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Walkthrough

by Shotgunnova

                                                           _/�������\
       _________________________________                   \         }
      | Spoiler-free FAQ/Walkthrough by | |�|        |�|    \/���)   /
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      /��`�|/���/���\  /���/���\|�'��`���\| '_ \/ _` |  _|     /   /
     ( (�| | (�(  � / ( (�( (�) | |�| |�| | |_) )(_| | |_     /   /
      \ �, |\ � \ ��|  \ � \ � /|_| |_| |_|_.__/\__,_|\__|   /   /_______
       �� �  ��� ���    ��� ���__________________________   /          _-'
       _______________________| Shotgunnova (P. Summers) | /     _.-~'�
      | [email protected] |�������������������������� /_.-~'�
       ����������������������� 
    I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
   II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

       Story ............................................................ STRY
       Tips N' Tricks ................................................... TPST

  III. WALKTHROUGH (MISSIONS) . . . . . . . . . . . . . . . . . . . . . . WLKT

       01) Gambit ....................................................... WK01
       02) Easy Money ................................................... WK02
       03) City on Fire ................................................. WK03
       04a) Opera House ................................................. WK4a
       04b) Tin Castle .................................................. WK4b
       05) Greased Lightning ............................................ WK05
       06a) Midnight Assassin ........................................... WK6a
       06b) Bear Tracks ................................................. WK6b
       07) Sledgehammer ................................................. WK07
       08a) Rising High ................................................. WK8a
       08b) Cuckoo's Nest ............................................... WK8b
       09) Swordsmith ................................................... WK09
       10) Toy Box ...................................................... WK10
       11) Seagull ...................................................... WK11
       12) One Night Stand .............................................. WK12
       13) Power Play ................................................... WK13
       14a) El Dorado ................................................... WKA1
       14b) Dark Star ................................................... WKB1
       15a) St. Elmo's Fire ............................................. WKA2
       15b) Dead End .................................................... WKB2
       16a) Visiting Hours .............................................. WKA3
       16b) Cavalry ..................................................... WKB3
       17a) Juggernaut .................................................. WKA4
       17b) Electric Dreams ............................................. WKB4
       18a) Sentinel .................................................... WKA5
       18b) Final Countdown ............................................. WKB5
       19) Jewel Box .................................................... WK19
       20) Kingpin ...................................................... WK20

   IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN

       Ace Pilots ....................................................... ACPL
       Plane Overview ................................................... PLNO

    V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
   VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
  VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

_______________________________________________________________________________
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I. CONTROLS                                                              [CNTR]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 The controls can be changed in the applicable tab in the 'Options' menu. Ace
 Combat 2 is also compatible with a DualShock analog controller (and NeoCon
 joystick) thankfully. That function was sure missed in the first game in the
 series. [Functionless buttons are not listed below.]
  ___________ ______________________________ ________________________________
 | BUTTON    | NOVICE CONFIG FUNCTION       | EXPERT CONFIG FUNCTION         |
 |�����������|������������������������������|��������������������������������|
 | D-Pad     | Controls plane (non-analog)  | Controls plane (non-analog)    |
 | Start     | Un/pause game                | Un/pause game                  |
 | Analog    | Toggle analog function       | Toggle analog function         |
 | Select    | Toggle third-person POV      | Toggle third-person POV        |
 | Circle    | Fire missile(s)              | Fire missile(s)                |
 | Square    | Hold for level map display   | Hold for level map display     |
 | Triangle  | Change lock-on target        | Change lock-on target          |
 | X-Button  | Fire machine gun(s)          | Fire machine gun(s)            |
 | L1 Button | Decelerate                   | Decelerate                     |
 | L2 Button | ---------------------------- | Yaw left                       |
 | R1 Button | Accelerate                   | Accelerate                     |
 | R2 Button | ---------------------------- | Yaw right                      |
 | L. Analog | ---------------------------- | Controls plane's movement      |
 |___________|______________________________|________________________________|

_______________________________________________________________________________
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II. TH' BASICS                                                           [THBS]
_______________________________________________________________________________
�������������������������������������������������������������������������������
STORY                           [STRY]
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 "Military rebels have seized Unified Forces sector NA-P2700. Striking while
 the heads of state were at a peace summit, political insurrectionists have
 seized and occupied the administration's center. Many institutions have
 already fallen to the rebels' orchestrated attacks around the world.
 Intelligence reports that the rebels now possess both strategic and long-
 -range weapons. Their sphere of power has rapidly expanded in the coup d'etat,
 as has their military capabilities. Since the United Forces are already spread
 thin around the globe, UF Headquarters has formed a mercenary tactical strike
 force, codenamed: Scarface. You are to lead strike force Scarface against the
 rebel insurgents. You have full aircraft and ordinance support from the United
 Forces and intelligence will be supplied from Information HQ. The situation is
 tense and we have no time to lose. The fate of the free world is in your
 hands. Good luck. That is all." 

SCREEN OVERVIEW                 [SCRN]
��������������������������������������
 Here is a map of the in-game screen, which is really the only one a player
 would have difficulty understanding. The legend is at right.
 _______________________________________
| |  1  |  _____________________        | 1: FUEL GAUGE (how much remains)
|  �����  |          2          |  ___  |
| |���|    ���������������������  |   | | 2: COMPASS (which way plane points)
| |   |                           |   | |
| |   |      .-'���������'-.      |   | | 3: ALTIMETER (shows plane's altitude)
| |   |     /               \     |   | |
| |   |    /                 \    | 3 | | 4: SPEEDOMETER (shows current speed)
| | 4 |   /                   \   |   | |
| |   |  (          9          )  |   | | 5: MINIMAP (shows the local enemies)
| |   |   \                   /   |   | |
| |   |    \                 /    |   | | 6: DAMAGE ESTIMATE (plane's injuries)
| |   |     \               /     |   | |
|_|___|_     '-._________.-'     _|___|_| 7: NOTICES (ex: missiles inbound)
|       |  ___________________  |       |
|       | |         7        8| |   6   | 8: MISSILES (number plane has left)
|   5   |  �������������������  |       |
|_______|_______________________|_______| 9: WINDOW (visual sphere of lock-ons)

 By holding the square button, the level map will be shown, which is helpful
 since the minimap only displays local enemies, not those outside of a certain
 radius (5000m?).

TIPS N' TRICKS                  [TPST]
��������������������������������������
 Hey, greenhorns! Don't put a single hand on the missile launch button without
 first knowing the basics! [If anyone has good ones to send in, drop 'em in my
 email inbox and I'll stick 'em here.]

 � Planes ain't free. If you are destroyed in combat, then the plane will be
   replaced by the military at your expense. How much that costs is relative
   to the plane's prowess, so expect to lose a chunk o' change as crafts get
   better. Of course, loading an earlier save to evade the $$$ outflow will
   keep the wallet a little fatter... :)

 � The most advantageous firing position is from behind the enemy while they
   are in a mid-turn and at similar altitude. They'll be slowing down, and
   the missiles have a higher chance of hitting because they're not working
   off some huge mismatch in height. Always try to achieve this positioning.

   The worst positioning, thus, would be about the exact opposite: enemy is
   heading towards you from an altitude extremely different than yours, and
   you're shooting from behind as you head straight up/down. Not only is
   this going to waste ammo 99% of the time due to outmaneuvering, but it's
   simply...stupid.

 � Try to pace yourself on difficulty first off. The walkthrough is written
   in Normal Mode so that it's a balance, but go with easy if you have to.
   When you get better, try out Expert level.

 � Even after you finish a mission, the plane will keep flying -- should it
   hit an obstacle and be destroyed, the player will incur an unnecessary
   plane replacement fee! Thus, if flying in rocky, uneven terrain, try to get
   some air or quickly skip the replay portion before any mishaps can happen.

                                                    _________________________
___________________________________________________/ III. WALKTHROUGH [WLKT] |_
�������������������������������������������������������������������������������
01) Gambit (Interception of Invasion Unit)                               [WK01]
_______________________________________________________________________________
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 Reward ----: 20,000
 Difficulty : 2/10
 Recommended: F-4

 The first mission, like most AC games, is to take intercept a small squadron
 headed for an allied base. The targets are the B-1 and B-52 bombers, making
 up half the force; they're accompanied by four lighter, less threatening
 fighters. The only planes available at the start are the A-4 and F-4, with
 the latter having evener stats. [NOTE: After the briefing, it helps to go
 through the 'Information' option to see the point values for each target and
 where the friendlies are.]

 This game's immediate predecessor (Air Combat) had no analog stick function,
 but luckily that's not the case for this one -- turn on the function for an
 easier time maneuvering. Also, the expert controller config isn't that much
 different from the novice one, so y'might as well start with that.

 As said, this mission is similar to many other AC games' introductory levels.
 The eight-strong bomber squadron is inbound to the northeast base, with the
 player's chosen plane coming up from behind. It takes about three missiles to
 take out a target, while the others take a mere two. However, the target
 bombers have a gunner on board to attack even if the player is not right in
 front of 'em (awesome). If y'want an easier time taking out the bombers, kill
 their escorts first or they may sidle up behind y'and get in some potshots
 (damage equates to loss of money, so it's best to avoid that in the long run).
 Mission ends when all bombers are deep-sixed.

