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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter A » Ace Combat 5: The Unsung War - Strategy Guide (Page 02)

Ace Combat 5: The Unsung War - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Ace Combat 5: The Unsung War - Strategy Guide (Page 02).

CARRIER LANDING:
Exactly the same as a land landing only this time the runway's slowly moving.
Hit the carrier as early as possible to avoid rolling off the end.
DIFFICULTY: 3/5

To get the S Rank on the carrier landing, all you have to do is accelerate all
the way to the carrier, wait until you get to around 200 feet and slow rapidly,
hit the carrier and keep trying until you stop in time.

AIR-TO-AIR REFUELING
This works in a similar way to landings. There are two squares, a smaller one
inside a larger one. As you get closer to the refuelling craft, the inner square
gets bigger. The idea is to get both squares to the same size and touching each
other perfectly. When you do this, the game takes over and the plane refuels.
After it is completed the refuelling is over.
DIFFICULTY: 2/5

It's very simple to get the S rank on this one, as with the rest it involves
charging at the target and decelerating, wait until you are 200 meters away
and hit L1, try to slow to the same speed of the target in front of the stalk
or pipe out of the back. When the game takes over, the refuel is complete.

Missions:

#4   - Ground Landing
#13  - AA Refueling
#16a - Ground Landing
#16b - Ground Landing
#18  - AA Refueling
#20  - Carrier Landing
#21  - Ground Landing
#26  - Carrier Landing

	(Thanks goes to Jason Horsley for the above list)


-------------------------------------------------------------------------------
---   2c. Combat Training ------------------------------------------------- BC04
-------------------------------------------------------------------------------

Now it's time to put what you know to the test. Here are the basics of dog
fighting.

AGHH, THEY'RE SHOOTING!!!
There are many ways in which those evil bandits can try to take you out of the
sky, so here's what you should expect to see:

WARNING: If you see the word 'WARNING' flash up on the top centre of your HUD,
don't panic. This used to mean that the enemy had a missile lock on you,
however, sometimes in this game you can get this sign, even when it would be
impossible for them to lock on, for instance when you are a long way away or
flying through a tunnel. So it just means that there are enemies present in your
location, or they have a lock on one of your wingman (who incidentally cannot be
shot down, although can be hit).

MISSILE ALERT: This one should be taken slightly more seriously. Someone has
decided you're in his view of the sky and would like to remove you. If you are
going to get shot down in the game, this is more often then not, how it's going
to happen.

DAMAGE: This is what happens if something hits you, try to avoid it ya?

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

There are of course ways of avoiding being blown to smithereens. Here are all
of the normal ways. If you feel more adventurous, or want to contribute some of
your own, head to the advance techniques lower down (Hit find and type in AV08).

THE COWARD'S WAY - That's right, check the map and if there is no enemy plane
(a triangle) or missile (a very small dot) in very close range hit the
afterburner and run away, well fly away!
MOST EFFECTIVE AT: LONG RANGE

LOOP DE LOOP - Point the nose to the sky and when you get about a third of the
way through the loop, hit the power. Missiles have a very poor ability to turn
(around 90 degrees sharp in any direction are their limit). As long as it
doesn't get you on the way up then it will never hit. Also mind the ground at
the other side.
MOST EFFECTIVE AT: ANY RANGE

SHARP TURNS - Roll the plane a whole 90 degrees and hit L1 to slow down. The
slower you go the shaper the plane turns, so you are well out of the way by the
time it gets to you. Don't try this when the missile is too far away as it will
still hit you.
MOST EFFECTIVE AT: SHORT RANGE

DIVE OR CLIMB - Not always guaranteed to work, but if you turn 90 degrees in any
direction and put on some power, the missile (as long as it is not right behind
you), should miss.
MOST EFFECTIVE AT: MID RANGE

AA FIRE
There are other things that can shoot you down, some only in specific
missions and are explained more in the walkthrough section. The other most
common form of fire is AA weapons. These are similar to your cannon and, like
missiles, have a very limited range. If you are being targeted from the ground,
then, you can for most difficulty settings ignore it as it does minimal damage
and rarely hits. If you want to avoid them however, fly far enough in any
direction and it will stop firing, that or insert a missile into it, that works
well too! If the target is firing from the air, then just use missile dodging
techniques to escape, after all, it could be worse, if you are in gun range then
you are also in missile range.

