Full Walkthrough - Guide for Ace Combat 6: Fires of Liberation
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A C E C O M B A T 6
---======================--
- Fires of Liberation -
QUICKSILVER MEDAL FAQ/WALKTHROUGH
|:|_ A collaborative guide by Landshark and Vhayste®
|:|_ Email : [email protected]
[email protected]
|:|_ Gamertag: JonnyLandshark
paul vhayste
||_VERSION HISTORY
[V1.0] 1:53 AM 3/27/2008 - Main Guide finished
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| C O P Y R I G H T |
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
This document is copyrighted to the authors, Landshark and Vhayste®.
It is intended for ~PRIVATE~ use only. It cannot be used in ANY form
of printed or electronic media involved in a commercial business, in
part or in whole, in any way, shape, or form. It cannot be used for
profitable or promotional purposes, regardless of the situation.
Breaking any of these rules is in direct violation of copyright law.
This document is protected by copyright law and international treaties.
Unauthorized reproduction and distribution of this document, or any
portion of it, may result in severe civil and criminal penalties, and
will be prosecuted to the maximum extent possible under the law. Any
characters, names, places, or miscellaneous objects are copyright of
their respective companies.
Unauthorized distribution of any resources found in this document, a
part of the document or as a whole is considered violation of the
copyright law.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| A U T H O R S' N O T E |
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Vhayste:
========
Hello and welcome to our short guide on how to obtain the Quicksilver
Medal in the Xbox 360 game, Ace Combat 6. The Quicksilver Medal can
be unlocked by completing the campaign in less than 2 hours and 15
minutes. It may sound challenging but it is really possible to obtain
it easily - with proper planning and strategy.
This is also my first collaborative faq with another writer. Since the
information for getting this medal in detail is large to insert to my
existing walkthrough, I have decided to have a separate guide instead.
For any questions, suggestions or comments, you can contact either of
us using the email addresses provided above. We hope that this small
guide should be able to assist those players struggling to get the
Quicksilver Medal in AC6.
Landshark:
=========
This is the first time I have ever even considered contributing to a
FAQ let alone writing one. Initially this FAQ developed with my sending
some e-mail comments to vhaste about his excellent walkthrough and
that he might want to think about adding some notes to his FAQ with
suggestions as to which Objectives/Operations in each mission should be
accomplished or avoided to avoid wasting time while trying for the
Quicksilver medal.
I had made some additional observations while playing the game and
decided to e-mail him with what I found in hopes that he might find my
comments valuable in any updates to his FAQ. This led to vhaste
suggesting to me that since I was already working through the Quicksilver
Medal that it might be better to just create a whole new FAQ about
accomplishing the medal and that we coauthor a new FAQ with detailed
walkthroughs for each mission.
Finally, I'm sure the suggestions I have made arent the only, or even
the very best way to accomplish the missions in the absolute quickest
amount of time. While I/we strove to represent what we thought were the
most efficient/quickest way to get through the missions and objectives
there might still be other ways to cut out even more time. If you find
an even better, quicker or more effiecient way to do this in less time
that's great and if you care to share we would certainly appreciate the
input and try to incorporate any new ideas/techniques into any future
revision of this FAQ.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| FLIGHT SCHOOL (GETTING STARTED) |
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
NOTE: If you are an Ace Combat pilot before and already familiar with
the game basics, you may skip this tutorial.
CONTROLS
|--------|
The button configuration is generally the same as the previous
versions of the game. But there are some additions as well, including
the all new Allied command/orders. This will be discussed in detail
later on.
The following layout that will be covered in this section is Type A
which is the games default. You can change the control type from the
game options.
++------------++
||Acceleration||
++------------++
Press the RIGHT TRIGGER to accelerate. Press the RIGHT BUMPER to yaw
right.
Hold RT to activate afterburners and gain a speed boost. Note that
the turning angle is wide when traveling at high speeds.
++------------++
||Deceleration||
++------------++
Press LEFT TRIGGER to accelerate. Press the LEFT BUMPER to yaw to the
left.
Hold LT to activate air brakes. Air braking for too long may cause
your aircraft to stall. Air braking is necessary to make sharp turns
in maneuvers.
++--------------++
||Flight Control||
++--------------++
Hold the Left Analog button down to point the planes nose up and
vice versa. Hold it to the left or the right to roll the plane left
or right.
Press the left analog button to lower the landing gear during
mid-battle landings.
++--------------++
||Camera Control||
++--------------++
Use the right analog stick to control the camera angle freely.
Press it to change into different views.
++-----------------------++
||Wingman/ Allied Command||
++-----------------------++
Press the UP D-PAD (directional pad) to order your wingman to attack
the target (s) in front of you. Press the DOWN D-PAD to order your
wingman to cover you.
When the AS (Allied Support Gauge) fills up, press and hold the UP
button to request a coordinated attack against the targets in front
of you. Request a coordinated allied cover by pressing the DOWN
D-Pad
Press the LEFT or RIGHT D-pad to highlight enemy forces for each
operation.
++-----------------++
||Pause/Menu/Cancel||
++-----------------++
Press the start button to pause the game and open the menu during the
mission. Here, you can view your main objective and the objectives
for each operation.
The start button is also used for cancelling landing and take off
sequences.
++------------------------++
||Toggle SP weapon/Missile||
++------------------------++
Use the select button to toggle between missiles and SP weapons.
++-----------------++
||Fire Machine Gun ||
++-----------------++
Use the A button to fire your planes machine gun.
++------------------------++
|| Fire missile/ SP weapon||
++------------------------++
Press the B button to fire missiles or SP weapons, depending on which
one is active. Press and hold to track down the missile or SP weapon
as it hits the target.
++---------------++
|| Change Targets||
++---------------++
Press the Y Button to change targets.
++----------------++
||Toggle Map modes||
++----------------++
Press the X Button to toggle map views.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| T A C T I C A L T R A I N I N G |
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Now, we will run through the layout of basic combat operations. This
includes mission briefing, plane selection, weapons systems, combat
maneuvers, allied/ wingman commands, ESM support and battlefield
assessment.
++------------------++
|| MISSION BRIEFING ||
++------------------++
Some players may find this part of the game boring and may just skip
to the battle at once, only to discover they dont know what to do
later on. Its a cardinal sin and a part of stupidity for pilots.
These pre-mission orientations are really important. You will know
all the separate operations to be conducted simultaneously and the
allied detachments that will participate in battle. As you have known,
most missions have several operations taking place and you have the
choice to provide support to any of them. Since you are only required
to meet the quota out of the deployed operations, you can finish the
mission even if you were not able to meet the other teams.
For example, the mission has three operations and you have a quota of
two. That means that you just need to finish two out of the three
active operations for that mission.
Furthermore, the briefings most important use is to provide much
needed intel about the enemy forces, the terrain and the background of
the mission. You will now the type of enemies you may encounter
including your main objective, which will also help you to decide
which plane and weapons to bring.
++------------------++
|| PLANE SELECTION ||
++------------------++
Selecting the proper plane for the mission is self-explanatory. Each
plane has their own strengths and weaknesses, including their SP
weapon set and payload. You wouldnt be bringing an A-10A attacker
(unless you are seeking challenge) to mission where heavy aerial
battle and dogfighting is expected.
There are three major groups of planes. Each of them is classified
according to their performance, ordinance and the types of missions
they are best suited. Choosing what plane to bring for a mission will
determine your survival when deployed.
ATTACKERS
These aircrafts are bombing specialist and ground target killers.
They excel in flying at subsonic speeds while hugging the deck or
flying low. They have heavy armors that make them sturdy enough to
withstand enemy fire. Their weakness however, is their stiff
maneuverability. It will be hard to avoid enemy missiles just by
evading it. Attackers are also capable of engaging enemy ships.
Normally referred to as bombers, they carry enough ordinances to
destroy large groups of ground units. Newer bombers are faster, more
agile and more maneuverable.
FIGHTERS
Aircrafts built for engaging enemy fighters and air targets. They are
agile, quick and deadly. They are also deployed to escort transports
and bombers, defend bases and even protect the fleet. They are
capable of turning sharply at very high speeds as well.
The weaknesses of fighters include lesser armor to make the plane
lighter but making it more vulnerable against enemy fire and their
sensitivity when attacking the ground can make the plane wobbly and
crash.
MULTIROLE
These aircrafts are the hybrid or the cross between fighters and
attackers. Their main strength lies in their all-around attributes
and capability of being deployed on any mission. They have the
strength, speed and agility of fighters and the toughness and
stability of attackers.
Multiroles are even better the weaknesses of the other two fighter
types are covered by the other.
Another minor plane type is the Jammers. They carry electronic
equipment that interferes with the enemy communications, radar and
ETS. They are playable in the game, but some planes have ECMP as
a SP weapon instead.
++----------------++
|| WEAPONS SYSTEM ||
++----------------++
This section will provide you the basics of using/deploying/selecting
different weapons you have equipped in your plane. Obviously, each
plane has different sets of special weapons and their payload
determines the amount of missiles and SP weapons they can carry.
You also need to bring the SP weapon appropriate for the mission. You
wouldnt want to bring bombs if you are expecting enemy air units in
majority.
++----------------++
|| FIRING MISSILES||
++----------------++
Your missiles are your basic, multi-purpose weapons. They can hit
ground, air, and naval targets. They are faster compared to some A-A
SP weapons and have average damage. Most of the time, one to two
missiles are enough to destroy enemy targets.
You will need to lock-on a target first. You should also be within
firing range before achieving a lock-on. Once you get a lock-on, dont
fire immediately. It doesnt mean that your missile will hit the
target immediately.
Take note of the angle, speed and turn you and your target are
currently doing. The optimum firing range is at least within 5000 ft.
At this distance, missiles can hit their target with little chance of
evasion. (Unless the target is a really agile plane such as Strigon
Teams SU-33s).
For higher probabilities of hitting the target, pay close attention
to your hud. Once the word SHOOT appears, release your missiles. The
hit rate of firing missiles during this time can be as high as 95%
in most but not all cases.