 NOTE: To get

PLANE PLAY-BY-PLAY
������������������
 [x2] A-4 -- $ 4,500
 [x2] B-1 -- $20,000
 [x2] B-52 - $24,000
 [x2] F-4 -- $ 5,000

 Now Unlocked (A'craft): KF-C7 ($60,000)

_______________________________________________________________________________
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02) Easy Money (Pursuit of Reconnaissance Unit)                          [WK02]
_______________________________________________________________________________
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 Reward ----: $18,000
 Difficulty : 3/10
 Recommended: F-4

 Within the freezing Amber Mountains, a reconnaissance unit is flying around
 trying to get the lowdown on the allied troops' movements. Like before, the
 F-4 is really the only worthwhile plane for the job, so don't bother shelling
 out for the KF-C7 'cause it's pretty lackluster.

 If you checked the 'Information' tab pre-flight -- which will give a lot of
 useful information like point totals and locations -- then one will see that
 the main targets are the heavy-duty E-767 and C-17s. There's also a special
 F-4 fighter codenamed Superfly that should be killed, also.

 The start of this mission is the reverse of the previous -- the entire squad
 is headed straight for the player, and since it takes 1000ft to get a missile
 lock, it's better to just let 'em pass and start destroying them from behind.
 Of course, the recon planes' detail will not fly in formation and will try to
 bait the player into playing, so it's best to take them out first. The
 aforementioned "Superfly" F-4 is a special plane, and a more maneuverable than
 normal planes (although the durability hasn't changed).

 Without faster fighters to fend off the player, the lumbering recon planes
 make rather easy targets -- get up behind 'em for a missile lock and use the
 machineguns for quicker hits, too.

PLANE PLAY-BY-PLAY
������������������
 [x3] C-17 --------- $30,000
 [x2] F-4 ---------- $ 5,000
 [x1] F-4 Superfly - $10,000
 [x2] E-767 -------- $30,000
 [x2] MiG-21 ------- $ 4,000

 Now Unlocked (A'craft): A-6 ($60,000)

_______________________________________________________________________________
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03) City on Fire (Surprise Attack on the Supply Bay)                     [WK03]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $25,000
 Difficulty : 4/10
 Recommended: F-4

 Mission three involves a raid on Anchorhead Bay and is the first sortie to
 have ground targets. The objective is to get a jump on the enemy while it
 refuels and hopefully catch 'em off-guard, while the carrier is destroyed
 before it can do some real damage. The F-4 is still the best man for the job.

 When the mission starts, the player's plane will be inbound to the city and
 intercepted by some of the F-16s patrolling. While engaging, be careful about
 avoiding the AA guns' fire below -- in fact, taking them out first can be a
 load off your back. Overall, they're not too much to worry about. A fun fact
 is that the helicopter (AH-64) is quite maneuverable so you may have to fly
 away from it if it gets up-close, or it may just run circles around your
 plane.

 Once at the bay, the ships will be protected by an AA gun net, so the first
 issue is dealing with them. They're quite good at hitting slow-moving crafts
 but high-speed runs past 'em work well -- just drop a single missile on their
 doorstep. Don't be afraid to use the skyscrapers as cover, as they'll absorb
 the impact of the guns -- just be careful not to yaw into one of their sides!
 Once the carrier is left alone, do high-speed runs past it (try to get two
 targets per run or y'may suffer needless AA damage). When it's destroyed, the
 mission ends.

 NOTE: Destroying both transports will open up the optional mission "Opera
       House," which becomes available after this mission.

PLANE PLAY-BY-PLAY
������������������
 [x04] A-4 ------- $ 9,000
 [x01] AH-64 ----- $ 1,000
 [x11] Gun ------- $11,000
 [x01] Carrier --- $10,000
 [x04] F-16 ------ $18,000
 [x02] Transport - $ 4,000

 Now Unlocked (A'Craft): F-16 ($90,000)
 Now Unlocked (Mission): Opera House

_______________________________________________________________________________
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04a) Opera House (The Destruction of the Offshore Oil Field)             [WK4a]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $15,000
 Difficulty : 5.5/10
 Recommended: F-4 -or- F-16

 NOTE: If you do this mission, you cannot do "Tin Castle" in this playthrough.

 This optional mission regards destroying the enemy's oil refineries, which is
 a common sortie in these types of games (tee-hee!), but a fun one at that.
 Basically, the enemy's refineries and struts are mostly at sea with a crapton
 of fighters buzzing around the area. The F-4 works for this mission, but if
 want the F-16 (better in a lot of things except defense), think about that,
 too.

 This is also the first mission where the player can fly with a wingman, which
 is basically an AI-controlled subordinate who can be told to (1) cover my
 tail (2) engage enemy aircraft (3) secure airspace over target (4) attack
 enemy ground units. Although this is rather unnecessary -- it dips into one's
 own funds to pay their wages -- it can be a bit of a help if y'need it. Just
 be sure to pick a pilot with a good plane; Slash has an F-16 and Edge has a
 KF-C7.

 Once the mission starts, take out the inbound MiGs and move to the series of
 oil refineries, stretching out into the sea. Since they're connected in a
 Y-shaped way, a lot of the enemy pilots will converge around there (most are
 nothing special but the SU-25 special pilots take 4 hits 'til they're dust).
 Importantly, there are SAMs -- or surface-to-air missiles -- fortifying the
 facilities, so it's best to _not_ fly around them in a daze or they'll score
 some easy damage. Lure the other fighters away and dispose of 'em there.

 NOTE: When a missile lands a hit, the plane shakes and temporarily stalls,
       losing altitude. If you're flying low and a SAM hits its mark, then it
       is quite possible to fall into the sea and fail.

 Once the lack of fighters allow the player to hack away at the oil fields,
 it's best to start at one of the ends, minimizing the enemy's attack ranges.
 Prioritize the guns and SAMs over the targets and normal buildings, most of
 which can be destroyed with machine-guns in slow-flying runs. In fact, that's
 a good way to conserve missiles -- inert non-offensive targets should be
 destroyed with normal guns (there's infinite ammo for them, remember). Of
 course, if time is an important factor to the player, then do whatever...
 
 Mission ends when all targets are destroyed. Make no mistake, this battle can
 be rather annoying if y'don't prioritize the right targets, or run out of
 missiles because of trashed lock-ons. Having a wingman take care of some of
 the lesser planes might not be such a bad idea if you're havin' troubles.

 And although it's not that important, pay attention to the fuel gauge in the
 upper-left corner. If you're dawdling with the airplanes before targets, it
 could easily be half gone when y'get around to the real meat of the mission.

PLANE PLAY-BY-PLAY
������������������
 [x04] F-16 ----------- $18,000
 [x16] Ground --------- $60,000
 [x04] Machine Gun ---- $ 4,000
 [x04] MiG-21 --------- $ 2,000
 [x02] MSSL Launcher -- $ 4,000
 [x02] SU-25 D.Cowboy - $24,000

 Now Unlocked (A'craft) - X-29 ($85,000)

_______________________________________________________________________________
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04b) Tin Castle (Attack on the Front Base)                               [WK4b]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $35,000
 Difficulty : 3/10
 Recommended: F-4 -or- F-16

 NOTE: If you do this mission, you cannot do "Opera House" this playthrough.

 This mission is notable as it has no briefing, thus one can't see what it's
 about. Luckily, it's a fairly unspectacular mission with little to talk about.
 Thus, bringing the F-4/F-16 along is just par for the course.

 Okay, the setting is a riverside, nighttime. The tin castle spoken of in the
 title is actually a massive fort, with plenty of AA guns on the walls while
 softer, non-offensive targets are kept within the first wall. Naturally the
 skies are alight with fighter planes, most rather agile, plus the special
 "Ricochet" ace who appears with the pack.

PLANE PLAY-BY-PLAY
������������������
 [x02] F-16 -------- $13,500
 [x04] A-4 --------- $ 9,000
 [x01] Ricochet ---- $12,000
 [x05] Ground TGT -- $25,000
 [x05] Machine Gun - $ 5,000

 Now Unlocked (A'Craft) - X-29 ($85,000)

_______________________________________________________________________________
�������������������������������������������������������������������������������
05) Greased Lightning (The Breakthrough at the Ravine Base)              [WK05]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $25,000
 Difficulty : 5/10
 Recommended: F-4 -or- F-16

 Pick any maneuverable plane for this mission.

 Most AC games have a similar excursion of this sort. There is a target within
 a ravine protected by an anti-aircraft net, and the only way to reach the
 target (in this case, a hastily created base) is by flying directly through
 the ravine. If the player flies above the canyon's rim, they'll automatically
 be targeted -- often an instant game over. Thus, one has to fly carefully and
 slowly, being careful not to yaw into one of the steep walls. Speaking of
 which, this section may be easier in first-person mode; third-person makes it
 a little awkward to avoid things up-close. 

