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Heroes Of The Pacific - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Heroes Of The Pacific - Strategy Guide (Page 01).


HEROES OF THE PACIFIC

WALKTHROUGH 1.0


CONTENTS:
Introduction & General Tips
1. Pearl Harbour
	a "Surprise Attack
2. Wake Island
	a "Combat Air Patrol"
	b "Wake Up Call"
	c "Rescue The Admiral"
3. Marshall Islands
	a "Attack on Taroa"
	b "Rescue The POWs
4. Coral Sea
	a "Torpedo Training"
	b "Scratch One Flat Top"
5. Midway
	a "Midway Patrol"
	b "Defend Midway"
	c "The Battle Of Midway"
	d "Sink The Mikuma"
6. Guadalcanal
	a Strike At Guadalcanal
	b Tokyo Express
	c Backs To The Wall
7. Gilbert Islands
	a "Recon"
	b A Million Men...
8. Marianas
	a "Rescue The Usurper"
	b "Final Revenge"
9. Philipines
	a "Steal Prototype Jet"
	b "The Musashi"
	c "Battle Of Samar Sea"
	d "Battle Of Leyte Gulf"
10. Iwo Jima
	a "Kamikazes"
	b "The Landing"
	c "Raise The Flag"


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INTRODUCTION & GENERAL TIPS
********************************************************************************

This doc is a walkthrough of each individual level, including tips for getting
the secondary objectives for each mission.

Included are also a number of general tips to help you conquer the skies of the
Pacific.


**GENERAL TIPS**
It is most important to practice "leading" your target. To become successful at
air combat in this game it is an essential skill that you must master.
Remember, your gunsight will change colour when you have an enemy lined up for
a hit.

If you lose your bearings while you have an enemy locked on use the "Lock To
Target" feature to quickly locate the enemy position. Xbox (black button), PS2
(R2 or L2 + R2).

Know which direction the enemy is approaching from and take the fight to them
*BEFORE* they reach their targets. Your map can be helpful for this.

Use your upgrade points wisely. Waiting until you have unlocked better planes
before you spend all those hard earned points may work to your advantage.
Always look to see if what you are upgrading to will benefit you in your next
mission.

At the higher difficulty levels, use short, controlled bursts of fire to avoid
overheating your guns.

When attacking planes with defensive gunners, try to approach from a bearing
where their guns cannot target you. Coming in from directly above a formation
of dive bombers, for instance, or from below.

Don't forget to use your "next objective" button if you get confused and can't
find your target.

Dive bombs do twice as much damage to ships as GP bombs.

Use Rockets and guns together to boost your firepower when you have to take out
tight formations of bombers.

Changing your gun elevation to "ground attack" is very useful on a lot of
missions, it makes it easier to avoid hitting the ground when attacking surface
units.

At times you can distract enemy planes from strafing their targets by attacking
them. They will then come after you.

When you complete a Campaign area on ACE level, you are rewarded with a hidden
plane that cannot be unlocked anywhere else!

Until you've completed the entire campaign path, the Japanese and German planes
you unlock can only be used in multiplayer battles.





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1. PEARL HARBOR
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1a - SURPRISE ATTACK
********************************************************************************
The hardest thing about this level is that the unmodified Warhawk you are
flying is lacking in firepower, it only has two .50 cal Machine Guns. This
means that you'll have to choose your targets wisely on the higher difficulty
levels.

OBJECTIVES:
1. Defend Grounded Warhawks [save 5/10]
2. Defend Hickam Fields Hangars [save 14/17]
3. *Kill 4 Kate Torpedo Bombers  [SECONDARY OBJECTIVE]
4. Defend Oil Tanks [save 20/27]

Max Number of Upgrade Points: 7

1. To protect the warhawks, you'll have to destroy 3 zeros that are going after
the other planes of your squadron, who are still stuck on the ground. The Zeros
are flying in low from the East. Try to avoid ramming them as they approach.

