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StarFox #14 - Level 1
Level 1 - Walkthrough
StarFox #14
Levels
Level 1
- 1. Corneria
- 2. Asteroid Belt
- 3. The Andross Space Armada
- 4. The Battle Base Meteor
- 5. Venom (space over Venom)
- 6. Venom
1. Corneria, Level 1
“Fox, the military situation on Corneria is deteriorating! Andross's advance forces have finally breached our defences and are assaulting the capital! We have held them back for as long as possible, but now we need your help! The main thrust of Andross attack on Corneria is centred around the old army base in Corneria City. Approach the city through the southern canyon - this should give you the element of surprise. Take out all the fighters and ground forces. Beware of falling rubble from the buildings of the city, and watch out for berserk construction robots!” —General Pepper's Flight Log, pg 26
Corneria is the fourth planet of the Lylat system, is an Earth-like terrestrial farming world with a variety of climates and terrains, more than the vast majority of planets in the Lylat System. It is the homeworld of the Cornerians. Many of the inhabitants live in the shelter of the mountain ranges, where very productive farming soil can be found.
Overview
Description
Corneria is currently home to an estimated 85% of the total sentient population of the Lylat system but, due to careful planning, remains a verdant garden world. Its cities and industry were built while keeping in harmony with nature, allowing its rich ecosystem to flourish. It is implied from Star Fox Assault that some military bases might be Cornerian-made islands. Roads on Corneria seem to be built above the ground as to allow the plant life to thrive, and from space the planet looks to have a large amount of cloud cover and oceans. It is the center of culture and government of the Lylat system, and is a prime target for those seeking conquest over the galaxy.
Corneria is the origin point for numerous important characters. Members of the Star Fox Team come from here, and it is here that Andross conducted his experiments before he was eventually banished to Venom. The Cornerian Army is based here and often involved in the conflicts that arise, seeking the help of Star Fox to bring peace back to the Lylat System.
As well as featuring heavily in the Star Fox series, Corneria also appears in Super Smash bros. Melee and Super Smash Bros. Brawl as stages. The stage is the same in both games, with the Great Fox flying low across the surface of the planet, from a side-on perspective.
Corneria is almost always the starting point of any given game (the execption is Star Fox Adventures, where all the gameplay takes place on Sauria). The stage differs in Star Fox depending on the difficulty path chosen. An alternate route is in Star Fox 64. In Star Fox Command the missions on Corneria differ depending on the path taken. Being the first planet of each game Corneria makes an ideal place to get used to the game outside of the training modes.
Difficulty
easy
Vehicle
Arwing
Overview
The Arwing is the primary method of tackling missions used by the Star Fox team. It is an airbourne craft also capable of traveling through space, equipped with a G-Diffuser system for flight. The wings on the craft can be moved to allow for different approaches to stages (being scrolling shooter and all-range mode), although this feature is typically out of the player's hands. In addition, if enough physical damage is taken then it is possible to have a wing ripped off. As well as hindering flight this also reduces the laser to a single version. Wing repairs can be picked up to repair such damage, and must be done before the lasers can be upgraded again.
The main weapon system is the laser, which initially starts as a single laser but can be upgraded to twin and hyper lasers. Holding the fire button down charges a plasma bolt, which can lock onto most enemy targets and then home in on them when fired. Plasma bolts create a small explosion on contact, which can destroy other nearby targets. These crafts are also armed with a limited number of smart bombs, which can be detonated by remote after firing. These bombs have a large blast radius but will also negate any hit bonuses that might have been earned otherwise.
The Arwing also comes with boost and brake functions - the former allows for faster movement and the latter allows for reduced movement (the Arwing is incapable of staying still in the air). The Arwing is also capable of performing two flips. The 360 flip will result in the Arwing continuing its direction, while the 180 flip will cause the Arwing to turn around (thus it can only be done in All Range mode). All these functions drain the boost gauge, which refills when not in use.
