hide results

    FAQ/Walkthrough by Shotgunnova

    Updated: 12/07/08 | Printable Version | Search Guide | Bookmark Guide

                                              |Ż|         |Ż|    /ŻŻŻ\|ŻŻŻŻŻ|
           __ _  ___ ___    ___ ___  _ __ ___ | |__   __ _| |_  | |Ż| | |ŻŻŻ  
          / _` |/ __/ _ \  / __/ _ \| '_ ` _ \| '_ \ / _` | __| | | | |  ŻŻ\ 
         | (_| | (_|  __/ | (_| (_) | | | | | | |_) | (_| | |_  | |_| |ŻŻŻ) )
          \__,_|\___\___|  \___\___/|_| |_| |_|_.__/ \__,_|\__|  \___/|ŻŻŻ /
          _ _ _   _ _ _ _ _ _   _ _ _                                  ŻŻŻŻ
         |t|h|e| |u|n|s|u|n|g| |w|a|r|  Spoiler-free FAQ/Walkthrough by Shotgunnova
          Ż Ż Ż   Ż Ż Ż Ż Ż Ż   Ż Ż Ż   Email: shotgunnova (a+) gmail (.) c0m
       I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
      II. TIPS N' TRICKS . . . . . . . . . . . . . . . . . . . . . . . . . . TPST
     III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT
           01) Shorebirds .................................................. WK01
           02) Open War .................................................... WK02
           03) Narrow Margin ............................................... WK03
           04) First Flight ................................................ WK04
           05) Rendezvous .................................................. WK05
           06) White Bird (Part I) ......................................... WK06
           07) Front Line .................................................. WK07
           08) Handful of Hope ............................................. WK08
           09) Lit Fuse .................................................... WK09
           10) Blind Spot .................................................. WK10
          11a) Chain Reaction .............................................. W11A
          11b) Reprisal .................................................... W11B 
          12a) Powder Keg .................................................. W12A
          12b) Four Horsemen ............................................... W12B
           13) Demons of Razgriz ........................................... WK13
           14) Ice Cage .................................................... WK14
           15) White Noise ................................................. WK15
          16a) Desert Arrow ................................................ W16A
          16b) Desert Lightning ............................................ W17B
           17) Journey Home ................................................ WK17
           18) Fortress / 8492 ............................................. WK18
           19) Final Option ................................................ WK19
           20) Ancient Walls ............................................... WK20
           21) Solitaire ................................................... WK21
           22) Closure ..................................................... WK22
           23) Ghosts of Razgriz ........................................... WK23
           24) White Bird (Part II) ........................................ WK24
           25) Heartbreak One .............................................. WK25
           26) Sea of Chaos ................................................ WK26
           27) Aces / The Unsung War ....................................... WK27
      IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APND
          Enemy Aces ....................................................... NMAC
          Medals ........................................................... MDLS
          Plane Overview ................................................... PLNV
          Unlockables ...................................................... NLCK
       V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
      VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
     VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT
    I. CONTROLS                                                              [CNTR]
                           _____         |  |         _____
          L2 BUTTON -->   /____/\        |  |        /\____\   <- R2 BUTTON
          L1 BUTTON -->  /____/\ \_______|  |_______/ /\____\  <- R1 BUTTON
                        /  _    \________|__|________/    _  \
                       / _| |_                         _ /_\ _\  <- TRIANGLE BUTTON
      DIRECTIONAL --> | |_   _|   [SELECT]   [START]  |_|   (_)| <- CIRCLE BUTTON
          PAD         |   |_|          [ANALOG]          (X)   | <- X BUTTON
                      /            ____        ____            \
                     /            /    \      /    \            \
                    (            (      ) __ (      )            )
                     \         /\ \____/ /  \ \____/ /\         /
                      \       /  \______/    \______/  \       /
                       \_____/ LEFT ANALOG  RIGHT ANALOG\_____/
                                  (L3)          (R3)
     Ace Combat 5 requires Dualshock-type controllers for steering purposes, and
     is by default set on 'Normal' setting. This can be switched to 'Novice' which
     will dumb down the controls for franchise newcomers. Buttons not listed have
     no function.
      ___________ _______________________________________________________________
     | BUTTON    | IN BATTLE                                                     |
     | D-Pad     | Issue commands to wingmen (Attack, Cover, Disperse, Sp. Weap) |
     | Start     | Un/pause game (in-battle menu)                                |
     | Select    | Change aircraft colors (in hangar)                            |
     | Circle    | Fire current weapon                                           |
     | Square    | Zoom in/out of minimap by pressing harder/lighter             |
     | Triangle  | Camera zoom on faraway target or on last-fired missile        |
     | X-Button  | Fire plane machine-gun                                        |
     | L1 / R1   | Decelerate and Accelerate, respectively                       |
     | L2 Button | Yaw left                                                      |
     | R2 Button | Yaw right                                                     |
     | R3 Button | Changes camera POV (third-person, cockpit, or close-up HUD)   |
     | L. Analog | Steer plane                                                   |
     | R. Analog | Maneuvers camera around plane                                 |
     Autopilot is done by holding L2 & R2, which roughly maintains current speed
     but levels plane nose to keep its altitude.
    II. TIPS N' TRICKS                                                       [TPST]
     This game ain't too hard once y'get the drift, but generalized tips will be
     handy all the same.
     • For someone who hasn't played in awhile, or for a complete newcomer, it's
       always best to earn your wings on the Tutorial! Don't count it out because
       you're too cocky, now.
     • The most advantageous firing position is from behind the enemy while they
       are in a mid-turn and at similar altitude. They'll be slowing down, and
       the missiles have a higher chance of hitting because they're not working
       off some huge mismatch in height. Always try to achieve this positioning.
       The worst positioning, thus, would be about the exact opposite: enemy is
       heading towards you from an altitude extremely different than yours, and
       you're shooting from behind as you head straight up/down. Not only is
       this going to waste ammo 99% of the time due to outmaneuvering, but it's
     • Wingmen can be commanded after the first few missions, and can be ordered
       to Attack (go for the throat), Disperse (fly in loose formation around
       Blaze), Cover (stick together and avoid fighting), and Special Weapons
       (use plane's special weapon when attacking, if applicable). They can bear
       some of the load and cannot be destroyed during battle like the player
       can, so be sure to give them orders that fit the situation!
     • Out of the two control types, the most 'difficult' is the default one,
       but it's also the best for maneuvering. I highly recommend you work with
       that one to get the ins and outs down, 'cause you won't regret it (it's
       difficulty's an overstatement, but eh...).
     • Pay attention to the briefing's count of the air/ground/naval enemies and
       match your arsenal accordingly. Some maps will have many ground targets,
       so bring an auxiliary weapon that suits the purpose, yo.
     • Always use your time wisely. Sometimes there is a mission update; other
       times there isn't. But, one thing that usually happens when there is, is
       all normal enemies quit registering as targets. If you're trying for a
       high rank, it's important to clean out zones as fast as you can, with no
       wasted ammunition. Use vulcan guns and missiles in conjunction and you'll
       be a regular ace in awhile.
     • Aces are special enemies that appear one per map, and usually require
       out-of-the-way tactics to find them, and that can hurt your chances of
       getting a good rank if it wastes time. Just remember: aces are NOT needed
       to get 'S' ranking, but they do help.
     • If you're having a hard time finding targets in dogfights, it could be two
       reasons why: you're wasting time following one target or you're going far
       too fast to get a good position. You'll have to find a balance. In maps
       with highly concentrated dogfighting, it's best to switch targets every
       15-20 seconds so you're not on a wild goose chase; it's also best to
       decelerate when turning so you can get better aiming position. Just know
       that your evasion capabilities decrease when going slower, so don't pull a
       stunt like that in front of a bunch of Gun Towers or SAMs, y'dig?
     • Try to pace yourself on difficulty first off. The walkthrough is written
       in Normal Mode so that it's a balance, but go with easy if you have to.
       When you get better, try out Expert Difficulty (beat all missions on Hard
       Mode) and Ace Difficulty (beat all missions on Expert difficulty). There's
       a certain rush to dogfighting, and crafts take more damage as the ante's
       upped. Good luck if you play on Expert/Ace, 'cause you'll be better than I
       am in a short time. :p
    ___________________________________________________/ III. WALKTHROUGH [WLKT] |_
    01) SHOREBIRDS                                                           [WK01]
    RECOMMENDS: F-5E (default)
    OBJECTIVES: Destroy all indicated targets
    RANK BONUS: $2000 [S] / $---- [A] / $1250 [B] / $---- [C]
    TIME LIMIT: 10:00
    DIFFICULTY: 1/10
     The first mission in the game is relatively simple. Captain Bartless will be
     flying as the lead plane (Heartbreak One) with Edge and Chopper as wingmen;
     you guard the back end. It's impossible to issue orders with the d-pad for
     now, so simply follow close or prepare for chastising. After some gabbing,
     the target (SR-71) will appear on the map. Fly close but keep your fingers
     of the trigger; shooting it down will prematurely end the mission.
     After the SR-71 ignores radio contact, four bogeys will be inbound from the
     west. They'll try to draw first blood, so it's a free-for-all once Bartlett
     gives the orders. These MIGs are pretty weak and fly like novices, so once
     one is marked as a target, fly a bit to see if they'll turn and fire dual
     missiles to take 'em out. A 2nd wave appears if Kid gets any kills, while
     a 3rd wave appears if Kid gets all (8) kills! [Protip: firing at the enemy
     from directly behind gives potshots, while firing at oncoming enemies at
     level altitude will almost ensure they run into the missiles!]
     Getting the third wave to appear can be a difficulty, considering Kid has to
     have sunk all eight fighters leading up to then. Edge/Chopper will usually
     tag-team a target, so make sure to kill that one for 'em to salvage the KO
     (Hawk) Gigantor: appears with the third wave of planes if the rest are downed
     in a certain amount of time. This is pretty hard to do early on, but very
     easy in 'Free Mission' mode (after beating game once), where XAAMs can be
     used to easily defeat the 2nd wave en masse.
     Defeating two waves of squadrons is required to get S-rank. This may seem
     easy, but if the player dawdles around and doesn't try to get kills (etc.)
     the mission is accomplished after only the first. Remember that the ranking
     depends on the _entire squadron's_ kills!
    02) OPEN WAR                                                             [WK02]
    RECOMMENDS: F-5E (default)
    OBJECTIVES: Destroy all unmanned drones (UAVs)
    RANK BONUS: $1000 [S] / $---- [A] / $---- [B] / $---- [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 2/10
     The initial objectives are to, once again, stay close to Heartbreak One and
     gun down the unmanned drones (UAVs) trying to return to their aircraft
     carrier. They come in pairs and only take one missile to neutralized, eight
     in all. Destroying the vessel they're approaching is automatic failure, so
     avoid sinking it.
     When the skies are sanitized, four more bogeys approach from the west. Like
     the previous mission, they start unmarked and will become targets only after
     another update. They're MIG-21BIS types just like before, so they'll be
     halfway familiar by now. Four MIG-29As accompany after awhile, but their
     skills are comparable. [There is no ace for this mission.]
     Destroy all air targets. This is mandatory, so consider this a non-challenge.
    03) NARROW MARGIN                                                        [WK03]
    RECOMMENDS: F-5 (default)
    OBJECTIVES: Protect the carrier Kestrel as it escapes
    RANK BONUS: $---- [S] / $---- [A] / $---- [B] / $---- [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 2/10
     Port St. Hewlitt is under attack now, and it's a mini-Pearl Harbor situation
     where docked cruisers and battleships are now being turned into Swiss cheese.
     Kid will now be the ad hoc captain since no one else wants to do it, and can
     now give his subordinates (Edge, Chopper) commands: Disperse, Attack, and
     Use Special Weapons. Special weapons, of course, being the auxiliary weapon
     the airplane is carrying (UGB, unguided bombs in this case).
