Crimson Skies: High Road to Revenge Walkthrough :
This walkthrough for Crimson Skies: High Road to Revenge [X-BOX] has been posted at 04 Jul 2010 by weezerchic022 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up weezerchic022 and share this with your freinds. And most important we have 3 other walkthroughs for Crimson Skies: High Road to Revenge, read them all!
Walkthrough - FAQ/Walkthrough
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Plane List 08. Plane Upgrades 09. Cheats 10. Contact Information 11. Credits ===================== |02. Version History| ===================== 08/02/07 - 08/08/07 Version 1.0 Initial Version. ================== |03. Legal Notice| ================== Copyright 2007 Robert Clements Anyone may use this guide for personal use! No site may use this FAQ without my consent. This Guide can only be downloaded for personal use. Distribution, for free or for sale is not allowed without my explicit consent. The only websites allowed to host this FAQ at the present time are the following: www.gamefaqs.com www.gamespot.com www.neoseeker.com* www.supercheats.com* *These sites have not offered to host this guide, but they host my Plane Guide and have my permission to host this guide as well. The most recent version can be found at GameFAQs. It is up to the site admins of other web sites to upgrade their version to the one hosted by GameFAQs. If you see this FAQ displayed at any other site, please notify me. SEE CONTACT INFORMATION BELOW FOR MORE INFO ON HOW TO CONTACT ME. ================== |04. Introduction| ================== Hey again! This is my second guide and I thought I'd make a Walkthrough for Crimson Skies: Highroad to Revenge to go along with my Plane Guide. This guide will cover all the basics of the game as well as the walkthrough. There may be spoilers in this guide but I will try to minimize them as much as possible. Well, enough about the guide, let's get to it! ============== |05. Controls| ============== Plane Controls -------------- Left Thumbstick Up: Dive (INVERT setting), Ascend (NO INVERT setting) Left Thumbstick Down: Ascend (INVERT setting), Dive (NO INVERT setting) Left Thumbstick Left: Turn Left Left Thumbstick Right: Turn Right Right Thumbstick Left: Roll Plane Left Right Thumbstick Right: Roll Plane Right Click Right Thumbstick: Special Moves (See Below) Directional Pad Left: Look Left Directional Pad Right: Look Right Directional Pad Down: Look Backward Left Trigger: Fire Secondary Weapon Right Trigger: Fire Primary Weapon Y Button: Boost X Button: Action B Button: Brake A Button: Sniper View (Mini-Gyro, Brigand Turret), Enter Turret (Brigand) White Button: Broadcast (Multiplayer) Black Button: Camera Locks onto Enemy Start Button: Pause Back Button: Scores (Multiplayer) A/A Gun Controls ---------------- Left Thumbstick Up: Aim DOWN (INVERT setting), Aim UP (NO INVERT setting) Left Thumbstick Down: Aim UP (INVERT setting), Aim DOWN (NO INVERT setting) Left Thumbstick Left: Aim Left Left Thumbstick Right: Aim Right Right Trigger: Fire Turret Y Button: Move to Previous Turret X Button: Exit Turret B Button: Move to Next Turret A Button: Sniper View Special Moves ------------- To do a special move either move the two thumbsticks into position and then click the Right Thumbstick, or click the Right Thumbstick down as you move the sticks into position. Move Name | Left Thumbstick | Right Thumbstick -------------------|-----------------|----------------- Split S | Up | Up Snap Turn | Up | Down Power Climb | Down | Up Back Stall Loop | Down(Hold) | Up High-Speed Yo-Yo | Down then Up* | Up Immelmann | Down | Down Snap Roll Left | Left | Left Double Snap Left | Left(Hold) | Left(Hold) Snap Roll Right | Right | Right Double Snap Right | Right(Hold) | Right(Hold) Barrel Roll (CW) | Left | Right Double Barrel (CW) | Left(Hold) | Right(Hold) Barrel Roll (CCW)| Right | Left Double Barrel (CCW)| Right(Hold) | Left(Hold) * = Hit Down first, then hit Up as your plane points up. (Hold) = Hold the stick in that direction. (CW) = Clockwise (CCW) = Counter-Clockwise ================= |06. Walkthrough| ================= This walkthrough was written for the Normal difficulty. It will work for the higher difficulties as well, but expect more enemies and longer or harder challenges. Prologue - The Morning After ---------------------------- Objectives - Follow Betty. Shoot down all three weather balloons. Use your secondary weapons. Press the B button to use your brakes. Do an Immelmann. Perform other special moves. Rendezvous with Betty when you're done. Press the Y button to use your boosters. Recover the Pandora. Destroy the enemy plane. Destroy the incoming enemy planes. Destroy the last enemy plane. Destroy the remaining enemy anti-aircraft gun. Board the Pandora. Planes to Steal - None Hidden Upgrade Tokens - None After the opening cutscene, you'll be in your Devastator behind Betty in a mission designed to teach you the basics of the game. I suggest that you pay attention if you are new to this game. Heck pay attention even if you're a veteran, you