Ace Combat 6 FAQ/ Walkthrough



A C E C O M B A T 6


- Fires of Liberation -

|:|_ Walkthrough by Vhayste®_

|:|_ Email: [email protected]

|:|_ Website:

|:|_ Gamertag: paul vhayste



1:24 PM 12/2/2007 -------------------- Main Faq completed


7:29 AM 12/26/2007 ------------------- Added Aircraft List

8:31 AM 12/26/2007 ------------------- Added SP Weapon List

9:04 AM 12/26/2007 ------------------- Added Aces List

9:52 AM 12/26/2007 ------------------- Added Medals List

10:56 AM 12/26/2007 ------------------ Added Achievements

11:29 AM 12/26/2007 ------------------ Added Q&A Section

11:34 AM 12/26/2007 ------------------ Complete Faq finished




CONTROLS ---------------------------------------- GSG001

HUD --------------------------------------------- GSG002

BASIC FLIGHT OPERATION -------------------------- GSG003

(Taking off, landing)

TACTICAL TRAINING ------------------------------- GSG004

(Plane Selection, Weapons System)

COMBAT MANUEVERS -------------------------------- GSG005

(Includes Defensive Manuevers)

ALLIED/ WINGMAN COMMANDS ------------------------ GSG006

ESM SUPPORT ------------------------------------- GSG007

MISCELLANEOUS ----------------------------------- GSG008


01: INVASION OF GRACEMERIA ---------------------- WLK001

02: VITOZE AERIAL DEFENSE ----------------------- WLK002

03: SIPLI FIELD --------------------------------- WLK003

04: BARTOLOMEO FORTRESS ------------------------- WLK004

05: ANEA LANDING -------------------------------- WLK005

06: SIEGE ON SILVAT ----------------------------- WLK006

07: SELUMNA PEAK -------------------------------- WLK007

08: SAN LOMA ASSAULT ---------------------------- WLK008

09: HEAVY COMMAND CRUISER ----------------------- WLK009

10: RAGNO FORTRESS ------------------------------ WLK010

11: THE MOLOCH DESERT --------------------------- WLK011

12: WEAPONS OF MASS DESTRUCTION ----------------- WLK012

13: THE LIBERATION OF GRACEMERIA ---------------- WLK013

14: GRACEMERIA PATROL --------------------------- WLK014

15: CHANDELIER ---------------------------------- WLK015

V. AIRCRAFT LIST ---------------------------------------- ALC000

F-16c “Fighting Falcon” ------------------------- ALC001

Mirage 2000-S ----------------------------------- ALC002

A-10A “Thunderbolt II”--------------------------- ALC003

Tornado GR.4 ------------------------------------ ALC004

F/A-18F “SuperHornet” --------------------------- ALC005

F-2A “Viper Zero” ------------------------------- ALC006

F-14D “SuperTomcat” ----------------------------- ALC007

SU-33 “Flanker” --------------------------------- ALC008

F-15E “Strike Eagle” ---------------------------- ALC009

Rafale M “Squall” ------------------------------- ALC010

F-117 “Nighthawk” ------------------------------- ALC011

TYPHOON ----------------------------------------- ALC012

SU-47 “Berkut” ---------------------------------- ALC013

F-22A “Raptor” ---------------------------------- ALC014

CFA-44 “Nosferatu” ------------------------------ ALC015

VI. SP WEAPON LIST -------------------------------------- SPW000

ADMM –------------------------------------------- SPW001

BDSP -------------------------------------------- SPW002

ECMP -------------------------------------------- SPW003

EML --------------------------------------------- SPW004

FAEB -------------------------------------------- SPW005

GPB --------------------------------------------- SPW006

LASM -------------------------------------------- SPW007

QAAM -------------------------------------------- SPW008

RCL --------------------------------------------- SPW009

SAAM -------------------------------------------- SPW010

SFFS -------------------------------------------- SPW011

SOD --------------------------------------------- SPW012

UGB --------------------------------------------- SPW013

XAGM -------------------------------------------- SPW014

XLAA -------------------------------------------- SPW015

XMA4 -------------------------------------------- SPW016

XMA6 -------------------------------------------- SPW017

VII. ACES LIST ------------------------------------------ ACS000

MISSION 01: #13 PEGAS --------------------------- ACS001

MISSION 02: #14 EDINOROG ------------------------ ACS002

Mission 03: #15 DRAKON -------------------------- ACS003

Mission 04: #16 KENTAVR ------------------------- ACS004

Mission 05: #17 ORYOL --------------------------- ACS005

Mission 06: #18 VEGA ---------------------------- ACS006

Mission 07: #19 DZHOKER ------------------------- ACS007

Mission 08: #20 RUSALKA ------------------------- ACS008

Mission 09: #21 FENIKS -------------------------- ACS009

Mission 10: #22 OBLAKO -------------------------- ACS010

Mission 11: #23 RYTSARY ------------------------- ACS011

Mission 12: #24 FLYUGER ------------------------- ACS012

Mission 13: #25 VALET --------------------------- ACS013

Mission 14: #26 DAMA ---------------------------- ACS014

Mission 15: #27 KOBOL --------------------------- ACS015

VIII. MEDALS LIST --------------------------------------- MDL000

SERVICE MEDALS ----------------------------------- MDL01A

BRONZE ACE --------------------------------------- MDL001

SILVER ACE --------------------------------------- MDL002

GOLD ACE ----------------------------------------- MDL003

BRONZE MARKSMAN ---------------------------------- MDL004

SILVER MARKSMAN ---------------------------------- MDL005

GOLD MARKSMAN ------------------------------------ MDL006

NEEDLE’S EYE ------------------------------------- MDL007

NIGHT OWL ---------------------------------------- MDL008

RAGING FALCON ------------------------------------ MDL009

BLAZING GRIFFIN ---------------------------------- MDL010

GUARDIAN ----------------------------------------- MDL011

QUICKSILVER -------------------------------------- MDL012

SHARPSHOOTER ------------------------------------- MDL013

LEGENDARY ACE ------------------------------------ MDL014

BRONZE STAR -------------------------------------- MDL015

SILVER STAR -------------------------------------- MDL016

GOLD STAR ---------------------------------------- MDL017

PLATINUM STAR ------------------------------------ MDL018

IX. ACHIEVEMENTS ---------------------------------------- ACHVMT

X. Q&A SECTION ------------------------------------------ Q&A000

XI. CREDITS --------------------------------------------- CRD000


| C O P Y R I G H T |


This document is copyrighted to me, Vhayste®. It is intended for

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Images shown in this document are originally produced by the author by

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unless the author said so. Unauthorized distribution of any resources

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considered violation of the copyright law.


| A U T H O R' S N O T E |


This will be my first guide for the Xbox 360 and I am glad that I was

given the chance to cover a great game. If you have read my works,

you should know that I am a fan of the Ace Combat series. I played all

the versions out except for the Playstation titles.

Any feedback from you guys is very much appreciated. If you have

corrections or suggestions tell me so; remember that I am doing this

for FREE and I am investing my time and effort to make this guide as

helpful as possible. I will try to cover everything that needs to be

covered but I can’t guarantee you that this will be perfect.

That’s all and I hope you will find this guide useful. An exclusive

PDF version of this guide is available under IGN as well. The guide

features actual screenshots of the gameplay and helpful tips.

Both versions (TXT and PDF) will be updated at the same time, though

you will just find the PDF version in IGN only. This text guide will

be posted on other gaming sites.

Link to PDF Guide = <>




NOTE: If you are an Ace Combat pilot before and already familiar with

the game basics, you may skip this tutorial.




The button configuration is generally the same as the previous

versions of the game. But there are some additions as well, including

the all new “Allied” command/orders. This will be discussed in detail

later on.

The following layout that will be covered in this section is Type A

which is the game’s default. You can change the control type from the

game options.




Press the RIGHT TRIGGER to accelerate. Press the RIGHT BUMPER to yaw


Hold RT to activate afterburners and gain a speed boost. Note that

the turning angle is wide when traveling at high speeds.




Press LEFT TRIGGER to accelerate. Press the LEFT BUMPER to yaw to the


Hold LT to activate air brakes. Air braking for too long may cause

your aircraft to stall. Air braking is necessary to make sharp turns

in maneuvers.


||Flight Control||


Hold the Left Analog button down to point the plane’s nose up and

vice versa. Hold it to the left or the right to roll the plane left

or right.

Press the left analog button to lower the landing gear during

mid-battle landings.


||Camera Control||


Use the right analog stick to control the camera angle freely.

Press it to change into different views.


||Wingman/ Allied Command||


Press the UP D-PAD (directional pad) to order your wingman to attack

the target (s) in front of you. Press the DOWN D-PAD to order your

wingman to cover you.

When the AS (Allied Support Gauge) fills up, press and hold the UP

button to request a coordinated attack against the targets in front

of you. Request a coordinated allied cover by pressing the DOWN


Press the LEFT or RIGHT D-pad to highlight enemy forces for each





Press the start button to pause the game and open the menu during the

mission. Here, you can view your main objective and the objectives

for each operation.

The start button is also used for cancelling landing and take off



||Toggle SP weapon/Missile||


Use the select button to toggle between missiles and SP weapons.


||Fire Machine Gun ||


Use the A button to fire your plane’s machine gun.


|| Fire missile/ SP weapon||


Press the B button to fire missiles or SP weapons, depending on which

one is active. Press and hold to track down the missile or SP weapon

as it hits the target.


|| Change Targets||


Press the Y Button to change targets.


||Toggle Map modes||


Press the X Button to toggle map views.




Knowing the meaning of every information showed in the screen is

vital for every pilot. The HUD displays various details about your

plane and your surroundings. It also displays all you need to know

during missions.

Here is the basic rundown of the information that you will see when


For the labeled screenshot of the hud, you can check out this link:


1. Active Target – This nifty little screen displays the actual unit/

target you are currently locked on. It is real-time, as you can

see if the target is destroyed, gunned down or even while firing.

The enemy’s health will be displayed here as well.

2. Destroyed Targets – Displays are recently destroyed targets and

their corresponding points.

3. Map – Displays all main targets, enemy units, allied units, etc.

Allied and Enemy ESM range will be shown here as well.

4. Operation – toggle in between operations to highlight all targets.

This is a good way to filter and prioritize targets since just

viewing all targets in all operations is really messy and


5. Wingman/ Allied Command – Order your wingman or allies to attack/

cover you. Note that the Allied Support (AS) gauge should be

filled first before you can request assistance from your allied

units. Fill it by successfully completing an operation and

destroying enemies. Wingman commands can be issued indefinitely.

6. AS Gauge – Call in allied support once your AS gauge reach a

certain level.

7. Radio Chatter – This where you can read all transmissions from

allied, enemy or neutral forces. AWACS (Ghost Eye) messages are

also displayed here.

8. Score – The total score you have acquired so far.

9. Speed – Your aircraft’s speed. Stalling speed for your aircraft

can be monitored here.

10. Timer – The time remaining to complete the mission/ objective

11. Altitude – Displays the altitude of the plane. An automatic

warning system will inform you if you are flying dangerously low.

12. Multi-function display:

ESM : Current ESM level. The higher level, the more effective your

missiles will be.

GUN : The remaining ammo of your machine gun

MSSL : The remaining missiles you have in stock.

[SP] : The remaining SP weapon you have in stock.

DMG : The amount of damage sustained. Your plane is destroyed when

it reaches 100%




In this section we will discuss the basic flight operations you will

need to perform during missions. That includes taking off, landing,

mid-air refueling, mid-battle take-off/landing, and carrier take-off/





As you are deployed on each mission, you will need to take off.

Commonly, you will need to take off from your home airbase. Taking

off is quite easy. Once you get the clearance to take off, accelerate

until you reach at least 150MPH then pull your plane’s nose up. Just

keep ascending until you get a message that the altitude restrictions

are cancelled. You are good to go after that.




Landing in AC6 is a bit simpler compared to its predecessors. When

you are ready to land, you will just be a mile of the runway and

already in a straight path. You just need to ease up on the airbrakes,

and approach the runway while gently pointing your plane’s nose in a

smooth angle. Don’t brake too hard or you’ll stall. Just apply enough

pressure on the left trigger as you observe your plane slowly


Once your tires hit the runway, brake hard to give the plane a sudden

stop. Landing successful.




In some missions where some operations require you to defend or take

control of an airbase, successfully clearing it will allow you to use

the airport as your resupply/repair station during the course of

battle. Landing with enemies around you is very risky and you are

very vulnerable while attempting to land. If you really need to land

for repairs and resupplying, make sure you order your allies to

provide you with cover or have them attack all enemies first.

To perform a mid-battle landing, approach the runway. Once you get

into appropriate distance, the control tower will notify you that you

are cleared the land. Lower your landing gear by clicking the Left

Analog button. You can abort the landing anytime by raising your

landing gear (click the analog button again) or just fly by the





Taking off in the heat of the battle is not that hard. Apply the same

take off procedures but make it fast. Remember that you still

vulnerable during take off so get off the ground as soon as





Carrier landing is a bit easier in AC6. Approach the flight deck

while slowly descending. Just don’t hit the brakes too hard or you’ll

stall. Once you felt your tires touch the deck, hit hard on the





Taking off from a carrier is fairly easy. Once you are cleared to

take off, hit the afterburners and the deck catapult will launch the

aircraft from 0-200 mph. Once your tires leave the runway (which

usually happens in less than a second), raise your plane’s nose and

head to the skies.




