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Follow the dark path or use the light

Ace Combat 6: Fires of Liberation


Full Walkthrough

by vhayste


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

     |:|_ Walkthrough by Vhayste®_
     |:|_ Email: [email protected]
     |:|_ Website:
     |:|_ Gamertag: paul vhayste


     1:24 PM 12/2/2007 -------------------- Main Faq completed

     7:29 AM 12/26/2007 ------------------- Added Aircraft List
     8:31 AM 12/26/2007 ------------------- Added SP Weapon List
     9:04 AM 12/26/2007 ------------------- Added Aces List
     9:52 AM 12/26/2007 ------------------- Added Medals List
     10:56 AM 12/26/2007 ------------------ Added Achievements
     11:29 AM 12/26/2007 ------------------ Added Q&A Section
     11:34 AM 12/26/2007 ------------------ Complete Faq finished

     6:38 AM 2/10/2008 -------------------- Edited Q&A section
                                            Added minor fact abt ESM



             CONTROLS ---------------------------------------- GSG001
             HUD --------------------------------------------- GSG002
             BASIC FLIGHT OPERATION -------------------------- GSG003
             (Taking off, landing)
             TACTICAL TRAINING ------------------------------- GSG004
             (Plane Selection, Weapons System)
             COMBAT MANUEVERS -------------------------------- GSG005
             (Includes Defensive Manuevers)
             ALLIED/ WINGMAN COMMANDS ------------------------ GSG006
             ESM SUPPORT ------------------------------------- GSG007
             MISCELLANEOUS ----------------------------------- GSG008

             01: INVASION OF GRACEMERIA ---------------------- WLK001
             02: VITOZE AERIAL DEFENSE ----------------------- WLK002
             03: SIPLI FIELD --------------------------------- WLK003
             04: BARTOLOMEO FORTRESS ------------------------- WLK004
             05: ANEA LANDING -------------------------------- WLK005
             06: SIEGE ON SILVAT ----------------------------- WLK006
             07: SELUMNA PEAK -------------------------------- WLK007
             08: SAN LOMA ASSAULT ---------------------------- WLK008
             09: HEAVY COMMAND CRUISER ----------------------- WLK009
             10: RAGNO FORTRESS ------------------------------ WLK010
             11: THE MOLOCH DESERT --------------------------- WLK011
             12: WEAPONS OF MASS DESTRUCTION ----------------- WLK012
             13: THE LIBERATION OF GRACEMERIA ---------------- WLK013
             14: GRACEMERIA PATROL --------------------------- WLK014
             15: CHANDELIER ---------------------------------- WLK015

     V. AIRCRAFT LIST ---------------------------------------- ALC000
             F-16c “Fighting Falcon” ------------------------- ALC001
             Mirage 2000-S ----------------------------------- ALC002
             A-10A “Thunderbolt II”--------------------------- ALC003
             Tornado GR.4 ------------------------------------ ALC004
             F/A-18F “SuperHornet” --------------------------- ALC005
             F-2A “Viper Zero” ------------------------------- ALC006
             F-14D “SuperTomcat” ----------------------------- ALC007
             SU-33 “Flanker” --------------------------------- ALC008
             F-15E “Strike Eagle” ---------------------------- ALC009
             Rafale M “Squall” ------------------------------- ALC010
             F-117 “Nighthawk” ------------------------------- ALC011
             TYPHOON ----------------------------------------- ALC012
             SU-47 “Berkut” ---------------------------------- ALC013
             F-22A “Raptor” ---------------------------------- ALC014
             CFA-44 “Nosferatu” ------------------------------ ALC015

     VI. SP WEAPON LIST -------------------------------------- SPW000
             ADMM –------------------------------------------- SPW001
             BDSP -------------------------------------------- SPW002
             ECMP -------------------------------------------- SPW003
             EML --------------------------------------------- SPW004
             FAEB -------------------------------------------- SPW005
             GPB --------------------------------------------- SPW006
             LASM -------------------------------------------- SPW007
             QAAM -------------------------------------------- SPW008
             RCL --------------------------------------------- SPW009
             SAAM -------------------------------------------- SPW010
             SFFS -------------------------------------------- SPW011
             SOD --------------------------------------------- SPW012
             UGB --------------------------------------------- SPW013
             XAGM -------------------------------------------- SPW014
             XLAA -------------------------------------------- SPW015
             XMA4 -------------------------------------------- SPW016
             XMA6 -------------------------------------------- SPW017

     VII. ACES LIST ------------------------------------------ ACS000
             MISSION 01: #13 PEGAS --------------------------- ACS001
             MISSION 02: #14 EDINOROG ------------------------ ACS002
             Mission 03: #15 DRAKON -------------------------- ACS003
             Mission 04: #16 KENTAVR ------------------------- ACS004
             Mission 05: #17 ORYOL --------------------------- ACS005
             Mission 06: #18 VEGA ---------------------------- ACS006
             Mission 07: #19 DZHOKER ------------------------- ACS007
             Mission 08: #20 RUSALKA ------------------------- ACS008
             Mission 09: #21 FENIKS -------------------------- ACS009
             Mission 10: #22 OBLAKO -------------------------- ACS010
             Mission 11: #23 RYTSARY ------------------------- ACS011
             Mission 12: #24 FLYUGER ------------------------- ACS012
             Mission 13: #25 VALET --------------------------- ACS013
             Mission 14: #26 DAMA ---------------------------- ACS014
             Mission 15: #27 KOBOL --------------------------- ACS015

     VIII. MEDALS LIST --------------------------------------- MDL000
            SERVICE MEDALS ----------------------------------- MDL01A
            BRONZE ACE --------------------------------------- MDL001
            SILVER ACE --------------------------------------- MDL002
            GOLD ACE ----------------------------------------- MDL003
            BRONZE MARKSMAN ---------------------------------- MDL004
            SILVER MARKSMAN ---------------------------------- MDL005
            GOLD MARKSMAN ------------------------------------ MDL006
            NEEDLE’S EYE ------------------------------------- MDL007
            NIGHT OWL ---------------------------------------- MDL008
            RAGING FALCON ------------------------------------ MDL009
            BLAZING GRIFFIN ---------------------------------- MDL010
            GUARDIAN ----------------------------------------- MDL011
            QUICKSILVER -------------------------------------- MDL012
            SHARPSHOOTER ------------------------------------- MDL013
            LEGENDARY ACE ------------------------------------ MDL014
            BRONZE STAR -------------------------------------- MDL015
            SILVER STAR -------------------------------------- MDL016
            GOLD STAR ---------------------------------------- MDL017
            PLATINUM STAR ------------------------------------ MDL018

     IX. ACHIEVEMENTS ---------------------------------------- ACHVMT

     X. Q&A SECTION ------------------------------------------ Q&A000

     XI. CREDITS --------------------------------------------- CRD000

     |                          C O P Y R I G H T                     |

     This document is copyrighted to me, 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.

     Images shown in this document are originally produced by the author by
     taking his own screenshots and editing them via an image editing
     software; hence these images can’t be used/ reproduced in any form
     unless the author said so. 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                    |

     This will be my first guide for the Xbox 360 and I am glad that I was
     given the chance to cover a great game. If you have read my works,
     you should know that I am a fan of the Ace Combat series. I played all
     the versions out except for the Playstation titles.

     Any feedback from you guys is very much appreciated. If you have
     corrections or suggestions tell me so; remember that I am doing this
     for FREE and I am investing my time and effort to make this guide as
     helpful as possible. I will try to cover everything that needs to be
     covered but I can’t guarantee you that this will be perfect.

     That’s all and I hope you will find this guide useful. An exclusive
     PDF version of this guide is available under IGN as well. The guide
     features actual screenshots of the gameplay and helpful tips.
     Both versions (TXT and PDF) will be updated at the same time, though
     you will just find the PDF version in IGN only. This text guide will
     be posted on other gaming sites.

     Link to PDF Guide = <>

     |                   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.


     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.


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

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


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

     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

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


     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

     ||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.


     Knowing the meaning of every information showed in the screen is
     vital for every pilot. The HUD displays various details about your
     plane and your surroundings. It also displays all you need to know
     during missions.

     Here is the basic rundown of the information that you will see when

     For the labeled screenshot of the hud, you can check out this link:

     1.	 Active Target – This nifty little screen displays the actual unit/
         target you are currently locked on. It is real-time, as you can
         see if the target is destroyed, gunned down or even while firing.
         The enemy’s health will be displayed here as well.

     2.  Destroyed Targets – Displays are recently destroyed targets and
         their corresponding points.

     3.  Map – Displays all main targets, enemy units, allied units, etc.
         Allied and Enemy ESM range will be shown here as well.

     4.  Operation – toggle in between operations to highlight all targets.
         This is a good way to filter and prioritize targets since just
         viewing all targets in all operations is really messy and

     5.  Wingman/ Allied Command – Order your wingman or allies to attack/
         cover you. Note that the Allied Support (AS) gauge should be
         filled first before you can request assistance from your allied
         units. Fill it by successfully completing an operation and
         destroying enemies. Wingman commands can be issued indefinitely.

     6.  AS Gauge – Call in allied support once your AS gauge reach a
         certain level.

     7.  Radio Chatter – This where you can read all transmissions from
         allied, enemy or neutral forces. AWACS (Ghost Eye) messages are
         also displayed here.

     8.  Score – The total score you have acquired so far.

     9.  Speed – Your aircraft’s speed. Stalling speed for your aircraft
         can be monitored here.

     10. Timer – The time remaining to complete the mission/ objective

     11. Altitude – Displays the altitude of the plane. An automatic
         warning system will inform you if you are flying dangerously low.

     12. Multi-function display:

     ESM  : Current ESM level. The higher level, the more effective your
            missiles will be.
     GUN  : The remaining ammo of your machine gun
     MSSL : The remaining missiles you have in stock.
     [SP] : The remaining SP weapon you have in stock.
     DMG  : The amount of damage sustained. Your plane is destroyed when
            it reaches 100%


     In this section we will discuss the basic flight operations you will
     need to perform during missions. That includes taking off, landing,
     mid-air refueling, mid-battle take-off/landing, and carrier take-off/

     || TAKING OFF ||

     As you are deployed on each mission, you will need to take off.
     Commonly, you will need to take off from your home airbase. Taking
     off is quite easy. Once you get the clearance to take off, accelerate
     until you reach at least 150MPH then pull your plane’s nose up. Just
     keep ascending until you get a message that the altitude restrictions
     are cancelled. You are good to go after that.

     || LANDING ||

     Landing in AC6 is a bit simpler compared to its predecessors. When
     you are ready to land, you will just be a mile of the runway and
     already in a straight path. You just need to ease up on the airbrakes,
     and approach the runway while gently pointing your plane’s nose in a
     smooth angle. Don’t brake too hard or you’ll stall. Just apply enough
     pressure on the left trigger as you observe your plane slowly

     Once your tires hit the runway, brake hard to give the plane a sudden
     stop. Landing successful.


     In some missions where some operations require you to defend or take
     control of an airbase, successfully clearing it will allow you to use
     the airport as your resupply/repair station during the course of
     battle. Landing with enemies around you is very risky and you are
     very vulnerable while attempting to land. If you really need to land
     for repairs and resupplying, make sure you order your allies to
     provide you with cover or have them attack all enemies first.

     To perform a mid-battle landing, approach the runway. Once you get
     into appropriate distance, the control tower will notify you that you
     are cleared the land. Lower your landing gear by clicking the Left
     Analog button. You can abort the landing anytime by raising your
     landing gear (click the analog button again) or just fly by the


     Taking off in the heat of the battle is not that hard. Apply the same
     take off procedures but make it fast. Remember that you still
     vulnerable during take off so get off the ground as soon as


     Carrier landing is a bit easier in AC6. Approach the flight deck
     while slowly descending. Just don’t hit the brakes too hard or you’ll
     stall. Once you felt your tires touch the deck, hit hard on the


     Taking off from a carrier is fairly easy. Once you are cleared to
     take off, hit the afterburners and the deck catapult will launch the
     aircraft from 0-200 mph. Once your tires leave the runway (which
     usually happens in less than a second), raise your plane’s nose and
     head to the skies.


     Aerial Refueling can be a bit tricky in case you drift off course.
     Fortunately, there is only one instance in the game that you will
     need to perform a mid-air refueling and you will start directly at
     the optimum path towards the tanker.

     As you start the sequence, approach the tanker slowly, throttle up
     gently. Avoid touching your flight stick to avoid changing directions.
     In case you have changed directions, try getting the diamond marker
     aligned with your marker.

     Once you reached the tanker, hold your position a bit and refueling
     will initiate automatically.

     |               T A C T I C A L   T R A I N I N G                |
                              - GSG004 -

     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


     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.


     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.


     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.


     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


     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.


     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


     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

     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.


     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.


     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.

     Further information about individual SP weapons will be discussed in
     a separate section dedicated for that topic.


     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.

     |                   C O M B A T   M A N E U V E R S              |
                                  - GSG005 -

     Here you will learn the basic combat maneuvers. It is given that
     enemies won’t just be up there waiting to be shot down. Thus, expect
     a struggle for the optimal position either when targeting enemies or
     evading enemy fire.

     || TAIL-CHASE ||

     How to perform:
     This is basically the easiest firing position to acquire. Just get to
     your target’s six and hit your afterburners, get into firing range.
     Release the missiles once you get a clean lock-on. (The word SHOOT
     appears in the middle of your HUD)

     Though this maneuver is simple and effective against steady targets
     such as transports, you won’t be able to use this move much against
     more agile and faster targets since you’ll need to keep up with them,
     especially in tight dogfights.

     || AIRCUT ||

     This is another tricky but effective move. You may use this often
     against those pesky enemies that loves to dodge your missiles and
     keeps on hanging on their tails.