might learn something! Ok, first thing you need to do is shoot down the three weather balloons with your machine guns. After this you'll be told to attack the three gun towers with your secondary weapon. Do so and get a feel for them as you'll be using those missiles a lot. Make sure you pay attention to your secondary weapon ammo count in the top left of your screen. After testing your brakes you'll be asked to perform an Immelmann. Scroll up a bit to see how to perform an Immelmann in the Special Moves section. After the Immelmann, you can try out a few other special moves. Be sure to get a feel for them as they can really help sometimes. Watch your boost meter as you do these special actions, because if you try to do one with an empty meter, you will spin out of control - making you an easy target for enemies or walls. Fly towards Betty when you're done practicing the special moves. Try out your boosters when asked, then get ready for your first battle. You'll notice a floating box with red lights and a red cross on it. That's a health pick-up. Always be on the lookout for these. They may drop from enemies or be hidden among the environment. An ammo pick-up has green lights and a green symbol on its side. A money pick-up is just a brown money bag with a green $ on it. Shoot down the enemies using any of your weapons to get a feel for combat. Aim ahead of them using your machine guns and if you shoot missiles at them, make sure they will get close to the flight path of the missile so it will start tracking them. Enemy reinforcements come, so waste them as well. Make sure you take out the anti-aircraft gun as well (if you don't an objective will come up to remind you to do so.) Congratulations! You've completed the mission and now have your first Upgrade Token! Collect these to be able to upgrade your planes in the hangar. Check the "Plane Upgrades" section for a list of how much cash and how many tokens you need to upgrade a plane. Along with getting them from missions, you can also find them lying around the map. I will point them out as the walkthrough progresses. Board the Pandora using the X button to move on to the next mission. You'll be using the X button a lot to enter other planes, the Pandora, anti-aircraft guns, repair stations, and accept missions, so watch for the green or blue icons that flash with the X button symbol when you get close. Chapter One - A Ship Without A Captain -------------------------------------- Objectives - Search Sea Haven for Big John. - Explore Sea Haven. - Protect Doc. - Follow Doc to his repair station. - Race!!! - Help Betty take down the Cajun fuel operation. - Destroy all the Cajun fuel tanks. - Find and sink the spy boat. - Eliminate the militia threat. - Defend the cargo from the Nation of Hollywood. - Escort the Pandora while Big John moves cargo for a local arms dealer. Planes to Steal - Bulldog Hidden Upgrade Tokens - 10 Welcome to the Pandora! From here you can change game settings, view general objectives, look at your planes, an upgrade them. With $2000 and one upgrade token, you won't be spending much time in the Pandora for now. So select your Devastator and let's get to it! When you exit the Pandora, the game will have you read a little about mission icons. You can go ahead and go up to the icon ahead of you now, or we can go around and collect upgrade tokens and cash. I'm going to assume you're going to go for tokens so let's get to it. If you need health or ammo, fly back into the Pandora or shoot down any Zeppelin floating around the area until they drop cash and sometimes health and ammo. This is a good way to earn some extra money. On to the tokens: -Tokens- From the Pandora turn right. You'll see a bunch of destroyed boats and zeppelins lying around in the water and hills. Keep flying until you get to the last ship in the water and fly through a square hole in the right half of the boat's hull for a token. Turn around and face the way you came to see the tail end of a Zeppelin sticking out of the water. Go left of it and around it to see the rest of the Zeppelin's wreckage lying on a hill. Fly low and enter the opening that was made when the tail was ripped off. Fly slowly through the wreckage to find a token. When you get to the end of this wreckage, keep going into the next piece of wreckage for another token which is in plain view. Exit this wreckage by flying straight through and you'll see a HUGE skeleton of an old Zeppelin leaning against the mountain. Fly into it from the bottom and get the token inside. Fly out the top and turn left. You'll see two shipwrecks. Fly to the farther one and grab the token from inside a hole in its hull. Fly into this hole AGAIN from the opposite side, and when you come out you will see a small piece of Zeppelin wreckage with a token inside. Fly around it and enter from the wider opening, grab the token, and exit from the smaller hole. After exiting fly away a bit and turn around. Look underneath the wreckage you just came out of for another token. If you took damage getting the last two tokens