============================================================================== @@@ @ @@ @ @ @ @ @@ @ @ @ @ @@@ @@ @@@ @@@ @@@ @@@ @@@ @ @ @ @@ @@@ @@@@ @@ @ @ @ @ @ @@ @ @ @ @ @ @ @@ @ @ @ @ @ @ @@ @ @ @@ @ @ @ @@ @ @ @ @ @ @@ @@ @ @ @@ @ @ @ @@ @ @ @ @@ @ @ @ @ @@ @@ @@ @@@ @@ @ @ @ @@ @ @ @ @ @ @ @ @ @@ @ @ @ @@ @ @ @@ @@@ @ @@@@ @ @ @ @@@ @@ @ @ @@@ @ @ @@@@ @@ @@@ @@ @ @ @ @ @@ @ @@@ @ @ @ @@ @ @ @ @ @ @@ @@@ @@@ @@@ @@@ @@@ @@@@ @@@ @@@ @ @ @@@ @ @ @@@ @@@ @@@ @@ @@@@ @ @@ @ @ @ @ @ @ @ @ @ @@ @ @ @ @ @ @ @ @ @ @ @ @ @ @@ @ @ @ @@@@ @@ @@ @ @ @ @ @ @ @@ @ @@ @ @ @ @@@ @@@ @ @ @@@ @ @ @@ @ @@@ @ @ @@ @ @ @ @ @ @ @ @ @ @ @@ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @@ @ @ @ @ @ @ @ @ @ @ @@ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @@@@@ @@@ @ @ @ @@@ @@@ @@@ @@@ @@ @ @ @@ @ @@ @ @ @@@ @@@ @ @ @@@ @@@ FAQ/Walkthrough ======================= |01. Table of Contents| ======================= 01. Table of Contents 02. Version History 03. Legal Notice 04. Introduction 05. Controls 06. Walkthrough 07. Plane List 08. Plane Upgrades 09. Cheats 10. Contact Information 11. Credits ===================== |02. Version History| ===================== 08/02/07 - 08/08/07 Version 1.0 Initial Version. 06/19/14 - 07/02/14 Version 1.1 Changes to Chapter 3 "Send 'Em Packing" Found a 10th token in Chapter 11 "Finding Brooklyn in Chicago" Found a 4th token in Chapter 12 "Jail Break" (thanks to Carmine_Izzo!) Changes to Chapter 18 "Escape!" to make it more readable. ================== |03. Legal Notice| ================== Copyright 2014 Robert Clements Anyone may use this guide for personal use! No site may use this FAQ without my consent. This Guide can only be downloaded for personal use. Distribution, for free or for sale is not allowed without my explicit consent. The only websites allowed to host this FAQ at the present time are the following: www.gamefaqs.com www.gamespot.com www.neoseeker.com* www.supercheats.com* *These sites have not offered to host this guide, but they host my Plane Guide and have my permission to host this guide as well. The most recent version can be found at GameFAQs. It is up to the site admins of other web sites to upgrade their version to the one hosted by GameFAQs. If you see this FAQ displayed at any other site, please notify me. SEE CONTACT INFORMATION BELOW FOR MORE INFO ON HOW TO CONTACT ME. ================== |04. Introduction| ================== Hey again! This is my second guide and I thought I'd make a Walkthrough for Crimson Skies: Highroad to Revenge to go along with my Plane Guide. This guide will cover all the basics of the game as well as the walkthrough. There may be spoilers in this guide but I will try to minimize them as much as possible. Well, enough about the guide, let's get to it! ============== |05. Controls| ============== Plane Controls -------------- Left Thumbstick Up: Dive (INVERT setting), Ascend (NO INVERT setting) Left Thumbstick Down: Ascend (INVERT setting), Dive (NO INVERT setting) Left Thumbstick Left: Turn Left Left Thumbstick Right: Turn Right Right Thumbstick Left: Roll Plane Left Right Thumbstick Right: Roll Plane Right Click Right Thumbstick: Special Moves (See Below) Directional Pad Left: Look Left Directional Pad Right: Look Right Directional Pad Down: Look Backward Left Trigger: Fire Secondary Weapon Right Trigger: Fire Primary Weapon Y Button: Boost X Button: Action B Button: Brake A Button: Sniper View (Mini-Gyro, Brigand Turret), Enter Turret (Brigand) White Button: Broadcast (Multiplayer) Black Button: Camera Locks onto Enemy Start Button: Pause Back Button: Scores (Multiplayer) A/A Turret Controls ------------------- Left Thumbstick Up: Aim DOWN (INVERT setting), Aim UP (NO INVERT setting) Left Thumbstick Down: Aim UP (INVERT setting), Aim DOWN (NO INVERT setting) Left Thumbstick Left: Aim Left Left Thumbstick Right: Aim Right Right Trigger: Fire Turret Y Button: Move to Previous Turret X Button: Exit Turret B Button: Move to Next Turret A Button: Sniper View Special Moves ------------- To do a special move either move the two thumbsticks into position and then click the Right Thumbstick, or click the Right Thumbstick down then move the sticks into position. Move Name | Left Thumbstick | Right Thumbstick -------------------|-----------------|----------------- Split S | Up | Up Snap Turn | Up | Down Power Climb | Down | Up Back Stall Loop | Down(Hold) | Up High-Speed Yo-Yo | Down then Up* | Up Immelmann | Down | Down Snap Roll Left | Left | Left Double Snap Left | Left(Hold) | Left(Hold) Snap Roll Right | Right | Right Double Snap Right | Right(Hold) | Right(Hold) Barrel Roll (CW) | Left | Right Double Barrel (CW) | Left(Hold) | Right(Hold) Barrel Roll (CCW)| Right | Left Double Barrel (CCW)| Right(Hold) | Left(Hold) * = Hit Down first, then hit Up as your plane points up. (Hold) = Hold the stick in that direction. (CW) = Clockwise (CCW) = Counter-Clockwise ================= |06. Walkthrough| ================= This walkthrough was written for the Normal difficulty. It will work for the higher difficulties as well, but expect more enemies and longer or harder challenges. Prologue - The Morning After ---------------------------- Objectives - Follow Betty. Shoot down all three weather balloons. Use your secondary weapons. Press the B button to use your brakes. Do an Immelmann. Perform other special moves. Rendezvous with Betty when you're done. Press the Y button to use your boosters. Recover the Pandora. Destroy the enemy plane. Destroy the incoming enemy planes. Destroy the last enemy plane. Destroy the remaining enemy anti-aircraft gun. Board the Pandora. Planes to Steal - None Hidden Upgrade Tokens - None After the opening cutscene, you'll be in your Devastator behind Betty in a mission designed to teach you the basics of the game. I suggest that you pay attention if you are new to this game. Heck pay attention even if you're a veteran, you might learn something! Ok, first thing you need to do is shoot down the three weather balloons with your machine guns. After this you'll be told to attack the three gun towers with your secondary weapon. Do so and get a feel for them as you'll be using those missiles a lot. Make sure you pay attention to your secondary weapon ammo count in the top left of your screen. After testing your brakes you'll be asked to perform an Immelmann. Scroll up a bit to see how to perform an Immelmann in the Special Moves section. After the Immelmann, you can try out a few other special moves. Be sure to get a feel for them as they can really help sometimes. Watch your boost meter as you do these special actions, because if you try to do one with an empty meter, you will spin out of control - making you an easy target for enemies or walls. Fly towards Betty when you're done practicing the special moves. Try out your boosters when asked, then get ready for your first battle. You'll notice a floating box with red lights and a red cross on it. That's a health pick-up. Always be on the lookout for these. They may drop from enemies or be hidden among the environment. An ammo pick-up has green lights and a green symbol on its side. A money pick-up is just a brown money bag with a green $ on it. Shoot down the enemies using any of your weapons to get a feel for combat. Aim ahead of them using your machine guns and if you shoot missiles at them, make sure they will get close to the flight path of the missile so it will start tracking them. Enemy reinforcements come, so waste them as well. Make sure you take out the anti-aircraft gun as well (if you don't an objective will come up to remind you to do so.) Congratulations! You've completed the mission and now have your first Upgrade Token! Collect these to be able to upgrade your planes in the hangar. Check the "Plane Upgrades" section for a list of how much cash and how many tokens you need to upgrade a plane. Along with getting them from missions, you can also find them lying around the map. I will point them out as the walkthrough progresses. Board the Pandora using the X button to move on to the next mission. You'll be using the X button a lot to enter other planes, the Pandora, anti-aircraft guns, repair stations, and accept missions, so watch for the green or blue icons that flash with the X button symbol when you get close. Chapter One - A Ship Without A Captain -------------------------------------- Objectives - Search Sea Haven for Big John. - Explore Sea Haven. - Protect Doc. - Follow Doc to his repair station. - Race!!! - Help Betty take down the Cajun fuel operation. - Destroy all the Cajun fuel tanks. - Find and sink the spy boat. - Eliminate the militia threat. - Defend the cargo from the Nation of Hollywood. - Escort the Pandora while Big John moves cargo for a local arms dealer. Planes to Steal - Bulldog Hidden Upgrade Tokens - 11 Welcome to the Pandora! From here you can change game settings, view general objectives, look at your planes, an upgrade them. With $2000 and one upgrade token, you won't be spending much time in the Pandora for now. So select your Devastator and let's get to it! When you exit the Pandora, the game will have you read a little about mission icons. You can go ahead and go up to the icon ahead of you now, or we can go around and collect upgrade tokens and cash. I'm going to assume you're going to go for tokens so let's get to it. If you need health or ammo, fly back into the Pandora or shoot down any Zeppelin floating around the area until they drop cash and sometimes health and ammo. This is a good way to earn some extra money. On to the tokens: -Tokens- From the Pandora turn right. You'll see a bunch of destroyed boats and zeppelins lying around in the water and hills. Keep flying until you get to the last ship in the water and fly through a square hole in the right half of the boat's hull for a token. Turn around and face the way you came to see the tail end of a Zeppelin sticking out of the water. Go left of it and around it to see the rest of the Zeppelin's wreckage lying on a hill. Fly low and enter the opening that was made when the tail was ripped off. Fly slowly through the wreckage to find a token. When you get to the end of this wreckage, keep going into the next piece of wreckage for another token which is in plain view. Exit this wreckage by flying straight through and you'll see a HUGE skeleton of an old Zeppelin leaning against the mountain. Fly into it from the bottom and get the token inside. Fly out the top and turn left. You'll see two shipwrecks. Fly to the farther one and grab the token from inside a hole in its hull. Fly into this hole AGAIN from the opposite side, and when you come out you will see a small piece of Zeppelin wreckage with a token inside. Fly around it and enter from the wider opening, grab the token, and exit from the smaller hole. After exiting fly away a bit and turn around. Look underneath the wreckage you just came out of for another token. If you took damage getting the last two tokens go grab some health and come back. (Remember destroying random Zeppelins can net you health and cash as well.) Now head towards that huge Zeppelin wreck that was leaning against the mountain. Pass it and keep going around the mountain until you spot another Zeppelin with its tail lying in the water below it. Fly inside the wreckage that's lying on a hill and grab the token. When you exit the wreckage, fly straight ahead but keep going up and you should see another piece of wreckage up on a cliff on the mountain. Fly inside for the token. When you exit head down and toward the center of the city within the ring of mountains. You'll see a volcano. Fly near it BUT wait for it to erupt. AFTER it erupts fly toward the token from above and exit through the V-shaped crack in the edge of the volcano. You've done it! That's all the tokens for now. With 11 tokens and maybe some cash in your pocket, you will be upgrading planes very soon. On with the game. -Protect Doc- Fly toward the blue dot on your radar and hit X when near the mission symbol. It's Doc, and pretty soon you'll have to defend him from some of your buddies in the Rajin' Cajuns. Three Furys appear and attack you and Doc. Take them out while keeping an eye on the green bar that has appeared on your HUD. It is the health bar of the person/thing you are defending. If it empties, the target is destroyed and you've failed, so keep an eye on what you're defending. After you take down the three enemy fighters, follow Doc to the repair station for some repairs. Repair stations charge you $200 so you'll have your funds taken during the landing sequence. Some friend... you save his life and he still charges you! Anyway three new mission icons appear so let's do some more missions, shall we? -Race!!!- First things first. Head back to that huge Zeppelin wreck that was leaning on mountain and had a token inside. You'll notice a small pier by it. There's a green and a blue icon near the pier. Go up to the GREEN icon and hit X! Watch as Nathan pulls of some GTA skills and you've got yourself the Bulldog! Try out this plane, because after you steal it, it will always be available for selection in the Pandora. Don't worry about your Devastator, you won't lose a plane by stealing another and leaving the original behind, it'll also be in the Pandora for you to select. Try out the Bulldog on some Zeppelins. It has cannons and a shotgun instead of machine guns and missiles, plus it is very fast, so it's quite different from the Devastator. Now with your new Bulldog head back toward the repair station. Near the repair station you'll see a blue icon that has a flag icon instead of a $. That's a racing icon. You can bet some money to race through checkpoints, and if you beat the best time, you get money. I always do each race (there's usually one per big chapter) just once because when you win, if you want to win again you must beat your own time. The Bulldog is perfect for racing because it is THE fastest plane in the game. If you're unsure of your ability head back to the Pandora (it autosaves every time you enter it, even though it doesn't tell you it saves) and try it out. If you lose money you can ALWAYS destroy Zeppelins for more. But I believe the race is optional (I always have done them.) so skip over them if you do not want to do it. The checkpoints are small rectangular objects hanging from tiny zeppelins that you must fly through, and there are many of them (basically they make the outline of the course.) The next checkpoint is always marked by a yellow objective marker so you'll never be totally lost. Some of them are in tricky spots but if you got all the tokens then the most tricky ones aren't even challenging, since you've done things like them already. Just boost from checkpoint to checkpoint and you'll do just fine. After racing, you can go to the Pandora and choose the Devastator or keep using the Bulldog, it's up to you. -Take down the Cajun fuel operation- Fly up to the other mission icon near the repair station. It's Betty and she's got some revenge planned for the Rajin' Cajuns. Follow Betty and soon a bunch of enemy targets will come up. Some are planes and some are fuel tanks lying around the area. use your machine guns or cannons to take out the fuel tanks. There are ten tanks in all, and each of them are marked on your radar as enemies with one being marked by an objective marker (destroy that one and it will move the objective marker to the "next" set of tanks, but it doesn't matter what order you destroy them in.) After destroying all the tanks, it's time to take out all the fighters. There are four fighters in all. Afterwards, Betty will ditch you (something about her engine about to explode... what a whiner) and a new mission icon appears. But let's do the other one before we do this new one, okay? -Sink the Spy Boat- Fly to where you stole the Bulldog. Hit X near the mission icon this time (unless you want to switch to another Bulldog, say if you're the Devastator and want a Bulldog or are low on health, in which case you can steal this one) to begin the mission. You are asked to destroy the Hollywood Nation's spy boat located somewhere in Sea Haven. Apparently Hollywood does more than make bad movies in this version of history. Anyway follow your objective marker to the boat's location which is somewhere near the repair station. Once you fire upon it, the boat will call for help. You now have more boats and some fighters to deal with. Oh well, the more the merrier. Watch out because the boats shoot missiles at you, so take them out quickly. There are four boats and three fighters. I suggest using your cannons and missiles on the boats since they can do some damage to you. Mop up the fighters to end the mission. They're in Firebrands which are much bigger targets than the Cajuns' Fury fighter, so no worries. Be sure to grab some health at the repair station, Pandora, or by raiding Zeppelins before starting another mission. -Defend the Cargo- When you're ready, head to the only other mission icon (the racing icon never goes away, so don't get confused.) I hope you're ready for something different because now you'll be using an Anti-Aircraft cannon (AA Gun) to defend cargo from the Hollywood Militia. Use this mission to get used to how the AA cannon handles because in some missions all you get is an AA gun or two. If you want to, though, you can hit X to hop out of the AA cannon and use your fighter to take out the enemies. If you use the AA cannon, hit A to bring up the sniper view to get those far-off targets. Make sure you also lead your target by firing ahead of them so they run into your shots. The AA cannon is harder to shoot down fighters with, so the best bet is to wait for them to head straight for you for easy aiming. There are only three fighters at first, heading straight for you, so they're easy targets. As you destroy them, more fighters appear. Don't focus on one for too long. Just hit the ones that are heading straight for you so you don't waste too much time on one enemy. After downing all the fighters (there should be twelve) the mission is complete. Exit the AA cannon to get back into your fighter. You can now enter the AA cannon any time you want, but you won't have much use for it after this mission is done. -Escort the Pandora- Your next mission icon is actually