++-------------++
|| FIRING GUNS ||
++-------------++
Machine guns can be equally destructive as missiles within its
effective range or even more at point blank. However, tracking or
targeting fast moving targets can be challenging since you also need
to control the speed and angle of your aircraft to keep the target in
sight (manual targeting). There are some tricks in properly executing
a machine gun attack and I will try to discuss it here.
The machine gun rounds are lethal up close and are sure to chew the
enemy armor away. First, youll need to be close enough for the
bullets to hit your target. You will know this if your targeting
reticule appears.
For targeting large, slow enemies such as transports, enemy AWACs,
tankers etc, just approach them slowly, get into firing range, align
your reticule and fire. Same thing can be applied for large ground
targets such as facilities, fortifications and enemy ships. For
faster targets like enemy fighters, you will need to anticipate the
enemys flight path. Refer to the diagram below:
The green circle is your reticule, the black line is the projected
flight path of the target and the red plane is the target.
Note that the reticule is way beyond the target. The truth is, in
high speed maneuvers, bullets dont travel straight right to the
target.
With a bit of physics and other factors, bullets tend to swerve
away from the direction it is fired. In this diagram, firing bullets
at this position will allow the bullets to fly directly to the
target. Same thing applies for vertical approaches.
++-------------------++
|| FIRING SP WEAPONS ||
++-------------------++
SP weapons come in many shapes and sizes. Anti-air SP weapons are
normally missiles with multi-lock on capability, farther range,
enhanced tracking and greater damage. Anti-ground weapons are
composed of dumb (normal) bombs, precision bombs and air to ground
missiles. There is also an SP weapon that jams the enemy targeting
capability, thus reducing the effectiveness of missiles.
ANTI-AIR SP WEAPONS
XMA4, XMA6 and XLAAs are all multi-targeting SP weapons which can
fire four missiles at medium and long range. Though they have
enhanced tracking, range and damage, that doesnt mean that they
will always hit the target. Enemies can still evade them by making
sharp turns and barrel rolls. QAAMs are a bit more reliable when
tracking faster more agile targets because of its maneuverability.
For best results, approach the targets either on their 12 or 6, and
then fire after getting a lock on. Getting in closer may increase the
probability of the missiles hitting the target but may also cause the
targets to break formation and engage you instead.
ANTI-GROUND SP WEAPONS
For precision air to ground weapons such as GPBs, XAGMs, LASM, and
SFFS, you just need into range and release the weapons once you get a
lock-on. You will always hit the targets unless they are in some kind
of cover.
For unguided bombs such as the UGBL and FAEB, you will need to
carefully aim them before releasing or theyll land off target.
Upon selecting an unguided bomb, a different targeting crosshair
will appear. This is where the bomb will hit. You wont know the
blast radius until impact. Usually, UGBs have decent blast radii but
compared to the FAEB (which I consider the strongest ground weapon in
the game), the destruction and range is not even close.
Use UGBs against closely packed targets such as enemy fortifications
and bunkers.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| Q U I C K F A C T S |
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
1.) Q: What is this guide for?
A: This guide is meant to assist players on how to finish the
campaign in less than 135 minutes or 2 hours, 15 minutes.
2.) Q: Do I really need to go through this trouble?
A: No, not really. It's your choice whether you would like to do
this or not. However, if you are aiming for a full 1000 pts in
the game, you'll need to collect all medals to unlock the
corresponding achievement.
3.) Q: What mode should I be playing to get this medal easily?
A: You should be playing in NORMAL Mode at least. The enemy damage
is a bit limited so average players won't worry about getting
shot down easily.
4.) Q: What plane and weapon load-out should I use?
A: Obviously, the CFA-44 Nosferatu and its ADMM is your best
choice for rushing the campaign. The Nosferatu is the best
plane in the game, not to mention that the multi-target, homing
projectiles of the ADMM can shoot down enemy planes in one
hit. Eliminating enemies at the shortest time possible is the
key to finish most missions.
5.) Q: Help! I took quite a while to finish a mission but the game
saved it automatically! Now I can't go back to redo it again!
A: To avoid these kinds of problems, disable the auto-save
feature so that you can redo something if it doesn't go well.
Also, having at least two save files is recommended. Try
saving alternately between the two files.
6.) Q: Is it possible to get this medal in the first run/playthrough?
A: Definitely not. For the first three missions alone, you'll be
stuck with an average plane and limited funds. It can be
possible but hey, why go all through the trouble where you can
do it easily later?
7.) Q: What do I really need to do to complete missions faster?
A: Concentrate on the REAL targets (red tgts), ignoring the targets
unless they are in direct threat to you. Order your allies to
attack and cover you whenever possible.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| W A L K T H R O U G H |
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Mission 01
INVASION OF GRACEMERIA
-Through the heart of the nation-
Time Limit : 30:00:00 Area: Gracemeria
Quota: None
OP Leader : None
Mission Type: Anti Air
Main Objective : Destroy all enemy targets (TGT)
Starting Points: Aerial Defense
Start mission after take-off, switch to ADMM (special weapon)
Afterburn (A/B) to your immediate right (East on the compass) pointing
towards the group of targets you can see bombing the capital/castle.
There is 1 B-52 just finishing its bombing run, 2 UH-9 Helos hovering
in place and 2 B-52s just beginning their bombing runs. A/B until you
are in range and the ADMMs lock on. Shoot ADMMs, turn North A/B
toward a 4th B-52 trailing the ones you just shot down heading towards
his bombing run and MG him frrom the side while your ADMMs are
recharging (dont bother switching to regular missiles as you are
coming at him from the side and your missiles will miss trying to make
the 90 deg. turn to get behind him so just MG him. Thats 4 B-52s
and 2 UH-9s (6 total Tgt A/C) of 15 so far and all of the most
Eastern Targets, now all our travel will take you directly West and
bring you closer and closer to the return line you will need to be
near to end the mission at the end (saving you A LOT of time).
After the 6 Tgts out East are destroyed, head West in A/B across the
bay (use your radar on the 1st Map mode, not the circle/target reticle
looking view but the next one after that is best to help orient you
and keep you following the red targets). You should point the nose of
your plane about halfway between the B-52 Tgts to your right (North)
and some more UH-9s over the Airfield to your left (south), once the
ADMMs target those enemies get out of A/B and let the ADMMs loose.
Keep on your heading (West) but at non-A/B speed as you want to give
your ADMMs time to recharge before you get too close to any of targets
that will be coming at you from the West. If you are slowly heading
west, just as you ADMMs recharge, a flight of 4 F/A-18 Tgts should
be heading at you from the West and be in range. Shoot the ADMMs
immediately when they are done recharging to make sure they launch
before the F/A-18s get too close you dont want to have to turn
around and get into a turning knife fight with a single maneuvering
A/C.
If you poped the the F/A-18s while still heading West then maintain
that course without A/B while your ADMMs recharge and let the final
group of Tgt A/C head your way also coming from the West. Its a
formation of 4 Rafale fighters and you MUST get them while they are
still farther away because they are too maneuverable in close where
they can avoid your ADMMs. If your ADMMs havent finished recharging
by the time they are in range than target one of the inner/center
Rafaels and tell Shamrock to attack, he will launch his ADMMs instead
and should get them, however watch the targets closely to make sure
he does get them all Shamrock is not very accurate with his SP
weapons as often he lets them fly before they lock on to all the
targets, if he doesnt get them then you back him up with another
ADMM barrage of your own and you should get them.
No more red target A/C will appear at this point as you have destroyed
the required number of targets. And doing it this way should have you
with a full Allied support meter, a healthy supply of ADMMs remaining
and most importantly efficiently killing all red Tgts while leaving
you at a point on the map closest to the point you need to be to end
the mission. Once you kill the final targets, just loiter in slow
circles in the Western side for the map just shy of the return line
and wait there. Do NOT go chasing planes all over, you shouldnt get
too many enemy A/C coming out your way to bother you out West. All
you have to watch out for are the cruise missile strikes which you
can avoid easily if you watch for the orange circles on your radar
that show you where they will be exploding a second or so before they
actually explode there so you can avoid being there. You should get a
cut-scene and then the cruise missiles start showing up. Just hold out
and watch out for the Strigon Tm that comes your way. If you havent
heard the mission update form AWACS telling everyone to evacuate the
combat area then just defend yourself and ADMM/Shamrock Atk/Allied
support the Strigon team planes and avoiding the cruise missile strikes
while staying close to the western border until you do. As soon as
you get that message hit the A/B and jump across the return line to get
the mission accomplished update and the timer stops running.
+===================================================================+
+===================================================================+
Mission 02
VITOZE AERIAL DEFENSE
-On the brink-
Time Limit : 20:00:00 Area: Brillante Heights
Quota : None
OP Leader : None
Mission Type: Anti Air
Main Objective: Destroy all enemy targets (TGT)
Starting Points: Bomber Intercept
From the Start point hit A/B and head North/North-West toward the red
target on your radar (the radar view with the entire battle area is
very most useful to find the targets throughout this mission).
You will first run into 1 B-52, ADMM him then turn and A/B North-East/
East to find the next group. Youll run into a group of 2 B-52s over
here, ADMM them once in range (careful to watch your ADMMs until they
impact as the ADMMs will target other Non-red, non-tgt A/C in the area
leaving less ADMM missiles to go after the 2 B-52s which might not be
enough to kill each one; some might miss/near miss so you want to
make sure you kill ALL of them on this pass without having to twist
and turn and slow down.
After they are shot down you will see a red target A/C arrow has shown
up back where you killed the 1st B-52 but dont head over there yet as
very quickly another group of red tgts will appear between where you
are and the targets farther out to the East. These new targets will be
to the North (your right if you are heading West). A/B and head North
and intercept the 5 B-52s, ADMM them (again watching closely to ensure
you destroyed them all, have Shamrock to ADMM them too if you have too
to make sure you get them all without having to twist and turn or
adjust your heading too much). Once these are dead you should now A/B
and head South/South West and be coming up behind the last group of
B-52s.
Get in ADMM range of the last 2 B-52s, ADMM them and mission
accomplished.