go grab some health and come back. (Remember destroying random Zeppelins can net you health and cash as well.) Now head towards that huge Zeppelin wreck that was leaning against the mountain. Pass it and keep going around the mountain until you spot another Zeppelin with its tail lying in the water below it. Fly inside the wreckage that's lying on a hill and grab the token. When you exit the wreckage, fly straight ahead but keep going up and you should see another piece of wreckage up on a cliff on the mountain. Fly inside for the token. When you exit head down and toward the center of the city within the ring of mountains. You'll see a volcano. Fly near it BUT wait for it to erupt. AFTER it erupts fly toward the token from above and exit through the V-shaped crack in the edge of the volcano. You've done it! That's all the tokens for now. With 11 tokens and maybe some cash in your pocket, you will be upgrading planes very soon. On with the game. -Protect Doc- Fly toward the blue dot on your radar and hit X when near the mission symbol. It's Doc, and pretty soon you'll have to defend him from some of your buddies in the Rajin' Cajuns. Three Furys appear and attack you and Doc. Take them out while keeping an eye on the green bar that has appeared on your HUD. It is the health bar of the person/thing you are defending. If it empties, the target is destroyed and you've failed, so keep an eye on what you're defending. After you take down the three enemy fighters, follow Doc to the repair station for some repairs. Repair stations charge you $200 so you'll have your funds taken during the landing sequence. Some friend... you save his life and he still charges you! Anyway three new mission icons appear so let's do some more missions, shall we? -Race!!!- First things first. Head back to that huge Zeppelin wreck that was leaning on mountain and had a token inside. You'll notice a small pier by it. There's a green and a blue icon near the pier. Go up to the GREEN icon and hit X! Watch as Nathan pulls of some GTA skills and you've got yourself the Bulldog! Try out this plane, because after you steal it, it will always be available for selection in the Pandora. Don't worry about your Devastator, you won't lose a plane by stealing another and leaving the original behind, it'll also be in the Pandora for you to select. Try out the Bulldog on some Zeppelins. It has cannons and a shotgun instead of machine guns and missiles, plus it is very fast, so it's quite different from the Devastator. Now with your new Bulldog head back toward the repair station. Near the repair station you'll see a blue icon that has a flag icon instead of a $. That's a racing icon. You can bet some money to race through checkpoints, and if you beat the best time, you get money. I always do each race (there's usually one per big chapter) just once because when you win, if you want to win again you must beat your own time. The Bulldog is perfect for racing because it is THE fastest plane in the game. If you're unsure of your ability head back to the Pandora (it autosaves every time you enter it, even though it doesn't tell you it saves) and try it out. If you lose money you can ALWAYS destroy Zeppelins for more. But I believe the race is optional (I always have done them.) so skip over them if you do not want to do it. The checkpoints are small rectangular objects hanging from tiny zeppelins that you must fly through, and there are many of them (basically they make the outline of the course.) The next checkpoint is always marked by a yellow objective marker so you'll never be totally lost. Some of them are in tricky spots but if you got all the tokens then the most tricky ones aren't even challenging, since you've done things like them already. Just boost from checkpoint to checkpoint and you'll do just fine. After racing, you can go to the Pandora and choose the Devastator or keep using the Bulldog, it's up to you. -Take down the Cajun fuel operation- Fly up to the other mission icon near the repair station. It's Betty and she's got some revenge planned for the Rajin' Cajuns. Follow Betty and soon a bunch of enemy targets will come up. Some are planes and some are fuel tanks lying around the area. use your machine guns or cannons to take out the fuel tanks. There are ten tanks in all, and each of them are marked on your radar as enemies with one being marked by an objective marker (destroy that one and it will move the objective marker to the "next" set of tanks, but it doesn't matter what order you destroy them in.) After destroying all the tanks, it's time to take out all the fighters. There are four fighters in all. Afterwards, Betty will ditch you (something about her engine about to explode... what a whiner) and a new mission icon appears. But let's do the other one before we do this new one, okay? -Sink the Spy Boat- Fly to where you stole the Bulldog. Hit X near the mission icon this time (unless you want to switch to another Bulldog, say if you're the Devastator and want a Bulldog or are low on health, in which case you