     How to perform:
     When targeting an enemy, avoid flying too closely. Wait until he is
     about it turn, then quickly turn to the direction he’ll be turning.
     Immediately boost your way to that direction and you will be able to
     stick close to his tail, enough for the missiles to hit him without
     any chance of evading. The logic of this move is to cut through a
     “shortcut” directly intercept his turn.

     If you have played racing games, you should have used this move
     several times already.


     This is a bit risky since there’s always a chance that the enemy will
     hit you as well. But the odds of destroying the target is higher,
     almost perfectly if timed correctly.

     How to perform:
     Once you see incoming bogeys on radar, approach them from their direct
     12 o’clock. Hit your afterburners to approach them faster, and once
     you get a lock, fire your missiles and immediately get out of the
     way. It doesn’t matter which direction, as long as you can get out of
     your enemy’s line of fire.

     Release it too soon and the enemy will be able to evade it. Release
     it too late will either let you missiles pass through the enemy or
     you’ll eat his missiles.

     || BARREL ROLL (AIR) ||

     This is one of the basic maneuvers in reversing an enemy that is
     targeting you. This move can be executed by an agile and fast plane.
     You can still perform this rarely using attackers such as A-10As and
     F-117s; that is if you are facing a slower plane.

     How to perform:
     Once the system turns red (enemy radar tracking), check out your map.
     If there is bogey on your tail, hit your afterburners for a good 2-3
     seconds then immediately hit the airbrakes while tilting your plane
     up. This will make the plane flip over and the bogey will past by
     you. Try not to hit the brakes for too long or too hard or your plane
     will stall, ruining the opportunity. After flipping 90-180 degrees,
     quickly hit your afterburners to recover and attack the target from

     This can be done also when recovering from a dive-bomb move so that
     you can start another dive-bombing run.

     Barrel Rolls can be considered as defensive or counterattack moves.


     When tracked by an enemy ground unit (SAM), you can use this maneuver
     to either break their lock on or evade a missile already released.
     This can also be used to recover from a dive-bombing maneuver to
     regain altitude and get into bombing position.

     How to perform:
     Same rules apply with some minor changes.

     Approach the intended target. Once ready, release your ordinance and
     perform the maneuver. Or, when targeted and you hear the warning
     system beep (which means that a missile has been released and
     currently targeted at you) brake hard while tilting your plane’s nose
     up.  Once you have a good skyward incline, hit the after burners to
     gain some elevation then turn sharply to return to your original
     flight path.

     Barrel Rolls can be considered as defensive or counterattack moves.

     || DIVE BOMBING ||

     This move is essential for those ground targets that are well covered
     by obstacles such as buildings, cliffs, valleys, fortifications, etc.
     Normally they won’t be in your missile’s line of fire. This maneuver
     will allow you to get in top of the target and get a clean shot

     How to perform:
     Acquire your target. Ascend to a suitable height (which will depend
     on the elevation of the target, normally +2000-3000ft above your
     original position) then hit the airbrakes and turn the plan noseward
     to the ground. Do not accelerate while on this position!

     Once you get your target, release your missiles/bombs and gently
     maneuver the plane back in a 90 º angle and fly away. (Or barrel
     roll up if you want to do another bombing run.)


     In real life, terrain masking is used by high speed bombers
     approaching their target or evading enemy interceptors. Flying close
     to the ground uses “ground clutter”, which makes the plane hard to
     see. It also helps a lot on evading enemy attacks since missiles
     launched from above won’t hit a fast moving, lower altitude target.
     Though it should be easy for attackers such as the A-10A, the F-117
     and some multirole fighters, this is risky for faster, more agile
     fighters. You can use this for escaping multiple pursuers, especially
     if you are in need of repairs and re-arming.

     How to perform:
     Just lower your altitude at around below 1000-1500 depending on the
     terrain you are in. Adjust your speed, depending on how your plane
     behaves or how you can control it.

     || BANKING TURN ||

     Banking is generally changing the direction of the plane, oftentimes
     instantly. This is really essential if a missile is approaching you
     head on or if an enemy target during the Arrowhead approach
     (Discussed above) fires first. Banking can help you avoid getting
     hit by a missile.

     You can also bank for the last minute, after you release your missile
     to the intended target but that requires proper timing. If timed
     correctly, the missile will just fly harmless inches off you.

     How to perform:
     There is no setup needed here since you can just bank or turn
     whenever you want. However, what’ll matter will be the mobility of
     your aircraft. Some planes turn slower, others turn instantly when
     you yank the flight stick.

     |           A L L I E D /  W I N G M A N  C O M M A N D S        |
                                - GSG006 -

     One new feature in the game is the ability to call in allied support,
     either in the form of offensive fire support or providing covering
     fire as you attack main targets. In most missions, you’ll need to
     complete an operation first before your allies can assist you.
     Normally, the squadron/ group from successful operation(s) will
     provide assistance when you needed them.

     Your wingman (Shamrock/ Garuda 2) will be always by your side on every
     mission. He is a very good pilot and can help you in tough situations.

     || WINGMAN COVER ||

     At the start of the mission, this is the default command/ formation
     that your wingman will follow. In this formation, your wingman will
     attack anything that is trying to shoot you, when he can.


     When ordered to attack, your wingman will shift into attack position.
     Your wingman will attack the target you have selected. After it is
     destroyed, he will choose his own targets automatically.

     || ALLIED COVER ||

     This command is pretty useful when you find yourself drawing most of
     the enemy fire. Once activated, your allies will attack all ground,
     naval or air units currently targeting/ firing at you.

     || ALLIED ATTACK ||

     Once you have your AS gauge filled up, you can order you allies to
     attack any target in front of you. They will cease attacking once the
     designated targets are destroyed or after a short time. Destroying
     targets will also increase the AS gauge.

     |                          ESM SUPPORT                           |
                                - GSG007 -

     ESM or Electronic Support Measures is an enhancement provided by an
     allied unit; which could be a jumbo jet similar to an AWACS, a radar
     station or a ship. Electronic support is essential for large scale
     battles since it provides enhancements to all allied units within

     The most obvious effect you can observe if you are within an allied
     ESM net is that your missiles have enhanced tracking (which almost
     works like QAAMs if the ESM level is high) and that enemy targeting
     is reduced as well, making it hard for them to get a lock on to

     Enemy ESMs have the same effect to their allied units. If you are
     within enemy ESM range, expect disadvantage when targeting enemy
     units. ESM can be stacked if the units providing them have
     overlapping ranges. So, it is possible to have a higher ESM level if
     you are staying within the overlapping signals.

     Speaking of overlapping signals, if in any case enemy and allied ESM
     overlap each other, the effects won’t be negated but will still be
     active. Same thing with jamming. Fortunately, jamming in AC6 doesn’t
     disable your lock-on capabilities but your radar will be blocked
     within effective range.

     ordinary missiles have also faster reloading rate while your plane is
     within the ESM field. This is observed only during ESM LV1.

     |                         MISCELLANEOUS                          |
                                - GSG008 -


     These can be unlocked for both Estovakian and Emmerian Units.
     To unlock the Estovakian units, shoot down the Strigon team members
     during the missions (the final blow should be done by you) and other
     various aces that will appear on Expert and Ace difficulty levels.

     Emmerian Units in the other hand, can be unlocked by getting a rank S
     in various operations. You can do this on free mission as well.


     These are awarded after meeting certain requirements in the game. The
     requirements range from those pretty easy to meet, such as destroying
     XXX number of enemies to the most mundane like, finishing the campaign
     using machine guns only or without taking any damage.

     More details about this rewards will be discussed later.

     |                      W A L K T H R O U G H                     |

     Mission 01                                                [WLK001]

                          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

     You will need to select your plane before starting the mission.
     Since you still don’t have any other planes or SP weapons, select the
     default load out and proceed with the mission.

     This is mainly an aerial battle so feel the controls. Try to get
     familiar with your plane since you will be using this for the next
     few missions. The bombers are scattered across the map, marked with
     the color red. Feel free to destroy enemy fighters and choppers as
     you want.

     If you have noticed, the missile and SP weapon capacity of your F-16C
     is really large, considering the limited number of missiles planes
     from previous AC versions can carry. This is actually helpful since
     missions in AC6 are rather long and the targets are numerous as

     Old SP weapons make their comeback in this version of the game though
     some of them are renamed or modified. The XMA4 is the XMAA for
     previous versions. Another variant is the XMA6 which is basically an
     XMAA that can lock-on up to 6 targets at once.

     After destroying all targets, a cutscene occurs. This is where you
     will encounter the only ace squadron in the game and one of their

     The Nimbus cruise missiles are capable splitting into multiple
     warheads that explodes in mid-air, damaging/destroying any aircraft
     caught within the explosion. Several volleys of this destructive
     weapon can be evaded but I suggest not winding your way through the
     explosions with your current aircraft. Not to mention that a majority
     of elite Strigon units are included in the mix as well.

     Shortly after the perceived Emmerian victory, the turn of the battle
     leaves you with a handful of survivors. You are then ordered to fly
     west past the return line.

     Enemy fighters will be chasing you so use Terrain Masking (see
     Tactical Training section above) or flying low to avoid being
     targeted. Once you cross the line, the mission in finished.

     • ESM Tutorial
     • Waypoint Resupply Tutorial


     Mission 02                                                 [WLK002]

                            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

     Since you have no choice, you got to use the same setup for you and
     your wingman.

     This is another anti-air mission. Enemy bombers will appear with
     escorts. You can take care of a few escorts before the bombers just
     make sure none of them reaches the city.

     Another good thing about this mission is the ESM radar towers. They
     are scattered across the map and it is possible to utilize their
     “overlapping effect” by engaging enemies in the coverage areas of the
     radar towers.

     On the sidenote, the airfield here can be used for frontline
     resupplying if you need it. Consider this as your practice since the
     skies here are not that hostile.

     Once every bomber has been intercepted, the mission completes.

     • Operation Tutorial
     • Base Resupply


     Mission 03                                                 [WLK003]

                                 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)

     This is the first mission in the game where you need to take part in
     several operations. You only have to complete 2 operations to
     accomplish the mission so choose whatever you see fit. As for the
     load out, make sure you bring UGBs since the majority of targets here
     are ground units. There is some air units mixed in the fray but not
     that many to convince you to equip an XMA4.

     For Shamrock, if you want him to help out with the bombing, equip the
     UGB for him otherwise, let him use the XMA4 to cover you from aerial
     threats. Forget about the Rocket Launcher since it is still the worst
     SP weapon in the game.

     At the start of the mission, the DOS (Dynamic Operation System) is
     set to “ALL”. That means you will see all targets for all operations.
     Pretty much it will make your job harder since you don’t know which
     target belongs to which operation.

     Toggle between mission targets by pressing left and right from your
     Directional Pad. This way, you can filter out the targets for each


     Objective: Assist the Central Ground force Warlock Separate

     The Warlock Battalion is the main attack unit. Because of that,
     expect a heavier resistance when assisting them.

     The enemy target consists mainly of tanks and some annoying AA
     weapons as well. You can order your wingman to spot some enemy
     aircraft as you do your bombing run.

     One of the highlights in the operation is when you need to prevent
     the majority of enemy ground units from crossing the bridge and
     reaching Warlock Battalion. Make sure to destroy them all, if not at
     least a majority of them.

     Once you destroy the primary targets (those marked with red TGT),
     proceed to the next operation.

     || OPERATION B: QUOX ||

     Objective: Assist the Quox Armored Battalion’s eastern pincers

     Pretty much as the same as Warlock. Nothing else special to note,
     just continue destroying all primary targets (destroying a few
     secondary targets will be fine) until the mission completes.


     Objective: Assist the Steel Gunners ground force western pincers

     Steel Gunners have a small ESM unit so make sure to take advantage of
     that. The enemy targets here include AH-64 attack helicopters so get
     rid of them first. It only takes one missile to destroy each.

     Steel Gunners will attempt to break through past the bridge so make
     sure you destroy everything in their path. The enemy numbers in this
     side of the battlefield is quite few so expect an easy win in this

     Upon completing two operations, a mission update will be given. This
     is the second part of the mission. Note that completing an operation
     or getting a mission update automatically saves a checkpoint so you
     can restart from there if you crash or shot down.

     Remember also that there is always a return line for every mission so
     you can go back there to have repairs, change SP weapons, and get
     fresh ammo.


     For the mission update, the targets will be located in the upper
     portion of the map. You just need to eliminate the remaining
     Estovakian units. There will be some enemy fighters here as well.
     They are not that hard to shoot down so down a few to get extra
     scores. You can also order your allied units to attack if you want.

     Mission completes after all primary targets are destroyed.

     Rewards: NONE


     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)

     Same setup as before. Bring in some UGBs or if you want, you can
     bring XMA4s if you plan to complete Operation C first then go back to
     the return line and switch to UGBs.


     Objective: Assist the Warlock Separate Battalion’s assault on the
                enemy position.