 The ravine is rather easy for the most part, containing only a few AA guns,
 (sometimes clustered) where the walls expand. Since the plane is constantly
 cruising at 325mph, they often can be locked on from afar and their live
 rounds dodged on a vertical scale rather easily. However, a ways in there is
 one rather hard part! There is a huge rockslide that blocks much of the path,
 forcing the player to fly close to the rim and back down again. Unlike other
 AC games, if one flies above 'x' level it is not an instant game over; there
 will be a missile lock-on and then a game over if it hits! Quickly duck back
 into the canyon to be missile-free. It takes about three minutes to do this
 mission, give or take a few seconds.

 NOTE: The expert control function is highly recommended where precision
       movement's concerned, as there's not much leeway to evade or anything,
       and yawing (L2/R2) is very helpful for correcting oneself.

 NOTE: If you destroy the "C-5" at the end of this mission, the mission "Bear
       Tracks" will be unlocked afterwards.

PLANE PLAY-BY-PLAY
������������������
 [x12] Machine Gun - $12,000
 [x01] C-5 --------- $15,000
 [x01] Base -------- $ 5,000

 Now Unlocked (A'Craft) - A-10 ($100,000)
 Now Unlocked (Mission) - Bear Tracks

_______________________________________________________________________________
�������������������������������������������������������������������������������
06a) Midnight Assassin (Night-time Pursuit Plane)                        [WK06]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $30,000
 Difficulty : 3/10
 Recommended: F-4 -or- F-16

 NOTE: If you pick this mission, you cannot do "Bear Tracks" this playthrough.

 A fleeing squadron has thrown up radar-jamming devices in order to mask their
 escape, but it's time to pin 'em down...for good. Ace Combat enthusiasts can
 probably guess which planes are doing the radar work (E-767s) as they often
 get used for that purpose throughout the series. Bring any maneuverable plane
 for this mission.

 Once started, the midnight assassination will take place. The jamming will
 be fuzzing out the lower-left minimap, making crafts seem to dis/appear at
 regular intervals; thus, it's crucial to get a visual contact on enemies and
 not rely on anything else. There's little semblance to the order of doing
 things here, except the E-767s only appear after the four F/A-18Ds are downed.
 Fun little mission overall.

PLANE PLAY-BY-PLAY
������������������
 [x02] A-6 -------------- $ 6,000
 [x02] E-767 ------------ $30,000
 [x04] F/A-18D ---------- $16,000
 [x02] F-117A Razorback - $30,000
 [x02] F-4 -------------- $ 5,000

 Now Unlocked (A'Craft) - MiG-29 ($110,000)

_______________________________________________________________________________
�������������������������������������������������������������������������������
06b) Bear Tracks (Attack on the Mine)                                    [WK6b]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $25,000
 Difficulty : 
 Recommended: F-4 -or- F-16

 NOTE: You can't do "Midnight Assassin" this playthrough if y'do this one.

 Using the flightbox from the C-5 in the fifth mission, the allies learn of a
 resource mine in the Hatties Range that's ripe for destruction. However, for
 someone thinking this mission will be an awesome change-up like "Midnight
 Assassin," think again -- it's very run-of-the-mill. Bring whatever craft
 you've been using normally.

 In the daylight hours, the strike begins. Many of the planes engage right at
 the start, away from the construction/base targets -- which is good since
 they (targets) have AA guns in the environment around 'em. Neutralize any
 air threats before moving to the fortified hill in the middle of the map.

 All the targets are clustered in a mountainous region, often with only a few
 AA guns or maybe a SAM to speak of. This lends itself well to the player's
 tactics, although the rocky, uneven terrain often means that one (1) can't
 get really good shots on multiple targets (2) must watch out for yawing into
 a hillside if below 1500ft. A few targets are within excavated hilltops,
 now resembling calderas -- either fly over the rim and make for the best or
 start high and dive to reach the targets.

PLANE PLAY-BY-PLAY
������������������
 [x03] Boring ----------- $ 3,000
 [x03] Bridge ----------- $ 3,000
 [x02] BS-2B ------------ $ 5,000
 [x02] F-117A Razorback - $30,000
 [x03] Machine Gun ------ $ 3,000
 [x02] Mr-2000 ---------- $ 8,000
 [x01] MSSL Launcher ---- $ 2,000
 [x03] TND-F3 ----------- $14,250
 [x02] Tower ------------ $ 2,000

 Now Unlocked (A'Craft) - MiG-29 ($110,000)

_______________________________________________________________________________
�������������������������������������������������������������������������������
07) Sledgehammer (Escorting Our Attack Operation)                        [WK07]
_______________________________________________________________________________
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 Reward ----: $25,000
 Difficulty : 5.5/10
 Recommended: F-16 or MiG-29

 There's no briefing for this mission, which makes it all the more annoying.
 Basically, some allied B1 bombers (can't be targeted, obviously) are flying
 through enemy airspace and need a helping hand -- we've seen how slow and
 unmaneuverable they are in previous missions. Bring along the best plane at
 this time, the MiG-29 if y'can afford it.

 This mission turns into a gigantic cluster&@!^ from the get-go, because as
 the bombers pass over the bay, all of the planes in the area will sortie, and
 all the helicopters around (AH-64s) will start to pester the bombers. There's
 really no strategy besides guarding the planes and not deviating too far from
 'em, because when "Help Wanted!" appears on the screen, one of the planes is
 being harassed and in danger. Unless you're actively destroying the targets
 (which are the most dangerous for the bombers here), they can often be shot
 down.

 Overall, it's best to play opportunistically -- if you're chasing one plane
 and another comes into your sights, think about going for that one rather
 than wasting a lot of time simply tailing a target.

 NOTE: If you want to find the Z.O.E. Captain on this map, at the start, fly
       to the west coast and straight north. It should show up as a white
       arrow on the map in an F-14. Just be sure to go straight to the bay
       afterwards or allied bombers may start getting shot down!

 NOTE: Destroying both transports in the bay will unlock the "Cuckoo's Nest"
       secret mission.

PLANE PLAY-BY-PLAY
������������������
 [x03] AH-64 ------- $ 3,000     NOTE: Because the mission can be won by the
 [x03] F/A-18D ----- $12,000           planes getting out of harm's way on the
 [x01] F-14 Z.O.E. - $31,000           map, the list to the left may be a bit
 [x02] Machine Gun - $ 2,000           incomplete.
 [x03] SF-37 ------- $15,000
 [x02] Ship -------- $ 4,000

 Now Unlocked (A'Craft): ---
 Now Unlocked (Mission): Cuckoo's Nest

_______________________________________________________________________________
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08a) Rising High (High Altitude Chase)                                   [WK8a]
_______________________________________________________________________________
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 Reward ----: $30,000
 Difficulty : 
 Recommended: F-16 or MiG-29

 NOTE: If you do this mission, you can't do "Cuckoo's Nest" this playthrough.

 There's no briefing or wingman available for this one, but bringing a MiG-29
 or any other fast aircraft will be to the player's advantage. The lowdown on
 this mission is that there are some aircrafts that need to be disposed of and
 these kind are rather fast and can enter high altitudes without breaking a
 sweat. Sounds easy?

 It's really not. First, the player's craft has to be fast enough to catch up
 with 'em, or they'll often put a thousands-foot gap between the two. Second,
 the airplanes will often stall if they're made to do quick maneuvers while
 at a high altitude -- which you'll know because the plane will pierce the
 cloud cover. Thus, the best way to defeat each plane is go put it in one's
 sights while on a slow ascent...it can be hard, but they'll often outstrip
 the player speedwise, but it's possible.
 
 Once the first plane's downed, the others are located in the northeast part
 of the map and require the same strategies. A few fly in formation so it's
 best to fly above the cloud cover, try to pop off a few missiles, then duck
 back down before the plane stalls. Luckily the planes are too busy running to
 return fire, so that's one less nuisance to deal with.

PLANE PLAY-BY-PLAY
������������������
 [x01] X-29 -- $ 4,250
 [x02] SR-71 - $14,000
 [x02] XB-70 - $30,000

 Now Available (A'Craft) - F-14 ($120,000)
_______________________________________________________________________________
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08b) Cuckoo's Nest (Interrupt the Enemy's Supply Operation)              [WK8b]
_______________________________________________________________________________
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 Reward ----: $25,000
 Difficulty : 3/10
 Recommended: F-16 or MiG-29

 NOTE: If you do this mission, you can't do "Rising High" this playthrough.

 This is a fairly standard mission, so any plane that isn't a piece of crap
 should be fine. The enemy has changed their supply method from land/sea to
 air, and they'll be parachuting packages over their destinations. It's the
 player's objective to destroy the planes and as many of the packages as
 possible.

 As you'll find out (or already know if you payed attention to the briefing),
 the parachuting crates cannot be locked on by missiles, so the only way to
 destroy them is via machine-gunnery. Since the dropped objects have no means
 of fighting back and aren't durable at all, it's best to use the expert
 control configuration (enables yawing) to inch trajectories into place.

 If you just go for the packages (which is an easy three grand), the planes
 will start getting a crapload of missile locks on, some of which probably
 won't be evaded -- you'll have to decelerate to hit the packages in their
 arcs, remember. Take out some of them to have an easier time.