located at the Pandora itself, so if you want to return to the Pandora to change planes or whatnot, make sure you pick the GREEN icon to hit X near, not the BLUE icon. When you're ready to undergo the mission, hit the X button near the blue $ icon over the Pandora. For this mission you'll have to escort the Pandora while it picks up then carries some illegal cargo. You can use either your fighter or one of the three AA turrets mounted on the Pandora itself. Press X to enter the turrets of the Pandora, and Y and B to switch between the three turrets. The top-front turret is an AA cannon, the bottom is an AA rocket (these rockets home in on nearby enemies like the Magnetic missiles of the Devastator) and the top-rear is the standard AA gun with 4 machine guns mounted on it. Use the cannon to take out Zeppelins and heavy targets that are level with or above the Pandora. Use the AA gun to take out fighters and light targets that are level with or above the Pandora, and use the rockets to take out ground targets, boats, and any targets lower than the Pandora. Be sure to keep an eye on the Pandora's health bar on the bottom left of your screen. At first only fighters will come at you but Big John will tell you that enemy boats are incoming. Switch to the rocket turret and take out the five boats out before switching back to your AA gun or cannon to take out the fighters. Take out the fighters quickly because an enemy Zep is on its way. Use either the AA cannon or your fighter's cannons or missiles to take it out quickly. You can also zoom in with any of the turrets and pick of the Zeppelin's own AA guns (it has an AA rocket on the bottom, toward the back) so it poses no threat while you take out the rest of it. When you blow up the Zep, get into your plane as soon as you can because it drops the 11th UPGRADE TOKEN that will disappear if you let it touch the ground. If you get the token, you now have enough tokens to upgrade the Bulldog, if you choose to do so, or you can wait a little while longer and upgrade something else. The next mission icon is right next to the race icon, so head over there when you are ready to proceed with the game. Going to that mission icon ends Chapter 1, so be sure you've gotten all the tokens and taken the Bulldog before you move on. Chapter Two - Man Overboard --------------------------- Objectives - Protect the ship until you reach Thibodeaux. - Steal Thibodeaux's seaplane. - Take out the Cajun planes. - Attack the Cajun's zep. Planes to Steal - Dauphin Hidden Upgrade Tokens - 2 -Protect the Ship- You're tossed right into the mission as soon as you select your plane, so get ready to defend Eddie's boat. You can either use your fighter or land onto his boat, where you can use either an AA gun or AA cannon to shoot down the enemy fighters. These are the Rajin' Cajun Fury fighters, so remember they're faster and smaller than the Hollywood stuff you've been shooting down for the past few missions. When Eddie says you're entering the ship graveyard, some enemy boats will appear to hassle you. It's a bit slow to take them out with the AA gun so switch to the AA cannon or get out and nail them with your plane from the air After downing about 6 boats, some more fighters will come and join the party. Take them out and you'll notice that Eddie will be getting near some AA Gun towers, so give him a hand and mop up any fighters. There are six gun towers and many fighters to take care of in this area. When you are near the last gun tower look for the nearby sunken ship. Fly through the hole in its hull again for an upgrade token. Now head for that big Zeppelin that's leaning on the mountain near where you stole the Bulldog earlier. You will see another token at the entrance, some health halfway up, and some ammo further up so grab what you need. After Eddie's ship gets close enough an icon will appear where you stole the Bulldog from originally. It's time for you to get even with that Frenchie down there so go jack his plane. This is the Dauphin, which has cannons as its main weapon and triple magnetic missiles as its secondary. It's like the Bulldog and the Devastator combined into one small package. It has the heaviest weapons out of what you currently have so it's good against the big targets. No time to admire the paintjob now, though. Enemy fighters appear. Not long after does an enemy Zeppelin appear, too. They must really like this plane. Well take out the six fighters and the Zeppelin. Your missiles and cannons make quick work of the Zeppelin but those fighters can be tricky to hit with slower weapons. Once you're the only yellow and purple thing in the sky, you get an upgrade token and the mission and chapter ends. I know, it's a quick chapter. Enjoy the cutscene that follows the mission for some storyline. Chapter Three - Send 'Em Packing -------------------------------- Objectives - Get into the Hollywood Knights' base. - Destroy the Hollywood Knights' base. - Get out of the cave! - Destroy all remaining enemies. Planes to Steal - Dauphin Hidden Tokens - 3 You now have enough tokens and hopefully enough cash to upgrade any of the three planes in your hangar. I usually upgrade the Devastator before anything else since that's what I use most of the time. Choose whatever you'd like to upgrade by selecting the plane with the directional pad and hitting the Y button, then confirming with the A button. You not only get upgraded stats but a new paintjob as well. Remember you can only upgrade each plane once. Once you've selected your plane you are put right into the mission. -Hollywood Knights' Base- Before you do anything go to the second boat wreckage toward the left side of your screen and fly through the broken smokestack for another token. You again have the option of using the AA guns on Eddie's boat instead of your fighter. Eddie has a new boat with two usable turrets, one is a standard AA gun and the other is a new missile turret. This turret is different from the rocket turret because you steer the missile yourself. Good against slow targets, but it will take some practice to use against fighters. The other new feature of this boat is that You can adjust the speed of the boat itself with the Directional Pad. Up on the pad speeds the boat up and down slows it down. Just tap it to change your speed. Tap down enough times the boat will stop. Be careful as both of the turrets can hurt the boat if you shoot it yourself. There is also an AA gun tower you can use near the start of the level, but it's not in a useful spot, so you can ignore it. However, over the mountain from this AA tower is a small Rajin Cajun base. There you will find a few enemy Cajuns and a Dauphin plane for you to use if you wish to change out your damaged or ammo-empty current plane. Keep heading toward the enemy base and you'll spot four enemy gun towers and several enemy fighters. Start taking down the enemy fighters to get more to appear out of the enemy base's gates. Fly toward those gates but fly over it and above the mountain. On the other side of the big mountain you will spot a looong Zeppelin wreckage. Fly through either end to pick up the token inside. After you've obtained the token, take out the enemy fighters to get more to appear. As they do rush into the enemy base before the gate closes. If you can't make it, do not worry. Just destroy the fighters that came out to make the gate open again for reinforcements. -Inside the Base- Once you're inside you'll be told to destroy the base. Fly slowly through the inside of the base and take out any fighters that you can as you approach the base itself. There is one boat, two AA gun towers, and one flame gun tower which does exactly what its name implies. It shoots fire at you. If you're far enough away from it, it can't hurt you so try to take it out from a distance. Once the enemies are cleared out you can pick up the health and ammo lying around near each of the two sets of targets. Destroy the enemy fuel tanks to destroy the base itself. Watch out because if you get too close the explosions will do some damage to you (not much but enough to kill you if you didn't get the health lying around.) Once the base is destroyed it's time to get out of the base. Logic says to go fast but don't go fast at all. There's an upgrade token that appears on your way out, inside the base. You might miss it if you are going too fast. -Back Outside- When you exit a couple of fighters and an enemy Zeppelin will appear, so take them out. There should be two fighters that appear, but there are probably some other fighters that got out of the base as you made your way inside, so expect around three or four total. There's health in the nearby wreckage if you need it, because that Zeppelin has quite a few guns on it. Destroy the AA guns and rocket turret on the underside and pound away from under it so that you don't take any more damage. Once you've taken it out you are awarded an upgrade token and you complete the chapter. I know another short one. It's always a big one followed by some short ones followed by another big chapter... so don't worry. Chapter 5 will get more exciting. Chapter Four - A Dark Night --------------------------- Objectives - Annihilate all opposing forces. - Destroy the unidentified zeppelin. - Destroy the Die Spinne tank. Planes to Steal - Dauphin Hidden Upgrade Tokens - None -Destroy the Zeppelin- As soon as you choose your plane you'll be placed right into the mission, so be prepared. You have the option of using the Pandora's AA turrets, an AA cannon at Doc's lab, and there's a Dauphin to steal near the repair station if you need it, so you have plenty of options for this mission. You're facing a new enemy, and four of their Vampire fighters are heading for you at the start, with one more enemy Vampire hanging back near the repair station. Take them out quickly so you can get to the Zeppelin, which is the only real threat in this mission. You'll notice this Zeppelin is quite different from anything else you've fought up to this point. It's armored so your weapons won't hurt its hull. It also has several turrets, two of them being new Tesla-firing turrets. That means it shoots electricity at you which does small amounts of damage and can screw with your controls until the effect goes away. To destroy this behemoth, you have to fly towards it from about a 90 degree angle and hit the electrified-looking generator inside the big hole towards the front of the Zeppelin. You might want to take out the turrets guarding that hole first or else you'll be making a few trips to the repair station. Use your missiles or cannons to take out the generator quickly. You can see the health of the enemy Zeppelin in the bottom left of your screen. Hitting either half of the core of the Zeppelin will damage that meter, and once the meter hits bottom, you've destroyed the enemy Zeppelin. -Destroy the Tank- I really hope you liked fighting that Zeppelin, because it's not quite dead yet. You must prevent the tank from reaching Doc's lab. If it does, you fail. The tank has four AA guns on its underside, so stay above it to avoid them because they're not worth the trouble of taking out. The huge cannon on the tank is a flamethrower and can rotate 360 degrees around the tank, so keep your distance. Three enemy fighters appear to back up the tank, so swat the flies before stepping on the spider. To destroy this enemy, you must hit the armored panels on the top (aim for above the cannon) to expose more electrical cores. There are four panels covering four cores. Each core represents about 25% of the tanks health bar, so destroy all four to take down the tank. Taking out the tank nets you two upgrade tokens and an end to the chapter. After the cutscenes you're back in the Pandora about to hit the next mission. Chapter Five - A Mine in the Desert ----------------------------------- Objectives - Explore and search for the titanium mine. - Save at least one fuel tank by taking out the Los Muertos attackers. - See the sheriff at the top of the mesa. - Proceed through the gates to win the race! - Get on the sheriff's good side. Save the deputy from Red's gang. - Keep searching for the whereabouts of the titanium mine. - Save the train from the Los Muertos gang. - Destroy all Los Muertos planes before they destroy the train engine. - Fly to Red's hideout. - Destroy all defending guns and gyrocopters. - Steal the minigyro. - Practice on the crates and return to Carl's. - Find and pick up the crate of stolen goods. - Return the crate to Carl. - Destroy all remaining enemies. - Attack the Los Muertos train and steal the crate of ammo. - Deliver the crate to Carl. - Destroy the Los Muertos planes before they steal the crate back. - Fly escort for Roy's delivery zeppelin in the canyons below town. - Escort the delivery zeppelin to safety. - Protect Roy's zeppelin from Red's gang. - Defend Roy's Zeppelin from the Los Muertos gang. Planes to Steal - Coyote, Mini-Gyro Hidden Upgrade Tokens - 10 Another "long" chapter, where you wander around choosing missions and try to collect tokens. As before, we'll start with the tokens. Please note that the Pandora wanders around the map now, but always starts out in the same place. So if I reference the Pandora to help you find a token, I'm talking about the Pandora's initial position. Just reenter the Pandora and exit to reset its position to the default. -Save the Fuel Tanks- No time for tokens yet. Approach the town and the Los Muertos gang will attack the town's fuel supply. The fuel tanks' health are on the bottom-left of your screen. When the meter goes to zero, all the fuel tanks have been destroyed. You can man the Pandora's turrets as well as a pair of AA guns in the town itself. If you man the town AA guns you can switch between them using B and Y. They're in good spots to defend the fuel tanks so it's not a bad idea to use them. The enemy is using two new fighters, the Hellhound and the Coyote. The Hellhound is fast and hits hard and the Coyote shoots fire balls at you that drain your health slowly until the fire goes out. The deputy will tell you when it's a good idea to switch AA guns if you use them, and I suggest you follow his advice. After defeating the first wave of fighters you will get a warning of another wave. During the second wave a third wave will come. Don't worry about having to think about switching guns, you'll be told when it's a good idea. The third wave is the last. After the checkpoint a race icon and a mission icon appear, but let's get to those tokens first, shall we? -Tokens- Fly to the mission icon but do NOT start the mission. Flying above the sheriff station, turn to face the two AA guns. Look to the left of the left AA gun and you should be able to see a token between the mountain and a stone pillar. Go get it. Now head over to the race icon. Fly past it and turn around so that the race icon is on the right and the AA gun icon is to the left. Look between the AA gun icon and the fuel tank (if this tank survived, you can always go to the Pandora to make it respawn if you really want to) on the building in front of the AA gun. You should see the upgrade token. Grab it. From that token face the mission icon above the sheriff's building. Fly toward it and a building in front of you will have a rectangular hole cut out of it. Facing that building, with the mission icon to the right, you should see another building to the left that also has a rectangular hole through it. The token is inside that building. Now turn around and head to the repair station. There's a building next to the repair station with another hole through the building. Your fourth token is in there, so go through the hole making sure that the that the repair station is on your left. As you exit the hole fly down into the canyon, going straight. As you fly under the natural bridges you should see an upgrade token ahead of you in the distance. Fly through the canyon and grab that token. Exit the canyon and head toward the repair station again. You should see a huge crane machine with a huge spinning saw at the end of it. Pass that and you'll see a smaller building with a long bridge coming out of it. Inside a square window in the building is your sixth token. Fly back to the repair station and back into the canyon, flying under the natural bridges. Do not go straight this time, take the right fork and you'll see another natural bridge with a health pick-up under it. Pass that, keeping right, and pass the tall railroad bridge. You will then see two natural bridges with a token floating between them. Grab it and continue down the canyon. When the canyon ends you should see a train tunnel toward the right. Turn right and place that train tunnel on the left of your screen. You will see several mountains with canyons between them dead ahead. Take the right-most canyon for another token. Exit that canyon, head toward the racing icon, and turn left into another canyon. This canyon has train tracks running down the middle. Follow them out. As you pass the sheriff's mission icon on the right, you will notice three big stone formations ahead of you. Fly over and past them. Beyond them you will notice a large wide canyon. Get ready for combat. This is the Los Muertos camp and it is full of AA guns waiting to take you down. There are three on a small mesa, four down in the canyon, and one above the canyon where there are some small buildings huddled in a corner. The token is among those buildings in the corner of the canyon. That's your last token until a later mission, so mop up the remaining turrets. -Race!