Ace Combat X: Skies of Deception Walkthrough :
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Walkthrough - FAQ/Walkthrough[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] A C E C O M B A T X __________________________ SKIES OF DECEPTION AUTHOR: PAUL MICHAEL (VHAYSTE®) CONTACT: vhayste@gmail.com VERSION HISTORY V1.0 - 1:49 AM 10/31/2007 - Completed PDF Guide, started TXT guide. I. Copyright II. Author’s Note III. Flight School (Getting Started Section) Controls ---------------------------------- FSOO1 Air Combat Maneuvers ---------------------- FS002 Targeting --------------------------------- FS003 Taking Off, Landing and Refueling --------- FS004 Mission Types and Notes ------------------- FS005 Plane Types ------------------------------- FS006 HUD Displays ------------------------------ FS007 Debriefing -------------------------------- FS008 IV. Walkthrough 01: Skies of Deception -------------------- WT001 O2: Out of the Fire ----------------------- WT002 03A:Prelude ------------------------------- WT003 03B:Captive City -------------------------- WT004 04A:Last Line of Defense ------------------ WT005 04B:False Target -------------------------- WT006 05A:Rolling Thunder ----------------------- WT007 05B:Pinned Down --------------------------- WT008 06A:The Midnight Sun ---------------------- WT009 06B:Ice Bound ----------------------------- WT010 07A:Standoff in the Skies I --------------- WT011 07B:Standoff in the Skies II -------------- WT012 07C:Time Limit ---------------------------- WT013 08A:Striking Point ------------------------ WT014 08B:Wasteland ----------------------------- WT015 09A:Blitz --------------------------------- WT016 09B:A Diversion --------------------------- WT017 10A:Joint Operation ----------------------- WT018 10B:Break In ------------------------------ WT019 11A:In Pursuit I -------------------------- WT020 11B:In Pursuit II ------------------------- WT021 12A:Gaiuss Tower -------------------------- WT022 12B:Atmos Ring ---------------------------- WT023 12C:Wild Card ----------------------------- WT024 13A:Alect Squadron ------------------------ WT025 13B:Armada -------------------------------- WT026 14A:Firestorm ----------------------------- WT027 14B:Offline ------------------------------- WT028 15A:End of Deception I -------------------- WT029 15B:End of Deception II ------------------- WT030 SP :Operation X --------------------------- WT031 V. Aircraft List ++ Attackers++ A-6E Intruder ----------------------------- AT001 A-10 Thunderbolt II ---------------------- AT002 F-1 --------------------------------------- AT003 F-2A -------------------------------------- AT004 F-15E Strike Eagle ------------------------ AT005 F-16XL ------------------------------------ AT006 F-117A Night Hawk ------------------------- AT007 F/B 22 Concept ---------------------------- AT008 Mirage-2000D ------------------------------ AT009 ++ Fighters ++ F-4E Phantom II --------------------------- FT001 F-5E Tiger II ----------------------------- FT002 F-14D Super Tomcat ------------------------ FT003 F-15S/MTD --------------------------------- FT004 F-16C Fighting Falcon --------------------- FT005 F-22 Raptor ------------------------------- FT006 MiG-21-93 Fishbed ------------------------- FT007 MiG-29A Fulcrum --------------------------- FT008 MiG-31 Foxhound --------------------------- FT009 S-32 -------------------------------------- FT010 SU-27 Flanker ----------------------------- FT011 SU-37 Terminator -------------------------- FT012 SU-47 Berkut ------------------------------ FT013 Tornado F3 -------------------------------- FT014 (Eurofighter) Typhoon --------------------- FT015 X-29A ------------------------------------- FT016 YF-23A Black Widow II --------------------- FT017 ++ Multiroles ++ F-35 Lightning II ------------------------- MR001 F/A-18E Super Hornet ---------------------- MR002 Fenrir (Advanced Aircraft) ---------------- MR003 JAS 39 Gripen C --------------------------- MR004 JA-37 Viggen ------------------------------ MR005 MiG-1.44 ---------------------------------- MR006 Rafale M ---------------------------------- MR007 ++ Experimental ++ ADF-01 FALKEN ----------------------------- EX001 X-02 Wyvern ------------------------------- EX002 XFA-24A Apalis ---------------------------- EX003 XFA-27 ------------------------------------ EX004 XR-45 Cariburn ---------------------------- EX005 YR-99 Forneus ----------------------------- EX006 YR-302 Fregata ---------------------------- EX007 V. Special Weapon List BDSP (Bomblet Dispenser) ------------------ SP001 ECMP (Electronics Countermeasure Pod) ----- SP002 FAEB (Fuel Air Explosive Bomb) ------------ SP003 GPB (Guided Penetration Bomb) ------------- SP004 LAGM (Long Range Air-to-Ground Missile) --- SP005 LASM (Long Range Air-to-Surface Missile) -- SP006 LWSM (Long Range Shock Wave Missile) ------ SP007 NPB (Napalm Bomb) ------------------------- SP008 QAAM (Quick Maneuver Air-to-Air Missile) -- SP009 RCL (Rocket Launcher) --------------------- SP010 SAAM (Semi-active Air-to-Air Missile) ----- SP011 SFFS (Self-Forging Fragments Submunitions)- SP012 SOD (Standoff