These crafts are capable of banking to allow for sharper turning. In addition they are able to barrel-roll. As well as helping to shift away from danger the roll also projects a temporary shield that deflects laser fire, which lasts until the roll ends.
Bosses
Attack Carrier (Course 1 and 2)
This carrier attacks with missiles and weaponless enemy ships from its three hatches. These hatches can be destroyed with laser fire when open. With all three gone it will attempt to ram you and fire plasma bolts. During this time the entire ship can be damaged with laser fire.
Overview
The Attack Carrier first appeared in Star Fox as the first boss you encounter in the game by choosing either courses 1 or 2. It returned in Star Fox 64 as a hard route boss by flying through all the stone arches and then following Falco through the waterfall.
This boss is a large ship featuring three side mounted launch pods - one on its right and two on its left. It has a grey and blue colour scheme in its first appearance but switches to a more industrial orange theme when it returns in the second game.
Attack Pattern
The Attack Carrier will attack you with a variety of flying enemies and even with missiles from its sides, once you destroy the sides it will attack you with plasma bolts or flamethrower, and attempted ramming attacks.
Tactics
The strategy is more or less the same regardless of which game you tackle. Once it opens up one part of one of its sides, shoot it with your laser until it falls off and then repeat on the other side. The left is one piece while the right has 2. Then after you destroy the sides of the carrier, attack the main part which will come at you with plasma (Star Fox) or a flamethrower (Star Fox 64), shoot the top when the front is facing you, and shoot the center when shooting its back, it is much easier hitting the back because it is more exposed. However, in course 2 of Star Fox, it is quicker to react.
Destructor (Course 3)
To much of Falco's dismay (who assumed that it was going to be the Attack Carrier that is going to be at the end), something else is attacking Corneria. It is the Destructor, it consists of 6 parts with 3 mounted on the enemy, and 3 that spin in the air.
2. Asteroid Belt, Level 1
Asteroids are obstacles that appear in several games in the series. They are large pieces of rock that float aimlessly through space and deal damage to Arwings upon contact. Asteroids can be found in several sizes, some as big as an Arwing or even bigger than the Great Fox.
Two famous examples of locations containing Asteroids are the Asteroid Belt and Asteroid Field. Planet Sauria's orbit was littered in Asteroids following the separation of the four SpellStone lands.
Difficulty
easy
Vehicle
Arwing
Asteroid targets
Some Asteroids are able to be destroyed using the Arwing. These Asteroids can be cleared using Laser firepower or by Smart Bombs, adding toward the score check. This is exceptional to very large asteroids, including two large, hollow tunnelled ones at the Meteo Asteroid Field. Some hostile laser cannons are fitted onto rotating asteroids which are encountered just after the second hollow, tunnelled asteroid. Andross is able to inhale and exhale asteroids through his telekinetic powers as his signature weapon, although these are not worth any hit points, they may leave Supply Rings or even Smart Bombs behind.
Defence against Asteroids
Asteroids can normally be cleared using starship Lasers or by Smart Bombs. The Meteo Crusher is specifically designed to clear up messy areas of space where unwanted asteroids and planets block the space lanes. The Star Fox Team's mothership Great Fox, is able to clear pathways in asteroid fields using it is laser cannons
Bosses
Rock Crusher
This carrier attacks with missiles and weaponless enemy ships from its three hatches. These hatches can be destroyed with laser fire when open. With all three gone it will attempt to ram you and fire plasma bolts. During this time the entire ship can be damaged with laser fire.
Attack Pattern
It uses 4 laser turrets on each side and will fire from it, once the turrets and the base of the crusher, it will also fire plasma and even missiles.
Tatics
Once the 4 turrets on either side are exposed (flashing red and orange) shoot them to destroy them. Once the base is taken off (when you destory all of the laser turrets) the crusher will begin to fire bigger weapins at you, shoot the ceneter to destroy it for good. If you have Nova bombs, use them to destroy all 4 turrets on one side at once.
