some lava (and blew up, duh) Now onto the in-depth look at each mission. --------- 0: Prolouge: Black Shadow's Disgrace --------- Difficulty: You might have trouble washing your ears out with paint thinner after the song at the end, but thats about it. Modes: None Requirements: None Cost: You start with it Overview: Standard movie you'll see throughout the game Mode changes: None Strategy: Make sure the TV is on. Don't be wearing blindfolds. Hints: That soundtrack shows Sega hasn't changed since Sonic Adventure. And no, thats not a good thing. Luckily the music is better later on; the main Captian Falcon theme is kinda catchy. --------- A. Captian Falcon Trains --------- Difficulty: Shouldn't take more than a couple of tries if this is the first mode you choose to play. But anyone who says hard/very hard is easy, kick them for me. Please. Modes: Normal/Hard/Very Hard Requirements: Watch the prolouge Cost: Watch the prolouge Overview: You have to collect all the capsules in the stage in 3 laps and under the time limit. Mode changes: Normal- 80 seconds Hard- 60 seconds Very hard- 60 seconds and more capsules Strategy: Don't choke up or get bored and stop trying. Small slip-up can be very bad. If you miss something on the last lap on normal, don't sweat it; turn around and go get it. As long as you're hastey on the rest of the way, it will be no problem. The capsules don't have as large of a hit area as you would think, so aim for the center every time. On the harder difficulties, this will take many tries to get down. Your exact route and collection order is up to you, you can do each side of the track for each lap, or get whatever whenever. Also make sure you don't pull away from a capsule if it is out of your normal path until AFTER you collect it; many times I have just tried to scrape one and pull away to make sure I was on track for the next, and I missed it completely. Just boost like mad and try to be accurate. Hints: Practice much and get your plan down in your head. But most of all; DON'T CHOKE! --------- B. Goroh: The Vengeful Samurai --------- Difficulty: As long as you take my pointers, it should be very simple. Modes: Normal/Hard/Very Hard Requirements: Beat "Captian Falcon Trains" Cost: About 20 tickets Overview: You have to race Goroh through his turf while boulders are falling from the mountians above. The turns are easy and the only thing you should pay attention to is Goroh and the falling boulders. Mode changes: Normal- Race him and avoid boulders Hard- He is faster Very hard- He's even faster than before Strategy- Goroh does what the computers in hard missions will do the rest of the game; boost when you're in front of him. I never tested it, but I do think they have unlimited boost just out of spite. So here's the deal; don't pass him 'till the end. Boost a few times at the start to catch up to him, and just tail him until he hits something near the end or when you are nearing the finish line. Be sure to use L/R and right/left attacks to avoid boulders. Also look out for the one that rolls back and try to get under the opening on the left (I believe this actually appears twice on harder difficulties). It might take a few tries, but it's worth it; I've wanted to see that man die since the days of SNES. Hints: As I covered earlier (all with short or no attention span; listen up). Just stay behind him and boost at the end. Keep this tactic in mind, it's helpful later as well *cough*mission 8*cough*. --------- C. High Stakes in Mute City --------- Difficulty: Very hard until you fully understand it. Modes: Normal/Hard/Very hard Requirments: Beat "Goroh: The Vengeful Samurai" Cost: About 30 tickets Overview: You have to win the first standard race of story mode. Mode changes: Normal- Get in 1st Hard- They are faster and smarter Very hard- They are even faster and smarter than before Strategy: This is very tough at first, but don't get discouraged. If you've played hard computers by now, it should be a norm for you. But it's still very tough and unpredictable at times. I would have to suggest going through the course normally without trying to win just to find out where the jumps are, for they are key to winning and the one advantage you have over the utterly unfair computer racers. Try to take jumps at an angle so you don't have to turn in mid-air, and I personally don't hold up or down so I can go a nice distance with no speed reduction. Use boosts sparingly and only for jumps and long stretches. Try to learn how the final part of the course works so you can corner through it while boosting because the same tactic of boosting works here as well. For the harder difficulties, I STRONGLY suggest knocking out whoever is always in first because he seems to be the only one who can boost faster than you. I usually start the final boosting spree when the tricky corners are coming up, do it so that you still have some left by the time you reach the repair stretch. Hints: Boost sparingly, and aside from the final boosting spree, make sure the boost is DONE before you do it again, and you won't waste health. Also, hit the last two jumps on the course and hop over the blank spots, even though the computer doesn't, as thats a good way to pass them near the end. Thats also just about where you should begin your big boosting spree on the last lap. Oh yeah, and don't give up! --------- D. Challenge of the Bloody Chain --------- Difficulty: Fairly simple Modes: Normal/Hard/Very hard Requirements: Beat "High Stakes in Mute City" Cost: About 35 tickets Overview: You have to destroy all the vehicles using the spin/side attack and still get in first (much easier than it sounds) Mode Changes: Normal- Beat everyone up and get