Aerial Refueling can be a bit tricky in case you drift off course.

Fortunately, there is only one instance in the game that you will

need to perform a mid-air refueling and you will start directly at

the optimum path towards the tanker.

As you start the sequence, approach the tanker slowly, throttle up

gently. Avoid touching your flight stick to avoid changing directions.

In case you have changed directions, try getting the diamond marker

aligned with your marker.

Once you reached the tanker, hold your position a bit and refueling

will initiate automatically.


| T A C T I C A L T R A I N I N G |


- GSG004 -

Now, we will run through the layout of basic combat operations. This

includes mission briefing, plane selection, weapons systems, combat

maneuvers, allied/ wingman commands, ESM support and battlefield





Some players may find this part of the game boring and may just skip

to the battle at once, only to discover they don’t know what to do

later on. It’s a cardinal sin and a part of stupidity for pilots.

These pre-mission orientations are really important. You will know

all the separate operations to be conducted simultaneously and the

allied detachments that will participate in battle. As you have known,

most missions have several operations taking place and you have the

choice to provide support to any of them. Since you are only required

to meet the quota out of the deployed operations, you can finish the

mission even if you were not able to meet the other teams.

For example, the mission has three operations and you have a quota of

two. That means that you just need to finish two out of the three

active operations for that mission.

Furthermore, the briefing’s most important use is to provide much

needed intel about the enemy forces, the terrain and the background of

the mission. You will now the type of enemies you may encounter

including your main objective, which will also help you to decide

which plane and weapons to bring.




Selecting the proper plane for the mission is self-explanatory. Each

plane has their own strengths and weaknesses, including their SP

weapon set and payload. You wouldn’t be bringing an A-10A attacker

(unless you are seeking challenge) to mission where heavy aerial

battle and dogfighting is expected.

There are three major groups of planes. Each of them is classified

according to their performance, ordinance and the types of missions

they are best suited. Choosing what plane to bring for a mission will

determine your survival when deployed.


These aircrafts are bombing specialist and ground target killers.

They excel in flying at subsonic speeds while “hugging the deck” or

flying low. They have heavy armors that make them sturdy enough to

withstand enemy fire. Their weakness however, is their stiff

maneuverability. It will be hard to avoid enemy missiles just by

evading it. Attackers are also capable of engaging enemy ships.

Normally referred to as “bombers”, they carry enough ordinances to

destroy large groups of ground units. Newer bombers are faster, more

agile and more maneuverable.


Aircrafts built for engaging enemy fighters and air targets. They are

agile, quick and deadly. They are also deployed to escort transports

and bombers, defend bases and even protect the fleet. They are

capable of turning sharply at very high speeds as well.

The weaknesses of fighters include lesser armor to make the plane

lighter but making it more vulnerable against enemy fire and their

sensitivity when attacking the ground can make the plane wobbly and



These aircrafts are the hybrid or the cross between fighters and

attackers. Their main strength lies in their all-around attributes

and capability of being deployed on any mission. They have the

strength, speed and agility of fighters and the toughness and

stability of attackers.

Multiroles are even better the weaknesses of the other two fighter

types are covered by the other.

Another minor plane type is the Jammers. They carry electronic

equipment that interferes with the enemy communications, radar and

ETS. They are playable in the game, but some planes have ECMP as

a SP weapon instead.




This section will provide you the basics of using/deploying/selecting

different weapons you have equipped in your plane. Obviously, each

plane has different sets of special weapons and their payload

determines the amount of missiles and SP weapons they can carry.

You also need to bring the SP weapon appropriate for the mission. You

wouldn’t want to bring bombs if you are expecting enemy air units in





Your missiles are your basic, multi-purpose weapons. They can hit

ground, air, and naval targets. They are faster compared to some A-A

SP weapons and have average damage. Most of the time, one to two

missiles are enough to destroy enemy targets.

You will need to lock-on a target first. You should also be within

firing range before achieving a lock-on. Once you get a lock-on, don’t

fire immediately. It doesn’t mean that your missile will hit the

target immediately.

Take note of the angle, speed and turn you and your target are

currently doing. The optimum firing range is at least within 5000 ft.

At this distance, missiles can hit their target with little chance of

evasion. (Unless the target is a really agile plane such as Strigon

Team’s SU-33s).

For higher probabilities of hitting the target, pay close attention

to your hud. Once the word SHOOT appears, release your missiles. The

hit rate of firing missiles during this time can be as high as 95%

in most but not all cases.




Machine guns can be equally destructive as missiles within its

effective range or even more at point blank. However, tracking or

targeting fast moving targets can be challenging since you also need

to control the speed and angle of your aircraft to keep the target in

sight (manual targeting). There are some tricks in properly executing

a machine gun attack and I will try to discuss it here.

The machine gun rounds are lethal up close and are sure to chew the

enemy armor away. First, you’ll need to be close enough for the

bullets to hit your target. You will know this if your targeting

reticule appears.

For targeting large, slow enemies such as transports, enemy AWACs,

tankers etc, just approach them slowly, get into firing range, align

your reticule and fire. Same thing can be applied for large ground

targets such as facilities, fortifications and enemy ships. For

faster targets like enemy fighters, you will need to anticipate the

enemy’s flight path. Refer to the diagram below:

The green circle is your reticule, the black line is the projected

flight path of the target and the red plane is the target.

Note that the reticule is way beyond the target. The truth is, in

high speed maneuvers, bullets don’t travel straight right to the


With a bit of physics and other factors, bullets tend to “swerve”

away from the direction it is fired. In this diagram, firing bullets

at this position will allow the bullets to “fly” directly to the

target. Same thing applies for vertical approaches.




SP weapons come in many shapes and sizes. Anti-air SP weapons are

normally missiles with multi-lock on capability, farther range,

enhanced tracking and greater damage. Anti-ground weapons are

composed of “dumb” (normal) bombs, precision bombs and air to ground

missiles. There is also an SP weapon that jams the enemy targeting

capability, thus reducing the effectiveness of missiles.


XMA4, XMA6 and XLAAs are all multi-targeting SP weapons which can

fire four missiles at medium and long range. Though they have

enhanced tracking, range and damage, that doesn’t mean that they

will always hit the target. Enemies can still evade them by making

sharp turns and barrel rolls. QAAMs are a bit more reliable when

tracking faster more agile targets because of its maneuverability.

For best results, approach the targets either on their 12 or 6, and

then fire after getting a lock on. Getting in closer may increase the

probability of the missiles hitting the target but may also cause the

targets to break formation and engage you instead.

Further information about individual SP weapons will be discussed in

a separate section dedicated for that topic.


For precision air to ground weapons such as GPBs, XAGMs, LASM, and

SFFS, you just need into range and release the weapons once you get a

lock-on. You will always hit the targets unless they are in some kind

of cover.

For unguided bombs such as the UGBL and FAEB, you will need to

carefully aim them before releasing or they’ll land off target.

Upon selecting an unguided bomb, a different targeting crosshair

will appear. This is where the bomb will hit. You won’t know the

blast radius until impact. Usually, UGBs have decent blast radii but

compared to the FAEB (which I consider the strongest ground weapon in

the game), the destruction and range is not even close.

Use UGBs against closely packed targets such as enemy fortifications

and bunkers.


| C O M B A T M A N E U V E R S |


- GSG005 -

Here you will learn the basic combat maneuvers. It is given that

enemies won’t just be up there waiting to be shot down. Thus, expect

a struggle for the optimal position either when targeting enemies or

evading enemy fire.




How to perform:

This is basically the easiest firing position to acquire. Just get to

your target’s six and hit your afterburners, get into firing range.

Release the missiles once you get a clean lock-on. (The word SHOOT

appears in the middle of your HUD)

Though this maneuver is simple and effective against steady targets

such as transports, you won’t be able to use this move much against

more agile and faster targets since you’ll need to keep up with them,

especially in tight dogfights.


|| AIRCUT ||


This is another tricky but effective move. You may use this often

against those pesky enemies that loves to dodge your missiles and

keeps on hanging on their tails.

How to perform:

When targeting an enemy, avoid flying too closely. Wait until he is

about it turn, then quickly turn to the direction he’ll be turning.

Immediately boost your way to that direction and you will be able to

stick close to his tail, enough for the missiles to hit him without

any chance of evading. The logic of this move is to cut through a

“shortcut” directly intercept his turn.

If you have played racing games, you should have used this move

several times already.




This is a bit risky since there’s always a chance that the enemy will

hit you as well. But the odds of destroying the target is higher,

almost perfectly if timed correctly.

How to perform:

Once you see incoming bogeys on radar, approach them from their direct

12 o’clock. Hit your afterburners to approach them faster, and once

you get a lock, fire your missiles and immediately get out of the

way. It doesn’t matter which direction, as long as you can get out of

your enemy’s line of fire.

Release it too soon and the enemy will be able to evade it. Release

it too late will either let you missiles pass through the enemy or

you’ll eat his missiles.




This is one of the basic maneuvers in reversing an enemy that is

targeting you. This move can be executed by an agile and fast plane.

You can still perform this rarely using attackers such as A-10As and

F-117s; that is if you are facing a slower plane.

How to perform:

Once the system turns red (enemy radar tracking), check out your map.

If there is bogey on your tail, hit your afterburners for a good 2-3

seconds then immediately hit the airbrakes while tilting your plane

up. This will make the plane flip over and the bogey will past by

you. Try not to hit the brakes for too long or too hard or your plane

will stall, ruining the opportunity. After flipping 90-180 degrees,

quickly hit your afterburners to recover and attack the target from


This can be done also when recovering from a dive-bomb move so that

you can start another dive-bombing run.

Barrel Rolls can be considered as defensive or counterattack moves.




When tracked by an enemy ground unit (SAM), you can use this maneuver

to either break their lock on or evade a missile already released.

This can also be used to recover from a dive-bombing maneuver to

regain altitude and get into bombing position.

How to perform:

Same rules apply with some minor changes.

Approach the intended target. Once ready, release your ordinance and

perform the maneuver. Or, when targeted and you hear the warning

system beep (which means that a missile has been released and

currently targeted at you) brake hard while tilting your plane’s nose

up. Once you have a good skyward incline, hit the after burners to

gain some elevation then turn sharply to return to your original

flight path.

Barrel Rolls can be considered as defensive or counterattack moves.




This move is essential for those ground targets that are well covered

by obstacles such as buildings, cliffs, valleys, fortifications, etc.

Normally they won’t be in your missile’s line of fire. This maneuver

will allow you to get in top of the target and get a clean shot


How to perform:

Acquire your target. Ascend to a suitable height (which will depend

on the elevation of the target, normally +2000-3000ft above your

original position) then hit the airbrakes and turn the plan noseward

to the ground. Do not accelerate while on this position!

Once you get your target, release your missiles/bombs and gently

maneuver the plane back in a 90 º angle and fly away. (Or barrel

roll up if you want to do another bombing run.)




In real life, terrain masking is used by high speed bombers

approaching their target or evading enemy interceptors. Flying close

to the ground uses “ground clutter”, which makes the plane hard to

see. It also helps a lot on evading enemy attacks since missiles

launched from above won’t hit a fast moving, lower altitude target.

Though it should be easy for attackers such as the A-10A, the F-117

and some multirole fighters, this is risky for faster, more agile

fighters. You can use this for escaping multiple pursuers, especially

if you are in need of repairs and re-arming.

How to perform:

Just lower your altitude at around below 1000-1500 depending on the

terrain you are in. Adjust your speed, depending on how your plane

behaves or how you can control it.




Banking is generally changing the direction of the plane, oftentimes

instantly. This is really essential if a missile is approaching you

head on or if an enemy target during the Arrowhead approach

(Discussed above) fires first. Banking can help you avoid getting

hit by a missile.

You can also bank for the last minute, after you release your missile

to the intended target but that requires proper timing. If timed

correctly, the missile will just fly harmless inches off you.

How to perform:

There is no setup needed here since you can just bank or turn

whenever you want. However, what’ll matter will be the mobility of

your aircraft. Some planes turn slower, others turn instantly when

you yank the flight stick.


| A L L I E D / W I N G M A N C O M M A N D S |


- GSG006 -

One new feature in the game is the ability to call in allied support,

either in the form of offensive fire support or providing covering

fire as you attack main targets. In most missions, you’ll need to

complete an operation first before your allies can assist you.

Normally, the squadron/ group from successful operation(s) will

provide assistance when you needed them.

Your wingman (Shamrock/ Garuda 2) will be always by your side on every

mission. He is a very good pilot and can help you in tough situations.




At the start of the mission, this is the default command/ formation

that your wingman will follow. In this formation, your wingman will

attack anything that is trying to shoot you, when he can.




When ordered to attack, your wingman will shift into attack position.

Your wingman will attack the target you have selected. After it is

destroyed, he will choose his own targets automatically.




This command is pretty useful when you find yourself drawing most of

the enemy fire. Once activated, your allies will attack all ground,

naval or air units currently targeting/ firing at you.