     Battle here will be strictly dogfighting, but give precedence to those that
     engage the Kestrel as it tries to leave port. A-6Es are the main force to
     start, and are similar to previous types in terms of maneuverability (they
     will take 2 missiles however, unlike UAVs). F-5Es -- the same plane types
     that the nuggets used in the first mission -- come towards the end. There'll
     be other ally fighters around, so if you want to conserve missiles, let them
     do some of the legwork as well. If all goes well, there should be about 20
     missiles left in reserve by the time harbor events conclude (after the last
     wave from the western bridge vicinity). [16-17 planes total.]
    ŻŻ| ENEMY | 09 AIR | -- GRND | 07 NAVAL | -- TRGT |ŻŻ
    RECOMMENDS: F-5 (default)
    OBJECTIVES: Protect the carrier Kestrel as it escapes
    RANK BONUS: $1200 [S] / $0900 [A] / $0750 [B] / $0600 [C]
    TIME LIMIT: Whatever time was remaining in the harbor
    DIFFICULTY: 1/10
     The final part of this mission is escorting the Kestrel towards open water.
     This level will have naval targets -- missiles work, but those unguided bombs
     are expendible -- and MIR-2000s and Nimrods in the air. As you'll see, the
     battleships and frigates take a lot of missile ammo to be defeated, so it's
     not a bad idea to use low-flying gunning to conserve ammo which, by the way,
     is whatever was left over from the harbor section. Nimrods will take three
     missiles to be destroyed and can fly rather slow (like bombers), so that's
     another situationg gunning works well in.
     Mission ends when the blockade is destroyed/dispersed enough that the allied
     fleet can safely exit. At this time, some planes will leave the battle area
     so if you're a score-o-phile, make sure to wreck 'em first to preserve max
     (F-14D) Zipang: Spawns during the second leg of the mission from the eastern
     boundary, apparently after defeating all aircraft (that's what I did anyway).
     The player will always have 3820-4080 points after finishing the harbor, with
     an extra 7000ish points possible in the open waters. Around 6000-ish is C,
     7000-8500's B, 8500-9500 is A, and 9500+ is S. Seem hard? It isn't if there
     are enough (20-30) missiles left over from the harbor portion. Destroy all
     of the planes -- Nimrods especially -- before the ships. 
    04) FIRST FLIGHT                                                         [WK04]
    RECOMMENDS: F-5 (default)
    OBJECTIVES: Shoot down attacking aircraft and protect Grimm on the runway
    RANK BONUS: $1200 [S] / $0900 [A] / $0750 [B] / $0600 [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 2/10
     Sand Island is involved in a surprise blitzkreig, and it starts with Kid
     and his team trying to get off the runway. This part is optional though, and
     there will be others like it later on in the game: refueling, landing on
     carriers, etc. There's no penalty for skipping either.
     Anyway, once in the air, there's a bunch 2-missile TND-GR 1s and F-4Es, but
     the real targets are the slow-moving bombers (B-1Bs). The first wave shouldn't
     be too much to handle; just remember to set everyone to Disperse. Eventually
     Pops will take off from the runway and Kid, Nagase, and Chopper will have to
     protect Grimm (Archer) as he attempts to get airborne. F-16Cs swarm through
     the sky like gnats now, and they're a bit more maneuverable than the previous
     foes. A few more B-1Bs show up as well. Once Grimm is airborne, he'll join in
     as the 4th man to Kid's squadron and can be ordered around like the rest.
     The final section involves Ford, a pilot who's out of fuel and needs to land
     pronto. This triggers the third wave of B-1Bs who have MIG-29A escorts. Kill
     the bombers to end the skirmish automagically.
     (F-4G) Mindripper: Destroy some B-1Bs and TND-GR 1s, which should make it
     spawn from the north. This is the very first part of the mission, prior to
     Pops taking off.
     The theoretical bare minimum one can get for this mission is 6200, which is
     all six bomber targets (1000/per) and the default landing bonus; however,
     allies will usually get at least two other planes at minimum, giving about
     480 extra. So, with that in mind, it's basically killing all escorts or
     most with a good landing bonus. F-5's missile capacity is pretty crappy, so 
     make sure the rest of Wardog squadron is set to 'disperse' or 'attack' so they
     can assist!
    05) RENDEZVOUS                                                           [WK05]
    RECOMMENDS: F-20A, or F-4E failing that
    OBJECTIVES: Protect the carrier Kestrel from invading forces
    RANK BONUS: $1400 [S] / $---- [A] / $---- [B] / $---- [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 3/10
     This will be a quasi-escort mission, where the carrier Kestrel and two others
     are headed for the Eaglin Straits to lick their wounds and regroup for a
     counterattack. This will be the first time that planes can be bought from the
     main menu, but the mission's suggestion was misleading -- there are no ground
     targets here so don't bother with a balanced aircraft. [Available: A-6E, 
     MIG-21BIS, F-4E; F-20A if F-5E's killrate is maxed.] The F-20A is undoubtedly
     the best choice here, which packs more missiles and Short-range Air-to-Air
     Missile backups as well. Keep in mind that once the plane is bought, only
     one pilot can use it!
     At the start, everyone is on guard duty, heading east toward the straits.
     Around this time, the Vulture will just be entering the inland sea -- there
     will be 3-man teams of Harriers (I thought it said Warrier!) flying around.
     Like many others, these take two missiles to be sanitized. There are four
     of these groups in all, so make sure everyone's dispersed for easier access.
     Actually, Swordsman's squadron will be accompanying too so this portion is
     not much work. After the first twelve are done, another twelve appear in
     almost the same fashion: not all at once but in sizeable groups. There's a
     few F5-Cs in the mixed bag, now. Once the skies are clear "for sure," AWACS
     Thunderhead gives the all-clear about no enemies being around.
     ...but the aftermath turns out to be a false security, as both the Vulture
     and Buzzard are sunk by a mysterious fragmenting warhead, which obliterates
     any craft below 5000ft. Seem familiar? This same concept was used in Ace
     Combat 04, except the safe zone has been reversed. Hold steady at 5000+ feet
     to avoid being turned into scrap metal (there'll be a countdown beforehand).
     Destroying all the waves is mandatory, so expect to score 10880 and secure
     top rank automatically.
    06) WHITE BIRD (PART I)                                                  [WK06]
    RECOMMENDS: F-20A (chosen aircraft from last mission carries over here)
    OBJECTIVES: Protect the mass driver facility until the SSTO is launched
    RANK BONUS: $---- [S] / $3000 [A] / $2500 [B] / $2000 [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 4/10
     This mission is all about guarding an SSTO craft that is about to be shot
     into outer space to meet with a space station. Right at the start though,
     there will be transport planes who will parachute tanks down to the ground
     in an attempt to commandeer the facility. Destroying the transports (F-16Cs)
     will blow up any tanks inside, but killing all six planes is impossible, as
     far as I know. Tanks'll approach the west/central/east building clusters; if
     even a single one gets in, it's game over, man! They take a few missiles to
     be destroyed, but I suggest vulcan-gunning them at low altitudes to save
     missiles. [Protip: trees are 'intangible' so you can fly through them without
     fear of explosion. Also, shooting the tank parachutes will destroy the
     tank in a freefall.]
     When all tanks are destroyed, the mission update's patched in -- cruise
     missiles are inbound in a last-ditch attempt to destroy the launch! They'll
     come from a whole bunch of directions and only take one missile to be shot
     down, so make sure everyone's dispersed for better effect. Prioritize the
     missiles over the B-2As who are flying with them, or else... Check the minimap
     to see which are closest. The good news is the missiles attack the same spot
     on the driver -- about halfway up -- so one can use that knowledge as leeway.
     The waves seem endless, but luckily the launch will start around the 14:00
     mark of the refreshed timer, so bunker down to make sure the SSTO gets off
     Most of the difficulty in this mission involves knowing where the tanks can
     infiltrate the facility, and secondly, having enough missiles to shoot down
     the long-range missiles fired from elsewhere.
     (MIR-2000D) Zahrada: Destroy two F-16Cs and F-20As and it will appear from
     the east with no escorts.
     Counting all the targets (x36+), that's 3800 points minimum, not counting any
     missiles that hit the mass driver. The carries (C-130) are 800 points a pop,
     which means they're one of the easier, earlier targets that can really help
     rack up the points. If you want to pad the score total, make sure to shoot
     down as many planes during the tank insertion portion, not the missile part;
     that's too hectic! It's very important to kill C-130s -- six is ideal, seven
     would be heavenly. Scoring 10,000+ points will push one over the edge into
     • F/A-18C, F-16C
    07) FRONT LINE                                                           [WK07]
    OBJECTIVES: Prevent the enemy fleet's eastward movement / Destroy the Scinfaxi
    RANK BONUS: $2000 [S] / $1500 [A] / $---- [B] / $---- [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 3/10
     This will be a primarily ground-target mission with plenty of targets to
     bloody the maritime waters. The F/A-18C is a great plane for this mission as
     it has a high missile capacity (64) and some long-range air-to-surface
     missiles, which will destroy any ship in one go -- goodbye destroyers! At
     least put the captain in one.
     The general mission is preventing the fleet from getting to Sand Island, 
     and the amphibious vehicles (AH-64 hovercrafts) have priority...technically.
     Frigates and Destroyers take 3-4 missiles, respectively, while missle boats
     take just one. Remember that if ships have multiple targets onboard, such as
     SAMs, just attack the main portion -- when it's destroyed, so is all other
     weaponry and the points are automatically included! AH-64 helicopters also
     take one missile, which should be obvious by now. Mission fails if anyone
     gets too far east, but this is usually a non-issue considering how slow the
     fleet moves. There'll be a fragmenting missile scare about halfway through,
     but don't bother flying higher -- the Arkbird will disintegrate the sucker!
     However, when the submarine launches multiple ones, definitely get above
     5000 feet.
     After about 8:00 total has elapsed, the Arkbird will shoot the submerged
     submarine Scinfaxi and force it so surface. It has a bunch of AA Guns and
     SAMs as fixed defense, and can launch F-35Cs. However, if you scroll through
     the targets until it just says 'Scinfaxi' and 'Launcher', these are the only
     ones necessary to be destroyed. Six missiles will do the trick for each, but
     LASMs will sink the junker faster than a whirling dervish. When both targets
     are done, there will be a hull breach that becomes the final marked that will
     need one missile to make it a mission accomplished. [NOTE: It can launch the
     fragmenting warheads during its surfacing, but not after its two initial
     targets are destroyed.]
     The naval targets will give the most points, but the ship score maxes out on
     9999, so anything past that is essentially wasting missiles. 17,000+ gives
     the top rank, which is destroying as many naval targets as possible (using
     LASMs) and when the Scinfaxi surfaces, destroying as many planes as possible.
     Unlike destroyers, destroying the Scinfaxi does not earn the points that its
     SAMs and AA Guns have -- they have to be destroyed manually! If you need an
     extra point boost towards the end, let the sub launch planes. Underwhelmingly,
     the Scinfaxi's itself is only worth 500 points! [Not sure if "B" and "C"
     ranks are even possible.]
     • A-10A, MIG-29A, MIR-2000
    08) HANDFUL OF HOPE                                                      [WK08]
    RECOMMENDS: F/A-18C or F-16C
    OBJECTIVES: Escort plane through AA field, then protect it afterwards
    RANK BONUS: $8000 [S] / $---- [A] / $---- [B] / $---- [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 5/10
     As the team approaches Akerson Hill, a civilian plane will have been shot by
     some AA guns and is inbound to the dense AA gun field further north, which
     stretches all across the map. Edge and Blaze will have to escort it through,
     lamely. Now, the AA gun fields appear as circles, and only one path, which
     is like a crappy maze you'd find on the back of a cereal box:
                            EXIT __________    It's simple in design, but getting
       ______________/ŻŻŻŻŻ|               \   the plane through can be annoying.
      |             (      |ŻŻŻŻ\______     )  Fly at a slow pace for starters as
      |              \  /                  /   sharp turns are a no-no for the
      |               \/      _____/Ż\____/    damaged plane. Keep an eye on the
      |               /                   \    radar fields and don't be afraid to
      |              /                     \   take the longer ways with a bit more
      |_____________/      S T A R T        )  clearance, which will be safer. The
                                               plane can't take anymore AA gun hits
     before it's destroyed, so beware of the really tiny circles. The plane trails
     and mimics almost to a 't'...be careful. Flying lower can help a bit. [The
     select button can zoom in ultra-fine for close encounters, but has to
     recharge after a few times, so its usage is actually rather dangerous! Use
     the square button instead.]