in first Hard- People have more health, they will occasionally fight back Very hard- People have more health, they often fight back Strategy: You should start out by boosting twice, or however many times is needed to catch up to the first three. If you haven't learned how to attack yet, it's Z while accelererating and holding and direction to spin attack in that direction, and X with the same method to do a simple and fast attack. I strongly suggest only using Z unless you can find one who is not in a group and does not need boosting to catch up to. Also note you get energy back for kills (wonderful message this game sends, eh?). Anyway, try not to let your boost drop too low and don't hit the walls, it's a simple course that needs little concentration as the majority of it is straight. Also take note you don't need to worry about health too much as you get it back in the middle. Later on you finally face the final guy, and he isn't too hard. He usually tries to slow down and have you collide with him, but you should just pass him and use your CHECK icon on the bottom of the screen to line up with him and spin attack so he runs into you. Finish him and tread safely to the finish line. Hints: Set your settings to MAX SPEED as this map needs no acceleration. And watch out for the computer using the spin attack on the harder difficulties. --------- E. Save Jody! --------- Difficulty: Annoyingly tough, needs some memorization Modes: Normal/Hard/Very hard Requirements: Beat "Challenge of the Bloody Chain" Cost: About 50 tickets Overview: You have to escape the exploding building/tunnel before time runs out. Mode Changes: Normal- 50 seconds Hard- 45 seconds Very hard- 40 seconds Strategy: You have to keep boosting and avoid all the obstacles, which consists of closing doors and lines of cylinder/pillars. You also can collect capsules to regain health. The exact order of obstacles and what you should do is as follows: *All references to obstacles (example: verticle/horizontal/bottom) are based on the starting and capsule side to be the bottom and default lane of the track* ~(Action) Start boosting, and don't stop unless you are running low, in which you should boost more sparringly or when the last boost is actually done ~(Obstacle) Slow verticle closing door (just keep going) ~(Obstacle) Slow verticle closing door (just keep going) ~(Obstacle) Moderate verticle closing door (just keep going) ~(Item) Capsule ~(Obstacle) Fast verticle closing door (nudge over to the left by pressing L) ~(Item) Capsule ~(Obstacle) Fast horizontal closing door (after getting the capsule, turn and hold R/L in whichever direction you want until you are right/left on the tunnel side, then pass through. ~(Item) Capsule (you might not want to collect unless you arevery good, since this next obstacle is tougher than before and you are already in line with it) ~(Obstacle) Fast horizontal closing door (same as before unless you follow the capsule strategy) ~(Obstacle) Single verticle pillar ~(Item) Capsule ~(Obstacle) Double verticle pillar set ~(Obstacle) Fast verticle closing door ~(Item) Capsule ~(Obstacle) Horizontal pillar ~(Obstacle) Fast diagonal / closing door (/ means the direction it is in if you are on the starting side that the capsules are on) ~(Item) Capsule ~(Obstacle) Fast diagonal \ closing door (\ means the direction it is in if you are on the starting side that the capsules are on) ~(Obstacle) Triple verticle pillar set ~(Obstacle) Fast double verticle closing doors (Two lined up along eachother, no big deal, just keep straight and press L/R when needed) ~(Obstacle) Fast X-opening closing door (X-opening means the style the door is done, there is an opening on each diagonal side of the tunnel; it is very easy to see and should prove to be no problem) ~(Item) Capsule ~(Obstacle) Fast double horizontal closing doors (same deal as with the verticle ones, just not verticle) ~(Item)Capsule ~(Obstacle) Fast trouble verticle closing doors (Three lined up along eachother, no big deal, just keep straight and press L/R when needed) ~(Item) Capsule ~(Obstacle) Fast triple horizontal closing doors (Two lined up along eachother, no big deal, just keep straight and press L/R when needed) ~(Action) Pray to god (optional) ~(Misc.) 4 straight boosters all in a line [on bottom] (use L/R if you came in from an angle to make sure you hit each of them, as they are critical to time) ~(Misc.) Ramp [on bottom] ~(Misc.) Blast doors (they start closing when a certian amount of seconds left; sadly, this can actually cause you to hit them as you make the jump, even if there is time left) Hints: Make sure your vehicle is set to MAX SPEED, and don't hit your boosters on the blast door on the way out! --------- F. Black Shadow's Trap --------- Difficulty: Easy with some memorization Modes: Normal/Hard/Very hard Requirements: Beat "Save Jody!" Cost: About 55 tickets Overview: You have a bomb on your car; if your speed goes under a set amount, you will explode. With that being said, lets all take a moment to admire SEGA's astounding ability to create original plots. Mode Changes: Normal- 700kmph Hard- 750kmph Very hard- 800kmph Strategy: Well, not much to say here. It's basically common sense and what you've learned so far. As long as you know how to take turns with the Blue Falcon effectively, you're set. Other than that your only worry is the cars that don't move for you, but they are easy to avoid. There is also a part where there are stretches of dirt and mud, these cannot be crossed without your speed going below the mimimum. This can be avoided by doing the following: ~When you see the first stretch coming up, boost so that your boost will end a short period