+===================================================================+
+===================================================================+
Mission 03
SIPLI FIELD
-Fortunes of War-
Time Limit : 30:00:00 Area: Sipli Fields
Quota : 2/3
OP Leader : A: Warlock B: Quox C: Steel Gunners
Mission Type : Anti-Ground Anti-Ground Anti-Ground
Main Objective: Eliminate all Estovakian ground forces. Single out
individual missions on the HUD using the Dynamic Operation System by
pressing left and right on the directional pad
Starting Points:
1. Central Assault Unit Support (Air-to-Ground)
2. Eastern Separate Unit Support (Air-to-Ground)
3. Long Range Artillery Unit Support (Air-to-Ground)
Order of Attack: A-B or A-C.
Choose any Start Point (SP) as they are all essentially co-located and
equidistant from the action. I chose the Center/Middle.
You can accomplish any of these missions in any order and have them be
about the same amount of time. However it is most efficient to choose
to do the Center mission and either the East or West simultaneously and
accomplish 2 of the three at about the same time. You dont save much
time using A/B once you are over the Objs as you need the time to
recharge your ADMMs
A/B from the start point and head toward middle Obj with Warlock, ADMM
the A/C targets you will see over the Obj A battlefield first to get
them out of the way (you probably wont get them all on the first pass
but you need to knock several of them out initially or Warlock will get
pounded by the A-10s assaulting them). Then turn to the right/East
heading toward the Obj B while your ADMM recharges. It should be full
by the time you get to Obj B area and ADMM whatever ground targets you
lock on to. You can essentially turn on a lazy circle that encompasses
both Obj A and B alternating shooting at ground targets between each.
When you shoot Ground Tgts on Obj B, by the time you make your circle
and are over Obj A your ADMMs are recharged and you can take a chunk
out of Obj A targets, continue your circle back towards Obj B while
you recharge and hit Obj B again). Keep turning in a circle between
the two Objectives and checking your radar for the red targets until
all Tgts are destroyed in both Objs.
You can also save time by after you shoot a ADMM barrage by quickly
switching to Missiles and targeting/destroying targets that you are
heading towards that didnt get targeted by your ADMM barrage to save
time later from having to make another pass and wasting a ADMM barrage
on just one or two Tgts.
You can use Shamrock in Atk mode and Allied support when it becomes
available if you want but I rather save them for Part 2 of the
mission after you have cleared Objs A and B or A and C as they are of
more use as far as saving time on the second part of the objective when
there are more targets to kill.
Once you have cleared both A and B Objs there is a lag time before
the Misison Update comes to kill the retreating forces. Since you are
likely low on ADMMs at this point use this time to A/B to the return
line to rearm with more ADMMs. Once you get back from rearming, A/B
towards the objective and abuse Allied Support and Shamrock once in
range to destroy the red targets as quickly as you can. Just keep it
up until you destroy all the Targets (keep checking your radar to
find red tgts so you are heading in the right direction for your next
barrage). Once all red Tgts are down, time stops, mission
accomplished.
** Note: ******
Whenever rearming, skip the landing and takeoff sequence using the
Start button as you waste time lining up for, landing, and taking
off again. ***
+===================================================================+
+===================================================================+
Mission 04 [WLK004]
BARTOLOMEO FORTRESS
-Echoes of Battle-
Time Limit : 40:00:00 Area: Mt. Marcello
Quota : 2/3
OP Leader : A: Warlock B: Quox C: Snake Pit
Mission Type : Anti-Ground Anti-Ground Anti-Air
Main Objective: Capture Bartolomeo Fortress and sweep Khesed Island
of all Estovakian forces.
Starting Points:
1. Logistics Route Assault Support (Air-to-Ground)
2. Gun Site Capture Support (Air-to-Ground)
3. Electronic Support Aircraft Defense (Air-to-air)
Order of Atack: C-A or C-B.
** Note: Use your radar and choose the filter by clicking left/right
on the D-Pad so only targets for Obj C or A or B (depending on
which mission you are currently trying to clear) are illuminated
in your radar to help you from getting confused and wasting
time. **
Start with Obj C (A-A saving Snake Pit) as it is very quick to
accomplish and saves Snake Pit who will then follow you around from
there on out with ECM support through the rest of the mission to help
with targeting and avoiding enemy missiles. This also quickly fills
your Allied Support bar once you have cleared the Obj which you will
need later to more quickly kill all the ground targets on either Objs
A or B. . Essentially you A/B past Snake Pit, slow down once you get
the first batch of red A/C targets in range, ADMM them and wait (no
A/B or short bursts to get within range, keeping your Northerly heading)
for the following waves of red Tgts heading towards Snake Pit. You will
essentially stay on the same heading (North from the Start Point)
watching your radar for the next group of red targets without having
to turn. When you launch an ADMM barrage at the on-coming A/C targets,
if you arent in A/B you will have your ADMMs recharged by the time
the next group of red A/C Tgts are in range for the ADMM shot. Use
Shamrock to kill them with ADMM if you have to, to avoid having to
turn around for a target that gets past you and throwing off your
timing in hitting the next group from the North.
Once Obj C is cleared you are about equidistant from Objs A (Warlock)
and B (Quox) so you can choose to go either way but I usually chose to
Obj A next as the targets are in a linear path that when complete set
you up for continuing to attack the actual fortress in Part 2 of the
mission. A/B is again not very useful in completing the Obj once you
are over a target area as you move to fast to accurately target the
ADMM barrages for max effect and you travel to far away for your next
barrage to be targeted and have to turn around more often while
waiting for your ADMMs to recharge. Use A/B to quickly escape ground
fire or sprint to get in range of the next batch of targets you are
going to destroy once the ADMMs are recharged.
Once Obj A or B is cleared, there is a break in the action before Part
2 of the mission becomes active. You will likely be low or out of
ADMMs at this point so use the time between clearing the 2nd Obj (A
or B) and the start of the 2nd half of the mission to A/B to the
return line and rearm. A/B back toward the fortress and once the 2nd
half of the mission is updated you begin the assault on the fortress
itself. Once the new Targets turn red I suggest using Shamrock and
allied support to take out the A/C targets which includes 2 to 4
Strigon Tm planes which will harass you while you are going after the
ground targets around the fortress. Dont waste time initially
twisting and turning trying to kill the Strigon Tm Tgts as they are
good at avoiding your ADMMs and will try to lead you to a point where
you are high enough that you are getting peppered by the Flack coming
from the fortress and get shot down. Try to stay low below the flak
(black puffs of smoke that will kill you quickly even on normal level)
and worry about the ground targets while Shamrock and Allied support
take care of the Strigon Tm for you.
Stay low and circle the base of the mountain lining up ADMM barrages
as you come across groups of red ground targets. You can keep your
speed up but you dont need A/B as it is counter productive, you
arent saving time by going faster if you arent getting the max use
of your ADMM barrages by going too fast. You also need to stay lower
to stay under the flack that is especially thick on the Eastern/South
Eastern side of the mountain. Dont be too low, however, where the
ADMMs that launch from the bottom of your plane head right into the
ground below you (you can tell because immediately after launching the
ADMMs you hear explosions near youre A/C and get a MISS message in
your HUD). Its best to roll on your side or at least at an angle so
your entire barrage releases from your plane (both from the top and
bottom launchers) without hitting the ground or mountain so you are
getting the max use out of your ADMMs.
Try to avoid heading over the top of the mountain as it doesnt allow
you much time to target ground tgts on the other side without risking
a crash and also make you vulnerable to SAM batteries that are on the
top of the mountain protecting the radar station that is on top. Just
keep flying in a low circle around the mountain until all the targets
that are on the side of the hill or just at the bottom of the mountain
are gone, then you can pop up high (the Flak guns will be taken out by
you by this time) and you can take out the radar/ECM target on top of
the mountain. Then you can deal with any remaining red target A/C that
Shamrock or your Allies havent gotten yet
mission complete.
***Note: When flying low level be mindful of ridges and small hills
when getting ready to fire your next ADMM barrage on a group of
targets as if there is a small hill between you and the targets you
want to hit, most of your missiles will impact on the hill and not
reach the targets. If you are lined up with a hill between you and the
targets you want to hit, take the second or two it will take to A/B
past the targets you are lining up, make a quick High G 180 turn and
re-attack from a better angle that allows you to see all the targets
you want to kill, taking the ground out of play. This is quicker than
launching an ineffective or only partially effective ADMM barrage then
having to wait even longer for it to recharge where you have to
re-attack some of the same Tgts all over again.***
+===================================================================+
+===================================================================+
Mission 05
ANEA LANDING
- Music of the Tides -
Time Limit : 40:00:00 Area: Kijera Oil Fields
Quota : 2/3
OP Leader : A: Warlock B: Quox C: Marigold
Mission Type : Anti-Ground Multi Anti-Ground
Main Objective: Eliminate all threats to the allied ground force and
oversee the success of the landing operations.
Starting Points:
1. Landing Unit Support (Air-to-Ground)
2. City/Airfield Recapture (Air-to-Air/Ground)
3. Anti-Ship Assault (Air-to-Ground)
Order of Attack: OP B then OP A
Starting Point : OP B City/Airfield Capture
Pretty Simple and Straight forward. Start with Obj B to recapture the
City/Airport. You shouldnt need Shamrocks help or Allied Support very
much for the first part of the mission. Abuse the hell out of it for
the 2nd part after the mission update.
From the SP, A/B to get within ADMM range of the Tgts on the beach
then slow down over the objective. Use the radar to try to focus only
on red targets. You will destroy three or four clumps of red ground
Tgts then another batch will spawn once you take them out. Just keep
turning and using A/B to sprint to the next group of Tgts and ADMM
barrage the hell out of them all the way in to the airfield area until
the Objective is complete. Then A/B to the East toward Obj A area
(Warlock Battalion) and do the same as you did with Obj B and you will
quickly take out the red targets. Ignore going all the way over to help
Marigold as there are too many targets spread out too far apart for
efficient use of the ADMMs and you are too far away from the 2nd part
of the mission. Obj C is probably the most fun, it isnt a Obj that
lends itself to speed.