     A mission update comes on the other side, which now relates to protecting the
     craft from Yuktobanian fighters. Edge and Archer regather here, so set the
     stunners, err, teammates to 'disperse'. The enemy crafts actually start far
     away, but the transport's protection is paramount, so if you do go to meet
     them, make sure to check the map in case others are pestering there. There's
     about eight pairs of planes to destroy here, and they all come from the
     north-central part of the coast.
     The final mission update will be to destroy some windmills for an emergency
     landing. There are three initially, and after a small period, two more. Be
     quick about destroying these -- hopefully you're near the target when the
     mission update starts -- because there's not a lot of wiggle room time-wise.
     Destroy ~10 planes and the windmills for 4500 points. I don't believe it's
     possible to get anything less in this mission...
    09) LIT FUSE                                                             [WK09]
    RECOMMENDS: F-20A or F/A-18C
    OBJECTIVES: Protect the ground companies (A-D) and neutralize enemy targets
    RANK BONUS: $8000 [S] / $6000 [A] / $5000 [B] / $4000 [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 3/10
     This is a mission similar to the "Operation Bunker Shot" mission from AC04,
     which is a beach invasion with air support helping the landing crafts. Since
     targets are predominantly ground types, it'll be helpful to choose a craft
     with a high capacity for normal missiles and air-to-ground weapons for the
     auxiliary weapon. F/A-18C fulfills this role nicely.
     Enemy ground targets include batteries, tents, radar dishes, watchtowers,
     SAMs, AA guns, and bunkers. Of these, all can be permanently destroyed except
     bunkers, which will turn into targets again after a set number of time. To
     permanently destroy them, the ground invaders must be assaulting there first.
     Take out the initial batteries along the coast, which will be assaulting the
     inland roads, then assist Company A & B as they take on some bunkers. Waste
     LASMs on these targets, as they take more flak than normal targets. If done
     right, there should be messages the bunkers were captured. Set everyone to
     'Attack' if you want to collect some air targets.
     If you dilly-dally, the companies will constantly ask for air support, and
     one even wants you to friendly-fire his monster of a captain (ha!). Stopping
     them is as easy as helping Company A & B right away, then staying in the area
     of the other companies and constantly destroying the bunkers when they come
     back up.
     Toward the end, there will be a small vicinity when four bunkers that needs
     urgent attention, as all companies are doing a joint assault. These ones'll
     constantly have to be terminated as the allied force takes its sweet time
     approaching, so if you want to conserve missiles for the air squadrons and
     helicopters, gun down the bunkers (they take 2 missiles/per normally). When
     it's announced two bunkers remain, they're the interior ones with a few
     howitzers guarding. Finish them up to finish the level! [Beware towards the
     end, after the mission accomplished sign is given, as all enemy crafts will
     become non-targets but can still put the player in missile locks!]
     8000+ points are needed to reach top rank, and it can be hard on a mission
     whose main targets are ground types that give very little points (seriously,
     probably not even a third of the total needed). Instead, go after F-4X and
     TND-GR 1 planes which give high point totals, saving missiles for them while
     the ground targets get slow-flying, low-flying, vulcan-gunning goodness. [On
     the flipside, "C" rank is almost assured by only doing ground targets and
     crappy aircraft, like the AH helicopters). If you need extra points towards
     the end but are out of missiles, let the final bunkers continuously spawn
     howitzers, which are weak and give 120pts/per.
     • MIG-29A, A-10A, MIG-31, TND-GR 1, F-14A
    10) BLIND SPOT                                                           [WK10]
    RECOMMENDS: MIG-31 or F-14A
    OBJECTIVES: Destroy all fleeing aircraft before they can exit battle zone
    RANK BONUS: $1000 [S] / $0750 [A] / $0625 [B] / $0500 [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 4/10
     Over the mountain region of Dresdene, the fleeing squadrons are sitting
     ducks for Wardog squadron's dead-eyes...or are they? Make sure to choose a
     plane with a high missile capacity and fast manuevering on that end, such as
     the MIG-31 or F-14A, both of which are lop-sided towards air-to-air combat
     and have 68-70 missiles. You'll need 'em!
     NOTE: What answer you give Chopper about having heard the "Face of the Coin"
     song he talks about determines the next two missions. Answering the negative
     will give probably the more intering of the two paths, in my opinion.
     The reason becomes clear as the team comes up on the tail end of the crafts:
     the lock-on sensors are jammed, which creates 'phantom' targets all around
     the planes. They appear like invisible planes, but when shot at, the only
     marks they find are empty air. There are two options to do here: (1) visually
     identify the real aircrafts inside the lock-on circle and pick them off like
     that (2) fly to 16,000ft. and destroy the jammer source, an E-767 which is
     creating the copies. Actually, you have to do both, but the order doesn't
     matter (defeating the two normal planes removes all copies, revealing the
     E-767's location).
     The planes will try to escape northward, so there's no time to dawdle around.
     Try to kill all targets in a group before moving on, because sometimes any
     stray aircraft will avoid going northward and instead go west. [Actually, if
     you want to get S-rank, this may be a helpful diversion to avoid finishing
     the mission prematurely.]
     (EA-6B) Dune: Annoyingly, destroy all (4) E-767 jammers and start destroying
     the transport targets. Eventually, check the minimap -- Dune enters the
     boundary zone from the far SE corner, which can make killing it and finishing
     the mission quite rather difficult. Make sure no enemies are westbound here,
     and with any luck, some will actually trail the wingmen back towards the
     player's position.
     Minimum point total is 10800, which is all transport targets and their E-767
     jammers. About 13000 points are required for "S", which is rather easy since
     it just means killing all escorts along with the planes. Just do it quickly!
    11a) CHAIN REACTION                                                      [W11A]
    RECOMMENDS: Whatever was used in Mission #10 carries over here
    OBJECTIVES: Destroy all indicated targets (TGTs) / Protect friendly targets
    RANK BONUS: $4000 [S] / $3000 [A] / $2500 [B] / $2000 [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 3/10
     [This mission is played if Kid answered he did hear "Flip of the Coin" in
     the previous mission. Otherwise, the player fights in the 11a mission.]
     There's a Yuktobanian air raid going on at Apito International Airport right
     now, and the squadron starts overhead. The targets are mostly F-14Bs and
     multiroles, and these are known for their speed, not durability -- they take
     2 missiles to be destroyed. Be careful not to waste a bunch, because after the
     first six planes are downed, the friendly planes on the runway split open to
     reveal...enemy tanks! A bunch of C-5 transporters will be selected as targets
     These have no chance of taking off, but may or may not reveal tanks within if
     destroyed. Prioritize the C-5s over the tanks, of course. There are a few
     multiroles in the air that are also targets, but there's only about 8 to deal
     with. The best tip here is to not focus on one plane for too long, and switch
     to another in better range if possible -- this avoids wasting too much time
     trying to get on the enemy's six. You may want to destroy the fighters first
     as there are civilian (friendly) planes airborne as well, and they make easy
     targets. If even one dies (or the airport takes too much damage), it's game
     over, sucka!
     Complete the mission within 8:00! Basically, do everything as fast as humanly
     possible. The initial six targets usually take approximately 2:15 to do, so
     the rest of the time is just airport nonsense. LASMs help in the C-5 portion,
     but since there's no switching planes here, that may not be an option. Make
     sure everyone is switched to 'attack' and 'special weapons' fire! [13180pts
     total.] It's hard not to get a high bonus here -- for persepective's sake,
     I played for 18:23 and still got a "B".
    11b) REPRISAL                                                            [W11b]
    RECOMMENDS: MIR-2000 (mandatory)
    OBJECTIVES: Neutralize the poison gas with special weapons / Pursue terrorists
    RANK BONUS: $5000 [S] / $3750 [A] / $3500 [B] / $3250 [C]
    TIME LIMIT: 15:00
    DIFFICULTY: 2/10
     [This mission is played if Kid answered he didn't hear "Flip of the Coin" in
     the previous mission. Otherwise, the player fights in the 11a mission.]
     For this mission, the team has to spread an agent to counteract the poison
     gas that was let loose in the college town. There are no attack functions
     on the planes (0 missiles) but there are 50 neutralizing bombs as auxiliary
     weapons. There are no radar targets expectedly, so the team will have to
     identify the bombdrop points by the huge plumes of mustard-gasesque smoke
     plumes. If done correctly, a 'destroyed' message shows up. This isn't that
     hard, so make sure everyone else is told to disperser using their special
     weapons as well. Slow-flying will serve well in this urban environment full
     of skyscrapers and other monuments. Remember that all targets are within
     Bana, so there's no need to travel to the foothills or anythin' -- just clear
     each borough instead of skipping around.
     When all banks are cleared of gas, there will be an enemy terrorist vehicle
     marked on the map, driving on the highway. It can't be destroyed, but by
     shooting the neutralizing bombs, it counts as a 'hit'. Keep doing this as
     the patrolcars give pursuit to the perps, and eventually these guerillas'll
     be smoked after a bridge freeze-out. Just be careful flyin' through the urban
     jungle, now. [NOTE: There's no reason to fly too close to the vehicle, so
     keep above the buildings and just spectate to avoid any mishaps...]
     At this point, some AH-64 whirly birds will try to aid the trapped van, so
     it'll be time to get in some vulcan gun practice. This is pretty simple as
     they tend not to maneuver too much, and when they do, it's in wide arcs.
     Don't destroy the terrorist van! They need incarceration, not incineration.
     Next up on the city cops case: finding a missing birthday party dad. I'm
     sure this made their year!
     Destroy all 18 ground targets and all AH-64 helicopters (x8) for 6900 points.
     The trick is doing it within 10:00, which can be difficult given how much
     time the annoying car chase takes. To cut corners at the start, fly to a high
     altitude, go slow, and snipe the spots from there without any industrial
     architecture to get in your way -- it takes less than 2:00 in this fashion,
     if you're good that is. The car chase always takes apx. 5:00, for reference.
    12a) POWDER KEG                                                          [W12A]
    RECOMMENDS: MIG-31 or similar craft with ground weapons (TND-GR 1, A-10A, etc.)
    OBJECTIVES: Destroy all targeted tunnels
    RANK BONUS: $8000 [S] / $6000 [A] / $5000 [B] / $4000 [C]
    TIME LIMIT: 15:00
    DIFFICULTY: 5/10
     Plane-wise, all that's needed is a dexterous craft with a high missile
     payload -- the MIG-31 is the best for now. Ground weapons are optional, but
     can help a bit.
     Anyway, the object of this mission is to destroy ammo caches that are holed
     up underground? How to destroy them? Firing a missile into targets marked as
     'Tunnels'; the catch is they have to be shot from the front so they enter
     inside, and will automatically miss if fired from the top or flank. They're
     built into mountain walls which makes this task an annoyance. What's worse,
     soldier units have shoulder-mounted SAMs and will fire up at the team if
     they come below a certain altitude.
     This is business as usual since there are few aerial targets and even fewer
     offensive ground targets, so the tips are scarce:
     • Set everyone to 'Attack' and 'Special Weapons'. They'll never get targets
       here (rookies!) but may bag a couple Harriers or 'copters that take off
       from landing pads. Since planes give an added oomph to the point totals
       here, bagging a crapload is beyond helpful.
     • There are unregistered SAMs in the jungle, and will fire upon the crafts
       if they dip too low. Evading them is easy (yaw left/right) but did you know
       they can be destroyed? It's a paltry sum of points, but for someone trying
       for a high rank, vulcan-gun these suckers and get rid of a nuisance in a
       double whammy.