     Warlock will be attacking from the west. Go ahead of them and take
     out any enemy fortifications along the way. The bridges have
     guntrains which are really tough so multiple missile hits maybe
     needed to destroy them. Use the UGBs against those tightly enclosed

     Work your way until all primary targets are destroyed. The operation
     will complete once you eliminate all threats posed to Warlock

     || OPERATION B: QUOX ||

     Objective: Assist the Quox Armored Battalion’s assault on the enemy

     Pretty much the same as Warlock’s operation. Get rid of any targets,
     specially bunkers and howitzers. Continue destroying them until all
     of them are completely destroyed and Quox reaches the final

     You may want to consider taking out green or secondary targets since
     they still pose a threat until all primary targets are taken out.


     Objective: Defend the Electronic Support Plane, Snake Pit

     You may want to complete this as your first operation. Snake Pit’s
     ESM will be a great help for completing the other two operations and
     the second part of the mission.

     To start off, the primary targets here are the F/A-18 Superhornets
     which are good fighters but not that exceptional that your F-16C
     can’t handle. Aside from that, there will be other secondary enemy
     aircraft that want some piece of the action so give it to them if you

     Enemy ESM will be active around the mountain as well so make sure to
     drop some bombs on them to make life a bit easier. After getting rid
     of all primary enemy aircraft, the operation completes.


     Once the mission update activates, the remaining enemy forces will be
     concentrated in the last portion of the mountains. Also, two of the
     Strigon Team members will appear as well. They will rather hard to
     hit with your current plane but with patience and ESM, you may be
     able to shoot them down. Otherwise, order your allied units and
     wingman to attack them while you do your bombing runs.

     Destroy all targets and the mission completes. Your rank and total
     points will depend on how efficient you are in destroying enemy
     targets and sometimes, how quickly as well.

     Mirage 2000-S
     A-10A Thunderbolt II


     Mission 05                                                 [WLK005]

                                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)

     The two new planes you have unlocked are both good for ground based
     attacks, which makes up at least 70% of the mission. If you plan to
     assist in Operation A and C, the best plane to get is the A-10A with
     FAEB. The FAEB is the most destructive bomb/ground weapon in terms of
     damage and blast radius. You can take out a lot of units in a single

     For anything else, settle with the more agile Mirage with LASM.


     Objective: Assist the Warlock Separate Battalion’s Landing

     As usual, Warlock battalion is in the frontlines, meeting up heavy
     resistance. Aside from the pillboxes and enemy tank formations in the
     beach, there are also some seaforts by the beach. These are basically
     gun towers in the water. Destroy them first since your allies need to
     get past them before reaching the beach.

     You can drop your FAEBs in the middle of the enemy groups for
     extensive damage. Note that the pillboxes may require a second hit to
     be destroyed completely. On the other hand, the Mirage’s LASM can l
     ock-on to a ground unit and it has a small blast radius, destroying/
     damaging anything within range. Though designed to be a ship killer,
     the LASM can also be used against ground armor and fortifications.

     Just sweep the enemy ground units and some aerial targets as well.
     The operation completes after all primary targets are destroyed.

     || OPERATION B: QUOX ||

     Objective: Assist the Quox Armored Battalion in capturing the gulf
     city; Assist in the capture of a helicopter landing area where

     The primary targets in this operation are pretty much spread out so
     precision weapons is a great help. Be careful since enemy units blend
     in the desert background, making them hard to locate visually.
     Get rid of the targets and AA defenses.

     After a short while, the allied helicopter unit lead by Yellow Jacket
     will appear. You need to clear a path for them to be able to capture
     the airfield. Successfully capturing the airfield will allow you to
     perform frontline landings when needed.


     Objective: Assist the allied flagship Marigold in securing naval

     This operation will pit you against the Estovakian fleet. There are
     also howitzers on the platforms, though you don’t necessarily need to
     destroy the platforms themselves. The LASMs can kill any ship in one
     hit. In case you are using any other plane, target the ship’s main
     body. Two missiles are enough to sink them, destroying its other
     parts such as AA and SAM emplacements.

     As you approach the shore, Tornadoes will appear and attack the fleet
     from the rear. You can go back and engage them or destroy the long
     range artillery on shore.

     Destroy all primary targets to complete the operation.


     Enemy reinforcements will appear and will be heading towards the
     positions you have already conquered. It will be composed of heavy
     bombers, attackers, tanks, etc. Sweep the remaining enemy forces.
     Don’t hesitate to request allied support when needed. If you have
     captured the airfield, use it if you need repairs, etc. Otherwise,
     you’ll find the return line in the middle of the map.

     After all primary targets have been destroyed, the mission completes.

     Tornado GR.4


     Mission 06                                                 [WLK006]

                                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)

     This is mainly a ground battle so bringing in the A-10A with FAEB can
     quickly eliminate ground forces quicker. The Tornado GR.4 doesn’t
     really have that much advantage on this mission. The Mirage is okay
     but you’ll need something that has more firepower to complete each
     operation as quickly as possible. XAGMs are good for precision but
     with the number of targets in the battlefield, you will need something
     that packs more punch.

     For your wingman, equip him with AA SP weapons and plane so that he
     can protect you from enemy planes. A couple of Strigon members will
     engage you in this battle as well.


     Objective: Rescue the Grizzly Tank Battalion cut off amidst enemy

     The Grizzly battalion is located in the westernmost portion of the
     defensive line. They are cut off from the main group and in danger of
     being surrounded. If you want to start off with this operation,
     you’ll need to take starting position #1.

     You’ll need to eliminate all enemy tanks and A-10s harassing the
     group. There is also a small range allied ESM in the area. Operation
     completes once all primary targets are destroyed.


     Objective: Rescue the Barracuda Armored Battalion from the enemy tank
                battalion assault.

     The second group just beside Grizzly is barracuda. Enemy tanks are
     harassing them and they have radar vehicles provides ESM as well. Get
     rid of the radar van if you locate it first. Otherwise, continue
     eliminating the targets.

     The enemies here are tightly packed so a bomb drop in the middle
     should suffice on destroying them all.

     As usual, destroy all primary targets to complete the operation.


     Objective: Rescue Dragon Busters ground force from long-range enemy

     Dragon Busters are being bombarded by long range artillery. You can
     easily locate them behind the main battle tanks. Prioritize destroying
     those howitzers first, then the tanks and finally, the F/A-18s. You
     will also be within the “landing corridor” of a friendly airfield. I
     suggest clearing all enemies first before attempting to land.

     Destroy the targets as quickly as you can to reduce further damage/
     loss to your allied units.


     Objective: Assist the Stingray air unit in defending the airfield.
                The airfield may be used for frontline resupply as long as
                it remains out of enemy hands.

     The enemy targets harassing the airfield would be tanks and attack
     helicopters. The choppers can be taken down by one missile hit or a
     few machine gun rounds. Make sure to complete this operation for the
     first time since the airfield is a very valuable asset in any battle.

     The operation completes once targets are eliminated.


     Objective: Assist the Gavial Tank Battalion pinned down by enemy
                guntrain fire

     The main targets here are the Gun trains. There are a couple of them
     with concentrated AA defenses. If will be nice to drop bombs at the
     center, follow up with missiles and machine gun fire. The Guntrains
     are really tough and they can cause havoc if left unattended,
     especially to allied ground units.

     After destroying the guntrains, operation completes.


     Objective: Defend the Sherpa Signal Battalion and protect the

     This operation is primarily an anti-air battle. If you brought the
     A-10, you will have a hard time keeping up with enemy fighters. Not to
     mention that Strigon team may join the fray.

     You just need to get rid of enemy fighters. Since there is a strong
     allied ESM in the area, you may take advantage of it.


     Once you completed the required number of operations, you will
     receive a mission update. All surviving enemy forces from the
     unfinished operations will start falling back to their last
     stronghold to the south.

     The main targets will be the Estovakian facilities to the south. If
     you want some additional scores, you can destroy the optional targets
     first before the primary ones. You can also use the airfield if you
     need supplies and repairs. Eliminate all targets and the mission

     F/A-18F Super Hornet
     F-14D Super Tomcat


     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

     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)

     Here you can select any of the new planes. But if you’ll base it from
     the stats, you can settle with the F-14D SuperTomcat. The XLAAs are
     really helpful for intercepting enemies from great distances.

     At the start of the mission, you will need to undergo mid-air
     refueling. It is quite easy. Just don’t stray from your current
     direction and slowly approach the tanker. Don’t accelerate too hard or
     you’ll miss the mark.


     Objective: Defend the Warlock Separate Battalion from enemy attack

     Enemy attack aircraft will be consisting of A-10s and F-15Es. Enemy
     escorts will be there as well. Get rid of the primary target
     aircrafts to complete the mission.

     The A-10s will be coming in from the east so you can just encircle
     them for easy kills using your SP weapon (preferably XLAA)

     Destroy all of them to complete the operation.


     Objective: Assist Avalanche in sweeping enemy jamming facilities.

     The jamming facilities are not exactly stationary buildings but rather
     jamming aircraft. In the center of each jamming signal is a jamming
     aircraft. You may need to rely on visual confirmation to locate the
     jamming plane.

     Fortunately, flying inside a disruption web doesn’t disable the
     missile’s targeting capability; though you can’t see anything within
     the affected area.

     Shoot down all jammers and the skies will be clear.


     Objective: Defend the Electronic Support Plane, Snake Pit

     You can destroy enemy fighters at a long distance if you release your
     XLAAs in time. And also, since ESM is active, you can have an easier
     time to destroy all interceptors.

     || OPERATION D: QUOX ||

     Objective: Defend the Quox Armored Battalion from the enemy high-sped

     Fortunately, the bombers sent to Quox’s position travel alone, and
     sometimes, with escorts.

     Make sure you take them down before they reach Quox. Approach them
     from the side then behind.

     There should be enough distance to reach them first before they reach


     Nimbus attacks will initiate, with the help of 12 enemy UAVs
     (Unmanned Aerial Vehicles). You’ll need to destroy all the drones so
     that your allies can evacuate safely.

     UAVs are hard to hit by themselves. They are most vulnerable when
     directing Nimbus attacks. You will now this since they slow down and
     halt during the explosion. Make sure you get are within firing range
     since they tend to move supernaturally fast.

     Avoid also flying through a large cloud of Nimbus missiles. You can
     see where the explosion is supposed to take place by looking at the
     orange dots at the radar. Apparently, there is a drone in and near
     the blast radius so you can easily locate them there as well. The
     explosion can take out several units within the blast radius. And can
     cause considerable damage if you are caught in the midst of the
     explosion. Just fly through the explosions and after destroying all
     UAVs, the mission completes.


     Mission 08                                                 [WLK008]

                                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)

     Again, the majority of targets here are ground based. You can use
     XAGMs for this mission. These are reliable, multi-lock air-to-ground
     missiles. LASMs can be used here as well.  For your wingman, you can
     equip him with anti-air weapons if you’ll have him cover you the whole
     mission. Otherwise, equip him with anti-ground weapons if you want
     him to help with the offensive.


     Objective: Assist the Warlock Separate Battalion in their advance in
                the city

     You will face a majority of ground targets in this operation. Get rid
     of any ground unit you may encounter. Enemy attack helicopters and
     some aircraft may intercede as well. Continue destroying everything
     as your allied ground battalion pushes forward.

     If you spot some howitzers, prioritize on getting rid of them since
     they can strike for great distances.

     Once all targets are destroyed, mission completes.


     Objective: Assist the bomber squadron Hammerhead in their advance on
                the city.

     You will need to clear the path of the bomber squadron. Destroy any
     AA defenses shown in your HUD and take out some enemy fighters as

     During the near-end of the operation, heavy hovercraft units will
     appear to the east. Make sure you destroy them all before they unload
     their packages.

     After clearing all targets, operation completes.


     Objective: Assist the allied flagship Marigold in securing naval

     In this operation, you will need to sink several enemy ships. One
     LASM should be enough for each ship but if you don’t have it, just
     aim for the main body of the ship (not the gun emplacements) and
     release two missiles.

     There will be anti-ship fighters harassing the allied fleet as well.
     Get rid of them and all other remaining targets to complete the


     After meeting the quota, you will receive a mission update. All
     remaining Estovakian units will be congesting in the port. There is
     also a small airfield just ahead of the Emmerian fleet. You can
     destroy enemy fighters while they are still on the runway for easy
     kills. There will be Estovakian ships by the docks so destroy them as

     Also, during the second operation, enemy UAVs will appear again,
     guiding Nimbus cruise missiles in the airspace. You can shoot them
     down if you want though you should consider assisting your allies as
     a priority.

     SU-33 Flanker


     Mission 09                                                 [WLK009]

                             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)

     In this mission, it will be wise to buy the SU-33 you have unlocked
     from the previous mission. This is the actual plane used by the
     Strigon team so you should be able to confront them equally.

     As you start the mission, continue approaching the target at your
     present course. After a brief scene, you should be near the main
     target itself. Six tankers will be in front of the Aigaion. If you
     have XMA4 instead of QAAMs, you should be able to destroy them as you
     approach the targets.

     There are three main targets. The other two aerial battleships are
     the ones providing ESM. You should take care of them quickly. If you
     are planning to engage Strigon first, I suggest luring them away from
     ESM field and engage them there.

     The smaller ships can be destroyed by stripping of its defenses, then
     shooting down all engines and finally destroying their cockpits.
     Repeat the process to the other ships.

     Don’t hesitate to order your allies to cover you if enemy fire is
     disrupting you of your attack runs.