Blade Barrier
Hoping to attack Corneria by passing through the thinnest part of the Asteroid Field, Andross' forces have devised this wepon that has some type of tracor beam that can draw anything caught in the beam closer to the weapon's blade, destroying it.
Tatics
This can be one of the most difficult enemies to face in this game. Your job in destroying the Barrier is to target the spokes on the sides, but shoot at them when the bade is not moving, becuase the blade can, infact reflect your lasers back at you, but even more dangerous, is its tractor beam, as it will come out in a form of a triangluar onject, as its spinning its balde stay on the upper right hand corner of the screen and as soon as its beam comes toward you, dodge it by moving out of its way, if the tractor beam happens to catch you, parform a few barrell rolls to break the beam, keep shooting for the wespon's spokes until they are all destroyed, but as soon as the barrier is destroyed avoid the blade that comes off.
3. The Andross Space Armada, Level 1
Alright! Get set for one of the most entertaining stages in game. The goal is to destroy two of the picket ships and the large planet bomber ship at the end - good thing we're stopping these guys before they reach Corneria! Upon leaving hyperspace you'll be greeted by a missile and then one of those little blue ships that you can shoot to get the twin blaster powerup. If you need the powerup, make sure the enemy is in an accessible part of the screen when you kill it. Then you'll contend with three more missiles; then you see your first 1-up! Shoot the three pieces (you can aim in the same place and let the bits come to your blasts instead of the other way around), then fly between them to collect it. You'll also notice one of the smaller capital ships. Shoot between its antennae to take it down, but watch out for the missiles! You might want to let a nova bomb go here to clear the area. There will be more ships like this, and also a few where you destroy the laser turrets to destroy the vessel. Soon you'll come up on the first picket ship. You can miss it if you like, but you'll just fly all the way back around again - you can't advance in the level without destroying the ships. (Unfortunately, skipping the first picket ship means starting from the first capital ship, not the beginning of the stage, meaning you do not get the chance to encounter the twin blaster ship or the 1-UP again. So there is really no point in skipping the first ship, though there IS a point in skipping the second...) Basic tips: Fire your retros when you feel the need to, and try not to bounce around too much - it is hazardous to the health of your twin blasters. ;-) Try not to move left and right unnecessarily, as it can be difficult to get yourself perfectly centered again. here is the procedure for this first ship: fly above a beam, fly below a beam, push L or R and fly sideways between two vertical beams, fly under a yellow beam, pick up a power shield (see how long you can hang onto it - if you still have it in the next stage then you qualify as a good player), fly under another yellow beam, shoot the round portal, then start shooting steadily to destroy the energy core. Boom. Since you are experiencing tight-quarters manoeuvring for the first time here, this might be a good time for me to deliver my lecture on wing damage (if you missed section [B-8] in the "Things to Know" part of this FAQ). Here it is: Your wings act as shock absorbers (hits to the wing only count for half damage), they assist your flight stability, and they serve as mounts for the twin blasters if you have them. it is surprisingly easy to lose a wing - just bounce around in one of these ships a bit with your wings banging on the walls and you'll see what I mean pretty quickly. Now, you can just damage your wing like the rest of your ship, and if you fly through a blue or yellow ring it will be refreshed. You can also get Wing Damage, where your wing is destroyed and replaced by a little red stub. Once in that state, you repair your wings either by getting a twin blaster / wing gyro powerup (of course, you get the wing(s), not the laser... sob!) or by getting killed (this might be necessary in certain parts of Level 3 where you almost have to have twin blasters to defeat the bosses). Now once finishing the first ship, you are in open space again. You'll still be in Standard view, but you can go back to cockpit view if you want by pressing SELECT. Now pretty much right away, one of your wingmen will get into trouble. here is a quick trick for the cruel people: If you want to see what the game is like without your wingmen, now's your chance - you can skip the second picket ship again and again until all your wingmen get shot down. Bummer. I do not recommend early players try this, for losing your wingmen detracts from the enjoyment of the game, in my opinion. As your wingman is having difficulty, there is also a mine to the right that