- After you get all the tokens and have taken out the Los Muertos camp, stick around. You will see a plane icon in the camp. Go up to it and steal yourself a Coyote. Again no worries about leaving your old plane on the ground. Head back to town and fly past it. Fly over the repair station and keep going. You will hear some voice tell you that this is Red's territory, and some turrets will attack you. Try out your new Coyote on those turrets, four in all, so they won't bother you in an upcoming mission. Be sure to check out the fire cannon on the Coyote. Follow the train tracks near those turrets out of town. They will turn left. You'll see a mission icon there, but this one is green. Go up to it and land for an Easter egg. After relieving yourself, head to the Pandora to save and upgrade any planes you want. Pick a fast or favorite plane and head to the race icon. The Bulldog (upgraded or not) is always your best bet. Place whatever bid you want and start the race. This course is a little longer and zips through the canyon but you shouldn't have much trouble. All the beginning turns are left turns, and as soon as you exit the canyon the next checkpoint will be between some buildings but if you went through the last checkpoint correctly you should be lined up with it. The last checkpoint is above and beyond the previous one so just head up and stay to the right of any obstacles between you and the checkpoint and you should be just fine. -Save the Deputy- After racing and switching planes (if you switched to the Bulldog for the race and want something else right now, the Devastator is a good choice for now) it's time to head to the Sheriff's mission icon. His deputy is being chased by Red's gang. Red likes to use Mini-Gyros which are fast and small. And I mean really small. By the time you reach the deputy (you better haul ass) he'll be taking some damage, so watch his health. There's an AA cannon on the mesa near all the fighting, so you can use that to zoom in with the A button on those small targets. I recommend it if you find that the Mini-Gyros are hard to hit and you keep flying past them (since they can hover in place.) As soon as the deputy says he's making a run for it hop out of the AA cannon if you're still in it. Follow the deputy and use your shotgun or missiles while spraying your machine gun or cannons to take out those pesky Mini-Gyros. Once you take them all out (there should be six or so) the mission ends and you get word of your next mission. Two new mission icons appear, one in the canyon and one at the Sheriff's office -Save the Train- Let's continue to work for the Sheriff. Head over to his mission icon for your next assignment. Apparently the Los Muertos gang is pulling off a train heist so head over to the train indicated by your objective marker. If the Dead guys manage to destroy the train's engine, you fail. Take out the enemy fighters while keeping an eye on the train's health meter. There are health and ammo pick-ups floating above the train's flat cars if you need them. There are only eight enemy fighters made up of Coyotes and Hellhounds. The only challenge is if you let the train get away while focusing on one or two fighters, because the rest of the enemies will follow the train meaning you have to play catch- up when you're done killing your current targets. Once all eight enemies are down you're done with the mission. For laughs, as soon as the objective marker goes away you can destroy the train yourself. Hitting it will cause its AA gun turrets to target you. So have fun if you want, because the health and ammo pick-ups will respawn after a while. Of course other than for the heck of it there's no reason to do so. Anyway head to the canyon mission icon when you're ready to continue. -Steal the Mini-Gyro- Carl wants some favors before he gives you any information, so head over to Red's hideout (remember where you took out those turrets in the Coyote) for a Mini-Gyro. Of course Red isn't going to give it to you, so take out his gang's gyrocopters and any remaining gun turrets (if you didn't do that already.) Betty will point out a Mini-Gyro waiting on the ground so grab it when you're ready. The rest of the mission is a tutorial on how to use the Mini-Gyro, since it's a bit different from anything you've flown up until now. Fly up to the top of the Mesa like it says and destroy the crates with your machine guns while hovering with the B button. Even though it's a helicopter you can fly upside down or tilted sideways and it won't fall or hit a wall. And once you hold down B for a couple of seconds to stop you can let go of the button to continue hovering. After destroying the first crate hit your A button to zoom in like a turret and take out the second crate with your secondary weapon. The secondary weapon is very accurate over long distances so you can snipe enemies from far away with the Mini-Gyro. Destroy the remaining crates on the mesa to continue. Hit the Y button to start moving forward again and fly into the canyon towards the next crate. Destroy the crates while making your way back to Carl. The second crate has money inside, the third has health, the fourth has more money, the fifth (which beyond the fourth and to the right) has an upgrade token and the sixth has an ammo pick-up inside. Fly near Carl's place to end the mission. The Mini-Gyro is now yours to keep. Note that it cannot be upgraded. A new mission icon appears over Carl's place. -Retrieve the Stolen Goods- This next mission for Carl's must be completed in a Mini-Gyro. If you went to the Pandora to switch planes it's okay because a Mini-Gyro appears near Carl's place for you to use. Switch to the Mini-Gyro and accept the mission. He wants you to go and pick up a crate of stolen goods, and you must do this in a Mini- Gyro. You must avoid the sheriff's deputies flying around while you have the cargo. The deputies are flying Constable aircraft that have cannons and a Gatling gun that will tear you to shreds with ease. You can either fly low in the canyon and head toward the cargo OR you can make your way to the town's AA guns and use them to take down the deputies. If you get spotted all of the deputies will head for you, there are five in all. You will not last long in the Mini-Gyro, so head for the AA guns if you haven't gotten the cargo yet, or if you have the cargo, haul it straight for Carl's using the canyons as cover. Even if you are in the AA guns you will still take some serious damage from those deputies if you aren't careful. You can always head for the repair station if you need it. If you decide to sneak your way there, hug the canyon floors until you reach the face of the cliff with buildings on it. Then head straight up and stay near the ground. Go around the building with the cargo in it and fly up to the cargo from the back of the building. After getting to the cargo by sneaking or destroying the deputies, fly into it to pick it up. Sneak out the back. If you are spotted, just hide behind a building until they say they lost you. Head back to Carl's (if the deputies are still around you can try and sneak around the long way by heading to one of the canyons near where the race icon would be and sneaking away from town. Anyway after you get to Carl's, head to the yellow icon to drop off the cargo. Once you've delivered the cargo you will be told to destroy all remaining enemies. Hop back into your plane if you switched it at Carl's place or head to the AA guns to finish them off. After all the enemies are destroyed and the cargo is delivered, the mission ends and a new icon appears near Carl's place. -Attack the Los Muertos Train- Head over to the new icon at Carl's when you're ready to continue. You do NOT, I repeat, NOT need the Mini-Gyro for this mission, so get your favorite plane out. He wants you to attack a Los Muertos train and take a crate of ammo. Head over to the train for some serious payback time. They raid your train, now it is time for you to raid theirs. You have to knock out the anti-aircraft guns before you can take the crate, so take the three turrets out before you do anything else. Two are near the front, and one is at the back of the train. Pretty soon after you start attacking the train, a group of four enemy fighter planes appear to stop you. Finish up with the turrets to make the train give up its cargo. Pick up the crate along with the health and money that appear on the train. Take out the fighters and head towards Carl. Three more enemy fighters will appear, and you must take them out before you can deliver the cargo. Do *NOT* approach Carl's hideout until you take out all the enemy fighters or you will *FAIL* the mission. Fly over the yellow marker to drop off the cargo and end the mission. A new mission icon will appear at the new zeppelin that has appeared near Carl's place. -Fly Escort for Roy- This mission is the end of the chapter, so only approach it when you have done everything else in this area. Roy needs you to escort his small Zeppelin out of town toward a repair station out in the desert, so be prepared for another defensive mission. After you accept the mission, his zeppelin will start on its journey. Two "gun trucks" appear in front of the zeppelin on the ground, so take them out first. There are more gun trucks on top of the large railway bridge, so take them out before Roy gets near them. Four of Red's Mini-Gyros will appear in the direction of the town and head for you and Roy, so take them out after you're done with the gun trucks. The Pandora should be in position if you want to use its turrets to take out the Mini-Gyros, but you shouldn't need them. After you take down Red's Mini-Gyros, four Los Muertos enemy fighters appear from near the town. You can use the town's AA guns if you want, because the Pandora might be too far away now for it to be of help. After Roy passes through the town five more fighters appear in front of him, and a Los Muertos zeppelin will appear to Roy's left. Take out the fighters first since the zeppelin is much farther away. When the Zeppelin gets close hit the AA gun turret on its top and the rocket turret on its bottom before you take out the rest of the zeppelin. After you take out the zeppelin the chapter ends and you get an upgrade token. Chapter Six - A Desert Mirage ----------------------------- Objectives - Escort Roy's zep through hostile territory. - Hunt down the Banditos in the badlands. - Find and destroy the Bandito camps. - Destroy the Bandito camp. - Destroy the other Bandito camps. - Take out El Muerte. Planes to Steal - None Hidden Upgrade Tokens - 1 -Escort Roy- Another short chapter where you are automatically thrown into the mission and this time you are automatically placed into the Devastator. You must protect Roy again, but you're now in unfamiliar territory. There is a repair station ahead and to the left of Roy's position if you need it. You should also use up your supply of missiles on the enemies as you won't have them later. There are two scout fighter ahead of Roy, so boost ahead and take them out quickly. If you take out both of them, two groups of enemy fighters will be delayed in attacking Roy. If you only take out one, one group of enemy fighters will show up early and the other group will be delayed. If you let both live, both enemy groups will come early. All in all there are ten fighters in this area. Two gun trucks appear right in front of Roy as you engage the enemy scout fighters so take those out as soon as they appear because they will focus on Roy. After you take out the gun trucks, four to eight enemy fighters will appear in the distance ahead of Roy if you didn't take out both scouts before you took out the gun trucks. Don't worry if you let these fighters appear early, the gun trucks are a bigger threat. Rush up to them to take them out before they can get to Roy, and keep your eyes on Roy's health meter. As Roy gets near the canyon that's ahead of you, and if you destroyed either one scout unit or both scouts, one or two waves of enemy fighters will appear at the canyon, one group of fighters appear ahead and to the left of Roy and four more fighters appear on Roy's right side, again only if you didn't already destroy these squadrons by failing to take out the scout planes early. After all ten fighter planes and two gun trucks are destroyed, this mission ends. -Take out the Bandit Camps- You start out in a new fighter, the Dust Devil. I personally love this fighter for its Gatling guns. This mission will test your skill with the Dust Devil. You have three enemy bandit camps in the canyon to take out. They're guarded by fighters and Anti-Air defenses. As you start out, try and take out the planes in front of you. As you approach the first bandit camp, Maria will say so. Take out the AA gun guarding it and any enemy fighters nearby before taking out the hangar. These hangars will produce more fighters if you don't kill them quickly, but they don't make them fast enough for you to have to worry about destroying them first if you're surrounded by enemy fighters. Stay in the canyon to avoid the enemy's zeppelins that are patrolling above the canyon. Not far from the first bandit camp is a gun truck that you can use. Maria will drive around the canyon while you shoot. It is up to you to use. It is marked by an AA gun icon. You can exit it and enter it at any time, no matter where it is. You can also control this truck like Eddie's boat, using up and down on the D-Pad to speed up and slow down. From where the gun truck is, turn so that the repair station icon ON YOUR RADAR is on the left-hand side. You will see a natural bridge ahead of you, fly towards it and you will see another one behind it. Under that second natural bridge is an upgrade token. Pick it up and turn right. You'll see the second bandit camp. Again take out the AA guns first then the hangar and mop up any nearby fighters. There should be an ammo pickup at this and every bandit camp if you are low on Gatling gun ammo. Fly back to the gun truck and turn right before or after you get to the truck to find the last bandit camp. Take out the AA gun and be sure to grab that ammo pickup if you need it. You might want to take the time to destroy the enemy zeppelins so that they won't bother you in the next mission. Either way, take out the hangar to end this part of the mission. -Take out El Muerte- Oh no he didn't. The Dead Guy did NOT just take your Devastator. Good thing he only ends up with a non-upgraded Devastator (even if yours *is* upgraded, his won't be.) Time to take him and his buddies down. If you didn't take out the Zeppelins before, you're going to have a slightly harder time with this part of the mission. El Muerte has three fighters backing him up, but you only have to destroy El Muerte himself. He's got more health and more skill than the average enemy fighter, so get near him and let loose with both your machine guns and your Gatling gun for maximum damage. Head to the repair station as much as you need to, and stay away from those zeppelins if you didn't already take them out. If you did take out the enemy zeppelins, this mission is not difficult at all. After El Muerte is gone, the enemy fighters will retreat and you get an upgrade token and an end to the chapter. Chapter Seven - A Gift for the Navajo ------------------------------------- Objectives - Destroy the gun trucks surrounding the train. - Blow up the blockade. - Get the train and artifact into town. Fight of all Los Muertos attackers. Planes to Steal - None Hidden Upgrade Tokens - 3 This is yet another chapter spanning one mission. You'll notice that the Dust Devil has now been added to your hangar, so if you liked it, you're welcome to choose it or even upgrade it. When you're ready, choose your plane to begin the mission. -Get the Train Moving- You're back in the town from Chapter 5, so the terrain isn't new. You have to protect the train as it circles the town and then enters the town. Enemies come in the form of gun trucks, fighters, enemy trains, and Zeppelins, so you will have your hands full. You're told to destroy the gun trucks around the train, but don't do that just yet. Take out the nearby fighters and then the three gun trucks that are on the other side of the mountain. Leave the trucks near the train for last. After all the enemies near the train are gone, the train's health meter will appear and you can now man all three of the train's AA turrets. They're quite useful since you'll always be near the target you need to defend. They will ask you to destroy the wreckage on the tracks in front of the train. Take out the wreckage quickly and fly INTO the tunnel. Inside is the first of the three upgrade tokens in this level. They are all in the tunnels that the train goes through. As you are taking out the wreckage and grabbing the token, enemy fighters will appear. You can prevent the enemy planes from appearing altogether if you destroy the wreckage as quickly as possible (use your primary and secondary weapons to take it out), so take out the fighters as soon as you've taken out the wreckage and grabbed the token, assuming the fighters appeared. -Get the train to Town- The train will start moving now, so get ready to defend it. Remember that the AA guns on the train are always available for your use and there's a repair station if you need it. Don't stray far from the train, even if there are some enemies in the distance you think you could rush out to and defeat. Enemies may appear near the train while you're gone and do some damage before you can come back to save it. After the train passes through the tunnel a wave of fighters comes in from behind the train. They're all high above the mountain so climb to their height and take them out (or use the AA turrets on the train to get them.) After the first wave a second wave comes in from the same area. A third wave will come after the train comes close to the bandit train. Rush up to the friendly train, taking out any fighters that you can, and keep going until you spot the enemy train. Take out the engine of the enemy train before moving on to the surrounding fighters and the enemy train's AA turrets. Three enemy Zeppelins will appear ahead of the train, so use the train's rocket turret or your planes heaviest weapons to take them out quickly. As you run low on health and ammo switch to the train's AA turrets. Take out the enemy zeppelins (you can use the AA cannon if you want) and then the gun trucks that appear on the far road and near the tunnel before finishing off the zeppelins. Fly (or pass through the tunnel in one of the turrets) through that tunnel to get the second of three upgrade tokens in this level. After exiting the tunnel a wave of planes comes in from behind the train - in a perfect place for the train's rear AA gun to take them out so switch to that turret using Y or B and take them out. As the train loops around toward the repair station (which I recommend you use as soon as possible) one of the enemy zeppelins