     Once the ESM ships are down, concentrate your attacks to the other
     two ships, the Kottos and the Gyges. Once all of them are down,
     start attacking the Aigaion.

     Continue destroying the Aigaion’s weapons and engines. After that, it
     will start deploying Nimbus cruise missiles around it. Be careful not
     to get hit by the explosion. The Aigaion’s cockpit will appear as the
     target. You won’t be able to hit it from behind so you’ll need to
     maneuver your plane in front of it. You can use the arrowhead
     approach. Destroy it to complete the mission.


     In hard mode above, after destroying the cockpit, you’ll still need
     to destroy the Aigaion’s core. It is situated deep inside Aigaion’s
     core. You can do it in two ways:

     First, destroy the AA guns at the landing pad of Aigaion. Then,
     slowly maneuver your plane INSIDE while firing your machine gun.
     Missiles are good but the smoke from the launch can block your

     The second way is to get in front of Aigaion, approach it with in a
     slightly lower altitude and angle. Your missiles should get inside
     its “mouth” to destroy the core inside. This may take several tries,
     not to mention you still need to worry about the cruise missiles.

     F-15E Strike Eagle
     Rafale M


     Mission 10                                                 [WLK010]

                                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)

     You can buy either the F-15E or the Rafale. Both are good planes for
     this mission. I choose the F-15E for its XAGMs. I prefer
     fire-and-forget weapons for faster and precise attack runs. Choose
     whatever ground weapon you prefer.


     Objective: Assist the Warlock Separate Battalion advance on the
                enemy fortress

     As usual, Warlock battalion takes the hardest route and that is the
     frontlines. Clear out enemy tanks, howitzers, attack helicopters etc.
     Once the battalion gets halfway to the fortress, enemy Harriers will
     appear. These are slow but pretty maneuverable planes so make sure
     you destroy them all.


     Objective: Assist the Windhover air unit in disabling enemy substations
                and water transportation routes.

     This operation is fairly easy since you just need to clear a few
     targets along the southern canyon. Destroy enemy facilities and low
     flying aircraft. Make your way past the dam and destroy the power
     stations just behind the fortress.


     Objective: Assist the Yellow Jacket chopper unit in destroying enemy
                military tunnels.

     To reach the tunnels, you’ll need to destroy the barricades first.
     It should take at least once missile to clear the path. Once clear,
     comes the tricky part. Fly INSIDE the tunnel. Planes with good
     stability should have not problems flying at tight spaces. Make sure
     to fly slowly, preferably at runway landing speed so that you won’t
     miss any targets. You wouldn’t want to repeat the process again for a
     single target missed.

     There will be three tunnels that needed to be cleared and fortunately,
     there are no hostile fire to be received while flying inside the


     Once any of the two operations are completed, you will get a mission
     update. Now, you’ll need to attack the fortress itself. There will be
     two sets of primary targets. Start clearing the fortress in any means
     possible. The return line is closer now so don’t hesitate to use it
     if you need to reload or repair.

     After destroying all targets, the mission will be complete.

     F-117A Nighthawk


     Mission 11                                                 [WLK011]

                                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

     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)

     If you plan to participate in all the air to ground attacks,
     the F-117 is the best plane for this mission. But if you want to take
     part in air defense, stick with either the Rafale or the F-15E. Not to
     mention that you will need to face the Strigon team again before the
     mission ends.


     Objective: Assist the Warlock Separate Battalion in breaking through the
                enemy defense line

     As expected, if you are assisting Warlock, expect a lot of heavy
     resistance. Aside from heavy tanks, artilleries and AA weapons, there
     will be also enemy aircraft that will attack your ground units.

     You’ll need to work fast for Warlock to successfully penetrate the
     heavily defended line. After dropping bombs or releasing A-G SP
     weapons, switch to your missiles immediately and destroy the nearest
     target you can acquire. Do this to save time and maximize your attack
     runs. LLAC units will appear also to outflank Warlock so locate them
     and get rid of them.

     || OPERATION B: QUOX ||

     Objective: Assist the Quox Armored Battalion in capturing the field

     The airfield has only light defenses but they employ heavy attack a
     ircraft. These planes can be considered as tank killers and can
     easily decimate your allied ground unit if left alone. Destroy them
     all, including the ones attempting to take off. After clearing the
     airfield, you can now use it for frontline resupply.


     Objective: Assist the bomber squadron Hammerhead in destroying the
                enemy field command.

     Enemy fighters will start engaging the defenseless bombers. There
     will be escort planes but they will be shot down without your help.
     After destroying the enemy flies, you’ll need to destroy some of the
     ground defenses like flak guns, SAMs and AA guns. Clear the path and
     protect the bombers from enemy fighters and the operation should


     Objective: Defend the electronic support plane, Snake Pit

     This operation is purely air-to-air engagement. Since you have ESM,
     you will have advantage in this battle. Destroy some secondary targets
     to ease up the pressure and get some extra scores as well. After
     destroying all the primary planes, mission completes.


     As Strigon appears, Ghost Eye will order all units to halt the attack
     and evacuate the mission area. As part of the story though, you will
     need to stay and defeat all of the Strigon members. There is no
     return line here so hopefully, you still have a load of missiles and
     ammo to defeat all of them. Shamrock will still be fighting with you

     After destroying all of the Strigon fighters, the mission completes.



     Mission 12                                                 [WLK012]

                            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 mission requires you to fly through the canyon under 2000 ft.
     Just wind your way through the canyon and approach each target slowly.
     If you have the XAGMs for the F-15E, it’s a great choice here.
     Otherwise you can other multiroles that you prefer. Though it may
     seem like an air to ground mission at first, note that you will still
     need to fight enemy fighters later on so avoid bringing in attackers.

     Approach the first group of targets. Once you spot them, destroy them
     all without passing over them. That will save you precious seconds
     circling back for the kill. Gently activate the airbrake after firing
     a missile on each target (if you start the mission equipped with an
     anti-air SP weapon for the heavy dogfight later) or just blow them
     away with your anti-ground SP weapon.

     Continue destroying targets as you move along the canyon. Once you
     reach the final group, the radar ceiling will be useless so you can
     fly freely without altitude restriction. Destroy all primary targets
     to complete the first half of the game.


     You’ll need to head west, as indicated in your objective. Along the
     way, enemy patrols will chase you and in the near western end of the
     map, a whole enemy battalion will appear. You’ll need to survive for
     a few minutes, either dodging the hell out of missiles or enduring
     the constant missile warning beeping. You can also fight back, and
     its still possible to shoot down enemy fighters with all those
     missiles firing behind you.

     Allied fighters will appear after surviving a few minutes of mad
     flying and your AS gauge will be maxed. One allied attack or cover is
     enough to turn the tide of the battle, with the enemy fighters
     dropping like flies.

     After the last enemy fighter falls, the mission completes.



     Mission 13                                                 [WLK013]

                            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)

     The Rafale M is a good plane for this mission, with its flexible
     weapon load-out and its great agility for dogfighting. Unless you
     wanted to start the Anti-Air operations, equip the LASM and complete
     the ground based operations first since they are easier to clear.
     Consider completing Operation A first so that you can have the
     airfield for frontline landing operations when needed.


     Objective: Assist the Steel Gunners ground force in recapturing
                the airfield.

     One of the easiest operations in the mission, you’ll just need to
     clear out enemy tanks, AA defenses and attackers. New targets will
     appear as the Steel Gunners move forward and your job is to keep the
     map clear of red dots.

     Successfully clearing this operation will give you the airstrip to
     use for the entire mission. Feel free to use when needed.


     Objective: Assist the Dragon Busters ground force in securing the
                capitol building.

     Similar to operation A, your job for this operation is to clear enemy
     positions in and around the city buildings. Enemy aircraft may appear
     as well so destroy them all as the Dragon Busters advance towards the

     When they reach the capitol, enemy forces will suddenly appear for an
     ambush. Destroy all targets, though, you’ll need a clean shot to some
     of them because they are conveniently positioned between buildings.
     Having good A-G weapons here such as the LASM or XAGM can dispose of
     enemy forces efficiently.


     Objective: Assist the Warlock Separate Battalion in securing the
                radio station.

     Operation C is just beside Operation B so you may trigger it while
     doing the other mission or vice versa. Same thing, eliminate ground
     targets, as well as any enemy aircraft that appears.

     Nothing else special to note about this mission since its pretty
     straightforward anyway.


     Objective: Assist the allied flagship Marigold in securing naval

     You will need to destroy enemy ships here. LASMs are perfect for this
     operation since they can take out enemy ships with one hit.

     Continue destroying the Estovakian fleet. Their flagship is the
     carrier located at the bay. It will be nice to see it destroyed by
     machine gun fire.

     Overall, this mission is straightforward so you can finish this
     rather quickly.


     Objective: Assist the Windhover air unit in destroying enemy
                Electronic Support Planes

     This operation is basically overlapping with operation F so you may
     activate both operations when you are only trying to clear one.

     In any case, enemy planes maybe big but they can still evade missiles
     whenever they can so you may rely on your machine gun to destroy them
     without bothering to get into firing position.

     One of the enemy E-767 is located high, above any aircraft’s
     operational ceiling. If you try to reach it, your plane may stall.
     The best bet is to harass it with AA SP weapons until it either gets
     destroyed or forced to lower its altitude.


     Objective: Assist the Avalanche air unit in destroying enemy
                jamming facilities.

     Enemy jammers on the other hand, are located on rather low altitudes
     so you won’t have any trouble locating them. Just approach the center
     of each ECM field and you should spot the jammers. Enemy escorts may
     appear as primary targets as well.

     Destroy all of them to clear the airwaves of enemy jamming and
     complete the mission.

     Before finishing the last operation, try using the airfield or return
     line if you need re-arming or repairs. After meeting the quota, the
     second part of the mission starts. A hell lot of enemy drones will
     flood the map and yet you still need to destroy the enemy ace, Ilya
     Pasternak and his CFA-44 Nosferatu.

     To make matters worse, the Nosferatu is stealthed, abnormally agile
     and fast, and provides ESM to the drones. And the drones are not
     there for display. They shoot back and they are hard to take down.
     Oh, I forgot to mention that the Nosferatu have very good armor so it
     will take several missile hits to destroy it. Ready?


     First, as much as possible, ignore the drones. Even if you try to
     destroy them, they will just fly by you like crazy flies. Keep an eye
     on your radar since if Pasternak tends to fly by you or attack you
     with his ADMMs. As much as possible, stay with your naval fleet’s ESM
     field. This will prove useful on raising your chances of hitting the
     enemy ace.

     Once you get a good lock-on, don’t hesitate to fire your SP weapons
     and missiles consecutively. Its like releasing all SP weapons one by
     one then switch to your missiles and fire them. Yet, with those
     volley of trailing explosives, Pasternak can evade it with break neck
     maneuvers that you wouldn’t thought possible with an aircraft.

     For some odd reason, he will occasionally fly in front of you and
     just basically stay there. I am not sure if this is a bug in the game
     but he’s just there swallowing my missiles and machine gun fire. Very
     cheap way for my first win but I can’t help but to grab the

     On my second try, I was able to bring him down after some crazy
     flying and attempts to track him down. Whenever he is within machine
     gun range, attempt to land some hits. Machine gun rounds can eat up
     his armor easily making it easier for him to be shot down with
     missiles. Be flexible. You may need to utilize all your weapons in
     this battle.

     After destroying him, the mission is now completed.

     F-22 Raptor
     SU-47 Berkut


     Mission 14                                                 [WLK014]

                              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)

     At the start of this mission, you may buy either the F-22 or the
     SU-47. Both are great planes with almost the same stats. Buy them
     both if you want to. For this mission, equip the XMA6 for the Raptor
     and/or SAAM/QAAM for the Berkut.

     After take off, just follow the waypoints indicated on the screen.
     Just enjoy the peaceful and quiet flybys while looking at the
     fireworks. After the last leg of the patrol, an unknown target


     The crazy Estovakians have released a cruise missile that can
     separate into multiple warheads. And you’ll need to destroy them.
     This job is easier by using the Raptor’s XMA6. Better yet, try to
     release those SP weapons if you’re at the front or back of the
     warheads so that they will hit the targets for sure.

     To make matters worse, enemy fighters will join the already critical
     situation. Get rid of them whenever you can, or order your allies to
     attack them to blast them off your sky. Concentrate on the cruise

     The good thing is that these cruise missiles tend to stick together
     as groups so you can just shoot them all down once you get in range.
     If you are after the Gold Marksman medal, this is the stage where you
     can add up some easy machine gun kills.

     There will be a total of 9 waves of cruise missiles; the last wave of
     three will appear on all directions. Destroy all of them as quickly
     as possible to complete the mission.



     Mission 15                                                 [WLK015]


                               - 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)

     So this is the final mission. Bring your best plane. I suggest
     bringing in some anti-ground weapons for you and leave the AA SP
     weapons to your wingman. You are not the only ones included in this
     mission; you will have the assistance of your trusty and very
     reliable allied squadrons.

     At the start of the mission, maintain your current heading and listen
     to the conversation. Apparently, Melissa, the mother from the
     cutscenes will contact your team. After that, the plans for the
     Chandelier will be delivered, identifying the targets. There are a
     lot of them, not to mention that the last members of the Strigon team
     will be defending the airspace as well.