Once you have your AS gauge filled up, you can order you allies to

attack any target in front of you. They will cease attacking once the

designated targets are destroyed or after a short time. Destroying

targets will also increase the AS gauge.




- GSG007 -

ESM or Electronic Support Measures is an enhancement provided by an

allied unit; which could be a jumbo jet similar to an AWACS, a radar

station or a ship. Electronic support is essential for large scale

battles since it provides enhancements to all allied units within


The most obvious effect you can observe if you are within an allied

ESM net is that your missiles have enhanced tracking (which almost

works like QAAMs if the ESM level is high) and that enemy targeting

is reduced as well, making it hard for them to get a lock on to


Enemy ESMs have the same effect to their allied units. If you are

within enemy ESM range, expect disadvantage when targeting enemy

units. ESM can be stacked if the units providing them have

overlapping ranges. So, it is possible to have a higher ESM level if

you are staying within the overlapping signals.

Speaking of overlapping signals, if in any case enemy and allied ESM

overlap each other, the effects won’t be negated but will still be

active. Same thing with jamming. Fortunately, jamming in AC6 doesn’t

disable your lock-on capabilities but your radar will be blocked

within effective range.




- GSG008 -



These can be unlocked for both Estovakian and Emmerian Units.

To unlock the Estovakian units, shoot down the Strigon team members

during the missions (the final blow should be done by you) and other

various aces that will appear on Expert and Ace difficulty levels.

Emmerian Units in the other hand, can be unlocked by getting a rank S

in various operations. You can do this on free mission as well.



These are awarded after meeting certain requirements in the game. The

requirements range from those pretty easy to meet, such as destroying

XXX number of enemies to the most mundane like, finishing the campaign

using machine guns only or without taking any damage.

More details about this rewards will be discussed later.


| W A L K T H R O U G H |


Mission 01 [WLK001]


-Through the heart of the nation-

Time Limit : 30:00:00 Area: Gracemeria

Quota: None

OP Leader : None

Mission Type: Anti Air

Main Objective : Destroy all enemy targets (TGT)

Starting Points: Aerial Defense

You will need to select your plane before starting the mission.

Since you still don’t have any other planes or SP weapons, select the

default load out and proceed with the mission.

This is mainly an aerial battle so feel the controls. Try to get

familiar with your plane since you will be using this for the next

few missions. The bombers are scattered across the map, marked with

the color red. Feel free to destroy enemy fighters and choppers as

you want.

If you have noticed, the missile and SP weapon capacity of your F-16C

is really large, considering the limited number of missiles planes

from previous AC versions can carry. This is actually helpful since

missions in AC6 are rather long and the targets are numerous as


Old SP weapons make their comeback in this version of the game though

some of them are renamed or modified. The XMA4 is the XMAA for

previous versions. Another variant is the XMA6 which is basically an

XMAA that can lock-on up to 6 targets at once.

After destroying all targets, a cutscene occurs. This is where you

will encounter the only ace squadron in the game and one of their


The Nimbus cruise missiles are capable splitting into multiple

warheads that explodes in mid-air, damaging/destroying any aircraft

caught within the explosion. Several volleys of this destructive

weapon can be evaded but I suggest not winding your way through the

explosions with your current aircraft. Not to mention that a majority

of elite Strigon units are included in the mix as well.

Shortly after the perceived Emmerian victory, the turn of the battle

leaves you with a handful of survivors. You are then ordered to fly

west past the return line.

Enemy fighters will be chasing you so use Terrain Masking (see

Tactical Training section above) or flying low to avoid being

targeted. Once you cross the line, the mission in finished.


• ESM Tutorial

• Waypoint Resupply Tutorial



Mission 02 [WLK002]


-On the brink-

Time Limit : 20:00:00 Area: Brillante Heights

Quota : None

OP Leader : None

Mission Type: Anti Air

Main Objective: Destroy all enemy targets (TGT)

Starting Points: Bomber Intercept

Since you have no choice, you got to use the same setup for you and

your wingman.

This is another anti-air mission. Enemy bombers will appear with

escorts. You can take care of a few escorts before the bombers just

make sure none of them reaches the city.

Another good thing about this mission is the ESM radar towers. They

are scattered across the map and it is possible to utilize their

“overlapping effect” by engaging enemies in the coverage areas of the

radar towers.

On the sidenote, the airfield here can be used for frontline

resupplying if you need it. Consider this as your practice since the

skies here are not that hostile.

Once every bomber has been intercepted, the mission completes.


• Operation Tutorial

• Base Resupply



Mission 03 [WLK003]


-Fortunes of War-

Time Limit : 30:00:00 Area: Sipli Fields

Quota : 2/3

OP Leader : A: Warlock B: Quox C: Steel Gunners

Mission Type : Anti-Ground Anti-Ground Anti-Ground

Main Objective: Eliminate all Estovakian ground forces. Single out

individual missions on the HUD using the Dynamic Operation System by

pressing left and right on the directional pad

Starting Points:

1.Central Assault Unit Support (Air-to-Ground)

2. Eastern Separate Unit Support (Air-to-Ground)

3. Long Range Artillery Unit Support (Air-to-Ground)

This is the first mission in the game where you need to take part in

several operations. You only have to complete 2 operations to

accomplish the mission so choose whatever you see fit. As for the

load out, make sure you bring UGBs since the majority of targets here

are ground units. There is some air units mixed in the fray but not

that many to convince you to equip an XMA4.

For Shamrock, if you want him to help out with the bombing, equip the

UGB for him otherwise, let him use the XMA4 to cover you from aerial

threats. Forget about the Rocket Launcher since it is still the worst

SP weapon in the game.

At the start of the mission, the DOS (Dynamic Operation System) is

set to “ALL”. That means you will see all targets for all operations.

Pretty much it will make your job harder since you don’t know which

target belongs to which operation.

Toggle between mission targets by pressing left and right from your

Directional Pad. This way, you can filter out the targets for each





Objective: Assist the Central Ground force Warlock Separate


The Warlock Battalion is the main attack unit. Because of that,

expect a heavier resistance when assisting them.

The enemy target consists mainly of tanks and some annoying AA

weapons as well. You can order your wingman to spot some enemy

aircraft as you do your bombing run.

One of the highlights in the operation is when you need to prevent

the majority of enemy ground units from crossing the bridge and

reaching Warlock Battalion. Make sure to destroy them all, if not at

least a majority of them.

Once you destroy the primary targets (those marked with red TGT),

proceed to the next operation.




Objective: Assist the Quox Armored Battalion’s eastern pincers


Pretty much as the same as Warlock. Nothing else special to note,

just continue destroying all primary targets (destroying a few

secondary targets will be fine) until the mission completes.




Objective: Assist the Steel Gunners ground force western pincers


Steel Gunners have a small ESM unit so make sure to take advantage of

that. The enemy targets here include AH-64 attack helicopters so get

rid of them first. It only takes one missile to destroy each.

Steel Gunners will attempt to break through past the bridge so make

sure you destroy everything in their path. The enemy numbers in this

side of the battlefield is quite few so expect an easy win in this


Upon completing two operations, a mission update will be given. This

is the second part of the mission. Note that completing an operation

or getting a mission update automatically saves a checkpoint so you

can restart from there if you crash or shot down.

Remember also that there is always a return line for every mission so

you can go back there to have repairs, change SP weapons, and get

fresh ammo.


For the mission update, the targets will be located in the upper

portion of the map. You just need to eliminate the remaining

Estovakian units. There will be some enemy fighters here as well.

They are not that hard to shoot down so down a few to get extra

scores. You can also order your allied units to attack if you want.

Mission completes after all primary targets are destroyed.

Rewards: NONE



Mission 04 [WLK004]


-Echoes of Battle-

Time Limit : 40:00:00 Area: Mt. Marcello

Quota : 2/3

OP Leader : A: Warlock B: Quox C: Snake Pit

Mission Type : Anti-Ground Anti-Ground Anti-Air

Main Objective: Capture Bartolomeo Fortress and sweep Khesed Island

of all Estovakian forces.

Starting Points:

1.Logistics Route Assault Support (Air-to-Ground)

2. Gun Site Capture Support (Air-to-Ground)

3. Electronic Support Aircraft Defense (Air-to-air)

Same setup as before. Bring in some UGBs or if you want, you can

bring XMA4s if you plan to complete Operation C first then go back to

the return line and switch to UGBs.




Objective: Assist the Warlock Separate Battalion’s assault on the

enemy position.

Warlock will be attacking from the west. Go ahead of them and take

out any enemy fortifications along the way. The bridges have

guntrains which are really tough so multiple missile hits maybe

needed to destroy them. Use the UGBs against those tightly enclosed


Work your way until all primary targets are destroyed. The operation

will complete once you eliminate all threats posed to Warlock





Objective: Assist the Quox Armored Battalion’s assault on the enemy


Pretty much the same as Warlock’s operation. Get rid of any targets,

specially bunkers and howitzers. Continue destroying them until all

of them are completely destroyed and Quox reaches the final


You may want to consider taking out green or secondary targets since

they still pose a threat until all primary targets are taken out.




Objective: Defend the Electronic Support Plane, Snake Pit

You may want to complete this as your first operation. Snake Pit’s

ESM will be a great help for completing the other two operations and

the second part of the mission.

To start off, the primary targets here are the F/A-18 Superhornets

which are good fighters but not that exceptional that your F-16C

can’t handle. Aside from that, there will be other secondary enemy

aircraft that want some piece of the action so give it to them if you


Enemy ESM will be active around the mountain as well so make sure to

drop some bombs on them to make life a bit easier. After getting rid

of all primary enemy aircraft, the operation completes.


Once the mission update activates, the remaining enemy forces will be

concentrated in the last portion of the mountains. Also, two of the

Strigon Team members will appear as well. They will rather hard to

hit with your current plane but with patience and ESM, you may be

able to shoot them down. Otherwise, order your allied units and

wingman to attack them while you do your bombing runs.

Destroy all targets and the mission completes. Your rank and total

points will depend on how efficient you are in destroying enemy

targets and sometimes, how quickly as well.


Mirage 2000-S

A-10A Thunderbolt II



Mission 05 [WLK005]


- Music of the Tides -

Time Limit : 40:00:00 Area: Kijera Oil Fields

Quota : 2/3

OP Leader : A: Warlock B: Quox C: Marigold

Mission Type : Anti-Ground Multi Anti-Ground

Main Objective: Eliminate all threats to the allied ground force and

oversee the success of the landing operations.

Starting Points:

1. Landing Unit Support (Air-to-Ground)

2. City/Airfield Recapture (Air-to-Air/Ground)

3. Anti-Ship Assault (Air-to-Ground)

The two new planes you have unlocked are both good for ground based

attacks, which makes up at least 70% of the mission. If you plan to

assist in Operation A and C, the best plane to get is the A-10A with

FAEB. The FAEB is the most destructive bomb/ground weapon in terms of

damage and blast radius. You can take out a lot of units in a single


For anything else, settle with the more agile Mirage with LASM.




Objective: Assist the Warlock Separate Battalion’s Landing

As usual, Warlock battalion is in the frontlines, meeting up heavy

resistance. Aside from the pillboxes and enemy tank formations in the

beach, there are also some seaforts by the beach. These are basically

gun towers in the water. Destroy them first since your allies need to

get past them before reaching the beach.

You can drop your FAEBs in the middle of the enemy groups for

extensive damage. Note that the pillboxes may require a second hit to

be destroyed completely. On the other hand, the Mirage’s LASM can l

ock-on to a ground unit and it has a small blast radius, destroying/

damaging anything within range. Though designed to be a ship killer,

the LASM can also be used against ground armor and fortifications.

Just sweep the enemy ground units and some aerial targets as well.

The operation completes after all primary targets are destroyed.




Objective: Assist the Quox Armored Battalion in capturing the gulf

city; Assist in the capture of a helicopter landing area where


The primary targets in this operation are pretty much spread out so

precision weapons is a great help. Be careful since enemy units blend

in the desert background, making them hard to locate visually.

Get rid of the targets and AA defenses.

After a short while, the allied helicopter unit lead by Yellow Jacket

will appear. You need to clear a path for them to be able to capture

the airfield. Successfully capturing the airfield will allow you to

perform frontline landings when needed.




Objective: Assist the allied flagship Marigold in securing naval


This operation will pit you against the Estovakian fleet. There are

also howitzers on the platforms, though you don’t necessarily need to

destroy the platforms themselves. The LASMs can kill any ship in one

hit. In case you are using any other plane, target the ship’s main

body. Two missiles are enough to sink them, destroying its other

parts such as AA and SAM emplacements.

As you approach the shore, Tornadoes will appear and attack the fleet

from the rear. You can go back and engage them or destroy the long

range artillery on shore.

Destroy all primary targets to complete the operation.


Enemy reinforcements will appear and will be heading towards the

positions you have already conquered. It will be composed of heavy

bombers, attackers, tanks, etc. Sweep the remaining enemy forces.

Don’t hesitate to request allied support when needed. If you have

captured the airfield, use it if you need repairs, etc. Otherwise,

you’ll find the return line in the middle of the map.

After all primary targets have been destroyed, the mission completes.


