Ace Combat 4: Shattered Skies By: Scott Dumblauskas firstname.lastname@example.org Intro: This is a strategy guide that I hope will help you through the game in many ways. This guide will consist of 10 parts; controls, weapons, planes, basics, mission guide, faqs, the glossary of terms I might have used, contact info, version updates and then the obligatory butt kissing... er... I mean thanks to section. Version Final August 26, 2002 I) Controls (normal) Up on left analog = pitch down Down on left analog = pitch up Left/right on left analog = roll left/right respectively Circle = missile or special weapon X = guns Square = map (the harder you press the less detailed and wider range) Triangle = switch target (hold to lock camera) R1 = thrust up L1 = air brake L2 = yaw left R2 = yaw right Start = pause menu Select = change between missiles or special L3 = no use R3 = look back Right analog = look around Down on d-pad = change view Up on d-pad = autopilot Left and right on d-pad = N.A. II) Weapons or things that cause things to go BOOM! Abbreviations: AA-Air to air, AG-Air to ground, H-Homing, MLT-multi tgt (target), SP-spread bomb. Usefulness rating system on a 0-5 scale, 5 highest 1) Guns- your main weapon, low range, low damage, high ROF, useful only against big non-moving things. Standard equipment. Usefulness 3 2) Standard Mssl (missile) - good range (about 800), good ROF, tracks TGT for a while however easily evaded by turning hard. Every plane can carry these. Usefulness 5 3) UGBS (small-unguided bomb; AG, SP) - can't say much about this, aim at what you want to blow up and release. Usefulness 3 4) UGBM (medium unguided bomb; AG, SP)-more damage and blast radius than UGBS. Usefulness 4 5) UGBL (large unguided bomb; AG, SP)-more damage and blast radius than UGBM. Usefulness 4 6) NPB (napalm bomb; AG, SP)-first actual spread bomb, useful until you get the CLB or FEAB. Usefulness 4 7) RCL (AG [although you can use it AA, but it's not effective], SP)-not overly useful except in one mission. Usefulness 2 8) XAGM (advanced air to ground mssl; AG, H, MLT) - good to take out moving ground tgts like tanks. Usefulness 3 9) CLB (cluster bomb; AG, SP)-great for taking out many closely grouped tgts, like in mission 5 or 6. Usefulness 4 10) LASM (long-range anti-surface mssl; AG, H)-great weapon to take out SAMs and flak turrets from outside their range. Usefulness 3 11) BDSP (bomblet dispenser; AG, SP)-hard to use and not overly useful unless the tgts are in a straight line, but good nonetheless in some missions. Usefulness 5 (if you can get it to work right) 12) SOD (stand off dispenser; AG, H, SP)-think BDSP but it tracks its tgt and releases in a slightly more linear pattern, not very useful. Usefulness 3 13) FAEB (fuel air explosive bomb; AG, SP)-napalm on steroids, my personal favorite bomb great blast radius and has the ability to take out tgts like cranes. Usefulness 5 14) PCB (precision guided bomb; AG, H, SP)-bombs for the people who hate to bomb; they track the tgt, useful only to new people. Usefulness 2 15) XMAA (advanced medium range air-to-air mssl; AA, H, MLT)-good but not great, useful to take out bombers from a distance, easily avoided. Usefulness3 16) XLAA (advanced long range air-to-air mssl; AA. H, MLT)-think XMAA, longer range but same flaws. Usefulness 4 17) QAAM (quick maneuvering air to air mssl, AA, H)-you just can't get away from these things unless they hit something beside you first (i.e. building, water). Usefulness 5 III) Planes Note that the first cost is for the camo 1 and 2(top and middle) and the second cost is the ace camo (bottom) and you start the game with the F4-E middle camo, weapons are listed under, and the only weapons you have to buy have the cost next to them. An "!" next to a weapon signifies a good buy for that plane. 1) F4-E Phantom Fighter Cost $76000 or $99000 Gun x 650 Mssl x 52 UGBM x 8 NPB x 6 Costs: $32000 2) F5-E Tiger II Cost $52000 or $68000 Gun x 650 Mssl x 48 UGBS x 12 RCL x 64 Costs: $41000 3) F-16 Fighting Falcon Cost $97000 or $126000 Gun x 700 Mssl x 52 UGBS x 14 XAGM x 12 Costs: $52000 4) A10-A Warthog Cost $123000 or $160000 Gun x 850 Mssl x 56 UGBL x 12 XAGM x 16 Costs: $58000 (!) CLB x 12 Costs: $55000 5) Mir 2000 Cost $110000 or $143000 Gun x 700 Mssl x 52 UGBS x 16 LASM x 10 Costs: $56000 6) F-14A Tomcat Cost $188000 or $244000 Gun x 750 Mssl x 64 XLAA x 16 UGBM x 10 Costs: $66000 7) TND-ID5 Cost $172000 or $224000 Gun x 750 Mssl x 58 BDSP x 12 PGB x 8 Costs: $76000 LASM x 12 Costs: $70000 8) F/A-18C Hornet Cost $170000 or $ 221000 Gun x 700 Mssl x 60 UGMB x 10 LASM x 14 Costs: $72000 XMAA x 14 Costs: $71000 9) F-15C Eagle Cost $272000 or $354000 Gun x 800 Mssl x 68 UGBM x 12 XMAA x 14 Costs: $95000 10) Mig 29A Cost $259000 or $337000 Gun x 750 Mssl x 64 UGMS x 18 RCL x 72 Costs: $81000 11) F-117A Night Hawk Cost $386000 or $502000 Gun x 650 Mssl x 54 UGBL x 14 PGB x 14 Costs: $126000 (!) CLB x 14 Costs: $106000 12) EF-2000 Cost $351000 or $456000 Gun