you'd better take care of. Now you'll deal with some fighters and one of those three-part ships like you faced near the end of the previous stage. More capital ships will appear, and also a supply ring. One capital ship has three turrets you can destroy to blow up the ship, but watch out for the three missiles that swing out towards you from behind it! If you are going for a perfect score, shoot the turrets first, then launch and detonate bomb to take care of the missiles. The second ship appears. The moves are a little trickier this time, but nothing too difficult: Shoot the double doors to make them part, fly above a beam, below a beam, above a series of beams, below a series of beams (watch out for a striped moving beam here), shoot a series of double doors to make them part (i would leave the nova bomb alone because collecting it means you'll be off-centre and you'll risk smacking into the walls or the tight vertical beams near the energy core), shoot some enemies (do not go out of your way to get an energy ring for the same reason I advised passing on the nova bomb), shoot the round portal, and start shooting at the energy core. Boom 2. By the way, it is possible to get out of the ships without destroying the cores. Unfortunately you have to fly all the way around and enter them again, as if you'd missed them entirely. Upon exiting the second ship you are swarmed by some tiny white and red capital ships that are as easy as anything to shoot down, except if you are trying to get back into cockpit view - I might hold off on that until you get a few clear seconds. After a few of these guys and some mines and missiles, you'll encounter a supply ring as you begin to see your final objective at the bottom of your flight path - the fearsome and deadly Planet Bomber! Kind of like Andross' version of the Death Star. A couple of fighters fly into your path after the supply ring - you know what to do. there is one last mine for old time's sake, and then you will fly into the Planet Bomber! Inside, your cowardly wingmen decide to abandon you and head for open space if they haven't already. You do some trickier manoeuvres; pay attention to which way the arrows are pointed on the up-or-down doors. You can shoot them to change their direction or just wait for them to open for you. I'll assume that you won't be shooting them - that just complicates things! here is the list of moves: fly up over a down-moving-door, stay up and fly over a series of beams, fly low under a series of beams, fly up above a beam, fly below a beam, fly above a beam, fly below a beam, fly above a beam (might want to fire your retros for these), fly between two horizontal beams, fly low under an up-moving-door, fly up over a down-moving-door, fly low under an up-moving-door, fly above a beam and then over a down-moving door, shoot some enemies (might need a nova bomb to clear the way if you do not have twin blasters), shoot open a series of side-parting doors, fly between the vertical beams, and then your autopilot kicks in. You fly though a cool passage and greet the Atomic Core. +++Planet Bomber ATOMIC CORE+++ Ever seen Return of the Jedi? These cores have become quite a trope. The first thing you must do is destroy the wall panels that draw energy out of the Atomic Core. I find they're easier to hit if you orient yourself so that the energy streams are coming at you around the circle. Watch you do not get nailed by the streams, and you'll want to be careful not to smash your precious wings into the wall. there is also a tiny fighter pod that appears once in a while, so shoot him down. Once you destroy the panels, the core itself will open up, allowing you to roast the entire vessel with a few quick shots. If you are not fast enough, the core will close up, and you'll have to repeat the process with the wall panels again.
4. The Battle Base Meteor, Level 1
You are put into Approach view. You can switch to Standard, but the idea behind Approach is that you have an extra-split second to see and react to things - the downside is that you lose the view of what is going on immediately beside you. Here the Approach view is suggested because, as Pepper alludes, you have to be careful with your ship here - your visibility is severely reduced, and you do not see obstacles and enemies until you are right on top of them. it is not like there is a fog - they just "pop-up" later than they would on other stages.
Deal with a few walkers and plasma turrets on both sides of your flight corridor. You see the bolts before you see the turrets. Then you see a few roving turrets. A nova bomb could come in handy here.
A wingman will find trouble as you encounter three roving turrets, all in a row. Go through a pillared area. You might want to fire your retros. there is a nova bomb powerup available center-left, not to mention an all-important twin blaster powerup along towards the right. Then you run into a plasma turret among the pillars, so stay sharp.