Tornado GR.4



Mission 06 [WLK006]


- Angels Above -

Time Limit : 40:00:00 Area: Rawllino

Quota : 3/6

OP Leader : A: Grizzly B: Barracuda C: Dragon Busters

Mission Type : Anti-Ground Anti-Ground Anti-Ground

D: Stingray E: Gavial F: Sherpa

Multi Anti-Ground Anti-Air

Main Objective: Rescue allied forces trapped within the city.

Starting Points:

1.Isolated Unit Support (Air-to-Ground)

Tank Battalion Assault (Air-to-Ground)

2. Long Range Artillery Unit Assault (Air-to-Ground)

Airfield Defense (Air-to-Air/Ground)

3. Armored Train Assault (Air-to-Ground)

Substation Defense (Air-to-Air)

This is mainly a ground battle so bringing in the A-10A with FAEB can

quickly eliminate ground forces quicker. The Tornado GR.4 doesn’t

really have that much advantage on this mission. The Mirage is okay

but you’ll need something that has more firepower to complete each

operation as quickly as possible. XAGMs are good for precision but

with the number of targets in the battlefield, you will need something

that packs more punch.

For your wingman, equip him with AA SP weapons and plane so that he

can protect you from enemy planes. A couple of Strigon members will

engage you in this battle as well.




Objective: Rescue the Grizzly Tank Battalion cut off amidst enemy


The Grizzly battalion is located in the westernmost portion of the

defensive line. They are cut off from the main group and in danger of

being surrounded. If you want to start off with this operation,

you’ll need to take starting position #1.

You’ll need to eliminate all enemy tanks and A-10s harassing the

group. There is also a small range allied ESM in the area. Operation

completes once all primary targets are destroyed.




Objective: Rescue the Barracuda Armored Battalion from the enemy tank

battalion assault.

The second group just beside Grizzly is barracuda. Enemy tanks are

harassing them and they have radar vehicles provides ESM as well. Get

rid of the radar van if you locate it first. Otherwise, continue

eliminating the targets.

The enemies here are tightly packed so a bomb drop in the middle

should suffice on destroying them all.

As usual, destroy all primary targets to complete the operation.




Objective: Rescue Dragon Busters ground force from long-range enemy


Dragon Busters are being bombarded by long range artillery. You can

easily locate them behind the main battle tanks. Prioritize destroying

those howitzers first, then the tanks and finally, the F/A-18s. You

will also be within the “landing corridor” of a friendly airfield. I

suggest clearing all enemies first before attempting to land.

Destroy the targets as quickly as you can to reduce further damage/

loss to your allied units.




Objective: Assist the Stingray air unit in defending the airfield.

The airfield may be used for frontline resupply as long as

it remains out of enemy hands.

The enemy targets harassing the airfield would be tanks and attack

helicopters. The choppers can be taken down by one missile hit or a

few machine gun rounds. Make sure to complete this operation for the

first time since the airfield is a very valuable asset in any battle.

The operation completes once targets are eliminated.




Objective: Assist the Gavial Tank Battalion pinned down by enemy

guntrain fire

The main targets here are the Gun trains. There are a couple of them

with concentrated AA defenses. If will be nice to drop bombs at the

center, follow up with missiles and machine gun fire. The Guntrains

are really tough and they can cause havoc if left unattended,

especially to allied ground units.

After destroying the guntrains, operation completes.




Objective: Defend the Sherpa Signal Battalion and protect the


This operation is primarily an anti-air battle. If you brought the

A-10, you will have a hard time keeping up with enemy fighters. Not to

mention that Strigon team may join the fray.

You just need to get rid of enemy fighters. Since there is a strong

allied ESM in the area, you may take advantage of it.


Once you completed the required number of operations, you will

receive a mission update. All surviving enemy forces from the

unfinished operations will start falling back to their last

stronghold to the south.

The main targets will be the Estovakian facilities to the south. If

you want some additional scores, you can destroy the optional targets

first before the primary ones. You can also use the airfield if you

need supplies and repairs. Eliminate all targets and the mission



F/A-18F Super Hornet


F-14D Super Tomcat



Mission 07 [WLK007]


- Shimmering Death -

Time Limit : 45:00:00 Area: Peak of Selumna

Quota : 3/4

OP Leader : A: Warlock B: Avalanche C: Snake Pit

Mission Type : Anti-Air Anti-Air Anti-Air

D: Quox


Main Objective: Secure air superiority over the area and assist the

allied advance.

Starting Points:

1.Fighter Intercept (Air-to-Air)

2. Supersonic Bomber Intercept (Air-to-Air)

Jammer Aircraft Intercept (Air-to-Air)

3. Electronic Support Aircraft Defense (Air-to-Air)

Here you can select any of the new planes. But if you’ll base it from

the stats, you can settle with the F-14D SuperTomcat. The XLAAs are

really helpful for intercepting enemies from great distances.

At the start of the mission, you will need to undergo mid-air

refueling. It is quite easy. Just don’t stray from your current

direction and slowly approach the tanker. Don’t accelerate too hard or

you’ll miss the mark.




Objective: Defend the Warlock Separate Battalion from enemy attack


Enemy attack aircraft will be consisting of A-10s and F-15Es. Enemy

escorts will be there as well. Get rid of the primary target

aircrafts to complete the mission.

The A-10s will be coming in from the east so you can just encircle

them for easy kills using your SP weapon (preferably XLAA)

Destroy all of them to complete the operation.




Objective: Assist Avalanche in sweeping enemy jamming facilities.

The jamming facilities are not exactly stationary buildings but rather

jamming aircraft. In the center of each jamming signal is a jamming

aircraft. You may need to rely on visual confirmation to locate the

jamming plane.

Fortunately, flying inside a disruption web doesn’t disable the

missile’s targeting capability; though you can’t see anything within

the affected area.

Shoot down all jammers and the skies will be clear.




Objective: Defend the Electronic Support Plane, Snake Pit

You can destroy enemy fighters at a long distance if you release your

XLAAs in time. And also, since ESM is active, you can have an easier

time to destroy all interceptors.




Objective: Defend the Quox Armored Battalion from the enemy high-sped


Fortunately, the bombers sent to Quox’s position travel alone, and

sometimes, with escorts.

Make sure you take them down before they reach Quox. Approach them

from the side then behind.

There should be enough distance to reach them first before they reach



Nimbus attacks will initiate, with the help of 12 enemy UAVs

(Unmanned Aerial Vehicles). You’ll need to destroy all the drones so

that your allies can evacuate safely.

UAVs are hard to hit by themselves. They are most vulnerable when

directing Nimbus attacks. You will now this since they slow down and

halt during the explosion. Make sure you get are within firing range

since they tend to move supernaturally fast.

Avoid also flying through a large cloud of Nimbus missiles. You can

see where the explosion is supposed to take place by looking at the

orange dots at the radar. Apparently, there is a drone in and near

the blast radius so you can easily locate them there as well. The

explosion can take out several units within the blast radius. And can

cause considerable damage if you are caught in the midst of the

explosion. Just fly through the explosions and after destroying all

UAVs, the mission completes.



Mission 08 [WLK008]


- Under a Sky of Fire -

Time Limit : 40:00:00 Area: San Loma

Quota : 2/3

OP Leader : A: Warlock B: Hammerhead C: Marigold

Mission Type : Anti-Ground Multi Anti-Ground

Main Objective: Recapture San Loma

Starting Points:

1.Ground Unit Support (Air-to-Ground)

2. Bomber Defense (Air-to-Air/Ground)

3. Anti-Ship Assault (Air-to-Ground)

Again, the majority of targets here are ground based. You can use

XAGMs for this mission. These are reliable, multi-lock air-to-ground

missiles. LASMs can be used here as well. For your wingman, you can

equip him with anti-air weapons if you’ll have him cover you the whole

mission. Otherwise, equip him with anti-ground weapons if you want

him to help with the offensive.




Objective: Assist the Warlock Separate Battalion in their advance in

the city

You will face a majority of ground targets in this operation. Get rid

of any ground unit you may encounter. Enemy attack helicopters and

some aircraft may intercede as well. Continue destroying everything

as your allied ground battalion pushes forward.

If you spot some howitzers, prioritize on getting rid of them since

they can strike for great distances.

Once all targets are destroyed, mission completes.




Objective: Assist the bomber squadron Hammerhead in their advance on

the city.

You will need to clear the path of the bomber squadron. Destroy any

AA defenses shown in your HUD and take out some enemy fighters as


During the near-end of the operation, heavy hovercraft units will

appear to the east. Make sure you destroy them all before they unload

their packages.

After clearing all targets, operation completes.




Objective: Assist the allied flagship Marigold in securing naval


In this operation, you will need to sink several enemy ships. One

LASM should be enough for each ship but if you don’t have it, just

aim for the main body of the ship (not the gun emplacements) and

release two missiles.

There will be anti-ship fighters harassing the allied fleet as well.

Get rid of them and all other remaining targets to complete the



After meeting the quota, you will receive a mission update. All

remaining Estovakian units will be congesting in the port. There is

also a small airfield just ahead of the Emmerian fleet. You can

destroy enemy fighters while they are still on the runway for easy

kills. There will be Estovakian ships by the docks so destroy them as


Also, during the second operation, enemy UAVs will appear again,

guiding Nimbus cruise missiles in the airspace. You can shoot them

down if you want though you should consider assisting your allies as

a priority.


SU-33 Flanker



Mission 09 [WLK009]


- The Dead Sea -

Time Limit : 50:00:00 Area: Glava Island

Quota : NONE

OP Leader : NONE

Mission Type : Anti-Air

Main Objectives:

Destroy the Aigaion (TGT)

Destroy the Gyges (TGT)

Destroy the Kottos (TGT)

Destroy all Strigon Team aircraft

Starting Points: Heavy Command Cruiser Assault (Air-to-Air)

In this mission, it will be wise to buy the SU-33 you have unlocked

from the previous mission. This is the actual plane used by the

Strigon team so you should be able to confront them equally.

As you start the mission, continue approaching the target at your

present course. After a brief scene, you should be near the main

target itself. Six tankers will be in front of the Aigaion. If you

have XMA4 instead of QAAMs, you should be able to destroy them as you

approach the targets.

There are three main targets. The other two aerial battleships are

the ones providing ESM. You should take care of them quickly. If you

are planning to engage Strigon first, I suggest luring them away from

ESM field and engage them there.

The smaller ships can be destroyed by stripping of its defenses, then

shooting down all engines and finally destroying their cockpits.

Repeat the process to the other ships.

Don’t hesitate to order your allies to cover you if enemy fire is

disrupting you of your attack runs.

Once the ESM ships are down, concentrate your attacks to the other

two ships, the Kottos and the Gyges. Once all of them are down,

start attacking the Aigaion.

Continue destroying the Aigaion’s weapons and engines. After that, it

will start deploying Nimbus cruise missiles around it. Be careful not

to get hit by the explosion. The Aigaion’s cockpit will appear as the

target. You won’t be able to hit it from behind so you’ll need to

maneuver your plane in front of it. You can use the arrowhead

approach. Destroy it to complete the mission.


In hard mode above, after destroying the cockpit, you’ll still need

to destroy the Aigaion’s core. It is situated deep inside Aigaion’s

core. You can do it in two ways:

First, destroy the AA guns at the landing pad of Aigaion. Then,

slowly maneuver your plane INSIDE while firing your machine gun.

Missiles are good but the smoke from the launch can block your


The second way is to get in front of Aigaion, approach it with in a

slightly lower altitude and angle. Your missiles should get inside

its “mouth” to destroy the core inside. This may take several tries,

not to mention you still need to worry about the cruise missiles.


F-15E Strike Eagle

Rafale M



Mission 10 [WLK010]


- Into the Pass -

Time Limit : 40:00:00 Area: Grageo Canyon

Quota : 2/3

OP Leader : A: Warlock B: Windhover C: Yellow Jacket

Mission Type : Multi Multi Anti-Ground

Main Objective: Capture Ragno Fortress

Starting Points:

1.Central Assault Unit Support (Air-to-Air/Ground)

2. Tunnel Assault (Air-to-Ground)

3. Substation Assault (Air-to-Air/Ground)

You can buy either the F-15E or the Rafale. Both are good planes for

this mission. I choose the F-15E for its XAGMs. I prefer

fire-and-forget weapons for faster and precise attack runs. Choose

whatever ground weapon you prefer.




Objective: Assist the Warlock Separate Battalion advance on the

enemy fortress

As usual, Warlock battalion takes the hardest route and that is the

frontlines. Clear out enemy tanks, howitzers, attack helicopters etc.

Once the battalion gets halfway to the fortress, enemy Harriers will

appear. These are slow but pretty maneuverable planes so make sure

you destroy them all.




Objective: Assist the Windhover air unit in disabling enemy substations

and water transportation routes.

This operation is fairly easy since you just need to clear a few

targets along the southern canyon. Destroy enemy facilities and low

flying aircraft. Make your way past the dam and destroy the power

stations just behind the fortress.




Objective: Assist the Yellow Jacket chopper unit in destroying enemy

military tunnels.

To reach the tunnels, you’ll need to destroy the barricades first.

It should take at least once missile to clear the path. Once clear,

comes the tricky part. Fly INSIDE the tunnel. Planes with good

stability should have not problems flying at tight spaces. Make sure

to fly slowly, preferably at runway landing speed so that you won’t

miss any targets. You wouldn’t want to repeat the process again for a

single target missed.