One last point about ground AA guns, the higher you are the less accurate they
get. Simple maths/physics, if you are flying low to the ground you present a
bigger target and less distance, thus your aircraft becomes Swiss cheese, when
there are a lot of AA weapons, try to stay above 1000 feet to avoid being hit.

FLAK FIRE
Flak guns were designed in WWII to shoot down enemy aircraft (mostly bombers).
They work by firing like a shotgun, hurling small bombs into the air which
detonate at a certain height, spraying shrapnel. In the game you don't have to
worry about the splash effect from the explosions (the bits that fly out and cut
you plane into small parts), but the explosions can damage you, and quite a bit
too! The solution, fly underneath or over the top. Flak guns pose their biggest
threat as mentioned before, when attacking any bombers you may be escorting.
In this case it is far easier just to take out the offending gun itself.


Of course, these blinding levels of violence and human carnage is not all one
way. So what's the best way of shooting down other planes and destroying ground
targets?

MISSILE LOCK: The normal way of destroying the enemy is through your standard
heat seekers, and the way to get them to hit is to achieve a missile lock. If
there are numerous targets in front of you, the game automatically selects one.
This is not always the sensible one such as a TGT, press triangle to switch
through available targets.

**NOTE- The game has a slight bug that sometimes makes it impossible to target
the thing you want, you could keep pressing triangle forever and it would not
select, even if it is the only target on screen and is perfectly legal with your
active weapon. To get around this, either simply ignore it and come back later,
or circle around, come back and have another shot, the last option is to get up
close and give it a damn good gunning.

You will know when you have a missile lock as the target will turn red and a
rhombus appears in it's box. Hit the circle button to fire a missile (**NOTE- it
normally takes two missiles to destroy a enemy plane and anything from one to
three missiles to destroy your average ground facility. Missiles come in range
at about 5200 feet (one mile).

GUN RANGE: Unlike the missiles, your gun is unguided. Get within about 2600 feet
and a small circle with a dot in it's centre will appear. Get the enemy plane
inside this dot and hold down X to fire. This way takes longer, but it also has
infinite bullets providing you are not playing on Expert or Ace. There are also
some medals you can get for destroying enemies just by using your guns.

(Thanks to Ryan for the more accurate distances)

SPECIAL WEAPONS RANGE: There are several special weapons, each with a
different way to deploy them and are covered in their relative sections in the
walkthrough.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

So that's the basics of destroying enemies, but if you want to try something
more adventurous then heading for their six and shooting then read on!

BIDE YOUR TIME: The second a bogy comes in missile range doesn't mean you have
to fire at it you know, follow its movement, turning in the same arc and stay
behind it (don't try to overtake GT fans!). Eventually the enemy plane will
level out use this opportunity to launch a few heat-seekers his way, or blast
him with your guns.

INTERCEPTION: Sometimes you will see a plane flying straight for you, capitalise
on this and match their altitude. When they come in range of your missiles let
rip and turn away at an angle to avoid the wreckage.

DUMMY SHOTS: If your enemy is red on the radar you probably only need to
lightly spray bullets his way to have him ejecting in fear. However, for some
reason you can't get him in your gun range. Fire a missile at him to make him
evade it a steep turn, follow his bend and fire your gun to bring him down,
(fire at the wings remember, you don't want to kill him do you?)