     Once you get the mission update, the primary targets will be the
     shieldings and the cooling units. Beware of the early missile alert
     after you get the update. The bastards (Strigon) may have released
     XMA4s or XLAAs at you. Just dive down a little and you should be safe
     from the missiles.

     Once you have the Chandelier in view, don’t be surprised to find
     multiple AA defenses and enemy ships around the area. I suggest
     taking out the AA defenses on your first attack run first, like
     cruisers and destroyers. At this point of the game, you should
     already know how to sink them with just two missiles.

     Start flying to the sides of the chandelier first; fly low enough to
     avoid incoming missiles. Get rid of any targets you may find
     including small but nasty missile boats. Enemy fighters may trail you
     but they won’t be able to shoot you down at that low altitude.
     Certain enemy ships provide ESM too so it will be a good idea to
     destroy them when you have the chance.

     After that’s taken care off, you may now start clearing the targets.
     One strategy you should do to save time is use the missiles to
     destroy the AA guns and SAM defending your intended target (example:
     Shielding) while firing your machine gun at the shieldings. There are
     3 layers of them and missiles tend to block your site with smoke
     trails so machine gun rounds are best used here. Remember to slow down
     while firing.

     Continue this routine until your AS gauge is slowly filled. If enemy
     fire is harassing you too much that you cannot concentrate on taking
     down targets, don’t hesitate to call for allied cover. Even the
     Strigon team doesn’t stand a chance with your coordinated attack.

     After the last primary target is destroyed, you will get yet another
     cutscene and another mission update.


     This time, you will need to fly into loading rails to destroy the
     backup cooling unit inside. Before you even go inside, destroy those
     guntowers first. They can chew your aircraft faster than toast. After
     clearing the path, slowly position your plane to narrow corridor. Be
     careful also since there are positioned AA guns on the ceiling of this
     tunnel. Once you get the clean lock-on, fire your missiles then fly
     through the opening in the ceiling.

     As for your last objective, you will need to fly inside the turret
     itself and destroy the core from within. Its not hard, its just that
     the path gets narrower and narrower as you get deeper inside. Once
     you get a lock-on, fire your missiles and STAY in your path. After
     destroying the core, the game will automatically let you escape the
     crumbling megaweapon in a cinematic ending.

     Watch the ending and relax. You have just finished one of the most
     adrenaline pumping games out there.



     |                         AIRCRAFT LIST                          |
                                - ACL000 -

     Before going out on a mission, bringing in the right plane makes a lot
     difference. For the first time you play the game, you will need to
     stick with your trusty F-16C for the first few missions. The game
     features a small number of planes but all of them are capable. You
     will still need to use newer planes to keep up with later missions.

     If you wanted to participate in anti-air operations, bringing a plane
     with high speed, air-to-air rating, mobility and good AA weapons is a
     must. If the mission requires heavy bombing and anti-ground
     engagements, planes with good anti-ground rating, defense and
     stability is essential. You wouldn’t like to be flying in an A-10A or
     F-117 when facing the whole Strigon Team or their flying fortress.
     (You can still do this though, if you are looking for a challenge)

     The game features 14 modern + 1 fictional aircraft. They are grouped
     into three classes. Estovakian paint schemes will be unlocked after
     completing the game once, and the Estovakian SP (special) paint
     schemes will be available by shooting an enemy ace in Expert mode or
     above. This section will include a gist of the name of the ace and
     its location. For detailed instructions and map screenshots, refer to
     the Assault Records section later on.

     || ATTACKERS ||

     These are usually the slowest and stiff planes you will come across
     with. However, their superb stability, defense and firepower make it
     up for the shortcomings

     || Fighters ||

     These aircraft is optimized for air-to-air combat, though some of
     them can be modified for ground engagements as well. They have
     excellent mobility and speed which were the deciding factor in

     || Multiroles ||

     Multirole planes are capable of engaging both ground and air targets,
     making them the most flexible planes for any force. They have balanced
     stats and weapon load outs, which pilots can change during a mission,
     whenever the situation arises.

     Finishing the game using only a single plane type will unlock their
     corresponding medals. More details about this will be covered in a
     separate dedicated section.


     || F-16c “Fighting Falcon” ||                               [ALC001]

     MSSL: 99
     XMA4: 40
     UGB : 30
     RCL : 20

     Mobility : [][][]
     Speed    : [][][]
     A-A      : [][][]
     A-G      : [][][]
     Stability: [][][]
     Defense  : [][][]

     (From the perfect stat of [][][][][] {5/5})

     Game Desc:

     The F-16C has a powerful single engine and a blended wing
     body. Its high cost-performance makes it a standard for lightweight
     fighters. The smaller size of this aircraft makes it highly
     maneuverable, which roll and banking capabilities that are slightly
     superior to other aircraft.

     Although basic, its armaments are easy to use and adaptable to both
     air-to-air and air-to-ground tasks. The F-16 is a highly capable
     aircraft in almost any pilot’s hands.


     The F-16C is a very versatile aircraft with well balanced stats. This
     is the players’ default plane for the first four missions of the game
     and it is very capable on both anti-air and ground missions. This is
     good than starting with the vintage F-4 compared to the other

     || Mirage 2000-S ||                                         [ALC002]

     MSSL: 110
     XMA4: 44
     GPB : 20
     LASM: 15
     SFFS: 12

     Mobility : [][][
     Speed    : [][][]
     A-A      : [][][]
     A-G      : [][][]
     Stability: [][
     Defense  : [][][]

     Game Desc:

     The Mirage is a highly maneuverable multirole aircraft which is
     highly maneuverable at high speeds, but requires precision
     controlling because of the resulting recoil.

     It is equipped with long range air-to-ground missiles enabling it to
     safely destroy enemy ground targets from a distance. Highly
     customizable, this aircraft can meet a variety of needs.


     Although it may seem to have good mobility and speed, players will
     experience stiff control when flying this plane. It has really good
     anti-ground weapons loadout at the same time it has XMA4 for engaging
     aerial targets.

     || A-10A “Thunderbolt II”  ||                               [ALC003]

     MSSL: 200
     RCL : 25
     FAEB: 25
     XAGM: 56

     Mobility : []
     Speed    : []
     A-A      : [
     A-G      : [][][][][]
     Stability: [][][][]
     Defense  : [][][][][]

     Game Desc:

     The A10A features a straight-wing design for additional strength at
     low speeds, high mounted engines to avoid enemy ground fire, and
     heavy armor plating. It is feared by enemy ground troops as the “Tank
     Killer” for its ability to continue the assault despite taking
     considerable damage.

     It is an extremely durable and stable aircraft with superior
     maneuvering capabilities. The firepower centric design includes a
     nose mounted Gatling gun and high performance air-to ground missiles,
     making it the perfect aircraft for close air-to-ground support.


     The A-10A is the only aircraft in the game that carries the most
     destructive bomb in the game, the FAEB (Fuel Air Explosive Bomb).
     This is the first attacker aircraft that players’ will acquire and so
     far, the most effective anti-ground aircraft. This plane can take
     considerable punishment and is best used in close range support for
     ground troops.

     || Tornado GR.4  ||                                         [ALC004]

     MSSL: 150
     BDSP: 25
     LASM: 20
     ECMP: 20

     Mobility : [][]
     Speed    : [][][]
     A-A      : [][
     A-G      : [][][][][
     Stability: [][][][][
     Defense  : [][][][][]

     Game Desc:
     This is the latest of the Tornado series of aircraft. The Tornado
     GR.4 is a variable geometry winged aircraft with a compact fuselage
     designed to avoid enemy fire. Precision flight through advanced
     navigation equipment and powerful thrust for short take-off and
     landing (STOL) make this a versatile attacker.

     Although an attacker aircraft, the Tornado boasts both
     maneuverability and acceleration of a fighter. Equipped with
     dispenser munitions, it is capable of quickly suppressing ground
     targets over large areas. The highly mobile attacker is well designed
     for striking heavy fortified targets.


     Though the game description mentions that this plane has the
     “maneuverability of a fighter”, don’t count on it too much. Although
     it’s the most capable attacker in engaging enemy fighters, it has
     really large turn angle, making it difficult to get a clean shot in
     tight dogfights. This is one of the few aircraft with jamming

     || F/A-18F “SuperHornet” ||                                 [ALC005]

     MSSL: 140
     SAAM: 18
     SOD : 15
     XAGM: 32
     ECMP: 20

     Mobility : [][][]
     Speed    : [][][]
     A-A      : [][][][]
     A-G      : [][][
     Stability: [][][][
     Defense  : [][][]

     Game Desc:

     The F/A-18F achieves superb handling while maintaining nearly
     flawless stability. The combined payload capacity of air-to-ground
     and air-to-air SP weapons and missiles promise increased battle
     performance. With the capability to quickly adjust to the conditions
     of virtually any battlefield, the F/A-18F is a true multirole


     With well balanced stats, great control and a wide array of SP
     weapons, Superhornet pilots can adjust accordingly in any

     || F-2A “Viper Zero” ||                                    [ALC006]

     MSSL: 110
     LASM: 28
     QAAM: 20
     XMA4: 52
     UGB : 40

     Mobility : [][][]
     Speed    : [][][
     A-A      : [][][][
     A-G      : [][][][][
     Stability: [][][][
     Defense  : [][][]

     Game Desc:

     Known as the “Viper Zero”, the F-2A is a variant of the F-16. It is
     equipped with the latest avionic equipment, including phased-array
     radar. Although designed specifically for anti-ship operations, this
     powerful aircraft is also deployed in air-superiority and intercept
     missions. The F-2A is known for its responsiveness and stability, so
     much that the engine stall related accidents are extremely rare.

     Its high-performance armaments include that of high-maneuver and
     long-range missiles. While successfully fulfilling its originally
     conceived role of air-to-ground and air-to-ship intercept, the F-2A
     is also a formidable air-to-air multirole aircraft.


     A very versatile aircraft that you can bring in for any type of
     operation, the F-2A promises even greater performance in anti-ground
     missions and close-air support as well.

     || F-14D “SuperTomcat” ||                                  [ALC007]

     MSSL: 150
     XLAA: 40
     SAAM: 25
     GPB : 30

     Mobility : [][][]
     Speed    : [][][][][
     A-A      : [][][][][
     A-G      : [][][][][
     Stability: [][][][
     Defense  : [][][]

     Game Desc:

     The Super Tomcat is equipped with digital fly-by-wire variable
     geometry wings and powerful twin-engines. Although costly to
     maintain, this carrier-based aircraft’s wide array of advanced
     capabilities place it at the pinnacle of modern aircraft design.
     Unparalleled top speed and acceleration coupled with high
     maneuverability and stability make the F-14D an impressive aircraft.
     Long-range missile armaments also allow for preemptive striking
     capability on multiple enemy aircraft.

     Excelling at hit-and-run assaults, this high speed intercept fighter
     is perfect for aerial defense missions.


     The F-14D is an excellent fighter though it can be easily
     overshadowed by the newer fighters. Nevertheless, this is a very
     capable anti-air plane that can be used in heavy aerial battles.

     || SU-33 “Flanker” ||                                       [ALC008]

     MSSL: 160
     QAAM: 25
     XMA4: 56
     RCL : 30

     Mobility : [][][][]
     Speed    : [][][][][
     A-A      : [][][][][
     A-G      : [][]
     Stability: [][][
     Defense  : [][][

     Game Desc:

     Known by the codename “Flanker”, the SU-33 is a carrier-based air
     superiority fighter. Its bold canard wings and aerodynamic fuselage
     design have realized performance never before achievable in a fighter.

     Its derivative shape stands as a symbol of modern aircraft design.
     Extremely maneuverable and quick to respond, the SU-33 is capable of
     maintaining an advantage even in battles against superior numbers. It
     is well equipped for aerial combat with high-maneuver, high
     performance missiles.

     The aircraft’s true potential depends solely on the pilot’s skills,
     making this an aircraft for experienced pilots only.


     The SU-33 is the favored aircraft of the Strigon team. It is
     extremely agile and fast that it can manage tight dogfights against
     several enemies.

     The Flanker is also known for its flawless responsiveness, which can
     be the deciding factor of shooting down an enemy or getting shot down.

     || F-15E “Strike Eagle” ||                                  [ALC009]

     MSSL: 180
     XMA6: 60
     UGB : 60
     SFFS: 30
     XAGM: 64

     Mobility : [][][]
     Speed    : [][][][][
     A-A      : [][][][]
     A-G      : [][][][]
     Stability: [][][][][
     Defense  : [][][][]

     Game Desc:

     F-15E adds a variety of air-to-ground modifications to the already
     excellent air superiority design of the F-15. It can be distinguished
     from its predecessor by the conformal fuel tanks under the fuselage,
     fitted to extend attack range without sacrificing payload.

     The F-15E boasts first class speed, excellent acceleration and
     durability. This aircraft can be fitted with powerful
     high-performance missiles or cluster bombs for air-to-air and
     air-to-ground missions. This large-bodied multirole aircraft excels
     on battlefronts.


     The F-15E is one of my favorite planes in the game. It is a great
     multirole aircraft in terms of stats and payload. The XMA6 is the
     same as the XMA4 but with two more missiles. The SFFS and the XAGM
     enables pilots to perform precise anti-ground strikes.

     || Rafale M “Squall” ||                                     [ALC010]

     MSSL: 160
     SOD : 40
     SAAM: 35
     XMA6: 54
     LASM: 40

     Mobility : [][][][]
     Speed    : [][][][]
     A-A      : [][][][
     A-G      : [][][][][
     Stability: [][][][]
     Defense  : [][][][

     Game Desc:

     A carrier-based aircraft known as Squall. Distinguishing
     characteristics include a flowing delta wing and canard design, and
     an aerodynamically conformed air intake. Its ergonomically designed
     cockpit has earned it high regard among pilots. The Rafale M offers
     quick response thanks to a compact turning radius and agile

     Its large wing surface provides extra storage space for high-
     performance missiles and dispenser munitions. This multirole aircraft
     is well suited for prolonged or large scale missions.