     • The last tunnel is always guarded by 2-3 unregistered SAMs, and they'll
       fire in tandem as the player closes in. Be sure to evade or destroy them
     Mission ends when all targets are smokin'.
     About 10,000+ points should do the trick. The best way to do this is to
     search out all targets except one, having destroyed all normal non-targets en
     route, and start picking off the unregistered SAMs in the jungle. These can't
     be locked on but the vulcan can still destroy them if fired in the general
     region. You'd be surprised how many people don't know about these extra
     points! [For reference, 10000 points is destroying almost all registered map
     dots, all planes and helicopters, and all targets. SAMs are generally extra.]
     But anyway, this is one of the lame missions to get top rank in so stick with
     it, eh?
     • F-15C
    12b) FOUR HORSEMEN                                                       [W12B]
    RECOMMENDS: MIG-31 or F-14A
    OBJECTIVES: Synchronize attacks with wingmen to destroy radar installations
    RANK BONUS: $5000 [S] / $3750 [A] / $3125 [B] / $2550 [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 3/10
     There will be a ton of weak ground targets in this level, so if you want to,
     you can get a decent craft with UGBs (unguided bombs) or LASMs, although I
     just stick to high missile capacities, highly maneuverable crafts, and some
     vulcan-gunning skills. Your call.
     Now, the object here is to remove radar sites, which if you check the main
     map, appears as a white spot on the edge of a big circle -- there are four
     of these. The dialogue sets up the team so that they'll have to destroy all
     the the installation pieces at the exact same time. You'll notice that the
     wingmen automatically disperse to the other sites that don't appear on the
     map; the player is to target the "outermost" ring, also the nearest.
     Nagase will count down the time to attack each time, and the player must
     destroy the target when she says "Now!" -- it'll take some hyperclose-range
     attack to do this, unless you have the devil's luck from afar. When one ring
     is destroyed, it's onto the next, and so forth until all four are destroyed.
     For reference, the gameclock times when the radar dishes are to be scrapped:
     first is 17:43, second is 16:50, third is 16:16, and last is 15:29. You'll
     notice the distances between the clusters shortens each time, so go slow as
     a snail towards the end. Note that the mission will end if Kid tries to fly
     past and into the remaining radar network, too.
     When all radar dishes are smoldering piles of metal, it's time to attack the
     weapons plant. The enemy will become aware once they get near and try to
     launch their transport planes (C-35s), so destroy them on the runway pronto.
     After that, all that's left is bombarding the assembly and chemical plants,
     the chimneys, and the SAMs/AA guns inside storage. The latter parts are very
     annoying since they can only be attacked from above and from the west.
     OPTIONAL: This is one of the first levels with Falken parts, a five-piece
     set that will create said plane. They're strewn throughout different levels
     of the game, and are found by destroying certain hangars; if done right, an
     AWACS message says some mysterious parts were found. If you want this, look
     near the chemical plant for a lone SAM by an unmarked hangar target. Destroy
     this (hangar) and the parts will be found and collected later. [This will be
     a target later if you put it off, however.]
     With about 8,000 being the bare minimum score one can get here, that means
     an extra 7,000 has to be scrounged up for the 15,000 quota. To reach this,
     destroy all radar dishes, and when getting to the factory, pick around the
     targets to get the easy pickins, then turn to all the planes in the air (use
     SAAMs if you have them). [I'm not sure what the "C" rank is, since it seems
     impossible to get even with marginally restrained wingman AI.]
     • F-15C
    13) DEMONS OF RAZGRIZ                                                    [WK13]
    RECOMMENDS: MIG-31 or F-14A
    OBJECTIVES: Avoid radar detection and sink the Hrimfaxi
    RANK BONUS: $20000 [S] / $15000 [A] / $12500 [B] / $10000 [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 3/10 (if you have LASMs, etc.), 5/10 (no LASMs, etc.)
     Finally, the mission branches reconverge to this delightful number -- this is
     one of my favorite in the game! Set in the icy arctic circle, Wardog squadron
     is tasked with sinking the Hrimfaxi, the Scinfaxi's sister sub which has the
     same capabilities. Since all targets here are ground types, bringing a craft
     with decent flight abilities and LASMs (preferred) is a good idea.
     As the mission starts, everyone is inbound to the Hrimfaxi's position, which
     is surrounded by a submarine blockade. This is an early detection network, so
     flying within shooting range of one of the littler subs will automatically
     start a minute-long (1:00) timer until the Hrimfaxi dives. This also occurs
     if anyone flies above 1000ft altitude. LASMs help here if the timer springs,
     but generally the timer is useless as 3 missiles on the target will cue the
     next set of events. Just fly as fast as possible to do get there in time!
     Since it hasn't been refueled and has taken battle damage, it is forced to
     surface and will launch unmanned drones (UAVs) after awhile. It can still
     fire its fragmenting burst warheads -- the kind that require altitude of over
     5000 feet to evade -- but besides that, it's not that tough. Amidst the SAMs
     and AA guns is the target 'Hrimfaxi,' which is required to be destroyed for
     the mission to end. This would be a very quick mission if the sub didn't
     continuously submerge and re-emerge, though -- this function's eventually
     broken, however. That's the time is finally gets its frag warheads to work,
     though. Stay frosty, and for god's sake, take out those SAMs!
     And what's this? The team's been dubbed the Demons of Razgriz? Yeah, this'll
     be blabbed throughout the game.
     This one can take some work. Try to sink a few subs en route to the Hrimfaxi
     initially, then destroy the Supply Sub near the target when close there. The
     submarine barricade that's established a perimeter will eventually disappear
     and try to move in closer, some of which appear as targets throughout the
     battle (if you're in range on the minimap). Besides that, unmanned drones'll
     be unleashed when the Hrimfaxi surfaces, so they can provide 500pts/per. They
     quit being launched when the sub regains its burst-missile capacity though!
     The target itself is worth only 2000, so get about 4500+ points before taking
     it down to secure the "S" rank. A fat bonus is waiting...! [Using LASMs or
     UGBs will severely damage nearby parts if not outright destroy them; using
     plain missiles will make this battle take three times as long!]
     NOTE: UAVs typically get hit by the burst missiles and disappear, robbing one
     of precious points! Take out as many as possible in the first half of the
     Scinfaxi battle. Also, escort submarines disappear during the 2nd half, so
     really, if you screw yourself in the 1st half, it's impossible to get S-rank
     in the final.
    14) ICE CAGE                                                             [WK14]
    RECOMMENDS: MIG-31 or F-14A
    OBJECTIVES: Destroy air patrols and protect the Sea Goblins during the rescue
    RANK BONUS: $8000 [S] / $---- [A] / $---- [B] / $---- [C]
    TIME LIMIT: 12:00
    DIFFICULTY: 3/10
     This mission entails breaking some POWs out of a snowy mountain region, and
     protecting the rescue copters (callsign Sea Goblin) during the escape. But,
     before all that, one has to take down the air patrols in the area that usually
     come in small pairs and only appear when Wardog's in their vicinity (this is
     due to the snowstorm). All take two normal missiles except the TND-53s which
     require one more. The locations of the crafts are randomized, generally.
     When all planes are destroyed, the POW camp appears in the SE corner. Before
     the copters can safely take off, the defences must be destroyed. They're all
     AA guns and SAMs, so normal missiles can take care of these suckers without
     batting an eye. Make sure to clear 'em out quickly (set team to 'Attack'
     with special weapons) to avoid any friendlies being fired upon. A few more
     SAMs appear around the camp after the initial ground targets are smoldering,
     but it's a minor inconvenience at best.
     Unfortunately, Nagase gets shot down at the end...
     Score 7780 points, which is the mandatory total for all targets. 
    15) WHITE NOISE                                                          [WK15]
    RECOMMENDS: MIG-31 or F-14A
    OBJECTIVES: Find and rescue Captain Nagase
    RANK BONUS: $8000 [S] / $6000 [A] / $5000 [B] / $4000 [C]
    TIME LIMIT: 7:00
    DIFFICULTY: 5/10
     Nagase has crashed but is alive, although enemies are gradually encroaching
     on her position -- time to act fast! Underneath the compass is a new device
     that is used to help locate her transmitting signal. There are two things
     it measures: distance and tempo. When the former's bars are closer together,
     the player knows the general direction of the fallen pilot is; when the
     latter's tempo & pitch grow more rapid, the closer she is. Unfortunately,
     there will be an E-767 jamming craft that disrupts the search temporarily
     when Blaze gets close enough.
     Edge's downed plane's position's is randomized each time, for reference. When
     close enough to her, she'll see Blaze and a mission update comes in where the
     team has to protect the Sea Goblin crew. In this case the best defense is a
     good offense -- start sanitizing the skies while the helicopter's inbound,
     then protect it (DO THIS) from fighters when it's nearby, lest it be shot
     down pronto.
     The mission automatically ends when Sea Goblin gets to Nagase's position and
     descends, not when all enemies are done (infinite numbers, actually). Once
     again, Chopper will mention "Face of the Coin" and if it would be a good song
     for this situation. Answering "Yes" leads to Mission 16a, "No" leads to 16b.
     (X-29A) Daredevil: spawns at Blaze's fore when the E-767 jammer is scrapped.
     8000 points seems like a hard task, but the player usually can get that just
     by protecting Sea Goblin. SAAMs can really help here, especially when a pack
     of enemies is far away and closing in. To even the odds a bit, make sure to
     spend some time killing enemies during the search for Nagase, then spend the
     last 3-4 minutes looking for her. There are some ground targets in this
     mission that can provide an easy pick-me-up, too.
     • JAS-39C, F-117A
    16a) DESERT ARROW                                                        [W16A]
    RECOMMENDS: MIG-31 or F-14A
    OBJECTIVES: Score at least 10000 points within time limit
    RANK BONUS: $1000 [S] / $0750 [A] / $0625 [B] / $0500 [C]
    TIME LIMIT: 15:00
    DIFFICULTY: 6/10
     Probably the most boring of the two 16 missions, this one is a huge desert
     offensive. Edge is back to assist now, so pick your favorite weapons with
     a good balance. I still suggest the MIG-31 for its high missile payload and
     useful SAAMs, although a plane geared towards ground types would help also.
     The main objective for this mission is to score 10k points within fifteen
     minutes, and it's really not that hard to do on principle: save missiles for
     aerial targets and gun down anything below. Most fighters are maneuverable
     enough to trash missile shots, so this may not be as simple as previous
     missions. When each wave of enemies is destroyed, it usually opens up a few
     ground targets. Watch out for the Vulcans which take 4 normal missiles to
     When most of the air forces are destroyed -- and this can take about 11:00
     counting missed shots -- the field HQ appears in the north and a facility
     appears in the SW. In between the two is a hangar that contains more Falken
     parts (it's sitting by itself), so make sure to destroy that as well.
     Once the 15:00 timer is depleted, an enemy AWACs appears around the middle
     of the map and must be destroyed. One usually doesn't have any missiles left
     around this time, so make good use of that new 15:00 and set allies weapons'
     to 'Special' and 'Attack.' The four targets are E-767s and KC-10s, and both
     can eat 4 missiles before tanking -- harrowing news for someone with only a
     handful of weapons left. =/
     (MIG-31M) Cosm: Towards the end of the mission, fly amongst the KC-10s and
     E-767s and it should appear behind Blaze in pursuit.
     Score about 21500 points. Destroying all the planes will give about 18500 so
     that means the field HQ and the other ground cluster have to suffice for the
     rest. The allies will probably have to assist for the final AWACS segment,
     since missile reserves are usually bone-dry. Lean on your allies and try to
     pick off any planes they've already damaged for good measure. It's a war of
     attrition, almost!
