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Quicksilver Medal walkthrough

by vhayste

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                            A C E  C O M B A T  6
                        ---======================--
                           - Fires of Liberation -

               
                       QUICKSILVER MEDAL FAQ/WALKTHROUGH
     




     |:|_ A collaborative guide by Landshark and Vhayste�

     |:|_ Email   : [email protected]
                    [email protected]
     |:|_ Gamertag: JonnyLandshark
                    paul vhayste
     


                         
     ||_VERSION HISTORY
     
     [V1.0] 1:53 AM 3/27/2008 - Main Guide finished
     
     
     
     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     |                          C O P Y R I G H T                     |
     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     
     This document is copyrighted to the authors, Landshark and Vhayste�. 
     It is intended for ~PRIVATE~ use only. It cannot be used in ANY form 
     of printed or electronic media involved in a commercial business, in 
     part or in whole, in any way, shape, or form. It cannot be used for 
     profitable or promotional purposes, regardless of the situation. 
     Breaking any of these rules is in direct violation of copyright law.

     This document is protected by copyright law and international treaties.
     Unauthorized reproduction and distribution of this document, or any 
     portion of it, may result in severe civil and criminal penalties, and 
     will be prosecuted to the maximum extent possible under the law. Any 
     characters, names, places, or miscellaneous objects are copyright of 
     their respective companies.

     Unauthorized distribution of any resources found in this document, a 
     part of the document or as a whole is considered violation of the 
     copyright law.
     
     

     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     |                     A U T H O R S'  N O T E                    |
     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     

     Vhayste:
     ========
     Hello and welcome to our short guide on how to obtain the Quicksilver
     Medal in the Xbox 360 game, Ace Combat 6. The Quicksilver Medal can
     be unlocked by completing the campaign in less than 2 hours and 15
     minutes. It may sound challenging but it is really possible to obtain
     it easily - with proper planning and strategy.
     
     This is also my first collaborative faq with another writer. Since the
     information for getting this medal in detail is large to insert to my
     existing walkthrough, I have decided to have a separate guide instead.
     For any questions, suggestions or comments, you can contact either of
     us using the email addresses provided above. We hope that this small
     guide should be able to assist those players struggling to get the 
     Quicksilver Medal in AC6.


     Landshark:
     =========
     This is the first time I have ever even considered contributing to a 
     FAQ let alone writing one. Initially this FAQ developed with my sending 
     some e-mail comments to �vhaste� about his excellent walkthrough and 
     that he might want to think about adding some notes to his FAQ with 
     suggestions as to which Objectives/Operations in each mission should be 
     accomplished or avoided to avoid wasting time while trying for the 
     Quicksilver medal.
     
     I had made some additional observations while playing the game and 
     decided to e-mail him with what I found in hopes that he might find my 
     comments valuable in any updates to his FAQ. This led to �vhaste� 
     suggesting to me that since I was already working through the Quicksilver 
     Medal that it might be better to just create a whole new FAQ about 
     accomplishing the medal and that we coauthor a new FAQ with detailed 
     walkthroughs for each mission.

     Finally, I'm sure the suggestions I have made aren�t the only, or even 
     the very best way to accomplish the missions in the absolute quickest 
     amount of time. While I/we strove to represent what we thought were the 
     most efficient/quickest way to get through the missions and objectives 
     there might still be other ways to cut out even more time. If you find 
     an even better, quicker or more effiecient way to do this in less time 
     that's great and if you care to share we would certainly appreciate the 
     input and try to incorporate any new ideas/techniques into any future
     revision of this FAQ.





     
     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     |                   FLIGHT SCHOOL (GETTING STARTED)              |
     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
     NOTE: If you are an Ace Combat pilot before and already familiar with 
     the game basics, you may skip this tutorial.
     
     
      CONTROLS 
     |--------|

     The button configuration is generally the same as the previous 
     versions of the game. But there are some additions as well, including 
     the all new �Allied� command/orders. This will be discussed in detail 
     later on.

     The following layout that will be covered in this section is Type A 
     which is the game�s default. You can change the control type from the 
     game options.



     ++------------++
     ||Acceleration||
     ++------------++

     Press the RIGHT TRIGGER to accelerate. Press the RIGHT BUMPER to yaw 
     right. 

     Hold RT to activate afterburners and gain a speed boost. Note that 
     the turning angle is wide when traveling at high speeds.


     ++------------++
     ||Deceleration||
     ++------------++

     Press LEFT TRIGGER to accelerate. Press the LEFT BUMPER to yaw to the 
     left. 

     Hold LT to activate air brakes. Air braking for too long may cause 
     your aircraft to stall. Air braking is necessary to make sharp turns 
     in maneuvers. 


     ++--------------++
     ||Flight Control||
     ++--------------++

     Hold the Left Analog button down to point the plane�s nose up and 
     vice versa. Hold it to the left or the right to roll the plane left 
     or right.

     Press the left analog button to lower the landing gear during 
     mid-battle landings.


     ++--------------++
     ||Camera Control||
     ++--------------++

     Use the right analog stick to control the camera angle freely.  

     Press it to change into different views.


     ++-----------------------++
     ||Wingman/ Allied Command||
     ++-----------------------++

     Press the UP D-PAD (directional pad) to order your wingman to attack 
     the target (s) in front of you. Press the DOWN D-PAD to order your 
     wingman to cover you.

     When the AS (Allied Support Gauge) fills up, press and hold the UP 
     button to request a coordinated attack against the targets in front 
     of you. Request a coordinated allied cover by pressing the DOWN 
     D-Pad

     Press the LEFT or RIGHT D-pad to highlight enemy forces for each 
     operation.


     ++-----------------++
     ||Pause/Menu/Cancel||
     ++-----------------++

     Press the start button to pause the game and open the menu during the 
     mission. Here, you can view your main objective and the objectives 
     for each operation.

     The start button is also used for cancelling landing and take off 
     sequences.


     ++------------------------++
     ||Toggle SP weapon/Missile||
     ++------------------------++

     Use the select button to toggle between missiles and SP weapons.

     
     ++-----------------++
     ||Fire Machine Gun ||
     ++-----------------++

     Use the A button to fire your plane�s machine gun.


     ++------------------------++
     || Fire missile/ SP weapon||
     ++------------------------++

     Press the B button to fire missiles or SP weapons, depending on which 
     one is active. Press and hold to track down the missile or SP weapon 
     as it hits the target.

     
     ++---------------++
     || Change Targets||
     ++---------------++ 

     Press the Y Button to change targets. 


     ++----------------++ 
     ||Toggle Map modes||
     ++----------------++
 
     Press the X Button to toggle map views.




     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     |               T A C T I C A L   T R A I N I N G                |
     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

     Now, we will run through the layout of basic combat operations. This 
     includes mission briefing, plane selection, weapons systems, combat 
     maneuvers, allied/ wingman commands, ESM support and battlefield 
     assessment.
     
     
     ++------------------++
     || MISSION BRIEFING ||
     ++------------------++

     Some players may find this part of the game boring and may just skip 
     to the battle at once, only to discover they don�t know what to do 
     later on. It�s a cardinal sin and a part of stupidity for pilots.

     These pre-mission orientations are really important. You will know 
     all the separate operations to be conducted simultaneously and the 
     allied detachments that will participate in battle. As you have known, 
     most missions have several operations taking place and you have the 
     choice to provide support to any of them. Since you are only required 
     to meet the quota out of the deployed operations, you can finish the 
     mission even if you were not able to meet the other teams. 

     For example, the mission has three operations and you have a quota of 
     two. That means that you just need to finish two out of the three 
     active operations for that mission.

     Furthermore, the briefing�s most important use is to provide much 
     needed intel about the enemy forces, the terrain and the background of 
     the mission. You will now the type of enemies you may encounter 
     including your main objective, which will also help you to decide 
     which plane and weapons to bring. 


     ++------------------++
     || PLANE SELECTION  ||
     ++------------------++

     Selecting the proper plane for the mission is self-explanatory. Each 
     plane has their own strengths and weaknesses, including their SP 
     weapon set and payload. You wouldn�t be bringing an A-10A attacker 
     (unless you are seeking challenge) to mission where heavy aerial 
     battle and dogfighting is expected.

          
     There are three major groups of planes. Each of them is classified 
     according to their performance, ordinance and the types of missions 
     they are best suited. Choosing what plane to bring for a mission will 
     determine your survival when deployed.
     

     ATTACKERS

     These aircrafts are bombing specialist and ground target killers. 
     They excel in flying at subsonic speeds while �hugging the deck� or 
     flying low. They have heavy armors that make them sturdy enough to 
     withstand enemy fire. Their weakness however, is their stiff 
     maneuverability. It will be hard to avoid enemy missiles just by 
     evading it. Attackers are also capable of engaging enemy ships.

     Normally referred to as �bombers�, they carry enough ordinances to 
     destroy large groups of ground units. Newer bombers are faster, more 
     agile and more maneuverable.


     FIGHTERS
     
     Aircrafts built for engaging enemy fighters and air targets. They are 
     agile, quick and deadly. They are also deployed to escort transports 
     and bombers, defend bases and even protect the fleet. They are 
     capable of turning sharply at very high speeds as well.

     The weaknesses of fighters include lesser armor to make the plane 
     lighter but making it more vulnerable against enemy fire and their 
     sensitivity when attacking the ground can make the plane wobbly and 
     crash.
     

     MULTIROLE

     These aircrafts are the hybrid or the cross between fighters and
     attackers. Their main strength lies in their all-around attributes 
     and capability of being deployed on any mission. They have the 
     strength, speed and agility of fighters and the toughness and 
     stability of attackers.
     
     Multiroles are even better the weaknesses of the other two fighter 
     types are covered by the other.

     Another minor plane type is the Jammers. They carry electronic 
     equipment that interferes with the enemy communications, radar and 
     ETS. They are playable in the game, but some planes have ECMP as 
     a SP weapon instead.
     
     
     ++----------------++
     || WEAPONS SYSTEM ||
     ++----------------++

     This section will provide you the basics of using/deploying/selecting 
     different weapons you have equipped in your plane. Obviously, each 
     plane has different sets of special weapons and their payload 
     determines the amount of missiles and SP weapons they can carry.

     You also need to bring the SP weapon appropriate for the mission. You 
     wouldn�t want to bring bombs if you are expecting enemy air units in 
     majority.


     ++----------------++
     || FIRING MISSILES||
     ++----------------++

     Your missiles are your basic, multi-purpose weapons. They can hit 
     ground, air, and naval targets. They are faster compared to some A-A 
     SP weapons and have average damage. Most of the time, one to two 
     missiles are enough to destroy enemy targets.

     You will need to lock-on a target first. You should also be within 
     firing range before achieving a lock-on. Once you get a lock-on, don�t 
     fire immediately. It doesn�t mean that your missile will hit the 
     target immediately. 

     Take note of the angle, speed and turn you and your target are 
     currently doing. The optimum firing range is at least within 5000 ft. 
     At this distance, missiles can hit their target with little chance of 
     evasion. (Unless the target is a really agile plane such as Strigon 
     Team�s SU-33s).