 NOTE: If a package hits the ground, it's not game over -- you just can't get
       the points for it.

PLANE PLAY-BY-PLAY
������������������
 [x02] C-17 ------- $20,000
 [x20] Container -- $60,000
 [x04] Ground TGT - $ 4,000
 [x04] SF-35 ------ $15,000

 Now Available (A'Craft) - F-14 ($120,000)

_______________________________________________________________________________
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09) Swordsmith (Taking Over the Enemy Arms Production Base)              [WK09]
_______________________________________________________________________________
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 Reward ----: $40,000
 Difficulty : 4/10
 Recommended: MiG-29 or F-14

 The objective is to commandeer one of the base's the enemy controls, which
 means damaging the base itself is a no-no. Bring along a good plane, such as
 the MiG-29 if you're low on cash or the F-14 if you've got enough to upgrade.

 As the briefing says, damaging the facilities of the base is bad news, and
 it's not the target -- the defense force patrolling the area is. They're not
 that special, although two enemy aces are amongst the dregs: Tallman and
 M.Sphere. They're both in great planes but can be sent crashing into the
 forest undergrowth with 2 hits like the others. Most foes are clustered near
 the base itself, so take out the AA guns first before engaging.

 When it comes time for the base itself, choose your shots carefully. Although
 five targets are able to be shot, the player should pick the gray pillboxes
 alongside the towers, not the towers themselves. Shooting the facilities will
 not give an automatic game over, even if all are destroyed, the player loses
 $5K per destroyed tower, so do your best not to get trigger-happy.

PLANE PLAY-BY-PLAY
������������������
 [x01] F-16 Tallman ---- $15,000
 [x01] F-16 M.Sphere --- $15,000
 [x02] KF-C7 ----------- $ 6,000
 [x04] MiG-21 ---------- $ 8,000
 [x02] MiG-29 ---------- $11,000
 [x04] Ground Target --- $20,000
 [x03] Machine Gun ----- $ 3,000
 [x01] MSSL Launcher --- $ 2,000
 [x04] Non TGT --------- $-5,000/per

 Now Unlocked (A'Craft) - F-117A ($130,000)

 The F-117A is a stealth fighter, which means that enemies won't be able to
 detect it on radar as easily. Of course, as the game goes on, the player'll
 get a taste of this medicine as well...

_______________________________________________________________________________
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10) Toy Box (Destroy the Enemy's Prototype Bomber)                       [WK10]
_______________________________________________________________________________
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 Reward ----: $40,000
 Difficulty : 3/10
 Recommended: MiG-29 or F-14

 The enemy is creating a new prototype bomber in the Comona Islands, and it's
 nearing its final testing phase! Before it can get on the runway, the player
 will have to get to its hangar and scrap the project...literally. The MiG-29
 and F-14 planes are the best right now, so if y'got one -- and y'should've --
 use one of those.

 The air force already active really isn't that tough, even if they're at a
 veteran rank or better. If there's any difficult parts, it takes place on the
 island itself, where the shuttle and airports have at least one SAM each to
 complicate things. When the skies and ground are clear, turn your attention
 toward the hangars. When destroyed, they may reveal the prototype (XB-10) in
 the rubble, a sitting duck. Mission ends when it's destroyed.

PLANE PLAY-BY-PLAY
������������������
 [x04] F-117A --------- $13,000
 [x14] Ground Targets - $14,000
 [x06] JF-2A ---------- $13,000
 [x04] Machine Gun ---- $ 4,000
 [x01] MiG-31 Stalker - $20,000
 [x02] MSSL Launcher -- $ 4,000
 [x01] XB-10 ---------- $25,000

 Now Available (A'Craft) - R-M01 ($135,000)

_______________________________________________________________________________
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11) Seagull (Assault of the Mobile Fleet)                                [WK11]
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 Reward ----: $35,000
 Difficulty : 4.5/10
 Recommended: MiG-29 or F-14

 As the title suggests, this sortie will involve both planes and boats, so
 bring something adept at fighting both (F-14 suffices). The mobile fleet's
 en route to a theater of operations, so before it gets there, they'll have a
 meeting with Davy Jones.

 Unfortunately, there's little in the way of uniqueness to this battle -- most
 planes will converge toward the beginning, including the Z.O.E. ace mentioned
 in the briefing. The warships prove to be perhaps a greater challenge, having
 both an AA gun and SAM aboard. There's not much else to say about 'em, except
 to destroy the auxiliary devices first because they disappear when the main
 target's kaput. [NOTE: The 'warship' target acts as an AA gun as well.]

 There's really no strategy to defeating the warships except avoiding flying
 into all their sights, and pick them off one by one (SAMs, then AA guns,
 then remaining TGTs). The briefing director suggested the hit-and-breakaway
 strategy, which is essentially doing a fly-by at high speeds to hit one TGT,
 then evading the others' reciprocating fire when they get the chance to do
 so. Make sure to enjoy the awesome guitar-soloing theme, too!

 NOTE: Afterwards, the craft must perform a carrier landing with a 1:20 time
       limit. This is done by going slowly (but not slow enough to stall) and
       aiming for the ship. The craft must land near one end and slow to a
       stop before going off the other end. If you crash the plane, it's not a
       game over, but the plane costs are docked from the player's stash.

PLANE PLAY-BY-PLAY
������������������
 [x02] A-6 ------------ $ 6,000
 [x02] AV-8B ---------- $ 8,000
 [x03] F-14 ----------- $18,000
 [x02] F/A-18D -------- $ 8,000
 [x01] F/A-18E Z.O.E. - $32,500
 [x06] Machine Gun ---- $ 6,000
 [x03] MSSL Launcher -- $ 6,000
 [x02] R-M01 Hangmen -- $30,000
 [x05] Ship ----------- $50,000

 Now Available (A'craft) - EF-2000 ($170,000)

_______________________________________________________________________________
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12) One Night Stand (Breaking into the Enemy's Submarine Base)           [WK12]
_______________________________________________________________________________
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 Reward ----: $40,000
 Difficulty : 7/10
 Recommended: MiG-29 or F-14

 This mission is similar to #5 (Greased Lightning) in that it'll take place
 within a long ravine protected by an AA network, meaning that if the player
 flies above the cliffs' rim, he'll automatically be targeted by AA missiles;
 should they hit, it's game over, man. Bring one of the best planes available
 mobility-wise for this one.

 The goal is the enemy's Dragoneti at the end of the river, and the way there
 is precipitous indeed. If you check out the briefing's information tab, the
 helicopter (MiL-24s) locations will bely any surprises. Most are lone wolfing
 it but toward the end, three are clustered in the canyon, so that's something
 to be wary of. Unlike before, the nighttime setting allows the player to
 decelerate to 300mph, unlike the similar mission. Other things to note:

 � Stick to first-person POV
 � Use expert control config (enables yawing)
 � Be careful not to (hard) turn into the environment!
 � All paths lead to the same destination -- don't worry it
 � Continuously go to 300mph because the craft speeds up naturally

 Because the path splits, don't bother trying to get all foes. Prioritize the
 helicopters over the boats, because the former may tail the player. Also,
 some paths may be easier to go through than others, such as by avoiding the
 enemies -- if you're having trouble, that can be useful info.

PLANE PLAY-BY-PLAY
������������������
 [x07] MiL-24 -------------- $14,000
 [x02] Ship ---------------- $ 8,000
 [x01] Submarine Dragoneti - $10,000

 Now Unlocked (A'craft) - F/A-18E ($150,000)

_______________________________________________________________________________
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13) Power Play (Taking Over the Hydraulic Power Plant)                   [WK13]
_______________________________________________________________________________
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 Reward ----: $32,000
 Difficulty : 3/10
 Recommended: F-14 or F/A-18E

 Getting out of the dark canyons of the world, the next mission is similar to
 #9 (Swordsmith) in that the allied team needs the enemy's facility to be
 captured intact. Thus, this becomes another "defeat the airforce" mission
 without many strings attached. The F/A-18E that's been unlocked should be the
 main plane for missions now, if y'can afford it.

 Before the player can get too far upriver, the Z.O.E. pilot will engage some
 dogfighting, and it takes three hits to catch him. There are a few missile
 installments en route to the target, plus some surprise helicopters that
 weren't mentioned in the briefing, but nothing very challenging. Just watch
 out for the helicopters' missiles, like usual. [NOTE: The Z.O.E. pilot will
 be a Colonel only if all previous Z.O.E. pilots were slain.]

 The dam reservoir and its tributaries serve as the main part of this map,
 having missile emplacements around each of the (non-target) towers, while
 SAM boats lazily patrol the waters. When approaching each peak, be sure to
 cycle through the targets to see if any is a powerplant portion; if not, try
 to kill both targets in one go. A few planes will cruise this area but there
 isn't an annoying threat like in the balloon-popping mission. Besides that,
 be careful that you're turning laterally and not at a decline, or some medic
 may be picking your carcass out of the hillside.

 When the defenses around the power plant are neutralized, the mission ends.