     • F-35C, Typhoon
    16b) DESERT THUNDER                                                      [W16B]
    RECOMMENDS: MIG-34 or F-14A
    OBJECTIVES: Score at least 10000 points within time limit
    RANK BONUS: $1000 [S] / $0750 [A] / $0625 [B] / $0500 [C]
    TIME LIMIT: 15:00 
    DIFFICULTY: 5/10
     The flipside of the 16th battle is still in the Jilachi Desert, with a huge
     amount of ground forces and few planes, making it undoubtedly the easier of
     the "coinflip" outcomes. There are friendly tanks and planes that help out
     here like usual, but most of the enemies are concentrated on the riverbank.
     However, one thing that doesn't change from Desert Arrow is that many points
     can be gotten on planes -- ground targets are crap on that end.
     With about 4:00 on the clock, the refinery on the riverbank (SW) is marked
     for termination. The smokestacks will give most of the points although the
     oil tankers on both sides of the water are easily shot. All in all, I'd say
     it's not too hard to get 17000+ points, prioritizing planes when they show
     up and using the vulcan for everything else.
     After the first timer is done, enemy naval reinforcements appear on the
     river (new timer is 5:00). They'll launch planes from the deck, so make sure
     to keep the ally planes at bay in order to get enough points before destroying
     the target (killing 'Battleship' destroys all guns on deck, also).
     (EA-16G) Abelcain: when the destroyer appears on the river, this appears in
     one of the waves towards the end (third?) along the western screen bounary.
     As previously said, a spry pilot who prioritizes airplanes over crappy ground
     targets should be able to get 17000+ points within the first 15:00. Keep in
     mind that some targets at the northern airport and refinery only show up as
     targets in the final minutes (4:00) of the first fifteen, and can actually be
     destroyed before then, too. When the naval reinforcements arrive, destroy the
     frigate and all the destroyer's guns, then set everyone to 'Cover' and shoot
     down the destroyer's launched planes until the S-rank is achieved; finally,
     destroy the destroyer to finish. It'll probably cut it close, so make sure
     to use all time in this mission going for targets -- gunning down ground ones
     and saving missiles for airborne. My order of progression here:
     Airport -> Riverbank Refinery -> Hilltop Fort -> Rest of Bases -> Naval Rein. 
     • F-35C, Typhoon
    17) JOURNEY HOME                                                         [WK17]
    RECOMMENDS: MIG-34 or Typhoon
    RANK BONUS: $2000 [S] / $1500 [A] / $1250 [B] / $1000 [C]
    TIME LIMIT: 3:00 > 20:00 > 3:00
    DIFFICULTY: 4/10
     Hey, war isn't all blood and guts -- this time the 'Razgriz' have been booked
     for a stadium halftime show, and are to fly overhead. Buy a good air-to-air
     plane here and -- surprise! -- the Typhoon has just openedup, and has XLAA
     missiles that are going to be the bane of many foes if used. You can still
     use the MIG-34 if it's killgauge is almost leveled-up, though.
     The first part of the mission, as said, is flying overhead of the stadium.
     Fly in a (loose) group with the rest of the wingmen to do it correctly; fly
     too far away and it's game over! November City has such a fickle audience...
     However, the real show begins soon after as some aircraft kickstard a dog-
     -fight for no apparent reason. Reinforcements won't arrive until 14:00 are
     left, sadly.
     Typhoons and SU-27s are the typical 2-shot enemies here, but there will be
     some MIG-34s flying around as well, and these take three shots. They're very
     dexterous so don't waste a bunch of missiles trying to shoot them from long-
     -range!! Oh, and don't shoot into the sun. After awhile, F-177A bombers will
     be marked targets so make sure everyone's on 'Special Weapons' and 'Attack'
     for that portion.
     When all targets are destroyed, the mission continues a bit so everyone can
     see the sad scenes. The final mission update involves intercepting the other
     enemy fighters, so continue fighting until 0'54"94 when the mission abruptly
     (FB-22) Proteus: Appears around the SE area of the mission boundary, almost
     near where the team started the trek to the stadium.
     23000+ Points! To put it in perspective, I got 25620 points by destroying all
     waves until the bombers were targets, then 3-4 more in the aftermath; that's
     23260 with everything besides the aftermath. 'Cause it takes so much firepower
     just to do this, I suggest giving everyone a Typhoon if possible, with the
     player getting one for sure. There's not much leeway room here. 
     • SU-47, F/A-22A
    18) FORTRESS + 4892                                                      [WK18]
    RECOMMENDS: Typhoon or F/A-22A
    OBJECTIVES: Assist ground forces and capture Cruik Fortress
    RANK BONUS: $---- [S] / $---- [A] / $---- [B] / $---- [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 7/10
     This is one of the more difficult missions in the game because the player's
     got to baby the grounding forces more than any other assault. Bring a craft
     that has a high missile capacity, the highest at the moment (F/A-22A) owns
     eighty-two (82). You might want to get it anyway just because it has an
     "evolution" from its killbar, and the Typhoon is probably already maxed out
     if everyone's been flyin' one.
     The mission starts with the ground force in a canyon approaching the fort,
     which has a bunch of pillboxes and bunkers near there. Make sure to take
     out all pillboxes and the control towers over the gate, then silence the
     bunkers (temporarily for now) until the team requests clearance to break in.
     Once they're in, there will be some tanks, AA guns, and SAMs that will roll
     around, sometimes taking shelter in open-ended bunkers. Like the tunnels in
     "Powder Keg," they're completely shielded until they roll out again (or a
     missile is fired laterally, which is dangerous and not recommended). Top
     priority at this point is silencing the bunkers fixed into the mountaintops,
     which will continuously fire on the tiny tank batallion. If you have time,
     shoot anything taking off on the runway. [The bunkers are destroyed after a
     few 'resurrections,' usually two.]
     If everything is going well, the team will get out of the fortress' other
     end, into a similar canyon as before, where some tanks are waiting. Take them
     and the control tower's backside out as quickly as possible, salvaing a win
     (F-2A) Cypher: Appears NW of fortress after destroying all current aircraft.
     Spawning it can be a slight nuisance since the ground troops need babying,
     so the best time to do this is when they're already inside and all bunkers
     have been destroyed. Note that the runway spits out 4-5 JAS-39Cs which'll
     contribute to the total aircraft amount (in case all are destroyed and it's
     still not spawned or somethin').
    18+) 8492                                      [WK18]
    ŻŻ| ENEMY | ?? AIR | -- GRND | -- NAVAL | -- TRGT |ŻŻ
    RECOMMENDS: Whatever was used during "Fortress"
    OBJECTIVES: Escape combat zone via eastern border
    RANK BONUS: $---- [S] / $---- [A] / $---- [B] / $---- [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 5/10
     This mission has a small addendum, which involves refueling with the 8492nd
     Squadron. Only as soon as the team approaches, they realize there isn't such
     a squadron and are attacked! The goal here is to outrun the enemy forces and
     reach the eastern end of the map, which is easier said than done! They'll
     give chase, so contour to the terrain and fly low as possible to trash their
     missile shots. The E-767s here're creating those phantom targets (as seen in
     "Blind Spot") so once that's down, it'll be a lot less hectic.
     The other option is to fight back, which can be fun in this hyperdogfight.
     XAAMs are a great option for shacking multiple targets (although most will
     miss), and the Belkan team will be capable opponent. In fact, expect to die
     if you're not careful -- luckily this mission is restarted, not Fortress as
     well. This might be the battle AC vets have been aching to play since the
     game started, actually...
     (TND-ECR) Twicedead: appears in the SW corner after only a few third-wave
     fighters are remaining.
     11000+ points, which is incredibly simple to get -- destroying the ground
     targets alone can give this amount, so it should really be easy pickins for
     someone with 80+ missiles. For "8492," 11800 points are necessary, which is
     basically destroying every one of the enemy ambushers.
    19) FINAL OPTION                                                         [WK19]
    RECOMMENDS: Hawk (default)
    OBJECTIVES: Follow Pops closely
    RANK BONUS: $12000 [S] / $---- [A] / $---- [B] / $---- [C]
    TIME LIMIT: 10:00
    DIFFICULTY: 5/10
     After the exciting scenes back at Sand Island, this has the team escaping
     with their good friend Pops, who is leading them along through a mountainous
     island region with four 8492ers on their tail. No Hawk has munitions so this
     is essentially an evasion mission, kinda like the last one but in more dire
     When the objective says to follow Pops, it means it -- stray too far and it's
     automatic failure. He'll fly around 280 miles an hour and take the Razgriz on
     a rather fantasic maneuvering "course" in an attempt to evade the pursuers,
     which involves odd turns, low flying, and -- eep! -- going through caves. If
     you don't enjoy soaring through enclosed spaces, you'll hate some upcoming
     After the second tunnel (apx. 2:40), which beams and other things to avoid,
     the tour...err, flight has an exciting finish. If you need help in this 2nd
     tunnel, there's a good tip: at the path split, take the way Pops doesn't; it
     is much more straightforward and easier.
     Complete the mission. Easy? 
     • Hawk
    20) ANCIENT WALLS                                                        [WK20]
    OBJECTIVES: Assault castle and rescue president
    RANK BONUS: $18000 [S] / $13500 [A] / $---- [B] / $---- [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 4-5/10
     Since this mission is based off the Kestrel, there's only a set number of
     aircraft that are available, and some of those may not even have been bought
     yet (the Rafale M doesn't even show up on the list!). The F-14A might be the
     best choice given the circumstances.
     We begin by approaching the castle with the Sea Goblin rescue heli nearby and
     Captain Snow as the new 4th ally -- he follows orders and whatnot like the
     rest, and is voiced by the great Beau Billingslea! The castle environs have
     some weak defenses, mostly AA guns, to destroy at first. The nearby dock will
     spit out a gunboat every now and then like clockwork (supposing there isn't
     one on the water already) all throughout this mission, for reference; shoot
     it occassionally as it often targets the circling heli.
     With the guns suppressed initially, the rescue operation begins. This cues
     some tanks, AA guns, and SAMs -- all in their own little groups -- to emerge
     from the surrounding area. Disperse here but save special weapons for later,
     if they're SAAMs or similar. Suppress the advances for awhile until a bunch
     of tanks go up the castle's (bottleneck) gate, then switch everyone to Attack.
     Mission ends if the invasion force or helicopter gets shot up, so destroy any
     foe on the front lawn. It'll take a balance of aerial/ground targets to ensure
     everyone's safety.
     After awhile, a new target will appear on the castle's east wall overlooking
     the sea: Wall. This needs to be destroyed for a makeshift escape route. Sea
     Goblin will eventually make the rescue and needs to be defended from the huge
     plane swarm in the skies; luckily it doesn't take too far before the mission
     automatically ends. [Watch out for missile locks after the mission finished
     The goal is 14k+ points here, which is not that difficult overall -- it's all
     about missile conservation, saving the heatseekers for the aerial targets and
     gunning down the constantly-emerging AA guns, SAMs, and tanks during the
     rescue operation. If you need extra time, don't break down the wall right
     after they ask; use that time to get some SAAM kills. [I've tried many times
     to get B/C ranks on this, but it just doesn't seem to gel with all the
     escort fighting that needs to be done.]
    21) SOLITAIRE                                                            [WK21]
    OBJECTIVES: Reach factory and use camera on targets
    RANK BONUS: $24000 [S] / $18000 [A] / $15000 [B] / $12000 [C]
    TIME LIMIT: 15:00
    DIFFICULTY: 4/10
     This solo mission will be carried out by Blaze, as he reconnoiters a factory
     at the north end of a radar field. This is basically a mixture of the missions
     "Handful of Hope" and "Final Option," where the chosen craft is stripped of
     its weapons (it has ten RCAM cameras) and must get through radar on wit alone.
     However, since there's no one tagging along, this shouldn't be that hard...in
     The radar fields are on the riverbanks, which means the natural path to
     proceed is straight upriver. The lower the altitude, the smaller the radar
     'bubbles' are, so let your wings hit the proverbial water if possible. The
     path is awfully straightforward -- long, but straightforward -- except at
     one point where the river has some radar overlap and Blaze must fly over a
     hill near a construction site. Watch the minimap intensely to avoid having
     to do this boring section over. Mission obviously fails if the plane is
     detected in an capacity.