     For higher probabilities of hitting the target, pay close attention 
     to your hud. Once the word SHOOT appears, release your missiles. The 
     hit rate of firing missiles during this time can be as high as 95% 
     in most but not all cases.
     
     
     ++-------------++
     || FIRING GUNS ||
     ++-------------++

     Machine guns can be equally destructive as missiles within its 
     effective range or even more at point blank. However, tracking or 
     targeting fast moving targets can be challenging since you also need 
     to control the speed and angle of your aircraft to keep the target in 
     sight (manual targeting). There are some tricks in properly executing 
     a machine gun attack and I will try to discuss it here.

     The machine gun rounds are lethal up close and are sure to chew the 
     enemy armor away. First, you�ll need to be close enough for the 
     bullets to hit your target. You will know this if your targeting 
     reticule appears.

     For targeting large, slow enemies such as transports, enemy AWACs, 
     tankers etc, just approach them slowly, get into firing range, align 
     your reticule and fire. Same thing can be applied for large ground 
     targets such as facilities, fortifications and enemy ships. For 
     faster targets like enemy fighters, you will need to anticipate the 
     enemy�s flight path. Refer to the diagram below:

     The green circle is your reticule, the black line is the projected 
     flight path of the target and the red plane is the target.

     Note that the reticule is way beyond the target. The truth is, in 
     high speed maneuvers, bullets don�t travel straight right to the 
     target. 

     With a bit of physics and other factors, bullets tend to �swerve� 
     away from the direction it is fired. In this diagram, firing bullets 
     at this position will allow the bullets to �fly� directly to the 
     target. Same thing applies for vertical approaches.

     
     ++-------------------++
     || FIRING SP WEAPONS ||
     ++-------------------++
     
     SP weapons come in many shapes and sizes. Anti-air SP weapons are 
     normally missiles with multi-lock on capability, farther range, 
     enhanced tracking and greater damage. Anti-ground weapons are 
     composed of �dumb� (normal) bombs, precision bombs and air to ground 
     missiles. There is also an SP weapon that jams the enemy targeting 
     capability, thus reducing the effectiveness of missiles.
     

     ANTI-AIR SP WEAPONS

     XMA4, XMA6 and XLAAs are all multi-targeting SP weapons which can 
     fire four missiles at medium and long range. Though they have 
     enhanced tracking, range and damage, that doesn�t mean that they 
     will always hit the target. Enemies can still evade them by making 
     sharp turns and barrel rolls. QAAMs are a bit more reliable when 
     tracking faster more agile targets because of its maneuverability.

     For best results, approach the targets either on their 12 or 6, and 
     then fire after getting a lock on. Getting in closer may increase the 
     probability of the missiles hitting the target but may also cause the 
     targets to break formation and engage you instead. 


     ANTI-GROUND SP WEAPONS

     For precision air to ground weapons such as GPBs, XAGMs, LASM, and 
     SFFS, you just need into range and release the weapons once you get a 
     lock-on. You will always hit the targets unless they are in some kind 
     of cover. 

     For unguided bombs such as the UGBL and FAEB, you will need to 
     carefully aim them before releasing or they�ll land off target.

     Upon selecting an unguided bomb, a different targeting crosshair 
     will appear. This is where the bomb will hit. You won�t know the 
     blast radius until impact. Usually, UGBs have decent blast radii but 
     compared to the FAEB (which I consider the strongest ground weapon in 
     the game), the destruction and range is not even close.

     Use UGBs against closely packed targets such as enemy fortifications 
     and bunkers.


     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     |                        Q U I C K   F A C T S                   |
     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     
     1.) Q: What is this guide for? 
     
         A: This guide is meant to assist players on how to finish the
            campaign in less than 135 minutes or 2 hours, 15 minutes.
     

     2.) Q: Do I really need to go through this trouble? 
     
         A: No, not really. It's your choice whether you would like to do
            this or not. However, if you are aiming for a full 1000 pts in 
            the game, you'll need to collect all medals to unlock the 
            corresponding achievement.
            

     3.) Q: What mode should I be playing to get this medal easily?
            
         A: You should be playing in NORMAL Mode at least. The enemy damage
            is a bit limited so average players won't worry about getting
            shot down easily.
     

     4.) Q: What plane and weapon load-out should I use?
     
         A: Obviously, the CFA-44 Nosferatu and its ADMM is your best 
            choice for rushing the campaign. The Nosferatu is the best
            plane in the game, not to mention that the multi-target, homing
            projectiles of the ADMM can shoot down enemy planes in one
            hit. Eliminating enemies at the shortest time possible is the
            key to finish most missions.


     5.) Q: Help! I took quite a while to finish a mission but the game
            saved it automatically! Now I can't go back to redo it again!
     
         A: To avoid these kinds of problems, disable the auto-save 
            feature so that you can redo something if it doesn't go well.
            Also, having at least two save files is recommended. Try 
            saving alternately between the two files.
     

     6.) Q: Is it possible to get this medal in the first run/playthrough?
     
         A: Definitely not. For the first three missions alone, you'll be 
            stuck with an average plane and limited funds. It can be 
            possible but hey, why go all through the trouble where you can 
            do it easily later?
     
     7.) Q: What do I really need to do to complete missions faster?
     
         A: Concentrate on the REAL targets (red tgts), ignoring the targets
            unless they are in direct threat to you. Order your allies to
            attack and cover you whenever possible.




     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     |                        W A L K T H R O U G H                   |
     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     
     
     Mission 01                                              

                          INVASION OF GRACEMERIA

                    -Through the heart of the nation-
     

     Time Limit  : 30:00:00                           Area: Gracemeria
     Quota:        None
     OP Leader   : None
     Mission Type: Anti Air

     Main Objective : Destroy all enemy targets (TGT)
     Starting Points: Aerial Defense	



     Start mission after take-off, switch to ADMM (special weapon) 
     Afterburn (A/B) to your immediate right (East on the compass) pointing 
     towards the group of targets you can see bombing the capital/castle. 
     There is 1 B-52 just finishing its bombing run, 2 UH-9 Helo�s hovering 
     in place and 2 B-52�s just beginning their bombing runs. A/B until you 
     are in range and the ADMM�s lock on. Shoot ADMM�s, turn North A/B 
     toward a 4th B-52 trailing the ones you just shot down heading towards 
     his bombing run and MG him frrom the side while your ADMM�s are 
     recharging (don�t bother switching to regular missiles as you are 
     coming at him from the side and your missiles will miss trying to make 
     the 90 deg. turn to get behind him so just MG him. That�s 4 B-52�s 
     and 2 UH-9�s (6 total Tgt A/C) of 15 so far and all of the most 
     Eastern Targets, now all our travel will take you directly West and 
     bring you closer and closer to the return line you will need to be 
     near to end the mission at the end (saving you A LOT of time).

     After the 6 Tgts out East are destroyed, head West in A/B across the 
     bay (use your radar on the 1st Map mode, not the circle/target reticle 
     looking view but the next one after that is best to help orient you 
     and keep you following the red targets). You should point the nose of 
     your plane about halfway between the B-52 Tgts to your right (North) 
     and some more UH-9�s over the Airfield to your left (south), once the 
     ADMM�s target those enemies get out of A/B and let the ADMM�s loose. 
     Keep on your heading (West) but at non-A/B speed as you want to give 
     your ADMM�s time to recharge before you get too close to any of targets
     that will be coming at you from the West. If you are slowly heading 
     west, just as you ADMM�s recharge, a flight of 4 F/A-18 Tgts should 
     be heading at you from the West and be in range. Shoot the ADMM�s 
     immediately when they are done recharging to make sure they launch 
     before the F/A-18�s get too close you don�t want to have to turn 
     around and get into a turning �knife fight� with a single maneuvering
     A/C.

     If you poped the the F/A-18�s while still heading West then maintain 
     that course without A/B while your ADMM�s recharge and let the final 
     group of Tgt A/C head your way also coming from the West. It�s a 
     formation of 4 Rafale fighters and you MUST get them while they are 
     still farther away because they are too maneuverable in close where 
     they can avoid your ADMMs. If your ADMM�s haven�t finished recharging 
     by the time they are in range than target one of the inner/center 
     Rafael�s and tell Shamrock to attack, he will launch his ADMMs instead 
     and should get them, however watch the targets closely to make sure 
     he does get them all Shamrock is not very accurate with his SP 
     weapons as often he lets them fly before they lock on to all the 
     targets, if he doesn�t get them then you back him up with another 
     ADMM barrage of your own and you should get them.


     No more red target A/C will appear at this point as you have destroyed 
     the required number of targets. And doing it this way should have you 
     with a full Allied support meter, a healthy supply of ADMM�s remaining 
     and most importantly efficiently killing all red Tgt�s while leaving 
     you at a point on the map closest to the point you need to be to end 
     the mission. Once you kill the final targets, just loiter in slow 
     circles in the Western side for the map just shy of the return line 
     and wait there. Do NOT go chasing planes all over, you shouldn�t get 
     too many enemy A/C coming out your way to bother you out West. All 
     you have to watch out for are the cruise missile strikes which you 
     can avoid easily if you watch for the orange circles on your radar 
     that show you where they will be exploding a second or so before they 
     actually explode there so you can avoid being there. You should get a 
     cut-scene and then the cruise missiles start showing up. Just hold out 
     and watch out for the Strigon Tm that comes your way. If you haven�t 
     heard the mission update form AWACS telling everyone to evacuate the 
     combat area then just defend yourself and ADMM/Shamrock Atk/Allied 
     support the Strigon team planes and avoiding the cruise missile strikes
     while staying close to the western border until you do. As soon as 
     you get that message hit the A/B and jump across the return line to get 
     the mission accomplished update and the timer stops running. 
     
     
     +===================================================================+
     +===================================================================+
     

     Mission 02                                                 
                            VITOZE AERIAL DEFENSE

                               -On the brink-


     Time Limit  : 20:00:00                       Area: Brillante Heights
     Quota       : None
     OP Leader   : None
     Mission Type: Anti Air

     Main Objective: Destroy all enemy targets (TGT)
     Starting Points: Bomber Intercept


     From the Start point hit A/B and head North/North-West toward the red 
     target on your radar (the radar view with the entire battle area is 
     very most useful to find the targets throughout this mission). 

     You will first run into 1 B-52, ADMM him then turn and A/B North-East/
     East to find the next group. You�ll run into a group of 2 B-52s over 
     here, ADMM them once in range (careful to watch your ADMM�s until they 
     impact as the ADMM�s will target other Non-red, non-tgt A/C in the area
     leaving less ADMM missiles to go after the 2 B-52�s which might not be 
     enough to kill each one; some might miss/near miss so you want to 
     make sure you kill ALL of them on this pass without having to twist 
     and turn and slow down. 

     After they are shot down you will see a red target A/C arrow has shown 
     up back where you killed the 1st B-52 but don�t head over there yet as 
     very quickly another group of red tgt�s will appear between where you 
     are and the targets farther out to the East. These new targets will be 
     to the North (your right if you are heading West). A/B and head North 
     and intercept the 5 B-52�s, ADMM them (again watching closely to ensure
     you destroyed them all, have Shamrock to ADMM them too if you have too
     to make sure you get them all without having to twist and turn or 
     adjust your heading too much). Once these are dead you should now A/B 
     and head South/South West and be coming up behind the last group of 
     B-52s. 