     The Rafale M has lesser payload compared to the F-15E but is
     undeniably more agile than the latter. The LASM and the SOD provides
     great anti-ground and ship capabilities while the SAAM and XMA6
     enables the Rafale to engage several enemies at once.

     || F-117 “Nighthawk” ||                                     [ALC011]

     MSSL: 130
     GPB : 65
     QAAM: 15
     LASM: 35

     Mobility : [][
     Speed    : [][
     A-A      : [][
     A-G      : [][][][][]
     Stability: [][][][]
     Defense  : [][][][][

     Game Desc:

     The “Nighthawk” is the first fully stealth capable aircraft. Its
     unique shape and special coating are designed to absorb and reduce
     enemy radar. Advanced stealth characteristics allow the F-117A to
     operate freely while evading enemy detection. Although its payload is
     limited, bunker penetrating bombs give its formidable pinpoint
     striking capabilities. A complete deviation from traditional fighter
     design, the F-117A is a revolutionary attack aircraft designed solely
     for stealth.


     You wouldn’t notice the stealth since enemies will still be able to
     see you. If you are going for the Night Owl medal, use the Tornado or
     the A-10A instead. The large number of GPBs won’t help much against a
     large number of ground targets.

     || TYPHOON ||                                               [ALC012]

     MSSL: 230
     XLAA: 48
     XMA4: 66
     RCL : 32

     Mobility : [][][][][
     Speed    : [][][][][
     A-A      : [][][][][]
     A-G      : [][][][
     Stability: [][][][]
     Defense  : [][][][

     Game Desc:

     The Typhoon represents the leading edge of air superiority fighter
     technology. The close-coupled delta-canard configuration gives the
     aircraft its distinct design. Developed by an international consortium,
     the flexible design ensures that the Typhoon can be modified to answer
     the fighter needs of all nations involved.

     The Typhoon fuses maneuverability with precision providing the pilot
     with ease of control. Long-range missiles allow it to destroy
     multiple enemy aircraft while staying out of lock-on range.

     Whether from a distance or in a dogfight, the Typhoon’s robust
     capabilities assure its dominance in any battle.


     The Typhoon is one of the best fighters you can purchase before
     getting the SU-47 and the F-22. The XMA4 and the XLAA provides
     excellent anti-air capabilities while its speed and mobility provides
     the much needed maneuverability.

     || SU-47 “Berkut” ||                                        [ALC013]

     MSSL: 270
     QAAM: 40
     SAAM: 40
     UGB : 70

     Mobility : [][][][][]
     Speed    : [][][][]
     A-A      : [][][][][]
     A-G      : [][][][
     Stability: [][][][][
     Defense  : [][][][]

     Game Desc:

     The “Berkut” is distinguished by its three-surface-design, comprised
     of forwardswept wings, canard wings and horizontal stabilizer. The
     latest in avionic technologies help overcome instabilities inherent
     in its complex aerodynamics, positioning the SU-47 on the cutting
     edge of experimental aircraft technology. The SU-47 fighter features
     superb maneuverability and stability. Equipped with high-maneuver
     missiles, its superiority in a 1-on-1 aerial conflict is unrivaled.

     Designed to dominate in a dogfight, it is the preeminent fighter.


     The Berkut is one of the best, real-life fighters you can acquire in
     the game. Its superb agility, speed and mobility enable it to stand
     heavy dogfighting and intercept missions. The QAAM and the SAAM
     further enhances its already formidable anti-air capability.

     || F-22A “Raptor” ||                                        [ALC014]

     MSSL: 250
     XMA6: 72
     QAAM: 40
     SOD : 55

     Mobility : [][][][][]
     Speed    : [][][][][]
     A-A      : [][][][][]
     A-G      : [][][][
     Stability: [][][][][
     Defense  : [][][][]

     Game Desc:

     The F-22 is a composite of the latest technologies, including the
     ability to cruise at supersonic speeds. This ultra-powerful 5th
     generation fighter is aptly titled “Air Dominance Fighter”.

     Commanding powerful thrust and stealth technologies, the F-22A
     represents the leading edge of aircraft technology. As well as being
     dispensing munitions capable, high-performance missiles allow it to
     attack from beyond the range of enemy aircraft.

     Geared perfectly for aerial combat missions, the F-22A is a powerful
     preemptive fighter.


     The F-22 is the pinnacle of modern aircraft technology. It has stealth
     and can be equipped with high-performance missiles. Its superior speed,
     agility and mobility truly lives up its name “Raptor” (Bird of Prey)

     || CFA-44 “Nosferatu” ||                                    [ALC015]

     MSSL: 300
     ADMM: 18
     EML : 24
     ECMP: 36

     Mobility : [][][][][]
     Speed    : [][][][][
     A-A      : [][][][][]
     A-G      : [][][][][]
     Stability: [][][]
     Defense  : [][][]

     Game Desc:

     The “Nosferatu” is Estovakia’s next-generation carrier-based stealth
     aircraft. Various onboard experimental weapon technologies include a
     rail gun, ADMM missiles and a fully integrated electronic support
     system. In the hands of an experienced pilot, this aircraft truly
     knows no bounds.

     Complete dominance over all other aircraft in speed, acceleration,
     and maneuverability is hindered only by its instability. Outfitted
     with the latest in experimental weaponry, it knows no match from the
     land or air.

     The aircraft’s true potential can only be achieved by a
     technologically minded ace with the battle skills to match.

     Behold the most powerful aircraft in the game. The favored aircraft by
     Estovakian ace Ilya Pasternak, the Nosferatu is the stalking vampire
     of the skies. The ADMM alone should suffice on any land or air targets.


     |                         SP WEAPON LIST                         |
                                - SPW000 -

     SP Weapons are your special armaments. An aircraft will always come
     along with one default SP weapon. To equip our aircraft with another
     weapon, you’ll need to make sure to buy the SP weapon first before it
     can be equipped.

     || ADMM – All Direction Multi-Purpose Missile ||         [SPW001]


     Game Desc:

     Although hindered by slight development delay, its extensive firing
     range combined with the ability to simultaneously launch 12
     independent warheads means the ADMM possesses the firepower to change
     the tide of battle in a single shot. This ultra-compact missile
     represents the latest in multiple target tracking technology.


     The best SP weapons in the game. Each shot releases 12 warheads, each
     capable of tracking individual targets. It comes along with 18 shots,
     usually more than enough to finish the mission quickly.

     || BDSP– Bomblet Dispenser ||                            [SPW002]


     Game Desc:

     This anti-personnel weapon releases numerous bomblets over the target
     area. The impact area increases proportional to the speed of the
     dispersion aircraft, allowing for damage over an extremely wide area.

     The ability to adjust the impact area on the fly makes this weapon a
     choice of skilled veterans.

     The body of the BDSP is hung from the bottom of the aircraft where it
     releases numerous bomblets, which must be released directly over the
     target to ensure their effectiveness, thus increasing the risk of
     being exposed to enemy fire.


     As mentioned in the game description, flying too high or too fast
     will render the bomblets ineffective since they will be dispersed
     over a wide area. Since pilots need to literally fly over enemy forces
     with sufficient speed and height, there is always a risk of taking
     damage from ground fire.

     || ECMP – Electronic Counter Measure Pod ||              [SPW003]


     Game Desc:

     Once released, the ECMP uses powerful jamming to disrupt the targeting
     capabilities of enemy missiles within its effective range. It is
     especially effective in confrontations involving multiple aircraft and
     anti-air defense systems.

     Advancements in missile technology have all but cemented its necessity
     in modern aircraft warfare.


     As a defensive weapon, the ECMP is quite useful for goofing enemy
     missiles. SAMs and enemy missiles’ tracking systems will be disabled.
     The jamming is only active for a few seconds so after activating, the
     pilot should maneuver the plane out of the enemy’s crosshair.

     || EML – Electromagnetic Launcher ||                     [SPW004]


     Game Desc:

     The easy to aim unguided weapon employs long-range, ultra-high
     velocity munitions. With training, this advanced weapon offers
     unparalleled destructive potential. A miniaturized combat rail gun,
     also referred to as an electromagnetic launcher, the EML utilizes
     electromagnetism to propel munitions along a conduction rail at
     extremely high velocity.

     Future revisions offer much promise for the current practical battery
     limitations and size.


     Previous AC players will be reminded of the TLS’ targeting system
     where pilots need to manually acquire and aim at the target. Since
     the munitions travel at very high speeds, there is almost no chance
     of escape once the EML is fired directly at the target’s path.

     || FAEB – Fuel-Air Explosive Bomb ||                     [SPW005]


     Game Desc:

     The FAEB is capable of damaging multiple targets over an extremely
     wide area. Its destructive power is somewhat limited, making it most
     effective against concentrations of lowpriority targets.

     This unguided bomb disperses highly volatile fuel over a wide area,
     then ignites to create a massive explosion. The ensuing 3000 degree
     inferno culminates in the destructive blast wave.


     This can be considered as the best bomb in the game in terms of blast
     radius and damage. It is capable of wiping out almost every ground
     target in a single blast, though some hardened units and
     fortifications may need a second explosion before succumbing to this
     weapon’s awesome power.

     || GPB – Guided Penetration Bomb ||                      [SPW006]


     Game Desc:

     Although it has a small blast radius, the GPB represents one of the
     most lethal antipersonnel ordinances available. It is indispensable
     against particularly heavily fortified ground targets. Known as the
     “Smart Bomb”, the GPB utilizes GPS and laser guidance to home in to
     its target. It is employed primarily against enemy facilities and
     fortifications, first piercing their outer barrier then detonating,
     destroying them from the inside.


     Another name for this weapon is “Bunker Buster”, because of its
     capability to burst through protective covering of enemy positions
     then exploding from inside.

     || LASM – Long-range Air-to-Ship Missile ||              [SPW007]


     Game Desc:

     Nearly matching the destructive power of a free-fall bomb, the LASM’s
     blast radius is capable of damaging facilities beyond the main target
     area. Equipped with a powerful radar/seeker, the LASM is capable of
     destroying other unapproachable targets such as ships and radar
     stations, from long range.

     There are several guidance systems available.


     The LASM version is this game incorporates the LAGM (Long-range,
     Air-to-Ground Missile) blast area attribute that is available from
     the previous versions of the game. The LASM is the ultimate ship
     killer, guaranteeing a kill once it hits the enemy ship.

     This weapon can be used against ground targets such as tank
     formations, defenses and artillery.

     || QAAM – Quick Maneuver Air-to-Air Missile ||            [SPW008]


     Game Desc:

     The most agile of all missiles, the QAAM boasts a tracking time and
     guidance system far exceeding that of standard missiles. Once it has
     acquired a lock-on, it will continue to track the target, even at the
     firing aircraft’s six o’clock, making this the ultimate in dogfight

     A helmet mounted reticule allows the QAAM to be locked on the target
     outside of the aircraft’s flight trajectory.


     Though the game description about this weapon is too good for the
     eyes, it is not that effective as it seems. Since the QAAMs of AC4,
     its one-shot, fire-and-forget capability has been limited over the
     past few titles.

     While it is true that QAAMs have superb tracking capability, enemy
     aircrafts can still evade them with ease.

     || RCL – Rocket Launcher ||                              [SPW009]


     Game Desc:

     The RCL is capable of firing a volley of unguided rockets in rapid
     succession. Although some skill is necessary to master its operation,
     the RCL can deliver unparalleled damage when all of its rockets hit
     their mark. The operational scope of this general-purpose weapon is
     limited only by the pilot’s ability.


     Even if there are some “improvements” in the AC6 version of the RCL,
     it is by far, one of the crappiest SP weapon in the whole series. The
     unguided rockets can hit targets tightly closed together but other
     than that, its like spraying fire randomly.

     || SAAM – Semi-Active Air-to-air Missile |               [SPW010]


     Game Desc:

     Although highly accurate, the target must be kept inside the SAAM’s
     steering circle once it is fired. The SAAM is guided via the aircraft’s
     onboard radar, meaning it must be continuously controlled until it has
     impacted with the target. However, this independent guidance system
     increases maneuverability while lowering production costs.


     When used properly, these missiles can be a lot accurate and deadlier
     than the QAAMs. Pilots need to have good control of the plane so that
     the target will be kept inside the targeting circle even while

     || SFFS – Self Forging Fragment Submunitions ||           [SPW011]


     Game Desc:

     The SFFS fragments into numerous pieces before reaching the impact
     area, and is effective in situations when the need to dispense of
     targets over a wide area is immediate. Its destructive power is
     proportional to the height at which it is released. Advanced versions
     incorporate thermal guidance and land min bomblets.


     The SFFS is effective for destroying a large area littered with ground
     targets. This requires practice to use the weapon effectively.

     || SOD – Stand-Off Dispenser ||                          [SPW012]


     Game Desc:

     The SOD is capable of adjusting its flight path while releasing
     numerous bomblets along its trajectory. Its high degree of accuracy
     makes it one of the easiest, wide-blast radius type bombs to use. GPS
     and other navigational equipment allow the SOD to automatically home
     in on a ground target.


