Heroes of the Pacific Walkthrough :
This walkthrough for Heroes of the Pacific [X-BOX] has been posted at 26 May 2010 by Aiden and is called "Single Player Mission Walkthrough". If walkthrough is usable don't forgot thumbs up Aiden and share this with your freinds. And most important we have 2 other walkthroughs for Heroes of the Pacific, read them all!
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Walkthrough - Single Player Mission WalkthroughHeroes of the Pacific Guide and Walkthrough version 1.1 Copyright (c) 2005 Erik Harris demian23[at]stanfordalumni[dot]org Please email corrections, suggestions, or errata to the above email address ;) TABLE OF CONTENTS 1. Introduction 2. Game Options 2.1 Game Progress 2.1.1 Mission Progress 2.1.2 Plane Progress 2.2 Video Options 2.2.1 Subtitles 2.2.2 HUD Mode 2.2.3 HUD Position 2.2.4 Split Screen Mode 2.3 Control Options 2.3.1 Vibration 2.3.2 Vibration Intensity 2.3.3 Invert Y Axis 2.3.4 Camera Zoom 2.3.5 Flight Mode 2.3.6 Control Layout 2.4 Audio Options 2.4.1 Music, Effects, Speech Volume 3. Flight Training 3.1 Learning to Fly 3.2 Advanced Flight and Combat 3.3 Wingman Training 3.4 Dive Bombing Training 3.5 Torpedo Training 4. Campaign / Missions 4.1 Pearl Harbor 4.1.1 Surprise Attack 4.2 Wake Island 4.2.1 Combat Air Patrol 4.2.2 Wake Up Call 4.2.3 Evacuate the Admiral 4.3 Marshall Islands 4.3.1 Attack on Taroa 4.3.2 Rescue POWs 4.4 Coral Sea 4.4.1 Torpedo Lessons 4.4.2 Scratch One Flat-Top 4.5 Midway 4.5.1 Midway Patrol 4.5.2 Defend Midway 4.5.3 Battle of Midway 4.5.4 Sink the Mikuma 4.6 Guadalcanal 4.6.1 Strike at Guadalcanal 4.6.2 Tokyo Express 4.6.3 Backs Against the Wall 4.7 Gilbert Islands 4.7.1 Recon 4.7.2 A Million Men 4.8 Marianas 4.8.1 Rescue Usurper 4.8.2 Final Revenge 4.9 Philippines 4.9.1 Steal Prototype Jet 4.9.2 The Musashi 4.9.3 Battle of Samar Sea 4.9.4 End of the Kido Butai 4.10 Iwo Jima 4.10.1 Kamikazes Inbound 4.10.2 The Landing 4.10.3 Raise the Flag 5. Historical 5.1 Against All Odds 5.2 Flight of the Avenger 5.3 Chain Lightning 5.4 Zeros over Rabaul 5.5 Escape Over Rabaul 6. Revision History -------------------------------------------------------------------------------- 1. Introduction -------------------------------------------------------------------------------- This is intended to be a guide and walkthrough for completing all the single player missions. Each mission is rated in terms of difficulty on a scale of 1 to 10 and each objective is described along with strategies for completing it. Also included are the historical missions, though these aren't necessary to complete to unlock any planes or missions. There a quite a few planes to unlock, and some can only be unlocked by completing whole campaigns on Ace difficulty. There are a total of 36 planes, and 10 campaigns including 26 missions. Additionally, there are 5 short historical missions. In addition to unlocking planes and missions, completing missions also earns upgrade points that you can spend on planes you have unlocked. Completing missions at a higher difficulty earns more upgrade points. Missions can also be repeated at a higher difficulty to earn more points, or to complete secondary objectives that you missed on the first pass. Missions can be flown at 4 difficulty levels: Rookie, Pilot, Veteran, and Ace. The primary difference between these levels is the amount of enemy armor, and the rate at which your guns accumulate heat (at higher levels, you can't fire continuously because your guns heat up). Enemies also fly with greater skill at higher levels. ------------------------------------------------------------------------------- 2. Game Options ------------------------------------------------------------------------------- 2.1 Game Progress ----------------- 2.1.1 Mission Progress: 10 Campaign areas and various sub-missions are available to unlock. The five Historical missions are also listed here. Kills, Accuracy, Upgrade points earned and Difficulty Rating are tracked for each mission. 2.1.2 Plane Progress: This shows which planes you've unlocked for use in missions. The upgrade slots available for each plane are shown as empty ciricles that are checked for each upgrade purchased. Each plane comes 1-3 upgrade slots (the first slot is the "stock" package and is free when the plane is unlocked). There are 19 Allied planes to unlock, and 13 Axis planes. Since each upgrade creates a different variant of the basic model, this means there are 38 unique Axis planes and 50 unique Allied planes to unlock! It should be noted that Axis planes cannot be used in the Allied missions or Historical campaigns. 2.2 Video Options ----------------- 2.2.1 Subtitles: On or off, depending on if you like subtitles. 2.2.2 HUD Mode: Full, Minimal, or None. Full mode is the default, and displays all HUD elements. Minimal gives you a weapon display and a compass only. None is for the purists who want a fully realistic flight experience (without instruments). 2.2.3 HUD Position: Normal, or Edge. Edge pushes the HUD elements out to the far corners of the screen, but overall is not too different from normal. 2.2.4 Split Screen Mode: Horizontal or Vertical. Usable only in Multiplayer Split Screen games. 2.3 Control Options ------------------- 2.3.1 Vibration: On or off, depending on if you like vibration. 2.3.2 Vibration Intensity: 1-10, depending on if you like vibration a LOT, or just a little... Diff'rent strokes for diff'rent folks! 2.3.3 Invert Y Axis: Yes, or No. Default to yes. Does anyone actually play flight sims WITHOUT an inverted axis? 2.3.4 Camera Zoom: Toggle ON/OFF, or Hold Down. The Y button is used to zoom, and this allows you to change the zoom behavior. If you like to dogfight and fly zoomed in, use the Toggle to leave it on, otherwise, it's less complicated to just hold it down when you need it. 2.3.5 Flight Mode: Arcade or Professional. Arcade mode is more friendly to non-flight sim enthusiasts, and in my opinion better suited to a console controller. It integrates natural rolling into right and left turns, performed with the left thumbstick. Rolling can also be done independant of turns with the right thumbstick (also the throttle). Professional controls are true-to-life airplane controls and will be more familiar to flight gamers. The Professional controls place Roll and Pitch completely on the left thumbstick, and Yaw (Rudder) and Throttle on the right. 