Medium Route Walkthrough
Last updated: June 2026
Overview
The medium route offers a middle ground between Star Fox 64's default easy path and the demanding hard route to the true ending. After a standard start on Corneria, the path diverges at Meteo when you fly through all six hidden warp rings, skipping Fichina entirely and arriving at Katina for a ground assault alongside Bill Grey. From there the team pushes through the scorching Solar atmosphere, rides the supply train on Macbeth, assaults Bolse, and finishes on Venom with the normal Andross confrontation.
This route is ideal for players who want fresh stage variety without the precision routing of Zoness or the all-range chaos of Sector Y. On Nintendo Switch 2, the medium path also introduces Bill Grey — a fan-favorite ally who only appears when you warp from Meteo or arrive from Sector Y with fewer than 100 hits.
How to Enter the Medium Route
The medium route has two entry points, though the Meteo warp is the most common:
- Meteo warp rings (primary): On Corneria, complete the mission normally — do not fly through the seven stone arches. At Meteo, locate and pass through all six warp rings hidden throughout the asteroid field. After the sixth ring, Fox warps directly to Katina.
- Sector Y low score (alternate): If you entered Sector Y from Corneria's hard branch but scored fewer than 100 hits against Shogun's forces, you drop to Katina instead of continuing to Aquas on the hard route.
Both paths converge at Katina and follow identical routing from that point forward.
Stage-by-Stage Walkthrough
Mission 1: Corneria
Fly the standard route to Meteo. Defeat Granga, handle the Attack Carrier if triggered, and avoid the seven stone arches that lead to Sector Y. Saving Falco remains good practice for formation strength and the 150-hit medal threshold. See the full Corneria mission guide for boss strategies and arch locations.
Mission 2: Meteo — The Critical Branch
Meteo is where the medium route begins. Six warp rings are embedded in the asteroid clusters — they appear as rotating golden hoops. You must fly through every ring in a single run; missing even one keeps you on the easy path to Fichina. The rings also grant substantial hit bonuses, making the 200-hit medal easier to achieve.
After warping, you skip Fichina's Landmaster defense entirely and arrive at Katina with full shields. This is a significant strategic advantage because Fichina's pillar defense can drain team health if handled poorly.
Mission 3: Katina
Katina is an all-range ground battle against the Saucerer mothership. Bill Grey flies alongside the Star Fox team as you destroy ground targets and aerial reinforcements. The Saucerer boss exposes its core periodically — focus charged shots on the glowing center for maximum damage and hit score.
Katina has only one exit: complete the mission to proceed to Solar. There is no branching here, so concentrate on the 150-hit medal and keeping wingmates alive during the Saucerer's area attacks.
Mission 4: Solar
Solar is one of the most dangerous stages on the medium route. Proximity to the sun causes your Arwing's shield to drain continuously — the only stage in the game with passive heat damage. You cannot loop or barrel roll to recover shield; only shooting water-filled bioweapons or collecting supply rings restores health.
Destroy Vulcain, the lava dragon boss, by shooting its head when it opens its mouth. Solar leads exclusively to Macbeth and has the lowest medal threshold on this route at 100 hits, though the heat limits how long you can engage enemies.
Mission 5: Macbeth
The industrial train level is a highlight of the medium route. Fly through the factory complex while destroying trackside targets for hit score. At the end, Mechbeth serves as the default boss — defeating it normally sends you to Bolse and the standard ending.
Macbeth contains a famous shortcut: hit eight track switches and shoot the railroad sign to derail the train, skipping Mechbeth and routing directly to Area 6. On a medium route medal run, you typically want the Bolse exit instead unless you are deliberately chasing the true ending. Read the Macbeth guide for switch locations.
Mission 6: Bolse
The Bolse defense satellite is identical regardless of which route you took to reach it. Destroy six shield generators on the station's exterior to disable the force field, then eliminate fighters and the core. Star Wolf may intercept here if you have been performing well — their appearance adds difficulty but does not alter routing toward Venom.
Mission 7: Venom
The normal ending path concludes with Golemech in the Venom tunnels followed by Andross in his palace form. This is not the true ending — you will not face Star Wolf as a mandatory boss or see Andross transform into his brain form. For that experience, follow the hard route to Venom II.
Route Comparison
| Stage | Medium Route | Easy Route Equivalent |
|---|---|---|
| Mission 3 | Katina (Arwing) | Fichina (Landmaster) |
| Mission 4 | Solar (Arwing, heat) | Sector X (Arwing) |
| Mission 5 | Macbeth (Arwing, train) | Titania (Landmaster) |
| Missions 6–7 | Bolse → Venom | Bolse → Venom |
Medal Tips for the Medium Route
Total medal thresholds on the medium path: Corneria (150), Meteo (200), Katina (150), Solar (100), Macbeth (150), Bolse (150), Venom (150) — 1,050 hits combined. Meteo's warp rings provide excellent scoring opportunities, making it one of the easiest 200-hit medals in the game. Solar's low threshold compensates for the heat limiting your engagement window.
On Katina, prioritize ground targets and Saucerer core shots over chasing individual fighters. Macbeth's destructible scenery along the train tracks offers plentiful hit opportunities — use charged shots on grouped containers and turrets. Consult the medal requirements page for full details.
Wingmate Advice
Falco performs well on Katina's open battlefield but struggles in Solar's heat if he flies into bioweapon clusters. Keep him clear by destroying threats ahead of the formation. Slippy's commentary on Solar warns about the heat — heed it and prioritize water-carrying enemies for shield recovery. Peppy's tactical calls on Macbeth identify switch locations; follow his guidance if you want the Area 6 shortcut.
Bill Grey on Katina is an independent ally — his kills do not count toward your hit score, so do not rely on him for medal progress. Focus your own shots on high-value targets while Bill handles peripheral threats.
What Comes Next
After mastering the medium route, challenge the easy route for Landmaster experience on Fichina and Titania, or commit to the hard route for the true ending. Use the route map and route planner to visualize every branch before your next run.
Related Guides
- Easy Route Walkthrough Default path through Fichina and Sector X
- Hard Route Walkthrough True ending path through Aquas and Zoness
- Meteo Mission Guide Warp ring locations and routing triggers
- Macbeth Mission Guide Train shortcut to Area 6 explained
- Medal Requirements Hit thresholds for medium route stages
- How to Get the True Ending Requirements for Venom II
Frequently Asked Questions
Start on Corneria and complete normally to reach Meteo. On Meteo, fly through all six warp rings scattered through the asteroid field. This warps you to Katina instead of Fichina, beginning the medium path.
Katina and Solar are exclusive to the medium route (and reachable from Sector Y with low hit counts). Macbeth appears on both medium and hard routes but is reached via Solar on this path.
No. Completing Macbeth by defeating Mechbeth normally sends you to Bolse and then Venom — the standard ending. Only the train shortcut on Macbeth or the hard route through Sector Z leads to Area 6 and Venom II.
It depends on your skill set. Katina and Solar introduce different enemy patterns, and Solar's heat mechanic punishes prolonged exposure. However, you skip Fichina's Landmaster defense and Zoness's stealth requirement.
You can earn medals on every stage you visit, but a single campaign playthrough cannot cover all 16 stages. The medium route visits seven stages; use separate runs for easy and hard path medals.
Bill Grey, a bulldog fighter pilot from the Cornerian Army, joins the battle against the Saucerer mothership. He is not a permanent wingmate but provides fire support during the ground assault.