2. After you take out the Zeros, a squadron of 4 Val dive-bombers will fly in
from the North. They are going for the hangars near the airfield. They're
pretty weak, you should be able to take them out before they get there. Don't
worry about the other Zeros buzzing around, they won't bother you if you don't
stir them up

3. Four Kate Torpedo Bomber fly in from the SE, heading W. You have time to go
and take these guys out before the next attack wave arrives. Attack them from
behind but watch out for their rear gunners.
This earns you 1 upgrade point for completing this secondary objective. Your
guns will probably overheat while attacking these guys if you're on a high
difficulty level, so take short breaks between each one to let your guns cool.

4. Now things get a little trickier. You have to defend the oil tanks near the
base from several Zeros coming in from different directions. The first few
Zeros come in from the E, spread widely apart so it's difficult to get all of
them before they get to the tank area. Keep focused on attacking them before
they get to the tanks and you'll end up forcing most of them to break off
before they start strafing.
Any that do get through to the tanks will attack - be careful when attacking
these guys as you can accidentally hit the oil tanks yourself. After 7-8 or
these guys, you will be get an "objective complete" and will be shown the
cutscene of the USS Arizona being hit - unfortunately, there's nothing you
could do about that.


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2. WAKE ISLAND
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********************************************************************************
2a. COMBAT AIR PATROL
********************************************************************************
This level is a little tricky on high difficulty levels because the Enemy
planes are more aggressive - If you have trouble, try again and make sure you
go after Petes that are actively attacking the Wildcats.

If you've just done Pearl Harbour in Campaign mode, you should have some
upgrade points to spend here.
You can upgrade your Warhawk if you like [you get another 4 x .30 cal
machineguns added], but you'd be better off saving the points for the next
plane. This mission can be completed on ACE even in the basic P-40.

OBJECTIVES:
1. Kill 4 Pete Seaplanes [Scouts]
2. Defend Wildcats [Save 5/11]
3. *Personally Destroy 8 Petes. [SECONDARY OBJECTIVE]

Max Number Of Upgrade Points: 7


1. There are 2 groups of 2 Pete seaplanes doing a recon mission over your base.
They will fly around the island before heading back to their fleet. The first
group is directly ahead of you to the W on takeoff, the other is over the
lagoon to the N. They are weak and you have plenty of time to take them out.

2. Once you've killed the Petes, hit the throttle and head towards the NE of
Wake. A bunch of wildcats being pursued by 2 more squadrons of Petes will
shortly enter the area. You need to catch them and attack the Petes before too
many wildcats are shot down. Try and take them out as quickly as possible

3. If you can kill 8 Petes from the attacking group, you will be award a
secondary objective worth 1 upgrade point. Once the Wildcats have gotten close
enough to the island, the Petes will break off and you'll
get a "Mission Success."

Beware of a small group of Petes coming from the East, they will often attack
you and distract you from your objective

Avoid approaching the enemy fleet or attacking the air cover of Petes over it,
or they will break off and harass you until they are taken out or kill you.



********************************************************************************
2b. Wake Up Call
********************************************************************************

You unlock the Wildcat for this mission, a much better plane than the P-40
Warhawk. Time to spend some of your upgrade points - ungraded Wildcats have
500lb GP bombs and Rockets on the later model, the F4FM-2. They also have 4 or
6 .50cal MG's depending on model type.

Set your guns to Ground Attack in the workshop screen also, it is very useful
in this mission when strafing boats.

OBJECTIVES:
1. *Kill 4 Zeros attacking Kuka Point Guns [SECONDARY OBJECTIVE]
2. Sink 5 Landing Craft at NW or SW Beach
3. Sink 5 Landing Craft at SW or NW Beach
4. *Sink 8 Landing Craft to E [SECONDARY OBJECTIVE]
5. Defend Airfield - Kill 3 Waves of 4 Betty bombers.
6. Seek and Destroy Enemy Mini-sub.