2.3.6 Control Layout: The default control layout is Configuration A, which is explained in the manual. Configuration B moves the throttle to the trigger buttons and puts the weapon controls on the A and B buttons. 2.4 Audio Options ----------------- 2.4.1 Music, Effects, Speech Volume: Adjust the relative volume of these sound elements from 1-10. ------------------------------------------------------------------------------- 3. Flight Training ------------------------------------------------------------------------------- The flight training missions are good for getting used to the basic interface and controls of the game. The Dive Bomber and Torpedo missions are less useful since the first missions in which you fly these planes include a tutorial. Unfortunately, there's no bonus to be gained from completing the training missions. 3.1 Learning to Fly ------------------- You'll learn to fly in a P-40 Warhawk, which is one of the worst planes in the entire game. This plane's primary purpose is to teach you how to stall, which it does better and quicker than most heavy bombers. This training will teach you how to take off, activate warspeed, stall and recover (or crash headlong into the ground), fly through yellow circles, use Waypoints, use the Map, and fly through more yellow circles! You'll then learn to land by flying through the blue circles at the end of the runway (you are supposed to slow down, but you can actually warspeed through the blue circles if you're in a hurry to land). Realize that warspeed is GOOD, it gets you places fast and you'll be using it a lot. On the minimap, objectives appear as yellow circles, waypoints as a white circled W, and friendlies are blue blips. Enemies (not in the training) are red blips, and enemies that are objectives to kill are yellow circled red blips. This basic training is not necessary, but is useful in getting acquainted with the basic controls and the layout of Hickam Field. The first mission is Pearl Harbor, and there is virtually no learning curve. You'll need to already know how to fly, shoot and use the map. There is no bonus for completing this or any other training mission. Interestingly, the environment of Hickam field is fully destructible, and there's no penalty for blowing up all the buildings on the ground just for fun! 3.2 Advanced Flight and Combat ------------------------------ This training mission will teach basic dogfighting and strafing skills. You'll first be asked to shoot static baloons, pretty easy, but you're under a time limit. Next you have to tail Capt. Richards and land a certain number of hits. Then, you'll provide air support for a ground battle, strafing Japanese jeeps engaged in a fight with US jeeps. You'll have to kill at least 10 jeeps before time expires to get a atta-boy from Richards. If you' don't, no big deal, you still pass. After time expires, you once again get to land by flying through the blue circles to complete the training. Critical things to take away from this training are: Lead your target. Watch the bullet stream and the targeting reticle to get the right lead. Use the Next Objective, Closest Target buttons to stay oriented in combat. Also, greater speed increases your turning radius. Slower speed tightens it. Go fast on the straights, and slow when turning, looping and diving for the best result. When strafing, if you're not facing enemy ground fire, slow WAY down for maximum damage and accuracy (but don't slow down so much that you hit the ground). Strafing is also best done in straight, long lines. Line up your attack and make one long pass, then go way out, circle around, and line up for another pass. 3.3 Wingman Training -------------------- In this training you'll have to execute the four basic Wingman commands: Form Up, Break, Defend, and Attack. They are used as follows: Form up puts your wingmen in formation behind you. They'll follow you and attack anything the comes in front of them. They'll stay roughly where they are, however, so this is not a very effective command unless you're making a run on slow or stationary targets. Break allows your wingmen to break off and dogfight. If there aren't any enemies, theyll just circle and wait for a command. Defend causes your wingmen to defend either an area, a bomber unit, or a ship. Defend is essentially a Break command that orders your wingmen to attack anything that comes near. Attack instructs your wingmen to attack the unit type that you currently have targetted. This means they will attack ground targets, fighters, bombers, ships, or whatever your currently highlighted target is in the same general area as the unit you have targetted. This is by far the most useful command to issue wingmen as it allows you to delegate responsibility for simple objectives in a battle to your wingmen while you deal with more challenging objectives. After you've successfully executed all four commands, you can stay and dogfight, or just land at Hickam field to end the training. 