Dispenser) ------------------ SP013 TLS (Tactical Laser System) --------------- SP014 UGB (Unguided Bomb) ----------------------- SP015 UGBL (Unguided Bomb [Large]) -------------- SP016 XAGM (Advanced Air-to-Ground Missile) ----- SP017 XLAA (Advanced Long Range A-A Missile) ---- SP018 XMAA (Advanced Middle Range A-A Missile) -- SP019 VI. Parts Index VII. Credits +-----------------------------------------------------------------+ | 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. +-----------------------------------------------------------------+ | A u T H O R 'S N O T E | +-----------------------------------------------------------------+ Hello readers and welcome to my guide for Ace Combat X: Skies of Deception for the PSP. As you may have known, I was a big fan of the series, though I didn’t have the chance to play the first titles for the Playstation. This guide will be my buffer until Ace Combat 6 gets released on the 2nd half of October, which, I am tasked of covering and writing an exclusive for IGN. Air combat sims like AC is not always a game for everybody. I have played other similar titles but got disappointed. So far, this is the best air combat game out there. 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. Since I love using screenshots to make the guide more effective, spoilers may also lie ahead so read with care. Though this may not come close to those overpriced official guides, I did my best to make this as useful as possible. I can’t assure you that I can answer all your questions, but in the best of my ability I will. Thank you for grabbing this faq and enjoy. Paul ‘Vhayste’ Michael Download the PDF version of this guide @ IGN.com http://faqs.ign.com/objects/822/822479.html +-----------------------------------------------------------------+ | F L I G H T S C H O O L - GETTING STARTED | +-----------------------------------------------------------------+ Welcome rookie for your brief refresher training course. This is Captain Paul Vhayste of the Aurelian 22nd Fighter Squadron, known as Cross Airrade. You may address me by my callsign, Zealot 1. If you already know how things work and how to survive in those lethal skies, then you can just skip this quick start guide and our air crew will take you to your designated fighter wing. Otherwise, you might wish to spend a few minutes of your time to look at and review about what to expect when you’re up there and bring yourself and that bird in the ground intact. Let’s begin. + + + CONTROLS ======================================= FSOO1 + + + A pilot won’t be called a pilot if he doesn’t know how to fly these can of explosives and jet fuel. Here are the basic controls. You may configure them as you wish, but that will depend on your flying style. Remember, unless you master controlling your plane, you’ll never be able to reach the ground alive. Please review them. You can change your controls through the OPTIONS menu. Novice control types have lesser controls thus, easier to handle for beginners. For those playing AC before on the Playstation and PS2, you may need to adjust a bit since the L2, R2 and R3 (Right analog) controls can’t be found in the PSP layout. NORMAL CONTROL TYPE, CONTROL SCHEME A. Analog Up - Pitch Down Analog Down - Pitch Up Analog Left - Roll Left Analog Right- Roll Right D-Pad Up - Trim Down D-Pad Down - Trim Up D-Pad Left - Yaw Left D-Pad Right - Yaw Right L Button - Air Brake R Button - Throttle/ Afterburners L + R - Autopilot Circle - Fire missile and special weapon. Hold to track missile or SP weapon until impact. Triangle - Change/Toggle Target. Hold to keep the target in sight. X - Machine gun Square - Change/Toggle special weapon + + + AIR COMBAT MANUEVERS =========================== FSOO2 + + + In this lesson, I will teach you on how to efficiently get into firing position easily and how to shoot the enemy down. This will cover air fights only since ground targets are always easy to destroy. In dogfighting, maneuverability is always the best weapon against any enemy you face. You will always need to anticipate the enemy’s move and use it against him. We have several ways of getting into firing position. 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. 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. ARROW HEAD APPROACH 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. REVERSAL This requires a bit of timing and a more maneuverable plane. In this move, the quicker and easier your plane turns, the more successful you will be in getting to the enemies’ backs. This move will enable you to avoid the missiles or get out of the enemy’s sight and then outmaneuver him to immediately get into his six. How to perform: Once you see a bogey on your six or you just have a lock warning, 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 behind. PULLSTRING This move is another risky one but if you pulled this off, then you can have an easy kill yourself. This should not be used as one of your main attack stunts but rather as one of your hidden counter-maneuver if the enemy is trying to shack you. How to perform: When an enemy is chasing you and trying to get a lock on you, let him follow you. Once you have full speed, roll to your side a bit, hit the airbrakes hard. If done correctly, the enemy will fly past you and will give you an instant lock-on at his six, at close range. Immediately fire your missiles or the target will be out of your firing range. 