Max Number Of Upgrade Points: 8

1. After takeoff, head W towards the landing craft groups. As you are
approaching, a radio call tells you that the guns at Kuka Point have been
targeted by Zeros. Keep flying W towards these 3 Zeros, although feel free to
bomb or fire rockets at the landing craft or the Zero overflying them on the
way there.
Don't get distracted however, you don't have a lot of margin to get the Zeros
before they reach the target. Once you've taken them out, the guns at Kuka
point return the favour by shelling the Jap destroyer that is escorting the
landing craft. This earns you one Upgrade Point as a bonus.

2. Attack the landing craft at the NW or SW beach with your available weapons.
Don't worry about the destroyer, as the guns will take it out. You can bomb it
if you like but there's no bonus for it.

3. Once you've sunk the first group of landing craft, go and clear out the
other western beach.

4. After the first 2 groups, you can help the other wing of planes with a group
of landing craft about 7km to the E. This is a secondary objective and
completing it earns you one Upgrade Point as a bonus, but it does also means
you've got to fly quite a long way from the direction the bombers will come
from. Don't take too long sinking this group.

5. Head W-NW. You'll be warned over the radio that bombers are inbound. There
are 3 waves of heavy G4M2 Betty bombers, with the first wave of four coming in
first to attack the AA guns around your airbase.
The next 2 waves of four follow them in to drop bombs on to the base itself. If
too many base buildings are destroyed, you fail the mission.
Bettys have defence guns on the front, and on both sides, tail and roof. You
can attack from underneath, but that is not an easy position to get into. Try
to avoid getting caught in the focus of more than one gunner or plane.
There are a few Zeros hanging around that may try to harass you. Take them out
only if necessary, you don't want to get distracted from pumping bullets into
the heavy bombers. Nearby Wildcats will help deal with those annoying zeros

6. Once you've killed all the Bettys, you get a message that an enemy
mini-submarine is trying to sneak into the lagoon. It's planning to attack the
seaplane base.  Fly low over the sea to the W of the small inlet into
the lagoon and you will spot it. It's about halfway along the southern beach,
the near the inlet with the bridge]
Now that you've found it, take it out. This ends the mission.




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2c Evacuate The Admiral
********************************************************************************
This can be a difficult mission on ACE when you get to the Seaplane sections.
If you are having trouble, try the F4F-4 version of the Wildcat, the extra 2 x
.50cal MG's deal out more damage than the F4FM-2, esp. seeing as it's pretty
hard to hit a Zero with a rocket, which is the F4FM-2's main advantage.

Also, you can try and draw off some of the attackers by shooting them, which
will reduce the admiral's damage, but might just result in you getting killed.

OBJECTIVES:
1. *Destroy Southern Landing Force [SECONDARY OBJECTIVE]
2. Sink 8 Landing Craft at NW beach.
3. Defend The Admiral's Jeep.
4. Defend Seaplane Base [Destroy 2 Vals]
5. Defend Seaplane [Destroy 2 Vals]
6. Defend Seaplane [Destroy 18 Zeros.]

Max Number Of Upgrade Points: 7


1. On your way to attack the landing group at the NW beach, you fly over the
Southern Invasion force. 8 Jeeps are heading down the road to the air base, and
4 tanks are destroying a complex of buildings near the landing site. Destroy
all 12 of these vehicles quickly, and don't worry about the beached boats.
This earns you one Upgrade Point as a bonus.

2. Fly over to the NW beach and attack the landing craft there.  Once you have
repulsed the attack, head towards the main "city" area back near the airbase.
You'll be needed here soon enough.

3. This is a multi-part objective. You must defend the Admiral while he drives
to the Seaplane base for evacuation.
First, you will need to attack and destroy the jeeps hassling the Admiral. They
split into 2 groups before reforming near the end of town. Try to get them as
quickly as possible, but be careful throwing bombs around as if you miss and
hit the Admiral, its "Mission Failed."
Try to have the jeeps all destroyed by the time the Admiral gets to the end of
town, as you've got a second task. Now, you must fly out to the North and
destroy a solitary Kate bomber that is going to take out a bridge in the
Admiral's path. You don't have a lot of time, so work quickly.

