Aquanox Walkthrough :
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Walkthrough - Mission WalkthroughAquanox Mission Walkthrough (Ver 1.2) Dec 04, 2004 by Alan Chan (joylock@hotmail.com) The Usual: This document is mine. Please don't rip it off or take credit for it. That being said, feel free to post it on any site you want, provided you a) don't make any changes to it, and b) don't charge money for it. You don't even have to get my permission to post it (as long as it remains unaltered), but it would be nice if you emailed me and let me know (joylock@hotmail.com). Why?: I wrote this rather average walkthrough of Aquanox since one doesn't exist yet (in English at least). Most of the game's missions are straightforward and I've probably gone into WAY more detail than I needed to, but a few are kind of tough and/or confusing and a walkthrough would certainly save some people a lot of frustration. Warning: I don't discuss the plot in detail, but I also don't make any effort to conceal SPOILERS. If you don't want to know what happens in the game, don't read ahead. This walkthrough only covers how to beat each specific mission. It doesn't tell you the dialogue choices you have to take to make those missions available or the specific equipment you should outfit your sub with. This walkthrough was written while playing through on normal difficulty. The amount of enemies and their toughness in combat will vary if you play on a different setting. Contents: Chapter 1 Missions: - Asylum - Terror - Biont Scrap - ELF-Terror - Jumpship Accident - Magma Chapter 2 Missions: - Sabotage of Turbines - Code Books - Kruger's Freighter - Methane Hydrate - Gulf Stream Chapter 3 Missions: - Seismobomb - Santiago - Crawler - Brainfire - Buoy Chapter 4 Missions: - Courier - Coup Begins - Vastian Griegh - Sneakdrive - Defeat Chapter 5 Missions: - Leisure Trip - Atacama is Burning - The Big Bang - Sool Chapter 6 Missions: - Magma Eater - War in Neopolis Chapter 7 Missions: - Crocell - Forneus ****************** *Version History:* ****************** The latest version of this FAQ can be found at www.gamefaqs.com 1.0: Initial FAQ containing full walkthroughs of all 29 missions 1.1: Added linebreaks to make FAQ navigation easier 1.2: Misc corrections and additions ******************************* *Chapter 1 (The Tornado Zone):* ******************************* ======================================================================= ASYLUM: Overview: Your first mission is quite similar to the first mission in Archimedean Dynasty. Once again, El Topo's given you a old clunker of a ship and sent you out to blow up the scrap floating outside his asylum. This mission should be a cakewalk, all but one of your targets is stationary and won't shoot back. There is one slightly tricky part where you have to protect a weak target from being destroyed, or else your mission fails. The game is full of these and some of them can be quite frustrating, so you might as well get used to them. Tips: Walkthrough: Mission Objective: Go to the nav point and blow up all the biont scrap Pretty straightforward. After you've blown up the larger biont parts, the remaining pieces may be tough to find. Trying driving off a short distance to get a different perspective, and press your targetting button repeatedly until you lock onto some scrap. You can also crank the detail setting on your radar all the way up to full to see the red dots representing the scrap pieces. If you're still having trouble spotting the scrap you might want to turn up the brightness on your monitor. A cutscene giving you a new mission objective will show after you've destroyed all the scrap. Mission Objective: Escort the transport through the debris field This part can be annoying if you're still getting familiar with the game's control scheme. The transport barely has any health, so if it runs into more than a few pieces of scrap it'll blow up and you'll fail the mission. The transport moves slowly in a straight line, so try facing the transport's side, strafing just a little bit ahead of it and blow up all the scrap in its path. Things get a little tricky when a biont scout shows up, as it will start shooting at the transport. Shoot the scout a few times to get it to attack you instead of the transport, but don't concentrate too much on the scout lest you allow some scrap parts to slip by you and collide with the transport. The biont's attack shouldn't do much damage to you, so you can afford to ignore it. Once the transport's path is clear of scrap for a few seconds, go ahead and blow up the scout (it should only take a few seconds, as the biont has less than 1 shield energy bar) before going back to clearing the debris. ======================================================================= TERROR: Overview: Your first optional mission pits you in a one-on-one duel against a Neopolis terror-tourist (basically a yuppie gone bad). As duels go, this one's a cakewalk since your opponent is too drive to drunk. Basically, he'll just sit in place and rotate to shoot at you. Tips: - Don't use torpedos during optional missions if you plan to make a profit from them. Most are fairly simple/straightforward, but pay you a corrispondingly low amount of credits for your work. Torpedos are so expensive they should generally be saved for situations in plot- required missions where you'd have trouble progressing otherwise. Walkthrough: Mission Objective: Defeat the Terror Tourist Randis Albion This is a straight-out duel between you and the otaku Terror-Tourist. The Tourist is driving a Federation Bomber, a tough ship with powerful weapons and a large amount of shield energy. Fortunately for you, your enemy is driving drunk and thus has problems manuevering and aimming his weapons. Just circle strafe around him while pounding him with your weapons, and despite his tough shields and strong guns he should blow up before you do. The Federation Bomber's armament consists of a Doom Mortar and a couple of plasma turrets. The