Campaign Medals Guide: Target Hit Counts and Survival Tactics

Securing every medal across the campaign takes a sharp eye and a willingness to steal a few points right out from under your wingmates.

Star Fox Switch 2 gameplay screenshot of Fox McCloud and Peppy Hare viewing a holographic mission briefing from General Pepper.

Coasting through on Easy or exploring Challenge Mode provides a fun afternoon of flying. Medals, however, only drop when playing the Normal and Expert campaigns. To earn one, you need to reach a specific score threshold while keeping Falco, Peppy, and Slippy entirely safe. If one of your friends takes too much damage and retreats, your medal vanishes instantly. It's definitely tough watching a high score run disappear just because Slippy got into trouble. Claiming all 15 medals on Normal unlocks Expert mode. Earning all 16 medals on Expert rewards you with an alternate title screen, an extra multiplayer mode, and a shiny completion achievement.

The Complete Target List

The hit targets stay identical across both Normal and Expert difficulties. Expert simply makes surviving long enough to reach those numbers a much tougher ordeal. Knowing exactly what score you need takes the guesswork out of your run, so you'll know exactly where you stand.

Stage Hits Required
Corneria 150
Meteo 200
Sector Y 150
Aquas 150
Katina 150
Fichina 50
Zoness 250
Solar 100
Sector X 150
Sector Z 100
Macbeth 150
Titania 150
Area 6 300
Bolse 150
Venom 1 200
Venom 2 200

Essential Scoring Tactics

Basic survival strategies simply can't carry you through the hardest routes. You really have to stay aggressive to keep your numbers high.

Maximizing Your Tools

Relying on rapid fire often leads to panic and keeps your score far too low. Taking the time to line up charged shots is completely necessary. Hitting multiple enemies in a single charged blast grants you vital bonus points. This makes every encounter feel like a tiny puzzle of timing and positioning rather than a stressful fight. Bombs work wonderfully for clearing the screen when things get overwhelming. They grant absolutely zero multikill bonuses, though. You should save your bombs strictly for enemies that are about to fly away.

Grabbing the green H shaped laser upgrades as early as possible changes the entire flow of a stage. A fully maxed out laser simply makes hitting your targets much more comfortable. Taking wing damage strips away that upgrade, so keeping your ship intact remains your top priority.

Managing the Run

Your wingmates are actively out there stealing your points. Kills made by Falco, Peppy, and Slippy don't add anything to your final total. I highly suggest watching their targets and blasting them out of the sky first. This aggressive approach is basically mandatory on Katina, where your allies get extremely eager and will easily ruin your run. Getting into the habit of stealing kills turns those chaotic dogfights into a fun little competition.

If a stage goes completely wrong, you can pause and check your score. Enemy counts vary wildly depending on which side of the mid stage checkpoint you are on. If you hit the halfway mark with a low score, restarting the level immediately saves you from grinding through a doomed run.

Entering a difficult stage without any bombs puts you at a severe disadvantage. Dying intentionally right at the start respawns you with three fresh bombs. This trade works wonders on brutal stages like Venom 1. Just be incredibly careful if you try this on Expert mode. Exhausting your lives triggers a hard game over and wipes your entire progress.

Mid Stage Checkpoint Targets

Memorizing enemy spawn patterns is the best way to consistently reach your goals. I mapped out the exact hit counts you need at the halfway mark to stay on track. This helps alleviate the stress of wondering if you are doing well enough.

The Early Routes

On Corneria, aiming for 70 hits by the checkpoint puts you in a great spot. Flying under the arches during the second water section triggers extra enemies to boost your count. Meteo hides most of its targets in the back half of the stage. The warp rings lead to dense enemy clusters, so hitting 90 by the checkpoint keeps you perfectly aligned for the 200 total.

Navigating the Mid Game

Always take the upper path at the fork in Sector Y. Use your bombs on the massive ship formations and aim for 50 hits by the halfway mark. Aquas demands constant torpedo fire. Destroying every cracked pillar and targeting boss weak points helps you reach 90 hits at the checkpoint.

Katina requires 150 hits before the Saucerer countdown even begins. Staying ahead of your squad and stealing kills is the only way to succeed here. Fichina has a remarkably low target of 50. Aiming for 30 hits before Star Wolf shows up is ideal. Taking down each Star Wolf member quickly gives you 10 bonus hits, cleanly closing the remaining gap.

The Tougher Branches

Zoness is definitely rough. You need 140 hits by the checkpoint. Blasting the searchlights is key, and intentionally missing a specific one near a gate right after Rob offers supplies spawns a vital bonus enemy wave. Solar is very sparse by comparison. You have to destroy absolutely every rock and enemy to scrape together 40 hits at the checkpoint.

In Sector X, taking the right path at the fork provides higher enemy density for your 80 hit mid mark goal. Defeat Spyborg fast so Slippy stays out of trouble on Titania. Sector Z requires tight pacing against incoming missile waves. You want 25 hits before the first missile, 40 before the pair, and 70 before the final wave.

Macbeth asks you to shoot every rock, train car, and enemy to hit 100 by the checkpoint. Hitting all eight switches to derail the train gives a nice bonus, though you should already be on pace. Titania requires heavy bombing on the large four legged units, aiming for 70 hits halfway through.

The Final Push

Bolse asks for 40 to 70 hits before the core is exposed. Clearing the core fast gets you roughly 80 hits, and wiping out Star Wolf quickly secures 40 more. Area 6 is an absolute hurdle requiring 300 hits. Going in with full bombs and aiming for 175 by the checkpoint is essential. You have to memorize the spawn timings here to pull it off.

Arriving at Venom through Area 6 lets you fight Star Wolf before Andross for extra points, aiming for 180 by the checkpoint. The Golemech yields 10 hits, while Andross himself grants zero. Venom 2 is locked behind the hard route. You need at least three fast takedown bonuses against Star Wolf to hit 180 before the tunnel. The final hits come from Andross. Clearing his eyes quickly gives 6 hits each, and finishing his true form drops 11 more to wrap up your medal run.

Doom

Doom has been analyzing the industry for decades, with gaming roots tracing back to classic arcade cabinets. He offers a grounded, objective perspective on deep simulators, modern FPS releases, and expansive open-world environments.

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