4. After you kill the Kate, polish off any remaining jeeps if you haven't taken
them out already and head W. There are 2 Val Dive bombers heading in to attack
the base, and you don't have a lot of time to take them out before they drop.
If the base is hit, it's "Mission Failed."

5. There may be a brief lull in the fighting here as the Admiral drives the
rest of the way to the base. Watch out for Pete seaplanes that will eventually
turn up and attack you directly. They have a nasty tendency to ram you, so
don't play chicken. There are also several Zeros around that you can engage if
you want. Eventually, the Admiral boards the plane and 2 Vals are vectored on
to it. You must destroy both of them before they drop their bombs on the
Catalina - it can't leave until the engines are fired up.

6. As the Catalina takes off, a wave of 6 Zeros comes in across the lagoon. Try
and hit as many of them as possible on the way in - they will then attack you
instead of focusing on the Admiral.
The Admiral heads off to the east, over the incoming Japanese fleet. A further
group of 6 Zeros attacks, in staggered groups of 2. Try and take them out as
they turn up, you don't want too many attacking the Admiral at once.
Finally, a further bunch of 6 Zeros arrives, again in groups of 2, but closer
together this time. Once you've taken these out, the mission ends.



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3. MARSHALL ISLANDS
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At the start of this campaign you unlock the Corsair, a wicked heavy duty
fighter that will come in handy for the next few levels. If you've just
completed Wake Island campaign on ACE, you've also been awarded the Spitfire as
a special bonus plane.

The Corsair is tough and can carry quite a load of weapons. It is the
"authentic" plane that the US was using at this point in the war. But the
Spitfire, especially the upgraded models, is fast, manoeuvrable and armed with
4 x 20mm cannons. However, the spitfire's speed comes at the expense of armour.
You'll have to decide what to spend your upgrade points on.



********************************************************************************
3a. Attack On Taroa
********************************************************************************
For this mission, you want to be flying something that's got bombs, and ideally
rockets too. There are several options, but the default is the Corsair. You
should spend some of your upgrade points to unlock the higher models,
as the ability to carry 1000lb GP bombs and 8 rockets can be very handy.

This is also the first mission where you get to command your wingmen. It is
useful, but not mandatory, to know the ideal use for these guys in each mission
where they are featured, but don't rely on them too much to complete important
objectives.

It is worth setting your guns to "ground attack" alignment for this mission.

OBJECTIVES:
1. Fly to Taroa
2. Destroy Radar Tower
3. *Destroy 6 bombers on the ground. [SECONDARY OBJECTIVE]
4. Destroy 12 AA guns before C-47s arrive.
5. Defend C-47s [Destroy 12 Zeros]
6. Land, Steal Enemy Zero
7. Return to Carrier [Fly to Waypoint]
8. Destroy Japanese Ace [J2M7 Raiden]
9. Land on the Lexington

Max Number Of Upgrade Points: 7

1. Take off from your carrier and fly to the waypoint directly ahead of you.
Waypoints simulate time elapsing as you fly to your destination - this one will
warp you to the Taroa area. After the zone cutscene, you'll see the island in
front of you with about four zeros between you and Taroa. Either sic your
wingmen onto them using the "attack" command or shoot them down yourself if you
want to practice using your new plane. Keep heading toward the island either
way.

2. As you fly towards Taroa, you will be ordered to destroy the South Radar
tower on a small off-shoot to the south of the main island. You can attack this
directly yourself, or use your "next objective" button to target it and then
send your wingmen after it with the "attack" command. This frees you up to go
after the grounded planes in the middle of the island, but you may have to turn
around and come back for the radar tower if your wingmen don't get it.