     Once the radarfield's penetrated, the targets will be laid bare. Pops wants
     a picture of the mine entrance and transport plane in one frame, then both
     of the runway's planes before they take off. All the time in the world is
     given for the first, but the 2nd one has a small window so don't dally. Note
     that the pictures can be from near or far; distance doesn't matter as long
     as the correct targets are captured.
     When satisfactorily completed said planes will take off, so ditch the fuzz
     by reaching the western boundary line. Since Blaze is already detected, don't
     mind those radar nets. Remember that the trees don't damage the plane, so
     it should be easy to contour to the hillsides to avoid missiles.
     Beat the mission in under 6:00. If you like to play missions like these
     defensively like me, going as slow as possible to avoid tiny radar bubbles,
     that ain't going to cut it here. Pick something with high maneuverability
     and blaze a trail through; this may be easier after going through once already
     to get the hang of it. 
    22) CLOSURE                                                              [WK22]
    RECOMMENDS: F/A-22A or Typhoon
    OBJECTIVES: Close mine entrance
    RANK BONUS: $20000 [S] / $10000 [A] / $05000 [B] / $00500 [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 2/10
     This mission takes place in the same map as "Solitaire," except now the river
     is guarded by a bunch of installations and a few gunboats. Each 'station' as
     the SU-47 duo leading up to the airport, which has some SAMs and flak guns on
     its perimeter. Around this time, a 'Rock Bed' above the nuke tunnel will be
     targeted for destruction. This target soaks up a lot of damage before giving
     up the ghost, so if you want S-rank, take advantage of the long-running timer
     and shoot down some SU-47s/YF-23As which should boost that point total up
     with ease.
     If you find your point total isn't exactly where you want it to be, know that
     some clusters of ground targets around the mountain will show up on the map
     only when most others are gone (some enemies, like SAMs, may reappear in
     spots they were already destroyed, also). Make sure to conserve enough
     missiles to destroy the rockbed, as setting allies to 'Attack' and using the
     vulcan only help so much.
     17500+ points are required for this one. The general flow is gunning down the
     river targets, saving missiles for aircraft that appear later around the mine
     shaft tunnel. However, there is a _finite_ amount of Belkan aircraft to shoot
     down here, so use missed ground targets to pick up the slack. [NOTE: the
     airport hangars are never marked on the map but can be destroyed easily for
     300ish points. Good pick-me-up!]
    23) GHOSTS OF RAZGRIZ                                                    [WK23]
    RECOMMENDS: F/A-22A or Typhoon
    OBJECTIVES: Neutralize canyon threats
    RANK BONUS: $20000 [S] / $---- [A] / $---- [B] / $---- [C]
    TIME LIMIT: 10:00 > 15:00
    DIFFICULTY: 4/10
     This is one of the more interesting levels, set in Payavlenia Ravine in north
     Yuktobania. It's a purely air-to-air fight so bring something that rips up
     the skies and has a high missile payload, such as the oft-used F/A-22A! It'll
     be a fun one for sure...
     Alright, the lowdown is some college students have stolen a Yuke nuke and are
     trying to dismantle it in a secret canyon facility. The enemy is searching
     high and low for them, so in the meantime, they request assistance in smoking
     the search parties. As the player will soon find out, they're made up of
     helicopters and gunboats (one-missile kills essentially) and some high-flying
     Typhoons. The downside to this seemingly easy mission is that the team can't
     fly higher than the canyon rim lest an automated missile system be triggered.
     This can make backtracking and turning a bit of an annoyance, but in essence,
     anyone who can fly through underground tunnels should be able to do this with
     little trouble overall.
     When all targets are destroyed -- yes, all! -- the Ofrir squadron comes in
     and wants to pick a fight with the "Ghosts of Razgriz". The four of them are
     aces who fly in SU-35s, so the make and model have been seen before. They'll
     fly at breakneck speeds, which can pose a problem; luckily the timer improves
     to 15:00! They fly in pairs, so any XAAMs can be helpful.
     (MIG-21-93) Swordkill: appears in the eastern canyon near where the allies
     began, after destroying a little over half the helicopters/gunboats.
     Destroy all canyon targets and the Ofrir fighters (total: 13540). Note that
     more points can be gained by downing the Typhoons that tail the player during
     the first part, but that's optional. 
    24) WHITE BIRD (PART II)                                                 [WK24]
    RECOMMENDS: F/A-22A or Typhoon
    OBJECTIVES: Destroy the Arkbird
    RANK BONUS: $30000 [S] / $22500 [A] / $18750 [B] / $15000 [C]
    TIME LIMIT: 15:00
    DIFFICULTY: 7/10
     Oh man, this mission gave me so much trouble when I first played. Bring a
     craft that's fast-moving and has a high missile capacity, as both will be
     employed here like never before! XAAMs will be very, very useful here as they
     are powerful and can be double-fired!
     The lowdown is that the White Bird is now being used as a nuke mule and must
     be shot down before it destroys any cities on either side of the battle. The
     battle starts by trailing the massive machine as it slowly arcs downward to
     attack range. Of course nothing can ever be so simple! 
     After the scene, shoot the westbound Arkbird once to make it start launching
     UAVs. Ignore the UAVs themselves and focus on skeetching the two Launchers,
     using both normal missiles and XAAMs to avoid any downtime. Awhile later, the
     'Laser' becomes a target on the underside. We've seen what it's capable of
     in previous missions, and it's an instakill if it hits Blaze; however, it
     can only fire downward or laterally so above the Arkbird is safe ground. A
     purple-ish color will be seen if it's almost going to fire on the player, so
     use that for evasion purposes. [In fact, continuously move in and out of
     range, which should also trash any Vogel mission shots that will undoubtedly
     try gun for Kid.]
     Now, the important part of this battle is prioritizing! When the Laser first
     appears, ignore the Launchers and focus on that, using XAAMs to hit all three
     targets. When the two Engines appear, ignore the Laser (if it still exists)
     and focus on them. The point is to destroy the engines as quickly as possible
     since the mission automatically fails if it reaches the western boundary;
     junking the engines turns it southward.
     If you get to this point, pat yourself on the back! On its topside, another
     laser and AAMs (anti-air missiles) will appear. Once again, destroy the laser
     first and foremost before taking out the auxiliary engines. When one fails,
     it'll be at a weird slant so realign to make sure no shots are trashed. When
     both fail, it'll lose altitude until it reaches the ocean's surface. At this
     point, one final engine appears as it tries to hold itself above water in an
     slow movement... Defeat it in this sorry state to get a mission complete!
     What was manmade is now man-unmade.
     While destroying the Arkbird is a task in itself (6210 points overall), but
     it has to be defeated within 7:00, and with all the wasted time for scenes
     and dialogue, it cuts it pretty close. Prioritizing is the most important,
     so make sure to destroy its engines immediately to turn it southward. The
     engines are the linchpins to the beast, and their immediate destruction will
     help immensely. Toward the final descend toward the ocean, make sure to take
     care of any UAVs that may still be around -- no use wasting time shadowing
     the Arkbird.
    25) HEARTBREAK ONE                                                       [WK25]
    OBJECTIVES: Escort Bartlett safely to the airport
    RANK BONUS: $6000 [S] / $4500 [A] / $4000 [B] / $3500 [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 4/10
     This is actually a rather easy mission, as the player decides the difficulty
     via the chosen paths. Bartlett starts the mission in a car and needs Razgriz
     to pick the best routes for him to follow. The shortcuts will contain more
     resistance but are obviously quicker; the longcuts have less resistance and
     take longer to reach the airport. There are three instances the player is
     asked to pick, and they actually do come into play since there is a deadline
     to meet. M'self, I usually choose Long -> Long -> Short. Just make sure to
     ignore enemy aircraft when checkpoints appear, as Bartlett's procession can't
     stand much flak from pillboxes and the like.
     Once at the airport, destroy targets until Nikanor and Bartlett can get up in
     a plane. The Grabacr squadron last seen during "Ghosts of Razgriz" will once
     again appear to raise hell, so let 'em and their F-15S/MTDs meet their maker.
     If the wingmen aren't already set on Attack/Special Weapons, do so for this
     portion. Really, the only way this last portion should be trying is if one
     wasted a bunch of missiles during the road portion. Bartlett can't fight back
     for this portion, so it's all up to the Razgriz!
     Mission ends when the Grabacr are craters.
     (YA-10B) Distantthunder: when the Grabacr fighters appear over the airport
     towards the end, this sucker spawns in the north-central portion of the map.
     Finish the mission within 15 minutes. This is, obviously, easier to do by
     taking the shortcut everytime Bartless asks for navigation advice. 
     • MIG-1.44
    26) SEA OF CHAOS                                                         [WK26]
    OBJECTIVES: Destroy the enemy fleet & aircrafts
    RANK BONUS: $6000 [S] / $4500 [A] / $3750 [B] / $3000 [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 4/10
     Like all naval battles before this, using LASMs can either soften targets or
     destroy them outright, rather than wasting 3-4 missiles per each destroyer.
     The Kestrel only has a set number of crafts to choose from overall (F-14A,
     A-6E, F/A-18C, F-35C, RAFALE M) and only the F/A-18C has said capabilities.
     This massive sea battle starts off with a twist: some of the enemy's fleet
     defects and needs asylum (these are marked with FRND tags). The easiest way
     to protect them is to immediately start blowin' holes in carriers, which'll
     be the quick fix to stopping plane launches. Some of the destroyers have two
     targets to be destroyed, some have three; concentrating on 'Destroyer' or
     similarly named targets can often destroy the weaker 1-missile guns without
     wasting extra ammo. Halfway through the fleet's demise, another appetizer is
     served: reinforcements...in a strange way. Same types of ships as the rest.
     The last portion involves shooting down the previously launched planes and
     the mixed-bag waves that appear. Although the planes are regular types and
     commonplace by now, these b-rate planes the Kestrel has have crappy missile
     capacities so it's almost imperative to conserve by using the vulcan gun on
     the fleet. At the very least, shoot two missiles and finish off with the gun.
     Mission ends when all airborne things are underwaterborner!
     (RAFALE B) Decoder: The easiest way to make it spawn is ignoring aircraft and
     going for the naval targets; when they're all gone, it spawns in front of
     Blaze. I've had it spawn at the very end as well, which probably relates to
     doing the inverse strategy at the beginning (aircraft instead of ships).
     Complete the mission in 9:00. The general strategy is to destroy the carriers
     first, then toss LASMs like they're hot potatoes. Don't be afraid to use the
     vulcan gun for low-flyin' madness, as that can often save ammo for the final
     stage: deep-sixing the annoying SU-47s & Typhoons. Set everyone to 'Attack'
     and 'Special Weapons', naturally.
    27) ACES                                                                 [WK27]
    OBJECTIVES: Destroy the SOLG Core inside the underground tunnel
    RANK BONUS: $20000 [S] / $15000 [A] / $12500 [B] / $10000 [C]
    TIME LIMIT: 20:00
    DIFFICULTY: 7/10
     Technically the final mission in the game! A high missile capacity will help
     for the first part, while speed is essential in the second half. As the start
     a whole bunch of enemy fighter squadrons will pull a fast one and join the
     ally group, inbound to a North Belkan town under nightfall. The targets here
     are normal fare: tanks, gun towers (watch out for SAMesque missiles), and
     pillboxes. This all regards the objective of gaining entrance to the SOLG
     facility's tunnel. I suppose the mission fails if the enemy ground forces
     are defeated, although for any decent pilot this is a blatant non-issue.
     When the tunnel is opened -- a hole in the north-central part of the city --
     following a notification, Blaze will have to fly solo inside. The tunnel's
     rather straightforward at the start, so take it slow; when encountering a
     larger room, yaw left/right instead of hard turning, which will help keep it
     steady. Eventually an enemy pilot will also fly inside, hot on the player's
     trail. Generally "he" will use vulcan gunning, but missiles are possible for
     the straighter parts of the course -- put the pedal to the medal en route to
     the SOLG control system, which appears as a target a little before actually
     finding it.