There will be three tunnels that needed to be cleared and fortunately,

there are no hostile fire to be received while flying inside the



Once any of the two operations are completed, you will get a mission

update. Now, you’ll need to attack the fortress itself. There will be

two sets of primary targets. Start clearing the fortress in any means

possible. The return line is closer now so don’t hesitate to use it

if you need to reload or repair.

After destroying all targets, the mission will be complete.


F-117A Nighthawk



Mission 11 [WLK011]


- Hollow Victory -

Time Limit : 30:00:00 Area: Moloch Desert

Quota : 2/4

OP Leader : A: Warlock B: Quox C: Hammerhead

Mission Type : Anti-Ground Multi Multi

D: Snake Pit


Main Objective: Eliminate the enemy ground force

Starting Points:

1.Tank Battalion Support (Air-to-Ground)

2. Airfield Recapture (Air-to-Air/Ground)

3. Bomber Defense/ Command Assault (Air-to-Air/Ground)

Electronic Support Aircraft Defense (Air-to-Air)

If you plan to participate in all the air to ground attacks,

the F-117 is the best plane for this mission. But if you want to take

part in air defense, stick with either the Rafale or the F-15E. Not to

mention that you will need to face the Strigon team again before the

mission ends.




Objective: Assist the Warlock Separate Battalion in breaking through the

enemy defense line

As expected, if you are assisting Warlock, expect a lot of heavy

resistance. Aside from heavy tanks, artilleries and AA weapons, there

will be also enemy aircraft that will attack your ground units.

You’ll need to work fast for Warlock to successfully penetrate the

heavily defended line. After dropping bombs or releasing A-G SP

weapons, switch to your missiles immediately and destroy the nearest

target you can acquire. Do this to save time and maximize your attack

runs. LLAC units will appear also to outflank Warlock so locate them

and get rid of them.




Objective: Assist the Quox Armored Battalion in capturing the field


The airfield has only light defenses but they employ heavy attack a

ircraft. These planes can be considered as tank killers and can

easily decimate your allied ground unit if left alone. Destroy them

all, including the ones attempting to take off. After clearing the

airfield, you can now use it for frontline resupply.




Objective: Assist the bomber squadron Hammerhead in destroying the

enemy field command.

Enemy fighters will start engaging the defenseless bombers. There

will be escort planes but they will be shot down without your help.

After destroying the enemy flies, you’ll need to destroy some of the

ground defenses like flak guns, SAMs and AA guns. Clear the path and

protect the bombers from enemy fighters and the operation should





Objective: Defend the electronic support plane, Snake Pit

This operation is purely air-to-air engagement. Since you have ESM,

you will have advantage in this battle. Destroy some secondary targets

to ease up the pressure and get some extra scores as well. After

destroying all the primary planes, mission completes.


As Strigon appears, Ghost Eye will order all units to halt the attack

and evacuate the mission area. As part of the story though, you will

need to stay and defeat all of the Strigon members. There is no

return line here so hopefully, you still have a load of missiles and

ammo to defeat all of them. Shamrock will still be fighting with you


After destroying all of the Strigon fighters, the mission completes.





Mission 12 [WLK012]


- Boiling Point -

Time Limit : 20:00:00 Area: Fort Norton

Quota : None

OP Leader : None

Mission Type : Multi

Main Objective: Destroy the enemy before being reported.

Starting Points: WMD Suppression (Air-to-Air/Ground)

This mission requires you to fly through the canyon under 2000 ft.

Just wind your way through the canyon and approach each target slowly.

If you have the XAGMs for the F-15E, it’s a great choice here.

Otherwise you can other multiroles that you prefer. Though it may

seem like an air to ground mission at first, note that you will still

need to fight enemy fighters later on so avoid bringing in attackers.

Approach the first group of targets. Once you spot them, destroy them

all without passing over them. That will save you precious seconds

circling back for the kill. Gently activate the airbrake after firing

a missile on each target (if you start the mission equipped with an

anti-air SP weapon for the heavy dogfight later) or just blow them

away with your anti-ground SP weapon.

Continue destroying targets as you move along the canyon. Once you

reach the final group, the radar ceiling will be useless so you can

fly freely without altitude restriction. Destroy all primary targets

to complete the first half of the game.


You’ll need to head west, as indicated in your objective. Along the

way, enemy patrols will chase you and in the near western end of the

map, a whole enemy battalion will appear. You’ll need to survive for

a few minutes, either dodging the hell out of missiles or enduring

the constant missile warning beeping. You can also fight back, and

its still possible to shoot down enemy fighters with all those

missiles firing behind you.

Allied fighters will appear after surviving a few minutes of mad

flying and your AS gauge will be maxed. One allied attack or cover is

enough to turn the tide of the battle, with the enemy fighters

dropping like flies.

After the last enemy fighter falls, the mission completes.





Mission 13 [WLK013]


- Wings Triumphant -

Time Limit : 60:00:00 Area: Gracemeria

Quota : None

OP Leader : A: Steel Gunners B: Dragon Busters C: Warlock

Mission Type : Multi Anti-Ground Anti-Ground

D: Marigold E: Windhover F: Avalanche

Anti-Ground Air-to-Air Air-to-Air

Main Objective: Recapture the capital city of Gracemeria

Starting Points:

1.Airfield Recapture (Air-to-Air/Ground)

Jammer Aircraft Intercept (Air-to-Air)

2. Capitol Recapture (Air-to-Ground)

Radio Station Recapture(Air-to-Ground)

3. Anti-Ship Assault (Air-to-Ground)

Electronic Support Aircraft Intercept (Air-to-Air)

The Rafale M is a good plane for this mission, with its flexible

weapon load-out and its great agility for dogfighting. Unless you

wanted to start the Anti-Air operations, equip the LASM and complete

the ground based operations first since they are easier to clear.

Consider completing Operation A first so that you can have the

airfield for frontline landing operations when needed.




Objective: Assist the Steel Gunners ground force in recapturing

the airfield.

One of the easiest operations in the mission, you’ll just need to

clear out enemy tanks, AA defenses and attackers. New targets will

appear as the Steel Gunners move forward and your job is to keep the

map clear of red dots.

Successfully clearing this operation will give you the airstrip to

use for the entire mission. Feel free to use when needed.




Objective: Assist the Dragon Busters ground force in securing the

capitol building.

Similar to operation A, your job for this operation is to clear enemy

positions in and around the city buildings. Enemy aircraft may appear

as well so destroy them all as the Dragon Busters advance towards the


When they reach the capitol, enemy forces will suddenly appear for an

ambush. Destroy all targets, though, you’ll need a clean shot to some

of them because they are conveniently positioned between buildings.

Having good A-G weapons here such as the LASM or XAGM can dispose of

enemy forces efficiently.




Objective: Assist the Warlock Separate Battalion in securing the

radio station.

Operation C is just beside Operation B so you may trigger it while

doing the other mission or vice versa. Same thing, eliminate ground

targets, as well as any enemy aircraft that appears.

Nothing else special to note about this mission since its pretty

straightforward anyway.




Objective: Assist the allied flagship Marigold in securing naval


You will need to destroy enemy ships here. LASMs are perfect for this

operation since they can take out enemy ships with one hit.

Continue destroying the Estovakian fleet. Their flagship is the

carrier located at the bay. It will be nice to see it destroyed by

machine gun fire.

Overall, this mission is straightforward so you can finish this

rather quickly.




Objective: Assist the Windhover air unit in destroying enemy

Electronic Support Planes

This operation is basically overlapping with operation F so you may

activate both operations when you are only trying to clear one.

In any case, enemy planes maybe big but they can still evade missiles

whenever they can so you may rely on your machine gun to destroy them

without bothering to get into firing position.

One of the enemy E-767 is located high, above any aircraft’s

operational ceiling. If you try to reach it, your plane may stall.

The best bet is to harass it with AA SP weapons until it either gets

destroyed or forced to lower its altitude.




Objective: Assist the Avalanche air unit in destroying enemy

jamming facilities.

Enemy jammers on the other hand, are located on rather low altitudes

so you won’t have any trouble locating them. Just approach the center

of each ECM field and you should spot the jammers. Enemy escorts may

appear as primary targets as well.

Destroy all of them to clear the airwaves of enemy jamming and

complete the mission.

Before finishing the last operation, try using the airfield or return

line if you need re-arming or repairs. After meeting the quota, the

second part of the mission starts. A hell lot of enemy drones will

flood the map and yet you still need to destroy the enemy ace, Ilya

Pasternak and his CFA-44 Nosferatu.

To make matters worse, the Nosferatu is stealthed, abnormally agile

and fast, and provides ESM to the drones. And the drones are not

there for display. They shoot back and they are hard to take down.

Oh, I forgot to mention that the Nosferatu have very good armor so it

will take several missile hits to destroy it. Ready?


First, as much as possible, ignore the drones. Even if you try to

destroy them, they will just fly by you like crazy flies. Keep an eye

on your radar since if Pasternak tends to fly by you or attack you

with his ADMMs. As much as possible, stay with your naval fleet’s ESM

field. This will prove useful on raising your chances of hitting the

enemy ace.

Once you get a good lock-on, don’t hesitate to fire your SP weapons

and missiles consecutively. Its like releasing all SP weapons one by

one then switch to your missiles and fire them. Yet, with those

volley of trailing explosives, Pasternak can evade it with break neck

maneuvers that you wouldn’t thought possible with an aircraft.

For some odd reason, he will occasionally fly in front of you and

just basically stay there. I am not sure if this is a bug in the game

but he’s just there swallowing my missiles and machine gun fire. Very

cheap way for my first win but I can’t help but to grab the


On my second try, I was able to bring him down after some crazy

flying and attempts to track him down. Whenever he is within machine

gun range, attempt to land some hits. Machine gun rounds can eat up

his armor easily making it easier for him to be shot down with

missiles. Be flexible. You may need to utilize all your weapons in

this battle.

After destroying him, the mission is now completed.


F-22 Raptor

SU-47 Berkut



Mission 14 [WLK014]


- City Lights -

Time Limit : 60:00:00 Area: Gracemeria

Quota : None

OP Leader : None

Mission Type : Anti-Air

Main Objective: Protect the city from enemy cruise missiles.

Starting Points: Capitol Patrol (Air-to-Air)

At the start of this mission, you may buy either the F-22 or the

SU-47. Both are great planes with almost the same stats. Buy them

both if you want to. For this mission, equip the XMA6 for the Raptor

and/or SAAM/QAAM for the Berkut.

After take off, just follow the waypoints indicated on the screen.

Just enjoy the peaceful and quiet flybys while looking at the

fireworks. After the last leg of the patrol, an unknown target



The crazy Estovakians have released a cruise missile that can

separate into multiple warheads. And you’ll need to destroy them.

This job is easier by using the Raptor’s XMA6. Better yet, try to

release those SP weapons if you’re at the front or back of the

warheads so that they will hit the targets for sure.

To make matters worse, enemy fighters will join the already critical

situation. Get rid of them whenever you can, or order your allies to

attack them to blast them off your sky. Concentrate on the cruise


The good thing is that these cruise missiles tend to stick together

as groups so you can just shoot them all down once you get in range.

If you are after the Gold Marksman medal, this is the stage where you

can add up some easy machine gun kills.

There will be a total of 9 waves of cruise missiles; the last wave of

three will appear on all directions. Destroy all of them as quickly

as possible to complete the mission.





Mission 15 [WLK015]


- To all things -

Time Limit : 50:00:00 Area: Sonne Island

Quota : None

OP Leader : None

Mission Type : Anti-Air

Main Objective: Destroy the Chandelier

Starting Points: Doomsday Weapon Assault (Air-to-Air/Ground)

So this is the final mission. Bring your best plane. I suggest

bringing in some anti-ground weapons for you and leave the AA SP

weapons to your wingman. You are not the only ones included in this

mission; you will have the assistance of your trusty and very

reliable allied squadrons.

At the start of the mission, maintain your current heading and listen

to the conversation. Apparently, Melissa, the mother from the

cutscenes will contact your team. After that, the plans for the

Chandelier will be delivered, identifying the targets. There are a

lot of them, not to mention that the last members of the Strigon team

will be defending the airspace as well.


Once you get the mission update, the primary targets will be the

shieldings and the cooling units. Beware of the early missile alert

after you get the update. The bastards (Strigon) may have released

XMA4s or XLAAs at you. Just dive down a little and you should be safe

from the missiles.

Once you have the Chandelier in view, don’t be surprised to find

multiple AA defenses and enemy ships around the area. I suggest

taking out the AA defenses on your first attack run first, like

cruisers and destroyers. At this point of the game, you should

already know how to sink them with just two missiles.

Start flying to the sides of the chandelier first; fly low enough to

avoid incoming missiles. Get rid of any targets you may find

including small but nasty missile boats. Enemy fighters may trail you

but they won’t be able to shoot you down at that low altitude.

Certain enemy ships provide ESM too so it will be a good idea to

destroy them when you have the chance.

After that’s taken care off, you may now start clearing the targets.

One strategy you should do to save time is use the missiles to

destroy the AA guns and SAM defending your intended target (example:

Shielding) while firing your machine gun at the shieldings. There are

3 layers of them and missiles tend to block your site with smoke

trails so machine gun rounds are best used here. Remember to slow down

while firing.