     Get in ADMM range of the last 2 B-52�s, ADMM them and mission 
     accomplished.
     
     
     
     +===================================================================+
     +===================================================================+
     

     Mission 03                                                 
                                 SIPLI FIELD

                              -Fortunes of War-



     Time Limit    : 30:00:00                          Area: Sipli Fields
     Quota         : 2/3
     OP Leader     : A: Warlock       B: Quox         C: Steel Gunners
     Mission Type  :    Anti-Ground     Anti-Ground      Anti-Ground

     Main Objective: Eliminate all Estovakian ground forces. Single out 
     individual missions on the HUD using the Dynamic Operation System by 
     pressing left and right on the directional pad

     Starting Points: 

     1.	Central Assault Unit Support (Air-to-Ground)
     2. Eastern Separate Unit Support (Air-to-Ground)
     3. Long Range Artillery Unit Support (Air-to-Ground)
     
     Order of Attack: A-B or A-C.
     

     Choose any Start Point (SP) as they are all essentially co-located and 
     equidistant from the action. I chose the Center/Middle.

     You can accomplish any of these missions in any order and have them be 
     about the same amount of time. However it is most efficient to choose 
     to do the Center mission and either the East or West simultaneously and
     accomplish 2 of the three at about the same time. You don�t save much 
     time using A/B once you are over the Obj�s as you need the time to 
     recharge your ADMM�s

     A/B from the start point and head toward middle Obj with Warlock, ADMM 
     the A/C targets you will see over the Obj A battlefield first to get 
     them out of the way (you probably won�t get them all on the first pass 
     but you need to knock several of them out initially or Warlock will get
     pounded by the A-10�s assaulting them). Then turn to the right/East 
     heading toward the Obj B while your ADMM recharges. It should be full 
     by the time you get to Obj B area and ADMM whatever ground targets you 
     lock on to. You can essentially turn on a lazy circle that encompasses 
     both Obj A and B alternating shooting at ground targets between each. 
     When you shoot Ground Tgts on Obj B, by the time you make your circle 
     and are over Obj A your ADMM�s are recharged and you can take a chunk 
     out of Obj A targets, continue your circle back towards Obj B while 
     you recharge and hit Obj B again). Keep turning in a circle between 
     the two Objectives and checking your radar for the red targets until 
     all Tgts are destroyed in both Objs.

     You can also save time by after you shoot a ADMM barrage by quickly 
     switching to Missiles and targeting/destroying targets that you are 
     heading towards that didn�t get targeted by your ADMM barrage to save 
     time later from having to make another pass and wasting a ADMM barrage 
     on just one or two Tgts.

     You can use Shamrock in Atk mode and Allied support when it becomes 
     available if you want but I rather save them for Part 2 of the 
     mission after you have cleared Obj�s A and B or A and C as they are of 
     more use as far as saving time on the second part of the objective when
     there are more targets to kill.

      Once you have cleared both A and B Obj�s there is a lag time before 
     the Misison Update comes to kill the retreating forces. Since you are 
     likely low on ADMM�s at this point use this time to A/B to the return 
     line to rearm with more ADMMs. Once you get back from rearming, A/B 
     towards the objective and abuse Allied Support and Shamrock once in 
     range to destroy the red targets as quickly as you can. Just keep it 
     up until you destroy all the Targets (keep checking your radar to 
     find red tgts so you are heading in the right direction for your next 
     barrage). Once all red Tgt�s are down, time stops, mission 
     accomplished.


     ** Note: ******
        Whenever rearming, skip the landing and takeoff sequence using the 
        Start button as you waste time lining up for, landing, and taking 
        off again. ***
     
     
     
     
     
     +===================================================================+
     +===================================================================+
     
     Mission 04                                                 [WLK004]

                              BARTOLOMEO FORTRESS

                              -Echoes of Battle-



     Time Limit    : 40:00:00                          Area: Mt. Marcello
     Quota         : 2/3
     OP Leader     : A: Warlock       B: Quox         C: Snake Pit
     Mission Type  :    Anti-Ground     Anti-Ground      Anti-Air

     Main Objective: Capture Bartolomeo Fortress and sweep Khesed Island 
                     of all Estovakian forces.

     Starting Points: 
     
     1.	Logistics Route Assault Support (Air-to-Ground)
     2. Gun Site Capture Support (Air-to-Ground)
     3. Electronic Support Aircraft Defense (Air-to-air)

     
     Order of Atack: C-A or C-B.


      ** Note: Use your radar and choose the filter by clicking left/right 
         on the D-Pad so only targets for Obj C or A or B (depending on 
         which mission you are currently trying to clear) are illuminated 
         in your radar to help you from getting confused and wasting 
         time. **


     Start with Obj C (A-A saving Snake Pit) as it is very quick to 
     accomplish and saves Snake Pit who will then follow you around from 
     there on out with ECM support through the rest of the mission to help 
     with targeting and avoiding enemy missiles. This also quickly fills 
     your Allied Support bar once you have cleared the Obj which you will 
     need later to more quickly kill all the ground targets on either Obj�s 
     A or B. . Essentially you A/B past Snake Pit, slow down once you get 
     the first batch of red A/C targets in range, ADMM them and wait (no 
     A/B or short bursts to get within range, keeping your Northerly heading)
     for the following waves of red Tgts heading towards Snake Pit. You will 
     essentially stay on the same heading (North from the Start Point) 
     watching your radar for the next group of red targets without having 
     to turn. When you launch an ADMM barrage at the on-coming A/C targets, 
     if you aren�t in A/B you will have your ADMM�s recharged by the time 
     the next group of red A/C Tgt�s are in range for the ADMM shot. Use 
     Shamrock to kill them with ADMM if you have to, to avoid having to 
     turn around for a target that gets past you and throwing off your 
     timing in hitting the next group from the North.

     Once Obj C is cleared you are about equidistant from Obj�s A (Warlock) 
     and B (Quox) so you can choose to go either way but I usually chose to 
     Obj A next as the targets are in a linear path that when complete set 
     you up for continuing to attack the actual fortress in Part 2 of the 
     mission. A/B is again not very useful in completing the Obj once you 
     are over a target area as you move to fast to accurately target the 
     ADMM barrages for max effect and you travel to far away for your next 
     barrage to be targeted and have to turn around more often while 
     waiting for your ADMM�s to recharge. Use A/B to quickly escape ground 
     fire or sprint to get in range of the next batch of targets you are 
     going to destroy once the ADMM�s are recharged.

     Once Obj A or B is cleared, there is a break in the action before Part 
     2 of the mission becomes active. You will likely be low or out of 
     ADMM�s at this point so use the time between clearing the 2nd Obj (A 
     or B)  and the start of the 2nd half of the mission to A/B to the 
     return line and rearm. A/B back toward the fortress and once the 2nd 
     half of the mission is updated you begin the assault on the fortress 
     itself. Once the new Targets turn red I suggest using Shamrock and 
     allied support to take out the A/C targets which includes 2 to 4 
     Strigon Tm planes which will harass you while you are going after the 
     ground targets around the fortress. Don�t waste time initially 
     twisting and turning trying to kill the Strigon Tm Tgts as they are 
     good at avoiding your ADMM�s and will try to lead you to a point where 
     you are high enough that you are getting peppered by the Flack coming
     from the fortress and get shot down. Try to stay low below the flak 
     (black puffs of smoke that will kill you quickly even on normal level)
     and worry about the ground targets while Shamrock and Allied support 
     take care of the Strigon Tm for you.

     Stay low and circle the base of the mountain lining up ADMM barrages 
     as you come across groups of red ground targets. You can keep your 
     speed up but you don�t need A/B as it is counter productive, you 
     aren�t saving time by going faster if you aren�t getting the max use 
     of your ADMM barrages by going too fast. You also need to stay lower 
     to stay under the flack that is especially thick on the Eastern/South 
     Eastern side of the mountain. Don�t be too low, however, where the 
     ADMM�s that launch from the bottom of your plane head right into the 
     ground below you (you can tell because immediately after launching the 
     ADMMs you hear explosions near you�re A/C and get a �MISS� message in 
     your HUD). It�s best to roll on your side or at least at an angle so 
     your entire barrage releases from your plane (both from the top and 
     bottom launchers) without hitting the ground or mountain so you are 
     getting the max use out of your ADMMs.

     Try to avoid heading over the top of the mountain as it doesn�t allow 
     you much time to target ground tgts on the other side without risking 
     a crash and also make you vulnerable to SAM batteries that are on the 
     top of the mountain protecting the radar station that is on top. Just
     keep flying in a low circle around the mountain until all the targets 
     that are on the side of the hill or just at the bottom of the mountain 
     are gone, then you can pop up high (the Flak guns will be taken out by 
     you by this time) and you can take out the radar/ECM target on top of 
     the mountain. Then you can deal with any remaining red target A/C that 
     Shamrock or your Allies haven�t gotten yet�mission complete.

     
     ***Note: When flying low level be mindful of ridges and small hills 
     when getting ready to fire your next ADMM barrage on a group of 
     targets as if there is a small hill between you and the targets you 
     want to hit, most of your missiles will impact on the hill and not 
     reach the targets. If you are lined up with a hill between you and the 
     targets you want to hit, take the second or two it will take to A/B 
     past the targets you are lining up, make a quick High G 180 turn and 
     re-attack from a better angle that allows you to see all the targets 
     you want to kill, taking the ground out of play. This is quicker than 
     launching an ineffective or only partially effective ADMM barrage then 
     having to wait even longer for it to recharge where you have to 
     re-attack some of the same Tgts all over again.***
     
     
     
     
     
     +===================================================================+
     +===================================================================+
     
     Mission 05                                                 
                                ANEA LANDING

                            - Music of the Tides -



     Time Limit    : 40:00:00                     Area: Kijera Oil Fields
     Quota         : 2/3
     OP Leader     : A: Warlock       B: Quox         C: Marigold
     Mission Type  :    Anti-Ground      Multi           Anti-Ground

     Main Objective: Eliminate all threats to the allied ground force and 
                     oversee the success of the landing operations.

     Starting Points: 
     
     1. Landing Unit Support  (Air-to-Ground)
     2. City/Airfield Recapture (Air-to-Air/Ground)
     3. Anti-Ship Assault (Air-to-Ground)
     
     Order of Attack: OP B then OP A
     Starting Point : OP B City/Airfield Capture
     

     Pretty Simple and Straight forward. Start with Obj B to recapture the 
     City/Airport. You shouldn�t need Shamrock�s help or Allied Support very 
     much for the first part of the mission. Abuse the hell out of it for 
     the 2nd part after the mission update.

     From the SP, A/B to get within ADMM range of the Tgt�s on the beach 
     then slow down over the objective. Use the radar to try to focus only 
     on red targets. You will destroy three or four clumps of red ground 
     Tgts then another batch will �spawn� once you take them out. Just keep 
     turning and using A/B to sprint to the next group of Tgts and ADMM 
     barrage the hell out of them all the way in to the airfield area until 
     the Objective is complete. Then A/B to the East toward Obj A area 
     (Warlock Battalion) and do the same as you did with Obj B and you will 
     quickly take out the red targets. Ignore going all the way over to help 
     Marigold as there are too many targets spread out too far apart for 
     efficient use of the ADMMs and you are too far away from the 2nd part 
     of the mission. Obj C is probably the most fun, it isn�t a Obj that 
     lends itself to speed.