D. Mortar's a powerful gun, but its projectiles are relatively slow moving and you should be able to avoid them by constantly strafing. The plasma shots are tougher to dodge, but do only minor damage. If you're having trouble against the Tourist, you can always try taking cover behind the surrounding buildings. Also, if you circle him quicker than he can rotate, you can attack him from his rear, his top, or his bottom where his weapons have difficulty aiming. ======================================================================= BIONT SCRAP: Overview: This is your first fight against multiple opponents, as you fight a few Biont scouts in the midst of a field of Biont debris. The Bionts are easy opponents, and unlike the first mission you won't have to worry too much about protecting allied targets. Tips: - The Bionts are surprisingly easy opponents. They've got low health, they don't move around all that much, don't shoot very fast, and their green plasma shots don't do much damage to you either. The only disadvantage you have while fighting Bionts is that their thin wedge shape (suspiciously similar to the Millenium Falcon's) makes them difficult to hit when you're facing them head-on, and even this is counteracted by their slow speed. - Like many future missions, this mission doesn't end automatically. Instead a Mission Accomplished message will appear on your HUD. When this happens, press ESC and select Activate Dipol to end the mission. You can stick around and kill more enemies, but you won't be rewarded for doing so. Walkthrough: Mission Objective: Escort the Catapillar through the debris field Harper and Bonham will circle around overhead, while Sally orders you to escort the Catapillar through the debris field. Follow the Catapillar, and Sally will soon warn you that one of the Biont scrap parts is starting to come alive. The Biont scout that begins to emerge from the debris field will take a few seconds to power up, but will begin attacking the Catapillar once it does. As in Asylum, the Biont is slow moving and severely weakened, so destroying it shouldn't be too difficult. Further along the Catapillar's route you'll encounter another Biont scout, followed by a pair of Bionts after that, but they shouldn't be a problem. To make things even easier Sally or your wingmates will warn you each time before the Bionts attack. Mission Objective: Protect the Catapillars from the attacking Bionts Once the Catapillar reaches its destination, a cutscene will play showing a group of Catapillars under attack from three Biont scouts. Your wingmates will enter the fray and should make quick work of the badly weakened Bionts, but you can chip in if you want to. After the fight is over you'll be given the opportunity to stick around and search the debris field for more Bionts, but you don't have to. Just hit ESC as soon as the Mission Accomplished message appears and activate your dipol to finish the mission. ======================================================================= ELF-TERROR: Overview: Your first mission against normal human enemies pits you against pro- environmental, anti-ELF activists. The Tornado Zone scouts you fight in this mission have full shield energy and systems,unlike the Bionts, but use weaker weapons and are still pretty slow. Overall, another easy and relaxing mission, especially with the help from your two wingmates. Tips: - If you took the optional missions and haven't blown your dough on torpedos, you should have enough credits to purchase a better ship and bigger guns by now. I recommend buying an Avenger scout and equipping it with a Vendetta II gun. The Vendetta's superior rate of fire should make the Tornado Zone scouts you face in this mission much easier. - Don't be afraid of getting into a war of attrition with an enemy TZ scout. In fact, the easiest way to dispose of them is to face them head-to-head and exchange gunfire. Provided you're got a Vendetta 2 gun and a better ship than the Toiler, you should be able to destroy them without taking much damage in return (especially if you aim for their glowing red cockpit). This tactic works great against Zoner and even Crawler scouts, but isn't much use against the fast moving Federation scouts or Schax. It's also suicide to try it against bombers, frigates, or fully functional Bionts. - To stop an enemy from attacking something you're supposed to protect, shoot them a couple of times and they'll go after you instead. Be sure to actually hit them with your shots for this to work. You'll have to use this technique many, many times throughout the game. Walkthrough: Mission Objective: Pursue the Eco-terrorists As the mission begins, a pair of Tornado Zone scouts piloted by hostile environmental activists will stop attacking the ELF-Knot and fleet from you and your wings. The TZ scouts are weakest enemies you'll face in the game, and shouldn't be a problem for you to defeat. Chase them down and destroy them to trigger the next objective. Mission Objective: Protect the ELF-Station Proceed to the new nav point, and destroy all the Tornado Zone scouts around the ELF-Station. Although you're supposed to protect the station, it has a large amount of shield energy and thus the TZ scouts shouldn't be able to destroy it with their Vendetta guns. Your two wingmates are a big help against the scouts, and in fact you can let them do most of the work. Once all enemy scouts are gone, Sally will inform you the ELF-Knot is once again under attack. Mission Objective: Protect the ELF-Knot Follow the new nav point back to the ELF-Knot, and destroy the few TZ scouts there. The Knot has less shield energy than the station itself, but is still difficult for the enemy ships to destroy. Win the mission by destroying all the enemy scouts. ======================================================================= JUMPSHIP ACCIDENT: Overview: This optional battle against Tornado Zone scouts is somewhat more hectic than the previous one, due to the fact you'll be facing considerably