x 800 Mssl x 68 XLAA x 16 UGBM x 14 Costs: $104000 13) R-M01 Cost $370000 or $481000 Gun x 800 Mssl x 64 SOD x 14 XMAA x 18 Costs: $108000 LASM x 16 Costs: $111000 14) F-15E Eagle II Cost $505000 or $657000 Gun x 850 Mssl x 72 UGBL x 14 XMAA x 20 Costs: $117000 (!) CLB x 14 Costs: $119000 15) F-2A Cost $505000 or $657000 Gun x 800 Mssl x 68 UGBM x 16 LASM x 18 Costs: $121000 RCL x 80 Costs: $99000 16) Su-35 Cost $589000 or $657000 Gun x 850 Mssl x 72 XLAA x 18 UGBM x 16 Costs: $133000 17) F-22A Raptor Cost $643000 or $836000 Gun x 850 Mssl x 74 XMAA x 22 PGB x 16 Costs: $163000 18) Su-37 Cost $618000 or $803000 Gun x 850 Mssl x 78 QAAM x 8 UGBL x 16 Costs: $139000 LASM x 20 Costs: $146000 19) F-15 Active Cost $620000 or $806000 Gun x 900 Mssl x 78 XMAA x 22 (!) FAEB x 8 Costs: $ 286000 20) S-37A Cost $889000 or $1560000 Gun x 900 Mssl x 78 QAAM x 10 UGBL x 18 Costs: $154000 21) X-02 Cost $1414000 or $1838000 Gun x 950 Mssl x 82 XLAA x 36 BDSP x 24 Costs: $397000 (!) QAAM x 16 Costs: $472000 IV) Basics If this is your first Ace Combat experience you should read this, if not skip to wherever you need to be. A few pointers would be to not fire a mssl whenever you have a lock, wait until the enemy is flying relatively straight, or clean, before firing, this will help your accuracy and speed. The only exception to this rule is if you are firing a QAAM, just fire as soon as you get a positive lock. ALWAYS turn when there is an mssl alert, get the mssl to miss before returning to bombing or whatever. Make sure to either take down all sams or at least some of them before attempting to bomb things, this will help your speed. Take down the aces in each level for big points and a new color scheme for his plane. Listen to "sky eye" and your wingman, they are helpful. Do not just go for the mission tgts; take out support (i.e. sams, flak, planes) before not only for points but also for safety. Try not to get discouraged your first time through the game, it gets hard at points in the game, but after that you will be okay. And lastly, when in doubt, either restart or don't save and retry. V) The Missions Note you don't have to follow my walkthroughs exactly, this is just the way I did the missions, and weapon suggestions are exactly that, suggestions, however they are probably good things to follow. Also mission break means land for rearm. Mission updates will be covered. Dates are in Time/MonthDay/Year format. Tgt stands for target. Confirmed targets are the ones that I have shot down and may not be complete, feel free to email me to verify how many of each plane is in the mission, you will be given credit on a first come first credited basis, except for missions that have a set time limit as in those missions planes will not cease to appear, at least I don't think so. When it says ace in parentheses it means that the ace is in that plane, not that there are that many of him/her. For instance, in mission 1 there is one ace flying a F-5E not three. The first difficulty is for the mission; the second is for the S rank. Also note that NO aces will appear on your first time through the game no matter what the difficulty. 1) Mission 1 Sitting Duck Operation Name: Umbrella 1405/0919/2004 Conditions Clouds 25% at 6000 ft Time limit: 10 min. Weapon: AA (but you will only have AG at the start of a new game) Wingman F-4E x 2 F-5E x 2 Confirmed Enemies Tu-95 x 6 (mission critical) Mig 21 x 2 F-5E x 3 (Ace, northeast of friendly airbase) Points C = 600 B = 650 A= 700 S = 900 Personal best: 1:45:83 with 1080 pts. Difficulty 1 1 Walkthrough: If you have ever played Ace combat 2 this should look very familiar, and you should know what to do. Make sure to take out all escorts for the bombers and the ace if you are on normal. "Just like eating pancakes." 2) Mission 2 Imminent Threat Operation Name: Harvest 1329/1005/2004 Conditions: Clouds 80% at 8000 ft Time limit: 15 min. Weapon: AG Wingman F-4E x 2 F-5E x 2 Confirmed Enemies F-5E x 3 F-4E x 2 Mig 21 x 2 Tu-95 x 6 (Mission critical tgts) A-10A x 1 (Ace, north of airbase) G. Tgts x 13 Points C = 1320 B = 1500 A = 1700 S = 2100 Personal Best 3:34:25 with 2370 pts. Difficulty 2 1 Walkthrough: Fly north until you see the substation, if you want to practice bombing there is the perfect tgt. just line up the circles and hit circle. Engage the interceptors as you see them and make sure to take the ace down. When you get to the airbase, make sure to take out the fighter planes that are taxing for takeoff while they are on the ground, not the Tu-95 but the F- 4E's and F-5E's. Take out the AA guns however you see fit and then bomb the hangers and CTAL tower. Get some bombing practice in; it will serve you well in the future. Another easy mission, another easy paycheck. 