Continue this routine until your AS gauge is slowly filled. If enemy

fire is harassing you too much that you cannot concentrate on taking

down targets, don’t hesitate to call for allied cover. Even the

Strigon team doesn’t stand a chance with your coordinated attack.

After the last primary target is destroyed, you will get yet another

cutscene and another mission update.


This time, you will need to fly into loading rails to destroy the

backup cooling unit inside. Before you even go inside, destroy those

guntowers first. They can chew your aircraft faster than toast. After

clearing the path, slowly position your plane to narrow corridor. Be

careful also since there are positioned AA guns on the ceiling of this

tunnel. Once you get the clean lock-on, fire your missiles then fly

through the opening in the ceiling.

As for your last objective, you will need to fly inside the turret

itself and destroy the core from within. Its not hard, its just that

the path gets narrower and narrower as you get deeper inside. Once

you get a lock-on, fire your missiles and STAY in your path. After

destroying the core, the game will automatically let you escape the

crumbling megaweapon in a cinematic ending.

Watch the ending and relax. You have just finished one of the most

adrenaline pumping games out there.







- ACL000 -

Before going out on a mission, bringing in the right plane makes a lot

difference. For the first time you play the game, you will need to

stick with your trusty F-16C for the first few missions. The game

features a small number of planes but all of them are capable. You

will still need to use newer planes to keep up with later missions.

If you wanted to participate in anti-air operations, bringing a plane

with high speed, air-to-air rating, mobility and good AA weapons is a

must. If the mission requires heavy bombing and anti-ground

engagements, planes with good anti-ground rating, defense and

stability is essential. You wouldn’t like to be flying in an A-10A or

F-117 when facing the whole Strigon Team or their flying fortress.

(You can still do this though, if you are looking for a challenge)

The game features 14 modern + 1 fictional aircraft. They are grouped

into three classes. Estovakian paint schemes will be unlocked after

completing the game once, and the Estovakian SP (special) paint

schemes will be available by shooting an enemy ace in Expert mode or

above. This section will include a gist of the name of the ace and

its location. For detailed instructions and map screenshots, refer to

the Assault Records section later on.




These are usually the slowest and stiff planes you will come across

with. However, their superb stability, defense and firepower make it

up for the shortcomings


|| Fighters ||


These aircraft is optimized for air-to-air combat, though some of

them can be modified for ground engagements as well. They have

excellent mobility and speed which were the deciding factor in



|| Multiroles ||


Multirole planes are capable of engaging both ground and air targets,

making them the most flexible planes for any force. They have balanced

stats and weapon load outs, which pilots can change during a mission,

whenever the situation arises.

Finishing the game using only a single plane type will unlock their

corresponding medals. More details about this will be covered in a

separate dedicated section.



|| F-16c “Fighting Falcon” || [ALC001]




MSSL: 99

XMA4: 40

UGB : 30

RCL : 20

Mobility : [][][]

Speed : [][][]

A-A : [][][]

A-G : [][][]

Stability: [][][]

Defense : [][][]

(From the perfect stat of [][][][][] {5/5})

Game Desc:

The F-16C has a powerful single engine and a blended wing

body. Its high cost-performance makes it a standard for lightweight

fighters. The smaller size of this aircraft makes it highly

maneuverable, which roll and banking capabilities that are slightly

superior to other aircraft.

Although basic, its armaments are easy to use and adaptable to both

air-to-air and air-to-ground tasks. The F-16 is a highly capable

aircraft in almost any pilot’s hands.


The F-16C is a very versatile aircraft with well balanced stats. This

is the players’ default plane for the first four missions of the game

and it is very capable on both anti-air and ground missions. This is

good than starting with the vintage F-4 compared to the other



|| Mirage 2000-S || [ALC002]




MSSL: 110

XMA4: 44

GPB : 20

LASM: 15

SFFS: 12

Mobility : [][][

Speed : [][][]

A-A : [][][]

A-G : [][][]

Stability: [][

Defense : [][][]

Game Desc:

The Mirage is a highly maneuverable multirole aircraft which is

highly maneuverable at high speeds, but requires precision

controlling because of the resulting recoil.

It is equipped with long range air-to-ground missiles enabling it to

safely destroy enemy ground targets from a distance. Highly

customizable, this aircraft can meet a variety of needs.


Although it may seem to have good mobility and speed, players will

experience stiff control when flying this plane. It has really good

anti-ground weapons loadout at the same time it has XMA4 for engaging

aerial targets.


|| A-10A “Thunderbolt II” || [ALC003]




MSSL: 200

RCL : 25

FAEB: 25

XAGM: 56

Mobility : []

Speed : []

A-A : [

A-G : [][][][][]

Stability: [][][][]

Defense : [][][][][]

Game Desc:

The A10A features a straight-wing design for additional strength at

low speeds, high mounted engines to avoid enemy ground fire, and

heavy armor plating. It is feared by enemy ground troops as the “Tank

Killer” for its ability to continue the assault despite taking

considerable damage.

It is an extremely durable and stable aircraft with superior

maneuvering capabilities. The firepower centric design includes a

nose mounted Gatling gun and high performance air-to ground missiles,

making it the perfect aircraft for close air-to-ground support.


The A-10A is the only aircraft in the game that carries the most

destructive bomb in the game, the FAEB (Fuel Air Explosive Bomb).

This is the first attacker aircraft that players’ will acquire and so

far, the most effective anti-ground aircraft. This plane can take

considerable punishment and is best used in close range support for

ground troops.


|| Tornado GR.4 || [ALC004]




MSSL: 150

BDSP: 25

LASM: 20

ECMP: 20

Mobility : [][]

Speed : [][][]

A-A : [][

A-G : [][][][][

Stability: [][][][][

Defense : [][][][][]

Game Desc:

This is the latest of the Tornado series of aircraft. The Tornado

GR.4 is a variable geometry winged aircraft with a compact fuselage

designed to avoid enemy fire. Precision flight through advanced

navigation equipment and powerful thrust for short take-off and

landing (STOL) make this a versatile attacker.

Although an attacker aircraft, the Tornado boasts both

maneuverability and acceleration of a fighter. Equipped with

dispenser munitions, it is capable of quickly suppressing ground

targets over large areas. The highly mobile attacker is well designed

for striking heavy fortified targets.


Though the game description mentions that this plane has the

“maneuverability of a fighter”, don’t count on it too much. Although

it’s the most capable attacker in engaging enemy fighters, it has

really large turn angle, making it difficult to get a clean shot in

tight dogfights. This is one of the few aircraft with jamming



|| F/A-18F “SuperHornet” || [ALC005]




MSSL: 140

SAAM: 18

SOD : 15

XAGM: 32

ECMP: 20

Mobility : [][][]

Speed : [][][]

A-A : [][][][]

A-G : [][][

Stability: [][][][

Defense : [][][]

Game Desc:

The F/A-18F achieves superb handling while maintaining nearly

flawless stability. The combined payload capacity of air-to-ground

and air-to-air SP weapons and missiles promise increased battle

performance. With the capability to quickly adjust to the conditions

of virtually any battlefield, the F/A-18F is a true multirole



With well balanced stats, great control and a wide array of SP

weapons, Superhornet pilots can adjust accordingly in any



|| F-2A “Viper Zero” || [ALC006]




MSSL: 110

LASM: 28

QAAM: 20

XMA4: 52

UGB : 40

Mobility : [][][]

Speed : [][][

A-A : [][][][

A-G : [][][][][

Stability: [][][][

Defense : [][][]

Game Desc:

Known as the “Viper Zero”, the F-2A is a variant of the F-16. It is

equipped with the latest avionic equipment, including phased-array

radar. Although designed specifically for anti-ship operations, this

powerful aircraft is also deployed in air-superiority and intercept

missions. The F-2A is known for its responsiveness and stability, so

much that the engine stall related accidents are extremely rare.

Its high-performance armaments include that of high-maneuver and

long-range missiles. While successfully fulfilling its originally

conceived role of air-to-ground and air-to-ship intercept, the F-2A

is also a formidable air-to-air multirole aircraft.


A very versatile aircraft that you can bring in for any type of

operation, the F-2A promises even greater performance in anti-ground

missions and close-air support as well.


|| F-14D “SuperTomcat” || [ALC007]




MSSL: 150

XLAA: 40

SAAM: 25

GPB : 30

Mobility : [][][]

Speed : [][][][][

A-A : [][][][][

A-G : [][][][][

Stability: [][][][

Defense : [][][]

Game Desc:

The Super Tomcat is equipped with digital fly-by-wire variable

geometry wings and powerful twin-engines. Although costly to

maintain, this carrier-based aircraft’s wide array of advanced

capabilities place it at the pinnacle of modern aircraft design.

Unparalleled top speed and acceleration coupled with high

maneuverability and stability make the F-14D an impressive aircraft.

Long-range missile armaments also allow for preemptive striking

capability on multiple enemy aircraft.

Excelling at hit-and-run assaults, this high speed intercept fighter

is perfect for aerial defense missions.


The F-14D is an excellent fighter though it can be easily

overshadowed by the newer fighters. Nevertheless, this is a very

capable anti-air plane that can be used in heavy aerial battles.


|| SU-33 “Flanker” || [ALC008]




MSSL: 160

QAAM: 25

XMA4: 56

RCL : 30

Mobility : [][][][]

Speed : [][][][][

A-A : [][][][][

A-G : [][]

Stability: [][][

Defense : [][][

Game Desc:

Known by the codename “Flanker”, the SU-33 is a carrier-based air

superiority fighter. Its bold canard wings and aerodynamic fuselage

design have realized performance never before achievable in a fighter.

Its derivative shape stands as a symbol of modern aircraft design.

Extremely maneuverable and quick to respond, the SU-33 is capable of

maintaining an advantage even in battles against superior numbers. It

is well equipped for aerial combat with high-maneuver, high

performance missiles.

The aircraft’s true potential depends solely on the pilot’s skills,

making this an aircraft for experienced pilots only.


The SU-33 is the favored aircraft of the Strigon team. It is

extremely agile and fast that it can manage tight dogfights against

several enemies.

The Flanker is also known for its flawless responsiveness, which can

be the deciding factor of shooting down an enemy or getting shot down.


|| F-15E “Strike Eagle” || [ALC009]




MSSL: 180

XMA6: 60

UGB : 60

SFFS: 30

XAGM: 64

Mobility : [][][]

Speed : [][][][][

A-A : [][][][]

A-G : [][][][]

Stability: [][][][][

Defense : [][][][]

Game Desc:

F-15E adds a variety of air-to-ground modifications to the already

excellent air superiority design of the F-15. It can be distinguished

from its predecessor by the conformal fuel tanks under the fuselage,

fitted to extend attack range without sacrificing payload.

The F-15E boasts first class speed, excellent acceleration and

durability. This aircraft can be fitted with powerful

high-performance missiles or cluster bombs for air-to-air and

air-to-ground missions. This large-bodied multirole aircraft excels

on battlefronts.


The F-15E is one of my favorite planes in the game. It is a great

multirole aircraft in terms of stats and payload. The XMA6 is the

same as the XMA4 but with two more missiles. The SFFS and the XAGM

enables pilots to perform precise anti-ground strikes.


|| Rafale M “Squall” || [ALC010]




MSSL: 160

SOD : 40

SAAM: 35

XMA6: 54

LASM: 40

Mobility : [][][][]

Speed : [][][][]

A-A : [][][][

A-G : [][][][][

Stability: [][][][]

Defense : [][][][

Game Desc:

A carrier-based aircraft known as Squall. Distinguishing

characteristics include a flowing delta wing and canard design, and

an aerodynamically conformed air intake. Its ergonomically designed

cockpit has earned it high regard among pilots. The Rafale M offers

quick response thanks to a compact turning radius and agile


Its large wing surface provides extra storage space for high-

performance missiles and dispenser munitions. This multirole aircraft

is well suited for prolonged or large scale missions.


The Rafale M has lesser payload compared to the F-15E but is

undeniably more agile than the latter. The LASM and the SOD provides

great anti-ground and ship capabilities while the SAAM and XMA6

enables the Rafale to engage several enemies at once.


|| F-117 “Nighthawk” || [ALC011]




MSSL: 130

GPB : 65

QAAM: 15

LASM: 35

Mobility : [][

Speed : [][

A-A : [][

A-G : [][][][][]

Stability: [][][][]

Defense : [][][][][

Game Desc:

The “Nighthawk” is the first fully stealth capable aircraft. Its

unique shape and special coating are designed to absorb and reduce

enemy radar. Advanced stealth characteristics allow the F-117A to

operate freely while evading enemy detection. Although its payload is

limited, bunker penetrating bombs give its formidable pinpoint

striking capabilities. A complete deviation from traditional fighter

design, the F-117A is a revolutionary attack aircraft designed solely

for stealth.