can steal this one) to begin the mission. You are asked to destroy the Hollywood Nation's spy boat located somewhere in Sea Haven. Apparently Hollywood does more than make bad movies in this version of history. Anyway follow your objective marker to the boat's location which is somewhere near the repair station. Once you fire upon it, the boat will call for help. You now have more boats and some fighters to deal with. Oh well, the more the merrier. Watch out because the boats shoot missiles at you, so take them out quickly. There are four boats and three fighters. I suggest using your cannons and missiles on the boats since they can do some damage to you. Mop up the fighters to end the mission. They're in Firebrands which are much bigger targets than the Cajuns' Fury fighter, so no worries. Be sure to grab some health at the repair station, Pandora, or by raiding Zeppelins before starting another mission. -Defend the Cargo- When you're ready, head to the only other mission icon (the racing icon never goes away, so don't get confused.) I hope you're ready for something different because now you'll be using an Anti-Aircraft cannon (AA Gun) to defend cargo from the Hollywood Militia. Use this mission to get used to how the AA cannon handles because in some missions all you get is an AA gun or two. If you want to, though, you can hit X to hop out of the AA cannon and use your fighter to take out the enemies. If you use the AA cannon, hit A to bring up the sniper view to get those far-off targets. Make sure you also lead your target by firing ahead of them so they run into your shots. The AA cannon is harder to shoot down fighters with, so the best bet is to wait for them to head straight for you for easy aiming. There are only three fighters at first, heading straight for you, so they're easy targets. As you destroy them, more fighters appear. Don't focus on one for too long. Just hit the ones that are heading straight for you so you don't waste too much time on one enemy. After downing all the fighters (there should be twelve) the mission is complete. Exit the AA cannon to get back into your fighter. You can now enter the AA cannon any time you want, but you won't have much use for it after this mission is done. -Escort the Pandora- Your next mission icon is actually located at the Pandora itself, so if you want to return to the Pandora to change planes or whatnot, make sure you pick the GREEN icon to hit X near, not the BLUE icon. When you're ready to undergo the mission, hit the X button near the blue $ icon over the Pandora. For this mission you'll have to escort the Pandora while it picks up then carries some illegal cargo. You can use either your fighter or one of the three AA turrets mounted on the Pandora itself. Press X to enter the turrets of the Pandora, and Y and B to switch between the three turrets. The top-front turret is an AA cannon, the bottom is an AA rocket (these rockets home in on nearby enemies like the Magnetic missiles of the Devastator) and the top-rear is the standard AA gun with 4 machine guns mounted on it. Use the cannon to take out Zeppelins and heavy targets that are level with or above the Pandora. Use the AA gun to take out fighters and light targets that are level with or above the Pandora, and use the rockets to take out ground targets, boats, and any targets lower than the Pandora. Be sure to keep an eye on the Pandora's health bar on the bottom left of your screen. At first only fighters will come at you but Big John will tell you that enemy boats are incoming. Switch to the rocket turret and take out the five boats out before switching back to your AA gun or cannon to take out the fighters. Take out the fighters quickly because an enemy Zep is on its way. Use either the AA cannon or your fighter's cannons or missiles to take it out quickly. You can also zoom in with any of the turrets and pick of the Zeppelin's own AA guns (it has an AA rocket on the bottom, toward the back) so it poses no threat while you take out the rest of it. When you blow up the Zeppelin get into your plane as soon as you can because it drops an UPGRADE TOKEN that will disappear if you let it touch the ground. If you get the token, you now have enough tokens to upgrade the Bulldog, if you choose to do so, or you can wait a little while longer and upgrade something else. The next mission icon is right next to the race icon, so head over there when you are ready to proceed with the game. Going to that mission icon ends Chapter 1, so be sure you've gotten all the tokens and taken the Bulldog before you move on. Chapter Two - Man Overboard --------------------------- Objectives - Protect the ship until you reach Thibodeaux. - Steal Thibodeaux's seaplane. - Take out the Cajun planes. - Attack the Cajun's zep. Planes to Steal - Dauphin Hidden Upgrade Tokens - 2 -Protect the Ship- You're tossed right into the mission as soon as you select your plane, so get ready to defend Eddie's boat. You can either use your fighter or land onto his boat and use the AA gun to shoot down the fighters. These