3) Mission 3 Northern Eye Operation codename: Whiteout 1628/1010/2004 Conditions: Clouds 00% Time limit: 15 min. objective 1; 15 min. objective 2 Weapon: fighter's choice, there are ground tgts but the ace is hard to hit and there are a lot of air tgts. If your bombing is still shaky, get some practice here, if not whatever. Wingman F-4E x 2 F-5E x 2 Confirmed Enemies F-4E x 2 F-5E x 3 F-16 x 4 (Ace, WSW of Radar base 1, hard to find sometimes) G. Tgt x 12 (Radars are mission critical tgts) Points C = 480 B = 700 A = 900 S = 1300 Personal best 3:22:73 with 1700 pts. Difficulty 2 2 Walkthrough: Fly north and engage bogeys as they approach. Take out all flyers and then proceed to take out radar base #1. After that, go ace hunting. After the ace is dead, dismantle radar base #2, make absolutely sure you are confident in our bombing ability; you will need it in a mission or so. When all mission critical tgts are dead, a mission update will tell you to proceed to RTB (return to base). If you can't figure out where to go, hold square to see a white dotted line and head toward that, or get in the cockpit or 1st person view and head bearing vector 180 or south to exit the mission. 4) Mission 4 Blockade Operation codename: Hunting Hawk 1226/1107/2004 Conditions: Clouds 15% at 5500 ft Mission time: 12 min. Weapon: AA Wingman F-4E x 2 F-16 x 1 Confirmed enemies F-16 x 4 Mir 2000 x 3 (ace, north of first E-767) Mig 29 x 4 E-767 x 2 C-17 x 3 (Mission Critical tgts) Points C = 480 B = 700 A = 900 S = 1300 Personal best 3:21:36 with 1660 pts. Difficulty 3 without; radar 1 with 1 Walkthrough: There are 3 ways to do this mission, the easy way, the wrong/hard way and the Max Power way (insert laughter here). First the easy way, take out the E-767 to clear the radar and then proceed to shoot down everything that isn't a friend. The wrong/hard way is to not shoot down the E-767 and try to find enough pts. To get an S. the Max Power way is just to find and shoot down the C-17s. Anyway that you do it, make sure to down the ace and get the S. 5) Mission 5 Lifeline Operation codename: Early bird 0550/1119/2004 Conditions: Cloud 10% at 14000ft Time limit 10 min. objective 1; 3:30 min. objective2 Weapon: AG (preferable something that is very spread, i.e. CLB, BDSP) Wingman F-16 x 2 F-4E x 2 Confirmed enemies G. Tgt. x 79(mission brief says 88 but I cant find the 9 I'm missing, no mission critical because you need points to pass) Ship x 2 Ks-50 x 3 F-16 x 1 Mig 29 x 3 (Ace, by pump station on land in mnts. west of main facilities) Su-37 x 5(Yellow class, do not attempt to take them down, just no factor [outrun and disengage] them) G. Tgt x?? Points C = 2000 B = 2500 A = 3000 S = 4000 Personal best 10:59:60 with 4750 pts. Difficulty 1 3 Walkthrough: Go for the ship that is near you first then head for land, do not engage bandits at this time! When over land search for the pumping station that is west of the main facilities for two reasons, pts. and the ace is near there. Then proceed to destroy everything on land with bombs; save your mssls for the rigs, they have tgts that cannot be hit by bombs, i.e. cranes and towers. Just go for high value tgts in the time you have. Try to get the s before engaging bandits. After the time is up a mission update will take place. The yellow squadron will attempt to destroy all of your wingman and you. Just put on the afterburner and escape via the dotted white line. If you try to engage them, you will see why they are so good, while you eject from the jet you were piloting! 6) Mission 6 Invincible Fleet Operation codename: Rough Seas 1200/1123/2004 Conditions: clouds 30% at 3000ft Time limit: 15 min. Weapon: AG, at mission break change to AA Wingman F-16 x 4 Mir 2000 x 2 Confirmed enemies F-14 x 10(Ace, north of biggest harbor) TND-ID5 x 3 F/A-18 x 6 Ka-25 x 1 Ship x 36 G. Tgt x 62 Points C = 3000 B = 3500 A = 4000 S = 5000 Personal best 15:00:00 with 7850 pts. Difficulty 3 3 Walkthrough: At first make a hard right and go for the line of ships that are there, they are easy points. After that, go due north taking out cranes as you go. When you see a sam and a submarine named Beowulf nu take a right into a main base and raise some hell. More easy points to be had, but watch the ships in the buildings, they cannot be hurt from above, fly low to lock and kill them. After you turn the base into a crater, proceed to take out the biggest harbor. Don't forget to proceed due north form there to take out the ace of this level. After taking out all the ships, containers, and cranes, if you have any mssls left start attacking the last harbor. If not break off attack runs and rearm. You may want to switch weapons from AG to AA in order to bag some bandits. Continue to bomb the harbors and ships to rack up the points. The mission ends when the timer hits 15 minutes, not when you destroy the ships, so blast away at the planes. Not a hard mission as long as you take out a lot of ships. 