_ _ _____ ___ | | | | | _ | / | __ _ ___ ___ ___ ___ _ __ ___ | |__ __ _| |_ | |/' | / /| | / _` |/ __/ _ \ / __/ _ \| '_ ` _ \| '_ \ / _` | __| | /| |/ /_| | | (_| | (_| __/ | (_| (_) | | | | | | |_) | (_| | |_ \ |_/ /\___ | \__,_|\___\___| \___\___/|_| |_| |_|_.__/ \__,_|\__| \___/ |_/ .-.-.-.-.-.-.-.-.-. .-.-.-.-.-. |s|h|a|t|t|e|r|e|d| |s|k|i|e|s| '-'-'-'-'-'-'-'-'-' '-'-'-'-'-' FAQ & WALKTHROUGH by SHOTGUNNOVA (P. Summers) / shotgunnova [a+] gmail [.] com .-----------------------------------------------------------------------------. | TABLE OF CONTENTS / '---------------------------------------------------------------------------' I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. TIPS AND TRICKS . . . . . . . . . . . . . . . . . . . . . . . . TPTR III. MISSION WALKTHRU . . . . . . . . . . . . . . . . . . . . . . . . WLKT 00) Walkthrough Notes........................................... WLNT 01) Sitting Duck................................................ MS01 02) Imminent Threat............................................. MS02 03) The Northern Eye............................................ MS03 04) Blockade.................................................... MS04 05) Lifeline.................................................... MS05 06) Invincible Fleet............................................ MS06 07) Deep Strike................................................. MS07 08) Shattered Skies............................................. MS08 09) Operation Bunker Shot....................................... MS09 10) Tango Line.................................................. MS10 11) Escort...................................................... MS11 12) Stonehenge Offensive........................................ MS12 13) Safe Return................................................. MS13 14) Breaking Arrows............................................. MS14 15) Emancipation................................................ MS15 16) Whiskey Corridor............................................ MS16 17) Siege of Farbanti........................................... MS17 18) Megalith.................................................... MS18 19) Unlockables................................................. MS19 IV. PLANE LIST . . . . . . . . . . . . . . . . . . . . . . . . . . . PLNL V. ACE FIGHTER LOCATIONS . . . . . . . . . . . . . . . . . . . . . AFLC VI. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . FAQZ VII. UPDATES . . . . . . . . . . . . . . . . . . . . . . . . . . . . UPDT VIII. THANKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . THKS IX. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT .-----------------------------------------------------------------------------. | I. CONTROLS [CNTR] / '---------------------------------------------------------------------------' ____ | | ____ L2 BUTTON --> /____/\ | | /\____\ <-- R2 BUTTON L1 BUTTON --> /____/\ \_______| |_______/ /\____\ <-- R1 BUTTON / _ \________|__|________/ _ \ / _| |_ _ /_\ _\ <-- TRIANGLE BUTTON DIRECTIONAL --> | |_ _| [SELECT] [START] [_] (_)| <-- CIRCLE BUTTON PAD | |_| [ANALOG] (X) | <-- X BUTTON / ____ ____ \ / / \ __ / \ \ \ /\ \____/ / \ \____/ /\ / \ / \______/ \______/ \ / \_____/ LEFT ANALOG RIGHT ANALOG\_____/ (L3) (R3) Controller settings can be toggled under the main menu's "Options" tab. .----------------------------.----------------------------. | CONTROLLER TYPE 1 (NORMAL) | CONTROLLER TYPE 2 (EASY) | .------------+----------------------------+----------------------------| | L ANLG UP | Pitch down | Pitch down | | L ANLG DWN | Pitch up | Pitch up | | L ANLG LFT | Roll left | Left turn | | L ANLG RGT | Roll right | Right turn | |------------+----------------------------+----------------------------| | CIRCLE | Shoot missiles | Shoot missiles | | X BUTTON | Shoot vulcan cannon | Shoot vulcan cannon | | SQUARE | See map* | See map* | | TRIANGLE | Toggle applicable targets | Toggle applicable targets | | L1 BUTTON | Decelerate / throttle down | Decelerate / throttle down | | L2 BUTTON | Yaw* left |----------------------------| | R1 BUTTON | Accelerate / throttle up | Accelerate / throttle up | | R2 BUTTON | Yaw* right |----------------------------| | SELECT | Toggle main/auxiliary wpns | Toggle main/auxiliary wpns | | START | Un/pause game | Un/pause game | | D-PAD UP | Autopilot (level aircraft) | Autopilot (level aircraft) | | D-PAD DOWN | Change camera POV | Change camera POV | | R3 BUTTON | See rearview POV | See rearview POV | '------------'----------------------------'----------------------------' * "Yawing" is slight deviation from the normal course * The map can focus three different ways, depending on the button's pressure. .-----------------------------------------------------------------------------. | II. TIPS AND TRICKS [TPTR] / '---------------------------------------------------------------------------' This game's not too hard once you get the hang of it, which is why catch-all tips will be very helpful. <> One thing I noticed when I picked the game up again was that I COMPLETELY sucked, even though I was pretty good before (decent, not that great). It is always wise for a new player, or even someone who's forgot the game's handling, to check out the 'Tutorial'. It'll walk the player through the game's basics and is a big help. Seriously. <> The most advantageous firing position is from behind the enemy while they are in a mid-turn and at similar altitude. They'll be slowing down, and the missiles have a higher chance of hitting because they're not working off some huge mismatch in height. Always try to achieve this positioning. The worst positioning, thus, would be about the exact opposite: enemy is heading towards you from an altitude extremely different than yours, and you're shooting from behind as you head straight up/down. Not only is this going to waste ammo 99% of the time due to outmaneuvering, but it's simply...stupid. Never do it -- it wastes times finding your bearings again. <> Out of the two control types, the most 'difficult' is the default one, but it's also the best for maneuvering. I highly recommend you work with that one to get the ins and outs down, 'cause you won't regret it (it's difficulty's an overstatement, but eh...). <> Pay attention to the briefing's count of the air/ground/naval enemies and match your arsenal accordingly. For some maps like "Tango Line," it can be hard to get "S" rank without, say, Long-range Air-to-Ground Missiles since some easy targets are always in pits. If you bring in something that doesn't flow with that (unguided small bombs, for instance) you're just losing points. There are other examples, but just make sure not to set yourself up for a big disadvantage! <> Always use your time wisely. Sometimes there is a mission update; other times there isn't. But, one thing that usually happens when there is, is all normal enemies quit registering as targets. If you're trying for a high rank, it's important to clean out zones as fast as you can, with no wasted ammunition. Use vulcan guns and missiles in conjunction and you'll be a regular ace in awhile. <> Aces are special enemies that appear one per map, and give 240 PTS if shot down. Usually they require out-of-the-way tactics to find them, and that can hurt your chances of getting a good rank if it wastes time (such as in 'Escort'). Check the Ace Pilots section and do some trial and error to see which you can squeeze in and which you can't. Just remember: aces are NOT needed to get 'S' ranking, but they do help. <> If you're having a hard time finding targets in dogfights, it could be two reasons why: you're wasting time following one target or you're going far too fast to get a good position. You'll have to find a balance. As one example, in the "Shattered Skies" mission, it's best to switch targets every 15-20 seconds so you're not on a wild goose chase; it's also best to decelerate when turning so you can get better aiming position. Just know that your evasion capabilities decrease when going slower, so don't pull a stunt like that in front of a bunch of SAMs or Yellows, y'dig? <> Try to pace yourself on difficulty first off. The walkthrough is written in Normal Mode so that it's a balance, but go with easy if you have to. When you get better, try out Expert Difficulty (beat all missions on Hard Mode) and Ace Difficulty (beat all missions on Expert difficulty). There's a certain rush to dogfighting, and crafts take more damage as the ante's upped. Good luck if you play on Expert/Ace, 'cause you'll be better than I am in a short time. :p .-----------------------------------------------------------------------------. \ WALKTHROUGH NOTES [WLNT] | '---------------------------------------------------------------------------' Here's a few pointers about this walkthrough: * It's written for normal mode, which is the basic game of play. This is the medium difficulty setting for the most part, even through there are two easier options. It can actually be quite annoying at times, so it's not remedial or anythin'. * The normal default controller setting is used for this guide, because it's used also in the tutorial. You may have an easier time if you change it, but you may not -- I'm stickin' with this one. * Completion $$ are APPROXIMATIONS. Until someone sends me information on figuring out the bonuses, just use 'em. There's one postulate about making them rise: although there are S/A/B/C tiers, the more points you get, the more bucks you get at the end. Rank bonuses will always be the same, as you'll find out. .-----------------------------------------------------------------------------. \ MISSION 01 - "Sitting Duck" [MS01] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | 010 AIR | --- GRND | --- NAVAL | 006 TGT | 010 TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: F-4E (default) OBJECTIVES: Destroy all indicated targets COMPLETION: $24000 [S] / $12000 [A] / $ 6000 [B] / $----- [C] RANK BONUS: $30000 [S] / $20000 [A] / $15000 [B] / $10000 [C] Since this is the first mission, it'll be an easy one with simple air-to-air combat. Because Mobius 1 (player-controlled ally fighter) and its entourage will come up behind the enemy, there's a better shot of success. My favorite way to increase probability of damage is: * Make sure you're at the same altitude * Make sure you're directly fore/aft the plane * Fire two missiles at a time Firing two missiles at a time may seem wasteful, but remember that latter- -game crafts take two hits to be destroyed anyway, and even some ground targets (Pillbox) do as well, depending on your plane's model. This level is also similar to the tutorial missions, so remember the controls and get your bearings with the craft. Switch controller modes if you don't like the tilt-'n'-turn method that's necessary on the default. Because you come up behind the enemies, you can probably get three of the six escorts out of commission at once. The rest are dealt with quite easily given their relatively poor capabilities and the 10:00 time frame to blow 'em outta the sky. The four bombers that are past the TU-95s have about no mobility, making them missile fodder with ease. A score of around 840 PTS is needed to get the S-rank marking, while 600 PTS is the bare minimum to get the C-ranking. .