from before will come from the front of the train and attack (if you didn't take it out already) and another enemy train will attack with rockets from across the canyon. A new zeppelin will also appear ahead of the train near the town. Take out the biggest threats and fly through the train depot for your third upgrade token for the level. The train will pass the town, loop around, and head back into the town. As soon as it arrives at the big building at the top of town, the mission ends. You should've had enough time to take out the second train's engine as well as finish off all the zeppelins and grab all three tokens. Anyhoo, as soon as the train gets there you end the chapter and get another upgrade token. After this mission you should have enough to up- grade another plane if you haven't already. Chapter Eight - Soloho and the Three Trials ------------------------------------------- Objectives - Help the Navajo fight the Bandito. - Complete Soloho's trials. - Trial of Marksmanship - Shoot down the required number of targets. - You have completed the Trial of Marksmanship. - Complete the trials. - Trial of Skill - Follow Soloho's path exactly as he flies it! - You completed the Trial of Skill. - Trial of Courage - Lure the Bandito zep into the ambush. - Destroy the zep using the AA gun! - You have completed the Trial of Courage. - Go to the Navajo village. - Protect the Navajo statues. Planes to Steal - Desert Fox Hidden Upgrade Tokens - 1 -Help the Navajo- As soon as you pick your plane you are thrust into a mission. You must destroy all the enemy fighters to help out Salawa Soholo out. There's an AA gun at the top of a large stone pillar if you choose to use it. There's also a repair station and some AA cannons and guns in the Navajo village, but the AA guns are much too far to be of any use right now. There are five enemy fighters at the beginning of the stage, with two hanging away from the battle near an enemy zeppelin. If you destroy all the fighters quickly without approaching the zeppelin, it will not attack you and your allies, instead the mission will end early. When there are only one or two fighters left, Soloho will tell you to not let them get away. The remaining enemy planes will retreat towards the enemy zeppelin. If you don't defeat them quickly, you will have to face the zeppelin as well as take out the remaining fighters. After all the fighters and the zeppelin are destroyed, the mission ends. After a cutscene the chapter will continue, giving you a choice between choosing from three trials. -The Trial of Marksmanship- After you take off from the Navajo village, head towards the nearest mission icon. Between the two natural bridges near the zeppelin with the mission icon lies the only hidden upgrade token in this chapter. Grab it, and when you are ready, accept the mission to start the Trial. This mission will have you shoot at balloons using the two turrets on the top and bottom of Soloho's Zeppelin. Switch between the top turret and bottom turret with B or Y when prompted. The harder the difficulty you're on, the more balloons you need to shoot. A Navajo fighter will move across the area dropping balloons. Only shoot any balloon that *DOES NOT* have a blue cross on it. The first set of balloons are dropped off right in front of you. So zoom in and take out the balloons that have a red square (enemy marker) on them. On Normal, the two outside balloons are the targets, while the middle one is marked with blue crosses, so shoot the two on the side. After destroying the first set of targets, switch guns and hit the targets that the Navajo drops in front and below your zeppelin. After you take out the two bottom targets look left and destroy the targets he has dropped in the distance. Then switch to the top gun and destroy the balloons near the natural bridge, avoiding the one with the blue crosses. The fighter will then drop some balloons that you cannot see with either turret until the zeppelin crosses the crevice that they are located in, so wait and take them out with the top and bottom turrets when they get in sight. Continue with the bottom turret and hit the targets directly below the zeppelin and ahead and below the zeppelin. Switch to the top turret and destroy the distant targets that are to the right of the zeppelin. Some will float up and down behind the canyon walls so move on and come back to any of the ones you can't hit. Depending on what difficulty you are on, you may have to destroy more or less of the distant targets. On Normal you must take out three or four, so don't sweat it if you see a lot of targets on your radar that you think you have to hit. On Hard and Super Hard, however... have fun. Soloho will announce when you've completed the Trial of Marksmanship. -The Trial of Skill- Ah, the Trial of Skill. You might want to glue your controller to your hands, so you don't end up throwing it at the Xbox in frustration. You must fly an unarmed Desert Fox (Navajo fighter, note that you CANNOT keep this unarmed version of the Desert Fox. You will get a chance to steal one you can keep at the end of the chapter) and keep up with Soloho as he flies through the canyon using fancy moves. Depending on what difficulty you are on, you may have to follow him for a longer or shorter period of time. Don't worry, though, as he does the same exact path every time so it's just a matter of memorization and patience. DON'T (DO NOT!!!) fly ahead Soloho or he may glitch up and crash in to a nearby wall or do something else that can only frustrate you more. Thanks to Eric for the info on the glitch. Anyway Soloho starts out ahead and below you, to the right, and he's marked with an objective marker. You must stay close to him, but not so close that you run into him (fail) or lose him (fail) or go ahead of him (glitch up then fail.) Boost up to him and stay more or less around the end of his smoke trail for optimal following distance. He will turn right and then left around a pillar then a hard right followed by a steep climb and loop over a natural bridge. He then turns slightly to the right and descends below another natural bridge, then right around a stone pillar. He then heads around another pillar and heads towards a third natural bridge which he will fly over then dive sharply under another rock formation. He will then go around a stone pillar which is surrounded by canyon wall, so stay in the path of his smoke to make sure you don't smack into the wall or pillar. After he exits the area of the pillar, he will turn left and head back for the natural bridge which he will loop-the-loop over. Tap the brake on and off as you go around that bridge so you don't lose him. He will then head low and weave through some more rock formations while slowly descending. He will go around the right side of a stone column and head low through another rock formation, circling around it clockwise before coming out of the turn and fly- ing over another rock formation before diving and turning left. This is about where you will succeed if you are on Normal. On Hard and Super Hard you just need to follow him a bit more and you've got it. If you fail, it's okay, not even I got it in one try while writing this walkthrough (I'm on Normal), and I've beaten this game many times, even on Hard and Super Hard. Just keep it up and learn his flight pattern and you will get it. Now only one Trial to go and it is CAKE compared to this evil task. -The Trial of Courage- Get back into your Normal plane (so you don't lose track of it, trust me) and head toward the only remaining mission icon. This mission puts you into an un- armed Desert Fox (it would make you switch planes even if you were in the previous Desert Fox) and you must lure an enemy Zeppelin into the range of an AA gun so you can get into the AA gun and destroy it. The AA gun is near the canyon floor around where the Trial of Skill ends on Normal. Accept the Trial and head toward the objective marker on your screen. You will notice a plane icon. It's another (unarmed) Desert Fox (which you also cannot keep) if you are low on health and need something to switch to. You cannot man the AA guns until the Zeppelin is within a certain distance to it, so let's lure it in. Go toward the Zeppelin and fly around it to taunt it for a while. When the enemy zeppelin starts to follow you, head toward the first stone arch that is marked on your screen. Do loop-the-loops around it until the next arch is marked (so that you don't fly too far from the zeppelin which will lose interest and so you can avoid its guns that are trying to pepper you with lead.) Fly around the second arch until Soloho tells you to lure them to the AA gun. Switch to the other Desert Fox if you need the health, and fly circles between the AA gun and the zeppelin until you can enter the AA gun. As soon as you can enter the AA cannon, use it and take out the zeppelin's bottom AA turret before you destroy the zeppelin itself. Don't take too much time or the Zeppelin will get away and you will fail. You can see the enemy zep's health on your screen, but it will go down quickly so don't worry too much about it. As soon as the zep burns, you finish the Trial and get an upgrade token. Your next task is at the Navajo village, but go and switch back to your normal plane before going near the Navajo village. -Protect the Navajo Statues- As soon as you get to the Navajo Village (get that hidden token if you didn't already) Bandits start attacking. You must defend the three Navajo statues. The first thing I want you to do is fly down and steal the Desert Fox. This is armed and you can keep it. This is the ONLY TIME YOU CAN GET A DESERT FOX, so if you miss it, you have to wait until your next playthrough to get another. Use the Desert Fox to beat the rest of the mission. It's fast and has machine guns and what are called "Drunken Rockets" because they go out in a random pattern. If you don't like it you are always welcome to using the town's AA cannons and gun or the Pandora's turrets. Take out the two Bandit Zeppelins with your Drunken Rockets while watching the Statues' health bar. After the two zeppelins are gone, focus on the fighters. The best tactic with the Desert Fox is to use its speed to get up close and personal and spam some rockets up their tailpipes. There are about four fighters to worry about. If you lose a statue don't worry, just don't lose all of them or you'll fail. Use the conveniently placed repair station as much as you need to. Once you've destroyed all the fighters and the enemy zeppelins, the chapter ends. Chapter Nine - The Mystery of the Mine -------------------------------------- Objectives - Escort the Navajo trucks to the mine. - Clear the road block. - Keep the trucks moving! The mine is just ahead. - Wipe out the Skull base. - Escort the Navajo zep to safety. - Destroy the Die Spinne Tunnel Zug. - Protect the Pandora by destroying the Die Spinne Tunnel Zug. Planes to Steal - Coyote Hidden Upgrade Tokens - 1 -Escort the Navajo Trucks- After you choose your plane, you're thrown right into this mission, so get ready. Pick whatever plane you are best with. It's another DEFEND THE *blank* mission, so get ready to face onslaughts of enemies while protecting some Navajo guys on the ground. You have both Betty and Maria flying with you, as well as the Pandora and gun truck convoy, so it's not like you'll be doing ALL of the work. You'll just be doing MOST of it. Anyway, shortly after the level begins, the convoy will come up on a bandito base with two AA turrets and some fighters. Take out the turrets then focus on the fighters. You can lose a gun truck or two, but you cannot lose all of them or you fail, so watch over them. There are two more turrets ahead, and fighters will come at the trucks one-by- one, so take out the turrets and pick off the fighters as they approach. Ahead of that second set of turrets is a large Bandito base with a rocket turret, some fighters, and a defensive wall of gun trucks. Take out the turret and gun trucks, along with the second turret above the gun trucks to clear out the road block. After clearing the road block, feel free to turn around and head for the health and ammo pick-ups on the airfield near where that rocket turret was. Continue along with the convoy until you reach the next open section of canyon. You will spot a HUGE statue along with several enemy gun turrets and a repair station. Near the repair station is a Coyote lying there if you need it. This is your last chance to get a Coyote if you didn't get one during the Fifth Chapter. There's also an AA gun tower that you can use that's near the Coyote. You can also now use the AA guns on the Pandora. Head toward the large stone statue that's carved from a rock formation. Fly straight up until you get to the very top of the statue. Once you're on top, you will see the token floating right over the statue. Grab it and continue to destroy the enemy fighters and turrets in the area. Feel free to use the repair station as much as you need to. After clearing that large area, boost over to the convoy's position (they'll be ahead of you) while taking out the enemy turrets and the gun trucks on top of the bridge at the top of the canyon along the way (you can take out the bridge itself to take care of the gun trucks quickly.) You will come up to the mine. Take out the turrets and the zeppelin that belongs to a new foe - the Red Skull Legion. You'll also have to deal with their plane squadrons made up of Hellhounds. Take out the fighters and turrets before dealing with the zeppelin, and leave the hangars for last. Once you take out the hangars, the next part of the mission begins (if you didn't already take out the zeppelin and fighters, you have to deal with them in the next part.) As soon as you see the new enemy you'll face, raise your WTF flag and prepare for a "wait until it exposes its weak spot then attack" fight! You can't hurt this enemy (like that Die Spinne zeppelin you fought in Chapter 4) but you can take out the turrets along its spine. Do so and mop up any remaining fighters and take out the Red Skull zeppelin that has appeared while you wait for your cue to attack the large... thing. Rush back to the repair station as you run low on health and ammo and pick up that Coyote if you don't already have one. A small cutscene will play and you will watch as the enemy exposes its weak point. Get into position to attack its weak point. You can only take about 40% of its life away before it disables the Navajo Zeppelin (the game will not let you do more damage to it.) Just fly around destroying enemy fighters and gun trucks (they appear after the Navajo zeppelin hits the ground) and wait for it to show its weak spot again, and repeat the process until you chase it away from the Navajo zeppelin. The enemy then climbs the stone statue and turns its attention to the Pandora. Climb up to meet it and attack its open mouth before it destroys the Pandora and you fail. Use your secondary weapons along with your machine guns or cannons until it falls. Use special moves like snap turns to be able to turn around quickly for another pass at its weak spot. Blow its head off to get yourself two upgrade tokens for an end to the chapter. Enjoy the short cutscene and get ready for the next chapter in an entirely new area, Chicago! Chapter Ten - A Spider to the Fly --------------------------------- Objectives - Escort the Pandora to safety. - Destroy the zep blocking the Pandora. - Destroy the turrets in the Pandora's path. - Get to the Pandora. Planes to Steal - Constable (You cannot keep it.) Hidden Upgrade Tokens - 0 This Chapter begins with two cutscenes. After the cutscenes you are placed in an entirely new plane, the Brigand. This thing has four cannons and some heavy missiles, PLUS it has a turret in the back. The turret will automatically fire at enemies behind you, OR you can switch to it (a basic autopilot will take over) with the A Button and control it like a normal AA turret. As soon as you start out you will see a plane icon in front of you. It's a Constable (which is used by the various police in the game, like the deputies in Arixo.) I like this plane a lot since it has cannons and a Gatling gun (Bulldog + Dust Devil) but you canNOT keep this plane. This is the first of two times in Chicago when you can steal this plane, but it never enters your hangar. So if you want to use this plane outside of multi-player, switch to it now and give it a try. If not, keep your Brigand. -Escort the Pandora- As soon as you start this mission begins. A great chance to try out your new Brigand (or Constable.) Feel free to use the repair station (under where you the Constable is) as much as you need to. If you don't like your plane choices you can always use the turrets on the Pandora. Anyway your first task is to take out the zeppelin in front of the Pandora. The Brigand may not be great at killing enemy fighters (it's slow) but killing Zeppelins is what it was made for. Let loose with the cannons and missiles to destroy the Zeppelin. Not long after you start attacking the zeppelin will enemy fighters appear. They're all Brigands and Hellhounds, so take them out. Pretty soon you'll be told to take out a group of turrets in front of the Pandora. Make short work of them with your cannons and continue to work on the enemy fighters. After the turrets are done, a Machiavelli-class Zeppelin will appear. These things are huge and have 10 turrets on them. Use your entire arsenal to take this thing out. If you run out of ammo, head to the repair station to get more and rush back to destroy the Machiavelli. More enemy fighters will show up and the Machiavelli will go over a spare Brigand that you can switch to if you need it. Ignore the fighter planes and focus on that enemy zeppelin. After the huge zeppelin falls, you get an upgrade token and a checkpoint. Now it's time to focus on the fighters while the Pandora escapes Chicago. If swatting enemy fighters gets annoying with the slow Brigand, switch to the Constable to finish them off (you still keep the Brigand in your hangar, even if you end with the Constable.) After all the fighters are destroyed, head to the Pandora to end the chapter and get an upgrade token. Chapter Eleven - Finding Brooklyn in Chicago -------------------------------------------- Objectives - Look for leads on where Kahn is holding Betty. - Proceed through the gates to win the race! - Protect the cabs from the cops. - Score as much loot as possible. - Deliver the loot to the DeCarlos. - Destroy the Skulls! - Grab all three crates from the Skull's train before it reaches the station. - Drop off the crates at the Decarlo's warehouse. - Get another crate! - Get the last crate! - Destroy the Skull trucks! - Betty's as good as found! Planes to Steal - Bulldog Hidden Upgrade Tokens - 10 If you've been following my walkthrough you should have every plane in your hangar except two. Those won't come until much later. Choose a plane and head out, it's time to collect some tokens (and yes, it's a "long" chapter.) If you run into random enemies, they're bounty hunters. Just destroy them and continue (they often drop health) with whatever you were doing. They literally appear out of no where, even during missions. Kahn's building also has AA guns coming out the wazoo, and they respawn every time you exit from the Pandora. The Chicago PD also have a heavily armed zeppelin patrolling the town. If you attack it or a civilian plane or zeppelin while near it, it will attack you. So leave it alone and watch yourself before the coppers nab you. -Tokens- From the Pandora, head in the direction of the repair station. You come up on a large railway as soon as the race icon appears on your screen. Fly along the railway bridge through the buildings it goes through. After passing a large red sign that says "Rivera Hotel" you will enter another building. You will see the first token ahead of you. Grab it and make a U-turn to the right. You will see your second token ahead of you in the same building that you entered after you passed the Hotel sign. Grab it and exit this building. Find the sign that says Riviera Hotel again and fly away from it toward the water. Turn your plane after you reach the water to see a building to the right of the Riviera Hotel with a large billboard on top that has five spotlights lighting it up. Fly low towards the side of that building that is facing the Riviera Hotel. In a hole in the side of the building (the hole is low, near the street) is your third token. Grab it and fly straight up to get out of the building. Fly to the water again, and follow the edge of the water away from the Pandora (so that the Pandora icon is on the bottom left and the repair station icon is on the right.) Fly along the shoreline until you spot a wide building with a blue mission icon on top of it. The building has a tall hole in the middle. Fly in the hole to grab your fourth token. Now fly over this building and face away from the water. You will see three tall slender buildings in the distance in front of you. Head towards the closest one (the one that looks like it is in the middle of the three when looking at it from this direction) and fly inside the hole to grab your fifth token. Now head towards the building that looked like it was on the right side (as you saw it from the fourth token building) and fly above it. You'll see a hole in the top. Fly into the hole and straight down through the building. You'll run into your sixth token here. Hit your brakes near the ground and pull up to exit right at the street level. Be care- ful not to smack the ground head-on or you'll crash. Fly between the fifth and sixth token buildings while facing the water (repair station should be to your left and the Pandora on the top-left of your radar) and fly down to the street level. Flying along the road you will spot the upgrade token at an crossroad. After you pick up the token at the crossroads turn around and follow the road in the opposite direction. After you pass the crossroad that had the upgrade token, you will pass another intersection. As you pass the third intersection, increase your altitude while heading along the road to see a building with green park signs on its corners. The token is on the upper level of that park- ing building (Just the top-most of the three sections of the large hole in the the building.) Grab that token as you hear a request for help from the DeCarlo family. Do that mission (it's the very next section) and come back here. From the Bulldog Plane Icon above the building where you helped the DeCarlos, face the nearest mission icon (it has just appeared, the Pandora and repair icons will be at the top right of your radar.) Fly over to that building (you'll see another plane icon beyond it) and fly around the building that has the mission icon over it. You will notice large warehouse-type doors on the sides of this building. Enter those doors and search the warehouse for the ninth token. From this building, head towards the next closest mission icon (repair station will be on the right side of your radar) pass the building with the mission icon & head down to the last building near the water. This building also has large warehouse doors, inside is the tenth token. That is all the tokens in this chapter. If you find more, please tell me, but I already have more tokens listed than most other websites (trust me, I checked.) Anyway let's get on with the game. Be sure to head back to the Pandora to save and upgrade another plane, since you have the tokens. -Help the DeCarlos- You might activate this mission (by accident) during your token run. You just need to approach the area for the DeCarlos to ask you for help in eliminating some Red Skull fighters. Take out the Brigands and Hellhounds (there should be four fighters total) to end this short mission. Helping out the DeCarlos lets you take any of their 3 Bulldog fighters whenever you want. Go steal one if you didn't get the one in Sea Haven. Head back to the previous section if you didn't grab all the tokens yet. If you've gotten all ten, then move on to the next section. -Race- Yes, time for another race. Borrow one of the DeCarlo's Bulldogs or bring your own to the starting line. This race is harder than the last two, but not by much. Instead of starting the timer at one minute or so you get about 20 sec- onds at the start, and each checkpoint increases your time by 3 seconds. Your Bulldog will make this race painfully easy as always, so bet all the money you feel comfortable with. The race starts as you pass through the first check- point. The race turns left for several checkpoints before going up and to the left between two smokestacks. Turn sideways (right thumbstick) for the best fit through the smokestacks. Then head down to the next checkpoint. The race turns left and heads through a building, then turns right and circles around Kahn's building before making a sharp turn upwards to three more check-points followed by the finish line. This race is a bit easier to run again since you don't have to beat your old time exactly, you just have less time to get from checkpoint to checkpoint. After you've gotten your fill of racing, move on to the next mission. -Protect the Cabs- From the race icon, turn so that the Pandora symbol is at the bottom right of your radar. You should see a plane icon up ahead. Fly toward it and a mission icon will appear behind the plane icon. Fly to that mission and accept it. The task you are given is to defend the taxi cab business from the rogue cops. You can either use the AA gun provided or your own fighter. The enemies are made up of Chicago PD Constable fighters. There are eight cabs you must protect, each of them represented by 1/8th of the health bar in the bottom left of your screen. The first wave of fighters comes at a great position for the AA gun to get most of them before they can do too much damage. Remember to focus on the ones that are on an attack run and not focus on one fighter for too long. Once the first wave is gone a smaller second wave will appear. Smaller waves appear one by one as you take down most of the previous waves. Remember to use the A button to zoom in often. A lot of the time the enemies aim for you so if the AA gun takes too much damage hop out and mop up the rest of the fighters with the fighter you have. After defending the cabs, hop out of the turret (which you can now use whenever you want) and move on to the next mission. -Deliver the Loot- Head over to then building where we got token four. It's the closest mission icon to the water that the Pandora is floating over. Your job is to get as much liquor as you can and bring it back. You can only carry one crate at one time, so rush out, get one, bring it back, and repeat. You do NOT have to get all of them, you just need to get one. But the more crates you bring back, the bigger your reward. The Bulldog is the best plane for this mission, and with it I can get most of the crates. Don't fret if you can't get them all, as I never have been able to. If anyone can, tell me if there's some special reward for doing so. After the mission is over, take out any bounty hunters that were blocked from appearing during the mission, because they've appeared now! Head to the next mission when you're ready. -Destroy the Skulls- There are only two mission icons available, and they're both next to each other. Pick the one that's higher for now. The DeCarlos want you to provide some cover with some AA guns while they battle the Red Skulls. You are put in one of the turrets as the mission begins and you can switch between two turret guns using B or Y. Switch between them if you need to get a better angle, or switch to your plane if you don't want to use the turrets. The Brigands are very easy to hit but they take a lot of bullets from the AA guns to take down, so keep at it. There's no good time to switch between turrets, there's just a bunch of fighters to take down, so switch turrets when a plane gets to far to hit with your current AA gun. The Hellhounds seem to focus on you, making them easy targets. The Brigands focus on the DeCarlos, so taking them out is your priority. After destroying the Brigands, mop up the Hellhounds and the mission is over. Only one left for now. -Grab the Crates- Head to the last mission icon in the area when you're ready to continue. Your task is to pick up supplies off of some Red Skull trains and bring them back to the warehouse where you got Token #9. The train is armed with AA turrets so rush in, steal a box, take it back, and repeat. Boost your way to the first train. It has some health and ammo pick-ups if you need them. As soon as you pick up the cargo a health meter appears. If you get banged up while holding the crate the crate will take damage. If it gets destroyed you fail. There are some AA turrets and enemy fighters around, but they are literally no threat, so focus on running the cargo. If the train enters the small tunnel, DO NOT follow it inside. You will get banged around in there and you will crash, even without the train there to take away valuable leg room. Wait for it to come out before grabbing that last crate. Destroy some turrets along the tracks if you have to wait for the train. After delivering the last crate, the mission ends and another mission icon appears at the DeCarlo building. -Destroy the Trucks- When you're ready for the next mission, head towards the last mission icon on the map. Your task is to destroy the various convoy trucks around the city. They're all on the streets so you will be flying low. There are three gun boat patrols on the river, a river that you cannot allow the trucks to cross. If any truck goes over the river, you lose. Destroy the boats first and eliminate the trucks starting with the ones close to the river and moving outward. There are six trucks heading for the river, two on each road. They sometimes turn into the alleyways to try and lose you. Don't go in those alleyways with anything as wide as the Devastator or you will run out of room fast, unless you like flying sideways. Switch to another truck while waiting for the others to exit the alleyways. After getting the first group of six get the last two that are farther away from the river than any of the others. After all eight trucks are gone, the mission is over. -Betty's as good as Found- When you have done everything else, a new icon will appear. It's a blue icon with a speech-bubble in it. It means that there is a person with information for you. Head up to that new icon and press the X button to turn the icon into a mission icon. Accept the mission only when you are ready to end the chapter. Chapter Twelve - Jail Break --------------------------- Objectives - Sniff around for Wally the Snitch - Protect the Snitch from the corrupt cops. - Listen to the Snitch's information. - Avoid the rooftop lookouts, find Frank, and get into the warehouse. - Disable the three switches to open the main warehouse door. - Lay low, snipe the switches, and get in that warehouse. - Two switches to go. - One more switch to disable. - Now's your chance! Land in the warehouse. - Cover your escape and get to the Pandora in one piece! Planes to Steal - Mini-Gyro, Constable Hidden Upgrade Tokens - 4 You're still in Chicago, but you're in another section of it. You can't get to Kahn's building or the old repair station, although you can see the buildings on the edge of the mission area. There's a new repair station and a Constable for you to steal (you still can't keep it) if you need them. Stay low (I'm not talking like stay near the ground, just stay below rooftops.) in this chapter, or you'll attract the attention of the police, and they come at you in groups, not one at a time like the bounty hunters of the last chapter. -Sniff Around (for some Tokens!)- Head to the repair station. Fly over it and turn so that the blue info icon is behind you and two large smokestacks are in front of you. Fly along the road that goes in that direction. You will come to a railroad section shaped like a "Y" that splits off the main railway on the ground level and each end connects to the upper railway. Fly over to that. The left branch goes past some small buildings before connecting to the main railway. Under the left branch and be- tween those buildings is the first token in this level. Now follow the train tracks that branched to the right. Follow the tracks until you see the last building on the right (just before the mission boundary) that has warehouse doors. Fly inside to grab your third token. Now head back to the repair station. Put the repair station on your right and the big smokestacks on the left. You'll see the token floating above the building in front of you on the left. (Thanks to carmine_izzo for the location on this token!!) Go up to the blue info icon near the repair station and activate it using the X button. -Protect the Snitch- Some enemy Constable fighters attack Wally, so fight them off. He's in a Mini- Gyro so watch his health meter and take out those fighters quickly. They all seem to drop ammo pick-ups so use your secondary weapons as much as you'd like to defeat them quickly. They like to have one fighter try and draw you away as they attack Wally, so stay near him. After all six fighters are down, Wally gives you his info, and tells you to find Frank. -Find Frank- An enemy zeppelin appears in the area. Go take it out so it doesn't bother you later. Stay low as you approach it, take it out, then take out the Constables that may appear. Activate the icon for info on how to attack Kahn's warehouses. He then offers you a Mini-Gyro for your use for $500. Take it if you want. I personally don't need it, but I'll be using it for the purpose of this walkthrough. -Destroy the Switches- Take your Mini-Gyro or plane (you can always switch between the two whenever once you rent the Mini-Gyro) and head toward the factory that is marked as an objective. Head to the wall that is facing that Y-shaped railway from earlier. You will see a small red circle on the wall near a door. Zoom in and snipe it with the Mini-Gyro or hit it with your primary and secondary weapons in your plane. The gate will partially open and turrets and enemy planes will appear. Boost your way to the wall that faces the repair station and enter the small warehouse across the street. You should be safe from enemy fighters while in here. Head to the partially opened warehouse door and snipe the switch across from it. If you're in your fighter then just go around destroying enemy fighters and turrets to clear your way to hit the second and third switches. If you hide for a while the enemy fighters will go away, but the turrets will still be active, so exit the warehouse from where you sniped the second switch and go left. You will see a large open warehouse. Enter it, turn around, and snipe the red square in the middle of the flame coming at you (it's a flame turret, take it out from afar and it can't hurt you.) Look left and you'll see another building that's near the second turret. Go into that building and stay near the ceiling so you can snipe the turret without getting close. Once that turret is down, fly out and up and away from Kahn's warehouse. Snipe the third turret from afar. Head back to the building that you sniped the second turret from. Head out that building from the side nearest the big warehouse you used to snipe the first building. Turn around and face Kahn's warehouse. You will see the third and final switch. Take it out. Enemy fighters will appear again, so head quickly to where you sniped the second switch from. Face the now-open door and go inside it, grabbing the final upgrade token. Get closer to the yellow objective marker for a cutscene. -Get to the Pandora- You'll end up in the turret of a Brigand. Betty's flying so all you have to do is worry about shooting. As you exit the warehouse take out the enemy fighters to the left and right of you. Remember to zoom in when you need to, and look at your health bar, because dying is the only way you can lose. This turret takes out fighters quickly, so you only need to worry about hitting them. Some more fighters join the party in small numbers as you pull away from the ware- house and turn right. As you take a second right a flame turret will get away with some of your health, so take it out for revenge. When you pass the enemy zeppelin, just aim at the middle of its bottom half to hit the turrets, then keep hitting it to destroy it. Hit the fighters that get close to you after the zeppelin