3.4 Dive Bombing Training ------------------------- For Dive Bomb training, you'll be flying the SBD-2 Dauntless, a pretty decent plane, and ironically a better FIGHTER plane than the P-40 even though it's a dive bomber. Dive bombing is fun, and pretty easy. The two keys are speed and dive angle, both of which have HUD indicators that will pop up when the game detects that you're entering a dive. The dive angle needs to be steeper than about 45 degrees, and your airspeed needs to be above 200 mph. Neither is difficult if you enter a dive from any decent height. I recommend having quite a bit of height prior to entering a dive to allow time to pull up, otherwise you'll become a kamikaze pilot instead of a dive bomber. Don't be afraid of releasing the bomb from pretty high up, just dive straight at where you'd like it to land, release, then pull up. You can usually release more than one bomb in quick succession for more damage! Why not? The Dauntless carries two, and you can practice releasing both in a single dive attack. To pass dive bomb training, you'll need to sink first a stationary cargo ship, then a smaller troop transport, and finally a full destroyer, complete with AA guns. To minimize damage from AA fire, try to dive from as high and vertical over the ship as possible, and use warspeed to fly in a straight, low line directly away from the ship after you pull up. 3.5 Torpedo Training -------------------- For Torpedo training, you'll be flying the colorful, but pathetic TBD-1 Devastator. The Devastator flys absolutely terribly, but luckily it only needs to fly slow and low to drop torpedos. This, it does fairly well. Using torpedos is similar to dive bombing, but a little more technical. It requires less aerial gymnastics, but more judgement and timing. In order to successfully launch a torpedo, you have to point yourself at a target, come in low and slow, and release the torpedo. Two HUD indicators similar to the Dive Bomb indicators will come up when the game thinks you're entering a torpedo run. The upper indicator is a height indicator, and the lower is an airspeed indicator. In order to launch the torpedo, you'll have to be lower than 100 ft. and slower than 105 mph. Once the torpedo is launched, there's the problem of hitting the target. The torpedo is fast, but still takes a while to get to its target. As such, you'll need to lead moving targets substantially depending on your distance at launch. You can hold down the fire button to get a "weapon view" of the torpedo to see how far you're off and how much adjustment to make. Note that while you're in this view, you won't be able to move your plane, so don't do this if you're under attack. Torpedos also take at least 600 ft. to arm, or they won't explode when they hit. You shouldn't ever be getting anywhere near this close to an enemy ship with a torpedo plane, however, because the AA fire will cut you to pieces. The advantage of torpedos is one of RANGE, so stay far away and learn to lead targets. You should be able to launch from 4-6,000 ft. away accurately. If you launch from much closer than 3,000 feet, you'll risk coming within range of the ship's AA defenses. In order to pass torpedo training, you'll first need to sink a stationary ship with a single torpedo, then a live cruiser with three or four torpedos. If you do this correctly, you shouldn't take any damage at all. ------------------------------------------------------------------------------- 4. Campaign ------------------------------------------------------------------------------- 4.1 Pearl Harbor ---------------- Difficulty: 3/10 ------------------------------------------------------------------------------- 4.1.1 Surprise Attack --------------------- This mission re-enacts the historical attack on Pearl Harbor from the point of view of an American pilot (you). Your objectives will be to take out various waves of fighters and bombers that threaten the base. It's a good idea to stay clear of the harbor itself since there's a lot of flak out there, and fighters that will distract you from your objectives. Primary Objective: Save five grounded Warhawks ----------------------------------------------- You'll need to kill the three marked Zeros coming in from the East. Zoom in to get some long-range shooting as you fly head-on toward them. Try to kill at least one from this very favorable position. After they pass you, slow down, swing around and finish them off from behind. They'll focus on going after the airfield, leaving their 6 vulnerable. Make sure you're going after the right zeros by using the B button to target them. Primary Objective: Save fourteen Hickam hangars ------------------------------------------------ Four Val dive bombers will come in from the Northwest. Use warspeed to intercept them as far from their target as possible and use the same tactics against them as you did against the zeros attacking the airfield. Try to kill one or two before they reach the airfield. Since they will focus on the hangars instead of you, you can hang back and use the diving Vals for target practice. You'll probably lose at least one hangar if you're using the P-40 since the P-40 just doesn't pack the firepower to stop these bombers in time. You can afford to lose three hangars without failing the mission. Secondary Objective: Intercept Torpedo Bombers ----------------------------------------------- Four B4N1 Kate Torpedo Bombers will be coming in from the Southeast. Use warspeed to intercept them, try to take one off from the front, then swing around and chase them from behind. Don't get too close because the Kates are really slow and have tail gunners, meaning you can end up flying up into the midst of their formation and have no shot, but still be taking a lot of fire. Try to keep them at least 1000 feet ahead of you and slow all the way down. You should be able to pick them off one at a time with little trouble. Primary Objective: Save twenty oil tanks ----------------------------------------- Several zeros will spawn from points to the South and East and will attempt to attack the oil tanks near the center of the base. Unlike the other targets you have thus far engaged in this mission, these zeros will stop their attack on the oil tanks to engage you if you fire at them. This is a good thing, because it will stop them from taking out the oil tanks and failing the mission for you. If you take too long killing each Zero, it's