-----------------------------------------------------------------------------. \ MISSION 02 - "Imminent Threat" [MS02] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | 007 AIR | 024 GRND | --- NAVAL | 011 TGT | 031 TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: F-4E or F-SE OBJECTIVES: Destroy all indicated targets COMPLETION: $99000 [S] / $70000 [A] / $21000 [B] / $12000 [C] RANK BONUS: $30000 [S] / $20000 [A] / $15000 [B] / $10000 [C] Though there will be some aircraft to deal with, most targets will be placed on the Rigley Base's ground (even planes that are harbored), meaning a decent air-to-ground weapon will help very much here. If you got an S-rank in the previous mission, buy the F-5E fighter since it comes with 12 small unguided bombs. Don't worry; you can resell it for full price when the next upgrade's in town. --- Mobius 1's first target (always) should be the substation running along the stretch of telephone poles. It's an easy 100 points. At the airforce base, switch to your air-to-ground weapons, fire a few at a large cluster of the 'beached' crafts, and switch back to missiles to get in some extra potshots. The targets you'll want to destroy -- the only ones that pose a decent threat that is -- are the AA Guns 'round the environs. Cycle through targets w/ the Triangle button to find one, if it's near. If you're not quick about trashing the inert bombers, they'll take off on the runway! As you drop some fire-'n'-forget air-to-ground weapons, don't forget that you can still decelerate and use your machine gun to destroy ground targets, if they line up. Strips of hangars and TU-95s run on either side of the runway, so if Mobius 1 approaches from the west/east, it can slowly but surely fire and destroy most if not all targets in its flightpath. Pretty simple running here since it's got weak air support and all targets are landborne. Yawn! It's incredibly easy to get an A+ ranking here, even if you don't go after any dogfighters in the sky. Plus, with the fifteen-minute time limit, there is ample time to make the clouds rain blood and shrapnel. 2100 PTS should kick ya into S-rank range. ^____^ .-----------------------------------------------------------------------------. \ MISSION 03 - "The Northern Eye" [MS03] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | 006 AIR | 015 GRND | --- NAVAL | 009 TGT | 021 TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: F-SE + Rocket Launcher OBJECTIVES: Destroy all indicated targets + return to base COMPLETION: $60000 [S] / $28000 [A] / $14000 [B] / $ 6000 [C] RANK BONUS: $30000 [S] / $20000 [A] / $15000 [B] / $10000 [C] This map's smaller than the usual ones... And the radar installations look like the Epcot Center... >__> Another extremely easy mission with minimal air attackers. In fact, most of the ground targets are buildings guarded by a few AA guns. And, there's 15 minutes to wreak havoc in. Talk about generosity... Most of the six bogeys that can be found appear towards the start (southern mountain range) and in between the two 'clusters' of targets, thus making the task a little easier without any live missiles. A level without SAMs is kiddie play. Bombing the ground targets is as simple as slowing down (~200 mph) and dropping an ammo payload overhead. Missiles also work here and work well for homing in on the AA guns. There are some CH-47 helicopters that will take off if you pass 'em by, so use that rocket launcher (or small unguideds) to blow 'em off the face of the earth. 1400 points is good enough for an S-ranking, but it'll be hard to get if you don't dogfight with some of the planes (in fact, I don't think it's possible without it). Once all radar installations have been destroyed... ##### MISSION UPDATE! ##### Don't worry, there's no danger -- simply fly along vector 180 (south) to the dotted-line border on the map. This will allow Mobius 1 to return to base and complete the mission. Note that one can also do this during missions to fuel up and repair all damage, as well as changing the auxiliary weapons. Remember to get the S-ranking before this update because all enemies will no longer be registered as targets. (PS - You can skip the RTB landing if you want). .-----------------------------------------------------------------------------. \ MISSION 04 - "Blockade" [MS04] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | 011 AIR | --- GRND | --- NAVAL | 003 TGT | 011 TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: F-SE + Rocket Launcher / F-16C OBJECTIVES: Destroy all indicated targets COMPLETION: $82000 [S] / $58000 [A] / $20000 [B] / $----- [C] RANK BONUS: $30000 [S] / $20000 [A] / $15000 [B] / $10000 [C] You may want to buy the F-16C Fighter due to its ramped-up air-to-air skill. On the other hand, it's got no useful weapons (for next level) in comparison to the two already available. Either way, regular missiles are going to be the poison of choice here, so give yourself an edge if you need one. --- Anyway, the targets here are C-17s which act as radar jammers. Note how the radar display is all wonky and there are big circular patches where enemies only show up momentarily? The radar signal won't come up clearly until E-767 aircrafts are downed. They appear in the 'epicenter' of the circular jamming area. 'Course, the planes will show up on the main screen when in range, so this isn't as much of a factor as it seems. Plus, C-17s are as slow as normal bombers and have poor maneuverability...sitting ducks, really, since their flightplan mostly has them flying into the east. Sneaking two missiles up their tailpipe's a cinch in this case. Just watch the li'l radar screen for any sign of a bright-red target marker and head in that direction. Because there's only three targets, 480 PTS is the bare minimum for the "C" ranking. Numerous F-16s and C-17s roam as escorts; blow 'em up for relatively easy point-uppin'. About 1300 points is needed for the S-rank, which means you'll have to hurry up and destroy as many enemies as possible since there is a chance allies can take some kills and prevent your highest score. Using the F-SE's Rocket Launcher is good for two reasons: 1) You can run out of missiles and may need the semi-scattershot projectiles 2) They propel forward and can hit same-altitude planes The MIGs are quite fast and will probably end up with the most trashed shots from your missile inventory, so be sure to get the most advantageous shot you can (long-range, coming up behind it, same direction). There's 12:00 to do this mission which gives enough time to complete it, but it's cutting it close to get S-rank. Good luck! .-----------------------------------------------------------------------------. \ MISSION 05 - "Lifeline" [MS05] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | 010 AIR | 088 GRND | 002 NAVAL | --- TGT | 100 TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: F-SE + Rocket Launcher / F-16C + ALR Air-to-Ground Missiles OBJECTIVES: Score at least 2000 PTS within time limit COMPLETION: $242000 [S] / $101000 [A] / $74000 [B] / $ 7000 [C] RANK BONUS: $ 30000 [S] / $ 20000 [A] / $15000 [B] / $10000 [C] Woo, 10:00 to do all this in... The Rocket Launcher is boss here, since it has 64 shots and fires 8 at a time, easily taking out most of the close-knit things around the industrial refinery area. There are three main areas: said district in the west and 3 offshore oil rig platforms in the far east. You'll have to make up your mind about which to go for, since it wastes time traveling over the ocean expanse and such. Here are the $$ amounts per area (ground targets only, discounting Tankers): INDUSTRIAL AREA ~ 2000 PTS <-- Refinery area on the western mainland OFFSHORE RIG #1 ~ 1170 PTS <-- Southernmost rig cluster (equals 2 large) OFFSHORE RIG #2 ~ 650 PTS <-- Middle-most rig cluster (smallest) OFFSHORE RIG #3 ~ 750 PTS <-- Northernmost rig cluster (pretty small) The breakdown: the industrial area is the easiest with only a few AA guns but no other armaments. There are a lot of easy targets like gas tanks and smokestacks, meaning you can conserve missiles and just gun 'em down with a vulcan cannon since they're lined up in rows/clusters. Due to the ease, it's recommended you strike here first to get the point quota nearly filled. The oil rig platforms are in closer proximity and thus take less traveling and wasting time to get the points. In other words, if you want the most points per minute, that's the way to go. It's a bit harder, though, since there are lots of planes and SAMs installed around. Plus, the constructs have spaced-out targets, making 'em hard to get a good run with the machine gun or missiles. If you have long-range air-to-ground missiles, taking out the SAMs is easy; you'll just have to wait for the relatively long time til two more can be fired. So following my plan, one would hit the industrial district first, RTB to fill up on missiles and such again (you will definitely run out at the rig clusters), and head towards the rigs to destroy stuff. You can do this run backwards as well, but that only benefits at the mission update that occurs when the timer's up. Personally, I wouldn't bother with any aerial targets here until all ground ones in the vicinity are scrapped. It only wastes precious ammunition for the static targets. To get the max rank, score at least 4000 PTS in the ten minute time period. It's quite hard, but doing my run a few times got me the score in only 8:20. That RTB helps, believe it. My best score was 4420 with 4180 PTS coming from ground targets. =p ##### MISSION UPDATE! ##### If you have 2000 points or more when the time limit runs out, four minutes are put on the clock for you to head south towards the base again, reason being that there are some famed "Yellows" heading your way. Whatever you do, don't BOTHER fighting them. It wastes time, you can't kill a single one, and it only increases the chances of you getting shot down (missile central down there). Seriously, just leave the battlefield when you have the chance -- all enemy targets'll be removed from the map anywayz. And don't try to sneak towards the dotted line before the mission update cuz your current position will be changed to the middle of the rig constructs. Beat it outta there if you're damaged! .