I say take out Obj B first because shortly after you are done with it
and you are working on Obj A you will get word that the airfield is now
open for rearming which will drastically cut down your travel time to
rearm is you need to later on. Once Obj A is cleared you can A/B towards
the airfield to rearm quickly before the mission update trips and you
have to take out enemy reinforcements in two different areas. Once the
mission update trips for the 2nd part of the mission the targets will
turn red and you can carve your way through them. There are both ground
and A/C red targets to deal with so as always pay attention to your
radar to plan which group you will take out next. There are some AC-130
gunships near the airfield and they are heavily armored, if they were
alone you could take them out with a single ADMM barrage but since the
ADMMs will target as many possible enemies in range usually only two
ADMM missiles will atk the AC-130s and are not enough to kill them. So
pay attention that you may have to reattack them a couple times with
ADMMs and/or regular missiles & guns to dispatch them quickly. They can
be saved for last or use Shamrock and Allied Attack to quickly deal
with them and the nearby ground Tgts as well. Once all red Tgt
reinforcements are gone its mission complete.
+===================================================================+
+===================================================================+
Mission 06
SIEGE ON SILVAT
- Angels Above -
Time Limit : 40:00:00 Area: Rawllino
Quota : 3/6
OP Leader : A: Grizzly B: Barracuda C: Dragon Busters
Mission Type : Anti-Ground Anti-Ground Anti-Ground
D: Stingray E: Gavial F: Sherpa
Multi Anti-Ground Anti-Air
Main Objective: Rescue allied forces trapped within the city.
Starting Points:
1. Isolated Unit Support (Air-to-Ground)
Tank Battalion Assault (Air-to-Ground)
2. Long Range Artillery Unit Assault (Air-to-Ground)
Airfield Defense (Air-to-Air/Ground)
3. Armored Train Assault (Air-to-Ground)
Substation Defense (Air-to-Air)
Order of Atk: OP D - OP E - OP C
OP A - OP B - OP C/D
Start Point 3 appears to be the closest to the Objs so start there, but
all of them are a little far away.
Start with Obj D to clear the airfield in order to get a rearming
station close to the battle. You will need it! If you let the airfield
fall (and it falls rather quickly) you will loose this and have to
travel a LONG way to the return line to rearm. Hit A/B from the start
point, switch to ADMMs and adjust your radar to show you the red Tgts
for Obj D only to help you focus your attacks.
As you approach Obj D you can catch most of the planes and helos close
to the ground over the airfield so with 1 pass using both your and
Shamrocks ADMM barrages you can catch most all of them right away and
not have to worry about them shooting you as you take out ground Tgts.
Slow down and make tight circles over the airfield while ADMMing the
piss out of em until all red Targets are gone.
Once Obj D is complete, quickly head East for Obj E (very close to the
eastern edge of the airfield) to get the Gun Trains. I say take out the
Gun trains because there are only a few Targets you need to kill to
accomplish this mission and it can be done with 2 ADMM barrages and
maybe a couple regular missile strikes as you pass over the gun trains.
Head over slowly, ADMM the nearest gun train and associated Tgts near
by, you wont kill the gun train completely as it is heavily armored
but you can quickly switch to missiles and missile/MGs him as you pass
to finish him off. Keep heading East to the second gun train and
accosociated SAM/tank/AAgun targets and ADMM them as well. Pass over
the target (us A/B to sprint past a ways) allowing your ADMMs recharge,
turn around and you can either ADMM or missile/MG to finish it off, Obj
E accomplished.
Now as you pass back over the airport you can rearm if you need to head
out to Obj C which is on the other side (western side) of the runway.
Use your remaining ADMMs and/or Shamrock/Allied Support to hit the many
ground and air targets over Obj C. This way the airport is very close by
to rearm and you can travel between it and the Objective very quickly.
Destroy the remaining Obj C Tgts dashing back and forth across the Obj
area until Obj C accomplished. If you havent rearmed or you did but
used a bunch of ADMMs in finishing Obj C then do it quickly NOW while
you wait for the mission update to begin Part 2.
For Part 2 you essentially need to take out some remaining Tgts in the
north (ground and air) as well as some new ones to the South. I suggest
taking out the north ones first, usually just a few tanks or mobile
SAM/AA type vehicles heading south and some remaining A-10s /F-16/
Tornado types as well as some Strigon Tm members (use Shamrock and
Allied Support for the Strigon Tm so you dont have to waste time
chasing them around). Then head South to the Ground Tgts there which
are mostly containers and tents surrounded by tanks, APC, SAM, AA guns.
Pound away with ADMM, finish off any remaining red Tgt A/C and you are
home free.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Alternatively, you can start with OP A since it has the least number of
targets. With ADMM, you can quickly dispose of them in a couple of
minutes. Proceed with B then finally, you can either clean up C or
get past it and clear the airfield in OP D to enable frontline resupply
later on.
+===================================================================+
+===================================================================+
Mission 07 [WLK007]
SELUMNA PEAK
- Shimmering Death -
Time Limit : 45:00:00 Area: Peak of Selumna
Quota : 3/4
OP Leader : A: Warlock B: Avalanche C: Snake Pit
Mission Type : Anti-Air Anti-Air Anti-Air
D: Quox
Anti-Air
Main Objective: Secure air superiority over the area and assist the
allied advance.
Starting Points:
1. Fighter Intercept (Air-to-Air)
2. Supersonic Bomber Intercept (Air-to-Air)
Jammer Aircraft Intercept (Air-to-Air)
3. Electronic Support Aircraft Defense (Air-to-Air)
Order of Atk: OP C, OP B, OP A
Start Point 3 (Snake Pit, Electronic Support Defense)
Like Mission 4 Bartelemeo Fortress, I suggest you save Snake Pit first
so he will follow you around and provide ECM support throughout the
rest of the mission. Accomplishing this is also similar to Msn 4 where
you essentially just head North and ADMM oncoming waves of Tgt A/C
quickly accomplishing the mission as there arent that many waves.
Objective complete.
After Obj is complete head to Obj B (West/Southwest and blast 6 enemy
jammer A/C (4 Tornadoes and 2 EA-200s) which can be done very quickly
with ADMMs by flying in a circle A/B-ing between Targets. Objective
complete.
Head South/Southwest towards Obj A dive down closer to the mountains
as the A/C attacking Warlock are actually A-10s and some F-15Es mostly
at lower levels. Blast em with ADMMs until done. ADMMs should be
close to being expended when you complete the third Obj. IMMEDIATELY
head as MAX speed to the West to the return line to rearm for Part 2 of
the mission. There is a delay here as enemy A/C are heading north
retreating and your allies are giving chase. Dont chase or waste time
with the retreating planes, just go re-arm as soon the Drones will show
up and Aigion Cruise Missile Atks will start falling. Even if the
drones show up before you reach the re-arm line, go rearm and DON'T
bother firing on ANY drones until you get the mission update and the
Drones become red Targets. You will be wasting time and ammo and
Shamrock/Allied support if you do attack them as even if you hit them
they wont be destroyed (you will take off some health but they wont
die). Just rearm, reenter the battle area and abuse Shamrock and Allied
Support to take out Drones.
Your ADMMs work better if the drones are farther away as they are too
maneuverable and fast close in where they will dodge the missiles, find
a clump that are further away while your allies and Shamrock take out
the ones near you and get a bunch of them in your sights further away
and ADMM them as you are approaching their area
.BEWARE, the Drones
will stick to certain areas at the start with some chasing you and
others handing out further away, they will stay there until you get
near them they those will start chasing you as well once you are in
their area doubling the number of Aigion strikes you are dodging and
making your ADMMs less and less effective the closer they are to you.
The only way to kill one with regular missiles is when they slow down to
provide targeting data for a oncoming Nimbus strike and then you have to
hurry up and get within range heading straight into a exploding cloud.
Keep twisting and turning and abusing Shamrock and Allied support
trying to use the ADMMs when you get several in your sights. Once all
12 UAVs are destroyed, mission accomplished.
+===================================================================+
+===================================================================+
Mission 08
SAN LOMA ASSAULT
- Under a Sky of Fire -
Time Limit : 40:00:00 Area: San Loma
Quota : 2/3
OP Leader : A: Warlock B: Hammerhead C: Marigold
Mission Type : Anti-Ground Multi Anti-Ground
Main Objective: Recapture San Loma
Starting Points:
1. Ground Unit Support (Air-to-Ground)
2. Bomber Defense (Air-to-Air/Ground)
3. Anti-Ship Assault (Air-to-Ground)
Order of Atk: OP B then OP C
Start Point : Hammerhead (Western Left most, to accomplish Obj B
first)
OP B is fairly easy to accomplish quickly as there are small clusters of
Gnd Tgts that, once destroyed, will spawn more Gnd Tgts further ahead
but along your same heading so you wont have to waste too much time
turning around. Plus completing Obj B puts you in line to roll right
into Obj C and accomplishing Obj C allows puts you in place to roll
right into part 2 of the mission after the mission update.
From the Start Point select ADMMs and A/B directly East (straight ahead
as you start) and target ground targets ahead. (You will have to move
slightly to your left or North to get all the initial Tgts with your
first Volley). Once in range take off A/B to make sure you get all the
red Tgts in your first ADMM volley. Short A/B to head out ahead to the
2nd group of Ground Tgts. Once the 2nd group of Ground Tgts start being
targeted by the ADMMs slow down to let the ADMMs more time to recharge.
Fire at the 2nd group of Gnd Tgts and look to the left/North and Target
the incoming A/C Tgts, when they are in range have Sahmrock unleash a
ADMM volley to get them while your ADMMs recharge. You will have to
do a little bit of turning here as at this point there are more red Gnd
Tgts and they are more spread out so 1 ADMM volley wont get them all.
Best to switch to regular missiles and MG any remaining Tgts while your
ADMMs recharge.
Once the 2nd group of Gnd Tgts are destroyed a 3rd group will spawn
even further ahead near the beach. You may have to delay going for
these and take out any red A/C tgts that Shamrock might have missed.