likely you'll lose a few oil tanks. You can afford to lose five of the twenty five and still pass. Once you hear that the California has been torpedoed, you'll be very close to finished. The mission will end with the Arizona sinking when its magazine explodes. Unlocked: --------- Mission: Surprise Attack Axis Plane: A6M2 Zero Axis Plane: B5N1 Kate Wake Island Campaign -------------------------------------------------------------------------------- 4.2 Wake Island --------------- 4.2.1 Combat Air Patrol ----------------------- Difficulty: 7/10 Primary Objective: Intercept Pete Scouts ----------------------------------------- Four Pete Scouts are to the North and West of the Wake Island base. They're headed south, and you will need to intercept and shoot them down before they get back to their carrier. Pete scout planes are slow, and not too tough, but they do have some firepower. It's best to intercept them from the side or upper rear to avoid the front and tail guns. Primary Objective: Save five Wildcats Secondary Objective: Personally destroy eight Petes attacking Wildcats ---------------------------------------------------------------------- The squadron of Wildcats is in formation directly to the North of Wake Island. The Petes are intercepting them from the East. Because they're so far away, you'll need to use a lot of Warspeed just to get within range. Get into the thick of the fight as quickly as you can, and use the map to focus your attacks on Petes that are closest to allied Wildcats. This mission can be really tough at the higher difficulty levels because your allies will die so quickly. You start out with 11, and can afford to lose six, but it seems like you'll lose one nearly every thirty seconds. The battle is very three dimensional, meaning Petes will be flying both above and below you, and they'll be using evasive tactics. Try and draw the Petes off of Wildcats that they're pursuing by firing at them. About half the time, they'll abandon the attack on the Wildcat to chase you, and you'll have an easy time shooting them down as they turn to fly straight at you. Assuming you can save at least five Wildcats, you should have no trouble at all getting eight kills. The difficulty rating of 7 is assuming that you're using an upgraded P-40. Flying this mission with a Seafire, Lightning, or any other fast fighter with powerful guns is ridiculously easy. Unlocked: --------- Mission: Combat Air Patrol Allied Plane: F4F-3 Wildcat Axis Plane: F1M Pete -------------------------------------------------------------------------------- 4.2.2 Wake Up Call ------------------ Difficulty: 4/10 Primary Objective: Prevent north-west landings ----------------------------------------------- Primary Objective: Prevent south-west landings ----------------------------------------------- There are 5 craft for each of the western landing sites coming in from the north-west. These craft are defenseless, and can be taken out easily in a few strafing runs. Secondary Objective: Protect Kuka Point anti-ship guns ------------------------------------------------------- The Kuka point guns will be attacked by three zeros coming in from the North. Intercept the zeros far to the North of the guns to prevent them from being destroyed. If you're successful, the guns will take out the destroyer, meaning you won't take a shelling while strafing the landing craft or flying over the northwest area of the map. Secondary Objective: Assist attack on eastern landing craft ------------------------------------------------------------ Several landing craft are coming in from the east. These landing craft are sitting ducks, and you should have no trouble picking them off. Primary Objective: Intercept Betty Bombers ------------------------------------------- Primary Objective: Save four airfield buildings (out of 6) ----------------------------------------------------------- There are three groups of four Betty Bombers coming in from the Southwest. Use Warspeed to intercept and destroy them as quickly as possible. They'll come in waves, and will move slowly, so you'll have plenty of time to intercept them a long way from shore Primary Objective: Fly low to locate Mini-Sub ---------------------------------------------- Primary Objective: Sink Mini-Sub --------------------------------- The Mini-Sub will enter the harbor under the bridge on the southern shore. Cruise around this area and look for the conning tower. If you fly low and slow, the sub should be fairly easy to spot. Once you have located it, a good strafing run will sink it. If you're having trouble finding the sub, it will follow a route from the southern central ocean under the southern bridge (there's also a northern bridge, so don't be mislead) and toward the pier and crane in the northeast. Fly over this route and you're sure to spot it as long as you stay low. Unlocked: --------- Mission: Wake Up Call Axis Plane: G4M2 Betty -------------------------------------------------------------------------------- 4.2.3 Evacuate the Admiral -------------------------- Difficulty: 8/10 Primary Objective: Destroy landing craft (9 total) --------------------------------------------------- The landing craft are off the north-western shore and will take quite a while to reach the shore. They are escorted by three PT boats. Since you should have plenty of time, take out the PT boats first to avoid taking fire, then take out all 9 landing craft. Secondary Objective: Destroy Southern invasion force (12 total) ---------------------------------------------------------------- The invasion force will be coming south along the road from the bridge. It consists of 8 Jeeps and four tanks. The jeeps will be travelling along the road and the tanks will be stationed near the bridge. A few strafing runs will finish these units off. Take them out before moving on to destroy the landing craft. Primary Objective: Escort Admiral Howells to seaplane base ----------------------------------------------------------- Immediately after destroying the last of the landing craft, start toward the complex of buildings on the central Eastern shore. This is where the Admiral will start out in his Jeep chased by enemy Jeeps. You don't have to kill all of his pursuers to fulfill the objective as long as the Admiral lives. Nonetheless, you SHOULD kill them all if you possibly can. Speed is of the essence because you will not have long before you'll need to intercept the Kate attacking the bridge. Primary Objective: Intercept Kate dive bomber ---------------------------------------------- A single Kate dive bomber will spawn in the North headed for the North bridge. If the bomber gets to the bridge, it's mission failed, so make sure you go after this bomber immediately when told to do so even if it means the Admiral takes a few bullets. He has a life-bar, he can handle it. Primary Objective: Defend seaplane base ----------------------------------------- Defending the seaplane base REALLY means intercepting and destroying the two Val bombers coming in from the West. While intercepting these, you may be engaged by zeros and Petes flying around the base. Ignore them until you have taken down the Vals since allowing the Vals to hit the Seaplane base will fail your mission automatically. After you've completed this objective, you should have a few minutes of free time to shoot down the swarm of Petes that's suddenly materialized. Do this now so that you aren't harrassed by them later. Primary Objective: Escort Catalina carrying Admiral Howells ------------------------------------------------------------ Here's where the mission gets tough. You'll have to defend the Admiral's PBY against four waves of Zero fighters. Although he does an pretty respectable job of defending himself, the PBY is still no match for a swarm of zeros, and on Ace difficulty you'll probably have to re-do this section several times due to the Admiral being shot down. The first wave of zeros comes in from the Southeast, and you should use Warspeed to intercept them well in advance of them reaching the Admiral. The more you kill here, the easier your task will be later. After the first wave of zeros gets by you, circle back and follow them to the Admiral's PBY, taking care to stay behind them, sustaining fire. Assuming you are able to kill all of the first wave of zeros prior to the second wave reaching you, warspeed out to intercept the second wave, take out as many as you can, then turn to engage the zeros attacking the Admiral. Once you're under sustained attack, stay close to the PBY to draw fire and defend it from incoming attackers. If you get drawn too far away from the PBY, it will come under sustained assault and will be brought down. Unlocked: --------- Mission: Evacuate the Admiral Historical Mission 1: "Against All Odds" Allied Plane: F4U-1 Corsair Axis Plane: D3A1 Val ACE MODE FOR ALL MISSIONS: Allied Plane: Seafire -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 4.3 Marshall Islands -------------------- 4.3.1 Attack on Taroa --------------------- Difficulty: 9/10 Primary Objective: Fly to Taroa -------------------------------- If you fail this objective, hang up your controller now and get a new hobby. Just head toward the big W on the map, flyboy. It's East of you. Once you pass through the mystical portal, you'll see the island of Taroa ahead of you. Some zeros will move to intercept you. You can engage them, but you should let your wingman engage them while you move toward Taroa. Your priority should be the ground targets on the island since you will have a limited amount of time to destroy them. Primary Objective: Destroy South radar tower --------------------------------------------- Use the B button to highlight the South radar tower. A nice steady stream of gunfire and a rocket or two will destroy it. Once the tower is down, you'll have to turn to take out the rest of the island's infrastructure. Primary Objective: Destroy AA defences --------------------------------------- The AA guns are around the perimeter of the island except for the one in the center where the airstrips cross. Some of them can be tricky to take out when strafing from the island side because they're on a seaward slope. Having your guns adjusted for ground attack helps substantially, as does turning to attack the guns from the seaward side. After the AA guns activate (you'll be cued by your wingman saying they "have your number"), be very careful about approaching the guns from too high an angle as they'll have a clearer shot at you. Rockets and bombs will help quite a bit with taking the guns out quickly. It can be tough to find all the AA guns since they aren't always obvious. Use the B button and the map to highlight them if you're having trouble. You have to take out all the AA guns before the C-47s arrive, or it's mission failed. Secondary Objective: Destroy grounded bombers (6 total) -------------------------------------------------------- There are six bombers and numerous zeros parked in concrete stalls along the sides of the runways. Drop a load of bombs and rockets into all these structures to take out most of the grounded enemy planes. If you don't, your wingman will warn you that the enemy fighters are rallying and/or the enemy bombers are escaping. Even though you don't get an objective point for destroying the enemy fighters, it's well worth doing so to avoid getting swarmed by them later in the level. They can make guarding the C-47s MUCH more difficult, so get as many as you can while they're not shooting back and dodging all over the place. Primary Objective: Protect C-47s Primary Objective: Intercept Zeros (12 total) ---------------------------------------------- These objectives are really one and the same. Four groups of three zeros will approach from the East to attack the C-47s that are coming in from the West. In order to prevent the