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 to intercept his turn. If you have played racing games, you should have used this move several times already. 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 overhead. 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. That concludes our lessons for maneuvering. There are other moves there and some of them are just too obvious for us to discuss. Just remember that counter-moves are still the best offense. Once you get accustomed on trashing enemy missiles, your offensive abilities will be enhanced without you knowing it. Let’s move on to the next topic. + + + TARGETING ====================================== FSOO3 + + + Shooting down your enemies before they shoot you is the main concept of battle. But both of you are controlling fast machines at near subsonic speeds. As discussed above, maintaining a good aim amidst those gut-wrenching maneuvers will be quite a challenge. This not only applies to fast moving targets but for well defended targets as well. CLEAN LOCK-ONS This term is used for sure-hit shots. You will need clean lockons to destroy barricaded enemies, usually ground targets that are hiding in tight, confined spaces such as behind/between buildings, tunnels, mountain ridges and other obstacles. Even if you have a “GO” (red lock), unless there are obstacles along the way, you won’t be able to hit the target. You’ll need to find a clean firing path for your missiles to shack the target. Missiles have an effective range of 900ft and can hit when fired to the enemy’s 5-7 o’clock. For ground targets, as long as you have a clean shot, they will hit for sure. USING GUNS In ACX, gun targeting is made easy. Once you get the target inside the targeting circle, the reticule or the smaller circle will automatically get into firing position. Unlike in the PS2 versions of the game, where you need to manually align the targeting circle and the reticule. Don’t rely entirely on missiles. A true pilot knows how to use all his weapons efficiently. At very close range (200-400ft), machine gun fire is more reliable than missiles. This is also your only means of survival if you have used all your conventional missiles and SP weapons. Using your gun while firing your missiles can also kill larger, tougher targets quicker. In normal and easy modes, machine gun ammo is unlimited while in hard they just come in limited quantities. Its tough to use against fast moving targets but once you learn how to use it at the right time, machine, gatling and Vulcan fire can be as deadly as your missiles. USING BOMBS Dropping bombs against ground targets can be a bit daunting for beginners. Here, aside from targeting, you will need to control your speed, drop angle and even the position of the plane. Bombs can’t be dropped while your plane is turned upside down. There are two main types of bombs. It could be GUIDED or UNGUIDED. Guided bombs pretty much work the same way missiles do. Once you acquire the target, release the bomb and it will glide itself towards the target. They are very accurate but most of the time, they explode in an isolated but concentrated area. Unguided bombs are the ones that you need to drop manually. Usually, they pack more firepower and area of damage compared to guided bombs. They require proper timing, speed and angle to hit their targets. It will be waste to use them against single targets, so they are effectively used against tightly packed and dense enemy positions. The best examples for this type of bombs are the Unguided Bomb Large (UGBL) and the Fuel Air Explosive Bomb (FAEB). Their targeting guide is not that hard. Concentrate your target inside the circle. Remember that the closer the intended target is to the center of targeting circle, the greater damage it will receive. Some bombs have different targeting systems just like this bomblet dispenser. Instead of dropping single, large bombs, it scatters smaller bomblets that have a wider damage area. You just need to familiarize yourself with all kinds of ordinance so that you can effectively use them in battle. ELECTRONIC TARGETING SYSTEM (ETS) This system is an integral part of every plane. It provides you assistance on targeting the enemies effectively. If you notice, when you’re changing weapons, the reticule and crosshair changes, depending on the weapon. For weapons with MULTI-LOCK attribute, this system will help you to lock unto multiple targets, at an appropriate distance. This is always active in the game, which will only be unavailable due to jamming. + + + TAKING OFF, LANDING AND REFUELING ============= FSOO4 + + + When you get deployed, you will need to fly that bird and bring it home back. Taking off is a pretty simple process. Once you get the clearance of your flight controller, accelerate until you get a speed of at least 300MpH. Tip your nose