     Now, there's no auto lock-on for the control system, which itself is in a
     large room. Shoot two missiles at it once lock-on is achieved, and yaw right
     to the adjoining tunnel, whose door unlocks if the SOLG is trashed (if it
     isn't, Blaze just hits the locked door -- oops!). From here, it's a rush to
     the exit with "him" still pursuing. Bartlett will be in communication during
     this part, since he's flying in the opposite direction (towards) and tells
     how to avoid smashing into each other. He'll fly around middle, so I suggest
     flying as close to the floor as possible to avoid a head-on collision.
     Enemy pilots will be following Bartlett as well, so make sure to shoot them
     down from afar while avoiding them. This can be a little hard but generally
     is another non-issue if using, say, XAAMs (although not imperative). Overall,
     the trip back is a little harder due to flying upwards...but also obstacles
     in the path, namely a crane and some, uh, oversized hurdles towards the last
     room. These hurdles (x2) are the bane of many pilots, and essentially narrow
     the field of flying, so one either goes through the lower part or pulls some
     tricky flying over them (to miss the upper lip of the tunnel). There will be
     little time to get a visual on these hurdles, so don't fly too near the wall
     for good measure. If you don't know what I'm talking about, they come almost
     immediately after the 2nd wave of SU-47s (x2, or 3 with the special pilot)
     NOTE: You may have noticed through the course of the game that downed planes
     are still 'solid,' unlike helicopters which blow up entirely, and can still
     destroy a target that hits them head-on. BUT, in this mission, they are KO'd
     entirely so don't try maneuvers to avoid a front-end collision; can't occur!
     Remember that all throughout the second leg of the tunnel, doors will be
     closing, so with "him" hot on your heels, there's no time to slow dance out
     of this sucker. Flying out the tunnel's end concludes the mission -- yay!
     (SU-37) Yellow: towards the end of the tunnel portion, there's a group of two
     aircraft who approach; the ace appears in their group if enough targets were
     destroyed outside, I believe. Or maybe he's always there...and I'm insane...
     Score 15000+ points in the time limit. Ground and air targets outside results
     in a total of 12600 overall, which means Blaze will have to destroy some of
     the targets inside the SOLG tunnel -- easy peasy! XAAMs help, as previously
    27+) THE UNSUNG WAR                            [WK27]
    ŻŻ| ENEMY | 12 AIR | -- GRND | -- NAVAL | 12 TRGT |ŻŻ
    RECOMMENDS: Whatever was used in the previous mission (mandatory)
    OBJECTIVES: Defeat the Grabacr squadron, then the SOLG itself
    RANK BONUS: $---- [S] / $---- [A] / $---- [B] / $---- [C]
    TIME LIMIT: 10:00
    DIFFICULTY: 7/10
     The SOLG, a.k.a. a massive space station, is now tumbling towards the Ocean
     capital! The first portion involves a rendezvous with the projected point
     of atmospheric reentry, the NW corner of the map. About halfway there, the
     Grabacr will interfere and demand a final showdown -- time to oblige! These're
     top-shelf crafts and while they're unequivocally the best enemy pilots the
     game has to offer, they're not so great they should put up too much of a
     challenge. The 10-minute timer continuously runs here and missiles will be
     needed for the final portion as well; don't waste too many on moronic shots!
     [You can actually ignore them if the SOLG has already appeared as a target,
     mind you.]
     Anyway, when the SOLG finally appears in the NW corner, this massive creature
     has to be destroyed piecemeal. It's still in rotation which obscures some of
     the targets. First things first, start missile-ing the breakaway panels on
     the thing. Staying behind it is a lot easier for figuring trajectories, but
     remember that destroying portions actually will fling the loose panels and
     debris backwards, which instantly kills a pilot in the flightpath -- watch
     out! [NOTE: Some of the loose panels are not the real targets, so feel free
     to vulcan-gun those suckers out of the way.] Mission and game ends when the
     SOLG targets are rubble!
     (MIG-1.44) Replicator: after the Ofnir/Grabacr team is destroyed, careens
     towards the ally team from the eastern screen boundary. There must be 1:00+
     left on the SOLG's timer or it won't appear at all, though -- that gives
     a little under two minutes to defeat the dual squadron.
     Defeat all targets for 44160 points.
     Save the clear data after the scenes to unlock 'SP New Game' which carries
     all aircraft, money, and unlocked modes over from the previous cycle; and
     Free Mission' which lets the player replay any mission from the previous
     game, including path branches that weren't normally accessible.
              _________          _______    _______  _        ______   _ 
              \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
                 ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
                 | |   | (___) || (__      | (__    |   \ | || |   ) || |
                 | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
                 | |   | (   ) || (        | (      | | \   || |   ) |(_)
                 | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _ 
                 )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)
    _____________________________________________________/ IV. APPENDICES [APND] |_
    ENEMY ACES                                                               [NMAC]
     Enemy aces are pilots with special names and callsigns, which appear only
     after certain conditions are done (usually). They take more effort to bring
     down and give more points than normal planes, which is one reason to seek
     them out; another is that defeating them all gives a medal for the gallery
     and each unlocks a custom paintjob for their model. For instance, defeating
     the SU-37 Yellow unlocks the SP for that craft when it's bought.
     Planes are listed in order of appearance for convenience. Note that it's
     impossible to get the medal until beating the game once and unlocking 'Free
     Mission' mode, which allows the player to do any missed path branches.
      ___________ ________________ _____ ________________________________________
     | MODEL     | CALLSIGN       | LVL | SPAWN CONDITIONS                       |
     | Hawk      | Gigantor       | 01  | Appears above final wave if other two  |
     |           |                |     | were defeated quickly.                 |
     | F-14      | Zipang         | 03  | Destroy all aircraft (comes from west) |
     | F-4G      | Mindripper     | 04  | Appears in first portion (before Pops  |
     |           |                |     | flies) after destroying a couple F-4s  |
     |           |                |     | and B-1Bs, from the north              |
     | MIR-2000D | Zahrada        | 06  | Spawns from the east after destroying  |
     |           |                |     | a few F-16Cs and F-20As (escortless)   |
     | EA-6B     | Dune           | 10  | Destroy all E-767 jammers and a few of |
     |           |                |     | the other targets. Spawn: SE corner    |
     | X-29A     | Daredevil      | 15  | Spawn nearby after destroying an E-767 |
     | MIG-31M   | Cosm           | 16A | Amongst final wave of KC-10s & E-767s  |
     | EA-6B     | Abelcain       | 16B | After destroyer's appeared, appear w/  |
     |           |                |     | the 3rd (?) wave of air escorts.       |
     | FB-22     | Proteus        | 17  | Spawns alone after the "stadium crash" |
     |           |                |     | events, in the SE region of map        |
     | F2-A      | Cypher         | 18  | Appears NW of fortress after all the   |
     |           |                |     | other aircraft are destroyed           |
     | TND-ECR   | Twicedead      | 18+ | When only a handful of enemies remain, |
     |           |                |     | appears around SE corner               |
     | MIG-21-93 | Swordkill      | 23  | Appears around eastern starting point  |
     |           |                |     | after apx. 50% helis/gunboats wrecked  |
     | YA-10B    | Distantthunder | 25  | When Grabacr appear over airport, this |
     |           |                |     | spawns alone in the NW region          |
     | Rafale B  | Decoder        | 26  | Appears in front of player after all   |
     |           |                |     | naval targets are destroyed            |
     | SU-37     | Yellow         | 27  | In tunnel, appears with final pair of  |
     |           |                |     | SU-37s (may have to destroy many outer |
     |           |                |     | targets to force its spawn, however).  |
     | MIG-1.44  | Replicator     | 27+ | Appears in east if Grabacr/Ofnir squad |
     |           |                |     | is destroyed and SOLG timer is 1:00+   |
    MEDALS                                                                   [MDLS]
     Medals have little purpose, but can be viewed in the 'Gallery' option of the
     main menu. Completing certain conditions in Campaign mode will give these
     little trinkets that commemorates feats of excellence.
      __________________ ________________________________________________________
     | MEDAL NAME       | METHOD OF OBTAINING                                    |
     | Gold Anchor      | Beat Mission 3 (Narrow Margin)                         |
     | Lightning Hammer | Beat Mission 9 (Lit Fuse) with minimal ally casualties |
     | Bronze Shooter   | Defeat 5 enemies with just the vulcan machine gun      |
     | Silver Shooter   | Defeat 15 enemies with just the vulcan machine gun     |
     | Gold Shooter     | Defeat 50 enemies with just the vulcan machine gun     |
     | Desert Eagle     | Beat Mission 16a or 16b with minimal ally casualties   |
     | Grand Falcon     | Shoot down all (16) named aircraft throughout the game |
     | Bronze Ace       | Destroy 200 enemy targets                              |
     | Silver Ace       | Destroy 500 enemy targets                              |
     | Gold Ace         | Destroy 1000 enemy targets                             |
     | Guardian         | Kill 10 foes that have missile lock on Blaze's wingmen |
     | Needle's Eye     | Do all optional refuelings, takeoffs, and landings     |
     | Bronze Wing      | Get "S" rank on all missions (Normal)                  |
     | Silver Wing      | Get "S" rank on all missions (Hard)                    |
     | Gold Wing        | Get "S" rank on all missions (Expert)                  |
     For perfect refuelings and landings, Tsukikage71 theorizes that they must be
     accomplished within 40 and 20 seconds, respectively. If done spot-on, there
     will be a "Perfect, Blaze!" message.
    PLANE OVERVIEW                                                           [PLNV]
     Planes are the heart and soul of a dogfighter game, and there's a crapload to
     pick and choose from. Most are unlocked by progressing the campaign, although
     some grow only by upgrading. To upgrade, pick a plane and make sure there's
     more to its "family tree" than just itself; then, use that plane in battle to
     destroy targets. Doing this increases the plane's killbar (or killgauge) that
     will eventually let its next-best be bought from the hangar. [NOTE: Sometimes
     a player can only use certain available crafts, such as on the Kestrel.] The
     killbars can be filled in both Campaign and Free Mission mode, for reference.
     All planes have infinite machine-gun ammo and will carry normal missile
     payloads, and have only one auxiliary weapon that cannot be changed (sorry
     AC04 fans!).