     The SOD works typically like a BDSP but the main difference is that
     the SOD can lock on a target, and deliver the bomblets along its
     flight trajectory. Very effective when used against enemies on a
     straight line or heavily concentrated enemy formations.

     || UGB – Unguided Bomb ||                                 [SPW013]


     Game Desc:

     The UGB is a fairly powerful bomb capable of damaging all targets
     within its blast radius. While technologically unsophisticated, a
     skilled hand can ensure its effectiveness against almost any ground
     target. The simplistic and reliable design consists only of the main
     body and stabilizing fins.


     Although this requires manual calculation and dropping, the UGB is
     still capable of destroying any enemy targets.

     || XAGM – Advanced Air-to-Ground Missile ||              [SPW014]


     Game Desc:

     The XAGM is capable of destroying up to four independent ground
     targets. Its high degree of accuracy makes it an effective weapon
     won’t be used against several targets with close proximity. It is used
     mainly against tanks and other armored ground targets. Thermal Imaging
     and Television Weapons Delivery Systems ensure its accuracy.


     The XAGM is great for eliminating enemy ground units with deadly
     accuracy. It is very effective against those targets taking cover
     behind buildings and other obstables.

     || XLAA – Advanced Long-Range, Air-to-Air Missile ||     [SPW015]


     Game Desc:

     Able to lock-on to multiple targets, the XLAA boasts the longest
     range and the greatest speed of all missile types, but at a slight
     cost to targeting performance. Boasting a powerful radar system and
     long-range, the XLAA is capable of preemptively striking multiple
     targets from beyond the visual range.

     The missile’s high price is the only prohibitive factor when
     considering its use.


     For a higher chance of hitting enemies, XLAAs can be deployed while
     the targets are approaching towards the players.

     || XMA4 – Advanced Medium-Range, Air-to-Air Missile 4||  [SPW016]


     Game Desc:

     The XMA4 can be fired at up to four air targets simultaneously, as
     state of the art avionics provide the special ability to track and
     destroy several targets at once. Its relatively long range, and ease
     of use make it a standard choice amongst air-to-air weapons .

     A compact radar embedded in the warhead ensures that this “Fire and
     Forget” missile will predictably guide itself to its mark.


     Even if the game explicitly calls it a Fire and Forget weapon, this
     is only true of the targeted planes are flying in a straight line or
     gentle turn. This weapon is also effective when encountering enemy
     aircraft formations ahead or from behind.

     || XMA4 – Advanced Medium-Range, Air-to-Air Missile 6||  [SPW017]


     Game Desc:

     The XMA6 can be fired at up to six air targets simultaneously. Its
     relatively long range and ease of use make it a standard choice among
     air-to-air weapons. Equipped with more advanced avionics than the XMA4,
     the XMA6 is able to track and destroy a greater number of targets.

     Aircraft choice is limited by the weapon’s additional weight, brought
     about by the inclusion of state of the art technology and the
     subsequent increase in size.


     Just consider this like an XMA4 with two more additional missile
     capabilities. The performance of this medium range missile is the
     same as its counterpart.


     |                           ACES LIST                            |
                                - ACS000 -

     This section will cover the non-Strigon aces that will appear while
     playing in Expert mode. Strigon assault records can be unlocked by
     simply shooting them down during the missions where they take part,
     which can be done in your normal playthrough. Emmerian assault records
     can be unlocked by completing all the operations where the allied
     units took part. You can check the operations you are missing by
     checking the Operation Medals tab in the Gallery.


     ++ Since the aces will appear only in Expert mode, you should be able
        to unlock the CFA-44 Nosferatu. Since you have this powerful
        aircraft already, it will be a waste if you won’t use it.

     ++ Even if you are using a superior fighter, that doesn’t mean that
        you can just shoot down the aces easily, especially when using
        standard missiles. They can pull some crazy maneuvers like you.

     ++ In expert mode, damages done to your plane can’t be repaired even
        if you land in an allied airfield or when you use the return line.
        The damage dealt by the enemy is increased to at least 150%

     ++ It will be advisable to use the Nosferatu and its ADMM when ace
        hunting. Even the mighty aces can’t evade the ADMM warheads easily.

     ++ If you can’t find the ace, just proceed with the other missions
        first. This saves you from getting frustrated.

     ++ Aces appear only as regular green triangles in the radar. There
        are no special markers for them or any sort. So you’ll need to
        approach them before you can target them on radar.

     ++ Assault records can also be acquired in Free Missions.

     || Mission 01: Invasion of Gracemeria ||                   [ACS001]

     Assault Record No: 13
     Ace: PEGAS
     Aircraft: F-22A

     Location: PEGAS’ spawning point depends on where your aircraft is
               headed. As you start your mission, rush in and destroy all
               primary targets (B-52s and UH-49s) within two minutes.

               A squadron of Rafale M fighters will appear directly ahead
               of you where you last shot down the initial targets. Again,
               destroy these aircrafts within two minutes.

               Finally, the last formation of F/A- 18Fs will appear. Shoot
               them down and PEGAS will appear directly ahead where you
               shot down the last SuperHornet.

     || Mission 02: Vitoze Aerial Defense ||                   [ACS002]

     Assault Record No: 14
     Ace: EDINOROG
     Aircraft: F-16C

     Location: EDINOROG will appear as a fighter escort along with the
               last waves of enemy bombers. Just approach each bomber
               formation to spot him and shoot him down.

     || Mission 03: Sipli Field ||                             [ACS003]

     Assault Record No: 15
     Ace: DRAKON
     Aircraft: Tornado GR.4


     After the mission update, DRAKON is within the obvious jamming field
     just north of the last enemy concentration.

     || Mission 04: Bartolomeo Fortress ||                     [ACS004]

     Assault Record No: 16
     Ace: KENTAVR
     Aircraft: SU-47

     Location: KENTAVR will appear along with the other two Strigon members
               and other aircraft as reinforcements after the mission
               update. Usually, it appears ahead of you, as soon as the
               second part of the mission is initialized.

     || Mission 05: Anea Landing ||                           [ACS005]

     Assault Record No: 17
     Ace: ORYOL
     Aircraft: F-15E

     Location: ORYOL appears along with the enemy aircraft reinforcements
               after the mission update. He will be usually accompanying
               the A-10s in the Operation B area or along with the heavy
               bombers of Operation C area.

     || Mission 06: Siege on Silvat ||                        [ACS006]

     Assault Record No: 18
     Ace: VEGA
     Aircraft: Rafale M

     Location: During the second part of the mission, where the remaining
               enemy forces concentrate in the south of the map, you can
               find VEGA flying along the enemy planes near the area.

     || Mission 07: Selumna Peak ||                           [ACS007]

     Assault Record No: 19
     Ace: DZHOKER
     Aircraft: F-117A

     Location: He is flying around the southwest of the jammers. You will
               likely encounter him if you engaged in the Operations A and
               D or on your way to B.

     || Mission 08: San Loma Assault ||                       [ACS008]

     Assault Record No: 20
     Ace: RUSALKA
     Aircraft: Typhoon

     Location: Appears above the city/ port after the mission update along
               with other fighter reinforcements.

     || Mission 09: Heavy Command Cruiser ||                   [ACS009]

     Assault Record No: 21
     Ace: FENIKS
     Aircraft: SU-33

     Location: Appears near your current position after all the engines of
               Aigaion is destroyed. Don’t destroy the cockpit yet until
               you shoot FENIKS down.

               The Aigaion will also deploy Nimbus attacks around it and
               some AA defenses if it took you a while to engage and
               destroy the ace.

     || Mission 10: Ragno Fortress ||                          [ACS010]

     Assault Record No: 22
     Ace: OBLAKO
     Aircraft: Mirage 2000-S

     Location: Appears after the mission update, as one of the fighter
               reinforcements above the fortress.

     || Mission 11: Moloch Desert ||                           [ACS011]

     Assault Record No: 23
     Ace: RYTSARY
     Aircraft: A-10A

     Location: He can either be flying near the enemy main base (Operation
               C: Hammerhead) or near the airfield (Operation B: Quox) or
               somewhere in between after the mission update.

     || Mission 12: Weapons of Mass Destruction ||             [ACS012]

     Assault Record No: 24
     Ace: FLYUGER
     Aircraft: F-2A

     Location: Appears immediately from the west after the last primary
               target vehicle is destroyed. Make sure to shoot him down
               before going west to save your kill before the mission

     || Mission 13: The Liberation of Gracemeria ||            [ACS013]

     Assault Record No: 25
     Ace: VALET
     Aircraft: F-14D

     Location: He will be taking off from the Estovakian carrier inside
               the port. Engage Operation D to encounter him immediately.
               Otherwise, he will just be flying around the allied ships.

     || Mission 14: Gracemeria Patrol ||                       [ACS014]

     Assault Record No: 26
     Ace: DAMA
     Aircraft: F/A-18F

     Location: Appears after the mission update inside the obvious jamming
               field. He is flying in high altitude.

     || Mission 15: Chandelier ||                              [ACS015]

     Assault Record No: 27
     Ace: KOBOL
     Aircraft: F4-E

     Location: On my playthroughs, he will appear once the mission update
               to destroy the Chandelier core has been activated. He will
               be attempting to take off on the runway the Strigon team
               used earlier in the mission, along with some other F-4Es.

               You can destroy him easily while he is trying to take off.
               Other players have suggests that KOBOL will appear as one
               of the enemy guardians once the first mission update starts
               though I haven't encountered him this way even while playing
               in Ace Mode.

     Once you acquired all the other Assault Records, you will unlock the
     last record for Garuda 1.

     Congratulations! Now you can flaunt your hard-earned collection!


     |                          MEDALS LIST                           |
                                - MDL000 -

     Medals are unlocked after meeting certain requirements in the game.
     Most of them can be acquired by repeating the missions in Free
     Mission mode whilst some of them strictly require you to finish the
     campaign while meeting the requirements for the medal.

     This section will provide you the complete list of all medals that
     can be acquired in the game and some tips on how to get them.

     There are two types of medals, Service Medals and Operation Medals.
     Operation medals are automatically unlocked after finishing the
     specific operation. They are the easiest medals to acquire so far.

     Service Medals on the other hand, will pit you through several
     requirements, from easy tasks such as destroying a certain number of
     targets to the most mundane tasks like finishing the game without any
     damage or using machine guns only.

     I will be listing all the medals below to serve as a checklist then
     we will try to discuss on how to acquire them in detail.

     NOTE: The difficulty must be at least NORMAL when trying to get
     medals that requires players to finish the campaign. Players need to
     finish the campaign and not “patch” it via Free Mission mode.

     |                        SERVICE MEDALS                          |
                                - MDL01A -

     BRONZE ACE       Destroy 300 enemies
     SILVER ACE       Destroy 1500 enemies
     GOLD ACE         Destroy 3000 enemies

     BRONZE MARKSMAN  Destroy 10 enemy aircraft with a machine gun
     SILVER MARKSMAN  Destroy 50 enemy aircraft with a machine gun
     GOLD MARKSMAN    Destroy 200 enemy aircraft with a machine gun

     NEEDLE'S EYE     Perform 10 consecutive frontline landings
     NIGHT OWL        Complete the campaign using only Attacker type
     RAGING FALCON    Complete the campaign using only Fighter type
     BLAZING GRIFFIN  Complete the campaign using only Multirole type
     GUARDIAN         Complete the campaign without getting your wingman
                      shot down.
     QUICKSILVER      Complete the campaign in record time
     SHARPSHOOTER     Complete the campaign using only machine guns
     LEGENDARY ACE    Complete the campaign mode without getting damaged.

     BRONZE STAR      Complete the campaign mode on Normal with an S rank.
     SILVER STAR      Complete the campaign mode on Hard with an S rank.
     GOLD STAR        Complete the campaign mode on Expert with an S rank.
     PLATINUM STAR    Complete the campaign mode on Ace with an S rank.

     || BRONZE ACE ||                                           [MDL001]

     Difficulty: [*]
     Free Mission: YES

     Tips: You don’t need to worry about this medal too much since you will
           unlock it along the way, as you try to complete your playthroughs
           to unlock the other medals.

     || SILVER ACE ||                                           [MDL002]

     Difficulty: [*]
     Free Mission: YES

     Tips: Just like the bronze ace, just concentrate on getting the other
           medals first and you will unlock this along the way.

     || GOLD ACE ||                                             [MDL003]

     Difficulty: [*]
     Free Mission: YES

     Tips: This may take a while and a few playthroughs but you will be
     able to unlock this medal no matter what.

     || BRONZE MARKSMAN ||                                      [MDL004]

     Difficulty: [*]
     Free Mission: YES

     Tips: Shooting enemy fighters may be a bit of challenge so make sure
           you use your machine gun on easier air targets such as bombers,
           jammers, cruise missiles, and attackers.

     || SILVER MARKSMAN ||                                      [MDL005]

     Difficulty: [*]
     Free Mission: YES

     Tips: If machine gunning fighters may be a bit of for you, just
           continue destroying easier air targets as described above.

     || GOLD MARKSMAN ||                                        [MDL006]

     Difficulty: [*][*]
     Free Mission: YES

     Tips: This may take a while but just continue shooting down easier
           targets as mentioned and you should get this medal.

     || NEEDLE’S EYE ||                                         [MDL007]

     Difficulty: [*]
     Free Mission: YES

     Tips: You’ll need to make 10 frontline landings successfully without
           SKIPPING the landing sequence. The best place to do these
           landings will be during the second part of Mission 06: Siege on

           Just make sure that there are minimal to no enemy units in and
           around the landing strip before attempting to land. If you still
           have problems landing, I suggest taking the tutorials.

     || NIGHT OWL ||                                            [MDL008]

     Difficulty: [*][*][*]
     Free Mission: NO

     Tips: You’ll need to finish the campaign using ONLY any of the
           following: A-10A, Tornado GR.4 and F-117A. Note that attackers
           are the slowest and least maneuverable planes in the game so
           facing enemy fighters may be a problem.