Take care of them now then head back East toward the 3rd Group of Gnd
Tgts. As you are destroying these some additional red Gnd Tgts will
spawn. It is a Hovercraft unit but can be taken out with 1 ADMM barrage
fairly quickly. This will complete Obj B. A/B straight ahead and
slightly right/Southeast to head towards the ships out near Marigold.
Once you start heading out towards Marigold to begin Obj C you will
begin having some drones spawn and start Aigion Cruise Msl strikes but
they are easily avoided and are somewhat random contained in a general
area rather than drones following and specifically targeting you. You
will be coming up on the backside of some enemy ships but 2-3 ships can
be sunk all at once with a single ADMM barrage so let loose. Have
Shamrock and Allied Support target the red Tgt A/C that are attacking
Marigold and the other ships (F-2s with Anit-Ship missiles mostly,
maybe a few Rafaels). You can A/B out to sea past and over Marigold
and do a quick 180 to come in perpendicular to the beach and the
remaining Ships you need to kill, taking advantage of the ECM support
you will be getting from Marigold. Target and ADMM the remaining Ships
with a couple of 180 turns over Marigold to remain in the ECM range of
the ships while your ADMMs recharge. When the red Tgt ships and other
red Tgt ground units are destroyed you should have accomplished Obj B
unless the Allied support and Shamrock are still working on some of the
red A/C tgts, take care of them and Obj B will be accomplished.
At this point you should have a few ADMM barrages left, but if not use
this time between accomplishing Obj B (and therefore both of the
required Objs - 2 of 3) and the mission update to head back West to
rearm. The return line will move closer to you once Part 2 of the
mission begins so you wont have to travel as far. Now you will find
more Ships and Gnd tgts on the shore as well as some A/C and more
drones spawn in front of Marigold. Once you are rearmed head back to
the battle area and abuse Shamrock and Allied Support as you chip in
with ADMM barrages and you will quickly take out everything to end the
mission.
+===================================================================+
+===================================================================+
Mission 09
HEAVY COMMAND CRUISER
- The Dead Sea -
Time Limit : 50:00:00 Area: Glava Island
Quota : NONE
OP Leader : NONE
Mission Type : Anti-Air
Main Objectives:
Destroy the Aigaion (TGT)
Destroy the Gyges (TGT)
Destroy the Kottos (TGT)
Destroy all Strigon Team aircraft
Starting Points: Heavy Command Cruiser Assault (Air-to-Air)
From the Start point immediately hit A/B and head straight as quickly
as possible. Eventually you will see the Aigion and her sister ships
rising out of the clouds, keep on the A/B, select ADMMs if you havent
already and ignore the KC-10 tankers. Once you are getting ready to
pass the tankers you will hear enemy radio traffic about unknown
incoming planes and the mission will update. Point your plane slightly
to the left (Northwest) at a point where the ECM Kotos plane is
directly off your nose, when the ADMM target boxes are fixed on part of
the Aigion and mostly on the Kotos let loose a barrage and pull slightly
up to avoid crashing into the Aigions wing, take off after burner as
you are coming up on the Aigions wing. As you pass directly over the
Kotos ECM plane, hit Y to target the rear ECM array to help guide you
when you turn around. When you are beyond the Kotos you just passed
over (give it a little ways to make sure you can turn and still come up
behind it without having to adjust too much).
You pull straight up and over the top so you have reversed direction
and are directly behind the Kotos. You need to be slightly above and
behind the Kotos and almost matching its slow speed so you arent over
taking it. Your ADMMs should be recharged and all the engines of the
Kotos are targeted. If they are then let loose the ADMM barrage and
watch to make you get all the engines. To kill the Kotoss you only
have to knock out all the engines to destroy them. If your ADMMs
didnt get all the engines, target the ones that are left and use
either missiles and/or MGs to knock out the rest but staying behind the
Kotos.
Once this 1st Kotos is destroyed turn 90 degress left (East) till you
see the other Kotos. You should be passing by the rear end of the
Aigion and will probably be slightly below the 2nd Kotos. You should
also hear radio traffic about the Strigon Tm getting ready to launch,
Ignore it and target the rear Kotos ECM array. You dont need A/B for
any of this, just a slight feathering of the throttles to speed things
up a little bit but A/B will get you going to fast and too far away
from your intended targets and require too much correction in course to
get lined up. In this mission SMOOTH is FAST and Really Fast is SLOPPY
and will cost you more time.
Once you are about even with the rear ECM array of the 2nd Kotos, make
a 90 degree left turn so you are heading directly away from the rear of
the Kotos. Do another over the top 180 degree turn (Immelman Turn ~1) to
once again line yourself up behind and slightly above the 2nd Kotos,
let loose an ADMM barrage once you have all the engines targeted. You
might not get them all but you can hang back there and wait for the
recharge while still following the 2nd Kotos. Unleash another ADMM
barrage which will have the benefit of targeting some of the Strigon Tm
planes that are taking off from the Aigion (which is in your sight to
your right). You can also have Shamrock ADMM some of the Aigion planes
that are emerging from the Aigion as the Strigon Tm planes are slow and
not as maneuverable until they finish their take off and pick up speed.
Whatever you do IGNORE the Strigon Tm planes unless its convenient to
hit a bunch of them with a ADMM barrage while attacking another Tgt.
Once the 2nd Kotos plane is down turn 90 degress to the right/West,
again passing parallel behind the Aigion and start looking for the
right/Western most Gyges which should be maneuvering ahead. Maneuver
behind and slightly above the Gyges and take it out similar to how you
took out the Kotos. Be careful though as you might have to get closer
to, and even higher above or in front of it to take out some AA gun
targets that are difficult to hit on the top and leading edge of the
wing before the Engines will become active targets. Also you will
start collecting some attention from the Strigon Tm members but quick
Allied Support Cover calls will quickly wipe them all out.
When the engines of the Gyges become available as Targets its smooth
sailing as they go down easy as long as you stay behind and slightly
above them, 1 ADMM barrage will take it down just like the Kotos so
long as you are directly behind and slightly above the craft, which is
slightly more difficult than the Kotos since the Gyges maneuver around
some. Also once you do destroy one get out of the way, do NOT fly
through the debris as the wings will sometime maintain their
solidness of a little while after they are destroyed and if the wing
pitches up following what would have been the A/Cs next maneuver, it
can hit and destroy you.
With 1 Gyges down, there is one more to go
you will find it maneuvering
on the opposite side of the Aigion from where you are. Hit A/B and take
the quickest route which will out you on an intercept course with the
rear of the craft. Again, line it up when you get behind and above it
(try to be on the same heading so you are diferctly at its 6 oclock
position and watch out as the Gyges will speed up and slow down at
different times). Same as with the others destroy all the Targets on it
and get the Engines to become active targets, then ADMM them and you
should be left with just the Aigion left.
The Aigion will take a little doing, but not too much. You first have
to find whatever Targets are left on it before the Engines will show up
as Targets and sometimes these remaining targets can be masked by other
parts of the ship so make sure you line up on the Targets you need to
destroy where you can see them to make sure your missiles will track
and hit the Tgts. Once the missiles become tartgets, use ADMMs from
behind/above, Shamrock ADMMs and abuse allied support. They will quickly
get taken out with 2 ADMM barrages, 2 Allied support calls and a
Shamrock barrage. You may need to pull up and pump some missiles and MG
fire into some but make sure you stay behind the ship which is tough
since it flies pretty slow. Once the engines are destroyed make sure
you are back and above the Aigion and wait for the hidden compartment
missile launchers to emerge (they are green non-mission essential
targets but they are a pain in the ass so best to destroy them before
you head over the top and front of the Aigion to take out the Bridge/
cockpit). Use an ADMM barrage and Allied support on these Targets as
you hit A/B to zoom over the top of the Aigion hitting Y to target the
Cockpit as you pass over the front of the craft. You have to head out
away from the Aigion a good ways (but straight along the same heading
the Aigion was taking to it is directly behind you at your 6 oclock
but you should be above it as well) since it will be heading at you and
you need enough time to turn around, target, and launch the final ADMM
barrage before its right on top of you, your missiles miss and you have
to try again. Once you are far enough away, High G turn so you are
flying straight back at the Aigion (you need to be at least even with
the cockpit or slightly above or slightly below to make sure your
missiles track and hit the cockpit. If done right it is a one shot kill
and the mission is over.
While all this sounds like it might take a long time actually
accomplishing all this is very quick and the whole mission is over
before you know it.
~1: http://en.wikipedia.org/wiki/Immelmann_turn
+===================================================================+
+===================================================================+
Mission 10
RAGNO FORTRESS
- Into the Pass -
Time Limit : 40:00:00 Area: Grageo Canyon
Quota : 2/3
OP Leader : A: Warlock B: Windhover C: Yellow Jacket
Mission Type : Multi Multi Anti-Ground
Main Objective: Capture Ragno Fortress
Starting Points:
1. Central Assault Unit Support (Air-to-Air/Ground)
2. Tunnel Assault (Air-to-Ground)
3. Substation Assault (Air-to-Air/Ground)
Order of Atk: OP A then OP B
Start point 1 to support OP A.
From the Start Point, A/B straight ahead (North), ignoring all Green
Tgts along the plateau until you get deeper and closer to the Fortress.
When the first batch of Red Tgts are in range take off A/B and ADMM the
red Gnd Tgts you see on one half of the plateau and then Tgt the other
half and have Shamrock attack with ADMM barrage. Put him back into
cover mode, feather the speed to close the gap to the next set of red
Gnd Tgts just outside the fortress walls and once the ADMMs are
recharged try to get as many of the red Gnd Targets into the ADMMs
range and let loose watching out for the ground fire. By this time
Warlock should be warning you that they are being jumped by a group of
AV-8 Harriers which are red A/C targets for Obj A. Turn around and head
back toward Warlock, Hit A/B to close that gap until you get some
Harriers to be locked on by the ADMMs and take of A/B.