upwards and the plane will rise. Easy, huh? AIRSTRIP LANDING Landing back to the airstrip requires a bit of practice and timing. Carrier landing is still considered the hardest. Even experienced airmen don’t take this for granted. When landing on an airstrip, maintain your current speed. Once you’re about one mile from touching down, hold the airbrake gently. Don’t brake hard or you’ll crash. Now, slowly approach the airstrip while lowering your plane. Make sure that your plane’s nose is not pointing sharply down. You should have at least an 80º angle. CARRIER LANDING Landing on the carrier is a lot different. Here, you need to land at almost pinpoint accuracy. Same procedures apply; however, you need to be in the same straight line as you started. A single misalignment can be fatal. Lower your speed and approach the carrier. Once you see the landing deck, make sure that the hook beneath your aircraft is low enough to touch the stopping cables on deck. REFUELING Refueling requires a bit of patience and practice. You need to stabilize the plane while approaching the tanker. You just need to use your D-pad to control the yaw and trim of the plane. Don’t press too hard or you’ll go out of direction. Same thing with airbraking. Too much drag will drop you below the straight line. Once you get into position, hold your position and the rest will be done automatically. + + + MISSION TYPES AND NOTES ======================== FSOO5 + + + Each time you get deployed to a mission, you need to know and take note of the expected targets, the type of opposition you’ll face and even other side notes. This way, you’ll know what planes to use and what special weapons to carry. This is crucial since this can help you complete your missions easily. You wouldn’t carry bombs during air combat/ intercept missions, right? AIR TO AIR ---------------- These missions have more air opposition so obviously, you need to bring anti-air weapons such as XMAAs, XLAAs and QAAMs. Bringing an air superiority fighter will be helpful for these missions as well. AIR TO GROUND ---------------- These missions primarily pit you against ground targets and bombing missions. These include tanks, vehicles, enemy facilities and even anti-air installations such as AA guns and SAMs. Bringing bombs and air-to-surface missiles will be of much use in these missions. AIR TO SHIP ---------------- You will face enemy fleets here, including some enemy aircraft if you there is an aircraft carrier on the battle group. The carrier will be hottest target here. Unless you destroy it immediately, more enemy fighters will engage you, not to mention that you will need to fly through heavy air barrage. INFILTRATION ---------------- Nothing special to note other than sneaking into the enemy’s base and execute a surprise attack. Sometimes, you may need to wind your way against enemy radars and fly low, under radio silence. ASSAULT ON BASE ---------------- There are only a few number of missions with this type and expect heavy resistance since you will be attacking an enemy stronghold. Multirole aircrafts are the best here because you will be facing enemies on the ground, air and even sea. Aside from enemy reinforcements, these missions may even require you to protect and prevent too much casualties to your allies. ALTITUDE RESTRICTION ---------------- You will need to fly under the mission “ceiling” or the required height. Normally, you will need to wade through the mountain/ hill sides while flying low. ESCORT ---------------- One of the hard missions you’ll need to undertake. Aside from worrying about yourself, you will need to watch close and protect your allies. This means you’ll need to draw enemy fire and destroy them before they inflict casualties to your escorted team. JAMMING ---------------- During these missions, your radar will still be usable but to a minimal rate. Missile lock-on is disabled so may need to use your guns to destroy targets. Every now and then, the “blanket” will lift a few seconds, enabling you to locate targets in your radar and lock-on to enemies. This open gap in the interference will only last for a few seconds so grab the opportunity. PURSUIT ---------------- In these missions, your objective is to track down and destroy, oftentimes, fleeing enemies before they leave the mission area. Most of the time they have other annoyances such as jamming, enemy reinforcements and even decoys to prevent you from chasing down the targets. RESCUE OPERATION ---------------- This mission type is specifically used in the optional mission, 7C: Time Limit. You will need to come to the aid of a city, where the lives of citizens are at stake. + + + PLANE TYPES =================================== FSOO6 + + + There are three major groups of planes. Each of them is classified according to their performance, ordinance and the types of missions they are best suited. Choosing what plane to bring for a mission will determine your survival when deployed. ATTACKERS ---------------- These aircrafts are bombing specialist and ground target killers. They excel in flying at subsonic speeds while “hugging the deck” or flying low. They