are the Rajin' Cajun Fury fighters, so remember they're faster than the Hollywood stuff you've been downing for the past few missions. When Eddie says you're entering the ship graveyard, some enemy boats will appear to hassle you. It's a bit slow to take them out with the AA gun so if you want you can get out and nail them with your plane. After downing about 6 boats, some more fighters will come to the party. Take them out and you'll notice that Eddie will be getting near some AA Gun towers, so give him a hand and mop up any fighters. There are six gun towers and many fighters to take care of in this area. When you are near the last gun tower look for the nearby sunken ship. Fly through the hole in its hull again for an upgrade token. Now head for that big Zeppelin that's leaning on the mountain near where you stole the Bulldog earlier. You will see another token at the entrance, some health halfway up, and some ammo further up so grab what you need. After Eddie's ship gets close enough an icon will appear where you stole the Bulldog from originally. It's time for you to get even with that Frenchie down there so go jack his plane. This is the Dauphin, which has cannons as its main weapon and triple magnetic missiles as its secondary. It's like the Bulldog and the Devastator combined into one small package. It has the heaviest weapons out of what you currently have so it's good against the big targets. No time to admire the paintjob now, though. Enemy fighters appear. Not long after does an enemy Zeppelin appear, too. They must really like this plane. Well take out the six fighters and the Zeppelin. Your missiles and cannons make quick work of the Zeppelin but those fighters can be tricky to hit with slower weapons. Once you're the only yellow and purple thing in the sky, you get an upgrade token and the mission and chapter ends. I know, it's a quick chapter. Enjoy the cutscene that follows the mission for some storyline. Chapter Three - Send 'Em Packing -------------------------------- Objectives - Get into the Hollywood Knights' base. - Destroy the Hollywood Knights' base. - Get out of the cave! - Destroy all remaining enemies. Planes to Steal - None Hidden Tokens - 3 You now have enough tokens and hopefully enough cash to upgrade any of the three planes in your hangar. I usually upgrade the Devastator before anything else since that's what I use most of the time. Choose whatever you'd like to upgrade by selecting the plane with the directional pad and hitting the Y button, then confirming with the A button. You not only get upgraded stats but a new paintjob as well. Remember you can only upgrade each plane once. Once you've selected your plane you are put right into the mission. -Hollywood Knights' Base- Before you do anything go to the second boat wreckage toward the left side of your screen and fly through the broken smokestack for another token. You again have the option of using the AA guns on Eddie's boat instead of your fighter. Eddie has a new boat with two usable turrets, one is a standard AA gun and the other is a new missile turret. This turret is different from the rocket turret because you steer the missile yourself. Good against slow targets, but it will take some practice to use against fighters. You can adjust the speed of the missile with the Directional pad. Up on the pad speeds it up and down slows it down. Just tap it to change your speed. There is also an AA gun tower you can use near the start of the level, but it isn't in a useful position. Keep heading toward the enemy's base and you'll spy four enemy gun towers and several enemy fighters. Take down the fighters for more to appear out of the enemy base's gates. Fly toward those gates but fly over it and above the mountain. On the other side of the mountain you will spot a looong Zeppelin wreckage. Fly through either end to pick up the token inside. After you've obtained the token, take out the enemy fighters to get more to appear. As they do rush into the enemy base before the gate closes. If you can't make it, do not worry. Just destroy the fighters that came out to make the gate open again for reinforcements. -Inside the Base- Once you're inside you'll be told to destroy the base. Fly slowly through the inside of the base and take out any fighters that you can as you approach the base itself. There is one boat, two AA gun towers, and one flame gun tower which does exactly what its name implies. It shoots fire at you. If you're far enough away from it, it can't hurt you so try to take it out from a distance. Once the enemies are cleared out you can pick up the health and ammo lying around near each of the two sets of targets. Destroy the enemy fuel tanks to destroy the base itself. Watch out because if you get too close the explosions will do some damage to you (not much but enough to kill you if you didn't get the health lying around.) Once the base is destroyed it's time to get out of the base. Logic says to go fast but don't go fast at all. There's an upgrade token that appears on your way out inside the