7) Mission 7 Deep Strike Operation codename: Blackout 1640/1216/2004 Conditions: Clouds 10% at 15000ft Time limit: 15 min. objective1; 10 min. objective 2 Weapon: AG (something with wide spread) Wingman TND-ID5 x 4 Mir 2000 x 2 Confirmed enemies (there are more but I'm not risking getting shot down by Stonehenge) F-16 x 5 F-15C x 4 TND-ID5 x 4 (Ace, north of all solar panels) Mi-24 x 4 Points C = 340 B = 600 A = 1000 S = 1545 Personal best 9:27:11 with 2265 pts. Difficulty 1 for objective 1: 4 obj. 2 3 Walkthrough: when you start off just turn on the afterburner and engage enemies as they appear. When you get to the first solar power base, take out the sam to the north and the flak guns, then proceed to bomb the ever loving crud out of the solar panels, they are 15 pts. apiece and with a good spread bomb you can take out all 6 at a time. After that head due north and down the ace, then proceed to mop up any and all other resistance, but this is very important, make sure you are heading south when you blow up the last mission critical tgt because a mission update tells you that Stonehenge is firing on you. Hit the afterburners, and get in the canyon! Do not go out of the canyon for any reason. I hate canyon flying as much as the next man but you must brave it. One hit from Stonehenge and you are an angel. Just stay calm and low and you will survive. 8)Mission 8 Shattered Skies Mission codename: Countdown 1335/1231/2004 Conditions: Cloud 20% at 4500ft Time limit: 7 min. obj. 1; 6 min. obj 2 Weapon: AA Wingman F-14 x 2 F-18 x 2 F-16 x 2 Rocket x 1(mission critical, must survive) 3 unconfirmed Confirmed enemies F/A-18 x 12 (Ace, East of rocket base) F-14 x 12 F-15C x 6 Mig 29 x 8 Su-37 x 5 (Yellow squadron, hit one and they disengage from combat zone) KC-10 x 1 E-767 x 1 B-2 x 6 (Mission Critical although destruction does not cause end of mission) Points C = 800 B = 2000 A = 2400 S = 3000 Personal best 13:00:00 with 3830 pts. Difficulty 4 4 Walkthrough: first up, there is a SR-71 Blackbird in the mission. Do not pursue it! By the time you catch and shoot it down you will have wasted a lot of time. First, shoot down the ace east of the main base, and then if you can, shoot a yellow. When they leave, you will have more freedom to get behind planes and blow them up. Keep destroying anything that isn't a friendly and try to get an a rank before the mission update. You may need to rearm to get more QAAMs or mssls one or two times to complete the mission. The mission update tells you that B-2s are enroute to destroy the rocket. They are stealth and hard to detect via radar... but not by use of the map! After you shoot them down "sky eye" tells you to sanitize the rest of the area of fighters. Even if you destroy all the jets the mission ends when the timer counts down to zero. Just watch the rocket launch and get ready for one of the harder missions to get an s rank on. 9) Mission 9 Operation Bunker Shot Operation codename: Operation bunker shot 1700/0124/2005 Conditions: Cloud 100% at 5000ft Time limit: 10 min. obj. 1; 7 min. obj. 2 Weapon: AG switch to AA late in mission Wingman F/A-18 x 2 F-14 x 1 Ground Ship Confirmed enemies F-15C x 3 (Ace, north of central beach) Mig-29 x 4 A-10A x 8 (?) G. Tgt. x 83 Points C = 2200 B = 3200 A = 3700 S = 4500 Personal best 12:00:60 with 5430 pts. Difficulty 3 5 Walkthrough: first off, forget about dog fighting. The real points are in ground tgts. Go for the first beach and raise some heck. Note that pillboxes take 2 missiles to destroy. After destroying a large portion of the enemy there, head toward the east beach. The key to getting the S is there. But before you go there, make sure you take out the ace to the north of the main beach. There is a large set of howitzers and launchers in the mountains there that will give you BIG points. Make sure to use all your missiles and bombs before heading to rearm. When you do rearm, make sure to change weapons from AG to AA so you can handle the mission update. When that happens take down the A-10As that enter the combat zone with missiles or something. They come in with escorts so make sure to destroy them, too. The s rank is hard to get only if you spend time dog fighting and only use bombs for ground tgts. You must use missiles to destroy some ground tgts. Go for the high value tgts first, like radars and pillboxes. Don't get discouraged if you don't get the S the first time through. It is one of the harder missions to get the s on, so when you get the free mission option from completing the game, use it to get the s. 10) Mission 10 Tango line Operation codename: Woodpecker 1415/0228/2005 Conditions: cloud 30% at 5000ft Time limit: 20 min. Weapon: AG Wingman Mig 29 x 4 TND-ID5 x 4 Confirmed enemies R-M01 x 1 (ace, WNW of submarine base) EF-2000 x 3 C-130 x 1 CH-47 x 7 Mi-24 x 5 AV-88 x 11 F/A-18 x 4 G. Tgt. x 69 (100 on mission briefing screen) Ship x 23 (24 on mission briefing screen) Points C = 3000 B = 3700 A = 4600 S = 5400 Personal best 20:00:00 with 6300 pts. Difficulty 3 5 Walkthrough: first head NW to the enemy supply base. The terrain everywhere is treacherous, so watch where you are flying. Make sure to destroy everything in the supply base before heading north to the enemy sub base. You