     I say take out Obj B first because shortly after you are done with it 
     and you are working on Obj A you will get word that the airfield is now 
     open for rearming which will drastically cut down your travel time to 
     rearm is you need to later on. Once Obj A is cleared you can A/B towards 
     the airfield to rearm quickly before the mission update trips and you 
     have to take out enemy reinforcements in two different areas. Once the 
     mission update trips for the 2nd part of the mission the targets will 
     turn red and you can carve your way through them. There are both ground 
     and A/C red targets to deal with so as always pay attention to your 
     radar to plan which group you will take out next. There are some AC-130 
     gunships near the airfield and they are heavily armored, if they were 
     alone you could take them out with a single ADMM barrage but since the 
     ADMMs will target as many possible enemies in range usually only two 
     ADMM missiles will atk the AC-130�s and are not enough to kill them. So 
     pay attention that you may have to reattack them a couple times with 
     ADMMs and/or regular missiles & guns to dispatch them quickly. They can 
     be saved for last or use Shamrock and Allied Attack to quickly deal 
     with them and the nearby ground Tgts as well. Once all red Tgt 
     reinforcements are gone its mission complete. 
     
     
     
     
     
     +===================================================================+
     +===================================================================+
     
     
     Mission 06                                               
                                SIEGE ON SILVAT

                               - Angels Above -



     Time Limit    : 40:00:00                              Area: Rawllino
     Quota         : 3/6
     OP Leader     : A: Grizzly       B: Barracuda       C: Dragon Busters
     Mission Type  :    Anti-Ground      Anti-Ground        Anti-Ground

                     D: Stingray      E: Gavial          F: Sherpa
                        Multi            Anti-Ground        Anti-Air

     Main Objective: Rescue allied forces trapped within the city.

     Starting Points: 

     1.	Isolated Unit Support (Air-to-Ground)
        Tank Battalion Assault (Air-to-Ground)
     2. Long Range Artillery Unit Assault (Air-to-Ground)
        Airfield Defense (Air-to-Air/Ground)
     3. Armored Train Assault (Air-to-Ground)
        Substation Defense (Air-to-Air)

     Order of Atk: OP D - OP E - OP C
                   OP A - OP B - OP C/D
     
     
     Start Point 3 appears to be the closest to the Obj�s so start there, but
     all of them are a little far away.

     Start with Obj D to clear the airfield in order to get a rearming 
     station close to the battle. You will need it! If you let the airfield 
     fall (and it falls rather quickly) you will loose this and have to 
     travel a LONG way to the return line to rearm. Hit A/B from the start 
     point, switch to ADMMs and adjust your radar to show you the red Tgt�s 
     for Obj D only to help you focus your attacks.

     As you approach Obj D you can catch most of the planes and helo�s close 
     to the ground over the airfield so with 1 pass using both your and 
     Shamrock�s ADMM barrage�s you can catch most all of them right away and 
     not have to worry about them shooting you as you take out ground Tgts. 
     Slow down and make tight circles over the airfield while ADMM�ing the 
     piss out of �em until all red Targets are gone.

     Once Obj D is complete, quickly head East for Obj E (very close to the 
     eastern edge of the airfield) to get the Gun Trains. I say take out the 
     Gun trains because there are only a few Targets you need to kill to 
     accomplish this mission and it can be done with 2 ADMM barrage�s and 
     maybe a couple regular missile strikes as you pass over the gun trains. 
     Head over slowly, ADMM the nearest gun train and associated Tgts near 
     by, you won�t kill the gun train completely as it is heavily armored 
     but you can quickly switch to missiles and missile/MG�s him as you pass 
     to finish him off. Keep heading East to the second gun train and 
     accosociated SAM/tank/AAgun targets and ADMM them as well. Pass over 
     the target (us A/B to sprint past a ways) allowing your ADMM�s recharge,
     turn around and you can either ADMM or missile/MG to finish it off, Obj 
     E accomplished.

     Now as you pass back over the airport you can rearm if you need to head 
     out to Obj C which is on the other side (western side) of the runway. 
     Use your remaining ADMMs and/or Shamrock/Allied Support to hit the many 
     ground and air targets over Obj C. This way the airport is very close by 
     to rearm and you can travel between it and the Objective very quickly. 
     Destroy the remaining Obj C Tgts dashing back and forth across the Obj 
     area until Obj C accomplished. If you haven�t rearmed or you did but 
     used a bunch of ADMM�s in finishing Obj C then do it quickly NOW while 
     you wait for the mission update to begin Part 2.

     For Part 2 you essentially need to take out some remaining Tgt�s in the 
     north (ground and air) as well as some new ones to the South. I suggest 
     taking out the north ones first, usually just a few tanks or mobile 
     SAM/AA type vehicles heading south and some remaining A-10�s /F-16/
     Tornado types as well as some Strigon Tm members (use Shamrock and 
     Allied Support for the Strigon Tm so you don�t have to waste time 
     chasing them around). Then head South to the Ground Tgts there which 
     are mostly containers and tents surrounded by tanks, APC, SAM, AA guns. 
     Pound away with ADMM, finish off any remaining red Tgt A/C and you are 
     home free. 
     
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Alternatively, you can start with OP A since it has the least number of
     targets. With ADMM, you can quickly dispose of them in a couple of 
     minutes. Proceed with B then finally, you can either clean up C or
     get past it and clear the airfield in OP D to enable frontline resupply
     later on.
     
     
     
     
     
     +===================================================================+
     +===================================================================+
     

     Mission 07                                                 [WLK007]

                                 SELUMNA PEAK

                             - Shimmering Death -



     Time Limit    : 45:00:00                      Area: Peak of Selumna
     Quota         : 3/4
     OP Leader     : A: Warlock    B: Avalanche   C: Snake Pit
     Mission Type  :    Anti-Air      Anti-Air       Anti-Air 
     
                     D: Quox
                        Anti-Air 
     
     Main Objective: Secure air superiority over the area and assist the
                     allied advance.

     Starting Points: 
     
     1.	Fighter Intercept (Air-to-Air)
     2. Supersonic Bomber Intercept (Air-to-Air)
        Jammer Aircraft Intercept (Air-to-Air)
     3. Electronic Support Aircraft Defense (Air-to-Air)
     
     
     Order of Atk: OP C, OP B, OP A
     
     Start Point 3 (Snake Pit, Electronic Support Defense)
     
     
     Like Mission 4 Bartelemeo Fortress, I suggest you save Snake Pit first 
     so he will follow you around and provide ECM support throughout the 
     rest of the mission. Accomplishing this is also similar to Msn 4 where 
     you essentially just head North and ADMM oncoming waves of Tgt A/C 
     quickly accomplishing the mission as there aren�t that many waves. 
     Objective complete.

     After Obj is complete head to Obj B (West/Southwest and blast 6 enemy 
     jammer A/C (4 Tornadoes and 2 EA-200�s) which can be done very quickly 
     with ADMM�s by flying in a circle A/B-ing between Targets.  Objective 
     complete.

     Head South/Southwest towards Obj A  dive down closer to the mountains 
     as the A/C attacking Warlock are actually A-10�s and some F-15E�s mostly 
     at lower levels. Blast �em with ADMM�s until done. ADMM�s should be 
     close to being expended when you complete the third Obj. IMMEDIATELY 
     head as MAX speed to the West to the return line to rearm for Part 2 of 
     the mission. There is a delay here as enemy A/C are heading north 
     retreating and your allies are giving chase. Don�t chase or waste time 
     with the retreating planes, just go re-arm as soon the Drones will show 
     up and Aigion Cruise Missile Atks will start falling. Even if the 
     drones show up before you reach the re-arm line, go rearm and DON'T 
     bother firing on ANY drones until you get the mission update and the 
     Drones become red Targets. You will be wasting time and ammo and 
     Shamrock/Allied support if you do attack them as even if you hit them 
     they won�t be destroyed (you will take off some health but they won�t 
     die). Just rearm, reenter the battle area and abuse Shamrock and Allied 
     Support to take out Drones. 

     Your ADMM�s work better if the drones are farther away as they are too 
     maneuverable and fast close in where they will dodge the missiles, find 
     a clump that are further away while your allies and Shamrock take out 
     the ones near you and get a bunch of them in your sights further away 
     and ADMM them as you are approaching their area�.BEWARE, the Drones 
     will stick to certain areas at the start with some chasing you and 
     others handing out further away, they will stay there until you get 
     near them they those will start chasing you as well once you are in 
     their area doubling the number of Aigion strikes you are dodging and 
     making your ADMM�s less and less effective the closer they are to you. 

     The only way to kill one with regular missiles is when they slow down to 
     provide targeting data for a oncoming Nimbus strike and then you have to
     hurry up and get within range heading straight into a exploding cloud. 
     Keep twisting and turning and abusing Shamrock and Allied support 
     trying to use the ADMMs when you get several in your sights. Once all 
     12 UAVs are destroyed,  mission accomplished. 
     
     
     
     
     
     +===================================================================+
     +===================================================================+
     

     Mission 08                                                 
                                SAN LOMA ASSAULT

                            - Under a Sky of Fire -



     Time Limit    : 40:00:00                               Area: San Loma
     Quota         : 2/3
     OP Leader     : A: Warlock       B: Hammerhead   C: Marigold
     Mission Type  :    Anti-Ground      Multi           Anti-Ground 
     

     Main Objective: Recapture San Loma

     Starting Points: 

     1.	Ground Unit Support (Air-to-Ground)
     2. Bomber Defense (Air-to-Air/Ground)
     3. Anti-Ship Assault (Air-to-Ground)
     
     Order of Atk: OP B then OP C

     Start Point : Hammerhead (Western � Left most, to accomplish Obj B 
                   first)
     
     

     OP B is fairly easy to accomplish quickly as there are small clusters of 
     Gnd Tgts that, once destroyed, will spawn more Gnd Tgts further ahead 
     but along your same heading so you won�t have to waste too much time 
     turning around.  Plus completing Obj B puts you in line to roll right 
     into Obj C and accomplishing Obj C allows puts you in place to roll 
     right into part 2 of the mission after the mission update.

     From the Start Point select ADMMs and A/B directly East (straight ahead 
     as you start) and target ground targets ahead. (You will have to move 
     slightly to your left or North to get all the initial Tgts with your 
     first Volley). Once in range take off A/B to make sure you get all the 
     red Tgts in your first ADMM volley. Short A/B to head out ahead to the 
     2nd group of Ground Tgts. Once the 2nd group of Ground Tgts start being 
     targeted by the ADMMs slow down to let the ADMMs more time to recharge. 
     Fire at the 2nd group of Gnd Tgts and look to the left/North and Target 
     the incoming A/C Tgts, when they are in range have Sahmrock unleash a 
     ADMM volley to get them while your ADMM�s recharge. You will have to  
     do a little bit of turning here as at this point there are more red Gnd 
     Tgts and they are more spread out so 1 ADMM volley won�t get them all. 
     Best to switch to regular missiles and MG any remaining Tgts while your 
     ADMM�s recharge.