PLANE PLAY-BY-PLAY
������������������
 [x04] AH-64 ------- $ 4,000
 [x02] AV-8B ------- $ 8,000
 [x01] F-22 Z.O.E. - $36,000
 [x05] Machine Gun - $ 5,000
 [x04] MiG-31 ------ $32,000
 [x11] Non TGT ----- $-5,000/per
 [x02] R-M01 ------- $13,500
 [x02] Ship -------- $ 4,000
 [x05] Tower ------- $ 5,000

 Now Available (A'craft) - SU-35 ($200,000)

 Note that at this time, the path will split into the Operation "Alphaville"
 and Operation "Bellissima" -- a.k.a Path A and B. The player can only do one
 per playthrough, which means s/he can't do all the unlockable missions or get
 all the named pilots' medals in one playthrough. It's tough but that's how it
 goes. Here's the mission forecast for each past, with the unlockable missions
 in brackets.

 PATH A: El Dorado > St. Elmo's Fire > Visiting Hours > [Juggernaut] > Sentinel
 PATH B: Dark Star > Dead End > Cavalry > [Electric Dreams] > Final Countdown

 It's not a bad idea to make a separate save before committing, and after y'do
 one path, then try the other.

_______________________________________________________________________________
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14a) El Dorado (Destruction of the Enemy's Missile Silo Base)            [WKA1]
_______________________________________________________________________________
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 Reward ----: $40,000
 Difficulty : 4.5/10
 Recommended: F/A-18E or SU-35

 Operation Alphaville's first mission will be to destroy the silos located in
 a rough canyon landscape. The priciest plane at the moment (SU-35) at the
 moment is the best, but costs a whopping $200K, so get it if your wallet'll
 full.

 The target silos are strewn across the landscape in a wide cluster, and the
 airforce will be out in...err, force. There are a few normal planes flown
 by vets, but be sure to neutralize Goose and Max when they come a-knockin',
 as there'll be an annoying amount of ground support around, including SAMs.
 This uneven, mesa-like terrain and the near-dusk hours make this level a bit
 dark, so be careful when flying at low altitudes or y'may end up parking the
 craft in the middle of a cliff.

 As for the silos themselves, they are special targets that can only be
 destroyed when the fired missile is flown in through their entrance. This
 means a straightaway trajectory is required, which also means the player'll
 have to scramble around to make that shot. As the silos are built into the
 sides of plateaus and canyons, it's nigh impossible to make a flightpath that
 hurriedly gets many of 'em.

 NOTE: Since silos are low-lying, after destroying the last one, anyone who
       likes watching replays may find that their plane crashes! This won't
       make one redo the mission but it does add an unnecessary replacement
       fee. Either skip the replay here or climb really high to avoid this.

PLANE PLAY-BY-PLAY
������������������
 [x01] Base Cradle --- $ 5,000
 [x07] Machine Gun --- $ 7,000
 [x01] MSSL Launcher - $ 2,000
 [x01] TND-F3 Goose -- $15,000
 [x01] TND-F3 Max ---- $15,000
 [x02] Tower --------- $ 2,000
 [x02] R-MO1 --------- $13,500
 [x02] SF-39 --------- $15,000
 [x05] Silo ---------- $25,000
 [x04] YAK-141 ------- $18,000

 Now Unlocked (A'craft) - YF-23A Stealth ($210,000)

_______________________________________________________________________________
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14b) Dark Star (Pursuit of the Enemy's Transport Plane Unit)             [WKB1]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $22,000
 Difficulty : 3.5/10
 Recommended: SU-35 or better

 While Operation Alphaville is under way, the player's Operation Bellissima
 kicks off by taking down a group of enemy transporters in its own corridor.
 If y'haven't bought the SU-35 yet, do so -- it'll be a lot better than what's
 available now and comparable to the higher-priced stuff to come.

 The mission begins with a radar overload due to meteorological conditions,
 which makes it nigh useless as far as pursuits go. Because the enemies are
 agile as well, y'may end up spending a while trying to get a lock-on. Those
 EF-2000s that were shown at the SE corner of the map will join the fray about
 halfway through the center of the map, so keep an eye out for the green arrows
 on the screen that foretells their appearance.

 The C-5s are lumbering do-nothings and easy targets overall, found at the
 north-central part of the map. They'll be downed after three missiles, like
 normal. Overall, a generally easy mission with high cash returns.

PLANE PLAY-BY-PLAY
������������������
 [x02] TND-F3 ----------- $ 9,500
 [x05] C-5 -------------- $75,000
 [x02] R-M01 ------------ $13,500
 [x03] EF-2000 D.R.2000 - $54,000

 Now Unlocked (A'craft) - YF-23A Stealth ($210,000)
_______________________________________________________________________________
�������������������������������������������������������������������������������
15a) St. Elmo's Fire (Escorting the Break-through-channel Operation)     [WKA2]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $28,000
 Difficulty : 4.5/10
 Recommended: F/A-18E or SU-35

 Next up in Operation Alphaville, a fleet of allied carriers have been ordered
 to break through the Payton Channel and emerge deep within enemy territory
 for an offensive. However, the enemy planes will be merging a counterattack,
 and that's where the player comes in. The best plane now is the YU-23A but
 the SU-35 or F/A-18E are sufficient. [This is also a helpful mission to have
 a wingman on as many enemy pilots are of Ace rank or better. Edge also gets
 a cute outfit and access to the YF-23A on this one for $7K, awesomely.]

 The allied ships consist of a two warships and a carrier, so the burden of
 protection is entirely on the player. There are only nine enemies here but
 all are of sufficient strength, so the player'll have to blitzkreig 'em if
 all ships are to pass through safely. The most dangerous are the three named
 pilots (Dao, Jian, Xia) flying F-15Es, but with a wingman present, shouldn't
 be able to get many shots off. Additionally there are some one-missile ships
 around to take care of in-between downing squadrons.

 Mission ends when all ground defenses and squadrons are scrapped.

 NOTE: By protecting all carriers, the "Juggernaut" mission will be available
       immediately following this one.

PLANE PLAY-BY-PLAY
������������������
 [x02] A-7 ----------- $ 6,000
 [x04] EF-2000 ------- $34,000
 [x01] F-15E Dao ----- $20,000
 [x01] F-15E Jian ---- $20,000
 [x01] F-15E Xiao ---- $20,000
 [x08] Machine Gun --- $ 8,000
 [x02] MSSL Launcher - $ 4,000

 Now Unlocked (A'Craft) - F-22 Stealth ($220,000)

_______________________________________________________________________________
�������������������������������������������������������������������������������
15b) Dead End (Low Altitude Surprise Attack Operation)                   [WKB2]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $35,000
 Difficulty : 5/10
 Recommended: SU-35 or better

 In an effort to preempt the enemy's counterattack, the Bellissima's second
 mission will be a one-man blitzkreig against the mounting airforces. Pick a
 good plane for this (SU-35, generally) although it'd be possible to get by
 with less, too.

 As the briefing stated, staying below 600 feet is paramount to avoiding
 radar detection. Flying above it won't result in a game over, but there'll
 be intercept fighters that pinpoint your location and the whole element of
 surprise is lost. The altimeter on the right-hand side of the screen should
 be your guiding light for the first part of the mission! Always keep an eye
 on it since the tableland terrain rises to about 400ft, leaving a rather tiny
 height to fly in. Thus, it makes more sense to fly in the canyon itself, to
 get the guardtower targets easier. [Be careful not to crash trying to hit
 two targets close together, as some are at level ground and some on plateaus.]

 Past the canyon complexities, the main force is found in the southern reach
 of the icy wasteland. If one avoided detection up until then, the planes will
 be on the runway and can be shot (1 missile) as they try to get airborne. At
 this point feel free to destroy the active pilots and radarsites -- in that
 order -- and be wary of the constant missile locks brought by the fearsome
 foursome: the F.F.F. (Fox Force Four) aces. ALWAYS WATCH YOUR TAIL!

 NOTE: Afterwards is a runway landing, this one considerably long and easier
       than a flight carrier.

 NOTE: Destroying the runway B-2s (non-targets) opens up the "Electric Dreams"
       hidden mission.

PLANE PLAY-BY-PLAY
������������������
 [x02] A-10 ---------- $10,000
 [x02] B-2 ----------- $30,000
 [x02] MiG-31 -------- $16,000
 [x02] SU-37 --------- $20,000
 [x04] YF-23A F.F.F. - $88,000
 [x17] Ground -------- $21,000

 Now Unlocked (A'craft) - F-22 Stealth ($220,000)

_______________________________________________________________________________
�������������������������������������������������������������������������������
16a) Visiting Hours (Breaking into the Geothermal Plant Base)            [WKA3]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $55,000
 Difficulty : 5/10
 Recommended: SU-35 or better

 One of the penultimate missions in Operation Alphaville, this one throws a
 curveball to the player. In an attempt to neutralize the enemy's geothermal
 plant, which is covered by a thick damage-resistant covering, allied troops
 are going to help out. Pick a good plane for this one, valuing mobility for
 one.