should take out the enemy ace to the WNW of the sub base, and then proceed to sink everything there. Note that some of the ships are protected from vertical attack so you may have to hit them with a spread bomb like the FAEB or BDSP. Depending on your timing in the mission so far, "sky eye" will tell you that Stonehenge is going to fire. This will happen three times in the mission, with about 15, 8 and 1 min left. Just get below 2000ft. and you will be shielded. The air base is next on the list of things to make smoking craters. A key to the s is near there. There is a small base at the base of a cliff that has a lot of barracks and a supply ship worth a lot of points. Resupply when you need to resupply, you shouldn't need to more than once. The VTOL base is not an easy tgt to take out. Just try to down all the airborne VTOLs and you should be fine. Lastly don't try to dive bomb the VTOL caves unless you want to see how good your plane can camo into a wall. The s rank is very hard to get but just keep trying. 11) Mission 11 Escort Operation codename: Noah's Ark 1531/0314/2005 Conditions: cloud 55% at 15000ft. Time limit: 5 min. 30 sec. Weapon: AA Wingman None Confirmed enemies F/A-18 x 1 Mig 29 x 4 F-14 x 3 Su-35 x 3(Ace, will appear in the last 90 or so seconds of the mission in the SSE) Points C = 120 B = 240 A = 360 S = 780 Personal best 3:33:91 with 840 pts. Difficulty 3 (if you want the ace and still want to pass 4) 4 Walkthrough: this mission is kinda hard if you don't approach it right. Just get in a fast mobile plane and shoot down all the bogeys that come into the engagement zone. If you want to shoot down the ace, make sure you don't shoot down all the planes that come into the zone. By destroying all of them you effectively end the mission and all hopes of bagging the ace. The key to the ace is QAAMs or getting lucky. He appears in the last seconds of the mission, that's why he is hard. If you want to make this mission really easy, just wait until you get the x-02 and use it on the mission. 12) Mission 12 Stonehenge offensive Operation codename: Stone crusher 1531/0214/2005 Conditions: Cloud 30% at 5000ft. Time limit: 15 min. Weapon: AG Wingman Mig 39 x 2 TND-ID5 x 2 F/A-18 x 2 Confirmed enemies F-2 x 3 (ace north of Stonehenge) F-15C x 1 F-15E x 3 R-M01 x 2 Su-37 x 5(you can only shoot down 1, though) Su-35 x 1 G. Tgt. x 24 Points C = 1750 B = 2100 A = 2400 S = 2700 Personal best 6:04:00 with 2930 pts. Difficulty 4 5 Walkthrough: this is one of the toughest missions for one reason and one reason only...Stonehenge's closeness to the operation. I have been shot down more times here than in any other mission (well anything is greater than zero, heh heh). The best way to do this mission is to fly low and fast, take out the two AA guns with an mssl, and then take out the ECM jammer with a bomb. It is the key to the mission for two reasons, one, it allows you to lock on to all the planes in the area, and two, it allows you to lock onto the sams around Stonehenge. Make sure to take down at least two Stonehenges before trying to take down the ace. If you get shot down and don't know how, most likely it was Stonehenge. You probably won't even see it coming. If you are going to bomb Stonehenge, make sure to line up on the bases of them. The s is not hard to get, but it is frustrating to get the s only to be shot down by Stonehenge's attack. Note that after the last mission critical tgt has gone down, the yellow squadron will try (note the word try) to down you and your wingman. Just lock onto on of them and launch missiles when you get a good shot. When you have introduced one of the yellows to your close friend, the ground, the mission will end on a sort of sentimental note, if you were in yellow squadron. Since you not, just get ready for the next set of missions, they are very hard and will test your will. 13) Mission 13 Safe return Operation codename: Blind man's bluff 0105/0507/2005 Conditions: cloud 100% at 3000ft Time limit: 7 min obj. 1; 4 min obj.2 Weapon: AA Wingman U-2 x 1 (mission critical) Confirmed enemies Balloon x?? F-15E x 3 (ace NE of map near the ravine) EF-2000 x 2 Points C = 1300 B = 1900 A = 2200 S = 2800 Personal best 8:01:13 with 3680 pts. Difficulty 3 5 Walkthrough: this is one of the most frustrating missions to get the s rank on so just hold in there. First off, the balloons do not show up on radar. You should use visual spotting to find the balloons. The fog actually helps here, as you will be able to see them as black dots in the distance. Second off, you can't lock on to the balloons, so use a plane with a lot of gun with good air to air. To start fly north destroying all balloons you come across. Big hint: use the right analog stick to look around if you don't see any. The key to getting the s rank is to not give up. If you give up at the b rank and say that this is too hard, you will not get even close to the s rank. Use the full seven minutes to find all the balloons possible. After the seven minutes are up, regardless of how many balloons you destroyed, the jamming will clear and 5 bogeys will engage the U-2 spy plane. The ace will also appear with them so don't look for it before the mission update. Try to shoot the ace down if you look like you can get the s rank. The ace gives you 240 pts and the other jets give you 60. If you can't get the s on the first try, don't worry about it. Just try it again later with a better plane. 