Try to get as many of the Harriers into the ADMM lock on as you can
while they are still close together and you are still farther away and
let loose the ADMM barrage (ADMMs are most effective from longer ranges
and when the A/C are closely bunched together). Then target and have
Shamrock atk the other group of AV-8s that came from the other side of
the canyon while your ADMMs recharge. You should be able to get most
all of the Harriers with 2 ADMM shots and Shamrock Atking on his own.
You may have to turn and dogfight with a few of them yourself. Harriers
are not fast but pretty maneuverable and hard to see at low level near
the ground. Its easiest to target them with Missiles at slow speed when
closer in as the ADMMs tend to miss in close quarters. Finish them off,
get Shamrock back into cover mode and head back towards the fortress.
Watch out for the non-red A/C Tgt AH-64s that are also there, they
will MG and/or missile you while you are trying to dogfight the AV-8s.
Dont waste time chasing them but it may be worth and ADMM barrage to
get rid the annoyance.
Once the AV-8s are delt with turn back North and A/B till you are back
in range of any remaining red Gnd Tgts near the fortress which include
some heavy howitzers outside the fortress and come bunkers that are
part of the initial fortress wall. ADMMs are less effective on the
Heavy Howitzers. But use a barrage to knock down their health and
finish them off with slow and low speed passes with Missiles and MGs
(MGs are especially effective on the bunkers if you dont get them all
with the ADMMs and will save you time twisting and turning and waiting
for your ADMMs to recharge). This should take care of all Obj A
targets, operation accomplished.
Now you are set up to pass over the fortress (watch out for SAMs/AA
fire) and head North to attack Obj B, the power station and supply
route along the river that runs roughly North to South on the East side
of the fortress. You will be attacking Obj B in reverse order. That
is to say from the North to the South, heading away from the fortress.
From the front (South side) of the fortress A/B North and past the
Power Station targets then turn and slow down again. Start with the
Power Station targets on the plateau behind Ragno Fortress attacking
them from the most Northern Tgts and heading South. There are a lot of
green targets in the area (SAM, AA guns, etc) that will provide a
distraction for your ADMM targeting as far as being able to focus on
just the red Gnd Tgts, so you may need 2 ADMM barrages and possibly a
pass or two with Missiles and MGs to take out all the power station
Targets. Watch out for the AA fire coming from the East on the Opposite
plateau from the power station as there is an enemy ECM radar and some
XSAMs, as well as gunboats and AA guns on the lake and damn.
Once the power station is taken out look to target the red A/C Tgts
which are a few flights of F-15Es that support Obj B. They pretty much
just run a track back and forth over the river from the Damn to the
South where the Obj B targets are laid out and they stay at low level
and dont really dogfight or fly very fast while flying through the
canyon by the river. Excellent Targets of the ADMMs, EXCEPT as the
river twists and turns they will end up being masked by the canyon walls
if you dont get them on a straightaway which will waste a ADMM barrage
if you arent paying attention. Hit whichever ones present themselves to
you as they come and use Shamrock and Allied Support but dont waste
too much time chasing them (you shouldnt need to if you use the ADMMs
correctly). Meanwhile you head down the river and from the North to the
South and Target the containers that are on the along the river.
The first batch of containers/cranes/container ships/etc are a short
ways down the river form the damn on the left hand side as you head
south; its hard to get them all in a ADMM barrage if you are at low
level and following the river. Its easier if you are at altitude
(above the canyon walls slightly) and coming at them from the central
plateau (West to East from where Warlock is/was). Blast the first batch
with ADMMs and if you dont get them all getting low and hitting them
with missiles to finish them off.
A/B towards the South, following the river. Watch out for the ECM radar
and XSAM emplacement that is on a ridge in the middle of the river
about half way between the 1st batch of containers you just whacked and
the next batch further down river. Its worth taking them out with an
ADMM barrage or Shamrock or Allied Support as they are troublesome. You
should likely run into some more red A/C Tgt F-15s that support Obj B
as you are heading south so take them out as you run into them. The
whole run over the river is a delicate balance of using speed bursts
(A/B) to quicken your pace, and flying slow to get the most accurate
targeting from your ADMM barrages and giving them time to recharge.
As you keep heading south you will run into the final batch of red Gnd
Tgts which is another cluster of container ships, containers, and
cranes, all protected with AA and SAMs. Eliminate them and you should
be close to the return line as well as close to being out of ADMMs. If
you did a good job of catching the F-15s while you were making your run
from North to South, you should have eliminated all of these as well so
that once you finish the last batch of containers in the South you
should have completed Obj B. If you didnt check you map/radar while
filtering just the Obj B targets to see where they are and quickly
chase them down and eliminate them. If you killed them all and you
completed the Obj, then you can continue heading South and be close to
the return line to rearm with ADMMs. A/B to the return line and rearm.
Once you have rearmed, A/B back north towards the fortress. At some
point when you get to the fortress you should get the mission update
where the attack on the fortress proper begins in earnest. If you are
over the fortress and still waiting for the mission update it is
probably because, while you accomplished 2 of the 3 missions, there is
also a minimum number of enemies you need to kill to trip the mission
update and you havent killed enough enemies (green or red it doesnt
matter) so kill some more stuff near the fortress and you should
quickly get the mission update. Once the Targets turn red its a simple
matter of using ADMMs, Shamrock on Atk and Allied support to knock
them out.
The 2nd part of this mission is itself a two part mission. First there
will emerge a bunch of AA/SAM, Tanks and howitzers placed both outside
the fortress walls and inside the fortress; as well as concrete bunkers
circling all sides of the fortress contained in the fortress walls
themselves. Try not to hang out over the top/middle of the fortress and
you will be getting A LOT of AA fire. Stand off a bit from the fortress
make a run at the fortress from different angles; you can use A/B to
buzz back and forth across the fortress but you have to do a lot us
turning around, better to use A/B to speed burst away form AA fire
after you unleash an ADMM burst to get some distance away form the
fortress, slow down, turn around and let the ADMMs recharge for
another run. Remember to abuse Allied support and Shamrock on the red
Gnd Tgts to eliminate them quickly.
Once the first batch of red Targets are destroyed a new batch will
emerge. These will be in the form of some more AV-8 Harriers (which can
be killed VERY quickly if you catch them while they are trying to
lift off with ADMMs and Allied Atk) some more Tanks and SAM/AA guns
and the HQ and Control Tower that are the tall skyscraper buildings
in the center of the fortress on the northern side. All these new red
Tgts will emerge and remain in the center of the fortress grounds
(except the Harriers if you let them take off and start flying around).
Take them all out and
mission accomplished.
The reason I recommend Obj A then B is that this route flows.
Essentially, you head up the center, turn around and head back down
South on the Eastern side and this rolls right into leaving you at the
Southern end of the battle area right at the point where you need to
rearm and closer to the return line so you arent wasting as much time
in transit. You could possibly do it in the opposite order, heading up
the East side along the river taking out Obj B targets and heading
South along the central route and taking out Obj A targets as well; but
I dont recommend this as while you are working along the river,
Warlock is getting pounded by the Harriers and other ground targets and
run the risk of being eliminated. It harder to take out the Harriers
later on as they spread out and fly back and forth bombing and strafing
Warlock, so if you do Obj A first you can catch them when they first
emerge and are bunched close together; ripe to be taken out en masse
with ADMMs without wasting time dog fighting them and chasing them all
over the place.
Whatever you do, DONT BOTHER with Obj C, the tunnel assault, its very
nature makes is slow to accomplish as you waste a lot of time taking
out the Shields and then trying to line up to fly into the entrance and
forced to fly slow through the tunnels. Its fun to do, but not an Obj
that lends itself to being done quickly. While Obj C has the least
amount of Tgts that need to be taken out to accomplish the Obj I say
IGNORE Obj C when going for the Quicksilver medal.
+===================================================================+
+===================================================================+
Mission 11
THE MOLOCH DESERT
- Hollow Victory -
Time Limit : 30:00:00 Area: Moloch Desert
Quota : 2/4
OP Leader : A: Warlock B: Quox C: Hammerhead
Mission Type : Anti-Ground Multi Multi
D: Snake Pit
Anti-Air
Main Objective: Eliminate the enemy ground force
Starting Points:
1. Tank Battalion Support (Air-to-Ground)
2. Airfield Recapture (Air-to-Air/Ground)
3. Bomber Defense/ Command Assault (Air-to-Air/Ground)
Electronic Support Aircraft Defense (Air-to-Air)
Order of Attack: OP D then OP B
Straightforward and fairly easy to accomplish. Start with Obj D
protecting Snake Pit once again. This one will be a little tougher as
the red Tgt A/C that Atk Snake Pit come from different directions and
are more spread out so you are looking at only being able to Target 2
A/C with 1 ADMM barrage at a time and you have to spend some time
trying to maneuver to get behind them as you will miss with the ADMMs
if you try to hit them from the side (enemy A/C fly right by). Also
this a little tougher than before because the last group of Targets
that come are 6 F-22s which are fast and maneuverable enough to avoid
ADMM barrages if not fired from near perfect position. Still once you
have destroyed all the previous targets (2 Typhoons 1st, then 2 pairs
of Rafaels that 4 total Rafaels) you should have at least 1 Allied
Support call saved up and you can use it to distract and help shoot
down the F-22s while you and Shamrock take them down quickly.
Once you save Snake Pit you he will follow you throughout the rest of
the battle to help you in the fight against the Strigon Tm during the
2nd half of the mission. Head over to Obj B area and rescue the
airport. Use allied support and Shamrock ADMMs to kill the flying
targets which involve some AC-130s which need multiple hits to bring
down. While they are busy with the airborne threat you take out the
ground Tgts. Watch out though as the place is lousy with SAMs and AA
guns and non-Tgt, green enemy A/C which are annoying. Soon enough
though, after a few passes with ADMMs you will have it captured as long
as you focus on the red targets as much as possible.
As soon as you accomplish Obj B you should already be lined up to land
since you are likely flying circles over it as you were taking out enemy
tgts. You should land and rearm IMMEDIATELY after its captured and
before the Stirgon Tm shows up. You need to land now because once the
mission update comes along the airfield and any rearming is off-limits
as everyone was ordered to retreat INCLUDING your Allied Support.