-----------------------------------------------------------------------------. \ MISSION 06 - "Invincible Fleet" [MS06] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | 011 AIR | 040 GRND | 036 NAVAL | --- TGT | 087 TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: F-5E + Rocket Launcher / A-10A + Advanced ATG Missiles OBJECTIVES: Score at least 3000 PTS within time limit COMPLETION: $215000 [S] / $116000 [A] / $82000 [B] / $ 5000 [C] RANK BONUS: $ 30000 [S] / $ 20000 [A] / $15000 [B] / $10000 [C] This is probably my favorite map in the game because of all the naval units that you get to deep-six. Comberth Harbor's fleet is anchored and it's time to put 'em away -- unfortunately, the dang bay is huge and the docked units appear primarily in four groups. To start off with, most of the warships/cruisers/carriers are docked toward the bow of the bay, along the northern lip that arcs west to east. Starting there is alright, but like the previous map, killing the nearby units first and doing a quick RTB is the best idea...that means go east to the naval units trawling the southern part of the map and flippin' 'em upside-down is not only just a good idea but a strategic one as well. Be careful -- while some have no weapons at all, most have SAMs and it will be a missilefest w/ all the aircraft jumping around. Before you RTB, try to get some potshots in at the helicopters you find -- they only take one missile to down and maneuver rather horribly. Anyway, here are the four clusters' point values (apx.): .-------------------------------------. | [CLUSTER3] | ________________________ | ________ | | CLUSTER #1 | 1180 PTS | | / \ | |-------------+----------| | | | | | CLUSTER #2 | 1450 PTS | | | | [CLUSTER2] | |-------------+----------| | [CLUSTER4] | | | | CLUSTER #3 | 1670 PTS | |______________\=BRIDGE=/_____________| |-------------+----------| | CLUSTER #4 | 1330 PTS | [CLUSTER1] '-------------'----------' - - - - - - - - - - - - - - - - - - - <-- RTB Line CLUSTER #1 - Battleships with some SAMs, carriers or other dreadnoughts with AA guns. Some weakling helicopters fly around here and are shot down with single missiles. The Tanager (?) has two SAMs onboard so keep an eye out...it might be the Aegis Raven, but just so you're aware. CLUSTER #2 - Mostly battleships at anchor (defenseless) with various static targets, such as cranes. Few offensive, active targets if any. This shipyard facility doesn't offer much in the way of points but is a natural stop from the first cluster. Remember that missile shots will be trashed unless you shoot submarines from the hangar's natural opening (can't penetrate the anterior). Spread-bomb types (Rocket Launcher, etc.) CAN penetrate, tho. CLUSTER #3 - Upriver with some battleships, SAMs, submarines (docked and a few in shelter), plus cranes and gas tanks thrown into the mix. Take out the two or so SAMs for an easier time. This also has the highest points ratio for ground targets. CLUSTER #4 - Multiple ships with AA guns and SAMs, as well as some missile boats and static targets. Due to live ammo floating around, and this being a hub for many planes, it's the most hazardous place in the four clusters and worthwhile. Basically, whichever cluster you go for first, you'll want to RTB right after you've finished. Take out any planes you can on the way back without deviating from the southern course. To get the highest rank, score 5000+ points in the 15:00 time limit. I was able to accomplish it in 11:00 with two RTBs towards the start (did Cluster 4 -> 1 -> 3). This total came from pure ground targets -- it's easier if you don't waste precious missiles on aircraft, unless you're being continually pestered. At this point, I started thinking that every 100 points beyond S rank gives an extra $1000. With a score of 5780, my reward was 278000. Somethin' to think about, although I can't really confirm at this point. .-----------------------------------------------------------------------------. \ MISSION 07 - "Deep Strike" [MS07] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | 011 AIR | 051 GRND | --- NAVAL | 003 TGT | 062 TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: F-5E + Rocket Launcher / F/A-18C OBJECTIVES: Destroy all indicated targets + safely RTB COMPLETION: $136500 [S] / $80000 [A] / $42000 [B] / $15000 [C] RANK BONUS: $ 30000 [S] / $20000 [A] / $15000 [B] / $10000 [C] The first multirole aircraft is now available for purchase ($170,000) and it has two upgrades, for both air-to-air and air-to-ground. It's quite excellent for this point in time, but if you can't afford it for some reason, the F-5E and its Rocket Launcher are still hard to beat. --- Ooh, 15:00 for only three ground targets. Sounds easy, huh? Well, it is... for the first part. There are numerous solar panels near the targets, giving easy points (sort of like fuel tanks lined up in previous levels) with a few emplacements here and there. Pillboxes are new and will take two missiles to destroy, which is why you should use some freefall bombs [etc.] to get rid of 'em. The three targets are actually radar installations; once they're up in smoke... Far as I know, it's impossible to get an S-rank with just ground targets alone; you'll have to take out a couple planes to get past that 1500-point destination. In fact, this is the singlemost reason why you SHOULD NOT use all your missiles to destroy solar panels. They're only worth 15 points and you'll need to fire two at once on the planes! Vulcan cannon shots are the best for those pesky things! If all else fails, you can use your eight-shot rocket launcher (if you have it) which still has an good chance of hitting airborne targets from behind -- just make sure to lead the target! ##### MISSION UPDATE! ##### Stonehenge is about to be unleashed and AWACS says to drop below 2000 ft. to avoid its anti-aircraft bombardment. And they ain't-a kiddin' -- one hit from this thing will be an instant failure, it's that powerful. So, what to do as the terrain doesn't go below such an height? Fly through the canyons that go north/south throughout the entire map. The objective's to head south to the RTB dotted line, and enemy aircraft won't make this too simple for you. They will also be avoiding Stonehenge's concussive missiles and will frequent the gorges, too. Talk about getting caught 'tween a rock and a hard place. Some may come up from behind; the only evasive maneuver's to fly upwards for a moment and hope the missile arcs out of trajectory, before quickly moving your aircraft below 2000 ft. It may take a little practice, but as long as you get a move on it when the update comes, you can avoid some dogfighting. They'll mostly be helicopters you can OHKO with a missile, though. =/ If you're having trouble keeping a set altitude, remember the d-pad's up button can be used to autopilot the aircraft, adjusting the altitude to a constant one. Also, the default controller setting works well here so that one can keep a high speed and simply rotate 90 degrees to get around the hairpin turns. .-----------------------------------------------------------------------------. \ MISSION 08 - "Shattered Skies" [MS08] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | 027 AIR | --- GRND | --- NAVAL | --- TGT | 027 TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: FA-18C + Advanced Medium-range AA Missiles OBJECTIVES: Score at least 800 points + destroy six inbound B2s COMPLETION: $210000 [S] / $187000 [A] / $139000 [B] / $103000 [C] RANK BONUS: $ 30000 [S] / $ 20000 [A] / $ 15000 [B] / $ 10000 [C] The reason I suggest medium-range AA missiles is because everything will be at close range, and enemies have a better chance of evading if you shoot from really far away. Medium-range missiles are the third bowl of porridge, so to speak as they're cheap to buy ($71k) and can hit up to four targets at once on a good day. --- TIME LIMIT: 07:00 When I played this game for the first time, this was the hardest mission I had ever fought. It's pure air-to-air combat and finding a target to punt into the ocean is a draining task. There are a few simple rules I advise one to do here, due to its x-treme dogfighting nature: 0) As you start, four planes will be inbound straight in front of Mobius 1. You can hit these with medium-range AA missiles or have a chance at all four with long-range missiles. These often miss, so resetting until you hit some is a great boost to your total points. <3 1) Don't go after any targets with 'Yellow' in their name. These cannot be destroyed even if you manage to land a hit; they only waste your ammo and time. If you want to know how good they are, Quick Release AA Missiles'll STILL miss even with their high chance of accuracy. You'll never manage to shoot one down. Ever, never ever. I hope that's clear. >__> 2) Never chase a target unless it's wounded. I say this because time wastes when you adjust the plane and follow aircrafts around for long periods of time. While dogfighting is hard in this aspect, it also means airscapes are constantly changing...as are targets. I say follow a target for 15 seconds and if you can't destroy it in that time, look for another. It's a simple strategy that you definitely won't regret. 3) As a little bonus strategy for the #2 suggestion, if you get a lock-on, don't fire off the bat -- see if the enemy outmaneuvers a bit; if they curve left/right along your altitude, your success probability increases. Avoid shots that fire straight up or down, since they'll miss quite a lot. 4) RTC if you find an opening, especially if you hit your target rank or just reach 800 PTS. This goes with the next part... ##### MISSION UPDATE! ##### When 800+ PTS are reached, six B2 Bombers will appear along the western edge of the map, heading east. There are six minutes to shoot them all down before they can mess up the scheduled satellite launching. If you RTC'd before this (or even as it happens), you can switch to medium-range AA missiles. When you find the bombers in formation, inch in behind them and put some warheads into their gut, en masse. As expected, they move rather slow and are always east- -bound, only rising in elevation and doing wide turns (rarely). Whatever you do, don't shoot from above -- that's just asking for a severe trashed shot. It's up to you whether or not you want to go to them or let them come toward the launch site; the former wastes time, but the latter can cut the timer pretty close. If you're going for S-rank, you might want to try both to see which works. Just remember that the mission launch starts 5:40 into the update, not when the timer runs out. If you're letting the B2s go free 'til then, you'll have to hotfoot 'em into the water. When the bombers are hit, bum around until the time limit's up, shooting any leftover pilots 'round the way. Try to spot the goofy E767 that flies around 15000 ft. near the main island. What's that doing out here? o_O Oh, and S-ranking is achieved by getting 2900+ PTS. This is quite a task! F-15C Multiroles, F/A-18s, MIG-29s, and F-14s (for example) can be worth 150 PTS maximum, 60 PTS minimum (not sure how this fluctuates). At the mission update, be sure to look for groups of inbound fighters arriving from the SW or NW, since if you get behind them, you can pick 'em off easily with the lock-on missiles. .