 The enemy fighters aren't the main draw to this mission; it's the geothermal
 dome protecting the delicate core of the plant. There will be a timer display
 on the screen, starting at 14:57. Three minutes later, at 15:00, the plant's
 doors will open for exactly ninety seconds, during which the player must fly
 through the narrow opening, bomb the core, and get out again.

 Use the 3-minute introduction to destroy the SAMs around the base, and toy
 with the other targets (although never getting too far away) until the time
 comes. The timer display changes to 1:30 when the doors open. Scramble to find
 the entrance on either side of the place -- which isn't hard since it's the
 only airplane-sized opening -- and destroy the core. Mission automatically
 ends after the core's destroyed, so if you're worried about the plane hitting
 scenery, skip the replay.

PLANE PLAY-BY-PLAY
������������������
 [x03] F-15E --------------- $24,000
 [x03] F-14 ---------------- $18,000
 [x03] F-22 ---------------- $33,000
 [x06] Ground Target ------- $10,000
 [x03] Machine Gun --------- $ 3,000
 [x05] MSSL Launcher ------- $10,000
 [x01] Pow.Plant Turntable - $10,000
 [x03] SU-37 --------------- $20,000

 Now Unlocked (A'Craft) - none

_______________________________________________________________________________
�������������������������������������������������������������������������������
16b) Cavalry (Rescue Operation of the Downed Plane)                      [WKB3]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $50,000 [says $55,000 but actually isn't]
 Difficulty : 7.5/10
 Recommended: SU-35 or better

 Normally third in the Bellissima schedule, it's time to play vanguard for a
 downed recon plane. Not only has the enemy launched fighters in attempt to
 get the spy's codes but there are ground (!) units as well, the first time
 they've been seen in the game, miraculously. Bring the best available plane
 for this mission, and maybe even a wingman if y'want.

 The E-767 Stagecoach is the spy plane in question, and one of the friendly
 units that must be protected to avoid game over (the others being the ground
 retrieval vehicles). There are a lot of ground vehicles and helicopters near
 the encounter point, so take care of them before engaging some of the south
 planes. In fact, if you leave the front lines too long, you'll get a game over
 almost certainly.

 Easily the best way to do this mission is to go straight north through the
 helicopter net to the plane, then north again to the inbound tank squadron.
 Destroy them, then double-back and destroy the MILs now headed for the downed
 plane. [The tanks move in formation, so come at them perpendicularly and
 get a lot in one run; be careful for their missiles.] When the first swarm is
 defeated, some SU-25s will come in from the southeast -- take them out 'fore
 they can decimate the vehicles.

 The key to this mission is moderation. Help the spy plane first, then stay
 in the general area of the other allies. Get too out-of-the-way and there'll
 be hell to pay (remember this rhyme!).

 NOTE: When it says 'Help Wanted' it refers to the vehicles. There isn't a
       notification for the spy plane. Also, some vehicles can die without
       getting a game over; 

PLANE PLAY-BY-PLAY
������������������
 [x04] MIL-24 -------- $12,000
 [x02] MiG-31 -------- $ 8,000
 [x02] SU-25 --------- $21,000
 [x02] MiG-31 -------- $ 8,000
 [x04] M1A1 ---------- $ 4,000
 [x02] ADATS --------- $ 4,000
 [x05] Machine Gun --- $ 5,000
 [x02] MSSL Launcher - $ 4,000

 Now Unlocked (A'craft) - none

_______________________________________________________________________________
�������������������������������������������������������������������������������
17a) Juggernaut                                                          [WKA4]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $38,000
 Difficulty : 3.5/10
 Recommended: SU-35 or better

 NOTE: If you do this mission, you can't do "Electric Dreams" this playthrough.

 Alphaville's "other" penultimate mission is unlocked by protecting all of
 the friendly warships during "St. Elmo's Fire." Not surpringly, it'll be a
 direct continuation of the fleet assault, done at the Ft. Gray's Island area.
 The mobile fleet has amassed to stop the advancement northward, so bring a
 dexterous plane, like the SU-35 for this one.

 As the briefing detailed, the ships are in four small packs with a few ace
 pilots guarding their skies. The method used previously works here again:
 destroy the aircraft while avoiding the ships' AA guns and SAMs, then do a
 high-speed flyby, chipping away at the warships before they can get any good
 shots off. If y'don't take it slow and methodical, needless damage will be
 incurred fo' sho'.

 NOTE: If you want to get max cash for this mission, be sure to destroy the
       ships' auxiliary guns and such before the actual targets (the bridges);
       otherwise, they'll disappear and can't be shot. Missiles that aren't
       shot straightaway can be trashed into the target as well, screwing up
       this money-making method as well.

 Also, after the mission, the player must land on the carrier like previously.
 And, as before, if one fails to do this, it's not a game over but a mere
 plane replacement.

PLANE PLAY-BY-PLAY
������������������
 [x03] Carrier ------- $30,000
 [x05] F-14 ---------- $30,000
 [x03] F/A-18E ------- $22,500
 [x03] MiG-31 -------- $24,000
 [x12] Machine Gun --- $12,000
 [x03] MSSL Launcher - $ 6,000
 [x03] Warship ------- $30,000

 Now Unlocked (A'craft) - none

_______________________________________________________________________________
�������������������������������������������������������������������������������
17b) Electric Dreams (Attack on the Enemy's Elementary Particle Lab)     [WKB4]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $25,000
 Difficulty : 5.5/10
 Recommended: SU-35 or better

 NOTE: If you do this mission, you cannot do "Cavalry" this playthrough.

 If you were craving a fun mission, here it is: one of the runway bombers in
 "Dead End" has given info about a particular lab of the enemy's that is now
 marked for destruction. The catch is it's protected by an indestructable 
 anti-aircraft missile network! Bring a good plane for this one.

 The trek northwest is rather uneventful, but once the E.P. Lab is found
 (codenamed Pancake), the real fun begins. The laboratory has indestructable
 missile launchers as stated before, but the ground targets aren't quite so
 lucky. However, this means that when flying in that vicinity, there's a near
 infinite missile lock -- it's still evadable but y'have to be more careful
 than usual.

 So while it's not a huge break in the formula, it does ramp the difficulty up
 a bit.

PLANE PLAY-BY-PLAY
������������������
 [x02] A-10 ------------ $10,000
 [x02] EF-2000 --------- $17,000
 [x08] Ground ---------- $40,000
 [x04] RAH-65 ---------- $ 8,000
 [x04] SF-37 ----------- $20,000

 Now Unlocked (A'craft) - 

_______________________________________________________________________________
�������������������������������������������������������������������������������
18a) Sentinel (Destroying the Coast Radar Facility)                      [WKA5]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $43,000
 Difficulty : 4/10
 Recommended: SU-35 or better

 The finale to Operation Alphaville is a doozie...or at least it'd be nice to
 say that. The Petrol Coast has a radar facility that jams missile guidance
 systems, so the player will have to do this one with the ol' machine guns.
 for destroying the satellite dish targets. Any plane that's been used up to
 now should suffice.

 Luckily for the player, the jamming devices only apply to the targets -- any
 normal plane flittering around is missile-lock-capable. However, if you plan
 on just doing the targets -- which is dumb considering how much cash there
 is to be reaped -- take down the planes first. Since they're at ace or top
 gun levels (!), they often get tons of missile locks if you leave 'em be.

 Targets themselves are placed all around the coast, sometimes on platforms
 at sea, sometimes in the craggy inlets. If you don't wanna chance navigating
 the cliffs, the targets can be dive-attacked if you get the trajectories
 right.

 NOTE: If you don't north enough, you may not find the YF-23As or F-117As.
       Just to be safe, don't bring a wingman.

PLANE PLAY-BY-PLAY
������������������
 [x08] F-22 ------ $88,000
 [x02] F-117A ---- $13,000
 [x12] Radarsite - $60,000
 [x05] Ship ------ $10,000
 [x02] YF-23A ---- $21,000

 Now Unlocked (A'craft) - none

_______________________________________________________________________________
�������������������������������������������������������������������������������
18b) Final Countdown (Breaking Through the Enemy's Last Defense Line)    [WKB5]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $45,000
 Difficulty : 6.5/10
 Recommended: SU-35 or better

 The final mission is an unprecedented display of sea power by the enemy, and
 includes their largest deployment yet! This is the last line of defense before
 their HQ gets in reach, so shell out for your best stuff because the enemy'll
 have their best pilots in the skies (top gun level!).

 This is one of the easiest missions to trash missile shots in -- not only are
 the pilots skilled but their planes are quite dexterous, so firing missiles
 from 800-1000 yards away is just begging for failure. Even for planes that
 carry 88+ missiles, it's best not to be wasteful. When a lockon is achieved
 and y'find the plane flying straight away, throttle to get closer and then
 shoot -- this improves the kill rate easily. And you'll need this for some
 of those super-slick R-MO1s.

 Once the first batch of pilots encountered are shot down, move to the strait
 to find the rest. There is a warship flotilla waiting for the player, and it
 has SAM capabilities, which is why it's best to take out the flying nuisances
 first. Speaking of which, there's a gigantic XB-10 here that takes five shots
 before sinking beneath the arctic waters. This was the experimental aircraft
 destroyed at a later mission, if y'recall. The flotilla itself isn't that
 hard to destroy, though -- just aim for the 'warship' target and when killed,
 the other two blow up as well (getting their cash in the process).