Find our way through some rocks and walkers. Hug the ground to take care of a couple of roving turrets. Then you've got another walker, and now some helicopters. They are hard to hit. there is a plasma turret and a little bitty turret that appear on the left, as a 1-up appears on the right. You do not have a lot of time to react.
Just as you (would) collect the 1-up, a wingman finds trouble. More walkers and helicopters. And two more plasma turrets for good measure. Another walker. There is a big, boxy, garage-like building on your left. Three roving turrets will spill out. You know what to do - hug the ground and blast them early before they line up under your flight path and start taking shots at you. You encounter another plasma turret or two on the left after this.
A big door in the middle of the path. there is a supply ring inside, but wait until you are close before shooting it - it closes again quickly. Shoot it when you are right on top of it, then boost through it. A wingman will be clearing up a few airborne enemies now, which leaves you free to concentrate on a huge stationary turret.
Two helicopters appear. Then you get a pair of doors like the one that held the supply ring a second ago. there is a nova bomb in the left door (and nothing at all in the right). A wingman finds trouble, and you have to deal with one of those big turrets again, then three more helicopters.
Spider Shaped Machine DANCING INSECTOR
Your wingman may actually hang around and fire a few shots at the Insector, but he will take off before any real damage is dealt. Keep shooting the legs while the Insector dances. Watch out for plasma bolts. As you tire it from dancing, it will pull up its legs and spin around in the air. It will approach to try and hit you; it will either fly in high or low - be ready (and do the opposite). For all of this first spin, its legs will still be blue and you can do practically no damage.
It will dance again, but when it goes into a spin this time, the legs will be red. Start shooting off the legs. As revenge for taking its legs out from under it, the Insector will begin to use its flame cannon. Since you can see its trajectory all the way, it is pretty easy to avoid, though it is quick. Move in alternating directions to miss it completely. The Insector will still be spin-approaching you on either the high side or the low side, so watch out for that. After downing all the legs, destroy the remaining central pod.
5. Venom (space over Venom), Level 1
This is where Andross' base is centered, the hostile planet of Venom, this planet is meteorologically active with violent thunderstorms, and the clouds are so thick, that light from stars are not enough to reach the surface. As the you encounter the forces at Venom you will fight them in 3 sections, first you will fight the forces in Venom's orbit them on the planet's surface, then you face Andross himself in his own "Core Brain". In Course 2, you have the opportunity to take Andross' forces by surprise by going into the Core Brain in the back corridor.
Bosses
Phantron 1: Orbit
This is one of the elite weapins in Andross' forces as it can split itself to 3, making it a hard target to hit, and it can convert itself into a walking wepon that can do the same and even so some special moves as well. It appears and quckly moves and shoots missiles, then as it splits into 3, it can shoot lasers at you.
This is when you face Phantron in Venom's orbit. It will appear on the left side and as soon as you shoot it, it will quickly move to another side and shoot a missile at you, then as it circles around the screen it will split itself to 3, shoot at the one that flashes when it is hit by your lasers (WARNING: Do not use nova bombs), shoot at it until goes down to Venom.
Phantron 2: Surface
This version will convert into a another robot with legs as it can still shoot lasers and missiles and still split into 3, it can even jump and kick.
As you face Phantron again, it will appear as it did before but once you damage it enough, it will convert into a more difficult version itself (complete with legs) as it takes more damage to destroy. It will still shot lasers and missiles at you, but it has more ways to throw off your aim and timting as it can jump and still split into 3, but as the battle goes on, it can even kick at you. Shoot at the flashing blue area to destory it.
Metal Smasher
One of Andross' elite weapons that protects Venom, especially the rear, which this weapon protects, it sends out eneimies and can even come closer to crush anything that comes close, and it can even shoot laser rings.