have heavy armors that make them sturdy enough to withstand enemy fire. Their weakness however, is their stiff maneuverability. It will be hard to avoid enemy missiles just by evading it. Attackers are also capable of engaging enemy ships. Normally referred to as “bombers”, they carry enough ordinances to destroy large groups of ground units. Newer bombers are faster, more agile and more maneuverable. FIGHTERS ---------------- Aircrafts built for engaging enemy fighters and air targets. They are agile, quick and deadly. They are also deployed to escort transports and bombers, defend bases and even protect the fleet. They are capable of turning sharply at very high speeds as well. The weaknesses of fighters include lesser armor to make the plane lighter but making it more vulnerable against enemy fire and their sensitivity when attacking the ground can make the plane wobbly and crash. MULTIROLE ---------------- These aircrafts are the hybrid or the cross between fighters and attackers. Their main strength lies in their all-around attributes and capability of being deployed on any mission. They have the strength, speed and agility of fighters and the toughness and stability of attackers. Multiroles are even better since the weaknesses of the other two fighter types are usually covered by the other. Another minor plane type are the Jammers. They carry electronic equipment that interferes with the enemy communications, radar and ETS. They are not present in this game, but some jamming equipment and special weapons are. EXPERIMENTAL PLANES ---------------- There is a special group of special planes that you can customize using any parts you have purchased and unlocked. These planes’ statistics will vary from the parts you put in them as well as their performance. Parts can be unlocked by completing missions and shooting down special “star” units. More of these will be discussed later in this guide. + + + HUD DISPLAYS ================================== FSOO7 + + + This sectiom will help you read and identify the displays in your hud. This will serve your eyes about what's happening to your surroundings and your plane. Check out this link for the labeled HUD screenshot. http://img98.imageshack.us/img98/3522/hudfe1.png 1. SCORE Displays all the accumulated score in the mission. Each target has corresponding points. The higher your score, the higher your rank for the mission after completing it. Remember that the score you earned during the mission will only be saved after you completed the mission. Otherwise, it will just reset to zero once you restarted the mission 2. POINTS This displays how much the target is worth. Normally, tougher opponents and mission targets are worth more points. 3. TARGET Displays what type of target you are engaging. 4. AFTERBURNERS Indicates whether you are using the afterburners or not. 5. SPEED Your current speed. By default, this is measured by miles but you can change the measuring system in the game options. 6. RADAR/ MAP Displays the location of targets, enemies and allies on the map. This also displays those mission objectives. May get interfered by enemy jamming. Encircled Triangles or Dots --------------------------- These are mission targets. The mission won’t complete unless you destroy them all. Blue Dots or Triangles --------------------------- Allied units. Triangles are allied planes and dots are allied ground units and ships White Dots or Triangles --------------------------- Undamaged enemy units. Triangles are enemy planes and dots are enemy ground units and ships Yellow Dots or Triangle --------------------------- Moderately damaged enemy units. Triangles are enemy planes and dots are enemy ground units and ships Red Dots or Triangles --------------------------- Critically damaged enemy units. Triangles are enemy planes and dots are enemy ground units and ships Disppearing Triangles --------------------------- These are stealth planes. Watch out when dealing with these enemies, since they can appear out of nowhere. 7. LOCK-ON AND RETICULE This is used as a targeting aid to destroy enemies using guns, missiles and sp weapons. The enemy markers will turn X if you have selected a weapon that can’t be used against them. 8. NAME AND DISTANCE OF THE TARGET 9. ALTITUDE This measure how high you are from the ground. You may need to watch this closely on altitude restricted missions. 10. TIME This is the remaining allotted time for the mission. When the timer runs out, mission ends prematurely, failed. 11. MPG (Multi-purpose Gauge) This gauge will be present only on specific missions. This is normally used to determine how much allies you have left, how much damage you have done to the enemy or even as a countdown timer. 12. GUN AMMO Determines how much ammunition you still have. This is limited in HARD and ACE modes. You’ll have unlimited ammo when playing on Easy and Normal. 13. MISSILE This determines how many you have left in your reserve. 14. SP WEAPON Displays how much special weapons you have left. Once empty, it will automatically switch to your conventional missiles. 