     Once the 2nd group of Gnd Tgts are destroyed a 3rd group will spawn 
     even further ahead near the beach. You may have to delay going for 
     these and take out any red A/C tgts that Shamrock might have missed. 
     Take care of them now then head back East toward the 3rd Group of Gnd 
     Tgts. As you are destroying these some additional red Gnd Tgts will 
     spawn. It is a Hovercraft unit but can be taken out with 1 ADMM barrage 
     fairly quickly. This will complete Obj B. A/B straight ahead and 
     slightly right/Southeast to head towards the ships out near Marigold.

     Once you start heading out towards Marigold to begin Obj C you will 
     begin having some drones spawn and start Aigion Cruise Msl strikes but 
     they are easily avoided and are somewhat random contained in a general 
     area rather than drones following and specifically targeting you. You 
     will be coming up on the backside of some enemy ships but 2-3 ships can 
     be sunk all at once with a single ADMM barrage so let loose. Have 
     Shamrock and Allied Support target the red Tgt A/C that are attacking 
     Marigold and the other ships (F-2�s with Anit-Ship missiles mostly, 
     maybe a few Rafael�s). You can A/B out to sea past and over Marigold 
     and do a quick 180 to come in perpendicular to the beach and the 
     remaining Ships you need to kill, taking advantage of the ECM support 
     you will be getting from Marigold. Target and ADMM the remaining Ships 
     with a couple of 180 turns over Marigold to remain in the ECM range of 
     the ships while your ADMM�s recharge. When the red Tgt ships and other 
     red Tgt ground units are destroyed you should have accomplished Obj B
     unless the Allied support and Shamrock are still working on some of the 
     red A/C tgts, take care of them and Obj B will be accomplished.

     At this point you should have a few ADMM barrages left, but if not use 
     this time between accomplishing Obj B (and therefore both of the 
     required Obj�s - 2 of 3) and the mission update to head back West to 
     rearm. The return line will move closer to you once Part 2 of the 
     mission begins so you won�t have to travel as far. Now you will find 
     more Ships and Gnd tgts on the shore as well as some A/C and more 
     drones spawn in front of Marigold. Once you are rearmed head back to 
     the battle area and abuse Shamrock and Allied Support as you chip in 
     with ADMM barrages and you will quickly take out everything to end the 
     mission. 
     
     
     
     
     
     +===================================================================+
     +===================================================================+
     

     Mission 09               
                             HEAVY COMMAND CRUISER

                               - The Dead Sea -



     Time Limit    : 50:00:00                           Area: Glava Island
     Quota         : NONE
     OP Leader     : NONE
     Mission Type  : Anti-Air
     

     Main Objectives: 

     Destroy the Aigaion (TGT)
     Destroy the Gyges (TGT)
     Destroy the Kottos (TGT)
     Destroy all Strigon Team aircraft


     Starting Points: Heavy Command Cruiser Assault (Air-to-Air)
     


     From the Start point immediately hit A/B and head straight as quickly 
     as possible. Eventually you will see the Aigion and her sister ships 
     rising out of the clouds, keep on the A/B, select ADMMs if you haven�t 
     already and ignore the KC-10 tankers. Once you are getting ready to 
     pass the tankers you will hear enemy radio traffic about unknown 
     incoming planes and the mission will update. Point your plane slightly 
     to the left (Northwest) at a point where the ECM Kotos plane is 
     directly off your nose, when the ADMM target boxes are fixed on part of 
     the Aigion and mostly on the Kotos let loose a barrage and pull slightly 
     up to avoid crashing into the Aigion�s wing, take off after burner as 
     you are coming up on the Aigion�s wing. As you pass directly over the 
     Kotos ECM plane, hit Y to target the rear ECM array to help guide you 
     when you turn around. When you are beyond the Kotos you just passed 
     over (give it a little ways to make sure you can turn and still come up 
     behind it without having to adjust too much).

     You pull straight up and over the top so you have reversed direction 
     and are directly behind the Kotos. You need to be slightly above and 
     behind the Kotos and almost matching its slow speed so you aren�t over 
     taking it. Your ADMMs should be recharged and all the engines of the 
     Kotos are targeted. If they are then let loose the ADMM barrage and 
     watch to make you get all the engines. To kill the Kotos�s you only 
     have to knock out all the engines to destroy them. If your ADMM�s 
     didn�t get all the engines, target the ones that are left and use 
     either missiles and/or MGs to knock out the rest but staying behind the 
     Kotos.

     Once this 1st Kotos is destroyed turn 90 degress left (East) till you 
     see the other Kotos. You should be passing by the rear end of the 
     Aigion and will probably be slightly below the 2nd Kotos. You should 
     also hear radio traffic about the Strigon Tm getting ready to launch, 
     Ignore it and target the rear Kotos ECM array. You don�t need A/B for 
     any of this, just a slight feathering of the throttles to speed things 
     up a little bit but A/B will get you going to fast and too far away 
     from your intended targets and require too much correction in course to 
     get lined up. In this mission SMOOTH is FAST and Really Fast is SLOPPY 
     and will cost you more time.

     Once you are about even with the rear ECM array of the 2nd Kotos, make 
     a 90 degree left turn so you are heading directly away from the rear of 
     the Kotos. Do another over the top 180 degree turn (Immelman Turn ~1) to 
     once again line yourself up behind and slightly above the 2nd Kotos, 
     let loose an ADMM barrage once you have all the engines targeted. You 
     might not get them all but you can hang back there and wait for the 
     recharge while still following the 2nd Kotos. Unleash another ADMM 
     barrage which will have the benefit of targeting some of the Strigon Tm 
     planes that are taking off from the Aigion (which is in your sight to 
     your right). You can also have Shamrock ADMM some of the Aigion planes 
     that are emerging from the Aigion as the Strigon Tm planes are slow and 
     not as maneuverable until they finish their take off and pick up speed. 
     Whatever you do IGNORE the Strigon Tm planes unless its convenient to 
     hit a bunch of them with a ADMM barrage while attacking another Tgt.

     Once the 2nd Kotos plane is down turn 90 degress to the right/West, 
     again passing parallel behind the Aigion and start looking for the 
     right/Western most Gyges which should be maneuvering ahead. Maneuver 
     behind and slightly above the Gyges and take it out similar to how you 
     took out the Kotos. Be careful though as you might have to get closer 
     to, and even higher above or in front of it to take out some AA gun 
     targets that are difficult to hit on the top and leading edge of the 
     wing before the Engines will become active targets. Also you will 
     start collecting some attention from the Strigon Tm members but quick 
     Allied Support � Cover calls will quickly wipe them all out.

     When the engines of the Gyges become available as Targets its smooth 
     sailing as they go down easy as long as you stay behind and slightly 
     above them, 1 ADMM barrage will take it down just like the Kotos so 
     long as you are directly behind and slightly above the craft, which is 
     slightly more difficult than the Kotos� since the Gyges maneuver around 
     some. Also once you do destroy one get out of the way, do NOT fly 
     through the debris as the wings will sometime maintain their 
     �solidness� of a little while after they are destroyed and if the wing 
     pitches up following what would have been the A/C�s next maneuver, it 
     can hit and destroy you.

     With 1 Gyges down, there is one more to go�you will find it maneuvering 
     on the opposite side of the Aigion from where you are. Hit A/B and take 
     the quickest route which will out you on an intercept course with the 
     rear of the craft. Again, line it up when you get behind and above it 
     (try to be on the same heading so you are diferctly at its 6 o�clock 
     position and watch out as the Gyges will speed up and slow down at 
     different times). Same as with the others destroy all the Targets on it 
     and get the Engines to become active targets, then ADMM them and you 
     should be left with just the Aigion left.

     The Aigion will take a little doing, but not too much. You first have 
     to find whatever Targets are left on it before the Engines will show up 
     as Targets and sometimes these remaining targets can be masked by other 
     parts of the ship so make sure you line up on the Targets you need to 
     destroy where you can see them to make sure your missiles will track 
     and hit the Tgts. Once the missiles become tartgets, use ADMM�s from 
     behind/above, Shamrock ADMMs and abuse allied support. They will quickly 
     get taken out with 2 ADMM barrages, 2 Allied support calls and a 
     Shamrock barrage. You may need to pull up and pump some missiles and MG 
     fire into some but make sure you stay behind the ship which is tough 
     since it flies pretty slow.  Once the engines are destroyed make sure 
     you are back and above the Aigion and wait for the hidden compartment 
     missile launchers to emerge (they are green non-mission essential 
     targets but they are a pain in the ass so best to destroy them before 
     you head over the top and front of the Aigion to take out the Bridge/
     cockpit). Use an ADMM barrage and Allied support on these Targets as 
     you hit A/B to zoom over the top of the Aigion hitting Y to target the 
     Cockpit as you pass over the front of the craft. You have to head out 
     away from the Aigion a good ways (but straight along the same heading 
     the Aigion was taking to it is directly behind you at your 6 o�clock 
     but you should be above it as well) since it will be heading at you and 
     you need enough time to turn around, target, and launch the final ADMM 
     barrage before its right on top of you, your missiles miss and you have 
     to try again. Once you are far enough away, High G turn so you are 
     flying straight back at the Aigion (you need to be at least even with 
     the cockpit or slightly above or slightly below to make sure your 
     missiles track and hit the cockpit. If done right it is a one shot kill 
     and the mission is over.

      While all this sounds like it might take a long time actually 
     accomplishing all this is very quick and the whole mission is over 
     before you know it. 
     
    
     ~1: http://en.wikipedia.org/wiki/Immelmann_turn
     
     
     
     
     
     +===================================================================+
     +===================================================================+
     

     Mission 10                                              
                                RAGNO FORTRESS

                               - Into the Pass -



     Time Limit    : 40:00:00                          Area: Grageo Canyon
     Quota         : 2/3
     OP Leader     : A: Warlock  B: Windhover   C: Yellow Jacket
     Mission Type  :    Multi       Multi          Anti-Ground 
     

     Main Objective: Capture Ragno Fortress

     Starting Points: 
     
     1.	Central Assault Unit Support (Air-to-Air/Ground)
     2. Tunnel Assault (Air-to-Ground)
     3. Substation Assault (Air-to-Air/Ground)
     
     Order of Atk: OP A then OP B

     Start point 1 to support OP A.
     
     
     From the Start Point, A/B straight ahead (North), ignoring all Green 
     Tgts along the plateau until you get deeper and closer to the Fortress. 
     When the first batch of Red Tgts are in range take off A/B and ADMM the
     red Gnd Tgts you see on one half of the plateau and then Tgt the other 
     half and have Shamrock attack with ADMM barrage. Put him back into 
     cover mode, feather the speed to close the gap to the next set of red 
     Gnd Tgts just outside the fortress walls and once the ADMM�s are 
     recharged try to get as many of the red Gnd Targets into the ADMM�s 
     range and let loose watching out for the ground fire. By this time 
     Warlock should be warning you that they are being jumped by a group of 
     AV-8 Harriers which are red A/C targets for Obj A. Turn around and head 
     back toward Warlock, Hit A/B to close that gap until you get some 
     Harriers to be locked on by the ADMM�s and take of A/B.