PLANE PLAY-BY-PLAY
������������������
 [x02] F-22 -------------- $22,000
 [x02] B-2 --------------- $30,000
 [x05] Machine Gun ------- $ 5,000
 [x05] MSSL Launcher ----- $10,000
 [x02] R-MO1 ------------- $13,500
 [x02] SU-25 ------------- $10,500
 [x04] SU-37 ------------- $40,000
 [x05] Warship ----------- $50,000
 [x02] XB-10 Big Bad Mam - $25,000

 Now Unlocked (A'craft) - none

_______________________________________________________________________________
�������������������������������������������������������������������������������
19) Jewel Box (Attack on the Enemy Controlled City)                      [WK19]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $50,000
 Difficulty : 5.5/10
 Recommended: SU-35 or better

 Both synchronized missions now over, the game (and walkthrough) return to
 the mandatory missions, now at the city of Port Edwards. This is the last
 step of securing the route. Whatever plane's been used up 'til now should be
 fine.

 As the briefing said, the main targets are the city highway systems, which're
 currently being used for makeshift runways. The planes around here, some of
 which are stealth-capable, are slippery suckers so don't waste too much time
 (or missiles) playing with 'em. Y'may have noticed that enemy pilots do the
 "stop short" strategy lately, particularly when coming up on their six. This
 method -- where they get to a dead stop, or close to it -- is meant to make
 the player overshoot, letting them reverse the situation. However, this makes
 them sitting ducks as well, so don't go too fast or the easy kill is missed.

 The nightfall cityscape is quite...well, black, as to be expected. This isn't
 the type of place y'wanna do high-speed maneuvers in (even if the demo thinks
 it's A-OK) so use the highway as your guide for urban touring. Take out any
 aircraft before this part, also, as the ground is teaming with tanks and AA
 guns, some with rooftop height advantages.

 NOTE: After all highways are broken, there'll be a runway landing. Like the
       previous one, this is a lot easier as long as y'come in straight and
       brake once down.

PLANE PLAY-BY-PLAY
������������������
 [x02] EF-2000 ------- $17,000
 [x03] F-15E --------- $24,000
 [x07] Ground -------- $35,000
 [x10] Machine Gun --- $10,000
 [x13] MSSL Launcher - $26,000
 [x04] SF-39 --------- $30,000
 [x05] SU-37 --------- $50,000

 Now Unlocked (A'craft) - none

_______________________________________________________________________________
�������������������������������������������������������������������������������
20) Kingpin (Attack on the Enemy's Headquarters)                         [WK20]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $80,000
 Difficulty : 6/10
 Recommended: SU-35 or better

 The "final" mandatory mission in the game is here! The enemy's best troops
 (most are top gun rank) will be out en masse, so y'might as well pull out all
 the stops yourself and get the best plane available. Heck, y'probably have
 enough cash to hire a wingman for the heck of it. [Picking 'protect my tail'
 is preferable to the other options here.]

 First stop should be the airport, where most of the annoying SU-37s and
 F/A-18Es are being launched from. Some are stealth crafts, so if you start
 to concentrate on the hangars and runway targets, one may come behind y'and
 pop a missile up your tailpipe -- be careful.

 The next place up the coast is the St. Ark city center, characterized by its
 high and weirdly spaced skyscrapers. This extends to the bank across the
 river, too, and while the height doesn't obscure too many shots, they can use
 a little preparation.

 The final part of the city is the a little ways past the inlet: the enemy's
 HQ. While it's mostly a bunch of guns surrounding some ground targets, there
 may still be some stealth fighters flying around -- if you're damaged more
 than 60%, take them out first. Mission ends when the targets are destroyed
 (there's only 13 but the scope of the city makes it seem like more).

 NOTE: Defeating the Z.O.E. General here opens up the hidden mission "Last
       Resort." If you skipped killing even one Z.O.E. pilot in the previous
       missions (on any path), then the pilot won't be the colonel and there
       won't be a way to get the mission.

 NOTE: If you did not kill the Z.O.E. General, the game ends here and the
       "normal ending" is achieved.

PLANE PLAY-BY-PLAY
������������������
 [x04] SU-37 --------- $40,000
 [x06] F/A-18E ------- $45,000
 [x01] F-15S Z.O.E. -- $37,500
 [x03] ADATS --------- $ 6,000
 [x04] YF-23A -------- $42,000
 [x09] Ground TGT ---- $29,000
 [x10] Machine Gun --- $ 9,000
 [x09] MSSL Launcher - $18,000

 Now Unlocked (A'craft) - none

_______________________________________________________________________________
�������������������������������������������������������������������������������
21) Last Resort (Pursuit of Giant Submarine)                             [WK21]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $30,000
 Difficulty : 7/10
 Recommended: SU-35 or better

 NOTE: This mission can only be opened by defeating the Z.O.E. General in
       "Kingpin," which itself can only be done if all previous Z.O.E. pilots
       were killed throughout the game. Skipping a pilot means he'll appear
       in the next applicable mission, so it doesn't force the harder pilots
       to appear.

 The mission briefing is quite simple: the Dragonet submarine escaped St. Ark
 right before it became a battlefield, and must be neutralized before all the
 hard work the allied team fought for is thrown in the mud! Same plane as the
 previous mission, unless y'wanna buy the next-best (etc). There's no wingman
 available for this one.

 Funnily, this mission is deceptively simple: there's no enemy planes and only
 one submarine. However, as soon as the tiny guns the Dragonet has are turned
 into scrap metal, the hidden surprise appears: a super long-range ballistic
 missile is fire, aiming at some unstated city in a last-ditch attempt to hit
 the side that thwarted the domination plot.

 The missile is very quick, capable of putting 1500+ feet of distance between
 it and its pursuer with relative ease, and its jammer makes it unable to be
 targeted by normal missiles. Thus, there is only one method to taking it
 down: high-speed pursuit and attacking its six o'clock with the machine-gun.
 It's quite a squirmy little sucker and may change altitude in an attempt to
 foil the player, but for long stretches it does maintain a level course so
 this isn't impossible. Mission ends when it's destroyed.

 NOTE: Failing to destroy the missile before it leaves the engagement zone'll
       force the player into the "bad ending". Destroying the missile unlocks
       the final hidden mission "Fighter's Honor."

PLANE PLAY-BY-PLAY
������������������
 [x01] SLBM ---------------- $50,000
 [x01] Submarine Dragonet2 - $10,000

_______________________________________________________________________________
�������������������������������������������������������������������������������
22) Fighter's Honor (Attack on the Enemy's Headquarters Fortress)        [WK22]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Reward ----: $100,000
 Difficulty : 6/10
 Recommended: SU-35 or better

 NOTE: This mission is only accessible by downing the SLBM in "Last Resort".

 The final final FINAL mission of the game is the attack on a secondary HQ,
 located deep in North Point's region. The enemies crafts will all be top of
 the line and their piloting skills are the highest possible, so there's no
 reason to slack off on choosing your own plane or wingmen.

 Easily noticeable is that the enemy's remaining force has thinned, so despite
 their peerless fighting skills, they lose the advantage in numbers (whereas
 during Kingpin one could easily get damaged or run down on missile amounts).
 Some F-15S's show up as well as the Z.O.E. Commander.

 Further up are the power plants, composed of non-offensive targets. However,
 as in a previous mission, they're accompanied by indestructable pillboxes
 that spew missiles, so there's a good chance of a lock-on in those regions.
 Past there is the fortress (codenamed Intolerance) that is also guarded by
 the permanent missile launchers. Luckily, they're not that hard to take down.
 And for those who like to destroy every last living thing in the map, sorry,
 but it appears the F-15S's are infinite in number.

 But if that's all there was to the mission, it'd be a piece of cake. When
 the fortress' exterior targets are smushed, the front door opens and there'll
 be a tunnel leading into the heart of the place. [There will be a red arrow
 on the minimap indication the entry point.] Fly into the tight space and kayo
 the missile, finishing the game in style. Enjoy the "good ending".

PLANE PLAY-BY-PLAY
������������������
 [x01] ADF-01 Z.O.E. -------- $------
 [x05] F-15S ---------------- $------
 [x02] Fortress Intolerance - $------
          _________          _______    _______  _        ______   _ 
          \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
             ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
             | |   | (___) || (__      | (__    |   \ | || |   ) || |
             | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
             | |   | (   ) || (        | (      | | \   || |   ) |(_)
             | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _ 
             )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)

 Afterwards the credits and ending, there'll be the option to save data over
 the current save (and current save only, by the way). Choosing yes will then
 bestow some special options in the 'Option' tab on the main menu, which are
 (as far as I know):

 - UNLOCK: Extra Mode -----------> Beat game on any difficulty
 - UNLOCK: Free Mission Mode ----> Beat all 16 ace (named) pilots
 - UNLOCK: Model Display --------> Defeat all Z.O.E. pilots
 - UNLOCK: Music Player ---------> Beat game above Captain rank (easy to do)
                                                      _______________________
_____________________________________________________/ IV. APPENDICES [APND] |_
�������������������������������������������������������������������������������
ACE PILOTS                                                               [ACPL]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Ace pilots are renowned fighters for the enemy side, and appear often in
 planes of special color (although not necessarily durability) and have their
 name displayed next to the plane's in-battle. Their prowess may not always be
 up to snuff, but that's not the point -- defeating all of them on one save'll
 open up 'Free Mission' mode. [NOTE: To defeat all of them, a player must go
 through the game twice, doing one side of the branch paths in one, then the
 other side the second time.] Medals are listed in the 'Personal Info' tab
 on the world map, and are organized into three rows.