-----------------------------------------------------------------------------. \ MISSION 09 - "Operation Bunker Shot" [MS09] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | 013 AIR | 083 GRND | --- NAVAL | --- TGT | 096 TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: MIG-29A + Rocket Launcher OBJECTIVES: Score at least 2200 points COMPLETION: $230000 [S] / $146000 [A] / $114000 [B] / $75000 [C] RANK BONUS: $ 30000 [S] / $ 20000 [A] / $ 15000 [B] / $10000 [C] Okay, lots of ground targets to destroy in 10 minutes. The middle northern beach has the highest point totals, but either are fine to start off with. The best way to destroy things here is to take out your rocket launcher and strafe a beach lengthwise, maximizing impact. This also helps take care of pesky targets that take two missiles, such as pillboxes, and gives spread- -bomb damage to save missiles overall. You may need to decelerate a bit, so you may want to give the 'strip' a once-over to clear any SAMs/AA Guns from the run. The northern beach is especially full of pillboxes. One alternative to do when you run out of air-to-ground bombs (and you inevitably will and can't afford to RTB most of the time) is to do low-altitude vulcan cannon gunning. Pillboxes can be destroyed in this manner, too. MIGs occasionally drop in height to run across the beach as well, making them easy pickins if you're paying attention. My advice is to start the level by destroying the easternmost beach landing sites and work your way west, since this plays into the mission update's hands. Speaking of which, DO NOT RTB UNLESS YOU RUN OUT OF MISSILES OR ARE REALLY DAMAGED. It wastes time (~0:40) ##### MISSION UPDATE! ##### Completing the requisite 2200+ PTS leads the second phase into gear. Seven minutes (7:00) are put on the clock as some A-10s approach the middle beach. If you can approach from the west, it's not too hard to jump a few from an aft position. A few eventually splinter north of the beach and south toward the ocean, so make quick work of them or they'll run down the clock. An 'S' Rank is achieved by scoring 4400+ PTS within the 17:00 combined time limit. Be sure to take out as many ground targets as you can in the first 10 minutes since they disappear at the mission update. However, there are still planes that fly with the A-10 targets (x6), so you can still get extra points to boost you up some ranks. A-10s only account for 600 PTS total, giving a minimum of 2800 PTS to finish this mission. Every 400 points past that raises the player a rank, until 4000 as said. Radar installations and batteries (appear as red squares on screen) are worth the most at 80 PTS apiece. Get 'em all! It's best to get 1k+ PTS at each beach before moving onto the next, giving you good time to clean out the easiest targets. Just know that there are a FINITE amount of minion planes that appear with the targets; combined, they only make up about 900 PTS worth of extra chances to get the top rank. You'll need to score about 3500 points in the first 10 minutes to keep yourself prepared. Good luck! .-----------------------------------------------------------------------------. \ MISSION 10 - "Tango Line" [MS10] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | 026 AIR | 100 GRND | 024 NAVAL | --- TGT | 150 TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: MIG-29A + Rocket Launcher / F-18C + Long-Range AG Missiles OBJECTIVES: Score at least 3000 points and avoid Stonehenge's attacks COMPLETION: $200000 [S] / $124000 [A] / $94000 [B] / $12000 [C] RANK BONUS: $ 30000 [S] / $ 20000 [A] / $15000 [B] / $10000 [C] This is a mountainous mission, in scale and terrain...most enemy encampments have bedded down in rough terrain, whether it's summit airpads or meandering riverside stations (hence the naval units in this mission). Most runways are full with grounded crafts, so Mobius 1 can surprise 'em with enough air-to- -ground bombing and deceleration. Compared to last mission, it's got a few similarities: * Large clusters spread apart from each other * Mostly ground targets with a few fighters thrown in * SAMs and AA emplacements are in abundance But the distance, oh the distance! Even with a 20:00 timer, this can be hard going, considering how much time is wasted traveling to and from sites and having to avoid Stonehenge's hits (at 14:55, 8:15, 1:00 marks). As before, drop below 2000 ft. to terrain mask and avoid the anti-air bombardment that'll give automatic game overs. Make sure to do some cheap shots to any enemy planes you find also hiding from Stonehenge. Because of the easily wasted time here, the flightplan I suggest conserves as much as possible. Of the four 'clusters' of enemy troops, the westernmost and southernmost should be destroyed first (in that order), with an RTB stop immediately after. That western one has a lot of mountaintop SAMs with static targets along the river (and a few flak guns); the southernmost is an airport to destroy. Both should be able to give 1000 PTS apiece, if you wreck things in the surrounding area, too. After the RTB, the easternmost and northernmost should be taken out (in that order as well). The former's a cluster of about three small outposts, along the riverside. All three are basically helicopter hangars, dug out of holes straight into the ground. Without air-to-ground missiles, it's impossible to get them while dormant. They give 50 PTS per kill and only take one missile, so if you find one, it's gravy. This is also the one that gives the LEAST amount of points, potentially. The northern base is a submarine dock that's basically a sitting duck for any ace flyer. Creep upriver and take out easy targets (gunboats, watchtowers) before dropping some spread bombs among the living. This a great way to make points, because there are some weak planes and helicopters also flying this route. 3000 PTS is the minimum (C rank) with 5000 being the S rank. It may require a bit of practice because many targets only cough up 30-40 PTS per kill, but it's managable just the same by downing some aircraft and ships along with it (the latter especially). The problem is that you may have to take two RTBs and will cut the fight very, very close. I got in the 4900s three times 'fore I finally reached the mark. =/ One thing that prevents the S-ranking is having to search all over for easy targets, especially when you've only got a few missiles left. Eliminate all ground targets when you're in the area before moving on; just don't waste too much time on the clock. That seems contradictory, but don't spend ten minutes trying to divebomb the VTOL Airbase -- you may want to skip most of those targets for later when they become airborne. .-----------------------------------------------------------------------------. \ MISSION 11 - "Escort" [MS11] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | ??? AIR | --- GRND | --- NAVAL | ??? TGT | ??? TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: R-M01 + Advanced Medium-range AA Missiles OBJECTIVES: Destroy all indicated targets and protect civilian airplane! COMPLETION: $48000 [S] RANK BONUS: $30000 [S] This is a rather easy mission, both in fighting and in ranking -- impossible to /not/ get to the "S" tier! Because the R-M01 is now unlocked and has some great medium-range air-to-air missiles, this can really help make the battle easier than it already is. Don't get me wrong -- there's still room for error to be made -- but it's definitely not as hard as some previous. --- TIME LIMIT: 6:00 There is a civilian aircraft that's under attack from the enemy. Head NW to find the craft (marked in blue) tailed by some Erusian fighters. They're at around 20,000 ft. so head to the altitude and shoot down the first fighter. Two more show up in the east, and when they're done in, three more in the east (or north depending on time limit). When three are done, the last round has four fighters in a north-south arc around the center of the map (~15000 ft). Since they're after the civilian aircraft, lure them in to closer range of it so they clump together and let loose with the air-to-air lock-on missiles. You can effectively eliminate 'em all in one go if you're lucky. Destroy all targets to get the S rank. Easy- -peasy. .-----------------------------------------------------------------------------. \ MISSION 12 - "Stonehenge Offensive" [MS12] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | XXX AIR | XXX GRND | XXX NAVAL | XXX TGT | XXX TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: R-M01 Multirole / MIG-29A + Rocket Launcher OBJECTIVES: Destroy all indicated targets COMPLETION: $112000 [S] / $76000 [A] / $42000 [B] / $27000 [C] RANK BONUS: $ 30000 [S] / $20000 [A] / $15000 [B] / $10000 [C] Finally, time to eliminate the threat that is Stonehenge! There's 15:00 to destroy the targets in, and although this is a crucial mission for the ally team, it's really not as 'complex' as some of the other ones. Simply put, a bunch of cannons are the destination. Destroy the jamming device in the center platform to make your missiles lock-on capabilities function again, and let loose on the base of each individual cannon (shoot two missiles). Don't bother with the other 'distraction' targets 'cause they don't do much for ya. And, if you just slowly circle around the weaponry's platform, the chance of SAM fire and such decreases. If you get a 'miss' on the mostly-static Stonehenge cannonry, it's because the base rotated around the central target; you have to aim underneath it (or just at it, if using any air-to-ground targets). Around the circular base are a bunch of SAMs and other pesky supporters, so it's wise to shoot 'em down first. Since the Stonehenge cannons actually do not shoot at any allies, you can pick them off with ease. Getting an S rank can be hard here because you need to get basically every enemy to do so. When you start, gun for the planes first since Mobius 1's allied planes will eventually rob you of some points. Combined with all of the ground targets and Stonehenge cannons, it should be possible to get an S rank of 2700+ PTS within this first 10:00. You may have to RTB but that doesn't shave too many tics off the clock. Killing a Yellow in the next part adds +150, so you can use that to tip the scales. ##### MISSION UPDATE! ##### TIME LIMIT: 10:00 When all cannons have been thrown out like yesterday's trash, some inbound "Yellows" will appear. They're the famed Erusian fighting force, and also the subject of the game's cutscenes (y'remember, right?). Anyway, five of these suckers come in from the north. They're lithe and capable aircrafts, so you'll probably have a hard time hitting one. But, worry not -- you only have to gun down one of 'em. Do the lock-'n'-switch method employed during the "Shattered Skies" mission, where you trail a target and switch to a new one after awhile, so you're not just leading yourself around in circles. You can try to take one headon at the start, too, which seems to work well. .