more enemies and that you also have to protect a vulnerable ship that can actually get destroyed. You also only have one wingmate to help you. Tips: Walkthrough: Mission Objective: Prevent pirates from escaping with cargo Pirates driving Tornado Zone scouts will emerge from the Jumpship wreckage carrying either passenger capsules or cargo crates. El Topo and Picollini want you to protect the passengers, while Entrox wants you to rescue the cargo. Don't concern yourself too much, it really doesn't matter what you do. Just camp near the hole in the jumpship and blow up the pirates that emerge until a cutscene plays giving you your next mission objective. Mission Objective: Protect the transport while it evacuates the passengers A transport will dock with the Jumpship to rescue passengers, and will immedietely come under fire from several pirates that warp into the area. To prevent the pirates from destroying the transport and causing you to fail the mission, shoot each of them a couple of times so that they stop shooting the transport and instead go after you. Be sure the transport isn't being fired upon before you start destroying your attackers. New raider ships will gradually warp into the area, but you should be able to destroy them quicker than they show up. After enough time passes a cutscene will play showing the transport undocking from the jumpship and preparing to dipol out of the area. Several more enemy scouts will appear and open fire on the transport as soon as this occurs. Repeat the tactics you used against the first wave of raiders. You win the mission if the transport survives long enough to warp out. ======================================================================= MAGMA: Overview: This is the last mission of the first chapter, and your final battle against the Bionts (at least until near the end of the game). As before the Biont scouts are scrap with damaged systems and barely any shield energy, but this mission ups the odds a notch by pitting you in a "boss" fight against a tougher opponent... the mighty Biont bomber. Don't worry, though, just like the Biont scouts the bomber is considerably less difficult than you might remember from Archimedean Dynasty. Tips: - The Bionts aren't any stronger in this mission, but since you'll be facing several of them at once it's a good idea to avoid getting swarmed. Don't be afraid to hide behind Lisa and let her do all the work if you start taking lots of damage. Walkthrough: Mission Objective: Follow and defeat the Bionts scouts Go ahead and follow the nav point. You should quickly run into a few biont scouts, but oddly enough they ignore you and start traveling further into the magma field. Go ahead and blow them up now while they're oblivious to your presence. When you reach the nav point Bonham will recognize the wreckage as the remains of a Biont battleship (cue ominous music). The Biont scouts will now start attacking you, and several more Bionts will emerge from the wreckage to assist them. With Lisa's help, however, you should be able to destroy them all without suffering too much damage. After you've destroyed all the scouts, Sally will inform you that she detects the presence of a larger Biontic signature... a Biont bomber. Sure enough, one warps right in and opens fire on you. Mission Objective: Defeat the Biont bomber If you played Archimedean Dynasty and made it through to the finale, you'll probably remember the Biont bomber was the meanest mother in the valley, wielding devestating rapid fire weapons and capable of withstanding enormous amounts of damage. Five years later and Human weapons technology has made leaps and bounds ahead while the Bionts have stagnated as barely functional pieces of junk floating in scrapyards. The Biont Bomber is still a strong opponent, but nowhere near the behemoths they were five years ago. The Bomber's surprisingly average armament consists of three Plasma I turrets, one on the tip of each of the three metal tentacles that stick out of the vessel's front. The Bomber cannot fire from its sides or back, and it is from there you should attack it. The Bomber only has half of its shields active, but it can still absorb a decent amount of damage. it's also accompanied by a couple of Biont scouts, but you can let Lisa deal with them while you focus on the Bomber. You win the mission as soon as the Bomber is destroyed, but a whole bunch of Bionts will also start warping into the area at the same time. You COULD stick around and see if you're man enough to take down three bombers and more than a dozen scouts, but there's really no point in doing so. Just activate your dipol and get out of there. ********************************* *Chapter 2 (EnTrOx Corporation):* ********************************* ======================================================================= SABOTAGE OF TURBINES: Overview: Despite what the briefing tells you, this optional mission is actually really short. There are only three enemy ships, and all you have to do is destroy one of them. Of course, two of the enemy ships are big ones (a transport and a bomber), so it's a good idea to upgrade before going into the mission. Tips: Walkthrough: Mission Objective: Track down the power stealing Old Entropol ships Just follow the nav points through the turbine field. After reaching the fourth nav point you should come into contact with the enemy Transport. Mission Objective: Destroy the Old Entropol Transport Kande The Kande is armed with Vendetta turrets and protected by both an Entropol scout and a bomber piloted by Chrissi. Ignore the escorting ships and get behind the transport where its turrets can't reach. Just blast the transport from behind until it explodes, while moving back and forth to avoid the attacks from the other enemy ships. Once the transport's destroyed, your mission ends in success. If the mission doesn't end even after the Kande is destroyed, kill the remaining enemy ships. Eventually, you'll win. ======================================================================= CODE