     Name: Self-explanitory, I hope
     TY  : Plane nomenclature (fighter, attacker, multirole)
     SP  : Speed
     MB  : Mobility
     ST  : Stability
     DF  : Defense
     AA  : Air-to-Air capabilities
     AG  : Air-to-Ground capabilities
     *   : Denotes upgrades that become available simultaneously
     BDSP: Bomb Dispenser
     ECMP: Electronic Countermeasures Pod
     FAEB: Fuel Air Explosion Bomb
     GPB : Guided Penetrating Bomb
     LAGM: Long-range Air-to-Ground Missile
     LASM: Long-range Air-to-Surface Missile
     NPB : Napalm Bomb
     QAAM: Quick Air-to-Air Missile
     RCL : Rocket Launcher
     SAAM: Short-range Air-to-Air Missile
     SFFS: Self-fusing Fragment Munitions
     SOD : Stand-off Dispenser
     TLS : Tactical Laser
     UGB : Unguided Bomb (Small)
     UGBL: Unguided Bomb (Large)
     XAAM: Advanced Air-to-Air Missile
     XMAA: Advanced Medium-range Air-to-Air Missile
      ___________ ______________________ _____________________________ __________
     | NAME      | TY SP MB ST DF AA AG | WEAPONS                     |  UNLOCK  |
     | F-5E      | Fi 62 32 60 43 22 47 | x52 Missiles, x12 UGBs      | Default  |
     | F-20A     | Fi 73 43 60 46 60 25 | x60 Missiles, x10 SAAMs     | Upgrade  |
     | X-29A     | Fi 73 71 47 49 76 40 | x60 Missiles, x10 QAAMs     | Upgrade  |
     | MIG-21BIS | Fi 73 35 29 42 22 47 | x56 Missiles, x08 RCLs      | Msn. 03  |
     | MIG-21-93 | Fi 73 74 59 63 82 46 | x72 Missiles, x12 QAAMs     | Upgrade  |
     | F-4E      | Fi 63 32 46 56 25 50 | x62 Missiles, x10 NPBs      | Msn. 03  |
     | F-4G      | Fi 63 25 55 68 17 68 | x64 Missiles, x10 LAGMs     | Upgrade  |
     | F-4X      | Fi 83 54 61 60 73 37 | x70 Missiles, x10 XMAAs     | Upgrade  |
     | A-6E      | At 44 25 51 68 15 61 | x60 Missiles, x10 UGBLs     | Msn. 04  |
     | EA-68     | At 49 54 60 60 50 55 | x66 Missiles, x06 ECMP      | Upgrade  |
     | F-16C     | Fi 73 44 46 46 30 55 | x60 Missiles, x14 UGBs      | Msn. 06  |
     | F-16C B60 | Fi 73 65 60 49 76 40 | x68 Missiles, x12 XMAAs     | Upgrade* |
     | F-16X1    | Fi 66 52 64 61 34 80 | x68 Missiles, x14 XMGMs     | Upgrade* |
     | F-2A      | Fi 63 44 70 57 40 85 | x72 Missiles, x12 LASMs     | Upgrade* | 
     | F/A-18C   | Mu 68 44 53 57 27 62 | x64 Missiles, x10 LASMs     | Msn. 06  |
     | F/A-18E   | Mu 78 58 63 61 68 43 | x68 Missiles, x12 XAAMs     | Upgrade  |
     | EA-16G    | Mu 78 75 74 52 65 69 | x74 Missiles, x06 ECMPs     | Upgrade  |
     | MIR-2000  | Fi 86 44 31 46 59 23 | x60 Missiles, x08 SAAMs     | Msn. 07  |
     | MIR-2000D | Fi 86 54 38 59 36 60 | x64 Missiles, x14 UGBLs     | Upgrade  |
     | MIG-29A   | Fi 73 45 39 49 30 55 | x60 Missiles, x14 UGBs      | Msn. 07  |
     | A-10A     | At 39 34 65 94 17 74 | x64 Missiles, x14 XAGMs     | Msn. 07  |
     | YA-10B    | At 39 59 83 99 37 93 | x72 Missiles, x14 FAEBs     | Upgrade  |
     | F-14A     | Fi 68 46 56 59 72 26 | x68 Missiles, x10 SAAMs     | Msn. 09  |
     | F-14B     | Fi 78 54 61 60 47 61 | x70 Missiles, x12 GPBs      | Upgrade  |
     | F-14D     | Fi 87 58 64 61 81 35 | x72 Missiles, x14 XLAAs     | Upgrade  |
     | TND-GR 1  | At 63 40 63 90 27 73 | x68 Missiles, x10 BDSP      | Msn. 09  |
     | TND GR.4  | At 63 51 71 92 37 82 | x74 Missiles, x10 SODs      | Upgrade* |
     | TND F3    | At 73 59 60 91 74 37 | x68 Missiles, x10 XAAMs     | Upgrade* |
     | TND ECR   | At 68 67 69 80 59 63 | x70 Missiles, x05 ECMPs     | Upgrade* |
     | MIG-31    | Fi 97 53 49 85 77 30 | x70 Missiles, x14 SAAMs     | Msn. 09  |
     | MIG-31M   | Fi 97 63 56 87 84 37 | x74 Missiles, x14 XLAAs     | Upgrade  |
     | F-15C     | Fi 83 54 61 60 73 37 | x70 Missiles, x10 SAAMs     | Msn. 12a |
     | F-15E     | Fi 73 55 77 75 42 87 | x76 Missiles, x14 SFFS      | Upgrade* |
     | F-15S/MTD | Fi 83 89 81 66 94 58 | x76 Missiles, x14 XMAAs     | Upgrade* |
     | SU-27     | Fi 73 57 55 61 74 38 | x72 Missiles, x10 SAAMs     | Msn. 12b |
     | SU-32     | Fi 63 67 79 78 51 96 | x80 Missiles, x16 XAGMs     | Upgrade* |
     | SU-35     | Fi 86 85 73 66 93 56 | x80 Missiles, x14 XLAAs     | Upgrade* |
     | SU-37     | Fi 83 93 76 66 96 59 | x82 Missiles, x12 QAAMs     | Upgrade  |
     | F-117A    | At 39 38 81 75 39 91 | x54 Missiles, x16 GPB       | Msn. 15  |
     | JAS-39C   | Mu 78 68 61 60 40 75 | x68 Missiles, x12 RCL       | Msn. 15  |
     | Typhoon   | Fi 86 85 69 65 91 54 | x78 Missiles, x14 XLAAS     | Msn. 16a |
     | F-35C     | Mu 68 87 79 66 57 91 | x756 Missiles, x14 LASMs    | Msn. 16a |
     | Rafale M  | At 71 79 68 63 50 84 | x74 Missiles, x14 LASMs     | Msn. 16b |
     | Rafale B  | At 71 81 70 65 51 86 | x76 Missiles, x14 SODs      | Upgrade  |
     | YF-23A    | At 83 83 80 66 94 58 | x80 Missiles, x12 QAAMs     | Msn. 16b |
     | F/A-22A   | Fi 83 88 82 66 96 59 | x82 Missiles, x16 XAAMs     | Msn. 17  |
     | FB-22     | At 73 73 89 78 54 99 | x82 Missiles, x18 SODs      | Upgrade  |
     | SU-47     | Fi 83 91 75 66 96 59 | x82 Missiles, x14 SAAMs     | Msn. 17  |
     | SU-32     | Fi 73 98 64 67 97 67 | x82 Missiles, x14 QAAMs     | Upgrade  |
     | MIG-1.44  | Mu 76 96 70 61 64 88 | x80 Missiles, x18 UGBLs     | Msn. 25  |
     | Hawk      | Fi 73 41 34 42 51 16 | x56 Missiles, x06 QAAMs     | Msn. 25  |
     | X-02      | Fi 78 99 90 67 94 67 | x84 Missiles, x14 XLAAs     | Special  |
     | Falken    | Fi 83 99 82 67 99 93 | x84 Missiles, x14 TLS       | Special  |
     To unlock the X-02, buy at least one of every plane in the game, which will
     include ugprades as well. To get the Falken, unlock 'Free Mission' mode after
     beating the game and destroy the special hangars in missions: 12a, 12b, 16a,
     16b, and 27.
    UNLOCKABLES                                                              [NLCK]
     Completing certain feats in the game unlocks paint colors, planes, and modes
     to peruse. Hopefully this is self-explanitory! ["SP" stands for special paint]
     | Hawk SP             | Shoot down enemy ace "Gigantor" in Mission #1       |
     | F-14 SP             | Shoot down enemy ace "Zipang" in Mission #3         |
     | F-4 SP              | Shoot down enemy ace "Mindripper" in Mission #4     |
     | MIR-2000D SP        | Shoot down enemy ace "Zahrada" in Mission #6        |
     | EA-6B SP            | Shoot down enemy ace "Dune" in Mission #10          |
     | X-29A SP            | Shoot down enemy ace "Daredevil" in Mission #15     |
     | MIG-31M SP          | Shoot down enemy ace "Cosm" in Mission #16a         |
     | EA-6B SP            | Shoot down enemy ace "Abelcain" in Mission #16b     |
     | FB-22 SP            | Shoot down enemy ace "Proteus" in Mission #17       |
     | F-2A SP             | Shoot down enemy ace "Cypher" in Mission #18        |
     | TND-ECR SP          | Shoot down enemy ace "Twicedead" in Mission #18+    |
     | MIG-21-93 SP        | Shoot down enemy ace "Swordkill" in Mission #23     |
     | YA-10B              | Shoot down enemy ace "Distantthunder" in Mission 25 |
     | Rafale B SP         | Shoot down enemy ace "Decoder" in Mission #26       |
     | SU-37 SP            | Shoot down enemy ace "Yellow" in Mission #27        |
     | MIG-1.44 SP         | Shoot down enemy ace "Replicator" in Mission #27+   |
     | F-22A SP            | Complete Arcade Mode (any branch)                   |
     | X-02 SP             | Get "S" ranks on all missions in Hard difficulty    |
     | Falken SP           | Get "S" ranks on all missions in Expert difficulty  |
     | Expert Mode         | Beat the game (any difficulty)                      |
     | Ace Mode            | Beat the game (any difficulty)                      |
     | Free Mission Mode   | Beat the game (any difficulty)                      |
     | Gallery Scene Viewr | Beat the game (any difficulty)                      |
     | X-02 Wyvern         | Buy one of all planes and their upgrades            |
     | Falken              | Wreck special hangars in missions 11a/b, 16a/b, 27  |
     | F-22A               | Complete Arcade Mode (any branch) or Mission 17     |
     | Any Plane in Arcade | Complete Arcade Mode (any branch)                   |
     NOTE: When it comes to getting certain paintjobs, make sure to have bought
     the target craft, not just unlocked it! This can evade some glitches.
    V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
    [Q] - How do I pick which path branch I want?
    [A] - The mission right before the path branch (there are two of them), that
          joker Chopper will ask Blaze if he listened to "Face of the Coin". Pick
          the affirmative to take the "##a" path, and the negative for the "##b"
          path. Paths not chosen can be played during Free Mission mode, unlocked
          after beating the game.
    [Q] - Can I fight aces in Campaign?
    [A] - Yes, although some have annoying spawn conditions so it's recommended to
          fight some of them in 'Free Mission' mode.
    [Q] - Why do some guides tell different things, plane names, etc.?
    [A] - The PAL (overseas) and NTSC (North American) versions differ on some
          ends, such as naming the Rafale aircraft family and the F/A-22A, which
          is synonymous with the F-22A.
    [Q] - How do I unlock the ________?
    [A] - F-22A: complete campaign mode on any difficulty
          X-02: obtain all aircraft excluding the Falken
          Falken: destroy hangars during missions 12a, 12b, 16a, 16b, and 27
          Note that the Falken parts are hidden within hangars during said levels,
          and since they take place on path branches, it can only be assembled
          after beating the game once and unlocking 'Free Mission' mode.
    VI. UPDATES & CONTRIBUTIONS                                              [UPDT]
     11-20-08 ----------+ Started walkthrough
     12-07-08 ----------+ Finished walkthrough
     12-09-08 ----------+ Updated (thanks to Tsukikage71)
     • What's mission six's S-rank bonus? I forgot to put it in.
     • Mission #25's B & C ranks
    THANKS TO...
     • Sailor/Ceej, for hosting my junk all this time
     • The AC5 messageboard for chewing the fat with me
     • g_max_, for clarifying some name confusion
     • Tsukikage71, for clarifying some medal prerequisites among other things
     • The readers -- it's all for you, babies!
    VII. LEGALITY                                                            [LGLT]
    This document is intended for private home use ONLY, and may not be reproduced
    through electronic or commercial means without the expressed consent of the
    author (Patrick Summers). It cannot be hosted, edited, or distributed for
    profit, and may not be given away as an add-in/gift to bought items. All rights
    are reserved to respective parties, even those not explicitly stated herein.
    Those who find thos document on sites not listed below should e-mail the
    author (Shotgunnova). Thanks for reading, and thanks for respectin' FAQers.
     ALLOWED SITES                       DISALLOWED SITES
     • Gametalk.com                      • CheatCC.com
     • GameFAQs.com
     • MyCheats.com
     • Neoseeker.com
     • GamesRadar.com
     • Supercheats.com
     • Honestgamers.com                                
     • Chaptercheats.com                               E-mail for permissions at:
     • Cavesofnarshe.com                                shotgunnova[@]gmail.c0m
    I'LL NEVER KNOW WHICH WAY IT   Document İ Shotgunnova 1997-2008 (and countin'!)
    FLOWS / SET A COURSE THAT I             Ace Combat namesake İ respective owners
    DON'T KNOW                                        E N D   O F   D O C U M E N T