     Try to get as many of the Harriers into the ADMM lock on as you can 
     while they are still close together and you are still farther away and 
     let loose the ADMM barrage (ADMMs are most effective from longer ranges 
     and when the A/C are closely bunched together). Then target and have 
     Shamrock atk the other group of AV-8�s that came from the other side of 
     the canyon while your ADMM�s recharge. You should be able to get most 
     all of the Harriers with 2 ADMM shots and Shamrock Atking on his own. 
     You may have to turn and dogfight with a few of them yourself. Harriers 
     are not fast but pretty maneuverable and hard to see at low level near 
     the ground. Its easiest to target them with Missiles at slow speed when 
     closer in as the ADMMs tend to miss in close quarters. Finish them off, 
     get Shamrock back into cover mode and head back towards the fortress. 
     Watch out for the non-red A/C Tgt AH-64�s that are also there, they 
     will MG and/or missile you while you are trying to dogfight the AV-8s. 
     Don�t waste time chasing them but it may be worth and ADMM barrage to 
     get rid the annoyance.

     Once the AV-8s are delt with turn back North and A/B till you are back 
     in range of any remaining red Gnd Tgts near the fortress which include 
     some heavy howitzers outside the fortress and come bunkers that are 
     part of the initial fortress wall. ADMMs are less effective on the 
     Heavy Howitzers. But use a barrage to knock down their �health� and 
     finish them off with slow and low speed passes with Missiles and MGs 
     (MG�s are especially effective on the bunkers if you don�t get them all 
     with the ADMMs and will save you time twisting and turning and waiting 
     for your ADMMs to recharge). This should take care of all Obj A 
     targets, operation accomplished.

     Now you are set up to pass over the fortress (watch out for SAMs/AA 
     fire) and head North to attack Obj B, the power station and supply 
     route along the river that runs roughly North to South on the East side 
     of the fortress. You will be attacking Obj B in �reverse order�. That 
     is to say from the North to the South, heading away from the fortress. 
     From the front (South side) of the fortress A/B North and past the 
     Power Station targets then turn and slow down again. Start with the 
     Power Station targets on the plateau behind Ragno Fortress attacking 
     them from the most Northern Tgts and heading South. There are a lot of 
     green targets in the area (SAM, AA guns, etc) that will provide a 
     distraction for your ADMM targeting as far as being able to focus on 
     just the red Gnd Tgts, so you may need 2 ADMM barrages and possibly a 
     pass or two with Missiles and MG�s to take out all the power station 
     Targets. Watch out for the AA fire coming from the East on the Opposite 
     plateau from the power station as there is an enemy ECM radar and some 
     XSAMs, as well as gunboats and AA guns on the lake and damn.

     Once the power station is taken out look to target the red A/C Tgts 
     which are a few flights of F-15E�s that support Obj B. They pretty much 
     just run a track back and forth over the river from the Damn to the 
     South where the Obj B targets are laid out and they stay at low level 
     and don�t really dogfight or fly very fast while flying through the 
     canyon by the river. Excellent Targets of the ADMM�s,  EXCEPT as the 
     river twists and turns they will end up being masked by the canyon walls
     if you don�t get them on a straightaway which will waste a ADMM barrage 
     if you aren�t paying attention. Hit whichever ones present themselves to 
     you as they come and use Shamrock and Allied Support but don�t waste 
     too much time chasing them (you shouldn�t need to if you use the ADMM�s 
     correctly). Meanwhile you head down the river and from the North to the 
     South and Target the containers that are on the along the river.

     The first batch of containers/cranes/container ships/etc are a short 
     ways down the river form the damn on the left hand side as you head 
     south; its hard to get them all in a ADMM barrage if you are at low 
     level and following the river. It�s easier if you are at altitude 
     (above the canyon walls slightly) and coming at them from the central 
     plateau (West to East from where Warlock is/was). Blast the first batch 
     with ADMMs and if you don�t get them all getting low and hitting them 
     with missiles to finish them off.

     A/B towards the South, following the river. Watch out for the ECM radar 
     and XSAM emplacement that is on a ridge in the middle of the river 
     about half way between the 1st batch of containers you just whacked and 
     the next batch further down river. It�s worth taking them out with an 
     ADMM barrage or Shamrock or Allied Support as they are troublesome. You 
     should likely run into some more red A/C Tgt F-15�s that support Obj B 
     as you are heading south so take them out as you run into them. The 
     whole run over the river is a delicate balance of using speed bursts 
     (A/B) to quicken your pace, and flying slow to get the most accurate 
     targeting from your ADMM barrages and giving them time to recharge.

     As you keep heading south you will run into the final batch of red Gnd 
     Tgts which is another cluster of container ships, containers, and 
     cranes, all protected with AA and SAMs. Eliminate them and you should 
     be close to the return line as well as close to being out of ADMMs. If 
     you did a good job of catching the F-15s while you were making your run 
     from North to South, you should have eliminated all of these as well so 
     that once you finish the last batch of containers in the South you 
     should have completed Obj B. If you didn�t check you map/radar while 
     filtering just the Obj B targets to see where they are and quickly 
     chase them down and eliminate them. If you killed them all and you 
     completed the Obj, then you can continue heading South and be close to 
     the return line to rearm with ADMMs. A/B to the return line and rearm.

     Once you have rearmed, A/B back north towards the fortress. At some 
     point when you get to the fortress you should get the mission update 
     where the attack on the fortress proper begins in earnest. If you are 
     over the fortress and still waiting for the mission update it is 
     probably because, while you accomplished 2 of the 3 missions, there is 
     also a minimum number of enemies you need to kill to trip the mission 
     update and you haven�t killed enough enemies (green or red it doesn�t 
     matter) so kill some more stuff near the fortress and you should 
     quickly get the mission update. Once the Targets turn red it�s a simple 
     matter of using ADMM�s, Shamrock on Atk and Allied support to knock 
     them out.

     The 2nd part of this mission is itself a two part mission. First there 
     will emerge a bunch of AA/SAM, Tanks and howitzers placed both outside 
     the fortress walls and inside the fortress; as well as concrete bunkers
     circling all sides of the fortress contained in the fortress walls 
     themselves. Try not to hang out over the top/middle of the fortress and
     you will be getting A LOT of AA fire. Stand off a bit from the fortress 
     make a run at the fortress from different angles; you can use A/B to 
     �buzz� back and forth across the fortress but you have to do a lot us 
     turning around, better to use A/B to speed burst away form AA fire 
     after you unleash an ADMM burst to get some distance away form the 
     fortress, slow down, turn around and let the ADMM�s recharge for 
     another run. Remember to abuse Allied support and Shamrock on the red 
     Gnd Tgts to eliminate them quickly.

     Once the first batch of red Targets are destroyed a new batch will 
     emerge. These will be in the form of some more AV-8 Harriers (which can 
     be killed VERY quickly if you catch them while they are trying to 
     lift off with ADMM�s and Allied Atk) some more Tanks and SAM/AA guns 
     and the HQ and Control Tower that are the tall �skyscraper� buildings 
     in the center of the fortress on the northern side. All these new red 
     Tgts will emerge and remain in the center of the fortress grounds 
     (except the Harriers if you let them take off and start flying around). 
     Take them all out and�mission accomplished.

     The reason I recommend Obj A then B is that this route �flows�. 
     Essentially, you head up the center, turn around and head back down 
     South on the Eastern side and this rolls right into leaving you at the 
     Southern end of the battle area right at the point where you need to 
     rearm and closer to the return line so you aren�t wasting as much time 
     in transit. You could possibly do it in the opposite order, heading up 
     the East side along the river taking out Obj B targets and heading 
     South along the central route and taking out Obj A targets as well; but 
     I don�t recommend this as while you are working along the river, 
     Warlock is getting pounded by the Harriers and other ground targets and 
     run the risk of being eliminated. It harder to take out the Harriers 
     later on as they spread out and fly back and forth bombing and strafing 
     Warlock, so if you do Obj A first you can catch them when they first 
     emerge and are bunched close together; ripe to be taken out en masse 
     with ADMMs without wasting time dog fighting them and chasing them all 
     over the place.

     Whatever you do, DON�T BOTHER with Obj C, the tunnel assault, its very 
     nature makes is slow to accomplish as you waste a lot of time taking 
     out the Shields and then trying to line up to fly into the entrance and 
     forced to fly slow through the tunnels. Its fun to do, but not an Obj 
     that lends itself to being done quickly. While Obj C has the least 
     amount of Tgts that need to be taken out to accomplish the Obj I say 
     IGNORE Obj C when going for the Quicksilver medal. 
     
     
     
     
     
     +===================================================================+
     +===================================================================+
     

     Mission 11                                                 
                                THE MOLOCH DESERT

                               - Hollow Victory -



     Time Limit    : 30:00:00                       Area: Moloch Desert
     Quota         : 2/4
     OP Leader     : A: Warlock        B: Quox     C: Hammerhead
     Mission Type  :    Anti-Ground       Multi       Multi

                     D: Snake Pit
                        Anti-Air
     

     Main Objective: Eliminate the enemy ground force

     Starting Points: 
     
     1.	Tank Battalion Support (Air-to-Ground)
     2. Airfield Recapture (Air-to-Air/Ground)
     3. Bomber Defense/ Command Assault (Air-to-Air/Ground)
        Electronic Support Aircraft Defense (Air-to-Air)
     

     Order of Attack: OP D then OP B
     
     Straightforward and fairly easy to accomplish. Start with Obj D 
     protecting Snake Pit once again. This one will be a little tougher as 
     the red Tgt A/C that Atk Snake Pit come from different directions and 
     are more spread out so you are looking at only being able to Target 2 
     A/C with 1 ADMM barrage at a time and you have to spend some time 
     trying to maneuver to get behind them as you will miss with the ADMM�s 
     if you try to hit them from the side (enemy A/C fly right by). Also 
     this a little tougher than before because the last group of Targets 
     that come are 6 F-22�s which are fast and maneuverable enough to avoid 
     ADMM barrages if not fired from near perfect position. Still once you 
     have destroyed all the previous targets (2 Typhoons 1st, then 2 pairs 
     of Rafael�s � that 4 total Rafaels) you should have at least 1 Allied 
     Support call saved up and you can use it to distract and help shoot 
     down the F-22�s while you and Shamrock take them down quickly.

     Once you save Snake Pit you he will follow you throughout the rest of 
     the battle to help you in the fight against the Strigon Tm during the 
     2nd half of the mission. Head over to Obj B area and rescue the     
     airport. Use allied support and Shamrock ADMMs to kill the flying 
     targets which involve some AC-130�s which need multiple hits to bring 
     down. While they are busy with the airborne threat you take out the 
     ground Tgts. Watch out though as the place is lousy with SAMs and AA 
     guns and non-Tgt, green enemy A/C which are annoying. Soon enough 
     though, after a few passes with ADMMs you will have it captured as long 
     as you focus on the red targets as much as possible.