 TOP: ZOE Captain, ZOE Major, ZOE Colonel, ZOE General, ZOE Commander
 MID: Superfly, Ricochet, D.Cowboy, Razorback, Tallman&Metal Sphere
 BOT: Stalker, Hangmen, Max&Goose, Death Rave 2000, Dao/Jian/Xiao, Fox Force 4

 Here's a chart of the order they're fought in-game.
  ______________________ _______ _______________________________________
 | MEDAL                | MISSN | OBTAINED                              |
 |����������������������|�������|���������������������������������������|
 | Superfly             | 02    | Defeat Superfly's F-2                 |
 | Ricochet             | 04a   | Defeat Ricochet's MiG-29              |
 | D.Cowboy             | 04b   | Defeat D.Cowboys' SU-25s              |
 | Razorback            | 06a/b | Defeat Razorbacks' F-117As            |
 | Z.O.E. Captain       | 07    | Defeat ZOE Captain's F-14             |
 | Tallman&Metal Sphere | 09    | Defeat Tallman&Metal Sphere's F-16s   |
 | Stalker              | 10    | Defeat Stalker's MiG-31               |
 | Z.O.E. Major         | 11    | Defeat ZOE Major's F/A-18E            |
 | Z.O.E. Colonel       | 13    | Defeat ZOE Colonel's F-22             |
 | Max & Goose          | 14a   | Defeat Max and Goose's TND-F3s        |
 | Death Rave 2000      | 14b   | Defeat Death Rave 2000s' EF-2000s     |
 | Dao, Xian, and Xiao  | 15a   | Defeat Doa, Xian, and Xiao's F-15Es   |
 | Fox Force Four       | 15b   | Defeat the F.F.F.'s YF-23As           |
 | Z.O.E. General       | 19    | Defeat ZOE General's F-15S            |
 | Z.O.E. Commander     | 21    | Defeat ZOE Commander's ADF-01         |
 |______________________|_______|_______________________________________|

 A note about the ZOE pilots. In order to get all their medals, they must be
 killed at the first possible time, otherwise they reoccur the next time a
 ZOE pilot shows up. For instance, if the Captain in #07 is not slain, he'll
 show up in #11. In order to fight the General in #19, and thus unlock the
 two bonus levels, the three subordinates under him must be killed prior! As
 most ZOE pilots are not mission targets and maybe in stealth craft, it's
 quite easy to forget about 'em and accidentally skip the mission. Checking
 the mission death toll at the end is always a good idea.

_______________________________________________________________________________
�������������������������������������������������������������������������������
PLANE OVERVIEW                                                           [PLNV]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 A plane is a plane is a plane -- it's what the player rides around in, the
 tool to inflicting enemy casualties and flying the bloody road to freedom.
 There are many planes in the game and only two are unlocked (purchased) by
 default -- the others must be opened by playing the campaign and then laying
 down some cash. A plane has the following categories

 PWR: Power --------- Affects acceleration
 DEF: Defense ------- Affects how much damage is inflicted by guns & missiles 
 MBL: Mobility ------ How maneuverable the craft is
 STB: Stability ----- How...uhh, stable the craft is when flying; the control
 CLM: Climbing ------ Affects how far it can fly upwards before stalling
 A2A: Air-to-Air ---- The capabilities in air-to-air combat
 A2G: Air-to-Ground - The capabilities in air-to-ground combat

 All planes are equipped with a vulcan gun (infinite ammo) and a supply of
 missiles. When the missiles run out, there's no way to get more. There's no
 other weapons available, sadly -- those are additions in Ace Combat 3 on.

 Replacing a plane at the user's expense, such as when it's shot down, is
 equal to a tenth of the purchase price. So, if the A-4 is in that position,
 it'll be $4,500 out of the current reserve.

 Below is a table summarizing the important stuff. Note that the game places
 no numerical figure on how good a craft is -- graphs do the talking in this
 case. My figures are approximations on a 1-10 range (rounded up), with 'X'
 standing for the best in that category.
      _________ _________ __________ _____________________________ ____
     | PLANE   | $ PRICE | OBTAIN ? | PWR DEF MBL STB CLM A2A A2G | M# |
     |���������|���������|����������|�����������������������������|����|
     | A-4     |  45,000 | Default  |  4   3   3   9   3   4   6  | 80 |
     | F-4     |  50,000 | Default  |  5   3   3   7   4   4   4  | 64 |
     | KF-C7   |  60,000 | M. 01    |  5   4   3   8   4   4   4  | 64 |
     | A-6     |  60,000 | M. 02    |  4   4   3   7   3   4   8  | 80 |
     | F-16    |  90,000 | M. 03    |  7   4   4   6   5   6   6  | 64 |
     | X-29    |  85,000 | M. 04a/b |  7   3   6   3   6   5   4  | 64 |
     | A-10    | 100,000 | M. 05    |  3   7   5   X   3   4   9  | 80 |
     | MiG-29  | 110,000 | M. 06a/b |  7   4   5   6   8   6   6  | 64 |
     | F-14    | 120,000 | M. 08a/b |  8   6   5   6   8   8   6  | 72 |
    *| F-117A  | 130,000 | M. 09    |  6   6   4   5   6   6   8  | 80 |
     | R-MO1   | 135,000 | M. 10    |  7   4   5   4   7   6   6  | 64 |
     | EF-2000 | 170,000 | M. 11    |  8   4   6   3   8   7   6  | 64 |
     | F/A-18E | 150,000 | M. 12    |  8   5   6   6   8   6   9  | 72 |
     | Su-35   | 200,000 | M. 13    |  9   6   8   7   9   8   8  | 80 |
    *| YF-23A  | 210,000 | M. 14a/b |  9   6   6   9   8   8   8  | 64 |
    *| F-22    | 220,000 | M. 15a/b |  8   5   7   X   9   8   8  | 88 |
     |_________|_________|__________|_____________________________|____|

 Asterisked (*) planes have stealth function. This means that, if they fly
 under 'x' radar, usually 500-600, they'll disappear from the enemy's sights,
 electronically anyway. As with all things, if someone gets a visual on the
 plane, the stealth is useless -- this works vice versa, too, as the enemy'll
 employ this tactic a lot in the late stages.

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V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
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�������������������������������������������������������������������������������
 [Q] - What's that lower-left colorized chart on the world map?
 [A] - From top to bottom, it measures the target location's elevation. So,
       the mountainous second mission will be at the very top while the third
       mission will be closer to sea level.

 [Q] - How come some missions don't have briefings?
 [A] - They all do. Pressing start on the mission select screen just skips
       that part! Press triangle to see it again when on the support-pilot
       screen.

 [Q] - I defeated a Z.O.E. Pilot but didn't get a new medal!
 [A] - New medals are only obtained when a new ranking Z.O.E. pilot is killed.
       Basically, if you want a medal, you need to kill a higher-ranked pilot.
       It's important to know that, if you find a Z.O.E. pilot and leave him
       alive, the next one found down the line won't be of the next-highest
       rank. Basically, kill them every time they're encountered if you want
       all the medals.

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VI. UPDATES & CONTRIBUTORS                                               [UPDT]
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�������������������������������������������������������������������������������
 10-02-09 --------------------------------+ Started walkthrough
 10-08-09 --------------------------------+ Finished walkthrough

THANKS TO...
������������
 � Sailor/Ceej, for hostin' my crap
 � The manual, for the story section

NOTES TO SELF/THINGS I NEED
���������������������������
 � Exact machine-gun/MSSL count during "Juggernaut"
 � Are plane $$ figures correct for "Cavalry"?

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VII. LEGALITY                                                            [LGLT]
_______________________________________________________________________________
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

 Allowed Sites:                       Disallowed Sites:

  � Gametalk.com                       � cheatcc.com
  � GameFAQs.com
  � MyCheats.com
  � Neoseeker.com
  � Gamesradar.com
  � Supercheats.com
  � Cheathappens.com
  � Honestgamers.com
  � Chaptercheats.com                           E-mail me for permissions ~
  � Cavesofnarshe.com                        shotgunnova (a+) gmail (d0t) com.
_______________________________________________________________________________
THE PAST IS JUST A FADING     Document � Shotgunnova, 1997-2009 (and countin'!)
GHOST / THE FUTURE IS SO                Ace Combat namesake � respective owners
VERY HARD TO TELL                                 E N D   O F   D O C U M E N T