-----------------------------------------------------------------------------. \ MISSION 13 - "Safe Return" [MS13] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | ??? AIR | --- GRND | --- NAVAL | --- TGT | ??? TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: R-15E + Advanced Medium-range AA Missiles OBJECTIVES: Score at least 1300 points COMPLETION: $170000 [S] / $XXXXX [A] / $60000 [B] / $24000 [C] RANK BONUS: $ 30000 [S] / $XXXXX [A] / $15000 [B] / $10000 [C] If there's one mission that can take lots of practice to get S rank on, it's this one. Because there's no radar in this canyon, the pilot will have to rely on visual interception...meaning there ain't anything I can do to give tips here. This is strictly machine-gunning! Seven minutes (7:00) is enough time, probably. But, as a layout, there is basically a fog-ridden mountainous region where floating balloon jammers prevent radar. That U2 spy plane that's coming into the place from the north depends on Mobius 1 to destroy enough for him to pass through. As you can see from the terrain overview in the briefing, there are A LOT of these balloon-mounted jammers... Thirteen (13) have to be blown up to win. Here are a few "tips" I have, though not that good: * Fly at low altitudes and look for balloons above. Because the ground's dark and camoflauge-y, any balloons seen from a higher vantage point will blend in. Looking up into the light-colored fog displays the dark-colored jammers a lot easier. Many balloons are also found at low altitudes, meaning it's possible to find more balloons faster/quicker this way. * If you fly around and crash, during the replay (with arrows) all of the balloons will show up as red marks. You can use this to get a feel for the positioning of the targets, if you're trying to remember 'em. As for scoring, 1300-1800 is C, 1900-2100 is B, 2200-2700 is A, and 2800+ is S. I think the middle-right part of the cannon has a high congregation of the balloons, so that's a good place to get some quick PTS. Make sure that you're moving around to other parts as this is done, or you may be wasting precious time. Balloons cannot be targetted for the next part, so get easy pickins while you can! Since 240 PTS are gained from the update, you'll have to get at least 2600 PTS (26 jammers) to get S rank. Good luck! ##### MISSION UPDATE! ##### Radar's back online for the 15:00 second portion. Four planes are inbound toward the eastern part of Gnome Canyon (worth ~60 PTS). It's a rather simple dogfight, nothing that some air-to-air lock-on missiles can't take care of. 99% of the time they can't even catch up to Leopard, so the dogfight's fixed from the beginning. LOL? .-----------------------------------------------------------------------------. \ MISSION 14 - "Breaking Arrows" [MS14] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | ??? AIR | --- GRND | --- NAVAL | ??? TGT | ??? TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: F-15E + Advanced Medium-range AA Missiles Any ship with high mobility and Long-range AA Missiles (varies) OBJECTIVES: Destroy all indicated targets COMPLETION: $32000 [S] / $12000 [A] / $ 6000 [B] / $----- [C] RANK BONUS: $30000 [S] / $20000 [A] / $15000 [B] / $10000 [C] This mission regards shooting down cruise missiles that are headed for AWACS and such. There's 20:00 to go here and they appear in clusters. The 1st one is composed of five, and near where you start. Get in behind 'em and shove a warhead into their exhaust pipe, with an AA missile or regular ones (doesn't matter too much). Missiles are unstable and take only one missile to destroy, so don't waste a bunch! ---------------------------------------------------------------------------- Depending on how fast you get the first volley, this can give an opening to shoot down the map's ace, an X8-70. It gives 200 Points, bumping the player up to at least an A-ranking if the map is completed to satisfactory. It's at about 10000 FT, so approach with caution! If you can destroy it from aft, this gives an opening to get the second volley (below) from behind as well! ---------------------------------------------------------------------------- The second volley of salvos starts in the far middle-north of the map (x10), and after a point, they split into two groups of five and head in different directions. The lock-on AA missiles come in handy here since the missiles're very fast and can change directions on a dime...or at least it'll seeem that way. Come up aft and shoot missiles to do away with 'em. One group heads SW and the other SE, but they're all southbound in the end at about 750 MPH, so you'll have to match that to catch up. The last volley is a singular missile from the north, and this is a hard one to go with. Hopefully you saved some AA missiles, 'cause fighting this one's a doozy. It's super-fast and goes right south to start with. No fancy tricks to see besides it's superhuman evasion capabilities (think a Yellow on Surge and steroids). Coming up behind it's the only way to deal with it, as nearly any shot will miss from the front. Since it only stays along the eastern edge of the glacier (the black part), it's course is set a bit. It pulls a lot of crazy turns and circles around when you're in close range, though -- try to follow behind it and use medium-range AAs to take it out, which also may help adjust to its oscillation. Mission complete at its destruction. (PS - Watch the recap with the arrows at the scoreboard to see just how crazy it was!). One tip for shooting this down is that, even though it's crazy at evading, it's still a missile -- one shot does the trick. If you can't adjust the shot to hit it at its peak, fire 'em one at a time (in a rhythm) and they will eventually get a blow in. --- "C" rank is achieved by just destroying all targets (1700 PTS), "B" rank by destroying one regular fighter, "C" rank by destroying both escorts for the third missile (or by killing ace); and, "S" rank by destroying all missiles, both escorts, and the X8-70. You'll get 2020 PTS. :p .-----------------------------------------------------------------------------. \ MISSION 15 - "Emancipation" [MS15] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | 019 AIR | 062 GRND | --- NAVAL | --- TGT | 081 TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: F-15E Multirole + Advanced Medium-range AA Missiles (your choice) OBJECTIVES: Score at least 2000 points COMPLETION: $200000 [S] / $150000 [A] / $120000 [B] / $100000 [C] RANK BONUS: $ 30000 [S] / $ 20000 [A] / $ 15000 [B] / $ 10000 [C] Time to salvage San Salvacion! There are five notable clusters of enemies here, being four large ones (left to right: Gov't Complex, the San Profetta Airport, Old Towne) and one small group of launchers by the west coast. This is fairly basic 'training' with only a few small details to remember during the 10:00 time limit: * THE BLACKOUT! Always keep an eye on your altitude reading. The ground will be pitch black and the dying rays of the sun only brighten the sky so much. To be safe, fly at level altitude as much as possible (adjust w/ autopilot) and never do dangerous maneuvers, like doing a 180-degree turn by diving lowering height or divebombing with vulcan guns. Those are invitations to the grave, pretty much. Plus, elevation is masked in the night, so keep yerself level, son! * The Government Complex is, as expected, one of the more fortified places and also the largest. It's got a nice, rich blend of infantry vehicles, SAMs and AA guns, as well as KR-50 choppers that sit in between highrise buildings. * San Profetta Airport has a bunch of grounded aircraft C-17s worth 100 PTS apiece. Get 'em early on so they don't get airborne and become incessant nuisances in this already messed-up dogfight. Plus, the airport isn't a great source of illumination like the cityscapes, so this is a dangerous runthrough. There's only one SAM here also, in the airport's center, but a lot of Yellows that surround the place. * Old Towne (eastmost cluster) is almost completely composed of ground tgts, such as infantry and normal tanks. There are a few SAM installments also, so don't let your guard down as you heck-wreck everythin' in sight. :p The lit-up buildings and highways only aid the player. There's also a curious monument that looks like the Arc d'Triumph here. o____O * There are Yellows flying around. A long time ago they were unbeatable aces, but since the Stonehenge Offensive, they're able to be destroyed further. Don't get it wrong -- they're still capable crafts. Don't waste too much ammo going after single ones. They're worth 150 PTS per...tempting, huh? This map is also cut to about 4/7ths the regular size, meaning you can RTB without having to take a lot of time off the clock. ##### MISSION UPDATE! ##### When 2000 PTS are racked up and the ten-minute timer depletes, multiple TU-160 aircrafts (x6) appear in the west border's edge (middle), intent on destroying New City. There's 10:00 to destroy them all, and if there is one thing you should've found out about bombers, is that they're snail-slow and suck at outmaneuvering...well, everything but tricycles. They appear in pairs, so ease up behind one and belt it with some auto-lock medium-range AA missiles. Or any other projectile. They fly at ~7500ft, so...yeah. Fly at more 700 MPH to catch up with 'em, 'cause they follow a flightplan that makes stops at the three main clusters in an west-east manner. TU-160s in the last portion only account for 960 PTS, meaning to get an S rank, you'll have to score about 3260 PTS in the first 10:00 to achieve an assured victory (apx - it might be 3040). .