      As soon as you accomplish Obj B you should already be lined up to land 
     since you are likely flying circles over it as you were taking out enemy
     tgts. You should land and rearm IMMEDIATELY after its captured and 
     before the Stirgon Tm shows up. You need to land now because once the 
     mission update comes along the airfield and any rearming is off-limits 
     as everyone was ordered to retreat INCLUDING your Allied Support. 
     You also want to land and rearm right away because you want to be back 
     in the air before the Strigon Tm arrives. Watch your Radar for them, 
     all other Tgts will disappear. Aim for one of the end Strigon Tm planes 
     that is part of the Semi Circle they make in front of you and launch 
     ADMMs then the box is red you can usually get the outer most Strigon Tm 
     plane and sometimes another right off the bat (hard to hit and kill 
     more than one at a time with ADMMs any other way since they are so 
     maneuverable and you are closing on them fast where they break off). If 
     Able have Shamrock Tgt and Atk the other end of the semi-circle to try 
     to get a quick kill on the other side too. Leave Shamrock on Atk as he 
     seems much more able to kill Strigon Tm planes than you can, probably 
     since they are all chasing you and mostly ignore him. Plus when he�s 
     attacking one at least its one less that�s chasing you. Your ADMM�s are 
     marginally effective since the Strigon Tm is much better at getting and 
     staying behind you but you can usually catch one napping taking 1 out 
     per ADMM barrage. Just break out your best maneuvers and you will get 
     through quick enough. 
     
     
     
     
     
     +===================================================================+
     +===================================================================+
     

     Mission 12                                                 
                            WEAPONS OF MASS DESTRUCTION

                               - Boiling Point -



     Time Limit    : 20:00:00                       Area: Fort Norton
     Quota         : None
     OP Leader     : None
     Mission Type  : Multi
     

     Main Objective: Destroy the enemy before being reported. 

     Starting Points: WMD Suppression (Air-to-Air/Ground)
     
     
     This is a short one, the only thing to really say here is to maneuver 
     through the canyon at the highest speed you can manage without crashing 
     or flying above the canyon walls where you get detected and fail the 
     mission. Right before you get to an area with watchtowers/Gnd Tgts, 
     hit the breaks and make the most of your ADMM barrage (by making sure 
     both top and bottom launchers are clear of obstacles like the ground or 
     canyon walls to avoid missing any of the Tgts. If done right you can 
     immediately hit A/B and zoom on past once you launched your ADMM 
     barrage. Also you don�t need to slow down or use an ADMM barrage on the 
     gunboat, switch to missiles keep on A/B and as soon as it locks on, 
     launch two missiles to ensure destruction then switch back to ADMMs. 
     It also helps to be in the radar view that shows a closer in map of the 
     area (the view right after the standard radar cross-hair looking view) 
     to help you judge how far away you are from the next group of Tgts so 
     you can plan when to hit the breaks to be the most accurate with your 
     ADMM barrage.

     You 1st come to a group of watchtowers and AA guns, 4 Tgts total. The 
     next group is larger maybe 6 or 8 targets but can still be hit with 1 
     ADMM barrage. Next is the lone gunboat (use missiles) followed closely 
     by the 3rd group of Gnd Tgts which are about 10 or 12 tgts but again 
     can be taken out with 1 ADMM barrage.

     From there A/B till you get to the Targets where the catalyst transport 
     trucks are. The Transports are the only actual red Targets you have to 
     kill in this group but to get to them you have to fly over/through a 
     bunch of SAM and AA guns so use the ADMM�s right at the beginning and 
     usually it will leave 1 of the transports still alive but they are the 
     furthest away from you so you can easily switch to missiles and take it 
     out to complete this pat of the mission.

     As soon as you kill the transports there is no need to stay in the 
     canyon so hit A/B and make a turn back to where you came and you can 
     climb out of the canyon to get some room to maneuver. Your heading 
     should follow the transparent arrows that flash in your radar. Stay on 
     this heading in max A/B. Feel free to take ADMM shots at groups of 
     enemy planes that are in front of you as they are available but don�t 
     waste time dogfighting with them you need to get close to the return 
     line to trip the mission update and start the clock on waiting for your 
     allies. Killing A/C on your way back is recommended even though they 
     are green Tgts right now because they ALL become red, mission essential,
     Targets at the mission update so for now you are just thinning out the
     herd.

     Once you get back near the return line following the glowing arrows on 
     the radar, you will get the update from Snake Pit and all the A/C on 
     the map will turn to red targets, climb and fly through the on coming 
     planes (F-15�s mostly) and immediately target the 2 E-767 ECM planes 
     that are supporting the bad guys. Kill them with a ADMM barrage quick 
     and things will be easier for you.

     After the E-767 ECM planes are down, put Shamrock on attack and fly 
     in A/B. Try running away/outrunning from the pack behind you then 
     pull a high G 180 to head back at that huge concentration of planes 
     back there, hit Y to target with the ADMMs and let loose, you should 
     get a few each time, then Dive and hit A/B and start a run out of the 
     fur ball until the ADMM�s recharge then do it again. Keep this up 
     avoiding the planes and trying to thin them out as much as possible 
     while letting Shamrock do whatever he can to help. You can�t make this 
     part of the game go any faster as you have to wait for your allies to 
     show up. As soon as they do use and abuse Allied Support � Cover while 
     maintaining your tactic of running away and quickly turning into the 
     soup to launch ADMMs. Periodically hitting Allied Cover again which 
     will very quickly kill all the enemy A/C. Mission accomplished!
     
     
     
     
     
     +===================================================================+
     +===================================================================+
     

     Mission 13                                                 
                            THE LIBERATION OF GRACEMERIA

                               - Wings Triumphant  -



     Time Limit    : 60:00:00                       Area: Gracemeria
     Quota         : None
     OP Leader     : A: Steel Gunners   B: Dragon Busters   C: Warlock
     Mission Type  :    Multi              Anti-Ground         Anti-Ground
     
                     D: Marigold        E: Windhover        F: Avalanche
                        Anti-Ground        Air-to-Air          Air-to-Air

     Main Objective: Recapture the capital city of Gracemeria

     Starting Points: 
     
     1.	Airfield Recapture (Air-to-Air/Ground)
        Jammer Aircraft Intercept  (Air-to-Air)
     2. Capitol Recapture (Air-to-Ground)
        Radio Station Recapture(Air-to-Ground)
     3. Anti-Ship Assault (Air-to-Ground)
        Electronic Support Aircraft Intercept (Air-to-Air)
     
     Order of Attack: OP A - D - E & F 
     (E & F can be accomplished simultaneously since they are in the same 
      area just at different altitudes)

 

     Start with the airfield recapture as you will need the runway to rearm 
     a few times during the mission and the runway is very close to the other
     Objectives you will be accomplishing (D, E, F) afterwards.

     Assaulting the airfield is pretty straightforward and doesn�t take 
     long, A/B to where you are in range of the Target and you and Shamrock 
     ADMM them to kingdom-come. The targets are pretty linear as far as you 
     destroy the ones you run into first and the next batch spawn a little 
     further along until you get to the airport. There are some enemy A/C 
     that are red Tgts in this so watch out for them and use Shamrock and 
     Allied support (once you get enough kills to get the meter up a little) 
     on them while you concentrate on the Gnd Tgts. Once it is captured land 
     and rearm and head out to sea to help Marigold.

     Destroy the ships and any red Tgt A/C out at sea in front of Marigold 
     till you hear the transmission ordering Marigold to head into the bay. 
     You can take moment here to head up (as in altitude) that are roughly 
     over the king�s bridge and take some shots with ADMM at some of the 
     Jammer A/C. This is a good place to use allied support while you are 
     pointing up into the sky, Target the F-22�s and Allied support them as 
     they are the most troublesome and possibly have Shamrock help as you 
     dive back down and work on the ship and ground targets in and around 
     the bay area that are part of Obj D. Concentrate on Obj D as you need 
     Marigold to survive to help you with ECM support in your later fight 
     against Pasternak and his UAVs.

     Rearm as needed and finish off Obj D, and E and F. Know that Obj F is 
     actually at VERY high altitude so you need to be in a straight up A/B 
     climb and launch ADMM�s at him before you reach your ceiling and stall. 
     You might need to reattack but he falls down toward your level once you 
     attack him. When he is gone you can dive back down to take out whatever 
     Obj D or E (Jammer A/C) remain.

     As soon as you clear your 4th Objective IMMEDIATELY head to the airport 
     while Sgt McKnight is and Co. are talking about getting to the bank. 
     You want to try to land before they finish their conversation and 
     before the cutscene where Pasternak comes-a-callin. If you can rearm 
     before the cut scene then you don�t have to worry about turning around 
     and landing after its over. When you rearm, change your SP weapon to 
     the EML�s (electromagnetic launchers).

     With EML�s armed, head straight over to Marigold and the other ECM 
     ships in the bay, you can get up to LV 3 support by loitering at low 
     level turning slow circles over the ships. If you are down low near 
     the ships, the UAV�s don�t bother you too much down there. Watch 
     your radar for Pasternak, when he shows up, point in his direction 
     (try to actually target him specifically with the Y button so his A/C 
     is in the picture box in the top left of the screen. Then Allied 
     support Atk and send Shamrock on ATk, then line him up and blast him 
     with the EML. You should be able to blast him within maybe 10 seconds 
     or so of his arrival�mission complete!
     
     
     
     
     
     +===================================================================+
     +===================================================================+
     

     Mission 14                                                 
                              GRACEMERIA PATROL

                               - City Lights -



     Time Limit    : 60:00:00                       Area: Gracemeria
     Quota         : None
     OP Leader     : None
     Mission Type  : Anti-Air
     

     Main Objective: Protect the city from enemy cruise missiles.

     Starting Points: Capitol Patrol (Air-to-Air)
     
     
     This mission is also straight forward in that the only thing you need 
     to worry about killing is the missiles and ignoring everything else. A 
     lot of this mission is on a preset timer so to speak in that you cannot 
     hurry it up very much by any action you take, all you can do is slow it 
     down by being lazy about it. What I will tell you here is a few places 
     where you can hurry things along.

     You start off having to take off from the airfield. Hit A/B, take off 
     and A/B towards the waypoint that come up once you gain some altitude. 
     Head towards it and pass through/by it as quickly as you can as the 
     game will not let Shamrock take off until you do. Once you clear it 
     they will give permission to Shamrock to take off, who lazily and 
     unenthusiastically does so. The mission won�t update with a new way 
     point until Shamrock has taken off and reached the same waypoint you 
     just flew through. Take off A/B and swing around behind the airfield 
     and swing around again so you are coming up on Shamrock as he is 
     reaching the waypoint. Get back into A/B and go back through the 
     waypoint and you should get an updated waypoint from Snake Pit. From 
     here on out go to all the waypoints in A/B. It won�t speed up the game 
     so much as there is a string of radio chatter that must happen in order 
     and you can�t skip any of it. However, hitting each new waypoint as 
     soon as its up will trigger the next conversation immediately. If you 
     are flying around and taking your time getting to new waypoints then 
     the next string of conversations won�t happen until you get there.

     You will find that you have to go through more waypoints than normal; 
     when you do it on A/B, as you reach one, for example �Get to the Kings 
     Bridge� you go through the initial waypoint to start the next batch of 
     chatter but once you do pass through it the game gives you intermediate 
     waypoints in the same vicinity as the main one until the conversation 
     plays out and you get you next new way point from Snake Pit.