You also want to land and rearm right away because you want to be back
in the air before the Strigon Tm arrives. Watch your Radar for them,
all other Tgts will disappear. Aim for one of the end Strigon Tm planes
that is part of the Semi Circle they make in front of you and launch
ADMMs then the box is red you can usually get the outer most Strigon Tm
plane and sometimes another right off the bat (hard to hit and kill
more than one at a time with ADMMs any other way since they are so
maneuverable and you are closing on them fast where they break off). If
Able have Shamrock Tgt and Atk the other end of the semi-circle to try
to get a quick kill on the other side too. Leave Shamrock on Atk as he
seems much more able to kill Strigon Tm planes than you can, probably
since they are all chasing you and mostly ignore him. Plus when hes
attacking one at least its one less thats chasing you. Your ADMMs are
marginally effective since the Strigon Tm is much better at getting and
staying behind you but you can usually catch one napping taking 1 out
per ADMM barrage. Just break out your best maneuvers and you will get
through quick enough.
+===================================================================+
+===================================================================+
Mission 12
WEAPONS OF MASS DESTRUCTION
- Boiling Point -
Time Limit : 20:00:00 Area: Fort Norton
Quota : None
OP Leader : None
Mission Type : Multi
Main Objective: Destroy the enemy before being reported.
Starting Points: WMD Suppression (Air-to-Air/Ground)
This is a short one, the only thing to really say here is to maneuver
through the canyon at the highest speed you can manage without crashing
or flying above the canyon walls where you get detected and fail the
mission. Right before you get to an area with watchtowers/Gnd Tgts,
hit the breaks and make the most of your ADMM barrage (by making sure
both top and bottom launchers are clear of obstacles like the ground or
canyon walls to avoid missing any of the Tgts. If done right you can
immediately hit A/B and zoom on past once you launched your ADMM
barrage. Also you dont need to slow down or use an ADMM barrage on the
gunboat, switch to missiles keep on A/B and as soon as it locks on,
launch two missiles to ensure destruction then switch back to ADMMs.
It also helps to be in the radar view that shows a closer in map of the
area (the view right after the standard radar cross-hair looking view)
to help you judge how far away you are from the next group of Tgts so
you can plan when to hit the breaks to be the most accurate with your
ADMM barrage.
You 1st come to a group of watchtowers and AA guns, 4 Tgts total. The
next group is larger maybe 6 or 8 targets but can still be hit with 1
ADMM barrage. Next is the lone gunboat (use missiles) followed closely
by the 3rd group of Gnd Tgts which are about 10 or 12 tgts but again
can be taken out with 1 ADMM barrage.
From there A/B till you get to the Targets where the catalyst transport
trucks are. The Transports are the only actual red Targets you have to
kill in this group but to get to them you have to fly over/through a
bunch of SAM and AA guns so use the ADMMs right at the beginning and
usually it will leave 1 of the transports still alive but they are the
furthest away from you so you can easily switch to missiles and take it
out to complete this pat of the mission.
As soon as you kill the transports there is no need to stay in the
canyon so hit A/B and make a turn back to where you came and you can
climb out of the canyon to get some room to maneuver. Your heading
should follow the transparent arrows that flash in your radar. Stay on
this heading in max A/B. Feel free to take ADMM shots at groups of
enemy planes that are in front of you as they are available but dont
waste time dogfighting with them you need to get close to the return
line to trip the mission update and start the clock on waiting for your
allies. Killing A/C on your way back is recommended even though they
are green Tgts right now because they ALL become red, mission essential,
Targets at the mission update so for now you are just thinning out the
herd.
Once you get back near the return line following the glowing arrows on
the radar, you will get the update from Snake Pit and all the A/C on
the map will turn to red targets, climb and fly through the on coming
planes (F-15s mostly) and immediately target the 2 E-767 ECM planes
that are supporting the bad guys. Kill them with a ADMM barrage quick
and things will be easier for you.
After the E-767 ECM planes are down, put Shamrock on attack and fly
in A/B. Try running away/outrunning from the pack behind you then
pull a high G 180 to head back at that huge concentration of planes
back there, hit Y to target with the ADMMs and let loose, you should
get a few each time, then Dive and hit A/B and start a run out of the
fur ball until the ADMMs recharge then do it again. Keep this up
avoiding the planes and trying to thin them out as much as possible
while letting Shamrock do whatever he can to help. You cant make this
part of the game go any faster as you have to wait for your allies to
show up. As soon as they do use and abuse Allied Support Cover while
maintaining your tactic of running away and quickly turning into the
soup to launch ADMMs. Periodically hitting Allied Cover again which
will very quickly kill all the enemy A/C. Mission accomplished!
+===================================================================+
+===================================================================+
Mission 13
THE LIBERATION OF GRACEMERIA
- Wings Triumphant -
Time Limit : 60:00:00 Area: Gracemeria
Quota : None
OP Leader : A: Steel Gunners B: Dragon Busters C: Warlock
Mission Type : Multi Anti-Ground Anti-Ground
D: Marigold E: Windhover F: Avalanche
Anti-Ground Air-to-Air Air-to-Air
Main Objective: Recapture the capital city of Gracemeria
Starting Points:
1. Airfield Recapture (Air-to-Air/Ground)
Jammer Aircraft Intercept (Air-to-Air)
2. Capitol Recapture (Air-to-Ground)
Radio Station Recapture(Air-to-Ground)
3. Anti-Ship Assault (Air-to-Ground)
Electronic Support Aircraft Intercept (Air-to-Air)
Order of Attack: OP A - D - E & F
(E & F can be accomplished simultaneously since they are in the same
area just at different altitudes)
Start with the airfield recapture as you will need the runway to rearm
a few times during the mission and the runway is very close to the other
Objectives you will be accomplishing (D, E, F) afterwards.
Assaulting the airfield is pretty straightforward and doesnt take
long, A/B to where you are in range of the Target and you and Shamrock
ADMM them to kingdom-come. The targets are pretty linear as far as you
destroy the ones you run into first and the next batch spawn a little
further along until you get to the airport. There are some enemy A/C
that are red Tgts in this so watch out for them and use Shamrock and
Allied support (once you get enough kills to get the meter up a little)
on them while you concentrate on the Gnd Tgts. Once it is captured land
and rearm and head out to sea to help Marigold.
Destroy the ships and any red Tgt A/C out at sea in front of Marigold
till you hear the transmission ordering Marigold to head into the bay.
You can take moment here to head up (as in altitude) that are roughly
over the kings bridge and take some shots with ADMM at some of the
Jammer A/C. This is a good place to use allied support while you are
pointing up into the sky, Target the F-22s and Allied support them as
they are the most troublesome and possibly have Shamrock help as you
dive back down and work on the ship and ground targets in and around
the bay area that are part of Obj D. Concentrate on Obj D as you need
Marigold to survive to help you with ECM support in your later fight
against Pasternak and his UAVs.
Rearm as needed and finish off Obj D, and E and F. Know that Obj F is
actually at VERY high altitude so you need to be in a straight up A/B
climb and launch ADMMs at him before you reach your ceiling and stall.
You might need to reattack but he falls down toward your level once you
attack him. When he is gone you can dive back down to take out whatever
Obj D or E (Jammer A/C) remain.
As soon as you clear your 4th Objective IMMEDIATELY head to the airport
while Sgt McKnight is and Co. are talking about getting to the bank.
You want to try to land before they finish their conversation and
before the cutscene where Pasternak comes-a-callin. If you can rearm
before the cut scene then you dont have to worry about turning around
and landing after its over. When you rearm, change your SP weapon to
the EMLs (electromagnetic launchers).
With EMLs armed, head straight over to Marigold and the other ECM
ships in the bay, you can get up to LV 3 support by loitering at low
level turning slow circles over the ships. If you are down low near
the ships, the UAVs dont bother you too much down there. Watch
your radar for Pasternak, when he shows up, point in his direction
(try to actually target him specifically with the Y button so his A/C
is in the picture box in the top left of the screen. Then Allied
support Atk and send Shamrock on ATk, then line him up and blast him
with the EML. You should be able to blast him within maybe 10 seconds
or so of his arrival
mission complete!
+===================================================================+
+===================================================================+
Mission 14
GRACEMERIA PATROL
- City Lights -
Time Limit : 60:00:00 Area: Gracemeria
Quota : None
OP Leader : None
Mission Type : Anti-Air
Main Objective: Protect the city from enemy cruise missiles.
Starting Points: Capitol Patrol (Air-to-Air)
This mission is also straight forward in that the only thing you need
to worry about killing is the missiles and ignoring everything else. A
lot of this mission is on a preset timer so to speak in that you cannot
hurry it up very much by any action you take, all you can do is slow it
down by being lazy about it. What I will tell you here is a few places
where you can hurry things along.
You start off having to take off from the airfield. Hit A/B, take off
and A/B towards the waypoint that come up once you gain some altitude.
Head towards it and pass through/by it as quickly as you can as the
game will not let Shamrock take off until you do. Once you clear it
they will give permission to Shamrock to take off, who lazily and
unenthusiastically does so. The mission wont update with a new way
point until Shamrock has taken off and reached the same waypoint you
just flew through. Take off A/B and swing around behind the airfield
and swing around again so you are coming up on Shamrock as he is
reaching the waypoint. Get back into A/B and go back through the
waypoint and you should get an updated waypoint from Snake Pit. From
here on out go to all the waypoints in A/B. It wont speed up the game
so much as there is a string of radio chatter that must happen in order
and you cant skip any of it. However, hitting each new waypoint as
soon as its up will trigger the next conversation immediately. If you
are flying around and taking your time getting to new waypoints then
the next string of conversations wont happen until you get there.
You will find that you have to go through more waypoints than normal;
when you do it on A/B, as you reach one, for example Get to the Kings
Bridge you go through the initial waypoint to start the next batch of
chatter but once you do pass through it the game gives you intermediate
waypoints in the same vicinity as the main one until the conversation
plays out and you get you next new way point from Snake Pit.