15. DAMAGE Shows how much damage your plane has acquired. You will be shot down once it reaches 100%. This won’t be that much of use when playing in ACE mode since your plane will be destroyed immediately after getting hit by a missile once. This portion also shows the currently selected weapon. (SP or MSL) 16. SYSTEM INFO Displays important warnings and information real time. WARNING ------------ Shows that you are being targeted. Get out of your enemy’s firing range. The whole HUD will turn red if a missile is released and already tracking you. Use a defensive maneuver to avoid it. REQUEST LANDING ------------ Will appear only when landing REQUEST TAKEOFF ------------ Will appear only during takeoff HIT ------------ The missile or SP weapon has successfully hit the target but still functional MISS ------------ Indicates that the missiles have been evaded and missed the target. DESTROYED ------------ the target has been successfully destroyed + + + DEBRIEFING ==================================== FSOO8 + + + At last, we are in the final phase of your training. After this section, you will leave this hall and proceed to the hangar. Your other questions will be answered here. 1. What will be my starting plane? You will be piloting our vintage F-4E. Don’t worry, it can still fly. 2. How can I change planes? That should be common sense. In case you don’t know, earn credits by completing missions. Finishing them with a higher rank, the better the credits. Aside from purchasing whole planes, you can also purchase special weapons and parts for your planes. 3. What are those experimental aircrafts? Are they that special? Technically speaking, they are special in the sense that they are customizable. They don’t have fixed parameters. Their potential will fully show once equipped with compatible parts. They could have abilities/ effects that ordinary planes don’t. That includes bigger weapons bay, more destructive weapons, enemy missile jamming and even enhanced stealth. 4. What is a kill rate? This basically measures how many targets the plane has destroyed. Completing it to 100% will enable you to unlock the special color of those planes. 5. Am I to face flying fortresses and enemy ace squadrons during my missions? If you have played the previous AC versions, you will either like or hate the similarity. 6. I have unlocked another/ special color for my planes. What good do they do? They just pimp your ride. 7. What if I get stuck on a mission because of a crappy plane? You have two options. First, either sell your existing craft and special weapons. Or, you exit campaign mode and play in free mission to earn credits. All the stages you cleared will be available for play. 8. On my first playthrough, how long will it take to beat the game? If you are talking about from the start to end until you see the credits, well let’s say about 5-6 hours on an average player. If you want to complete everything in the game, give it around 20+ hours. 9. What are the most powerful aircraft and weapon in the game? I would rather save the details later. If you want to know that badly, then scroll to the Aircraft and Special Weapons section below. 10.I have played earlier versions of Ace Combat. What are the differences and similarities compared to the earlier ones? Probably the control and dynamics. Compared to the PS2 versions, this is a bit less intense, maybe because of the limited controls. Play the first mission and if you still feel that you still need a bit of training, play it over and over in the Free mission menu. You have your own squadron and wingmen during missions but you can’t order them. +-----------------------------------------------------------------+ | W A L K T H R O U G H | +-----------------------------------------------------------------+ This part of the guide will help you achieve the objectives and complete each mission. Note that this is just a guide. This will assist you in every means possible but everything will depend on your gameplay. If you get stuck on something, keep on practicing and you will get hold of it. If you can’t still get through it, take a break and start the game in easy mode. You may need to go through 2-3 playthroughs to unlock everything in the campaign mode of the game. Though there are specific parts and medals that can be unlocked by playing in multiplayer. Also, some planes and parts can be unlocked by getting an S rank in a mission using a specific plane or finishing that stage for the second time. This will be tagged by number [(1) or (2)] where (1) is your first playthrough and (2) is your second. SP is the special part that can be unlocked after destroying the stage’s special (starred) unit. Mission Types: These are the other versions of the mission; there will be changes in parameters such as limited fuel, increased enemy reinforcements or enhanced weaponry of targets. This depends on the path or mission orders that you are taking. Mission Type A is the normal mission, with no changes in mission parameters. (Additional info about specific requirements in unlocking “special” parts for experimental planes courtesy of Gamefaq’s leeboo1211 |
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