goes down. As you pass through a building a rocket turret will be below you as you exit so take it out before it can shoot a second rocket. When you go over the water and under the bridges, zoom in and take out the fighters that are tailing you. You might not get all of them but just get what you can. Keep taking out straggling fighters as Betty makes an idiot of herself. She'll eventually dive you into a building where you will pick up health. As you exit that building two Hellhounds are right behind you, so take them out easily. Keep downing whatever fighters you can as you approach the Pandora. As soon as you get to the Pandora, the chapter ends and you get two more upgrade tokens. Chapter Thirteen - Payback -------------------------- Objectives - Cause trouble for Kahn and his henchmen. - Stop the train that's leaving the station. - Destroy the three support pillars to collapse the bridge. - Stop the zeps from leaving the area. - Stop the large zeps from fleeing the area. - What's next? - Pick up a bomb and take it to the roof of the warehouse. - Drop the bomb on the roof. - Get another bomb! - Get the third bomb! - Two bombs left! - Get the last bomb! Planes to Steal - Bulldog Hidden Upgrade Tokens - 3 There is a Bulldog where the Mini-Gyro was in Jail Break. This is your last chance to get a Bulldog, so steal it if you didn't get the one in Sea Haven or in chapter 11. -Cause Trouble- As soon as you start some enemy patrol planes appear, ignore them. Turn around and pass the friendly zeppelin. As soon as you do, turn right, and fly along the street. Keep going until you see grass on the left side of the street. Fly over the grass to get the upgrade token. Turn around and fly under the large railway bridge, and turn right when you get to that Y-shaped railway. Follow the bottom stem of the Y toward the rail station. Fly into the rail station and grab the token. Proceed to take out the enemy fighters now. When the cops come and attack the friendly zeppelin, go help it out. You can even man the AA guns and cannon on it. While defending the zeppelin, focus on the Constables. When you don't see any more Constables, exit the AA guns and resume fighting Red Skull fighters. If you can defend the friendly zeppelin from the Constable fighters without it taking too much damage (friendly fire included) the pilot will thank you and offer to let you use the zep's guns whenever you want. An upgrade token will also appear next to the zeppelin on the building. If the pilot says that he's taking damage and has to get outta there, no token for you. -Stop the Train- After destroying some fighters, a train will appear and will start to escape. You have to stop it, but it's armored and your weapons won't damage it. Go to that long railway bridge you had followed between the first and second tokens, and destroy the bridge supports once they appear as targets. Machine guns will not do the trick, but cannons and secondary weapons will. After the three legs are destroyed, focus on taking out the enemy AA turrets before moving on to the next objective. -Stop the Zeps- Once the turrets are destroyed, several enemy zeppelins will appear and start to retreat. Head to the one marked by a yellow objective marker first, since it's the one that's closest to escaping. Once it's destroyed, head to the next zeppelin marked by the yellow marker, but destroy the two zeppelins that are closer as you go. Use the repair station if you're low on ammo or health, then resume destroying the last of the medium zeppelins. Large zeppelins start to escape after you've destroyed the first batch, so move to the closest one, take it out, then move to the one marked by the yellow marker. After those are gone, work on some of the fighters while waiting for new objectives. -Truck Bombs- Some trucks appear with TNT on them. Fly up to each of the trucks to pick up the TNT and drop them off at the top of Kahn's warehouse. If you take damage, the TNT could explode, so watch out. There are five bombs total, and a timer appears, so boost to the truck, slow down, pick up the bomb, get clear of any obstacles, then boost to the warehouse. There are quite a few enemy fighters, and they are all gunning for you, so visit the repair station if you need to. I mean it. Go to the repair station if you get less than 50% health. After all five bombs have been delivered to the top of the warehouse, the mission and chapter end, and you get two upgrade tokens and a cutscene. Chapter Fourteen - The Spider Menace ------------------------------------ Objectives - Destroy the Tesla zeps attacking the city. - Destroy the Zepeater. Planes to Steal - None Hidden Upgrade Tokens - None -Destroy the Tesla Zeppelins- As soon as you choose your plane you start the mission. Die Spinne has some new gadgets this time around. Your first target is a Tesla Zeppelin, right in front of you. It has an AA gun and some Tesla (lightning) turrets, but it is not very big, so it has little armor. It is being guarded by some Vampire fighters, but ignore them, since they're no big threat. Try and keep your distance while whittling away its armor. Once the first one is destroyed focus on the second zeppelin on the other side of town. Take it out and move to the last zeppelin which isn't too far from your current position. Use the repair station if you need to before finishing off the third zeppelin. After taking out the third a new huge zeppelin comes. Big John points out that you should try and hit the energy cores at the front of it, so ignore the fighters (they keep coming if you destroy all of them) and head for the very front of the zep and fly past it. It will shoot at you with huge blasts of lightning which will slowly drain your health and can screw up your flight controls. When it uses its main weapon like that it exposes the two energy cores that are covered by two panels on the front, outside the... "mouth." Use the repair station often, because you will need it. When the weak spots open you can destroy the panel as well as damage them. When both cores are destroyed its jaws will open. Fly inside and shoot at its internal energy core with everything you have. Brake while inside to give you more firing time. If you don't make it in one pass go around and try again. It won't open its jaws until it uses its main weapon again, so be patient. When you destroy the core this short chapter ends and you get two upgrade tokens and some cutscenes. Chapter Fifteen - The Lost City ------------------------------- Objectives - Protect that zeppelin. - Secure the Sun Circle for Professor Hancock. - Pacify the Die Spinne base. - Protect the Pandora. - Pacify the area around the Lost City. - Return three crates to the repair station. - Return the crate to the repair station. - Pick up another crate. - Defend the tourists from Die Spinne. Planes to Steal - Piranha Hidden Upgrade Tokens - 8 Another "long" chapter, full of tokens and missions alike. Choose your plane and we'll get started. -Protect that Zep!- As soon as you start out, some Die Spinne fighters are attacking some poor old guy's zeppelin, so take them out. There are four fighters to begin with; two Vampires, a Piranha, and a Doppelganger. The Piranha and Doppelganger are two new fighters. They also happen to be the two fighters you don't have yet. You will see a lot of these between now and the end of the game. Anyway dispose of the four fighters to finish the short mission. Listen to Professor Hancock to get an idea of what you're doing here. After he's done jaw-jacking, it's time for us to go a-token hunting! -Tokens- After the tourists show up, head toward them and look at the ruins between them and Dr. Hancock, opposite a large stone face on the canyon wall. Fly into the small gap in the ruins for your first token. Now turn around, with Doctor Hancock's Zep to your left and the tourist zeppelin to your right, head straight towards some ruins. On the left half of the ruins, fly up and you'll see some stone faces facing each other and a hole leading down. Fly into that hole for your second token. Fly through this cave, watching out for flame- throwers (no, not turrets) and when you exit the cave turn left. Fly until you get to the old bridge and turn right, flying through the valley until you come up on some old ruins. Near the ruins is your third token. Grab it and turn around, heading back for the bridge. When you get to the bridge, follow the river to the right until you see some huge bones on the ground. In the third set of bones, you'll spot an upgrade token. Fly toward the repair station and turn left a bit and you will see two bridges, one high above the other. Fly between them and into the cave at the base of the ruins. Hold your brakes as you fly inside the cave and grab the upgrade token inside. After grabbing the token, fly through the cave and come out the other side. At the exit of the cave is another token. As you exit the cave turn right. Follow the river and when it splits, turn left. As you come up on more ruins, you'll see a token. Fly through the ruins, grab the token, and U-Turn inside the ruins (you have the space) and exit the way you came. Follow the river back and take a right when the river splits. Pass the bridges and the stone face while following the river. Fly under the Pandora and keep going straight until you get to a Die Spinne base. As you arrive at the base you will see the last token over an old bridge. Grab it and finish the mission to pacify the base. -Pacify the Base- As you approach the Die Spinne base, you will get a mission to attack it. Take out the Doppelganger and Piranha fighters and start work on the turrets. There is one flame turret, two rocket turrets, one AA gun, and one Tesla turret. After the short cutscene fly to the Die Spinne base and take the Piranha. This is the only good chance for a Piranha in the game, so grab it now. The next time you can get one, you'd be stuck with it for maybe two chapters, so grab this one now. -Protect the Pandora- After the Pandora picks up the Sun Circle, you'll be told to protect it. Try out the Piranha and, if you don't like it, you can use the AA turrets on the Pandora. Four fighters come from the left of the Pandora, so rush out to meet them. Try out the Tesla Coils while peppering them with the machine guns. The Tesla Coils have a short range but they lock on to nearby targets to do some damage and mess with the enemy's controls. After the first wave, some Piranha and Doppelgangers plus a Tesla Zeppelin ahead of the Pandora. Another wave of fighters come while you're dealing with the current enemies. If you run low on health switch to the Pandora's turrets because the repair station isn't working yet. The Pandora's AA cannon is much better at taking out the enemy zeppelins so switch to that after using the Piranha to take out the enemy planes. After taking out the fighters and Zeppelins the mission ends. Return to the Pandora to save and get your planes fixed. Upgrade anything if you want to, and admire your new plane. Pick a good plane, hopefully one you are good with. We're going to fix that repair station! -Fix the Repair station- Head over to the mission icon over the repair station. You need to raid a Die Spinne outpost and bring back supplies. Head over to the objective marker to see that nobody's home. Pick a crate. Any crate, it doesn't matter. You soon realize that somebody is home. Take out the fighters first, and keep your distance from the turrets. After the fighters are gone, pick off the turrets, and grab a crate. Return the crate to the repair station. After you've done that, go grab another. Don't worry, no surprises this time. Return it and go get a third crate. After you have enough crates, the repair station is now available for use, and they give you an upgrade token to top it off. Try it out or return to the Pandora to rearm and repair. -Entertain the Tourists- The only mission icon left is above the tourists' zeppelin, so head to it when you're ready. Yay, rich tourists. The best kind. Anyway fighters appear out of a statue's mouth, so defend them and their zeppelin (who knows, the rich guys might reward you!) After taking out the five or six enemy fighters, the rich tourists give you $4000 for your efforts. I personally prefer upgrade tokens, but cash is good. After this mission ends, you automatically return to the Pandora and the chapter ends as well. Chapter Sixteen - The Puzzle of the Sun Circle ---------------------------------------------- Objectives - Check on the tourists and wait for more info from Dr. Hancock. - Secure as many artifacts as possible. - Deliver the artifact to Dr. Hancock. - Proceed through the gates to win the race! - Shoot down the Die Spinne cargo haulers. - Retrieve the first key. - Deliver the first key. - Find the second key. - Deliver the second key. - Find the third key. - Deliver the third key. - Destroy all Die Spinne forces. - Find and flip the switches. - Shoot a combination of the three switches. - Fly to the mouth. Planes to Steal - None Hidden Upgrade Tokens - 0 to 8 (What you didn't get in Chapter 15) Yes, zero to eight tokens. Any tokens you did NOT pick up in Chapter 15 are still there. If you got all 8 in Chapter 15, there aren't any in Chapter 16 to pick up, since you already have them all. If you got 4 of them, then there are four left to pick up in this chapter, and so on. Refer to Chapter 15's token section to get what you may have missed. Pick your plane and let's get started with Chapter 16, which is more like Chapter 15 part 2! -Deliver the Artifacts- I recommend the Bulldog for 2 of the 3 missions available to you right now, but it's not mandatory. Since we just helped the tourists, let's see what Dr. Hancock wants. Head over to the mission icon above his small zeppelin and hit X to accept the mission. This is another "Go out and bring back something" mission, so the Bulldog is good if you want some extra cash. It's just like running liquor for the DeCarlos. Bring back what you can, and you are rewarded for how much you bring back. There are several of them lying all over the place, so just pick them up and return them to the ruins near the Professor's zeppelin. With an upgraded Bulldog, I've managed to get them all except for one. When you're done with this mission, head toward the tourist's zeppelin. -Race!- Get ready for the last race in the game. This is a toughie, flying in and out of ruins, but still not too hard if you've done the previous races with the Bulldog. The timing method is similar to the Chicago race, adding time as you pass checkpoints. Bet as much as you feel comfortable with. If you're unsure, bet the minimum by pressing Y and see if you can beat it. If you can't, you only lose $400. The race starts you heading through the ruin and coming up on the tail of the tourist zeppelin. Think quick and avoid the tail. Head down and straight for the first checkpoint. Go through the rocks to get to the second. You will then fly over the ruins, then head down for the next check- point. The next checkpoint is at the entrance to the cave through the stone face. Head straight into the cave, not at an angle. Break to avoid the fire, and make a left after hitting the checkpoint, then a right after hitting the next one. Head through the caves and exit through the lower exit, and head to the next checkpoint while turning right. The next checkpoint is above the repair station. Boost straight ahead past the bones to get to the next check- point. Hug the left canyon wall and turn right into the stone face. Again do not go in at an angle. Brake for the fire and head for the next checkpoint as you turn right into the cave. Fly out the vertical cave to end the race. A new mission icon appears near the Professor, but let's finish up with the tourists first. -Shooting Contest- This is a contest to see who can shoot down the most small zeppelins with a guided missile turret. You have the serious advantage here, as you can fire on the targets before they even come into view. As soon as you see the red enemy target squares on your screen, shoot a missile over the ruins and aim for a zeppelin. They come in groups of five, and as soon as one group is destroyed, another appears behind the hills. Keep shooting over the hills to hit them before they come within range, so that you will score most of the kills and not Reginald, because you'll destroy many of them before he can even see them. I can easily beat this mission getting four kills for every one that Reginald gets, so you will do just fine. Just keep trying if you fail but you probably won't. -Goodbye Tourists!