You wouldn’t notice the stealth since enemies will still be able to

see you. If you are going for the Night Owl medal, use the Tornado or

the A-10A instead. The large number of GPBs won’t help much against a

large number of ground targets.


|| TYPHOON || [ALC012]




MSSL: 230

XLAA: 48

XMA4: 66

RCL : 32

Mobility : [][][][][

Speed : [][][][][

A-A : [][][][][]

A-G : [][][][

Stability: [][][][]

Defense : [][][][

Game Desc:

The Typhoon represents the leading edge of air superiority fighter

technology. The close-coupled delta-canard configuration gives the

aircraft its distinct design. Developed by an international consortium,

the flexible design ensures that the Typhoon can be modified to answer

the fighter needs of all nations involved.

The Typhoon fuses maneuverability with precision providing the pilot

with ease of control. Long-range missiles allow it to destroy

multiple enemy aircraft while staying out of lock-on range.

Whether from a distance or in a dogfight, the Typhoon’s robust

capabilities assure its dominance in any battle.


The Typhoon is one of the best fighters you can purchase before

getting the SU-47 and the F-22. The XMA4 and the XLAA provides

excellent anti-air capabilities while its speed and mobility provides

the much needed maneuverability.


|| SU-47 “Berkut” || [ALC013]




MSSL: 270

QAAM: 40

SAAM: 40

UGB : 70

Mobility : [][][][][]

Speed : [][][][]

A-A : [][][][][]

A-G : [][][][

Stability: [][][][][

Defense : [][][][]

Game Desc:

The “Berkut” is distinguished by its three-surface-design, comprised

of forwardswept wings, canard wings and horizontal stabilizer. The

latest in avionic technologies help overcome instabilities inherent

in its complex aerodynamics, positioning the SU-47 on the cutting

edge of experimental aircraft technology. The SU-47 fighter features

superb maneuverability and stability. Equipped with high-maneuver

missiles, its superiority in a 1-on-1 aerial conflict is unrivaled.

Designed to dominate in a dogfight, it is the preeminent fighter.


The Berkut is one of the best, real-life fighters you can acquire in

the game. Its superb agility, speed and mobility enable it to stand

heavy dogfighting and intercept missions. The QAAM and the SAAM

further enhances its already formidable anti-air capability.


|| F-22A “Raptor” || [ALC014]




MSSL: 250

XMA6: 72

QAAM: 40

SOD : 55

Mobility : [][][][][]

Speed : [][][][][]

A-A : [][][][][]

A-G : [][][][

Stability: [][][][][

Defense : [][][][]

Game Desc:

The F-22 is a composite of the latest technologies, including the

ability to cruise at supersonic speeds. This ultra-powerful 5th

generation fighter is aptly titled “Air Dominance Fighter”.

Commanding powerful thrust and stealth technologies, the F-22A

represents the leading edge of aircraft technology. As well as being

dispensing munitions capable, high-performance missiles allow it to

attack from beyond the range of enemy aircraft.

Geared perfectly for aerial combat missions, the F-22A is a powerful

preemptive fighter.


The F-22 is the pinnacle of modern aircraft technology. It has stealth

and can be equipped with high-performance missiles. Its superior speed,

agility and mobility truly lives up its name “Raptor” (Bird of Prey)


|| CFA-44 “Nosferatu” || [ALC015]




MSSL: 300

ADMM: 18

EML : 24

ECMP: 36

Mobility : [][][][][]

Speed : [][][][][

A-A : [][][][][]

A-G : [][][][][]

Stability: [][][]

Defense : [][][]

Game Desc:

The “Nosferatu” is Estovakia’s next-generation carrier-based stealth

aircraft. Various onboard experimental weapon technologies include a

rail gun, ADMM missiles and a fully integrated electronic support

system. In the hands of an experienced pilot, this aircraft truly

knows no bounds.

Complete dominance over all other aircraft in speed, acceleration,

and maneuverability is hindered only by its instability. Outfitted

with the latest in experimental weaponry, it knows no match from the

land or air.

The aircraft’s true potential can only be achieved by a

technologically minded ace with the battle skills to match.


Behold the most powerful aircraft in the game. The favored aircraft by

Estovakian ace Ilya Pasternak, the Nosferatu is the stalking vampire

of the skies. The ADMM alone should suffice on any land or air targets.






- SPW000 -

SP Weapons are your special armaments. An aircraft will always come

along with one default SP weapon. To equip our aircraft with another

weapon, you’ll need to make sure to buy the SP weapon first before it

can be equipped.


|| ADMM – All Direction Multi-Purpose Missile || [SPW001]









Game Desc:

Although hindered by slight development delay, its extensive firing

range combined with the ability to simultaneously launch 12

independent warheads means the ADMM possesses the firepower to change

the tide of battle in a single shot. This ultra-compact missile

represents the latest in multiple target tracking technology.


The best SP weapons in the game. Each shot releases 12 warheads, each

capable of tracking individual targets. It comes along with 18 shots,

usually more than enough to finish the mission quickly.


|| BDSP– Bomblet Dispenser || [SPW002]









Game Desc:

This anti-personnel weapon releases numerous bomblets over the target

area. The impact area increases proportional to the speed of the

dispersion aircraft, allowing for damage over an extremely wide area.

The ability to adjust the impact area on the fly makes this weapon a

choice of skilled veterans.

The body of the BDSP is hung from the bottom of the aircraft where it

releases numerous bomblets, which must be released directly over the

target to ensure their effectiveness, thus increasing the risk of

being exposed to enemy fire.


As mentioned in the game description, flying too high or too fast

will render the bomblets ineffective since they will be dispersed

over a wide area. Since pilots need to literally fly over enemy forces

with sufficient speed and height, there is always a risk of taking

damage from ground fire.


|| ECMP – Electronic Counter Measure Pod || [SPW003]









Game Desc:

Once released, the ECMP uses powerful jamming to disrupt the targeting

capabilities of enemy missiles within its effective range. It is

especially effective in confrontations involving multiple aircraft and

anti-air defense systems.

Advancements in missile technology have all but cemented its necessity

in modern aircraft warfare.


As a defensive weapon, the ECMP is quite useful for goofing enemy

missiles. SAMs and enemy missiles’ tracking systems will be disabled.

The jamming is only active for a few seconds so after activating, the

pilot should maneuver the plane out of the enemy’s crosshair.


|| EML – Electromagnetic Launcher || [SPW004]









Game Desc:

The easy to aim unguided weapon employs long-range, ultra-high

velocity munitions. With training, this advanced weapon offers

unparalleled destructive potential. A miniaturized combat rail gun,

also referred to as an electromagnetic launcher, the EML utilizes

electromagnetism to propel munitions along a conduction rail at

extremely high velocity.

Future revisions offer much promise for the current practical battery

limitations and size.


Previous AC players will be reminded of the TLS’ targeting system

where pilots need to manually acquire and aim at the target. Since

the munitions travel at very high speeds, there is almost no chance

of escape once the EML is fired directly at the target’s path.


|| FAEB – Fuel-Air Explosive Bomb || [SPW005]










Game Desc:

The FAEB is capable of damaging multiple targets over an extremely

wide area. Its destructive power is somewhat limited, making it most

effective against concentrations of lowpriority targets.

This unguided bomb disperses highly volatile fuel over a wide area,

then ignites to create a massive explosion. The ensuing 3000 degree

inferno culminates in the destructive blast wave.


This can be considered as the best bomb in the game in terms of blast

radius and damage. It is capable of wiping out almost every ground

target in a single blast, though some hardened units and

fortifications may need a second explosion before succumbing to this

weapon’s awesome power.


|| GPB – Guided Penetration Bomb || [SPW006]









Game Desc:

Although it has a small blast radius, the GPB represents one of the

most lethal antipersonnel ordinances available. It is indispensable

against particularly heavily fortified ground targets. Known as the

“Smart Bomb”, the GPB utilizes GPS and laser guidance to home in to

its target. It is employed primarily against enemy facilities and

fortifications, first piercing their outer barrier then detonating,

destroying them from the inside.


Another name for this weapon is “Bunker Buster”, because of its

capability to burst through protective covering of enemy positions

then exploding from inside.


|| LASM – Long-range Air-to-Ship Missile || [SPW007]









Game Desc:

Nearly matching the destructive power of a free-fall bomb, the LASM’s

blast radius is capable of damaging facilities beyond the main target

area. Equipped with a powerful radar/seeker, the LASM is capable of

destroying other unapproachable targets such as ships and radar

stations, from long range.

There are several guidance systems available.


The LASM version is this game incorporates the LAGM (Long-range,

Air-to-Ground Missile) blast area attribute that is available from

the previous versions of the game. The LASM is the ultimate ship

killer, guaranteeing a kill once it hits the enemy ship.

This weapon can be used against ground targets such as tank

formations, defenses and artillery.


|| QAAM – Quick Maneuver Air-to-Air Missile || [SPW008]









Game Desc:

The most agile of all missiles, the QAAM boasts a tracking time and

guidance system far exceeding that of standard missiles. Once it has

acquired a lock-on, it will continue to track the target, even at the

firing aircraft’s six o’clock, making this the ultimate in dogfight


A helmet mounted reticule allows the QAAM to be locked on the target

outside of the aircraft’s flight trajectory.


Though the game description about this weapon is too good for the

eyes, it is not that effective as it seems. Since the QAAMs of AC4,

its one-shot, fire-and-forget capability has been limited over the

past few titles.

While it is true that QAAMs have superb tracking capability, enemy

aircrafts can still evade them with ease.


|| RCL – Rocket Launcher || [SPW009]









Game Desc:

The RCL is capable of firing a volley of unguided rockets in rapid

succession. Although some skill is necessary to master its operation,

the RCL can deliver unparalleled damage when all of its rockets hit

their mark. The operational scope of this general-purpose weapon is

limited only by the pilot’s ability.


Even if there are some “improvements” in the AC6 version of the RCL,

it is by far, one of the crappiest SP weapon in the whole series. The

unguided rockets can hit targets tightly closed together but other

than that, its like spraying fire randomly.


|| SAAM – Semi-Active Air-to-air Missile | [SPW010]









Game Desc:

Although highly accurate, the target must be kept inside the SAAM’s

steering circle once it is fired. The SAAM is guided via the aircraft’s

onboard radar, meaning it must be continuously controlled until it has

impacted with the target. However, this independent guidance system

increases maneuverability while lowering production costs.


When used properly, these missiles can be a lot accurate and deadlier

than the QAAMs. Pilots need to have good control of the plane so that

the target will be kept inside the targeting circle even while



|| SFFS – Self Forging Fragment Submunitions || [SPW011]









Game Desc:

The SFFS fragments into numerous pieces before reaching the impact

area, and is effective in situations when the need to dispense of

targets over a wide area is immediate. Its destructive power is

proportional to the height at which it is released. Advanced versions

incorporate thermal guidance and land min bomblets.


The SFFS is effective for destroying a large area littered with ground

targets. This requires practice to use the weapon effectively.


|| SOD – Stand-Off Dispenser || [SPW012]









Game Desc:

The SOD is capable of adjusting its flight path while releasing

numerous bomblets along its trajectory. Its high degree of accuracy

makes it one of the easiest, wide-blast radius type bombs to use. GPS

and other navigational equipment allow the SOD to automatically home

in on a ground target.


The SOD works typically like a BDSP but the main difference is that

the SOD can lock on a target, and deliver the bomblets along its

flight trajectory. Very effective when used against enemies on a

straight line or heavily concentrated enemy formations.


|| UGB – Unguided Bomb || [SPW013]









Game Desc:

The UGB is a fairly powerful bomb capable of damaging all targets

within its blast radius. While technologically unsophisticated, a

skilled hand can ensure its effectiveness against almost any ground

target. The simplistic and reliable design consists only of the main

body and stabilizing fins.


Although this requires manual calculation and dropping, the UGB is

still capable of destroying any enemy targets.


|| XAGM – Advanced Air-to-Ground Missile || [SPW014]









Game Desc:

The XAGM is capable of destroying up to four independent ground

targets. Its high degree of accuracy makes it an effective weapon

won’t be used against several targets with close proximity. It is used

mainly against tanks and other armored ground targets. Thermal Imaging

and Television Weapons Delivery Systems ensure its accuracy.


The XAGM is great for eliminating enemy ground units with deadly

accuracy. It is very effective against those targets taking cover

behind buildings and other obstables.


|| XLAA – Advanced Long-Range, Air-to-Air Missile || [SPW015]









Game Desc:

Able to lock-on to multiple targets, the XLAA boasts the longest

range and the greatest speed of all missile types, but at a slight

cost to targeting performance. Boasting a powerful radar system and

long-range, the XLAA is capable of preemptively striking multiple

targets from beyond the visual range.

The missile’s high price is the only prohibitive factor when

considering its use.


For a higher chance of hitting enemies, XLAAs can be deployed while

the targets are approaching towards the players.


|| XMA4 – Advanced Medium-Range, Air-to-Air Missile 4|| [SPW016]









Game Desc:

The XMA4 can be fired at up to four air targets simultaneously, as

state of the art avionics provide the special ability to track and

destroy several targets at once. Its relatively long range, and ease

of use make it a standard choice amongst air-to-air weapons .

A compact radar embedded in the warhead ensures that this “Fire and

Forget” missile will predictably guide itself to its mark.