**NOTE- Don't do this trick on long missions where you need all the missile you
can get.

ATTACK: One pilot being evil and not letting you kill him? The remedy, switch to
attack mode and instead of one plane after him, he has four, laugh wildly at his
expense as he crashes to earth in a blazing ball of death. Then remember the
children you just robbed of a parent, you monster!

WHIRLY BIRDS: Helicopters as you are no doubt aware have the annoying ability to
hover, sometimes if you are going fast or there's a group of them you can fly
right past them without firing a shot. Instead switch to your XLAAs and take the
group out at once.

From Ryan:
6) I came up with a rather interesting strategy that, for people who are truly
the ace of aces, could be slightly rewarding for Mission 13: Demons of Razgriz.
Select the MiG-31M for your plane (simply because it has more regular
missiles), and after the mid-air refueling, fly towards the sub at
approximately heading 305. It should be noted now that for this to work, you
MUST stay on the Afterburner the entire time until you shoot the Hrimfaxi the
first time. After destroying the first picket sub, fly north and get the next
picket sub, and then get the next two picket subs that lie counterclockwise
from there (all-in-all, you should get 4 picket subs before heading for the
Hrimfaxi). After the fourth picket sub, fly straight towards the Hrimfaxi, and
when you approach it, line up the target so that you can hit it with guns while
still flying at full speed. If done right, you should be able to fire 2
missiles and strafe with guns to "kill" the Hrimfaxi with 1-2 seconds to spare.
Also, once you start attacking the Hrimfaxi when it fires back, you can use the
XLAA's to attack it, just make sure there are no UAVs within lock-on sight, put
the Whisky Mark dead center on the Hrimfaxi, and fire the XLAA's at the sub, 4
at a time. It should do moderate damage with a little luck. What makes this
strategy a challenge is now you've only got regular missiles and guns to deal
with the SAMs and AA Guns on the Hrimfaxi.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

There are a lot of ground targets in the game, the most efficient way to
destroy them is to use missiles, still there are a large amount of special
weapons that can be used to get rid of either large groups of ground enemies, or
single ones from a distance. These are all explained in
the aircraft section. However do you know how to bomb targets? If no then
welcome to the bombing master class!

The first thing to do is make sure you are using a plane that carries bombs,
not air to surface or air to air missiles. The code for an unguided bomb falls
into three categories:

UGB    - Your standard unguided bomb these will destroy any targets underneath
or in the immediate area.

UGBL   - You guessed it, a big bomb for big damage, anything near it is
destroyed.

PGB   - Precision guided bomb, the piper locks onto a target, acts a bit like a
air-to-surface missile only without the range.

But how do you use bombs? That's the easy bit, hit select to use your special
weapon, a small dotted line with a large circle and a dot appear. The line is
the bombs decent path, make sure that there are no obstructions along any of it.
The small dot in the middle of the larger circle is where the bomb is estimated
to land, the big circle itself is the splash zone (or the area that is affected
by the bomb). When using them, try to aim for groups of enemies for the best
effect.


-------------------------------------------------------------------------------
---   2d. Wingman Control ------------------------------------------------- BC05
-------------------------------------------------------------------------------

One of the major changes from previous Ace Combat games, is that this one
allows you to have wingmen instead of you being just a lone fighter. This all
may seem unnecessary and there are hundreds of ways they could have got this
wrong, but Namco have pulled it off perfectly. At the start of the game you are
not the leader of your squadron and are playing wingman to your commanding
officer Capt. Bartlett with the callsign Heart Break One. You cannot give any
orders at that point,  but fairly soon into the game you get promoted and have
full control over the squadron.

Your wingmen are all far superior to the other AI aircraft and cannot be
damaged.
They are also very good at taking down the odd fighter and although by
the game's end you should have a kill rate in the hundreds and they will be
lucky to get past twenty they are still very useful and shouldn't be neglected.

There are several orders you can give to your wingmen these are given by
pressing any direction on the D pad, then pressing the order you wish to give.