- After you've completed their challenges, the tourists pack up and get ready to leave. Any good pirate wouldn't just let that much money float away, so now you can show them how much you appreciated having to do random stuff for them. Attack their zeppelin (or be "nice" and just take out the engines) until they drop all their money, and it's quite a bit. If you enter and exit the Pandora, the tourist zeppelin will reset, allowing you to rob it again and again. Stock up on as much money as you want! This is totally optional, though, and has no effect on the game. Either way you're done with the tourists. Time to see what Professor Hancock wants. -The Sun Circle- Fly to the mission icon over the Sun Circle and accept it to begin. He wants you to retrieve three keys, which are just pieces of the Sun Circle. He will point out their locations to you, one at a time. Head to the first key which is guarded by some AA turrets. Take out the turrets, grab the key, and head back to the Professor to drop it off. When you do, he reveals the location of the second key. It's in the first cave you entered in the race, near where one of the upgrade tokens was. Head toward the repair station, fly past it, fly into the ruins, but don't go too far. As soon as you pick it up, turn around and go out the way you came. Die Spinne fighters will have appeared outside, so take them out before delivering the key. Bring back the second key to learn where the third key is. It's in the vertical cave (it's a volcano!?) that ended the race and also had an upgrade token inside. Fly in through the stone face and hold the brakes as you near the key. Pick it up and fly straight out the vertical cave. Deliver the third key before destroying the enemy forces. Focus on the Machiavelli-class zeppelin to accomplish the mission and get two upgrade tokens. -Flip the Switches- Approach the new mission icon only when you are ready to end this chapter. Go to the Pandora and take care of anything else you need to do like grabbing tokens, because this ends the chapter and starts the sequence of events that will lead to the end of the game. You now have to go to the three ruins that changed as you delivered the keys. You have to shoot the switches in a certain order, then go see if you got the correct order by approaching the mouth of the stone face. If you enter it, you got it right and the Chapter ends. If you get it wrong, fire will come out of the mouth and you must try again. Every time you get the combination wrong, Professor Hancock will discover clues to help you decipher the correct code. Whenever you are ready, approach the mission icon. You will be told to go shoot the three switches. The correct order is: Circle, Square. Just shoot the ruin with the glowing circle, then the ruin with the glowing square. After shooting both, just wait for the timer to run out. Approach the mouth and you're done with this chapter! Chapter Seventeen - Darkness Within ----------------------------------- Objectives - Find the Die Spinne base in the center of the tunnels. - Destroy all Die Spinne planes. - Continue on to the Die Spinne base. Planes to Steal - Piranha, Doppelganger, Dust Devil Hidden Upgrade Tokens - 1 -Find the Die Spinne Base- Here we go. I hope you chose your best plane for this one, because it's all you get for the whole chapter, other than what you can steal. You start in a large tunnel. This is what the level will be like. Don't fly too fast or you will smack into walls or booby traps. Anyway, as soon as you start, fly your way through the tunnel. You will come up to a flame geyser. Avoid the lava and continue into the next room. You will see a huge stone pendulum. If you get hit by its swinging hammer from the sides, you either die or take loads of damage. Time your brakes and boost to get you past it. It's not hard, and all of the stone pendulums in the whole chapter have the same swinging arc and timing to them. Fly past the pendulum and avoid the explosions. Fly into the cave and keep an eye on where you need to go, since it's a narrow path. Stay near the top of the cave until you come into some more ruins. You will see a large door ahead. It is the same thing with the pendulums, brake and boost so you don't get caught in the closing door. As you make a right turn after the door, there's some health and cash on the bottom left, so grab what you need before turning left. The path heads downward, stay low to avoid the stone face and continue on. The cave will collapse behind you, so you can not backtrack after you pass the stone face. Ahead you will see a split in the path. Take either the left into the small caves or the right past the fire- breathing statue, it does not matter. If you go right, avoid the fire, stay high and enter the cave, then brake and stay low to avoid the fire and fly under the stone blocking the path. Turn to the left when you pass under the huge stone. If you took the left branch, stay high and pass the stone blocking the road, then fly low and avoid the fire-breathing statues and pass under a stone. Turn left as you pass under the big stone. Either way you took, you will come to a large hallway that goes up. Fly up along the hallway and turn left when you pass the doorway. There are some ruins in the middle of the hall fly through the center to pick up a health pick-up if you need it, or stay low or high to fly over or under the ruins. As you pass the ruins, turn left, watching out for the explosions and passing the stone faces. Turn right after passing the stone faces, and avoid the ruins in this hallway, or you will get banged around some. Turn left and when you see the ruins ending and a cave beginning, fly downwards to find the pathway. Fly under some rocks and avoid the lava geysers by keeping left and turning left. Turn right and you'll see another stone pendulum. Time it again and fly past when you see an opening. A checkpoint saves your progress (whew!) so fly into the doorway ahead. You will enter a massive cave with ruins and Die Spinne fighters! Fun time! -Destroy the Fighters- As you enter the cavern, head low to meet some enemy fighters. You will notice two Plane icons. One is a Piranha and the other is a Doppelganger. Switch to them if you are low on health and take out the enemy fighters. After the first wave, a second wave comes. A third wave follows them. Switch planes if you run low on health or ammo. After the third wave is destroyed, another checkpoint saves your progress. Now that you have a breather, you have a choice. You can get your old fighter back, or you can continue using the Doppelganger or the Piranha. You WILL get more chances (two of them are later in Chapter 18) to steal a Doppelganger, so if you're more comfortable with your old fighter, go to it and switch to it. From the Doppelganger's original position, turn so the yellow objective marker on your RADAR is near the bottom. You should see a big stone face with a waterfall coming out its mouth ahead of you. Fly towards it. To the right of it you will see some health. Grab it. Now turn around and face the Doppelganger's plane icon and the yellow objective marker. To the bottom and left of your screen you should see an enemy camp (tents and buildings) head toward it and head toward the large temple with a spotlight shining from its top. Fly into it and near the ground for some more health. Make a U-Turn to the right and face the Piranha icon. Below you is some more health. Pick up what you need (there's no repair stations in this chapter.) and fly to the Doppelganger's icon again. Turn so that the yellow icon is on the top right of your RADAR. You'll see a temple with two tall, thin statues in front. Fly into the temple (around the where the heads of the statues are in height) from the side to grab an upgrade token, and exit from the other side. DO NOT ENTER FROM THE FRONT, or you'll end up needing more of those health pick-ups by the time you get out. After grabbing your plane, health, and tokens, continue toward the yellow marker. -Continue toward the Base- After flying out of the cavern through the doorway with the yellow marker on it, you'll be in another cave. Avoid the rocks by flying either left or right along the walls. And watch out for the lava geyser on the right, then the left then the right again, then fly high to avoid the lava from the last one. Turn right as you see another lava geyser to the left. Fly under the stone face to find our friend, Mr. Pendulum! He's brought some friends. Time your way past the four pendulums, focusing on one at a time. After passing the last pendulum a checkpoint saves your progress. Fly through the caves, heading up a little, then fly under then over some rocks blocking the passage. There will be some health on the right side as you pass the second rock, so grab it if you need it. The cave turns downward and a lava geyser and some rock formations block your way through, so weave between the rocks and head down as the cave turns sharply downward. The lava geysers are easy to spot and the stone formations are easy to avoid since you're heading downwards. The path slowly turns back upwards and levels off, so fly under the rock blocking the passage and go into the small opening. Fly through the caves until you see red enemy markers ahead which are turrets. Brake and take out the turrets as you approach them slowly. They are flame turrets so as long as you are outside the room they are in you won't get hurt at all. After taking out the turrets, fly through the hole in the floor, braking to control your downward speed and avoid the obstacles in your path. Level off as you reach the end of the drop. There are some ruins ahead, fly over top of them to avoid the explosion that occurs. Turn right and follow the hallway downwards. Fly through the top section of the ruins at the end of downward hall and turn left as the hall turns left and grab the health pick-up before turning right. Another doorway leads the way to another huge cavern, and a checkpoint saves your progress. -Destroy all Die Spinne Planes... Again- As you enter the huge cavern and spot a plane icon, enemy fighters appear. Use any of your weapons that you feel you must, because your health and ammo are replenished before the chapter that follows this mission. The plane icon here is a Dust Devil (MARIA's Dust Devil, I bet!) that you can switch to if you run low on health or ammo, but be sure to switch back before destroying the last enemy, or you will start out in the Dust Devil in the next chapter, and not be able to get your original plane back. There is a lot of space to dogfight and there's health and ammo hidden all over the place if you need it. Take out the Doppelgangers and Piranha fighters for an upgrade token and an end to the mission. Enjoy the cutscene and prepare for the next chapter. Chapter Eighteen - Escape ! --------------------------- Objectives - Get out of the Gauntlet in one piece! - Get out of the Die Spinne trap. Planes to Steal - Piranha, Doppelganger Hidden Upgrade Tokens - 2 Even though this is a new chapter, if you turn off your Xbox you will have to start at the beginning of Chapter 17 and have to do all that over again. -Run the Gauntlet- Everything's sploding so we gotta get outta this place. As soon as you start out, head forward and take out the two rocket turrets guarding your exit. Go past their charred remains as you enter the doorway. The hallway turns down, but slow down to avoid the explosions ahead. At the end of the downward hall- way is another closing door. Time your brake and boost and get past it, only to spot another door behind a lava geyser, but this one closes up and down, so fly through it as soon as the door begins to move upward. Another downward hallway follows, so fly around the obstacles and through the next doorway, watching out for any explosions as you turn left in the next hallway. After passing some ruins and making another left, make a right to enter another downward hallway. Hold your brakes as you get near the end, as some explosions pop up ahead. Fly through the obstacles and turn right. Follow the stairs on the ruins ahead upward, and slow down while you fly over the rock at the end, and grab the health in front of the stone face if you need it. Fly ahead into the cave, and another checkpoint will save your progress. Slow down to avoid the explosions after the checkpoint. Fly to the right of the lava geyser and under the rock behind it. Stay right to avoid the second geyser, then turn to the left after you pass it to avoid the left geyser. Fly around the middle geyser that follows them, and continue through the cave, avoiding the two next geysers by sticking to the left wall. Quickly turn right after passing the big boulder on the right to avoid another geyser, and quickly turn left to avoid the second geyser. Fly left around the two rocks, and between the stone pillar and the geyser. Fly above the large boulder ahead, and grab the health near the left side of the cave after the boulder if you need it. Fly past the pick-up and avoid the next geyser by braking hard. Fly over the rocks behind it and fly to the left after passing through a small tunnel to avoid another geyser. Brake and hug the right wall to avoid the large boulder and the lava geyser behind it, and fly under the rock behind it and brake hard to avoid the lava geyser. Fly under and over the rocks and to the right to avoid a geyser, then stick to the right to pass the last geyser in this area (WHEW!) but slow down and stick to the right as you pass it, because an explosion appears on the left side of hall. Fly under and over the rocks until you spot another giant stone pendulum with a door behind it. Before the pendulum, in the trench on the ground, is some health, grab it and avoid the explosion on the bottom before getting to the pendulum. Pass the pendulum and then time the door and pass through. Brake as you turn left because another door is right around the corner. Pass the door and hold the brakes down as you avoid the fallen stone column and time the second pendulum. After passing that pendulum you will see a temple-looking building on the right side of the hallway. Brake and fly into it. The room past this temple is a secret one. There's an upgrade token in the central ruin and some health and ammo opposite the entrance to the room. Grab what you need and fly out through the top-most exit (this is the best way to avoid the explosions near the lower exits) and turn right as you exit the ruin and enter the hallway. Pass the doorway and fly low and then to the left then right to avoid the obstacles in the hallway. In the next section of hallway a checkpoint will save your progress and you will see a tunnel opening ahead. -Get out of the Trap- Fly into the tunnel and you'll come into a large cavern full of ruins and Die Spinne. Take out the first group of fighters and continue into the cavern, and be sure to grab any health or ammo you see that is dropped from enemies or are hidden in ruins. As you make a right turn inside the cavern you'll see some more enemy fighters. Take them out to escape to complete the objective. The exit will open and will be marked with an objective marker. The two planes on the ground are a Piranha and a Doppelganger. You can switch to either of them if you want to, but bear in mind that you WILL get more chances to collect a Doppelganger later in the chapter. After taking care of health/ammo/plane needs, head towards the exit. -Gauntlet Continued- After exiting the cavern, fly through a short cave and into a hallway. Fly in and around the ruins blocking your path and get past the closing door. Head to the next hallway, which turns downward. In the next hallway turn right and fly through the ruins before turning right again. Another hallway leads downward, and after that is another hallway with more pendulums. These pendulums swing in opposite directions, but it's still no challenge. Get past them and fly in to the hole at the top of the ruins to get past it. As you exit the ruins, you will see a large rotating door. Follow the rotation by flying towards the left of it and boosting through when it opens. Do the same with the second rotating door that's right after the first. Fly into the cave at the end of the hallway and stick to the right to avoid the lava geysers, but don't hug the wall or an explosion near the upper right portion of the cave between the sets of geysers will do some damage to you. As the cave turns upward stay near the ceiling to avoid the geysers and stone columns. At the exit of the upward cave is several stone formations blocking your way into the next part of the cave. Brake as you pass the stone forma- tions to avoid the geyser. Fly to the right of the big boulder and quickly stay to the left to avoid the next geyser. Fly over and under the next boulder pair and brake, sticking to the right to avoid the last of the geysers. After that geyser the cave ends and another hallway begins. Fly through the upper or lower half of the hallway and turn right. After you turn right you'll see a large door ahead of you. Time the door and fly past it. Tap your brakes as you enter the next room to avoid the explosions before the next pendulum. Pass the pendulum and fly under the stone face in the next hallway. Turn left in the caves, followed by a right. After the right turn you will see some health and an ammo pick-up. Grab them and continue through the caves to get a checkpoint. After the checkpoint stay near the ceiling to avoid another explosion. -The Final Cavern- Pass through the doorway. You will enter another large open cavern. A plane icon will begin to appear, but stick to the left wall of the cave and fly into the upgrade token that's between the wall and a large stone column. You will see some Tesla Zeppelins to the right of you as you grab the tokens, so either use your current plane to take them out, or switch to the Doppelganger at any time. This is the last Doppelganger in the chapter, so grab it either now or after you've eliminated most of the enemies. Take out the fighters first since they are easier to take out and more of a nuisance than a threat. Stealing the Doppelganger is a good idea for taking out the zeppelins, since it has the tank cannon and two cannons, which will rip through the small zeppelins. There's no health hidden in this area, so be careful or look for pick-ups that drop off enemy fighters. After taking out the fighters and zeppelins, you get four more upgrade tokens (woohoo!) and the chapter ends with some bangs and a cutscene. Chapter Nineteen - The Windy City --------------------------------- Objectives - Save Chicago. - Destroy all Tesla zeps. - Destroy Die Spinne Tank. - Destroy the external generators. - Destroy the internal generators. - Destroy the fan generators. - Destroy the core! Planes to Steal - None Hidden Upgrade Tokens - None The final chapter! After the cutscenes, choose your planes, and take some time to make some final upgrades. Don't worry if you didn't have enough tokens to upgrade all of your planes, it's impossible without cheats. I literally had only enough to upgrade every plane except the Piranha and Doppelganger (91 in all), with three tokens afterward. Choose a plane that you are best with, you will need it. This chapter is a doozy. -Destroy all Tesla Zeppelins- You have several fighters heading right towards you as soon as you are given control of your plane. Take out as many as you can head on, and ignore the rest as you pass them. The fighters pretty much never stop coming, so ignore them unless they become a huge problem. Once the Tesla zeps appear, head to the one marked by your objective marker. Take it out, and don't conserve ammo, because you'll be heading to the repair station many times anyway. After the first one is down, take out the second one, which is below you. Once the 2nd zeppelin is down, the next objective begins. Feel free to use the repair station, I know I will. -Destroy the Die Spinne Tank- A health