14) Mission 14 Breaking arrows Operation codename: Aurora 0256/0618/2005 Conditions: cloud 10% at 14000ft. Time limit: 20 min (actually a lot less) Weapon: AA Wingman None Confirmed enemies Missile x 16 (all mission critical) Xb-70 x 1 F-22 x 3 (ace, extreme north-center of combat zone) Points C = 1700 B = 1800 A = 1900 S = 2000 Personal best 4:51:61 with 2260 pts Difficultly 4 5 Walkthrough: this IS one of the most frustrating missions your first time through the game, mainly because you probably will not have a good plane to fly. The first problem with this mission is that you will barely have enough points to get the c by destroying all the missiles. Second off, to get the s I recommend you wait until you get the X-02 or the S-37A due to their ability to carry QAAMs and their high power rating. Fly as fast as you can due north to see the first set of missiles. They will be flying south at a low altitude. If you want the s and have the X-02 or the S-37A, fire 2 QAAMs at the missiles and proceed to destroy the XB-70 and F-22 ace to the NNE of those missiles. While doing this the second set of missiles will appear, they will also be flying south. Here's where it gets tricky. The new set of missiles will break formation and pick up and incredible amount of speed. Fly after the group that goes east as the other missiles will follow the same route as the first group, which if you went after the ace and XB-70 should be about 50 miles out. This is why you need the power rating if you go for the s rank. After you destroy, hopefully, all of the missiles another single missile will appear flying south along the middle of the map. Also 2 F-22s will appear, but you will have to hunt them if you want the s rank. You're probably thinking, "Another missile, that's too easy!!" if you are thinking that, you are wrong. This missile evades everything, and I mean EVERYTHING! It evaded 3(!!) QAAMs I launched at it. The key to this missile is patience. If you run out and waste all your missiles, you are dead. After some shots that hit, it will explode with a Stonehenge like effect. Don't worry about being below 2000ft, you won't die. Side note...if you want to see why it could evade all those missiles, watch the map replay where it shows a full analysis of the battle. 15) Mission 15 Emancipation Operation codename: Firefly 0000/0710/2005 Conditions: cloud 10% at 4000ft. Time limit: 10 min obj.1; 10 min obj. 2 Weapon: AA Wingman Air x 5 Ground x?? Confirmed enemies EF-2000 x 3 (ace: in-between all the towns) C-17 x 7 Su-37 x 5 (yellow class, you can only down 4) Ka-50 x 4 Tu-160 x 6 (mission critical) G. Tgt x 53 Points C = 2000 B = 3200 A = 3600 S = 4100 Personal best 12:18:48 with 5380 pts. Difficulty 3 4 Walkthrough: welcome to old towne. There are 4 major enemy rally points; due west of the entry point, the airport to the north, the government facilities to the east and the city to the near west. The best route is to start with the launchers to the far west, then the city, then the airport, and finally the government facilities. If you noticed the weapon selection and questioned it I'll tell you why you should take AA weapons. The air tgts will pose more of a threat than most of the g. tgts. There are very few sams, and the only real threat from mssls come from the yellows and EF-2000s. If you also noticed, the main battle areas form a triangle; the ace is in there. Try to shoot down a yellow with a QAAM if you have one, it will help your point total. Note the positions of some of the tanks. Some of them are behind buildings and in the intersections. The biggest place for points is the airport. Not much strategy involved in this mission, although you might have to rearm sometime in the battle. Before the mission update, if your jet can carry XLAAs make sure to change to them as the first part of the mission ends. When the mission update comes, 6 "Blackjacks" will enter the area and begin bombing the towns. The XLAAs come in handy because they fly fast, but straight. Also make sure that you have been saving enough money or have a good all around jet you fell comfortable with. The next 2 missions have both AA and AG qualities to them and if you try to take on only one, you will not get the s rank. 16) Whiskey Corridor Operation codename: Sandstorm 0145/0815/2005 Conditions: Cloud 5% at 1200ft. Time limit: 20 min Weapon: AG Wingman A-10A x 3 F-15E x 2 EF-2000 x 2 Confirmed enemies F-117A x 4 (ace; extreme west of map, lower center) R-M01 x 2 F-2 x 1 TND-ID5 x 2 A-10A x 4 F-22 