Tactics
Once the smasher opens, it will draw closer, use novs bombs to eliminate the enimies it sends out, then as it draws closer, shoot either side to cause damage, as sson as it tries to crush you use the brakes to avoid serious damage, after a few tries to crush you, it will send out a series of laser rings, one in a horizontal pattern and another in a vertial pattern, it will them restart its crushing process, repeat the process of shotting one of the smashers and using nova bombs to eliminate the smaller eneimes.
Note #1: Use the Approach mode to avoid the crush attack more easily.
Note #2: You do not have to destroy both parts of the enemy, once one is destroy, it will basically commit suicide (with the Galactic Rider coming out of the last surviving part).
Great Commander: Orbit
This one of the other Andross' elite weapons, and by far Andross' greatest weapons to use in his arsenal, it shoots lasers from its top, and plasma from the 6 turrets mounted on the sides.
Tactics
This is (pound for pound) the most difficult boss you will ever face in this game (or any game for that matter). It will start by shooting at you before it actually assembles, avoid the lasers and watch when the commander assembles. As soon as it assembles, the real battle begins. Its weak points are its plasma turrets that are on the commander's sides. It will be very difficult to target them as the commander comes in very fast and not all of them will be open as you try to shoot at them. After you destroy 3 turrets, it will shoot more plasma at you from the top, making it more difficult to target the turrets. Keep at it until it is destroyed. Note: Make sure you have the level 2 twin blasters, and some nova bombs before you battle the Great Commander.
Great Commander: Surface
The Great Commander is ready for round 2 for another difficult fight with you, this time it will convert into a weird robotic creature that will shoot iron balls at you that will do major damage, and as the bottom is destroyed will use its mid-section to attack while its top flies around.
Tactics
The Great commander's surface form is just as difficult as its orbit form, but this time it will convert into a creture robot, that shoots iron balls from its arms that does major damage, its only exosed area it is bottom, which has a door that opens and closes, this will be difficult to target as you will also be taking your time avoiding the iron balls, and the more damage it takes the more iron balls it throws at you. As soon as the bottom is destroyed, its mid section will come off and will attack you by spinning and coming toward you, your target should be the top, but since it is fast moving and small it is a difficult target to aim for, but as soon as you destroy the top the commander will admit defeat.
Andross
In this game Andross takes the form of a giant disembodied head with a somewhat metallic outward appearance and a blocky form. Andross initially attacks by launching tiles at Fox from his eyes. At set intervals he will attempt to suck up objects, including Fox himself, and then spew out a storm of tiles. Andross' eyes are the weak spot, and must be shot out. When both are gone the face disintegrates, leaving behind a spinning cube with Andross' face on each side. True damage to Andross is done by shooting this. After a shot while Andross' face reassembles and the routine continues.
If Andross is reached by taking the third route through the game then he will have a few extra tricks. While his face is present we will also fire lasers and plasma bolts. Also, once the cube has taken a certain amount of damage the face reassembles into a more monstrous form (although still somewhat metallic and blocky).
6. Venom, Level 1
Soon after arriving there is a panel with a triangle pointing to the right on it. When you get up close to the panel, it will quickly rotate, becoming a large barrier on the right side of the screen. You can also fire on the triangle to change its direction, if you wish; you need to do that later to collect items and avoid getting seriously hurt.
Fly low to avoid the blocks that appear. One of your wingmen finds trouble. A bit after that, you have some plasma turrets to deal with. Hug the ground and take them out, or stay up in the air and roll-deflect the bolts as you fire away.
Another one of those panels appears, pointing to the right as before. Then there is a third one pointing right - This one is pointing at a nova bomb. So fire at the triangle to make it point the other way (left) and then you can safely collect the nova bomb. (One little shot is all it takes - whatever you do, do not hammer on your blasters).
Now you have a left-pointing one, and you can dodge it or redirect it, but then you have a right-pointing one on the left side of the screen. You pretty much have to redirect this right-pointing one left, and similarly redirect the left-pointing one on the right side of the screen to the right. Then fly right of a left-pointing one in the middle of the path.