3. There are 4 concrete revetments/hangars full of planes in the central area,
and a 5th one at the end of the runway that points to the NW. Using guns, bombs
and rockets, you should be able destroy all of these in one or two passes.
Concentrate first on the 2 groups of 3 bombers, one group in the central area
and the other group at the end of the NW runway. These 6 bombers are marked
with orange secondary objective markers. There are also zeros in the other
hangars
that are worth destroying [a bird on the ground is worth 2 in the air] but
don't earn any upgrade points.

4. By now you should have destroyed the radar tower [or your wingmen have] and
you will now be told to destroy 12 AA guns before 2 C-47 transport planes full
of US paratroopers arrive.
The guns are spaced out mostly around the edge of the island, but here is one
in the centre near where the runways cross. You'll need to attack these
yourself, your wingmen will only be able to get one or two at most. It can be
useful to set them on "engage at will" orders as that keeps enemy planes off
your back while you take out the AA. You only have a couple of minutes so don't
take too long.

5. Callahan's group will head north to attack some zeros that are after the
C-47s, after a minute or so you will be ordered south to attack several groups
of 2-3 Zeros inbound for them also.
Take your wingmen with you and order them after the objective planes while you
also attack. Try not to get too distracted by other zeros that attack you and
focus on the target planes, but at the same time, be careful you don't get shot
up too much. Try to keep them as far as possible from the C-47s as the Zeros
can be deadly, and its a "mission fail" if either C-47 is shot down. Once
again, you can distract Zeros by shooting at them and get them to break off
from attacking the transports. It is also worth heading south before you are
ordered to.

6. Once you've killed the 12 Zeros, and while you are waiting for the
transports to arrive, knock off a few more Zeros to keep your skills up. You'll
see a cutscene of the paratroopers landing, and there will be a short firefight
on the ground while they take control of the base. Keep killing Zeros, and
eventually you will be told that the ground forces have captured an enemy zero.
Landing rings will appear leading to the NW runway, fly through both of them to
land and swap to the Zero. It's an incredibly light and agile planes, armed
with 2 x MGs and 2 x 20mm Cannons, but is made of wood and has no armour for
the pilot.

7. Once you've taken off, fly W towards the waypoint. If you like, you can
practice your gunnery skills on a few Zeros on the way, but try to avoid taking
too much damage. Once you enter the waypoint, you will be taken to the next
area.

8. Shortly after entering the area, you will be challenged by a Japanese Ace,
Kazuya Yamashita, of the elite 13th Squadron. He is flying a new Japanese
plane, the Raiden [J2M7 "Jack"] and is accompanied by 2 Wingmen. You will have
to kill them all. Aces have special attack patterns; watch out for him charging
at you as he will often fire rockets. He also has a turbo [shows a blue effect
when being used] that he uses to get away from you
before turning sharply and launching a fresh attack. Try to weave and duck as
much as possible, use short bursts of warspeed to get away from his gun arcs,
and it may be worth taking out his 2 wingmen before concentrating on the Ace.

9. Once you've defeated the Ace, fly to the W towards a waypoint. You will be
taken back to the carrier, so fly through the landing rings to complete the
mission.




********************************************************************************
3b. Rescue The P.O.W.s
********************************************************************************
This mission requires a fair amount of precision ground attacks; it is
recommended that you take a plane that has rockets, unless you're particularly
good at aiming bombs. Also you should set your guns to Ground Attack.

OBJECTIVES:
1. *Personally Destroy 4 Zeros [SECONDARY OBJECTIVE]
2. Destroy Radio Tower
3. Defend Landing Craft [Destroy 4 patrol Boats]
4. Defend Commandos
5. Destroy 2 Tanks
6. Destroy 2 MG nests
7. Destroy Gate
8. Destroy 6 Guard Towers
9. Destroy Prison Walls
10. Destroy 2 Betty Bombers
11. Destroy IJN Snipers
12. Destroy Naval Mines
13. Destroy 4 Patrol Boats
14. Wait for Landing Craft to leave.