     Once you are done with all the way points, and Snake Pit has told you 
     to loiter over the Castle and await clearance for landing, head and 
     loiter around the Northeast corner of the bay on your map/radar facing 
     Northeast. Don�t� wander to far from there and no need to be at A/B. 
     You want to catch the first batch of missiles head on instead of having 
     to chase them. If you have played this several times you should have an 
     idea of where the �Unknown� blows up and turns into the missiles on 
     the map so you can be right in front of them when they do and 
     immediately have them all targeted with your ADMMs. Get them targeted 
     and destroy them. Then wait for the second batch who pretty much follow 
     the same heading into Gracemeria. This time once the missiles explode 
     and become targets, miraculously you will have a bunch of SU-47�s 
     magically appear behind you and chasing you. As long as you are at A/B 
     heading towards the missiles for and ADMM shoot they shouldn�t be able 
     to interfere with you yet. Blast the next batch of missiles with ADMMs 
     and wait for the next batch.

     Basically the way to save time here is to A/B to the missiles location 
     get them lines up for a ADMM shot. Other than the first two missile 
     intercepts which you can take head on and get them all quickly, you 
     will need to maneuver behind them and slow down to their speed to get 
     the best ADMM shots at them as if you take shots at them from the side, 
     they will fly by the ADMM barrage and you will have to do it all over. 
     Concentrate on getting the missiles and use Shamrock and Allied support 
     to deal with the chasing A/C trying to blast you. At one point there 
     will be a break in the oncoming cruise missiles. Use this time to 
     ADMM/Allied Support/Shamrock the fighters messing with you to thin them 
     out. But don�t get into a turning dogfight with them. You need to use 
     this time to reposition yourself to get as close to one of the 3 or 4 
     locations where the final batch of missiles will be heading to. I 
     usually go to the Eastern/Southeastern side of the map and attack the 
     last batch of missiles in a counter clockwise fashion.

     Get in place and when you can target these last batches of missiles you 
     will notice that there are more missiles than you have ADMMs to target 
     in a single barrage. This is why it is important to maneuver in behind 
     them then slow down to their speed. ADMM them then quickly switch to 
     regular missiles and take out the rest to avoid having to twist and 
     turn chasing them around. You need to take them out quickly and use 
     Allied support to deal with the fighters so you can A/B to intercept 
     then next closest batch of missiles. Get behind them, ADMM then finish 
     off with reg missiles�.repeat until all missiles are gone. You shouldn�t
     need to rearm at and in fact you can�t if you hear the radio message 
     that the airfield is useless due to the F-117 Atks, which usually 
     happen if you ignore them�which to get this done in minimum time you 
     need to. 
     
     
     +===================================================================+
     +===================================================================+
     

     Mission 15                                                 
                                  CHANDELIER

                               - To all things -



     Time Limit    : 50:00:00                       Area: Sonne Island
     Quota         : None
     OP Leader     : None
     Mission Type  : Anti-Air
     

     Main Objective: Destroy the Chandelier

     Starting Points: Doomsday Weapon Assault (Air-to-Air/Ground)
     

     Similar to Msn 14 there is only so much you can do to �speed� this 
     mission up as it is tied to conversations/radio transmissions and cut 
     scenes. However, you can speed up some aspects as obviously the cut 
     scene for Shamrock is tied to you destroying all the Shielding and 
     cooling units, so how quickly you do that determines how soon you get 
     the cut scene.

     The other reason time isn�t as much of an issue on this last mission is 
     that by now, if you followed this guide you should only be around the 1 
     hr 50 minute mark. As my average time using all the methods I�ve 
     described to this point is 2 hrs and 2 mins. Since you need 2 hrs and 
     15 minutes or less to get the Quicksilver medal you should be ok at 
     this point. Again like most missions, smooth is fast. Being accurate 
     and economical in taking out the targets you want/need to take out will 
     result in speed i.e.- shorter time it takes to meet the accomplishment 
     criteria and complete the mission.

     Don�t take this as a suggestion that you can lollygag through this 
     mission however. Since there is no real way to track exactly how much 
     total time you have taken so far (unless you remember to write down the 
     time from each mission during the debriefing after watching or fast 
     forwarding through the track of your plane) don�t assume you are good 
     to go here as there are few things as frustrating in this game as 
     having to play the entire thing all over again because you were just 
     over 2 hrs and 15 minutes. (My first few attempts I kept coming up 
     short at like 2 hrs and 20 minutes�I was ready to smash my controller 
     into the TV after the third time).

     From the start hit A/B and hold it down, do it in a slight climb where 
     you are gaining altitude and still gaining speed. Keep up this A/B 
     climb until you are around 35,000+ feet and go into a steeper dive, 
     this will give you a boost of speed as you will come close to 1800 
     knots and slowly pull out of it around 15,000 feet as it will take some 
     time for the speed to bleed off you are still going forward at a speed 
     beyond your normal A/B max speed in level flight and then start to 
     climb slightly again. You want to be around 20,000 to 25,000 feet and 
     max A/B speed when the cut scene comes. You also want to be at a point
     where when you look down and ahead you can see the AA fire rising up 
     from the Chandelier.

     Once the cut scene ends you will have Strigon Tm planes and some other 
     enemy fighters at your altitude heading your way and you will get 
     targeted immediately. If you are at 20 � 25 k then you can immediately 
     dive to the deck and avoid their missiles while at the same time coming 
     out of the clouds and heading to the left aiming towards the ships that 
     are on the west side of the rail gun. Arm the ADMM�s if you haven�t 
     already and try to line it up where you take out the three ships that 
     are just to the left of the front of the rail gun. With your first ADMM 
     barrage and heading toward the ships on the back side of the gun for 
     another strike.

     The plan here is to remove as many threats out side of the rail gun 
     platform as you can before Shamrock and Snake Pit get the data feed from 
     the girl and her mom. You cannot yet attack the rail gun or the targets 
     on top of it but you can remove most of these ships that will limit 
     your ability to freely target the shielding and cooling units once the 
     mission update comes. Essentially you are making a high speed, low 
     altitude pass clockwise around the rail gun and targeting and 
     destroying as many of the SAM missile ships and gunboats as you can 
     take out before the next cut scene. This also helps to build up your 
     Allied Support meter before the real battle even starts so you can use 
     it to fend off the fighters and destroy annoying clumps of AA fire from 
     the rail gun as you are targeting shielding and cooling units.

     Once the cut scene comes you are automatically placed at mid-level 
     altitude and need to dive toward the deck immediately to prevent from 
     getting hit by the planes or AA fire. Target and ADMM the first 
     shielding you see which should also target some of the AA guns and 
     fighters. You ADMMs won�t destroy the shielding but will knock it down, 
     immediately switch to missiles shoot them at the shielding and finish 
     it off with a slow speed pass of MGs to finish the two levels of 
     shielding and finally the cooling unit on this �arm� of the rail gun.

     You can head out to sea in a 90 deg left turn to swing back around for 
     and ADMM shot on the exposed (non-shielded) cooling units (three of 
     them in a row on the Western side of the rail gun) but it take a 
     little time. Or you can just pull off a little to the left at low level 
     and MG the three cooling units as you pass over them. This is more 
     dangerous though as you expose you right flank to a lot of AA fire as 
     you are passing over and MG�s the cooling units so prepare to get hit. 
     This way is quicker and more certain of destroying the units since the 
     MG kills these things almost instantly, but exposes you to a bunch of 
     fire. Either way, try to take these out on your first pass then head to 
     the back/rear/northern part of the rail gun to work on these targets 
     next.

     From here on out you need to work your way back and forth across the 
     rail gun ADMM-ing, missile-ing , and MG-ing the shielding and cooling 
     units. It doesn�t matter so much what order you do them, just as long 
     as you make sure to take at least one out on each pass you make near/
     towards the rail gun. Use Allied support in cover mode and Shamrock in 
     atk mode to deal with the fighters and soon you will not have many 
     fighters to worry about and you can maneuver more freely in altitude. 
     Initially you need to stay low to avoid the fighters bothering you on 
     you attack runs (where is Han Solo and Chewie in the Falcon when you 
     need them!!) since the planes don�t come down low (as in most cases 
     with the game). Whatever you do don�t waste all your ADMMs or drain 
     your allied support meter.

     Once you finish off the last cooling unit head towards the front part 
     of the rail gun but climb to a higher altitude and far enough away from 
     the AA towers that you will have to deal with next.

     Soon after finishing off the cooling units you will get Shamrock�s 
     Medal Of Honor charge cut scene. Once the cut scene ends loiter at high 
     altitude toward the front of the rail gun, but far enough away that the
     AA towers can�t/don�t hit you. Wait for the backup cooling unit and the 
     AA towers to become targetable targets. Turn toward the AA Towers and 
     hit it with and Allied Assault and ADMM barrage, turning away from, but 
     lined up with the entrance to the back-up cooling unit at the front of 
     the rail gun. Again wait just out of range of the AA towers until all 
     of them are destroyed by either you ADMM shot or your Allies. Once you 
     see they are destroyed you can make your run toward the entrance to the 
     cooling unit below the barrel.

     *** NOTE: DO NOT be anywhere near the front of the barrel if it is 
     getting ready to fire it will kill you automatically. You are safe if 
     you are already down in the trench below the barrel but if you haven�t 
     entered the trench yet, abort, and line it up again after the thing has 
     fired.***

     Now that the AA towers are cleared out, switch to missiles and head 
     into the trench. No need to rush, fly as slow as you need to in order 
     not to crash. If you are going to miss the 2 hr 15 minute time limit it 
     because you weren�t fast enough before.

     Anyway, head into the trench, kill the AA guns and the cooling unit 
     with missiles (two each makes sure its done). You don�t have to follow 
     the trench all the way through the rail gun, you can pull out through 
     one of the openings like Shamrock did if you wish, but it is tricky at 
     anything but slow speed and only saves a few seconds.

     However you exit the gun, as you should know by now, you need to head 
     back towards the end of the barrel and make another run down the 
     barrel. No AA to worry about here so A/B to a point out in front of the 
     barrel where you can turn around and get lined up with the barrel 
     entrance, fly down and take it out. Again no need to go crashing here 
     by trying to push it in A/B, chances of the few seconds you saving 
     making the difference here are VERY SLIM, so don�t sweat it, just fly 
     down take it out and for the last time�mission accomplished. 
     
     
     
     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     |                            CREDITS                             |
     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                - CRD000 -
     
     This is as complete as it gets. If you guys have questions, send them 
     via email and we will try to answer them the best as we can. Suggestions, 
     additional tips and info are always welcome. Don't forget to put
     "Ace Combat 6 - <comment,suggestion, question>" as your subject; 
     otherwise, it might be ignored as spam mail. 

     Thanks primarily to Jon M. for providing some really detailed tips
     that made this guide possible.

     To all the sites hosting Vhayste's guides; mainly but not limited to: 

     Chaptercheats
     IGN
     Gamefaqs
     Gamerhelp
     Neoseeker
     Honestgamers
     Cheathappens
     Supercheats
     Cheatcodes
     

     And to you, for getting this guide and reading this up to this point.