Once you are done with all the way points, and Snake Pit has told you
to loiter over the Castle and await clearance for landing, head and
loiter around the Northeast corner of the bay on your map/radar facing
Northeast. Dont wander to far from there and no need to be at A/B.
You want to catch the first batch of missiles head on instead of having
to chase them. If you have played this several times you should have an
idea of where the Unknown blows up and turns into the missiles on
the map so you can be right in front of them when they do and
immediately have them all targeted with your ADMMs. Get them targeted
and destroy them. Then wait for the second batch who pretty much follow
the same heading into Gracemeria. This time once the missiles explode
and become targets, miraculously you will have a bunch of SU-47s
magically appear behind you and chasing you. As long as you are at A/B
heading towards the missiles for and ADMM shoot they shouldnt be able
to interfere with you yet. Blast the next batch of missiles with ADMMs
and wait for the next batch.
Basically the way to save time here is to A/B to the missiles location
get them lines up for a ADMM shot. Other than the first two missile
intercepts which you can take head on and get them all quickly, you
will need to maneuver behind them and slow down to their speed to get
the best ADMM shots at them as if you take shots at them from the side,
they will fly by the ADMM barrage and you will have to do it all over.
Concentrate on getting the missiles and use Shamrock and Allied support
to deal with the chasing A/C trying to blast you. At one point there
will be a break in the oncoming cruise missiles. Use this time to
ADMM/Allied Support/Shamrock the fighters messing with you to thin them
out. But dont get into a turning dogfight with them. You need to use
this time to reposition yourself to get as close to one of the 3 or 4
locations where the final batch of missiles will be heading to. I
usually go to the Eastern/Southeastern side of the map and attack the
last batch of missiles in a counter clockwise fashion.
Get in place and when you can target these last batches of missiles you
will notice that there are more missiles than you have ADMMs to target
in a single barrage. This is why it is important to maneuver in behind
them then slow down to their speed. ADMM them then quickly switch to
regular missiles and take out the rest to avoid having to twist and
turn chasing them around. You need to take them out quickly and use
Allied support to deal with the fighters so you can A/B to intercept
then next closest batch of missiles. Get behind them, ADMM then finish
off with reg missiles
.repeat until all missiles are gone. You shouldnt
need to rearm at and in fact you cant if you hear the radio message
that the airfield is useless due to the F-117 Atks, which usually
happen if you ignore them
which to get this done in minimum time you
need to.
+===================================================================+
+===================================================================+
Mission 15
CHANDELIER
- To all things -
Time Limit : 50:00:00 Area: Sonne Island
Quota : None
OP Leader : None
Mission Type : Anti-Air
Main Objective: Destroy the Chandelier
Starting Points: Doomsday Weapon Assault (Air-to-Air/Ground)
Similar to Msn 14 there is only so much you can do to speed this
mission up as it is tied to conversations/radio transmissions and cut
scenes. However, you can speed up some aspects as obviously the cut
scene for Shamrock is tied to you destroying all the Shielding and
cooling units, so how quickly you do that determines how soon you get
the cut scene.
The other reason time isnt as much of an issue on this last mission is
that by now, if you followed this guide you should only be around the 1
hr 50 minute mark. As my average time using all the methods Ive
described to this point is 2 hrs and 2 mins. Since you need 2 hrs and
15 minutes or less to get the Quicksilver medal you should be ok at
this point. Again like most missions, smooth is fast. Being accurate
and economical in taking out the targets you want/need to take out will
result in speed i.e.- shorter time it takes to meet the accomplishment
criteria and complete the mission.
Dont take this as a suggestion that you can lollygag through this
mission however. Since there is no real way to track exactly how much
total time you have taken so far (unless you remember to write down the
time from each mission during the debriefing after watching or fast
forwarding through the track of your plane) dont assume you are good
to go here as there are few things as frustrating in this game as
having to play the entire thing all over again because you were just
over 2 hrs and 15 minutes. (My first few attempts I kept coming up
short at like 2 hrs and 20 minutes
I was ready to smash my controller
into the TV after the third time).
From the start hit A/B and hold it down, do it in a slight climb where
you are gaining altitude and still gaining speed. Keep up this A/B
climb until you are around 35,000+ feet and go into a steeper dive,
this will give you a boost of speed as you will come close to 1800
knots and slowly pull out of it around 15,000 feet as it will take some
time for the speed to bleed off you are still going forward at a speed
beyond your normal A/B max speed in level flight and then start to
climb slightly again. You want to be around 20,000 to 25,000 feet and
max A/B speed when the cut scene comes. You also want to be at a point
where when you look down and ahead you can see the AA fire rising up
from the Chandelier.
Once the cut scene ends you will have Strigon Tm planes and some other
enemy fighters at your altitude heading your way and you will get
targeted immediately. If you are at 20 25 k then you can immediately
dive to the deck and avoid their missiles while at the same time coming
out of the clouds and heading to the left aiming towards the ships that
are on the west side of the rail gun. Arm the ADMMs if you havent
already and try to line it up where you take out the three ships that
are just to the left of the front of the rail gun. With your first ADMM
barrage and heading toward the ships on the back side of the gun for
another strike.
The plan here is to remove as many threats out side of the rail gun
platform as you can before Shamrock and Snake Pit get the data feed from
the girl and her mom. You cannot yet attack the rail gun or the targets
on top of it but you can remove most of these ships that will limit
your ability to freely target the shielding and cooling units once the
mission update comes. Essentially you are making a high speed, low
altitude pass clockwise around the rail gun and targeting and
destroying as many of the SAM missile ships and gunboats as you can
take out before the next cut scene. This also helps to build up your
Allied Support meter before the real battle even starts so you can use
it to fend off the fighters and destroy annoying clumps of AA fire from
the rail gun as you are targeting shielding and cooling units.
Once the cut scene comes you are automatically placed at mid-level
altitude and need to dive toward the deck immediately to prevent from
getting hit by the planes or AA fire. Target and ADMM the first
shielding you see which should also target some of the AA guns and
fighters. You ADMMs wont destroy the shielding but will knock it down,
immediately switch to missiles shoot them at the shielding and finish
it off with a slow speed pass of MGs to finish the two levels of
shielding and finally the cooling unit on this arm of the rail gun.
You can head out to sea in a 90 deg left turn to swing back around for
and ADMM shot on the exposed (non-shielded) cooling units (three of
them in a row on the Western side of the rail gun) but it take a
little time. Or you can just pull off a little to the left at low level
and MG the three cooling units as you pass over them. This is more
dangerous though as you expose you right flank to a lot of AA fire as
you are passing over and MGs the cooling units so prepare to get hit.
This way is quicker and more certain of destroying the units since the
MG kills these things almost instantly, but exposes you to a bunch of
fire. Either way, try to take these out on your first pass then head to
the back/rear/northern part of the rail gun to work on these targets
next.
From here on out you need to work your way back and forth across the
rail gun ADMM-ing, missile-ing , and MG-ing the shielding and cooling
units. It doesnt matter so much what order you do them, just as long
as you make sure to take at least one out on each pass you make near/
towards the rail gun. Use Allied support in cover mode and Shamrock in
atk mode to deal with the fighters and soon you will not have many
fighters to worry about and you can maneuver more freely in altitude.
Initially you need to stay low to avoid the fighters bothering you on
you attack runs (where is Han Solo and Chewie in the Falcon when you
need them!!) since the planes dont come down low (as in most cases
with the game). Whatever you do dont waste all your ADMMs or drain
your allied support meter.
Once you finish off the last cooling unit head towards the front part
of the rail gun but climb to a higher altitude and far enough away from
the AA towers that you will have to deal with next.
Soon after finishing off the cooling units you will get Shamrocks
Medal Of Honor charge cut scene. Once the cut scene ends loiter at high
altitude toward the front of the rail gun, but far enough away that the
AA towers cant/dont hit you. Wait for the backup cooling unit and the
AA towers to become targetable targets. Turn toward the AA Towers and
hit it with and Allied Assault and ADMM barrage, turning away from, but
lined up with the entrance to the back-up cooling unit at the front of
the rail gun. Again wait just out of range of the AA towers until all
of them are destroyed by either you ADMM shot or your Allies. Once you
see they are destroyed you can make your run toward the entrance to the
cooling unit below the barrel.
*** NOTE: DO NOT be anywhere near the front of the barrel if it is
getting ready to fire it will kill you automatically. You are safe if
you are already down in the trench below the barrel but if you havent
entered the trench yet, abort, and line it up again after the thing has
fired.***
Now that the AA towers are cleared out, switch to missiles and head
into the trench. No need to rush, fly as slow as you need to in order
not to crash. If you are going to miss the 2 hr 15 minute time limit it
because you werent fast enough before.
Anyway, head into the trench, kill the AA guns and the cooling unit
with missiles (two each makes sure its done). You dont have to follow
the trench all the way through the rail gun, you can pull out through
one of the openings like Shamrock did if you wish, but it is tricky at
anything but slow speed and only saves a few seconds.
However you exit the gun, as you should know by now, you need to head
back towards the end of the barrel and make another run down the
barrel. No AA to worry about here so A/B to a point out in front of the
barrel where you can turn around and get lined up with the barrel
entrance, fly down and take it out. Again no need to go crashing here
by trying to push it in A/B, chances of the few seconds you saving
making the difference here are VERY SLIM, so dont sweat it, just fly
down take it out and for the last time
mission accomplished.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CREDITS |
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- CRD000 -
This is as complete as it gets. If you guys have questions, send them
via email and we will try to answer them the best as we can. Suggestions,
additional tips and info are always welcome. Don't forget to put
"Ace Combat 6 - " as your subject;
otherwise, it might be ignored as spam mail.
Thanks primarily to Jon M. for providing some really detailed tips
that made this guide possible.
To all the sites hosting Vhayste's guides; mainly but not limited to:
Chaptercheats
IGN
Gamefaqs
Gamerhelp
Neoseeker
Honestgamers
Cheathappens
Supercheats
Cheatcodes
And to you, for getting this guide and reading this up to this point.