Max Number Of Upgrade Points: 7

1. When you take off, there are 4 Zeros attacking from the S. Tell your wingmen
to "form up" so that they don't open fire, and destroy these Zeros yourself -
it is worth a bonus Upgrade Point.

2. Once the Zeros are dealt with, head for the island. The first thing you will
be told to destroy is a Radio tower on the summit of the closest hill. You can
send your wingmen after it, but I find you can blast it yourself faster
and the wingmen are better used in "engage at will" mode to keep fighter
numbers down.

3.Approaching through an inlet to the SW of the atoll, 2 US Landing Craft are
under attack by 4 patrol boats. You or your wingmen must destroy them before
they sink the US craft. Once you've sunk the patrol boats, use the time you
have before the boats land on the beach to suppress the AA position in this
area. There are three around the rim of the crater, spaced around the main
Japanese base. There is also one on the island where the two bridges connect.
Taking these out now will prevent them damaging you over the course of this
mission.

4. The "Defend Commandos" objective takes place over several elements as the
troops advance up the hill to the POW camp. The first is below. The longer it
takes to removes these obstacles, the more damage the commandos take.
If they die, it's mission over. You can complete a lot of these next few
objectives out of order, by bombing the base and surrounding area heavily.

5. The US troops are now pinned down by 2 IJN tanks.  Destroy the tanks, and be
careful not to drop bombs into the commandos.

6. As they move up the hill, the US troops are blocked again by a couple of
Machinegun nests at the top of the path. Take these out to allow them to move
on.

7. Just past those gun positions, there is a gatehouse in the wall. Blast the
gates to clear a path for your commandos.

8. Now you must take out the 6 Guard Towers that ring the POW camp. Blast them
with bombs, guns or rockets, don't worry about the cell block, you can take
that out at the same time if you're using 1000lb bombs. Once all six towers are
burning, your troops will move in. Try not to get too carried away, it is
pretty easy to try too hard to nail a target and end up pulling up into the
crater walls.

9. If you haven't blown the cellblock already, do it now. Try not to hit your
guys. Once it's broken open, the Commandos will head back down the hill to the
landing craft.

10. As the troops head back, 2 Betty bombers fly in from the SSW. They are
targeting the landing craft, and will carpet-bomb the boats if you let them get
too close. You can sic your wingmen onto them, but that can be risky as
they don't always kill them in time.

11. After you've dealt with the bombers, the troops should be coming down the
hill. They will be stopped about 3/4 of the way back to the boats by Japanese
Snipers hiding in the village. Flatten the area with bombs, but as usual
be careful not to hit any troops.

12. When the commandos make it back to the boat, they will head N under the
bridge. This area has been mined by the Japanese. You will have to shoot the
mines until they explode. You can start taking the out while the troops
are still heading for the boat or wait until they are highlighted with yellow
objective markers. You only have to take out the mines in the middle section,
the other are not a threat.

13. Once past the mines, the Landing craft will start patrolling a series of
waypoints while you hunt down and sink 4 IJN patrol boats that are blocking the
boats escape to the N. Watch out for enemy planes, you will be under attack by
Raiden "Jack" fighters which pack more punch than a Zero.

14. Once you've sunk the boats, the Landing Craft resume their path to the N.
Coming in to intercept them are 2 Japanese Asasio class destroyers. These are
armed with flak and several 20mm cannons, so stay away from them
until you are told to attack. Your order will come to attack the stern of the
IJN ships and try to damage them until they are driven off. Target the yellow
boxes on the stern of each ship. It is possible to destroy them
with guns or rockets, but a direct hit with a bomb will be more effective.

15. Once the destroyers are disabled, you can't hurt them any further. Stay
away to avoid getting shot, and then wait for the landing craft to leave the
area to complete the mission.