Fly low, as there will be pillars rising and sinking in the ground, though it is more eye candy than anything else. Then deal with a couple of enemies, and a wingman will get into trouble. Then there will be plasma turrets on both sides. You might want to use a nova bomb here for safety reasons. A couple more enemies, another pair of turrets, then a turret in the middle.
You arrive at some red pillars that you can shoot if you like; then more pillars are cast down upright upon the ground so as to be in your way - avoid those. Then there is a fancy left, right, left (or the other way around) through falling grey pillars, then you get what looks like your choice of three(!) Supply Rings. Unfortunately only the middle one is the real continue-point-making deal, fly through it. Then you have another narrow pass through floating pillars.
The objects that fall to the ground if you fly under them. If you want to collect the nova bomb or the twin blasters, I suggest using the booster rockets. Fly sideways between the rows until you need to swing into a row to collect an item.
One last swinging bar (initially left-pointed) for old-time's sake, then you have more red shootable falling pillars, and then the Phantron comes back again.
Special Close Orbit Robot PHANTRON
Start off (as almost always) by shooting. It will split into three right away, and as before find the damage-taking one with your laser (you hear a satisfying sound) and fire away, watching out for missiles and rolling to deflect blaster bolts. After you extinguish it, it flies around in a circle.
Strategy for the new Phantron is easy - just fire at the head and avoid the missiles or shoot them down. Avoid or roll deflect the lasers, and plasma blasts. it is easier said than done, though. You'll need to be very nimble to outlast the bugger.
Try to shoot down as many missiles as you can, as a few of them leave yellow supply rings. But you can dodge most of the missiles reasonably well if you watch their shadows and listen to their audio cues. Still, you do not want to get into a long, drawn-out fight, and I tend to favor aggressive tactics. The best defense may well be to stay right in the line of fire, shooting down the missiles and roll-deflecting the blaster bolts. But if you are not good a rolling, you have to play cat-and-mouse.
The Phantron's other attacks include leaping at you, and also launching a leg toward you. Try to miss those. It can also split into three, and again you have to figure out which one to shoot at. It may take a long time, but you will be able to roast the thing for good eventually.
After destroying Phantron, the autopilot kicks in and you end up inside Andross' fortress, where you do some manoeuvres in a corridor similar to the ones you executed in the Space Armada stage. Andross taunts you a bit, but he is just masking his desperation - you made it this far, and you are not going to leave before utterly destroying the fellow. Entering his domain acts as a continue point, so if you have an extra ship or two you should be good to go.
The corridor contains a grey ring, no doubt most welcome after your battle with Phantron. Deal with some closing bars - fly up, then down, then collect a nova bomb between two pillars. Fly under a bar, over a bar, and then - carefully - between two bars (fire your retros if you need to).
Deal with closing doors. You have to roll onto one side and move to the left and right very quickly. Retros will help immensely. Roll right and approach the right wall, roll left and approach the left wall, roll right and approach the right wall, roll left and approach the left wall, roll right and approach the right wall (and get twin blasters), and finally roll left and approach the left wall. You do not have to get *super* close - the door only closes about 2/3 of the way.
Psychic Energy Core TELEKINETIC AMPLIFIER
First, destroy the eyes. It will probably two rounds or more of Andross spitting out the telekinetic particles and then sucking them in again for you to accomplish this. I find nova bombs do not really help much here. The faster you work, the better - playing cat-and-mouse tends to mean you get smacked around more by the telekinetic pieces. You also destroy more of them by mounting an aggressive offence. If you have the photon shot, pick an eye, sit high, and just blast away. Surprisingly, you take little to no damage from this stance.
When each eye gets blown up, the whole face shatters, giving you a chance to fire directly at Andross' control cube. You will not destroy the cube in this first round (though you can do this with the photon shot), The face comes back together again. Destroy the eyes like before, and then utterly fry the control cube - the damage you inflicted in the previous round(s) is still there.
And then Andross blows apart. Your autopilot gets you out of the fortress before it is too late.