BOOKS: Overview: This is probably the first truely challenging mission you'll face. It's long, divided into several parts, and since you aren't yet able to recharge your shields during a mission you'll have to take pains to avoid getting damaged if you want to last til the very end. The good news is that you don't actually have to destroy any of your enemies, in fact towards the end where all the heavy fighting is your best survival strategy is to run away from anything that's shooting at you. Tips: - Buy a silator for this mission if you haven't got one already. This attachment mutes your engines and thus makes the "stealth" part of the mission much easier. - I found the Vendetta gattling preferable to the Plasma I gun due to its faster projectiles and rapid rate of fire, even though each individual projectile didn't do as much damage as a Plasma shot. You may feel differently, however. - The Hitman grenade launcher is a good weapon for use against Entropol scouts, as it doesn't use ammo and only takes 3 shots to bring one down. The weapon's slow rate of fire makes it impratical when you're facing multiple enemies, however. Walkthrough: Mission Objective: Disable Gotham's communications You'll start out near the data broadcaster and its surrounding buildings, containing many turrets including a nasty missile launcher. If you want to save your shields for later, go ahead and hide outside of the turrets' line of fire and let your wingmates take care of them for you. When the shooting finally stops come out and blow up the six communication dishes on top of the two broadcaster building to trigger a cutscene giving you your next objective. Mission Objective: Disable Gotham's entryway defenses The idea is to shut off your engines and let the canyon's strong current take you undetected past the turrets. However if you've got a silator (and you really should, at least for this mission), you don't need to shut your engines off while drifting in the stream through the canyon. Just don't thrust for more than a second or so to avoid being detected by the turrets. This is super useful since you can tap the strafing keys to nudge you ship around the mines (you'll need all your health for the next part of the mission). Once you reach the generator, blow up all three relays to shut down Entropol's defense system (strafe like crazy since the turrets will see you as soon as you start shooting). A cutscene will automatically take you past the turret defense and inside Gotham. Mission Objective: Escort DeGrange to the Statue of Liberty Apparently you only shut down the outer turrets, since the ones around Gotham City and the Statue seem to be working just fine. Pico and Harper will leave for another part of the battlefield, leaving you alone with DeGrange. Follow DeGrange and shoot all the turrets along the way a couple of times to get them to target you instead of her (you fail if she dies). You don't need to destroy the turrets, just get their attention with a couple of shots (You'll probably want to destroy the annoying missile launcher turret halfway through, however). Once she reaches the Statue DeGrange and her ship will go inside, leaving you to hold out against Van Der Waal's Entropol forces. Mission Objective: Hold position until DeGrange returns Once DeGrange disappears into the Statue of Liberty, it's just you against the Entropol scouts and turrets. Your only goal is to stay alive here. At first you'll only have to deal with two scouts and the two turrets at the base of the statue, but after a minute or so an Entropol Bomber accompanied by several more scouts will swim into your area and start attacking. Destroy whatever enemies you can, but if you start running low on shields just run away from your enemies using the buildings as cover until DeGrange is ready to leave with the code books. Eventually a cutscene will play of DeGrange leaving the Statue and dipoling out of the area, while Kristina Lloyd will warp in with her Cape Fear transport/frigate and several more Entropol scouts. This enemy force is far too large for you to face by yourself, so you should activate your dipol to end the mission as soon as the game lets you. ======================================================================= KRUGER'S FREIGHTER: Overview: A cakewalk of an optional mission that takes place in a single, small area and pits you against several weak Tornado Zone scouts. True, you have to protect a group of vulnerable targets, but the amount of enemies isn't so large that your clients are ever in any real danger. You even get a wingmate to help you out. Tips: - Once again I recommend the Vendetta gattling over the Plasma I gun, but your milage may vary. Walkthrough: Mission Objective: Protect the Catapillars and the Transport from raiders After some radio chatter, several Tornado Zone scouts will warp into the area and start attacking the Catapillars. With the help of your wingmate destroying the scouts should be a breeze, but be sure to keep your eyes out for Zoners attacking the Catapillars or the frigate. The Zoners' Vendetta guns shouldn't pose much of a threat to the ship and trucks you're protecting, but you should make sure they don't take too much damage anyway. ======================================================================= METHANE HYDRATE: Overview: This mission pits you in a series of battles against tough ships, including a bomber, a transport, and Lloyd's modified scout. However with the help of all four of your wingmates, this mission should be fairly easy. There is an instant fail condition, but you'd have to be asleep at the keyboard for it to occur. Tips: - By now you should be able to afford the best ship and equipment available to you, assuming you've taken all the optional missions. Walkthrough: Mission Objective: Destroy the Entropol scouts You'll face several Entropol scouts, but will receive alot of help from your four wingmen. Destroy them all to trigger a cutscene and the next mission