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4. CORAL SEA
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You've just unlocked the TBD Devastator, and if you've completed Marshall
Campaign on ACE, you've also unlocked the Focke Wulf FW-190A-8 [for Multiplayer
- as an Axis plane, you can't use this yet in the single player campaign.]
The next two levels will train you in the use of Torpedo Bombers and Dive
Bombers.

********************************************************************************
4a TORPEDO LESSONS
********************************************************************************
This mission can be incredibly difficult on the high levels, mainly because
your plane has one measly .50cal MG on the front and one .30cal for a gunner.
This means you absorb a lot of damage if you get involved in too many dogfights.

The main key to the mission is reducing the damage you absorb, firing your
torpedo from outside the enemy's flak range and correctly leading the target is
a skill you will have to learn to defeat this on a high difficulty level.
Do not get carried away diving down to torpedo height, this bomber is not as
responsive as a fighter, you can end up hitting the deck very easily.

Remember to get all of your elements "green" on the sight before firing. Sudden
slowdowns and violent turns can throw your torpedo right off, it will only work
if conditions are right.

Also, the Devastator stalls pretty easily so avoid trying to climb too steeply
unless you've got a good head of speed up.

OBJECTIVES:
1. Sink Target Transport Ship
2. Fly to D2 Fuel Submarine
3. Destroy 2 Refuelling Rufes [SECONDARY OBJECTIVE]
4. Sink D2 Submarine
5. Sink I400 Carrier Sub.

Max Number Of Upgrade Points: 7

1. You've got to fly towards the target ship, drop down low into the "green"
area and drop your speed right back. A good pilot with a bit of practice can
hit the target ship from miles away, pretty much immediately after you take
off. Careful however, if you miss three times, it's a "Mission Failure." After
you've fired, "riding" the torp using your weapon view button may be a good
idea, as you can se how much you've missed by if you make a mistake. And
it's less boring that waiting for your torp to get there.

2. Head back towards the Lexington, as you approach a waypoint to the south
will open up. Fly to the waypoint and go through. Keep flying towards the red
blips on the radar.

3. Eventually the next objectives will activate. You are supposed to sink the
D2 Seaplane Tender sub that is currently refuelling 2 Rufe Sea Planes [A Zero
variant, with floats.] I find the easiest way to kill these Rufes
is to fire a torpedo aimed at the orange objective markers, and not go too
close until it hits. This prevents the Rufes from activating and taking off
before you can hit them on the water. If aimed correctly, this will also damage
the D2 Sub.

4. To finish off the D2, you will have to carefully aim the torpedo at it as
there are 2 other subs on either side, trying to shield it from you. Aim
towards the front of the sub when you lead the target, as the flanking subs
have left a gap towards the front.

5. Shortly after the D2 sinks, a huge I400 Aircraft Carrier sub will surface
and launch planes to attack you. Try to ignore the planes as much as possible
and go for the sub, as it can keep launching planes for each one you take out.
It takes 5 Torpedos to sink, and has quite a good flak battery than can cut you
to pieces
if you get too close. You will have to keep hitting it from as far away as
possible, then turn around and flee out of its range while your torpedo
reloads. Keep doing this until it dies.




********************************************************************************
4b. SCRATCH ONE FLAT TOP
********************************************************************************
This mission unlocks the SBD-2 Dauntless Dive Bomber. If you have any upgrade
points to spare, it is recommended you use them on this plane, as the larger
bombs loads [Especially the 1000lb bombs] make it a much more effective weapon.

The Dauntless does not have a lot of guns, but it's better than a Devastator at
least with 2 x .50cal MGs.

Remember, Dive bombs do twice as much damage as GP bombs do to ships. But they
are harder to use, requiring you to get the correct angle and speed of dive
before releasing.