x 2 AH-64 x 5 G. Tgt x 110+ Points C = 3500 B = 4200 A = 4900 S = 6300 Personal best Time limit: 20:00:00 with 8000 pts. Difficulty 3 4 Walkthrough: when you start, head west. You will be taking on the mission in a clockwise fashion starting with the westerly front. There is little resistance there and it will also set you up to take the ace that is north form there. Big hint: sams are your biggest threat in this mission; nothing else will be a problem. Note in certain resistance lines, destroying all the enemies that are there will cause re-enforcements to appear. After clearing that line, head north, take out the ace, then head on a northeast path. The main enemy HQ for the area is here. There is a lot of sams and flak so fly low and fast. After annihilating the base, head east again until you come across a big area of launchers and howitzers. Points galore can be found here, like in operation bunker shot. You will probably have to re-arm here so feel free to RTB; but keep the AG weapon. Don't focus on the interceptors that come, as they are not worth the effort and missiles. When taking on the central line, make sure to remember that enemy re-enforcements will come throughout the fight. 20 minutes pass fast in this mission, so try to get the s as fast as possible. 17) Siege of Farbanti Operation codename: Autumn thunder 1820/0919/2005 Conditions: cloud 20% at 12000ft. Time limit: 12 min obj 1; 18 min obj 2 Weapon: Pilot's choice, my pref. AA Wingman EF-2000 x 1 Su-35 x 1 F-15E x 1 Confirmed enemies F-15 Actv x 5(ace; extreme nw of zone) EF-2000 x 8 F-22 x 8 S-37 x 3 Su-37 x 5 (mission critical, yellow class) AH-64 x 4 V-22 x 4 G tgt x 39 Naval x 4 Points C = 2100 B = 3200 A = 3500 S = 4250 Personal best 14:37:20 with 5880 pts Difficulty 4 4 Walkthrough: this mission is not that tough for one of the final missions, at least not yet... First off, head east to support the troops advancing there. Make sure to take out the battleship. Then head west and take out Johnson Memorial Bridge. The ace is in the NW so take him out, too. The key to getting the s is to destroy the submarines near the sunken city. There is not much strategy involved in this mission. If it's yours, support it; if not, make it a crater. most points are found in the g. tgts around the map. when about 1:30 is left for obj. 1, 4 V-22s will appear near the capital. take them out for some points, and if you need to RTB, now is the time to do it. After the time is up, you will have to face<insert dramatic pause here> 5 yellows, including yellow 13. If you have QAAMs here is a great time to use them, if not you are in for a hard battle. They attack as a formation, meaning five to one. They are aggressive and can evade most missiles with ease. Try to get the yellows that always seem to stray from the protection of five to one odds. Once you even the odds it becomes a lot easier. Don't give up and keep the pressure on and you will win. 18) Megalith<insert space oddesy music here> Operation codename: Judgment day 0800/0926/2005 Conditions: cloud 90% at 900ft Time limit: 20 min obj 1; 30 min obj 2 Weapon: AA Wingman F-22 x 9 Confirmed enemies Su-37 x 15(yellow class) S-37 x 1(ace; north of megalith) Generator x 3 Missile x 5 Points C = 2490 B = 3200 A = 3500 S = 5000 Personal best 8:34:71 with 5100 pts Difficulty 3; if you're not a good pilot 5 5 Walkthrough: first off a personal note, for those of you who think choirs are uncool, watch the opening cinema and listen to the music for the mission Agnus Dei then watch the credits. Finally you're here. When you were reading the enemies section, you probably said to yourself "15 yellows, holy moly!!!" or something to that extent. Believe me, they're not that good, if they were, I wouldn't be writing this now. This is one of the biggest furballs you will get into, next to Shattered Skies. After you have fun blowing every last one of them out of your sky, head north, over megalith, to take out smirnova (the ace). Head back south to megalith. If you have played AC2, this should seem familiar, take out the generators, and destroy the missile. However, this time the generators are not outside, and there isn't a never ending supply of F-15 actv or the ADF-01 (see Faq section for a point on that). There are 3 generators in total. They are each in a tunnel that you have to fly through. There are 2 n-s running tunnels and 1 e-w running tunnels. You will have to fly low to get into the heating ducts. The entrances will appear as green arrows on your radar, follow them near sea level to get into the tunnels. The west tunnel's generator is nearly 3/4 of the way down. A hint for all the generators, make sure you have a visual confirmation of the generator before launching a missile. Note for that generator, you don't have to fly the full length of the tunnel if you are a good pilot, you could use the vents above to get in and get out. The east tunnel is sort of tricky. The generator is after an incline of the duct; again