after it is done ~There will be another stretch soon after, if you boosted too late on the first, then the boost will run out on this and you will not be able to boost for a short time, causing the dirt to slow you near the minimum for normal, but on the harder difficulties it will put you under and you will explode. ~If you survived, there will be another, but far after the second. No worries here. ~After that there will be a few stretches that only take up a part of the road and you can simply swerve around them. If worse comes to worse, there will be traffic and you will have to boost through one or two of the stretches. But there should be no worries ~If you have little health left from boosting and hitting walls, just be careful and don't boost anymore, since you no longer have to ~The last few turns are tricky, so use L/R and be ready for a big turn after the up-hill part Hints: There is no definitive "correct" setting to put the Blue Falcon at. Here's some pros and cons of each: MAX SPEED: ~You will be going fast, so you can crash easy if you are careless, but since you are going fast it should only lower a little for the scrapes ~You will be cruising at well over the minimum, so you can hit cars without as much loss ACCELERATION ~You will be going slow, but since your max is so close to the minimum; it's easy to lose it down to the speed that will set off the bomb just by slightly hitting stuff ~You get right back up to speed if you scrapestuff and aren't as vunerable after accidents you survive --------- G. The F-Zero Grand Prix --------- Difficulty: Planning to beat this in one sitting? Clear your schedule. Modes: Normal/Hard/Very hard Requirements: Beat "Black Shadow's Trap" Cost: About 60 tickets Overview: The grand prix has started. You must get in 1st because there is only 1 race in the whole thing. Mode Changes: Normal- Normal race Hard- Better opponents Very hard- Even better opponents Strategy: This is straight out hard, so don't try until you are THE BEST. The AI is very tough, and it took me almost 2 hours and extreme luck to win. Just to inform you, if you're looking for pointers, I was lucky enough to be able to kill the top 6 contenders (Black Shadow excluded) and it was down to me and Black Shadow; and I was able to outboost him at the end. Here are tips for the tricky parts: ~In the beginning, use X to quick attack and kill anyone who is very close to you ~If you are on one side of an open area, try to knock people off because there are no railings ~Don't attack people unless you are good at it or it's safe. But sometimes it can win you the race ~Try to keep the CHECK marker at the bottom in mind and block people since Captian Falcon has bad boost ~Memorize the hazards ~Boost like mad at the 2nd lava part of the course in the final lap ~Boost right before the jump near the beginning of the track to gain a nice position The rest is all common sense and racing skills. This is somewhat hard to explain, so it must be found out normally. Hints: Just don't stop trying. --------- H. Secrets of the Champion Belt --------- Difficulty: Laughably simple Modes: Normal/Hard/Very hard Requirements: Beat "The F-Zero Grand Prix" Cost: About 65 tickets Overview: 1 on 1 race with the worst racer ever Mode Changes: Normal- I laugh in this racer's general direction Hard- Hey look, he learned to boost! Very hard- Wow, I didn't beat it first try Strategy: Same as with Samurai Goroh. Get used to the track the first time around, be sure to boost through the lava and remember where the sharp turns are at. Just don't pass him until near the end. Hints: Feel free to fall asleep and win the next morning. But seriously, just avoid the mines and don't stay in lava. --------- I. Finale: Enter the Creators --------- Difficulty: Annoying at first, easy when mastered Modes: Normal/Hard/Very hard Requirements: Beat "Secrets of the Champion Belt" Cost: 70 tickets Overview: For those who don't get it, the creators are the Sega team, and you are racing thier ghosts (very hard is the ACTUAL developers ghost, but this is unconfirmed; simply a prediction). You have to race them through a crazy imaginary track that best viewed while on acid (rainbow road would be proud). Mode Changes: Normal- Race him and beat him Hard- He is tougher Very hard- He is at best Strategy: To win, combine caution with good speed and cornering. There is never, I mean NEVER, a railing or side on the track. This is easily overcome since the tracks are all normal ground and are quite wide. The only problem is the turns when you don't know the track, which are easily taken if you know when they are coming. There is a big upward spiral part that comes up to a quick right turn, so be ready for that. And the sharp turn at the beginning can be slowed at (it helps to do a right X attack while taking it sometimes). Hints: Keep in mind this is NOT A RACER. It is a ghost, so it will not react to what you do. Don't worry about the tactic of tailing it so it won't boost since you aren't in front, that does not apply. It is a set track it goes around and does not change. Also, try to go through the track very slow at first, just going through fast enough to make those tiny drops; that should get you used to the course. Then you have beaten the game's story mode! ============================== 4. Misc ============================== I have nothing to put here as of yet, maybe if I find/get emailed about something noteworthy I'll put it here ============================== 5. Credits ============================== Created by Andrew Peterson F-Zero copyright Nintendo Special thanks to; GameFAQS and CJayC Gamespot ------------- Copyright Andrew Peterson ACPCybernetico@email.com