-----------------------------------------------------------------------------. \ MISSION 16 - "Whiskey Corridor" [MS16] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | 013 AIR | 113 GRND | --- NAVAL | --- TGT | 126 TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: F-15E Multirole + Unguided Bomb (Large) OBJECTIVES: Score at least 3500 points COMPLETION: $305000 [S] / $225000 [A] / $93000 [B] / $50000 [C] RANK BONUS: $ 30000 [S] / $ 20000 [A] / $15000 [B] / $10000 [C] (I just want to note that this battle's cool because everyone on the enemy ranks starts calling Mobius 1 the 'Grim Reaper'. LOL @ their frailty) This mission's objective is to destroy the last Erusian ground defense that prevents the assaunt on the capital of Farbanti. There's 20:00 to do a lot of damage, and the main groups come in four large clusters. Here's the route I suggest you take to start off with: [NORTHERN LINE OF DEFENSE ] [CENTRAL LINE OF <- - - - - - [OLD ANCHOR / DEFENSE ] PORT CITY ] / __ / /| [DEFENSIVE |/_ / POSITION ] / / (START) When you complete this run, RTB. Start at the western front's defensive position and work back to the central line of defense, then up to the north foothold. Of course I make it sound so easy with these generalizations. Here is what's going on in the enemy camp: * OLD ANCHOR POINT CITY - Lots of tanks (duh!) and some AA guns on the city's outskirts. The city's sparse and has the only SAM nearby, but there's one more to the NW. Mostly everything here is easy pickings; they're just in a thin spread. A few howitzers (new ground target) are here as well. Points obtained in this region should be around 1200-1300. * CENTRAL LINE OF DEFENSE - This is where the two forces clash, so tanks, AA guns, and SAMs will be moving around (you probably didn't know most were mobile!). Most cluster together in groups of two or three, making overhead missile drops a great success. Easy points, about 1500+ to get. * WESTERN DEFENSIVE POSITION - As the name suggests, targets here are mostly static (howitzers, SAMs, AA guns, tanks). If you've been working the enemy heavily in the above diagram, you'll be running out of missiles here, so think about dropping some unguided bombs (pillboxes = oh no!) RTB when you're fresh outta firepower, because this defensive position's composed of two minor clusters (one has tents!) * NORTHERN LINE OF DEFENSE - A salt flat? with some tents, SAMs, and a buncha tanks. Nothing's really mobile here but there's a huge concentration for the most part. Flak guns also make cameos, and this is where the enemy's HQ is (100 PTS). Since this is the last stop in my plan, give 110%, bro! --- To get S rank, you'll have to score more about 6300 PTS. Since there's no mission update to add time, you've got to do a good run through and make use of the RTBs. If you follow my diagram up there, you should be well on your way to doing it. Just remember a few tips: - Clear out as many enemies so you don't have to return to that location - Only one RTB /should/ be needed to get the S rank - Don't waste missiles on anything that needs more than two shots to die; avoid planes and gun-down pillboxes. Helicopters (RH-64) are fine though. I managed to get a 6300+ PT score with only ground and helicopter targets, so it's definitely not impossible. Managing the missile inventory's all ya gotta do, seriously. .-----------------------------------------------------------------------------. \ MISSION 17 - "Siege of Farbanti" [MS17] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | 004 AIR | 034 GRND | 004 NAVAL | --- TGT | 042 TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: F-15 Active + Your Choice (FAEB or Advanced Medium-range AA Msl) OBJECTIVES: Score at least 2100 points COMPLETION: $230000 [S] / $150000 [A] / $120000 [B] / $84000 [C] RANK BONUS: $ 30000 [S] / $ 25000 [A] / $ 15000 [B] / $10000 [C] Farbanti is the Erusian capital, and unlike San Salvacion, has everything in a neat little package...meaning there's no criss-crossing the skies to get all over the place. Targets are in a close proximity for the 12-minute timer, making this a walk in the park. I mean, just look at how shrunken the map peremeters are! Still, a few reminders: * A few enemies are protected by the bridge. You either have to get a good trajectory through the frame or use spread bombs to neutralize 'em. There are two bridges (Silver and Johnson Memorial) to sweep out. * Speaking of which, the Johnsom Memorial Bridge can be destroyed. This gets some easy points and also prevents southward tank movement into the wider part of Farbanti. Make this a top priority, because it will destroy any troops on the bridge as well. * The submerged municipal area (western coast) has some easy targets, mostly submarines and helicopters. This is a prime spot for PTS. The former are protected by some old skyscrapers, though, so aim well. ##### MISSION UPDATE! ##### When the first part's over, 18:00 are put up for you to destroy five of the Yellow squadron. They appear near Mobius1, and while most enemies have fled to better pastures, a few choppers (x4) still cruise the south ocean. Switch out weapons for medium-range AA missiles at this point, too. Five Yellows is quite a hard task, at least for new players. Since they're erratic movers and great evaders, biding one's time to get in a good shot's a great idea. Come up from behind, fire a couple regular missiles and/or a medium-range AA (all three if you want!) and try to hedge your bets a bit. They aren't invincible -- you've probably destroyed a few in previous jobs, I warrant -- but a destroying the flock's never been mandatory. They love to shoot missiles, so don't be afraid to RTB if you get damaged. A F-15 Active can withstand two direct shots before needing to convalesce at the base -- remember this! You may actually want to anchor the fight in the south ocean for better access. --- 2850 PTS is the bare minimum one can get here to pass with a "C" rank, while 4200+ PTS are needed for an S Rank. 950 PTS are possible (total) at mission update, meaning one needs about 3300 PTS to get an assured high rank. .-----------------------------------------------------------------------------. \ MISSION 18 - "Megalith" [MS18] | '-------------.--------.---------.----------.-----------.---------.---------| | ENEMY: | ??? AIR | 003 GRND | --- NAVAL | 003 TGT | ??? TTL | '--------'---------'----------'-----------'---------'---------' RECOMMENDS: S-37A + Quick Maneuver AA Missiles OBJECTIVES: Destroy all indicated targets COMPLETION: $215000 [S] / $125000 [A] / $60000 [B] / $30000 [C] RANK BONUS: $ 30000 [S] / $ 20000 [A] / $15000 [B] / $10000 [C] Laugh at the whiniest quote in the game: "Sweep them from our skies!" ^____^ Whew, last mission in the game. The best of the non-unlockable aircrafts is now available, too. Those quick-maneuvering missiles can track targets for a long ways, and are perfect for shooting down Yellows, which this level'll be packed with. Sell off all the other junky planes to get these goods. <3 Megalith is a gigantic structure where one needs to destroy three generators to open some missile bay doors. The layout looks sorta like this (with 'G' standing for generator): ENTER --. \|/ * _ |^|^| |^| |G| ______|^|^|___|_|___|^|_______________ < < < |^|^|< < G < <|^|< < < < < < < < <------ ENTER ------|G|^|---.-.---|^|--------------- |^|^| |^| |^| [PT. LEGEND] |^ ^| |^| |^| '-|^| |^| |^| YELLOWS = 90 PTS |^| |_| |^| GENERATORS = 500 PTS |^| LOCKED |^| MISSILES = 300 PTS |^| DOOR |^| BIG MISSILE = 990 PTS |^| |^| |^| There are small tunnels that allow access to the generator, and this is the only level where one's had to deal with such constraining maneuvers. For the westmost, entering from the north is easier since it's possible to shoot from afar and raise up out of the tunnel before going in (and even when in the thing, the interior turn is easier). The other north/south-running tunnel is straightforward and raises altitude towards the end. Entering from the north is possible but not recommend, 'cuz it bypasses the generator and you'll have to south to get out. Instead, come in through the south entry point and go north to destroy the hunkajunk. The third generator runs east/west, under both of the two other tunnels. The generator is below a third locked tunnel and there are numerous windows to shoot and raise out of the low elevation. When all three are blown up, the missile bay doors open! --- After the first part's done, three missiles are shown. Two can be shot from above, and are found on either side of Megalith. The last has to be accessed from a tunnel that runs north/south in the middle of the thing. Remember the tunnel with a locked door. Quickly shoot it when it comes in sight, and exit through the opening silo roof. Get S Rank by shooting down all Yellows and destroying three of the four missiles. Out of the four, only one will stay put, so get fleet-footed and destroy two of those ones. If they get airborne it'll be impossible to catch 'em. And that's all, folks! Enjoy the ending interlude scene. .-----------------------------------------------------------------------------. \ MISSION CLEAR - Unlockables [MS19] | '---------------------------------------------------------------------------' After you've saved the game post-Megalith, new options and things will have been unlocked, being: [SP. CONTINUE] This is where you can play the game through again, only with any aircraft, weaponry, and money obtained in the last game. So, if you got $2,000,000 along the way like I did, you can use that immediately to get stuff. All aircraft will be opened for purchase ASAP, too. [FREE MISSION] This is where you can play any mission out of the normal game order. This is a great mode for getting the aces for paintjobs, although no currency is awarded for winning. PTS records _are_ kept, though. Also use this mode to get "S" rankings, since they're saved right along with point values. [TRIAL MISSION] Score Attack and Time Attack Mode. They involve fun little challenges that require quick-thinking and prowess. Unlock new challenges by getting at least a "B" Rank. Also, the F-4E's 2nd and 3rd paintjobs will be available. And, under the Option's menu, you can watch the interludes (story cutscenes) as well as hear various music from the game. Not too shabby. .