C-47s from being shot down, you and your wingmen will need to shoot all 12 zeros down. None of the other enemy planes will attack the C-47s with priority (they attack you with priority instead), so shooting down the 12 zeros should buy the C-47s enough time to drop the paratroopers as long as you remain in their vicinity to distract the non-objective Petes and zeros. Especially in Ace mode, protecting the C-47s can be very difficult since the enemy zeros on this difficulty setting are fast and tough. They also do a lot of damage if they begin swarming around the C-47s, so make sure you use Warspeed to intercept them as far to the East as possible. Also make sure you assign your wingmen to attack these zeros. They will shoot some down, as well as distract them from the C-47s. On Ace mode, you won't be able to shoot down all 12 yourself before they shoot down at least one C-47. They are simply too fast, and you can't fire enough rounds to take all of them down quickly enough given that your guns will start to overheat. If one of the C-47s is shot down, it's mission failed. Primary Objective: Recover Zero --------------------------------- You'll have a few minutes to fly around and shoot things down until the Marines secure the island. After they do, they'll recover a Zero for you to fly back to the carrier. To get into the Zero, land your plane by flying through the blue circles on the Northwest corner of the runway. Primary Objective: Return to carrier ------------------------------------- Sounds simple enough... The Zero is plenty fast, so you can just run for it. Or you can dogfight and experience what flying a Zero is like. Watch out though, because it's a lot more fragile than most American planes, and if you were flying a Corsair before, you might rack up more damage than you expected. Save some health for the battle with the Japanese Ace because you just might have to take a rocket in the face and survive. Fly West toward the great glowing W in the sky my son. You'll probably be chased by several enemy fighters, but if you fly low and fast it will be hard for them to shoot at you. Primary Objective: Defeat Japanese Ace (Kazuma Yamashita) ---------------------------------------------------------- The Japanese Ace is flying a RaidenJ6M2, a fast, well armed plane. It's equipped with rockets and warspeed, both of which the Ace will use frequently. In addition to the Ace, there will be two zeros flying as the Ace's wingmen. Don't pay any attention to the zeros on the horizon. They won't attack you, and you shouldn't waste any time or bullets trying to attack them. In my opinion, the other zeros are more dangerous than the Ace, because they will swarm around you and rack up a lot of damage with their guns if you don't take them out first. The Ace will use a fairly predictable attack pattern. First, he will charge straight on, firing guns and rockets full blast. Get in a few rounds and then dodge before he gets too close. Because he's so aggressive, you may collide with him, which will damage both of you for about a quarter of your total health. He will then spend a while ducking and dodging, trying to line up another charge. He'll probably use warspeed at this time. If you've already taken out his wingmen, you can fly slow and just chase him, firing whenever he's in your sights. Because you're flying slowly and you're more maneuverable at slower speed, he'll have a pretty hard time lining up for an attack without you shooting him to pieces. If you choose not to take out the wingmen first, try to use warspeed to get as far away from them as possible. You'll have a few moments alone with the Ace before the wingmen catch up (they don't have warspeed) You can use this time to shoot at the Ace, then when the wingmen catch up, use warspeed to run away again. Repeat this pattern until the Ace is dead. After you've defeated the Ace, you can continue toward the waypoint, which will take you back to the fleet. Primary Objective: Land Zero on carrier ---------------------------------------- Fly through the blue circles to land. Voila! Easiest carrier landing you'll ever stick in a foreign aircraft. Unlocked: --------- Mission: Attack on Taroa -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 4.3.2 Rescue POWs ----------------- Difficulty: 6/10 Secondary Objective: Personally destroy Japanese interceptors: -------------------------------------------------------------- In order to accomplish this objective, you have to shoot down all of the zeros that appear between you and the island of Kaven. You will fail if one of your wingmen shoots one down (which they will if they engage) so order your wingmen to defend (down on the D-pad) immediately after takeoff to keep them near the carrier while you take on the zeros alone. Primary Objective: Destroy radio tower --------------------------------------- The radio tower is on top of the island where the POW camp is located. Use B to highlight it and take it out with a few rockets. It's also worth taking out the towers on either side of the radio tower to save yourself some work later. Later they'll be shooting back and you'll be on a time limit. Now they're not, and you're not. Primary Objective: Protect Landing Craft ----------------------------------------- You'll have to accomplish several other objectives to protect the landing craft. Accomplish the other objectives, and this one will be fulfilled automatically. Since almost all of your objectives involve destroying ground targets, you should concentrate on strafing any ground structures instead of dogfighting with enemy fighters in your free time. Order your wingmen to engage the zeros, Petes and Raidens that will periodically appear to patrol the area. Destroying objective structures in advance of being notified of the objective will still fulfill the objective, leaving you with less time pressure in later stages. If you are having trouble with time pressure in