meter doesn't appear this time, so just destroy the tank's four power cores after taking out their protective panels. Stay away from its flame gun, which can now aim up and down since the tank is sideways. Feel free to take some time to destroy nearby fighters if they prove to be a nuisance, and shoot the tank from its top, out of range of any of its weapons. Once you've sent it back to Hell again, the next mission objective is given to you after a check- point. -Destroy the External Generators- Holy crap. That thing is big. It has turrets near each of its generators, and let's just avoid those tornadoes... Unless you like being tossed around like a rag doll and thrown into buildings and such. Head to the repair station to repair and rearm, and look for the generator marked by the yellow objective marker. Stay low and away from its front side, because it has a HUGE Tesla gun on it, and it will shoot lightning at you unless you're at an odd angle, far away from it, or behind a building. Rush around the buildings away from the zeppelin, and approach it from its left side (your right side while facing it) to get to the generator with minimal damage. You can only damage the generator when it is open, so while one is closed, aim for another. There are three in each section, twelve in all, so aim for the objective one and take it out, and continue to follow the yellow objective marker to your next target. There are two turrets guarding each set of generators, so take them out first to give you enough time to line up your shots. After taking out the first three. About now you should see the Columbia Tower collapse. If too many buildings fall, it is game over. Move to the next set over, watching out because they're above a tornado generator. Fly too low and get tossed, but stay at the height of the generators and you're fine. Take out the turrets and the generators and head to the next three generators from ABOVE the zeppelin. Flying under the zep is risking getting near a tornado, and we don't want that. Take out generators seven through nine, along with their AA guns. Be sure to head to that repair station if you run low on health or ammo. If you do, you can head to it from its far right side (to the left, if you're facing it.) City Hall might fall about now, but don't worry, even if it fell earlier. You haven't lost yet. Go toward the last set of generators and take out their AA guns and eliminate the last generators, silencing its main Tesla cannon (WOOHOO!) -Destroy the Internal Generators- I guess if there are "external" generators, there must be "internal" ones as well. Fly into the jaws of one of the two halves of the huge zeppelin, just like you did during Chapter 14 against the Zepeater. They sometimes close but just wait for them to open again. Head inside, stay away from the walls, and hold down your brakes, because flames come out of the walls this time. You can either avoid the flames or destroy them, it's totally up to you. If you try to shoot magnetic missiles or concussion rockets at the core, and there are flame jets in its flight path, the missile will target the flame jet instead of the core, so focus your cannons or machine guns toward the generator during your whole trip down the zeppelin, and use homing weapons only when you get closer. Once you approach the rear, whether or not the internal generator is destroyed or not, the door opens and lets you out. About now the Government center falls down, so head to the other half of the zeppelin and prepare to enter it. You can now fly around front of the zeppelin because remember, the Tesla cannons are silent. Take out the second internal generator with your machine guns and cannons from afar, and pass through the exit as your next objective is given. -Destroy the Fan Generators- Yay, more generators! You can now fly anywhere you want now, with only any of top turrets and enemy fighters to worry about, as the tornadoes are gone. Head for the repair station and fly over top the zeppelin, taking out any of the turrets (there are eight on top of where the external generators were) if you want. The capitol building has fallen by now, so now you can start worrying, because if the Central Bank Tower falls (it's next) you lose. Anyway head to the top of the central part of the large zeppelin. Fly over the large central fan and you'll see three fans with eight generators, four above, four under. Fly over the top fan, heading in the same direction as it and wait for a blade of the top fan to pass you and head downward under the first fan as that blade passes you. Aim for the top row of generators while flying between the top and middle fans. Hold your brakes and unleash your weapons on one at a time as they appear as you fly along the fan. After the first four are destroyed, look at the fan below you. It is heading in the opposite direction. Before one of its blades is about to pass under you, dip your nose down. You should pass in between the blades of the fan, and now be between the middle and bottom fans. Eliminate the last four generators in the same way as the last. As the last is destroyed, the fans will slow to a stop. Head downward and exit through one of the three holes in the bottom. Pass through another fan (that is also slowing to a stop) and watch as the hull of the zeppelin cracks open to reveal its insides. -If You Fail- If you fail the mission because you die, make it a point to make more trips to the repair station. If you fail because you let too many buildings be destroyed, try again. You'll be faster once you know what to do and where your targets are. And don't be afraid to still go for repair stations, maybe just wait until you're at 33% health instead of 50% before going, or try and save your secondary weapon ammo if you're running out too fast (making the battle longer as you use only machine guns or cannons, or make frequent runs to the repair station.) If you must, try using a different plane. A Brigand is a good choice, since it can dish out and take lots of damage before going down. The Devastator is also good due to its balance. -Destroy the Core- The only thing preventing you from winning now is taking too long and letting the Bank Tower be destroyed, so head to the top of the middle section, head to where the large fan once was, and aim for the generator from there for the best possible firing angle. Once it's destroyed, watch the fireworks and enjoy the ending. Epilogue - A New Beginning? --------------------------- Objectives - Beat the game on Hard or Super Hard. - Upgrade all of your Planes. - Try using different planes. Planes to Steal - All the ones you got and all the ones you missed! Hidden Upgrade Tokens - 60? No, this isn't an actual game chapter. But once you beat the game and view the ending and watch (or skip :P) the credits, you're taken to the main menu. Go select your profile again. You'll notice that you can still play the game. You start out on Chapter One and all your planes, upgrades, money, and tokens are carried over from your last playthrough. All the hidden tokens are also there for you to pick up again, enabling you to upgrade the rest of your planes. You can also now switch to Super Hard difficulty (even if you beat it on Easy) by hitting the Y button at the first screen at the Pandora after Nathan enters the room, going to the bottom of the menu, and moving your difficulty over to any of the four difficulties in the game. (Yes, you could always do this, but Super Hard wasn't available until now.) Other than getting all the things you missed, upgrading all your planes, and beating it on Hard or Super Hard, and maybe hunting for any tokens I might have missed, you are done with this game. I hope you enjoyed playing, and I hope this Walkthrough helped you enjoy it. ================ |07. Plane List| ================ Check my separate Plane Guide for more detailed information on the planes. 01. Devastator -------------- CLASS: Dogfighter Used By: Nathan Zachary and Betty Charles of the Fortune Hunters -Armor - 5 -Speed - 5 -Firepower - 6 -Main Weapon - Four Machine Guns -Secondary Weapon - Magnetic Missiles -Secondary Ammunition - 20 Missiles Where Found: You start out the Single Player Game with this Plane. 02. Bulldog ----------- CLASS: Interceptor Used By: DeCarlo Family -Armor - 2 -Speed - 9 -Firepower - 6 -Main Weapon - Twin Cannons -Secondary Weapon - Shotgun -Secondary Ammunition - 24 Shotgun Shells Where Found: In Sea Haven during the chapter 'Ship Without a Captain', on the other side of the mountain from the Pandora. -Location 2: In Chicago during the Chapter 'Finding Brooklyn in Chicago', it is on top of the tallest building AND near one of the DeCarlo buildings on the side of the map farthest from the Pandora, as well on the Police building near the Taxicab mission building. -Location 3: In the 'Payback' chapter, there is a Bulldog where the Mini- Gyro was in the previous mission. 03. Dauphin ----------- CLASS: Zep-Killer Used By: Louis Thibodeaux of the Rajin Cajuns -Armor - 6 -Speed - 3 -Firepower - 7 -Main Weapon - Twin Cannons -Secondary Weapon - Triple Magnetic Missile -Secondary Ammunition -20 Missile Volleys Where Found: In Sea Haven during 'Man Overboard' your teammates will tell you to take Thibodeaux's plane. Go up to the Steal Plane icon near the Pandora. A cutscene will play and after it, you will have this plane. -Location 2 & 3: This plane can also be found in the Chapter 'Send 'Em Packing' in a small Rajin Cajun base, and also is near Doc's workshop in the chapter 'A Dark Night' but since you automatically get Thibodeaux's Dauphin, they're only there for a replacement plane if you're running low on health or secondary weapon ammo. 04. Mini-Gyro ------------- CLASS: N/A Used By: Red's Gang -Armor - 1 -Speed - 2 -Firepower - 1 -Main Weapon - Two Machine Guns -Secondary Weapon - Sniper Cannon -Secondary Ammunition - 20 Cannon shells Where Found: In Arixo during 'A Mine in the Desert' a guy named Carl will have you steal one of these from the Red's Gang. Once you've stolen it you are taken on a mini-tutorial where you learn how to use this puny thing. After you steal one, there will be one at Carl's shop you can switch to if you need one. You can also get one during the 'Jail Break' chapter, but you need to rent that one for $500 to it use during the mission if you want to use it. 05. Coyote ---------- CLASS: Dogfighter Used By: Los Muertos -Armor - 4 -Speed - 6 -Firepower - 6 -Main Weapon - Four Machine Guns -Secondary Weapon - 'Detonator' Fireball Cannon -Secondary Ammunition - 20 Fireballs Where Found: In Arixo during 'A Mine in the Desert' fly near the Sheriff's station and go in the direction OPPOSITE of the Race mission. Keep flying this way and you will see a canyon with a Los Muertos base. In the base is a Coyote lying around for you to take. -Location 2: You can also find one in the chapter 'The Mystery of the Mine' on a small airfield near an AA gun and a repair station. 06. Dust Devil -------------- CLASS: Dogfighter Used By: Maria Sanchez of the Fortune Hunters -Armor - 4 -Speed - 5 -Firepower - 4 -Main Weapon - Four Machine Guns -Secondary Weapon - Gatling Gun -Secondary Ammunition - 250 Rounds Where Found: In Arixo during 'Desert Mirage' after you meet Maria in the cut- scene, you automatically obtain this plane. -Location 2: You can steal Maria's Dust Devil at the end of 'Darkness Within' if you need health or a new plane during the Lost City fight. 07. Desert Fox -------------- CLASS: Interceptor Used By: Navajo Indians -Armor - 2 -Speed - 8 -Firepower - 5 -Main Weapon - Four Machine Guns -Secondary Weapon - Eight Drunken Rockets -Secondary Ammunition - 30 Rocket Volleys Where Found: In Navajo Territory during 'Soloho and the Three Trials' you get to use this plane in the Trial of Courage and the Trial of Skill, but it has no guns. Please note, that you may NOT keep the unarmed versions used in those trials. After you complete the Three Trials you can take an armed Desert Fox from the Navajo village during the fight against some bandits that takes place after you complete the Three Trials. This is the ONLY TIME you can get the Desert Fox, if you miss it, you must wait until you beat the game and play it over again. 08. Brigand ----------- CLASS: Zep-Killer Used By: Red Skull Legion -Armor - 7 -Speed - 1 -Firepower - 9 -Main Weapon - Four Cannons, Two Cannons on Back -Secondary Weapon - Concussion Rocket -Secondary Ammunition - 25 Rockets Where Found: In Chicago during 'A Spider to the Fly' you receive this plane automatically after the beginning cutscene. You can also steal another one during the mission. 09. Constable ------------- CLASS: Interceptor Used By: Arixo Sheriff Deputies, Chicago PD -Armor - 3 -Speed - 7 -Firepower -3 -Main Weapon - Twin Cannons -Secondary Weapon - Gatling Gun -Secondary Ammunition - 250 Rounds Where Found: In Chicago during 'A Spider to the Fly' you can steal one from one of the taller buildings in the middle of the map. You can't keep it. -Location 2: In Chicago during the first part of 'Jail Break' when you must defend the rogue cop from the crooked cops, you can steal the one on the far side of the map. You cannot keep this plane. 10. Piranha ----------- CLASS: Dogfighter Used By: Die Spinne -Armor - 5 -Speed - 4 -Firepower - 7 -Main Weapon - Four Machine Guns -Secondary Weapon - Twin Tesla Coils -Secondary Ammunition - 20 Tesla Coil Charges Where Found: In the Lost City during 'The Lost City' level your teammates will tell you about a Die Spinne camp nearby. In that camp is a parked Piranha. -Location 2: The Piranha is also found in 'Darkness Within' inside the first large cavern where you fight enemy fighters. It is best to get it in 'The Lost City' so you can focus on getting the Doppelganger in this room. -Location 3: You can find one last Piranha in the chapter "Escape!" in the first large cavern (the trap) that you fight Die Spinne fighters, next to a parked Doppelganger. 11. Doppelganger ---------------- CLASS: Zep-Killer Used By: Die Spinne -Armor - 8 -Speed - 1 -Firepower - 8 -Main Weapon - Dual Cannons -Secondary Weapon - Blockbuster Tank Gun -Secondary Ammunition - 18 Tank shells Where Found: In the 'Darkness Within' you can find one in the first cavern where you first fight enemy fighters. There is also a Piranha in this room. -Location 2: In 'Escape!' You can find two Doppelgangers in this chapter. It can be found in both of the two large caverns where you engage enemy fighters. These two are your last chance to get a Doppelganger before the game ends. ==================== |08. Plane Upgrades| ==================== 00. Name of Plane (Cost of Upgrade) To upgrade a plane you must have it in your Hangar and have the required number of Tokens and the correct amount of money. A plane can only be upgraded once. 01. Devastator Upgrade (Cost: 14 Tokens, $4200) -Armor - 7 -Speed - 6 -Firepower - 7 -Main Weapon - Six Machine Guns -Secondary Weapon - Magnetic Missiles -Secondary Ammunition - 25 Missiles 02. Bulldog Upgrade (Cost: 12 Tokens, $3600) -Armor - 4 -Speed - 10 -Firepower - 7 -Main Weapon - Twin Cannons -Secondary Weapon - Shotgun -Secondary Ammunition - 30 Shotgun Shells 03. Dauphin Upgrade (Cost: 10 Tokens, $3000) -Armor - 7 -Speed - 4 -Firepower - 7 -Main Weapon - Twin Cannons -Secondary Weapon - Five Magnetic Missiles -Secondary Ammunition - 25 Missile Volleys 04. Coyote Upgrade (Cost: 12 Tokens, $3600) -Armor - 6 -Speed - 7 -Firepower - 7 -Main Weapon - Four Machine Guns -Secondary Weapon - Twin 'Detonator' Fireball Cannons -Secondary Ammunition - 25 Fireballs 05. Dust Devil Upgrade (Cost: 12 Tokens, $3600) -Armor - 6 -Speed - 6 -Firepower - 5 -Main Weapon - Four Machine Guns -Secondary Weapon - Dual Gatling Guns -Secondary Ammunition - 350 Rounds 06. Desert Fox Upgrade (Cost: 12 Tokens, $3600) -Armor - 4 -Speed - 9 -Firepower - 6 -Main Weapon - Four Machine Guns -Secondary Weapon - Fourteen Drunken Rockets -Secondary Ammunition - 40 Rocket Volleys 07. Brigand Upgrade (Cost: 16 Tokens, $3600) -Armor - 9 -Speed - 2 -Firepower - 10 -Main Weapon - Six Cannons -Secondary Weapon - Concussion Rocket -Secondary Ammunition - 30 Rockets 08. Piranha Upgrade (Cost: 14 Tokens, $4200) -Armor - 7 -Speed - 5 -Firepower - 8 -Main Weapon - Four Machine Guns -Secondary Weapon - Twin Tesla Coil -Secondary Ammunition - 25 Tesla Coil Charges 09. Doppelganger Upgrade (Cost: 14 Tokens, $4200) -Armor - 10 -Speed - 2 -Firepower - 9 -Main Weapon - Dual Cannons -Secondary Weapon - Blockbuster Tank Gun -Secondary Ammunition - 24 Tank Shells ============ |09. Cheats| ============ While in gameplay (not in the pause menu) press the following buttons to enter the cheats. You will hear a random sound effect if you entered it correctly. Real aces don't use cheats... except for fun. $5000 Cash - A, Y, A, Y, Black 10 Tokens - X, B, X, B, Black Unlock All Planes - Y, X, B, Y, Black God Mode - Y, A, X, B, Black Max Damage - B, X, A, B, Black Unlock Super Hard - X, B, A, X, Black ========================= |10. Contact Information| ========================= As this is my first walkthrough, I will take a lot of feedback, not only on the information presented, but I will also take feedback on how my FAQ is written. If you have any problems with my guide, please email, AIM, or place the question on the Crimson Skies Message Board, and I will be happy to answer or assist you in any way I can. Email is the best way to reach me, as I check that most often. GameFAQs message boards: Roc_Kor/Gundam MissleKnightX Email: email@example.com AIM: Roc Kor AK47 XBL Gamertag: Roc Kor II ============= |11. Credits| ============= Xbox.com - For the names of the secondary weapons. GameFAQS.com - For hosting my Guide. ign.com - For helping me find some of the tokens I missed. These people assisted with either or both of my guides: "Eric" - For telling me about an annoying glitch in an already annoying trial, the "Trial of Skill." "Jason" - For pointing out that I had Piranha listed twice in the Plane Upgrade section instead of listing the Doppelganger. - For the info on upgraded planes in multiplayer, and ammo counts for secondary weapons. "TXFirefighter112" - For pointing out that the Dauphin's magnetic missiles do less damage per missile than a Devastator. "Carmine_izzo" - For showing me a fourth token in "Jail Break"