objective. Mission Objective: Stop the bomber from blowing up the Methane Hydrate The Entropol bomber's covered with deadly turrets, but its underbelly is relatively unprotected, with only a single turret that has difficulty swiveling downward. Stay below the bomber on its tail end and shoot upwards at it. The bomber is easier than it normally would be since its focused on reaching its objective and will not attempt to dodge your fire or rotate to attack you with its forward mounted Doom Mortar. Ignore the two scouts escorting the bomber, your wingmates should take care of them just fine. There is a time limit here, but it's quite generous and you should generally be able to blow the bomber before it reaches the Methane Hydrate plant. After the bomber is destroyed Lloyd will attempt to destroy another Methane Hydrate field using her own Cape Fear transport/frigate. Mission Objective: Stop the Cape Fear from blowing up the Methane Hydrate Follow the nav points until the Cape Fear and its protective convoy of five Entropol scouts comes into view. Your wingmen should distract the scouts for you, so ignore them and fly right up to the Cape Fear's unprotected rear and blast away with your weapon of choice while strafing back and forth to avoid any shots from the scouts. After the Cape Fear blows, Lloyd's personal modified Entropol scout will emerge from the wreckage to battle you. Mission Objective: Defeat Kristina Lloyd Lloyd's scout can be easily spotted by its black hull and glowing red viewport. Lloyd's the fastest, most manueverable opponent you've faced yet, and she fires her plasma shots quickly and with incredible accuracy. However this fight shouldn't be too hard as you only need to drop her shield energy a little. After losing a couple of bars of shield energy, Lloyd will radio a parting insult to you before dipoling out of the area, ending the mission. ======================================================================= GULF STREAM: Overview: This is the final level of the EnTrOx chapter, and quite fittingly throws quite a lot of stuff at you. Not only will you have to take out 3 bombers while protecting vulnerable structures without any wingmate backup, but at the very end you'll be thrust into a very tough dogfight/boss battle against Kristina "Jigsaw Face" Lloyd. Tips: - If you're willing to spend the money, Big Bang torpedos can be pretty helpful here against the heavier enemies. You really should bring at least one to destroy Lloyd with, as she's an incredibly tough enemy. Walkthrough: Mission Objective: Destroy the Entropol scouts By now blowing up Entropol scouts should be a cakewalk, especially with Harper's help, so unless you're completely incompetant you should be able to destroy the three Entropol scouts before they blow up the turbine. Mission Objective: Destroy the 3 Entropol bombers before they blow up 3 turbines Ignore the Old Entropol scouts, Sergei Chang's New Entropol police scouts will attack some of them, and you should be able to outmanuever the rest. Follow Sally's nav arrows to find the bombers. As in the previous mission, the Entropol bombers are most vulnerable from below. However in this mission you're dealing with a fairly unforgiving time limit, as the bombers need to be destroyed before they can blow up more than two turbines. If you use your regular weapons you'll probably manage the task within the time limit, but barely (losing one or two turbines in the process). If you're willing to spare the cash, you can use big bangs to take out the bombers really quick. If you use a big bang on each of the first two bombers you can actually destroy them before they can blow up a single turbine. Also, bombers will stop attacking the turbines and start attacking you as soon as you start shooting them, so you can distract the third bomber while wittling away at its shields with conventional guns. Once you destroy the last bomber, Lloyd with warp in driving her modified Entropol scout for the big boss fight. Mission Objective: Defeat Kristina Lloyd once and for all Lloyd is, to put it simply, really really hard. She's fast, incredibly manueverable, shoots rapidly, has great aim, and also has a ton of shield energy. If you've tried dueling in the Instant Fight, you have a pretty good idea of how tough and disorienting a one-on-one dogfight can be in this game, with the opponent zooming around in every direction. To make matters worse, you can't repair your shields this early on in the game, so you won't be able to recharge your shields if you really take a pounding. Lloyd moves too fast for you to lead your shots if you use the slow moving Plasma Gun or Hitman, so the Vendetta Gattling is probably the best weapon for this fight since it hits almost instantly. It's also a good idea to fight Lloyd at medium to long range since she'll zip around a lot less than if you get close to her. Even so, you'll have to be an incredible dogfighter to defeat her. For those of you who aren't flight-sim aces or who are playing with a mouse instead of a joystick, there is an easier way to beat Lloyd. Just drive right up to her and blast her with a big bang when she charges at you and the two of you crash face-to-face. It's a cheap tactic, but then again she's a cheap opponent. If you don't have a big bang or miss with the one you do have, another way to defeat Lloyd is to lure her into one of the spinning turbine blades. The side which doesn't spit out air bubbles has a suction effect, and sometimes Lloyd will be caught in it if you keep the turbine between you and her as long as she's on the suction end. After Lloyd is dead you can breath a sign of relief. This will be the last dogfight-style "boss" battle you'll ever have to face, unless of course you play the Instant Fight and go up against Freeman, the fightclub, or the Unknown Crawler. *************************** *Chapter 3 (Tornado Zone):* *************************** ======================================================================= SEISMOBOMB: Overview: The hardest part of this optional mission is finding the Seismobomb (it's inside the city, don't waste hours searching the oceanbed for it). After that, you'll have a fairly simple fight against three enemy scouts (you do have to protect a couple of transports, but you won't fail instantly if one of them is destroyed, and the enemies will usually forget about attacking the transports as soon as you start shooting them). Tips: Walkthrough: Mission Objective: Locate the Seismobomb The Seismobomb you're looking for is a treasure-chest shaped object inside the city, within a reddish area behind a silo with a large spinning fan on top. You'll have to actually fly your craft between the buildings to find it. Once you reach the Seismobomb, Sally will take care of it from there in a cutscene, after which you'll be sent to deal with the bomb makers themselves. Mission Objective: Defeat the Terror Tourists The three terror tourists are driving Federation scouts, and unlike the drunken architectural student from before they'll actually use the full abilities of their crafts. The Federation scouts are the most annoyingly quick and manueverable ships you've faced yet, and like the Bionts their thin wedge-shape makes them difficult to hit. To top it off you're also supposed to protect the transports they're attacking. First of all, shoot each of the terror tourists a couple of times to get them to attack you rather than the transports, then proceed to shoot it out with them as best as you can. Their leader Druid is equipped with a plasma gun, while the other two sport Vendetta guns. Because the Federation scouts move quickly and rarely stay still, this fight can take a while as your enemies can be difficult to hit. After taking enough damage each ship will warp out of the area. Although King says he'll give you a bonus for ever enemy you kill, whether or not the enemy ships escape or are destroyed actually has no effect on your payment after the mission, so don't worry to much about it. ======================================================================= SANTIAGO: Overview: This mission ties-in with the original Archimedean Dynasty, in which you defeated Boris Santiago, the previous Warlord of the Tornado Zone. The last of Santiago's followers are holed up in a cluster of habitats in the Tornado Zone canyons, and the new Warlord Iwan King wants your help in flushing them out. This level is divided into two parts: the first being an easy battle against defense turrets, the second being a less easy but still not all that difficult shootout where you need to protect an allied transport from many hostile TZ scouts for several minutes. Battling Santiago's forces is much easier than the initial fight against Van Der Waal's Entropol in Code Books, so if you managed to complete that mission you shouldn't have any trouble with this one. Tips: Walkthrough: Mission Objective: Disable the Turret defenses around Santiago's habitat area The stronghold of Santiago's followers consists of several habitat buildings, each one protected by a pair of turret guns powered by a blue, box-shaped power-relay. Destroying the turrets one by one is impractical, instead you should seek out and destroy the relays thus shutting down the two turrets connected to that relay. While you and your wingmates are engaging the turrets, a couple of hostile Tornado Zone scouts will be floating through the area, but they won't engage you directly unless you approach them. As soon as all the turrets have been destroyed or disabled, Sally will inform you that Iwan King is sending a transport into the area to round up Santiago's supporters from the habitats. Mission Objective: Protect the transport from Santiago's scouts As soon as the transport enters the area, several Tornado Zone scouts piloted by Santiago's men will emerge and start shooting at the transport. They're armed only with weak Vendetta guns, but the transport starts out at only 50% shield energy and thus it is quite possible for it to be destroyed. To prevent this, you need to find all the hostile scouts and hit each of them with a few shots to get them to start chasing you. The scouts attack from long range and it can be difficult to see them through the fog of war, so you might have to look for bullet tracers hitting the transport and follow them back to their source. You'll complete the mission once the transport finally leaves the area. ======================================================================= CRAWLER: Overview: This is your first encounter with the mysterious Crawlers, the game's penultimate antagonists. Although you'll destroy a few Crawler scouts, this is mostly a plot-exposition mission where you'll meet the big bad guys and almost get obliterated by them, making you more eager for your inevitable revenge at the end of the game when you're much more powerful and ready to kick their asses (console RPGs love to do this by having the big baddy squash you early in the game so you'll look forward to squashing him later on). Tips: - Despite the fact they're the game's main enemies, the Crawlers really aren't that tough. Crawler scouts are slower and much less annoying than Federation scouts, and are actually almost as easy to hit as TZ scouts or Entropol scouts. They don't even have all that impressive weapons, sticking mostly to Plasma 2 guns and the occasional Vendetta gattling. Although Crawler scouts have a little more shield energy than most other scout types, they don't have nearly as much as fully powered Bionts (who you will meet later on). Walkthrough: Mission Objective: Search for the Crawler presence Follow the nav points as they come up while listening to the spooked radio chatter from your wingmates. When you reach the final nav point and DeGrange tells you your wings have regrouped and are waiting for you, search the area near the nav point for Crawler catapillars. Blow up a couple of them and your should provoke a couple of Crawler scouts to pop out of the ocean floor and attack. Destroy