**NOTE- These orders with the exception of SPW can only be used one at a time.

ATK (Attack) - Press any D pad button and then up, you wingmen will now become
aggressive and attack any planes in front of you or them, then continue to
attack other targets.

DSP (Disperse) - Used when there is a large combat area, your team stop covering
each others backs and move off to separate parts of the map and destroy stuff.
Activate this command by hitting left on the order menu. Remember that this can
leave you with no one shooting down aircraft behind you and as a result you get
more missiles thrown at you (just).

CVR (Cover) - Handy for battles against small amounts of fighters and the
opposite of attack. Your team will engage any targets that get a missile lock on
you. This is very much over looked in the game put can be an extremely effective
way of luring planes away from something you are escorting and then have your
wingmen pick them off as they follow you.

SPW (Special Weapons) - This can be used at anytime with any other formation
order. Activating this allows your wingmen to attack with either bombs, air-to-
ground missiles or whatever other special weapon their aircraft carries.

Some people are not fond of using there wingmen and often leave them on cover
or disperse since they only manage about one kill each per mission. This is
fine and there are no negative effects for not using them.


===============================================================================
3. CHARACTERS ------------------------------------------------------------- CH01
===============================================================================

The first AC game to actually have interesting characters* (one of the things
definitely lacking in previous instalments), and pulls it off extremely well.
Here's a short synopsis of each of the main characters and even their mysterious
first names (if they have them then I'll find them eventually)

* - This statement is true only if you didn't get to play the JPN AC03.
For reasons best known to themselves Namco saw fit to remove the story from the
other releases. Thanks Namco :?

-------------------------------------------------------------------------------
---   3a. Kei Nagase (Edge) ----------------------------------------------- CH02
-------------------------------------------------------------------------------
Nationality: Osean
Age: 23
Height: 167cm
Weight: 47kg
Hair Colour: Black
Eye Colour: Brown
Blood Type: A

One of your wingmen for the game, Edge is an extremely skilled fighter pilot and
was the only trainee to survive the surprise attack on Sand Island. Kei
blames herself for the downing (and possible death) of her Captain, and refuses
to take a promotion to squadron leader in favour of staying the number 2 plane
(the guard for the number 1) to prove to others and herself that she can guard
her wingmen. She has a love of peace and a strong supporter of President
Harling's anti-war policies, which is presumably why she joined the airforce :?

-------------------------------------------------------------------------------
---   3b. Alvin H. Davernport (Chopper) ----------------------------------- CH03
-------------------------------------------------------------------------------
Nationality: Osean
Age: 29
Height: 185cm
Weight: 89kg
Hair Colour: Black
Eye Colour: Blue
Blood Type: B

The number 3 wingman, Alvin H Davernport is set in to rock and roll (hence
'Chopper'). He looked up to Captain Bartlett a lot as a 'bad mouthed, good-
natured leader'. He seems to like Blaze, but not respect him as Captain of the
Squadron.

-------------------------------------------------------------------------------
---   3c. Hans Grimm (Archer) --------------------------------------------- CH04
-------------------------------------------------------------------------------
Nationality: Osean
Age: 19
Height: 163cm
Weight: 52kg
Hair Colour: Brown
Eye Colour: Green
Blood Type: AB

Only a trainee pilot in reserve at the start, Grimm becomes a member of the
squadron early in the game. His is the youngest survivor in the squadron
(although he was on the ground at the time of the attack), Grimm has an older
brother in the army which was his cause for signing up. Grimm is a shy
and his in flight emotions seem to range from mild panic to absolute trauma.

-------------------------------------------------------------------------------
---   3d. Jack Bartlett (Heartbreak 1) (obsolete - Kid) ------------------- CH05
-------------------------------------------------------------------------------
Nationality: Osean (fine, he's Osean, happy!)
Age: 42
Height: 178cm
Weight: 70kg
Hair Colour: Black / Grey
Eye Colour: Brown
Blood Type: O

One of the OADF's (Osean Air Defence Force) most notorious pilots. He made his
name as one of Osea's top aces in the Belkan war 15 years ago, where he quickly
rose to the rank of captain.

