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Mission 13: Valkyrie's Call

Project Wingman Walkthrough and Guide by Paul (vhayste)
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Project Wingman’s campaign has 21 missions in total, with each mission averaging around 10-15 minutes to complete. On a good run without restarts, accidents, or grinding, you may finish the entire campaign more or less around 5 hours. Of course, accidents will happen and you may encounter challenges but don’t worry! We’ll do our best to help you.

While we’ll offer pointers and tips, ultimately, the pilot behind the plane is still you so if you’re having problems completing a mission, try a different plane or approach, or even swallow your pride and attempt the mission on a lower difficulty. In this page, we’ll discuss how to complete Mission 13: Valkyrie's Call, including the recommended aircraft, strategies, and more.

Mission Overview


New Aircraft F/S-15, ACG-01 Chimera
Initial Objective(s) Destroy all targets: Anti-Ship, Air-to-Ground
Updated Objective(s) Destroy all targets: Air-to-Air


Finally, two new aircraft that you can finally use! Unfortunately, both of them are quite expensive. You may need to get some free mission done and sell your old aircraft. The F/S-15 boasts impressive stats compared to the Chimera but has limited SP weapons options. It is a bit affordable too, costing around 100,000 credits less than the Chimera.

On the other hand, the Chimera has considerably lower stats than the F/S-15 but makes up for it with a wide range of available SP Weapons that you can assign to its 3 slots. Since this mission will pit you against several airships, the ASM option on the Chimera’s Slot 1 will make the mission a lot easier by enabling you to instantly take out any naval, airship, or even land battleships with one shot, regardless of size and with no need to destroy their individual armaments.

As far as usability, I used the Chimera up until the last mission where it struggled against the last boss. That means I used this amazing plane reliably for 8 missions before I felt the need to get a dedicated, aerial supremacy prototype aircraft. For these reasons, I strongly suggest completing some free missions and selling other planes you don’t use to earn enough credits to afford the Chimera.

For the Chimera, load it with ASM, MLAA, MLAG, and AoA as its module.

Head to the naval dock to find the group of targets. You can take out the smaller ships with one-shot using MLAG. However, you must consider your angle of approach as well since there are berthing structures that may block the missiles’ approach. If you want to make sure, climb up to get a steep angle of attack and get a clear shot.


Remember that you only have 8 ASM missiles. Use these sparingly, particularly against the large airships that will attempt to protect the skies over the port. These powerful missiles have incredible range too so as soon as you get a lock on an airship after switching to it, you can fire-and-forget then switch to attacking ground targets while waiting for the ASM to reload. There are also unarmed, docked ships that your ASM can lock into but don’t waste your ammo on those. Since they don’t have armaments attached yet, you can directly target the hull using STDM.


Aside from the usual AA guns and SAMs, there are also Railgun batteries around the harbor. Take these out quickly since they can cause problems later on. They can take two STDM missile hits or one MLAG missile. Aside from the priority targets, you can also deal with the many optional targets for extra credits. Take out the optional enemy planes since they can disrupt your bombing and strafing runs. Continue sweeping the port for targets, including some naval ships that will spring into action to help defend the port.


Once all priority targets have been wiped out, a huge, enemy aerial reinforcement will arrive in the form of four airships and fighter escorts consisting of F/C-16s and SK.37s. Like before, use the ASM to kill these airships instantly. If you’re using a different plane, use your MLAA to pummel the airship armaments then engage and shoot down the fighter escorts away from the range of the airships so you can focus on downing them. The SK.37s are very agile planes so it will be a bit of a challenge to outmaneuver them without the AoA Limiter module equipped.

The mission will be completed after all priority targets have been eliminated.




That concludes our guide/walkthrough for Project Wingman’s Mission 13: Valkyrie's Call. Please check out our other pages within the guide for more helpful tips and tidbits about this outstanding flight combat sim.




 
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