the scouts to trigger a cutscene. Mission Objective: Flee from the Crawler fleet After the cutscene you'll be thrust into the middle of the Crawler fleet, consisting of a frigate, a couple of bombers, and a whole bunch of scouts. There's no way you'll be able to take on such a large enemy force with your current armaments, so just dodge around and try to stay alive until King and Velasquez give the order to retreat. Use turbo to speed to safety, following the nav points through the canyon as they come up. Ignore any Crawler tanks along the way that might shoot at you, and focus on getting to the last nav point at the end of the canyon. Mission Objective: Hold out until the Crawlers retreat Your wingmates are waiting for you at the last nav point, along with a handful of Crawler scouts. Help your wings destroy the scouts and you'll receive a radio transmission saying the Crawlers are retreating, thus ending the mission. ======================================================================= BRAINFIRE: Overview: This is your first encounter with the Federation's top secret Brainfire research station around which the game's main plot revolves. The mission is divided into two parts, in which you and your wingmates defend Brainfire from both the Crawlers and your old nemesis Creole's Tornado Zoner forces. Both enemy forces come in managable numbers, and neither of them is a credible threat to Brainfire, so this mission should be a cakewalk. Tips: Walkthrough: Mission Objective: Defend Brainfire from the Crawlers Brainfire has a huge amount of shields, so you really don't need to worry too much about it being destroyed. Just take your time blowing up the Crawler ships and concentrate on keeping your own ass alive. The Crawler bomber might give you trouble since it's armed with a railgun- like Sizzler that can knock out large chunks of your shields, so try to blow it up first (circle strafing usually works well). Ignore Sally's complaints about Sool's Federation scouts retreating from the battle for repairs, your wingmen are all the backup you need for this fight. If you shields start to drop in the red, go ahead and flee from the battle to regenerate. Brainfire and your wingmates will do fine without you. Mission Objective: Stop Creole from attacking Brainfire As soon as all the Crawlers are dead, Sool's men will return just in time to see the end of the battle. The mission's not over yet, though. Your old enemy and troublemaker Creole will warp in with his frigate (armed with Vendetta Gattling turrets) and several Tornado Zoner scouts. Ignore the scouts and attack the frigate with whatever weapon you want. As I said before, Brainfire is tough enough so that you really don't have to worry about it being destroying (especially by the Zoner's dinky little Vendetta guns). You can either take your time attacking Creole's frigate or finish it off quickly with a big bang. In either case, Creole will retreat as soon as his shield energy drops below 50%, ending the mission. ======================================================================= THE BUOY: Overview: This is surprisingly relaxed for the end-of-chapter mission. Sure, there are a couple of "protect the weak target or instantly fail" objectives, but they're not nearly as annoying as elsewhere in the game, mostly because you won't be facing all that many enemies. Enjoy blasting the relatively easy Crawlers, because in the next chapter you'll be going up against the really tough Federation scouts. Tips: Walkthrough: Mission Objective: Protect the Techbombers from the Crawlers The mission begins with two Techbombers being attacked by a couple of Crawler scouts. As usual, shoot the enemy ships a couple of times to get them to attack you instead the ships you're trying to protect. You and your wingmates should make quick work of the two scouts, triggering the next objective. Mission Objective: Destroy the junk so the techbombers can dock Another scrap shooting mission. You've got a time limit on this one, though, as you have to destroy the scrap before the Crawlers arrive in force and destroy the Techbombers. To top it off, a couple of Crawler scouts will warp into the area and attack while you're busy trying to clean the scrap. Your wingmen should deal with the Crawlers, so just ignore them and concentrate to finding and blowing up all the scrap. Sally will inform you when this has been accomplished. Mission Objective: Battle the Crawlers until Brainfire is ready to launch the buoy As soon as the techbombers dock with Brainfire, a large number of Crawler scouts will warp into the area. Concentrate on staying alive while destroying as many enemies as possible until Sally tells you Brainfire's ready to launch the buoy. Immedietely head for the nav point as soon as it appears to begin the next part of the mission. Mission Objective: Protect the buoy while it heads for the surface As soon as the buoy launches, follow it. Creole will once again jump in with his flagship, this time attempting to shoot down the buoy. There are no Crawler or Zoner scouts in this part of the mission, you only have to worry about the frigate. Pound Creole's shields down to 50% as quickly as possible (a big bang is a great help here, although your guns works just as well) and he should be forced to warp away before doing any damage. From there the buoy should be clear, so you can just sit back and wait for your new orders. Mission Objective: Wipe out the remaining Crawlers Go back down to Brainfire and mop up the remaining Crawlers. If the mission still doesn't end even when there apparently aren't any Crawlers left, search the seabed to see if you missed one of the Crawler tanks. Sometimes they get stuck in the holes on the ocean floor. ********************************** *Chapter 4 (Atlantic Federation):* ********************************** ======================================================================= COURIER: Overview: The final optional mission that pits you against hostile Tornado Zoner scouts, who