Now firmly set into his ways, Bartlett has never been promoted, and fifteen
years after the war ended, Bartlett is more notorious for his lack of respect
for the chain of command, and his inability to follow orders.

At the end of the Belkan War, Bartlett was shot down by a mysterious Belkan
pilot named Ashley, along with another Belkan aircraft. He and the Belkan
defector, known by his callsign 'Hukbien' made it back to the allied front.

-------------------------------------------------------------------------------
---   3e. Blaze ----------------------------------------------------------- CH06
-------------------------------------------------------------------------------
Nationality: Osean

Our mysterious pilot, all we know about Blaze it that we almost defiantly see
him in the crew quarters at the start of the game, there is a shot of the entire
room with every surviving trainee and a few trainers with Bartlett. Blaze has to
be one of these. We never hear him talk in the game, although judging by the
answers that your wingmen give you, Blaze seems to reply more then the generic
'Yes' or 'No' that we pick out. Blaze is the Squadron Leader for most of the
game.

-------------------------------------------------------------------------------
---   3f. Marcus Snow (Swordsman) ----------------------------------------- CH07
-------------------------------------------------------------------------------
Nationality: Osean
Age: 34
Height: 190cm
Weight: 85kg
Hair Colour: Black
Eye Colour: Brown
Blood Type: A

From a squadron of the Naval Air Force, Snow now flies alone after the slow
destruction of his team-mates. Snow is an extremely talented pilot who is loyal
to his commanding officer, but will not blindly follow orders and is not afraid
to answer back if he doesn't agree.

-------------------------------------------------------------------------------
---   3g. Allen C Hamilton ------------------------------------------------ CH08
-------------------------------------------------------------------------------
Nationality: Belkan
Age: 28
Height: 178cm
Weight: 65kg
Hair Colour: Blond
Eye Colour: Green
Blood Type: AB

After the first war between Belka, and the rest of the continant, Hamilton was
recruited by Osea into a secret squadron of Belkan Aces to strengthen their Air
Force. The Squadron, named the 8492nd never officially existed and when the
ruling of the country changed hands, the knowledge of the squadron went with it.

-------------------------------------------------------------------------------
---   3h. Orson Perrault -------------------------------------------------- CH09
-------------------------------------------------------------------------------
Nationality: Osean
Age: 48
Height: 180cm
Weight: 106kg
Hair Colour: Brown
Eye Colour: Green
Blood Type: O

Chubby, rash and unsubtle, the Base Commander of Sand Island is not well
respected and he knows it. He is a warmonger that prefers to have the air force
working in combat rather then being there for defence. After the Cirern-Pacific
war begins, he tries his best to increase morale.

-------------------------------------------------------------------------------
---   3i. Peter N. Beagle (Pops) (obsolete -- Hukbien)--------------------- CH10
-------------------------------------------------------------------------------
Nationality: Belkan
Age: 56
Height: 170.5cm
Weight: 73kg
Hair Colour: Black
Eye Colour: Blue
Blood Type: B

Formally one of the most skilled pilots in the Belkan Air Force, he refused to
drop a nuclear bomb on a civilian city in Belka, for this he was marked as a
traitor becoming infamous and hated throughout the Belkan
military. Sentenced to death he escaped in a stolen fighter, but was shot down
along with Bartlett who was also in the area, by the Pride of Belka, the Grabacr
Squadron. Pops is still a brilliant fighter pilot, however spends most of his
time
as the Sand Island Base Mechanic. He looks after all of his planes dearly, large
or small.