OBJECTIVES:
1. Fly to Japanese Fleet
2. *Destroy 7 Pete Scouts before they warn fleet [SEONDARY OBJECTIVE]
3. Sink 4 Destroyers [Shoho's escorts]
4. Destroy 2 AA Batteries on Shoho.
5. Sink the Shoho
6. Return to Carrier
7. *Shoot Down 8 Strike Planes [SECONDARY OBJECTIVE.]
8. Protect Destroyers while they evacuate Lexington. [Destroy Vals & Kates]

Max Number Of Upgrade Points: 8


1. You start on the deck as a large formation of 3 US squadrons forms up. Take
off and head for the Waypoint, watch out that you don't ram any US planes as
there is a lot of activity.

2. As you approach the IJN fleet, a group of 7 Pete Scouts sees you and heads
back to warn their fleet.
You have to take all of these guys out before they get too far, as if you don't
a large group of Zeros will be scrambled as CAP cover for the IJN fleet.
Set your wingmen on "break formation" and use your guns carefully - on high
levels, gun overheating is the main thing that makes it hard to get all these
guys in time. Killing all of them earns you 1 bonus Upgrade Point.

3. As you approach the Shoho, a cutscene is played showing the other wings
breaking off to attack other nearby Jap carriers. [These are outside your
mission zone, so don't try to follow them.] Your first target is now the Shoho's
4 escort destroyers, in order to strip its AA coverage and protection. Start
climbing to over Cloud level and get ready to dive onto the destroyers. Use
your radar to line them up, and then dive from up high. Line them up the
target with you sight, and wait until the HUD markers go green for dive angle
and speed. If you are carrying 1000lb bombs, and line up you run correctly, you
can destroy 2 ships with one bombing pass. But if you are less confident with
your bombing, its worth dropping you entire load, aimed slightly apart, on each
pass at a destroyer.
Use warspeed to climb back up to attack height and repeat until all destroyers
are sunk.
If you have the time, it is also worth throwing a bomb or 2 at the Shoho's
deck, as you can take out a number of planes before they take off and join the
fight. Also a good general "trick feature" when dive bombing, is that if you
are committed to the dive and unlikely to pull up in time, you can avoid a
crash by going to "bomb view" - the game will automatically level you out. It
doesn't work every time, but can get you out of a pickle.

4. Once the escorts are dead, you are supposed to target the AA batteries on
both sides of the ship. Try to approach from a shallower angle than normal, and
aim bombs into the middle of either side of the ship.
If you keep missing, use bomb view to see what the problem is. If you don't
seem to be doing any damage, you may be hitting the wrong side of the ship.
Another trick is to drop more than one bomb, spread slightly, or to wait until
the last minute before dropping.

5. After you kill the AA batteries, you will see a cutscene of your devastator
squadron attacking the Shoho with torpedoes. Your mission now is to finish it
off with a few bombs into the deck. Aim for whatever part of the ship you like.
It will take multiple hits even with 1000lb bombs.

6. Now you must head for the waypoint to the W, and return to the fleet.

7. When you get back to the US area, you run into a bunch of Japanese strike
planes that have been up to no good. You are ordered to shoot down as many of
these attack planes as possible within a short time limit to prevent any
repeat occurrences, at least by those particular planes. If you can personally
shoot down 8 of these, it is worth 1 bonus Upgrade Point.
If you have problems with your wingmen shooting too many down, get them to form
up. Also, on the higher levels, use short controlled bursts, as gun heat is
once again an issue.

8. Eventually you will be ordered to return to the fleet. When you get there,
you find that the Lexington has been damaged and is sinking. 2 destroyers are
evacuating the carrier's men, but they are under attack from Japanese
strike planes. You must destroy any Vals and Kates that come flying in. Watch
out that they don't ram you, they are very single-minded. AA from the ships
will help. After a few minutes, the commander will announce that all the
men are cleared off the Lexington, and the destroyers will scuttle it with
torpedoes. Mission Ends.






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5. Midway
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5a. MIDWAY PATROL
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Your first mission in the Catalina. It will take some adjustment to your flying
style - this big, heavy plane stalls easily and has no warspeed so you can't
run away from threats.

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