should be insignificant gnats to your mighty sub-o-death this late into the game. Even the Tornado Zone bomber that comes after you is sucky, and although you're supposed to prevent vulnerable structures from being destroyed, the enemy weapons are so ineffective that you never have to worry about this actually happening. Tips: Walkthrough: Mission Objective: Check out Zoner activity at scrapyards Listen to the radio chatter between Brewmeister and Mike, and eventually you'll be told to check out some Tornado Zoners hanging around at the scrap yard. Follow the nav point, but once you reach the scrap yard you'll find out the Tornado Zoner scouts are just non- hostile scavengers looking for useful junk. However, you'll soon receive a radio message that several hostile Zoners are attacking the habitat, so follow the new nav point back to the habitat for the big fight. Mission Objective: Protect Helinox containers from Zoner pirates The Zoner pirate force consists of several scouts led by a Tornado Zone bomber. The bomber is apparently piloted by a Star Wars fan named Darklander (get it?), but is armed with only average shields and a Vendetta gattling and should be easily defeated this far into the game. The scouts are just as easy, but you do have to make sure they don't blow up any Helinox containers. ======================================================================= COUP BEGINS: Overview: The first plot-related mission of the chapter pits you against Federation forces from Admiral Cox's fleet who are rebelling against the power-mad, neo-fascist New Line government. Dispite the face that he's got the moral high ground and is also one of your main buddies from the original Archimedean Dynasty, Cox's rebellion is causing political chaos and you'll have to shut him down for his own good. Cox and his men are good guys, attempting to disable rather than destroy you, and you should try to return the favor. Of course, when you actually play this mission you might feel less generous towards Cox's men, as they fly the super-annoying Federation scouts, an annoyance topped off by the fact that you have to defeat all enemy ships to end the mission. Throw in unusually lazy wingmates and a particularly difficult "protect-the-weak-target-or-instantly-fail" scenario, and you end up with a mission that can be really agrivating. Tips: - Since Cox's Federation rebels are still "good guys", they'll only use EMP weapons against you. EMP attacks can't kill you. Once your EMP shields reach zero, they'll start recharging and will be restored to full within a few seconds. During those few seconds you'll be unable to move or shoot, however. - Cox's Federation scouts are the most agile ships you've faced yet, so it'll be difficult to hit them properly with the slow firing EMPactor's primary fire. The EMPactor's secondary fire does less damage, but fires rapidly and thus is preferable for hitting the fast moving scouts. EMP torpedos are not recommended since the scouts are pretty good at faking them out with beacons. - If you're having trouble against Cox's Federation scouts, go ahead and blow them up with normal weapons. Feralli will chew you out at the end of the mission, but you'll still get paid the same amount of money and the outcome won't affect any of your future missions or the reactions of NPCs towards you. - Your wingmates are surprisingly ineffective during this mission. They'll disable some of the enemy scouts, but will completely ignore many of them leaving you to deal with them yourself. Walkthrough: Mission Objective: Destroy the communication dishes at the radio broadcaster You can immedietely complete the mission objective by destroying the two com dishes right off the bat, but this is a VERY bad idea as the initial enemy ships will still be around to bother you on top of the new enemy ships that warp in after the dishes are destroyed. Instead, disable the rebel bomber and scouts around the communications center before destroying the dishes. Mission Objective: Prevent the Techbomber from being disabled As soon as the dishes are destroyed, Sally will inform you that a techbomber will arrive shortly to retake the station. Several rebel scouts will arrive soon afterwards. Dogfight them as they come, but keep in mind that your main concern should be to watch out for the techbomber. While it finally arrives and docks, Sally will tell you that a pair of rebel scouts have started to attack the broadcasting station. This is a mistranslation, in reality these two scouts are attacking the techbomber, and you must prevent them from disabling it or else you'll fail the mission (this can be annoying since the techbomber doesn't last long against EMP shots). You don't need to disable the attacking scouts, just keep them occupied long enough for the techbomber to retreat from the battlefield. Sally won't tell you when this happens, but you should be able to notice when the techbomber is finally gone. Mission Objective: Disable or destroy all remaining rebel ships Once the techbomber is gone, you still need to disable all the remaining rebel scouts before you can finish the mission. Don't expect any help from your wingmates, as they will simply sit there twiddling their thumbs. Taking out all the Federation scouts may take a while, but since the enemy can't actually kill you it should only be a matter of time. ======================================================================= VASTIAN GREIGH: Overview: This small optional mission puts you in the role of bodyguard to Vastian Greigh, a grumpy and very unpleasant CEO who ends up getting attacked on the way to work by disgruntled ex-employees. Although the map is small and you only have a total of six enemies to fight, those enemies are driving Federation scouts making them really tough to take down. To top it off you also have to prevent the destruction of both |
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Another Aquanox Walkthrough :
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