-------------------------------------------------------------------------------
---   3j. AWACS (Thunderhead) --------------------------------------------- CH11
-------------------------------------------------------------------------------
Nationality: Osean

As head of a battlefield the people inside this AWACs observe, give and relay
orders. Most pilots believe them to be slightly incapable and insensitive. He is
the type that will always follow the order of the most superior officer, even
against his gut feelings.

-------------------------------------------------------------------------------
---   3k. AWACS (Oka Nieba) ----------------------------------------------- CH12
-------------------------------------------------------------------------------
Nationality: Yuktobanian

Translated as 'Sky Eye' or 'Eye of Heaven' this aircraft's name is a nod to the
AWACs from AC04.

From Thomas Kaluzny:
"Oka Nieba" is actually a Polish word (yeah I'm Polish) and is really translated
to "Eye of Heaven."

 -- This is interesting, I actually thought Oka Nieba was just made up, it shows
how much detail is put into the game.

From Neil H:
A more likely explanation for the 'Oka Nieba' AWAC is that Yuktobania was part
of the ISAF during the war in AC04. Sky Eye's lack of an accent in that game
could simply be because he is talking in his own language; after all, we don't
know what the spoken language in Usea is.

-------------------------------------------------------------------------------
---   3l. Capt. Nicholas A. Andersen -------------------------------------- CH13
-------------------------------------------------------------------------------
Nationality: Osean
Age: 61
Height: 177cm
Weight: 72kg
Hair Colour: Grey
Eye Colour: Blue
Blood Type: A

The Captain of the OMDF (Osean Martine Defence Force) / OMS (Osean Martine
Service) Aircraft Carrier Kestrel. A veteran of the Belkan War, Anderson follows
his heart and instinct more then the orders he is given. He is thought of as a
skilled captain, and respected by his crew, although disliked by airforce hawks
like Perrault who claim he shies out of combat.

Also, did anyone else in the UK notice the striking resemblance between himself
and the good Captain Birdseye? Just an observation.

-------------------------------------------------------------------------------
---   3m. President Vincent Harling --------------------------------------- CH14
-------------------------------------------------------------------------------
Nationality: Osean

The twice-elected president of Osea, Harling has a strong peace plan which
reduces the amount spent in defence and uses it to help rebuild a new continent
with such projects as the Arkbird* and it's Mass Driver. Harling's views towards
peace have made him unpopular with some of his Generals and other leading Osean
military figures.

* The Arkbird is a peacetime joint-project with Yuktobania based off the plans
for the Belkan strike craft the Hresvelgr. Later it's laser is from the Belkan
defense platform the Excalibur

-------------------------------------------------------------------------------
---   3n. Prime Minister Seryozha Viktrovich Nikanor ---------------- CH15
-------------------------------------------------------------------------------
Nationality: Yuktobanian

The elected Prime Minister of Yuktobania, he has strong anti-war policies like
Harling's. As a figurehead of the Yuktobanian Government, he was
one of the main figures involved in keeping the alliance between Osea and
Yuktobania strong after the end of the Belkan War. His peace policies, like
Harling make him unpopular with his own military.

Nikanor appears to have a loose grasp on his countries military and was
unable to stop production of huge arms production plants and the
advanced Scinfaxi-class underwater attack carriers.

-------------------------------------------------------------------------------
---   3o. Major Natashya -------------------------------------------------- CH16
-------------------------------------------------------------------------------
Nationality: Yuktobanian
-
-
(SPOILERS!)
A Recon Major in the Yuktobanian army, she objected to the military government
and joined the resistance, after learning of the Yuke forces betrayal of their
Prime Minister, she stole several secret files and went renegade. She
also has a history with Bartlett as the one who broke his heart 15 years ago.
(END SPOILERS!)
-
-
-------------------------------------------------------------------------------
---   3p. Albert Genette -------------------------------------------------- CH17
-------------------------------------------------------------------------------
Nationality: Osean
Age: 32
Height: 174cm
Weight: 58kg
Hair Colour: Brown
Eye Colour: Blue
Blood Type: O

A reporter looking for his big break, he goes to Sand Island in search of the
unique Squadron leader there. Later he becomes entangled with the events of the
war, publishing 'The Four Wings of Sand Island' and joining the official Osean
Press Corps. Genette acts as the narrator of much of the game.