           Personally, I only used the A-10A with FAEB for ground based
           operations/missions and the Tornado with ECMP for the anti-air
           missions. Since the medal requires you to finish the game
           using an attacker type plane, then you can give your wingman the
           best plane you can get and equip him with AA weapons. That way,
           you will just have to rely on your wingman and allied units for
           support so you can concentrate on the mission.

           The FAEB (see Special Weapons section) of the A-10A is probably
           the most destructive antiground weapon you can get in the game.
           It pretty much destroys light-medium armored targets in a very
           large area, making a fast, clean sweep pretty much easier.

           The Tornado’s ECMP is very useful when facing enemy aircraft and
           “spoof” their missiles. Since the Tornado is really hard to
           maneuver, it is almost impossible to evade a missile fired at
           short range.

           Out of fun, I used the A-10 on Mission 09: Heavy Command Cruiser.
           Since the enemy cruisers are large targets, it was exhilarating
           to drop FAEBs on their decks and watch several targets destroyed
           at once. Try it for once.

     || RAGING FALCON ||                                        [MDL009]

     Difficulty: [*][*]
     Free Mission: NO

     Tips: Since you will be using a fighter here, you should have an
           easier time finishing the campaign. Fighters are the most
           common aircraft in the game and they have really good weapon
           load outs. If you have the Nosferatu, then finishing the
           campaign is breeze.

     || BLAZING GRIFFIN ||                                      [MDL010]

     Difficulty: [*][*]
     Free Mission: NO

     Tips: Multiroles are great for all-around missions. Their weapon
           loadout is really flexible and their stats are well-balanced.
           The high-end multiroles you can use would be the Rafale M and
           the F-15E.

     || GUARDIAN ||                                             [MDL011]

     Difficulty: [*]
     Free Mission: NO (Disable Auto Save ~1)

     Tips: Shamrock takes damage just like you do. He will have constant
           status report to you so pay attention if he says that he’s in
           trouble or got hit by a missile. For repairs, head to the return
           lines during missions.

           As long as he does not retreat from battle (his damage is too
           severe), you will earn this medal after your completed the
           campaign, even on your first try.

     1 Disabling autosave will be safer since you can retry the mission
       again in case you didn’t reach the requirement or just had an

     || QUICKSILVER ||                                          [MDL012]

     Difficulty: [*][*][*]
     Free Mission: NO (Disable Auto Save)

     Tips: You’ll need to finish the campaign within 2 hours and 15
           minutes. If you are after this medal, you will need to rush
           through all missions as fast as you can, destroying only primary
           targets and meeting mission objectives.

           The best plane to use for this mode is the CFA-44 Nosferatu with
           ADMM of course. Here, you will need to abuse your Allied Attack
           command to quickly dispose enemies and end the missions faster.

     || SHARPSHOOTER ||                                         [MDL013]

     Difficulty: [*][*][*][*][*]
     Free Mission: NO (Disable Auto Save)

     Tips: This is both good and bad. Good because you can easily acquire
           all the Marksman medals. Bad because you will destroy ALL
           targets using machine gun only.

           I suggest finishing this mode using F/A-18F with ECMP. At the
           start of each mission or after taking off, switching your SP
           weapon to ECMP will prevent any accidental missile firing and at
           the same time will allow you to use your ECMP faster.

           You can use other more powerful planes but remember, it will
           just take one missile or SP weapon misfire and your machine
           gunning streak is over. You will need to restart the mission or
           the last checkpoint in case that happens. Make sure that during
           debriefing, your machine gun kills should register 100%.

           Anything else than that, you will need to retry the mission.

     || LEGENDARY ACE ||                                        [MDL014]

     Difficulty: [*][*][*][*]
     Free Mission: NO (Disable Auto Save)

     Tips: This is the real challenge. You’ll need to finish the campaign
           without getting any damage at all. Repairing your aircraft
           during missions will remove the damage from the plane but not
           from your records. After debriefing, your total damage should
           register 0% on every mission.

           The best plane to use to acquire this medal is the Nosferatu.
           Like the saying, “Offense is the greatest defense”, destroying
           any hostile target in your sights as quickly as possible will
           significantly lessen the threat to you.

           In case you are damaged deep in the mission, just retry from
           your last checkpoint. Restart the mission if you are damaged
           right after the checkpoint is activated.

     || BRONZE STAR ||                                          [MDL015]

     Difficulty: [*][*]
     Free Mission: YES

     Tips: Getting this medal is quite easy, except for getting an S rank
           in Mission 13. Check out the Q&A section near the end of this
           guide for details on how to get an S rank.

     || SILVER STAR ||                                          [MDL016]

     Difficulty: [*][*][*]
     Free Mission: YES

     Tips: Hard mode is still manageable but will require you be more

           Enemy damage percentage is raised so be careful not to get hit
           by enemy fire as much as possible. Again, getting an S rank in
           Mission 13 is a challenge here so check out the details in the
           Q&A section of this guide. The good part about Hard Mode however,
           is that you will unlock the Nosferatu which will make your job a
           lot easier on subsequent playthroughs

     || GOLD STAR ||                                            [MDL017]

     Difficulty: [*][*][*][*]
     Free Mission: YES

     Tips: Expert mode is a mild hell. Enemy machine gun rounds can chew
           20+% off your armor each round. Missiles can take you out in one

           At this point, you should have the Nosferatu and its ADMM so you
           will have a fighting chance even against numerous targets.
           Additional targets will also appear on each mission. Enemy ace
           units for assault records will be start to appear here as well.
           Check out the Aces section above for more information about the
           aces' locations.

     || PLATINUM STAR ||                                        [MDL018]

     Difficulty: [*][*][*][*][*]
     Free Mission: YES

     Tips: Ace mode is hell. Machine gun rounds can take you in 3-4 hits
           and enemy reinforcements are numerous than before. You will have
           to fight hard on every operation and do some crazy flying if
           enemy aircraft engages you.

           Nosferatu and its ADMM is your greatest chance to excel on every


     |                          ACHIEVEMENTS                          |
                                - ACHVMT -

     49 Achievements with a Total of 1000pts ~2.

     | ALL MEDALS   (All medals attained)                     | 50G |
     | ALL AIRCRAFT (Purchase all aircraft)                   | 30G |
     | CLEAR CAMPAIGN (Clear Campaign Mode)                   | 20G |
     | 10 OPERATIONS (Complete 10 operations)                 | 10G |
     | ALL OPERATIONS (Clear all operations)                  | 30G |
     | 10 FRONTLINE LANDINGS (Complete 10 total frontline     | 10G |
     |                        landings)                       |     |
     | AERIAL DEFENSE                                         | 10G |
     | (Destroy 50 enemies using airborne allied support)     |     |
     | GROUND DEFENSE                                         | 10G |
     | (Destroy 50 enemies using ground force allied support) |     |
     | ELECTRONIC SUPPORT SYSTEM                              | 10G |
     |(Destroy 100 enemies while receiving electronic support)|     |
     | 10 NAMED AIRCRAFT (Shoot down 10 Aces)                 | 30G |
     | 1000 ENEMIES (Destroy a total of 1000 enemies)         | 30G |
     | ALL COLORS (Purchase all aircraft special colors)      | 10G |
     | ORIGINAL AIRCRAFT (Purchase all original aircraft)     | 10G |
     | ALLIED ASSAULT RECORD                                  | 20G |
     | (Complete all Emmerian assault records)                |     |
     | ENEMY ASSAULT RECORD                                   | 20G |
     | (Complete all Estovakian assault records)              |     |
     | MISSION 1 (Complete mission 01,any Rank and difficulty)| 10G |
     | MISSION 2                                              | 10G |
     | MISSION 3                                              | 10G |
     | MISSION 4                                              | 10G |
     | MISSION 5                                              | 20G |
     | MISSION 6                                              | 10G |
     | MISSION 7                                              | 10G |
     | MISSION 8                                              | 10G |
     | MISSION 9                                              | 20G |
     | MISSION 10                                             | 10G |
     | MISSION 11                                             | 10G |
     | ALL SECRETS (Unlock all secrets)                       | 30G |
     | BATTLE ROYALE (10) (Win 10 Battle Royale Matches)      | 10G |
     | BATTLE ROYALE (30) (Win 30 Battle Royale Matches)      | 20G |
     | BATTLE ROYALE (50) (Win 50 Battle Royale Matches)      | 30G |
     | BATTLE ROYALE (100) (Win 100 Battle Royale Matches)    | 40G |
     | TEAM BATTLE (10) (Win 10 Team Battle Matches)          | 10G |
     | TEAM BATTLE (30) (Win 30 Team Battle Matches)          | 20G |
     | TEAM BATTLE (50) (Win 50 Team Battle Matches)          | 30G |
     | TEAM BATTLE (100) (Win 100 Team Battle Matches)        | 40G |
     | CO-OP STAGE 1 (Clear Stage 1 of CO-OP Battle)          | 25G |
     | CO-OP STAGE 2 (Clear Stage 2 of CO-OP Battle)          | 35G |
     | SIEGE BATTLE (10) (Win 10 Siege Battle Matches)        | 10G |
     | SIEGE BATTLE (30) (Win 30 Siege Battle Matches)        | 20G |
     | SIEGE BATTLE (50) (Win 50 Siege Battle Matches)        | 30G |
     | SIEGE BATTLE (100) (Win 100 Siege Battle Matches)      | 40G |
     | ONLINE KILLS (50)                                      | 20G |
     | (Shoot down 50 total other aircraft online)            |     |
     | ONLINE KILLS (100)                                     | 30G |
     | (Shoot down 100 total other aircraft online)           |     |
     | ONLINE KILLS (200)                                     | 50G |
     | (Shoot down 200 total other aircraft online)           |     |


     |PASTERNAK DEFEATED(Defeat Strigon Leader Ilya Pasternak)| 20G |
     | MISSION 12                                             | 10G |
     | MISSION 13                                             | 20G |
     | MISSION 14                                             | 10G |
     | MISSION 15                                             | 20G |



     |                          Q&A SECTION                           |
                                - Q&A000 -

     1) Q: What is Ace of Aces? I already unlocked all secrets and bought
           aircraft and stuff and that feature is grayed out.

        A: Ace of Aces is a DLC (Downloadable content) in XBL. It features
           ultra hard missions for hardcore AC pilots seeking for a

     2) Q: I can’t seem to get an S rank in Mission 13. I tried killing
           Pasternak within 10 seconds with EML and tried shooting down
           several drones and I still get a B or C in the second part of
           the mission.

        A: You need to shoot down drones during the battle with Pasternak.
           These are just rough estimates but I think they are close after
           repeating the mission over and over again.

           C = 0-10
           B = 11-20
           A = 21-30
           S = 30+

           Take note that this is based if you got S ranks on any of the
           four initial operations. Of course, the plane I used is the
           CFA-44 and with the assistance of allied ESM fields. It also
           took me at least one frontline landing (while the drones and
           Pasternak are looming overhead) to get a fresh load of ADMMs.

     3) Q: Will I get anything if I complete all achievements?

        A: Though I can’t confirm it, I haven’t heard any bonus if you
           unlocked all achievements in the game.

     4) Q: Will you be adding a section for online battles? How about a
           game with you?

        A: Although I want to, unfortunately, no. Though I have XBL set up
           (Gamertag: Paul Vhayste), my copy of the game is “special” and I
           don’t want to risk getting banned so I use original titles when
           playing on XBL.

     5) Q: This game is too hard! Are there any codes to unlock all the
           aircraft/ paint schemes (and all other secrets)?

        A: No, that is not possible. If the game seems too hard, try
           finishing the campaign in EASY mode to get familiar of the
           gameplay. If it still doesn’t work for you, try dumping this
           game and look for another one that will suit your difficulty
           level since there are no easy cheats or codes that will unlock
           stuff for you.

     6) Q: How can I get the Estovakian and Estovakian SP colors for the
           CFA-44 Nosferatu?

        A: Unlock the Estovakian paint by purchasing all other aircraft colors.
           The SP is a bit tricky. I got it after unlocking my 13th medal. Yet
some readers that emailed me got theirs after getting all medals
           during their 15th medal. Since this is quite vague I will jus suggest
           getting all plane colors and continue unlocking medals.


     |                            CREDITS                             |
                                - CRD000 -

     This is as complete as it gets. If you guys have questions, send them
     and I will try to answer them the best as I can. Suggestions,
     additional tips and info are always welcome.

     Thanks to the following:

     Stephen Ng, IGN – For assigning the game to me and giving me a chance
     to write an exclusive.

     To my family – For their support and assistance.

     To Councilor for sharing the small tip about faster reloading in ESM

     To all the sites hosting my guides; mainly but not limited to:

     My Cheats

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