make sure you see the generator before shooting. After that, go for the e-w tunnel. Enter from either end and destroy the generator. After you do that, 5 missiles will appear, with one of them being mission critical. You MUST take out at least 3 out of the 4 missiles that aren't mission critical to get the s rank. The final missile is down an n-s tunnel that is in between the other n-s tunnels. If you played AC2, you should know what to do. After flying down the tunnel and destroying the missile fly slow and the hatch at the top will open, fly through the hatch carefully, it would be a shame to come this far only to die in the last few seconds of the mission. That is the way to complete this mission. Enjoy the ending and good hunting! Sub-section mission 18 diagram Ace | | | | | | | | | | | | ---------------+----------+----------G----------G----------+----------------- | | | | | | | G | | | | | \ | | | | | | | | | | | | | | | | | | | | Yellow x 15 Now I know that's not the best representation of Megalith one could make, but I tried. G is a generator and +'s represent a path crossing even though you can't change paths. The ace is smirnova and is north of megalith, and the yellows are relative. | | | | | | | | | | | | ---------------M----------M---------(M)---------M----------M----------------- | | | | | | | | | | | | | \ | | | | | | | | | | | | | | | | | | | | This is after the generators are destroyed. M represents a missile, and the (M) represents the big missile. Well I hope this helps a little more. VI) FAQ's Q) When is your next update going to be posted? A) Whenever I get the time! (That's not a sarcastic answer!!) Q) Why does it take you so long to post? A) This isn't the only game I play, school, and after school stuff, namely choir and peer ministry. Q) What other games are you playing right now? A) Dynasty warriors 3, Super Tecmo Bowl 3:Final Edition, Final Fantasy 3/6, and Harvest Moon: Save the Homeland, Earthbound Q) I'm not a good bomber, what should I do? A) There is a tutorial for bombing, do that. Or find a plane with better bombs, like the A-10 or F-15 actv. If you still can't bomb well, use the PGB on the F-22. Maybe I'll write a bombing Faq... Q) How would you rate this game? A) It's a good game, only lacking in actual length of the campaign. Q) Did you ever notice the similarities between this and AC2? A) Yes I did. Q) Can you name some? A) Look at the ADF-01 and the X-02, mission 17 and mission 18. The city of St. Ark. Some of the mission set ups, like the first mission. VII) Glossary of terms in no particular order Mssl = missile Tgt = target G. Tgt = ground target AA =air to air AG = air to ground SAM = surface to air missile Obj. = objective Pts. = points RTB = return to base ---------------------- Fox 1 = semi-active radar guided mssl Fox 2 = heat seeking mssl Fox 3 = active radar guided mssl VIII) Contact info Email me at email@example.com -plz don't send me ANY attachments!!!!!!!!!!! Also put ac4 or something like that in the title. Game Faq message board name hells dragoon. If you want to talk to me on aim, just email me and ask. IX) Version update info Version 1.0 1800/0101/2002; started the Faq Version 1.2 1022/0102/2002;added missions, rating system, corrected mistakes Version 2.0 1823/0103/2002;added missions, sent to CjayC Version 3.0 1117/1026/2002;added missions, sent, added thanks to people, new email policy Version 3.1 1603/0127/2002;minor changes, touch up grammatical work Version 4.0 1010/0131/2002;sent, added final missions, touch up work, thanks to section stuff, will eventually add a diagram for mission 18 soon. Version 4.1 1634/0205/2002;sent, minor changes Version 5.0 1755/0226/2002;sent, added diagram for mission 18, but still not done. Version 5.1 1918/0314/2002;added missile designation code explanation. Version final 1242/0405/2002;sent, finished most of the walkthrough point total, final stuff added Version final + 1 1900/0418/2002;stupid grammar mistakes fixed, added one more site this could be on Version final +2 1135/0803/2002; fixed diagram and grammar Version final +3 2052/0826/2002; changed copyright policy X) Thanks to Section To me for writing it (duh!) Colonel Beefcake for the "fox" info Richy9910 for the x-02 ace scheme price To CjayC for the site on which to post it To the many people that inspire me to be me and not someone else To everyone that was on Kairos #55 G-d for giving me the ability to write and play games My choir My choir director, Ms. DeVivo, for inspiring me in many ways. Legal: Sites that MAY NOT host my FAQ in any sort: www.cheatcc.com platinum.cheatcc.com Sites that may are listed below, and ONLY below, in the copyright notice: This is a copyright material of Scott Dumblauskas 2002-2003 and may not be used commercially or reposted on any site in any way shape or form except www.gamefaqs.com, www.merqurycity.com/shatteredskies and my personal home page without the expressed written consent of Scott Dumblauskas. All rights reserved.