-----------------------------------------------------------------------------. | IV. PLANE LIST [PLNL] / '---------------------------------------------------------------------------' Here is where a player can see information on the individual crafts, and gauge if they want to spend money on 'em or not. Note that you can sell the things back when better upgrades come around, and for full price + upgrades, too. You'll have to re-purchase the weapons, however, for the next aircraft. The armaments' costs can be found at the very bottom of the section (they do differ slightly). ---- F-4E ---- AIRCRAFT: Fighter SPECS : GUN x650 / MSSL x52 UNLOCK : Initially available WEAPONS : Unguided Bomb (Medium) [x08] UPGRADES: Napalm Bomb [x6] "Large carrier-based jet designed to shoot down enemy aircraft and destroy ground targets." As with all initial vehicles, it's quickly lost in the shuffle of better upgrades, of which nearly every craft betters it in all areas. It's got substandard stats in all applicable areas except defense, of which it just barely squeaks past the halfway mark. Since it cannot be sold, expect the F-4E to fall by the wayside quite fast. The good thing that comes from this is that any upgrades bought for the thing cannot be revoked, if you consider that a boon... ---- F-5E ---- AIRCRAFT: Fighter SPECS : GUN x650 / MSSL x48 UNLOCK : Initially available [$52000] WEAPONS : Unguided Bomb (Small) [x12] UPGRADES: Rocket Launcher [x64] "Low cost, lightweight fighter with respectable capability in all areas. Easy to fly and maintain." As its description says, it's a budget craft and isn't meant to excel too much. In fact, it's similar to the F-4E in that it does not excel in ANY areas besides stability, where it's just barely above the midway mark. I have to say that it's kinda stupid and easily obtained, but its Rocket Launcher air-to-ground bomb can be used SIXTY-FOUR times! It has the highest ammo capacity of any upgrade in the game! That may or may not make it worth it, but still, that's a lot of damage to ground troops. Some levels, like Whiskey Corridor, can really benefit from the forget 'n' fire way of fighting. ----- F-16C ----- AIRCRAFT: Fighter SPECS : GUN x700, MSSL x52 UNLOCK : Complete "The Northern Eye" (#03) WEAPONS : Unguided Bomb (Small) [x14] UPGRADES: Advanced Air-to-Ground Missile [x12] "Small and lightweight, this jet is a well-balanced fighting machine for air-to-air and air-to-ground combat." A little better than the norm, this craft's mobility and air-to-air capabilities are pretty good. Why the description says it's good at air-to-ground, though, I have no idea -- it's definitely crappy in that area. One thing that does make up for the craft's innate fault is the XAGM missile it can get that allows it to strike up to four ground targets with a homing missile. It can only load up to twelve, though, and fires in bursts of four (maximum) so it's gone pretty quick. Still nice, though! It also carries two more Unguided Bombs than its competition, but you'll have to pick one or the other when bringing a weapon into battle anyway... ----- A-10A ----- AIRCRAFT: Attacker SPECS : GUN x650, MSSL x56 UNLOCK : Complete "Lifeline" (#05) WEAPONS : Unguided Bomb (Large) [x12] UPGRADES: Advanced Air-to-Ground Missile [x16] / Cluster Bomb [x12] "This ground attack vehicle is well equipped for its role with a large Vulcan cannon and air-to-ground weapons." Here's a trooper if there ever was one. It's got peerless defense and air-to-ground capabilities but has wretched speed and air-to-air capabilities, which makes it very, very lop- -sided. Mobility and stability hover around the halfway mark; this probably won't see too much play. There are maps where there are no ground troops; there are NO maps that lack aircrafts that rain down missiles on you. Don't bring this into play 'less you want a nice handicap. One thing that's good about it that it can use either XAGM air-to-ground missiles or cluster bombs; you can switch 'em out back at base, which gives it a little versatility. -------- MIR-2000 -------- AIRCRAFT: Fighter SPECS : GUN x720 / MSSL x52 UNLOCK : Complete "Lifeline" (#05) WEAPONS : Unguided Bomb (Small) [x16] UPGRADES: Long-range Air-to-Surface Missile [x10] "Great multi-role fighter that incorporates the latest technology to compensate for delta-wing design." Pretty decent upgrade here, but lacks air-to-ground and stability capabilities. Without exceptional stability in it, the attacking will suffer some...it does have great speed, mobility, and defense, though. It's long-range missile upgrades can come in handy as well, but static targets can be destroyed using any number of weapons; the long-range ability doesn't matter too much here, even with homing ability. ----- F-14A ----- AIRCRAFT: Fighter SPECS : GUN x750 / MSSL x64 UNLOCK : Complete "Invincible Fleet" (#06) WEAPONS : Advanced Long-range Air-to-Air Missiles [x16] UPGRADES: Unguided Bomb (Medium) [x10] "Carrier-based air superiority fighter. This jet can attack multiple targets simultaneously." Probably one of the first upgrades a player could keep for a few levels, this craft is good in most areas besides its air-to-ground abilities (which aren't that important anyway for static targets). It's got boosted missile capacity compared to the lesser aircrafts -- sell in your junkers to buy this ASAP. It's also the first craft that comes with great XLAA missiles, useful in pure dogfight missions where the upper hand has to be granted immediately. Again, lots of bang for the common buck -- yay! ------- TND-1D5 ------- AIRCRAFT: Attacker SPECS : GUN x750 / MSSL x58 UNLOCK : Complete "Invincible Fleet" (#06) WEAPONS : Bomblet Dispenser [x12] UPGRADES: Precision-guided Bomb [x8] / Long-range Air-to-Surface Missile [x12] "Multi-role fighter that features both air-to-air and air-to-ground capability." Like the last time you heard a description like this, it's really not that good at one of the 'capabilities,' this time being the air-to-air. It's better at defense and air-to-ground strikes, but fails in most other categories besides stability. Don't bother with this one unless you're just looking to buy all the crafts (get F-14A instead!). It's precision-guided bomb isn't so bad, though, but it's hardly a kicker to shell out $100,000+ for. ------- F/A-18C ------- AIRCRAFT: Multirole SPECS : GUN x700 / MSSL x60 UNLOCK : Complete "Invincible Fleet" (#06) WEAPONS : Unguided Bomb (Medium) [x10] UPGRADES: Long-Range Air-to-Surface Missile [x14] Advanced Medium-range Air-to-Air Missile [x14] "Multi-role carrier-based fighter. Able to carry virtually every weapon every made." As it's name may suggest, it's got fairly even stats that, while not spectacular, have barely any weak points. It's defense is the highest stat, while its speed is (barely) the tapir of the thing -- not a bad purchase, considering it's capability for using different types of weapons. It's even got medium- to long-range weapons for any situation, so it's worth the price if you can afford 'em. ----- F-15C ----- AIRCRAFT: Fighter SPECS : GUN x800 / MSSL x68 UNLOCK : Complete "Shattered Skies" (#08) WEAPONS : Unguided Bomb (Medium) [x12] UPGRADES: Advanced Medium-range Air-to-Air Missile [x16] "With the perfect balance of power and maneuverability, this jet is the best air superiority fighter around." It's name may be a little too boastful, but it's not too shabby. It's air-to-ground skills aren't up to snuff, but it's high in most other areas (besides stability, which breaks even). Its weapons that can be bought give it extended firepower, and since it excels in speed and mobility, is even deadlier because of 'em. Not a bad buy at all. ------- MIG-29A ------- AIRCRAFT: Fighter SPECS : GUN x750 / MSSL x64 UNLOCK : Complete "Shattered Skies" (#08) WEAPONS : Unguided Bomb (Small) [x18] UPGRADES: Rocket Launcher [x72] "Highly maneuverable mid-sized fighter with a large payload. Performs well in both air-to-ground and air-to-air roles." It's description is a bit too lenient, but it's not a downright lie -- it's about neck in neck for which attack type it's best in, both of which are above average. It's stability's a crapshoot though, considering the price of the thing... It gets a rocket launcher as well, meaning it's got the air-to-ground bases covered. Can't go wrong there! ------ F-117A ------ AIRCRAFT: Attacker SPECS : GUN x650 / MSSL x54 UNLOCK : Complete "Tango Line" (#10) WEAPONS : Unguided Bomb (Large) [x14] UPGRADES: Precision-guided Bomb [x14] / Cluster Bomb [x14] "Although difficult to detect by radar, this Stealth attacker is limited by a small payload capacity." Yeah, you ain't-a kiddin', description. This has lower GUN/MSSL inventories than most crafts, incentivized only by the decent precision-guided bombs it can carry. Still lacks that well-roundness that would make it decent -- the F-117A has horrible speed and air-to-air capabilities, meaning it's more useful in the hangar than floating through the breeze...unless you want to use it in a map with heavy ground troop usage in it (Tango Line, Whisky Corridor). Still, why waste so much cash on a craft with such limited use? ------- EF-2000 ------- AIRCRAFT: Fighter SPECS : GUN x800 / MSSL x68 UNLOCK : Complete "Tango Line" (#10) WEAPONS : Advanced Long-range Air-to-Air Missile [x16] UPGRADES: Unguided Bomb (Medium) [x14] "Delta-wing air superiority fighter with high-tech canards that adjust for different altitudes." It sucks at air-to-ground combat so it's upgrade is mostly a waste of hard-earned dollars. It's stats show that it's decent in all other categories, though, especially speed and air-to-air which is where it counts. It's default special missiles only help it maintain superiority in the clouds, so for a strictly air-to-air fighter, ya can't go wrong. ----- R-M01 ----- AIRCRAFT: Multirole SPECS : GUN x800 / MSSL x64 UNLOCK : Complete "Tango Line" (#10) WEAPONS : Standoff Dispenser [x14] UPGRADES: Advanced Medium-range Air-to-Air Missiles [x18] Long-range Air-to-Surface Missiles [x16] "Delta-wing carrier-based fighter with a large payload. Leading edge canards make it highly maneuverable." Whatever went into those canards really makes this a standout. It's decent at all combat types and it's other stats don't slack off either (worst: air-to-ground, at just over the halfway point). A great pedigree of excellence that's expected of multirole fighters, huh? It's long-range capabilities make it quite a dead-eye fighter. AND, it has a unique weapon in the standoff dispenser, which has homing capabilities as a great air-to-ground bomb. Genius! ----- F-15E ----- AIRCRAFT: Multirole SPECS : GUN x850 / MSSL x72 UNLOCK : Complete "Stonehenge Offensive" (#12) WEAPONS : Unguided Bomb (Large) [x14] UPGRADES: Advanced Medium-range Air-to-Air Missile [x20] / Cluster Bomb [x14] "Advanced air-to-ground avionics and weapons provide this air superiority F-15 with great anti-surface capability." Although it costs over a half mil, it's definitely worth the price. In fact, when it's first available, it's the best one you can get! All stats are above average, with defense and air-to-air fighting being being its highwater marks. It's better than the R-M01 by a bit, so let your wallet make the decision. ---- F-2A ---- AIRCRAFT: Attacker SPECS : GUN x800 / MSSL x68 UNLOCK : Complete "Stonehenge Offensive" (#12) WEAPONS : Unguided Bomb (Medium) [x16] UPGRADES: Long-range Air-to-Surface Missile [x18] / Rocket Launcher [x80] "A great support fighter, this F-16 boasts advanced avionics and an alloy body." It's like a multirole fighter with higher stats in all areas besides stability, which must've been sacrificed for its frame make. Pretty good in all categories but has lower GUN/MSSL figures than the multiroles and costs about as much. The good thing is that both of its upgrades have lock-on