-------------------------------------------------------------------------------
---   3q. Kirk ------------------------------------------------------------ CH18
-------------------------------------------------------------------------------
Nationality: Osean
Age: 7
Height: 53.5cm
Weight: 31kg
Hair Colour: Black
Eye Colour: Brown
Blood Type: 1.1B

Pop's loyal companion and known in the Sand Island base, Kirk stays with Pops
and the other members of the Squadron through thick and thin.

===============================================================================
4. THE STORY SO FAR ------------------------------------------------------- SY01
===============================================================================

It is important to understand the back story if you want to understand what the
game is about. Although the game does it well, here is a little recap about
what's happening.

Check out iceblue's excellent rundown of the game area

-------------------------------------------------------------------------------
---   4a. The Background -------------------------------------------------- SY02
-------------------------------------------------------------------------------

The year is 1989, in the small northern country known as the Principality of
Belka. In an effort to keep the nation afloat politically, a Federal Law Review
was enacted, with disastrous results. In the economic panic, the government was
ousted, and before another was elected Belka was seized in a Coup by an
extremist Right Wing faction, possibly supported by the Belkan crime
organisation
the Grey Men.

Belka began to stabilise and over 6 years reached new levels of growth, most
prominently in it's armed force of which it developed both conventional,
nuclear and more unorthodox weapons. And late in 1995, Belka began to invade
it's bordering nations, beginning a conflict remembered as the Belkan War.

After crushing their rivals, the twin super-powers The Osean Federation and
the Union of Yuketobanian Republics both pooled their resources, and declared
war on Belka. After some hard fought battles, the two countries, with support
from rebels in the nations already occupied by Belka began to gain the upper
hand, and soon Belka was pushed back. Over the course of the war, Belka
developed even more advanced weapons, and often the Allies would lose ground,
but over sheer numbers pushed the Belkans back to Stier, close to the Belkan
capital of Sundentor.

To stop the advance any further,
Belka dropped seven nuclear bombs on it's border, destroying the Belakan
cities there, and making an impassable barrier. The Belkans head effectively
sealed themselves into the northern regions, where in-fighting consumed their
cities.

-------------------------------------------------------------------------------
---   4b. Osea and Yuktobania --------------------------------------------- SY03
-------------------------------------------------------------------------------
Osean Federation
Captial - Oured

Union of Yuktobanian Republics
Capital - Cinigrad

After the Belkan conflict both Osea and Yuktobania were allies, but also
extremely weak. As they both slowly rebuilt their strength, they elected
anti-war head of Governments and their armies never had the same strength again.
They also, having watched the destruction of seven Belkan cites, dismantled and
destroyed their nuclear weapons. In an effort to rebuild their air force after
the war, both countries secretly recruited a Squadron of Belkan Aces, before
their peaceful governments got into power. All evidence of this was destroyed in
both countries and all knowledge of these two mysterious squadrons disappeared.

Following the end of the Belkan war, Osea gained the former Belkan region of
South Belka and was renamed North Osea. Osea, also gained several Belkan
companies
(mainly advanced technology companies) such as Grunder Industries, a former
Government sponsored research and development company that gave Belka an
undeniable
edge during the war.

-------------------------------------------------------------------------------
---   4c. Belka ----------------------------------------------------------- SY04
-------------------------------------------------------------------------------

Principality of Belka
Capital - Dinsmark

After the destruction of their country, the Belkans have a hatred for
Osea and Yuktobania. After the unexpected crash of it's economy following
a Federal Law review, Belka was caught in a coup d'etat and prepared for
war.