base. You might miss it if you are going too fast. When you exit a couple of fighters and an enemy Zeppelin will appear, so take them out. There should be two fighters that appear, but there are probably some other fighters that got out of the base as you made your way inside, so expect around three or four total. There's health in the nearby wreckage if you need it, because that Zeppelin has quite a few guns on it. Destroy the AA guns and rocket turret on the underside and pound away from under it so that you don't take any more damage. Once you've taken it out you are awarded an upgrade token and you complete the chapter. I know another short one. It's always a big one followed by some short ones followed by another big chapter... so don't worry. Chapter 5 will get more exciting. Chapter Four - A Dark Night --------------------------- Objectives - Annihilate all opposing forces. - Destroy the unidentified zeppelin. - Destroy the Die Spinne tank. Planes to Steal - Dauphin Hidden Upgrade Tokens - None -Destroy the Zeppelin- As soon as you choose your plane you'll be placed right into the mission, so be prepared. You have the option of using the Pandora's AA turrets, an AA cannon at Doc's lab, and there's a Dauphin to steal near the repair station if you need it, so you have plenty of options for this mission. You're facing a new enemy, and four of their Vampire fighters are heading for you at the start, with one more enemy Vampire hanging back near the repair station. Take them out quickly so you can get to the Zeppelin, which is the only real threat in this mission. You'll notice this Zeppelin is quite different from anything else you've fought up to this point. It's armored so your weapons won't hurt its hull. It also has several turrets, two of them being new Tesla-firing turrets. That means it shoots electricity at you which does small amounts of damage and can screw with your controls until the effect goes away. To destroy this behemoth, you have to fly towards it from about a 90 degree angle and hit the electrified-looking generator inside the big hole towards the front of the Zeppelin. You might want to take out the turrets guarding that hole first or else you'll be making a few trips to the repair station. Use your missiles or cannons to take out the generator quickly. You can see the health of the enemy Zeppelin in the bottom left of your screen. Hitting either half of the core of the Zeppelin will damage that meter, and once the meter hits bottom, you've destroyed the enemy Zeppelin. -Destroy the Tank- I really hope you liked fighting that Zeppelin, because it's not quite dead yet. You must prevent the tank from reaching Doc's lab. If it does, you fail. The tank has four AA guns on its underside, so stay above it to avoid them because they're not worth the trouble of taking out. The huge cannon on the tank is a flamethrower and can rotate 360 degrees around the tank, so keep your distance. Three enemy fighters appear to back up the tank, so swat the flies before stepping on the spider. To destroy this enemy, you must hit the armored panels on the top (aim for above the cannon) to expose more electrical cores. There are four panels covering four cores. Each core represents about 25% of the tanks health bar, so destroy all four to take down the tank. Taking out the tank nets you two upgrade tokens and an end to the chapter. After the cutscenes you're back in the Pandora about to hit the next mission. Chapter Five - A Mine in the Desert ----------------------------------- Objectives - Explore and search for the titanium mine. - Save at least one fuel tank by taking out the Los Muertos attackers. - See the sheriff at the top of the mesa. - Proceed through the gates to win the race! - Get on the sheriff's good side. Save the deputy from Red's gang. - Keep searching for the whereabouts of the titanium mine. - Save the train from the Los Muertos gang. - Destroy all Los Muertos planes before they destroy the train engine. - Fly to Red's hideout. - Destroy all defending guns and gyrocopters. - Steal the minigyro. - Practice on the crates and return to Carl's. - Find and pick up the crate of stolen goods. - Return the crate to Carl. - Destroy all remaining enemies. - Attack the Los Muertos train and steal the crate of ammo. - Deliver the crate to Carl. - Destroy the Los Muertos planes before they steal the crate back. - Fly escort for Roy's delivery zeppelin in the canyons below town. - Escort the delivery zeppelin to safety. - Protect Roy's zeppelin from Red's gang. - Defend Roy's Zeppelin from the Los Muertos gang. Planes to Steal - Coyote, Mini-Gyro Hidden Upgrade Tokens - 10 Another "long" chapter, where you wander around choosing missions and try to collect tokens. As before, we'll start with the tokens. Please note that the Pandora wanders around the map now, but always starts out in the same place. So if I reference the Pandora to help you find a token, I'm talking about the Pandora's initial position. Just reenter the Pandora and exit to reset its position to the default. -Save the F