capabilities, which can definitely be a deciding factor for "lazy pilots" such as myself. :p ----- SU-35 ----- AIRCRAFT: Fighter SPECS : GUN x850 / MSSL x72 UNLOCK : Complete "Emancipation" (#15) WEAPONS : Advanced Long-range Air-to-Air Missile [x18] UPGRADES: Unguided Bomb (Medium) [x16] "An exceptional multi-role fighter. High-tech canards provide superior maneuverability in air combat." This ain't a joke, either -- its speed and air-to-air abilities are probably the highest balance you'll find on any one fighter. It's mobility is right up there, too, making this incredibly useful in any map. It's extra long-range default missiles more than make up for its unguided bombs that play off its weak points: air-to-ground attacking. Quite a nice find actually... ----- F-22A ----- AIRCRAFT: Fighter SPECS : GUN x850 / MSSL x74 UNLOCK : Complete "Whiskey Corridor" (#16) WEAPONS : Advanced Long-range Air-to-Air Missiles [x22] UPGRADES: Precision-guided Bomb [x16] "An exceptional fighter with superior maneuverability, payload, Stealth, supersonic cruise, and thrust vectoring." Okay, I lied -- this is probably the best combo platter of speed and air-to-air ability, with both nearly up to the brim. Air-to-ground attacking suffers accordingly, but everything else is up to par, definitely. Comes with even more air-to-air missiles than the SU-35 and two more missiles in its payload. The only thing it /doesn't/ have is a cup holder. =/ ----- SU-37 ----- AIRCRAFT: Fighter SPECS : GUN x850 / MSSL x78 UNLOCK : Complete "Whiskey Corridor" (#16) WEAPONS : Quick Maneuver Air-to-Air Missiles [x8] UPGRADES: Unguided Bomb (Large) [x16], Long-range Air-to-Surface Missile [x20] Has Quick Maneuver Air-to-Air Missiles, which makes it a winner just to start with, but has the lowest count for any that can use it. Still, it brings a lot of versatility to the table and has decent stats in all but stability and air-to-ground capabilities. Has x-treme speed and mobility, and has a decent cost attachment. Comes at a reasonable price. Did I mention this is the craft that the Yellows use? Well, it is. ----------- F-15 ACTIVE ----------- AIRCRAFT: Fighter SPECS : GUN x900 / MSSL x78 UNLOCK : Complete "Whiskey Corridor" (#16) WEAPONS : Advanced Medium-range Air-to-Air Missiles [x22] UPGRADES: Fuel-air Explosive Bomb [x08] "The most maneuverable F-15 with thrust vectoring nozzles, ACTIVE, and forward-swept wings." It's got the highest mobility rating of any aircraft in the game, with all of its stats falling a bit short of that marking (to at least halfway, at least). It's got twenty-two medium-range missiles that aren't too shabby at all, and has the unique fuel-air explosive bomb as an upgrade. If you want to get around and shoot down bogeys, this driver's seat will have you floored. ----- S-37A ----- AIRCRAFT: Fighter SPECS : GUN x900 / MSSL x78 UNLOCK : Complete "Siege of Farbanti" (#17) WEAPONS : Quick Maneuver Air-to-Air Missile [x10] UPGRADES: Unguided Bomb (Large) [x18] "Unique forward-swept wings and canards provide unmatched turning ability. It also has some Stealth ability." It's got the same amount of speed and air-to-air ability as the F-22A and very high mobility as well; the rest of the stats are a li'l short of that degree of superiority. It's upgrade plays off its weak point, but since you don't need pinpoint accuracy, it's not too wasteful. I should note that the Quick Maneuver Air-to-Air Missile is the best one in the game, and has VERY high accuracy. This comes from the fact that it homes in on the enemy and if it passes it, it'll turn around and keep right on following it! Most missiles bum out after they miss the target but these stick with it for about ten or so seconds, even when out of sight! Highly recommended, especially since they come with the plane. Plus, the missile type is highly maneuverable -- great for shooting down those pesky aces you can find in maps! ---- X-02 ---- AIRCRAFT: Multirole SPECS : GUN x950 / MSSL x82 UNLOCK : Get 'S' ranks WEAPONS : Quick Maneuver Air-to-Air Missiles [x16] UPGRADES: Bomblet Dispenser [x24] The mother of all planes, this special unlockable is hands-down the best one you can get. It holds the best missiles in the game and the best A2G bombs, too (arguably) -- no reason not to get this, if you're good 'nough. It even has a unique design, but you'll have to see for yourself. :p All of its stats are great, except for defense which is just 'decent.' .------------------------------------------.--------.----------------. | WEAPON'S FULL NAME | ABREV. | $$ FLUCTUATION | |------------------------------------------+--------+----------------| | Advanced Air-to-Ground Missile | XAGM | $ 52000-58000 | | Advanced Long-range Air-to-Air Missile | XLAA | $ ------------ | | Advanced Medium-range Air-to-Air Missile | XMAA | $ 71000-117000 | | Bomblet Dispenser | BDSP | $ ------------ | | Cluster Bomb | CLB | $ 55000-119000 | | Fuel-Air Explosive Bomb | FAEB | $ 286000 | | Long-range Air-to-Surface Missile | LASM | $ 56000-121000 | | Napalm Bomb | NPB | $ 32000 | | Precision-guided Bomb | PGB | $ 76000-163000 | | Quick Maneuver Air-to-Air Missile | QAAM | $ ------------ | | Rocket Launcher | RCL | $ 41000-99000 | | Standoff Dispenser | SOD | $ ------------ | | Unguided Bomb (Medium) | UGBM | $ 66000-133000 | | Unguided Bomb (Small) | UGBS | $ ------------ | | Unguided Bomb (Large) | UGBL | $ 154000 | '------------------------------------------'--------'----------------' A note about these items: as the missions roll on and you haven't bought the plane or a certain weapon, the price seems to get jacked up. For instance, when the MIG-29A becomes available at Mission 9, its Rocket Launcher's worth is $81000; at endgame, you have to pay $99000. That's just a small example of price-upping -- expensive ones will only get more expensive! .-----------------------------------------------------------------------------. | V. ACE FIGHTER LOCATIONS [AFLC] / '---------------------------------------------------------------------------' Aces are special planes, often better than the current enemies, that can be found as 'extras' on maps. Some have special conditions for appearing, but most use their stealth function (i.e. radar invisibility) to simply not show up unless Mobius 1 is close. Some are available in normal mode, although I would recommend waiting until the game's beaten to unlock the "Free Mission" mode, which lets the player go to any mission at once. Defeating a map's ace unlocks a 2nd paintjob for the same plane type (i.e. F-5E Wang opens up the buyable F-5E's new coat). If you're playing in Free Mission, you can search out the ace, kill it, and quit; then, buy the plane in Sp. Mission. Yay? Oh, and all pilots are worth 240 PTS upon death. <3 #01 - F-5E Wang - North of the main island at around 10,000 ft. #02 - A-10 Ciffreo - Around Rigley Air Base at appx. 6,000 ft. #03 - F-16 Tempel - SW of the westernmost radar cluster #04 - MIR-2000 Rigaux - North of the two radar-jamming convoys (is on map) #05 - MIG-29 Mrkos - Far west of the mainland refinery #06 - F-14 Levy - North of New Comberth Harbor (northrnmst sub. dock) #07 - TND-1D5 De Vico - Far north of the solar-powered generator plant #08 - F/A-18 Vaisala - Over the easternmost (large) island after awhile #09 - F-15C Tuttle - North of mountains by Crowne Beach (middle beach) #10 - R-M01 Faye - NW of the resupply base / W of the submarine dock #11 - SU-35 Neujmin - In the map's SE corner (wait until 4th wave to do) #12 - F-2 Urata - North of Stonehenge #13 - F-15E Gunn - South of the 4 fighters arriving at mission update #14 - F-22 Abell - NE of starting pos, along north border's middle #15 - EF-2000 Olmstead - In between Sal Salvacion's three main boroughs #16 - F-117 Kwee - Near west border's middle section (black-colored) #17 - F-15 Active Halley - Along the western coastline, NW of Farbanti #18 - S-37 Smirnova - Far north of Megalith's island As you can see (or figure out by comparison), three planes do not unlock paintjobs by killing similar aces, being the F-4E starter plane, the SU-37 "Yellow" type, and the X-02 Multirole unlockable. Here's how to get those new coats with the un-normal prereqs: F-4E : Unlocked by beating the game SU-37: Beat every mission at 'A' rank or better (Normal Mode+) : Defeat all (18) aces X-02 : Get 'S' ranks on all missions in Hard Mode : Get 'S' ranks on all missions in Extreme Mode .-----------------------------------------------------------------------------. | VI. FREQUENTLY ASKED QUESTIONS [FAQZ] / '---------------------------------------------------------------------------' [Q] - Is there any way to keep a consistent altitude!? [A] - Depress the up (d-pad) button to turn on autopilot and keep the plane at a set cruising level. [Q] - I don't understand some of the game's terminology. [A] - Try this site: http://www.fas.org/man/dod-101/usaf/docs/mcm3-1-a1.htm .-----------------------------------------------------------------------------. | VII. UPDATES [UPDT] / '---------------------------------------------------------------------------' 04-23-07 - - - - - - - - - - - -----> Added to GameFAQs '--> Walkthrough 100% '--> Ace Fighter 100% '--> Plane Lists 100% As always, e-mail me if you have questions or things to add. Love that stuff. .-----------------------------------------------------------------------------. | VIII. THANKS [THKS] / '---------------------------------------------------------------------------' Ceej - hosting this thing'r Messgbrdrs - 'Cause you're awesome 'n' stuff Octoferret - for making maps that helped when I couldn't find some aces >_< And, of course, anyone who reads this. Go you! .-----------------------------------------------------------------------------. | IX. LEGALITY [LGLT] / '---------------------------------------------------------------------------' This document is intended for private home use ONLY, and may not be reproduced through electronic or commercial means without the expressed consent of the author (P. Summers). It cannot be hosted, edited, or distributed for profit, and may not be given away as an add-in/gift to bought items. All rights are reserved to respective parties, even those not explicitly stated herein. Those who find this document on sites not listed below should e-mail the author (me). Thanks for reading this, and thanks for respectin' FAQ authors. Allowed Sites: Disallowed Sites: * Gametalk.com * cheatcc.com * GameFAQs.com * MyCheats.com * Neoseeker.com * Supercheats.com * Honestgamers.com * Cavesofnarshe.com E-mail me for permissions ~ shotgunnova (a+) gmail (d0t) com. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ IT'S GONNA BE A Document İ Shotgunnova 1997-2007 (and countin'!) GLORIOUS DAY... I Ace Combat namesake İ respective owners FEEL MY LUCK CAN CHANGE E N D O F D O C U M E N T