During the war the Belkans managed to capture a sizable amount of land,
however after the superpowers of Osea and Yuktobania joined the battle
odds fell out of Belka's favour. As they were pushed back to their central
mountain range, they dropped seven nuclear weapons on their own surrounding
towns, creating an impassable barrier to the lands to the north.

Now Belka is a shell of it's former self, with few population centres and
a working government left in the icy north and much of the land in the
south in the boundaries of seceded nations and the superpower of Osea,
Belka is believed by all but the most patriotic as a thing of the past.

===============================================================================
5. THE AIRCRAFT ----------------------------------------------------------- AR01
===============================================================================


-------------------------------------------------------------------------------
--- 5p2. The Weapons of the Game ------------------------------------------ AR02
-------------------------------------------------------------------------------
There are enough weapons in the game to keep even the most trigger happy pilot
occupied. Weapons are divided into three categories. Guns, Missiles and Special
weapons, the latter of which are activated by pressing select; to make your
wingman activate theirs, you must turn on the SPL option by pressing left on
the D-pad, they will then use a mix of all three types of weapons available.
So, here is a list of every weapon available, remember you cannot
choose which weapon you want on your plane this time around, you get what the
aircraft comes with.

Key for special weapons
=======================
Damage - The damage done to targets on impact
Hone   - The ability that the missile has of honing on the target
Blast  - The radius of damage the bomb/missile does on impact
Number - The number of weapons you get over how effective it is
Overall- How useful the weapon is when you consider all its aspects

GUNS
Vulcan Cannon:
The Vulcan cannon is mounted on the front of every aircraft. If you are playing
on very easy to hard it will have infinite rounds, if you are on expert or ace
then it will have a limit. The cannon is very effective at close range, however
hopeless at a distance. It does pay to practice using it though as (surprisingly
to some people) it can be just as useful as missiles.

For more information on using your guns go to the 'Basic Training Section' (find
and BC04) and look at Gun Range.

MISSILES
Missiles:
Damage : 3/5
Hone   : 3/5
Number : 5/5
Overall: 4/5
Description:
Your missiles are your basic mid range weapon. From a missile lock at around
2500 feet one press of the circle button and the missile will hone in on the
target. Missiles can be used for both AA and AG attacks.

SPECIALS
SAAM: Semi-Active Air-to-Air Missile (SEMI TRACKING)
Damage : 4/5
Hone   : 3/5
Number : 4/5
Overall: 4/5
Description:
A very useful long range weapon, however it needs to be keep within a tracking
circle in order to be effective. This can be annoying if you have to make a
quick turn to evade a missile. Overall, these make a good compliment to your
normal missiles and guns as a long range alternative. However this weapon is
overshadowed by the XLAA.
Comes with: F-20A, Mirage-2000, F-14A, Mig-31, F-15C, Su-27, Su-47

XLAA: Advanced Long Range Air-to-Air Missile (FIRE AND FORGET)
Damage : 4/5
Hone   : 4/5
Number : 4/5
Overall: 4/5
Description:
The great thing about these missiles is that you can lock on almost as soon as
you see these targets, and from the distance it gives the missiles a great
chance to line up with the target. However, get too close to the target and your
missiles will sail right past them.
Comes with: F-14D, Mig-31M, Su-35, Typhoon, X-02

XMAA: Advanced Medium-range Air-to-Air Missile (FIRE AND FORGET)
Damage : 4/5
Hone   : 3/5
Number : 4/5
Overall: 3/5
Description:
A cross breed between the normal and XLAA. Incorporating multi-targeting and
and long range attacks. This weapon can be useful from a distance on a formation
of planes or helicopters, but as soon as you get in close then it becomes next
to useless. Again, this acts as a supplement to your regular missiles and
cannons rather then solely depending on it.
Comes with: F-4X, F-16C B60, F/A-18E, TND-F3, F-15S/MTD, F/A-22A

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