this level, try to accomplish some of the objectives in advance of being ordered to. Primary Objective: Destroy Japanese PT boats (4 total) ------------------------------------------------------- Four Japanese PT boats will appear from the South to attack the landing craft. Strafe the PT boats to sink them. This is relatively easy as they don't present a very credible AA defense. Primary Objective: Protect Commandos ------------------------------------- Again, protecting the commandos will be accomplished by satisfying the other mission objectives that the commandos give you. Primary Objective: Destroy Tanks (2 total) ------------------------------------------- When the troops reach the first plateau, they will request air support to destroy two tanks. Strafe the tanks to complete the objective. Primary Objective: Destroy gun position (2 total) -------------------------------------------------- There are two machine gun nests guarding the entrance to the POW camp. Take these out to accomplish the objective. Like any hard-to-see objective, use B to highlight them if you're having a hard time picking them out against the background. Primary Objective: Destroy POW camp gates ------------------------------------------ You can get this along with the prior objective if you line it up right. The camp gates are right behind the machine gun nest. Primary Objective: Destroy POW camp guard towers ------------------------------------------------- The guard towers are all around the POW camp. Rockets are the easiest way to take them out quickly. Primary Objective: Destroy POW prison block -------------------------------------------- Launch a rocket into the prison block to break it open. You can also shoot it until it's breached. Primary Objective: Destroy Betty bombers (2 total) --------------------------------------------------- Use warspeed to intercept the Bettys far out to sea. You should easily be able to intercept and shoot down both in plenty of time. Primary Objective: Clear Japanese troops from village ------------------------------------------------------ You'll need to destroy all the structures in the village adjacent to the landing craft. A few well placed rockets and/or bombs will accomplish this quickly. You can also accomplish this objective in advance of being ordered to (like many other of this level's objectives) by destroying the village in the downtime between other objectives while you're flying around the island. Primary Objective: Destroy mines --------------------------------- There are numerous mines in the channel off the northwest shore of the POW camp island. Fly low and slow to strafe as many of the mines in the middle of the channel as possible. If you don't get to them in time, the landing craft will run into them, taking damage, and possibly sinking. You can also shoot mines during the downtime between earlier objectives (and you should, because there's a lot of them). Primary Objective: Destroy Japanese PT boats (4 total) ------------------------------------------------------- Another four PT boats will move to intercept the landing craft as they try to escape. Do them like you did the last four. Primary Objective: Damage destroyer propellors (2 total) --------------------------------------------------------- To complete this objective, you'll just need to shoot the area of each destroyer highlighted in yellow. This will damage the propellor, and scare off the destroyers. Of course, how they flee without their propellors intact, we'll know. You could also bomb and sink them if you're really brave, but that's not necessary and probably a little difficult with a fighter. One rocket to the vulnerable area will get the job done. Once the destroyers start to flee, your mission is a success! Easiest destroyers you'll ever off in a fighter plane... Unlocked: --------- Mission: Rescue POWs Allied Plane: TBD-1 Devastator Axis Plane: J2M2 Raiden ACE MODE FOR ALL MISSIONS: Axis Plane: Focke Wulfe FW-190A-8 -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 4.4 Coral Sea ---------------------------- 4.4.1 Torpedo Lessons --------------------- Difficulty: 2/10 Primary Objective: Sink damaged US transport --------------------------------------------- The transport isn't a moving target, and you can sink it right after taking off. Just get low enough and slow enough, then fire the torpedo. If you need a FAQ to get this done, you're truly sad (no offense). But seriously, if the torpedo interface is mystifying, look at section 3.5 of this FAQ or complete the Torpedo training mission. Primary Objective: Fly to D2 fuel submarine -------------------------------------------- After you successfully torpedo the training dummy, the Lexington will radio and request your assistance with sinking a refueling sub 20 miles to the South. Fly South to the waypoint. When you come out of the waypoint, the refueling sub will be dead ahead. Primary Objective: Sink D2 fuel submarine ------------------------------------------- Three well placed torpedos will sink the sub. It's escorted by two other subs, so you might have a hard time placing the torpedos to hit the D2 instead of the others. Sinking the others isn't BAD, it just wastes time. You need to sink the D2 within a certain amount of time or it will escape. Make sure you stay at least 3000 ft. away from the sub to avoid AA fire. Secondary Objective: Personally destroy refueling Rufes (2 total) ------------------------------------------------------------------ Two Rufe seaplanes are refueling from the sub. Try and shoot at least one down before they reach takeoff. Dogfighting in a Devastator is hardly anything to write home about. Luckily, the Rufes aren't very nimble either. Primary Objective: Sink I400 ----------------------------- After the D2 is sunk, you'll be asked to sink an even bigger sub, the I400 carrier sub. The I400 will launch Rufe fighters from its deck, but don't worry about these. Let Callahan take them on while you focus on sinking the I400. Stay at least 3,000 ft. away, lead the sub adequately when launching torpedos, and be patient. 5 or 6 torpedos will sink the sub. Get used to leading the target. If you do this appropriately, you can sink a ship from two miles out and take no damage at all. Unlocked: --------- Mission: Torpedo Training Allied Plane: SBD-2 Dauntless Axis Plane: A6M2-N Rufe -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 4.4.2 Scratch One Flat-Top -------------------------- Difficulty: 5/10 Primary Objective: Fly to Japanese fleet ---------------------------------------- Take off and fly straight ahead to the waypoint to warp to the location of the Japanese fleet. Primary Objective: Fly to Shoho ------------------------------- The Shoho is the big ship straight ahead of you. As soon as you're within about a mile of it, this objective will be complete. Secondary Objective: Destroy Pete scout planes (7 total) -------------------------------------------------------- Seven Petes will fly straight at your formation of Dauntlesses. Luckily, the Pete is one of the few fighters that a Dauntless can actually handle rather easily. Take out all the Petes to get an extra upgrade point. You don't have to do it yourself, so order your wingmen to attack. You will have a time limit to take out all the Petes, so do it as quick as you can. If Callahan's cutscene plays, it's too late to complete the objective. Primary Objective: Sink Escort destroyers ----------------------------------------- Finally, some real fun with the Dauntless. The destroyers will take one, maybe two direct hits with a bomb to sink. Try to get as close to vertical a dive as possible to avoid taking flak. The worst angle to approach at is a 45 degree angle because this will subject you to the most fire. As soon as you drop your payload, level off close to the waves and use warspeed to get out of AA range as quick as you can. Climb up to about 3,000 ft. and repeat this tactic until all of the destroyers are sunk. To complete this objective quicker, order your wingmen to attack the destroyers also. They're surprisingly effective and can actually take out all the destroyers while you do nothing. Primary Objective: Destroy Shoho AA ------------------------------------ The Shoho has four AA batteries, two Port, and two Starboard. Target the AA batteries using the B button and order your wingmen to attack. Line up your run at an altitude of about 2500 ft. to the side of the Shoho. The AA batteries are located on the side of the ship, just below the flight deck, so you'll need a shallower angle of approach to hit them dead on. One bomb will take out each battery. If your wingmen are also attacking, you probably won't have to take out more than one or two. At this point in the mission, you may also be harrassed or pursued by enemy fighters. Ignore them and use warspeed to run. You can't really hope to fight a Zero effectively in a Dauntless, especially playing on Ace difficulty, and you'll need your armor to last the rest of the level. Primary Objective: Sink the Shoho --------------------------------- The Shoho's a big target, and not too hard to hit. Try and drop two bombs per dive for maximum damage in minimum time. Also instruct your wingmen to attack the Shoho. Four or five bombs from you should be enough to sink it in addition to the damage your wingmen will do. You'll still probably be taking AA fire when coming in, so don't forget to pull up low to the water and use warspeed to get at least 3,000 ft. away before climbing up to make another run. Primary Objective: Return to US fleet ------------------------------------- Fly West to the waypoing to return to the US fleet. Primary Objective: Fly to USS Lexington --------------------------------------- The USS Lexington is straight ahead of you, but between you and it are a horde of strike planes. Unfortunately, the Lexington is now sinking. Secondary Objective: Personally destroy eight strike planes ----------------------------------------------------------- The Japanese strike force is a mix of zeros and Vals. The Vals are easier to shoot down in a Dauntless than the more agile zeros. Kill eight for one more upgrade point. Since there are only so many kills to go around, it might be tough to get your share if your wingmen are shooting in formation with you. Order them to break or defend to fly solo and avoid them stealing your kills. Primary Objective: Protect destroyers (USS Morris and USS Anderson) ------------------------------------------------------------------- Several Val and Kate bombers will fly in from the East to attack the Destroyers. They will be escorted by zeros, but ignore them. It should be fairly easy to take out Vals and Kates because they're slow, and intent on their target (the destroyers). Make sure you dont' get behind them to avoid taking fire from their tail-gunners. After a few minutes, the destroyers will finish picking up the survivors and scuttle the Lexington. Mission accomplished. Unlocked: --------- Mission: Scratch One Flat-Top Allied Plane: PBY-5 Catalina ACE MODE FOR ALL MISSIONS: Allied Plane: Yakovlev Yak 3 -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 4.5 Midway ---------------------------- 4.5.1 Midway Patrol --------------------- Difficulty: 5/10 Overview: This mission is somewhat frustrating for those of us who want to kill everything that moves into our gunsight. It's actually a stealthy surveillance mission in which it's better to avoid dogfighting (mostly because you won't be able to in a PBY). Stay away from trouble, follow the mission instructions, and this mission is easy. If you try to engage enemy aircraft or ships, it's nearly impossible. Primary Objective: Find Japanese Fleets ---------------------------------------- Take off in the Catalina and head northwest toward the waypoint. This will take |
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