Even if the game explicitly calls it a Fire and Forget weapon, this

is only true of the targeted planes are flying in a straight line or

gentle turn. This weapon is also effective when encountering enemy

aircraft formations ahead or from behind.


|| XMA4 – Advanced Medium-Range, Air-to-Air Missile 6|| [SPW017]









Game Desc:

The XMA6 can be fired at up to six air targets simultaneously. Its

relatively long range and ease of use make it a standard choice among

air-to-air weapons. Equipped with more advanced avionics than the XMA4,

the XMA6 is able to track and destroy a greater number of targets.

Aircraft choice is limited by the weapon’s additional weight, brought

about by the inclusion of state of the art technology and the

subsequent increase in size.


Just consider this like an XMA4 with two more additional missile

capabilities. The performance of this medium range missile is the

same as its counterpart.






- ACS000 -

This section will cover the non-Strigon aces that will appear while

playing in Expert mode. Strigon assault records can be unlocked by

simply shooting them down during the missions where they take part,

which can be done in your normal playthrough. Emmerian assault records

can be unlocked by completing all the operations where the allied

units took part. You can check the operations you are missing by

checking the Operation Medals tab in the Gallery.



++ Since the aces will appear only in Expert mode, you should be able

to unlock the CFA-44 Nosferatu. Since you have this powerful

aircraft already, it will be a waste if you won’t use it.

++ Even if you are using a superior fighter, that doesn’t mean that

you can just shoot down the aces easily, especially when using

standard missiles. They can pull some crazy maneuvers like you.

++ In expert mode, damages done to your plane can’t be repaired even

if you land in an allied airfield or when you use the return line.

The damage dealt by the enemy is increased to at least 150%

++ It will be advisable to use the Nosferatu and its ADMM when ace

hunting. Even the mighty aces can’t evade the ADMM warheads easily.

++ If you can’t find the ace, just proceed with the other missions

first. This saves you from getting frustrated.

++ Aces appear only as regular green triangles in the radar. There

are no special markers for them or any sort. So you’ll need to

approach them before you can target them on radar.

++ Assault records can also be acquired in Free Missions.


|| Mission 01: Invasion of Gracemeria || [ACS001]


Assault Record No: 13


Aircraft: F-22A

Location: PEGAS’ spawning point depends on where your aircraft is

headed. As you start your mission, rush in and destroy all

primary targets (B-52s and UH-49s) within two minutes.

A squadron of Rafale M fighters will appear directly ahead

of you where you last shot down the initial targets. Again,

destroy these aircrafts within two minutes.

Finally, the last formation of F/A- 18Fs will appear. Shoot

them down and PEGAS will appear directly ahead where you

shot down the last SuperHornet.


|| Mission 02: Vitoze Aerial Defense || [ACS002]


Assault Record No: 14


Aircraft: F-16C

Location: EDINOROG will appear as a fighter escort along with the

last waves of enemy bombers. Just approach each bomber

formation to spot him and shoot him down.


|| Mission 03: Sipli Field || [ACS003]


Assault Record No: 15


Aircraft: Tornado GR.4


After the mission update, DRAKON is within the obvious jamming field

just north of the last enemy concentration.


|| Mission 04: Bartolomeo Fortress || [ACS004]


Assault Record No: 16


Aircraft: SU-47

Location: KENTAVR will appear along with the other two Strigon members

and other aircraft as reinforcements after the mission

update. Usually, it appears ahead of you, as soon as the

second part of the mission is initialized.


|| Mission 05: Anea Landing || [ACS005]


Assault Record No: 17


Aircraft: F-15E

Location: ORYOL appears along with the enemy aircraft reinforcements

after the mission update. He will be usually accompanying

the A-10s in the Operation B area or along with the heavy

bombers of Operation C area.


|| Mission 06: Siege on Silvat || [ACS006]


Assault Record No: 18


Aircraft: Rafale M

Location: During the second part of the mission, where the remaining

enemy forces concentrate in the south of the map, you can

find VEGA flying along the enemy planes near the area.


|| Mission 07: Selumna Peak || [ACS007]


Assault Record No: 19


Aircraft: F-117A

Location: He is flying around the southwest of the jammers. You will

likely encounter him if you engaged in the Operations A and

D or on your way to B.


|| Mission 08: San Loma Assault || [ACS008]


Assault Record No: 20


Aircraft: Typhoon

Location: Appears above the city/ port after the mission update along

with other fighter reinforcements.


|| Mission 09: Heavy Command Cruiser || [ACS009]


Assault Record No: 21


Aircraft: SU-33

Location: Appears near your current position after all the engines of

Aigaion is destroyed. Don’t destroy the cockpit yet until

you shoot FENIKS down.

The Aigaion will also deploy Nimbus attacks around it and

some AA defenses if it took you a while to engage and

destroy the ace.


|| Mission 10: Ragno Fortress || [ACS010]


Assault Record No: 22


Aircraft: Mirage 2000-S

Location: Appears after the mission update, as one of the fighter

reinforcements above the fortress.


|| Mission 11: Moloch Desert || [ACS011]


Assault Record No: 23


Aircraft: A-10A

Location: He can either be flying near the enemy main base (Operation

C: Hammerhead) or near the airfield (Operation B: Quox) or

somewhere in between after the mission update.


|| Mission 12: Weapons of Mass Destruction || [ACS012]


Assault Record No: 24


Aircraft: F-2A

Location: Appears immediately from the west after the last primary

target vehicle is destroyed. Make sure to shoot him down

before going west to save your kill before the mission



|| Mission 13: The Liberation of Gracemeria || [ACS013]


Assault Record No: 25


Aircraft: F-14D

Location: He will be taking off from the Estovakian carrier inside

the port. Engage Operation D to encounter him immediately.

Otherwise, he will just be flying around the allied ships.


|| Mission 14: Gracemeria Patrol || [ACS014]


Assault Record No: 26


Aircraft: F/A-18F

Location: Appears after the mission update inside the obvious jamming

field. He is flying in high altitude.


|| Mission 15: Chandelier || [ACS015]


Assault Record No: 27


Aircraft: F4-E

Location: On my playthroughs, he will appear once the mission update

to destroy the Chandelier core has been activated. He will

be attempting to take off on the runway the Strigon team

used earlier in the mission, along with some other F-4Es.

You can destroy him easily while he is trying to take off.

Other players have suggests that KOBOL will appear as one

of the enemy guardians once the first mission update starts

though I haven't encountered him this way even while playing

in Ace Mode.

Once you acquired all the other Assault Records, you will unlock the

last record for Garuda 1.

Congratulations! Now you can flaunt your hard-earned collection!






- MDL000 -

Medals are unlocked after meeting certain requirements in the game.

Most of them can be acquired by repeating the missions in Free

Mission mode whilst some of them strictly require you to finish the

campaign while meeting the requirements for the medal.

This section will provide you the complete list of all medals that

can be acquired in the game and some tips on how to get them.



There are two types of medals, Service Medals and Operation Medals.

Operation medals are automatically unlocked after finishing the

specific operation. They are the easiest medals to acquire so far.

Service Medals on the other hand, will pit you through several

requirements, from easy tasks such as destroying a certain number of

targets to the most mundane tasks like finishing the game without any

damage or using machine guns only.

I will be listing all the medals below to serve as a checklist then

we will try to discuss on how to acquire them in detail.

NOTE: The difficulty must be at least NORMAL when trying to get

medals that requires players to finish the campaign. Players need to

finish the campaign and not “patch” it via Free Mission mode.




- MDL01A -

BRONZE ACE Destroy 300 enemies

SILVER ACE Destroy 1500 enemies

GOLD ACE Destroy 3000 enemies

BRONZE MARKSMAN Destroy 10 enemy aircraft with a machine gun

SILVER MARKSMAN Destroy 50 enemy aircraft with a machine gun

GOLD MARKSMAN Destroy 200 enemy aircraft with a machine gun

NEEDLE'S EYE Perform 10 consecutive frontline landings

NIGHT OWL Complete the campaign using only Attacker type


RAGING FALCON Complete the campaign using only Fighter type


BLAZING GRIFFIN Complete the campaign using only Multirole type


GUARDIAN Complete the campaign without getting your wingman

shot down.

QUICKSILVER Complete the campaign in record time

SHARPSHOOTER Complete the campaign using only machine guns

LEGENDARY ACE Complete the campaign mode without getting damaged.

BRONZE STAR Complete the campaign mode on Normal with an S rank.

SILVER STAR Complete the campaign mode on Hard with an S rank.

GOLD STAR Complete the campaign mode on Expert with an S rank.

PLATINUM STAR Complete the campaign mode on Ace with an S rank.


|| BRONZE ACE || [MDL001]


Difficulty: [*]

Free Mission: YES

Tips: You don’t need to worry about this medal too much since you will

unlock it along the way, as you try to complete your playthroughs

to unlock the other medals.


|| SILVER ACE || [MDL002]


Difficulty: [*]

Free Mission: YES

Tips: Just like the bronze ace, just concentrate on getting the other

medals first and you will unlock this along the way.


|| GOLD ACE || [MDL003]


Difficulty: [*]

Free Mission: YES

Tips: This may take a while and a few playthroughs but you will be

able to unlock this medal no matter what.




Difficulty: [*]

Free Mission: YES

Tips: Shooting enemy fighters may be a bit of challenge so make sure

you use your machine gun on easier air targets such as bombers,

jammers, cruise missiles, and attackers.




Difficulty: [*]

Free Mission: YES

Tips: If machine gunning fighters may be a bit of for you, just

continue destroying easier air targets as described above.




Difficulty: [*][*]

Free Mission: YES

Tips: This may take a while but just continue shooting down easier

targets as mentioned and you should get this medal.


|| NEEDLE’S EYE || [MDL007]


Difficulty: [*]

Free Mission: YES

Tips: You’ll need to make 10 frontline landings successfully without

SKIPPING the landing sequence. The best place to do these

landings will be during the second part of Mission 06: Siege on


Just make sure that there are minimal to no enemy units in and

around the landing strip before attempting to land. If you still

have problems landing, I suggest taking the tutorials.


|| NIGHT OWL || [MDL008]


Difficulty: [*][*][*]

Free Mission: NO

Tips: You’ll need to finish the campaign using ONLY any of the

following: A-10A, Tornado GR.4 and F-117A. Note that attackers

are the slowest and least maneuverable planes in the game so

facing enemy fighters may be a problem.

Personally, I only used the A-10A with FAEB for ground based

operations/missions and the Tornado with ECMP for the anti-air

missions. Since the medal requires you to finish the game

using an attacker type plane, then you can give your wingman the

best plane you can get and equip him with AA weapons. That way,

you will just have to rely on your wingman and allied units for

support so you can concentrate on the mission.

The FAEB (see Special Weapons section) of the A-10A is probably

the most destructive antiground weapon you can get in the game.

It pretty much destroys light-medium armored targets in a very

large area, making a fast, clean sweep pretty much easier.

The Tornado’s ECMP is very useful when facing enemy aircraft and

“spoof” their missiles. Since the Tornado is really hard to

maneuver, it is almost impossible to evade a missile fired at

short range.

Out of fun, I used the A-10 on Mission 09: Heavy Command Cruiser.

Since the enemy cruisers are large targets, it was exhilarating

to drop FAEBs on their decks and watch several targets destroyed

at once. Try it for once.




Difficulty: [*][*]

Free Mission: NO

Tips: Since you will be using a fighter here, you should have an

easier time finishing the campaign. Fighters are the most

common aircraft in the game and they have really good weapon

load outs. If you have the Nosferatu, then finishing the

campaign is breeze.




Difficulty: [*][*]

Free Mission: NO

Tips: Multiroles are great for all-around missions. Their weapon

loadout is really flexible and their stats are well-balanced.

The high-end multiroles you can use would be the Rafale M and

the F-15E.


|| GUARDIAN || [MDL011]


Difficulty: [*]

Free Mission: NO (Disable Auto Save ~1)

Tips: Shamrock takes damage just like you do. He will have constant

status report to you so pay attention if he says that he’s in

trouble or got hit by a missile. For repairs, head to the return

lines during missions.

As long as he does not retreat from battle (his damage is too

severe), you will earn this medal after your completed the

campaign, even on your first try.


1 Disabling autosave will be safer since you can retry the mission

again in case you didn’t reach the requirement or just had an





Difficulty: [*][*][*]

Free Mission: NO (Disable Auto Save)

Tips: You’ll need to finish the campaign within 2 hours and 15

minutes. If you are after this medal, you will need to rush

through all missions as fast as you can, destroying only primary

targets and meeting mission objectives.

The best plane to use for this mode is the CFA-44 Nosferatu with

ADMM of course. Here, you will need to abuse your Allied Attack

command to quickly dispose enemies and end the missions faster.




Difficulty: [*][*][*][*][*]

Free Mission: NO (Disable Auto Save)

Tips: This is both good and bad. Good because you can easily acquire

all the Marksman medals. Bad because you will destroy ALL

targets using machine gun only.

I suggest finishing this mode using F/A-18F with ECMP. At the

start of each mission or after taking off, switching your SP

weapon to ECMP will prevent any accidental missile firing and at

the same time will allow you to use your ECMP faster.

You can use other more powerful planes but remember, it will

just take one missile or SP weapon misfire and your machine

gunning streak is over. You will need to restart the mission or

the last checkpoint in case that happens. Make sure that during

debriefing, your machine gun kills should register 100%.

Anything else than that, you will need to retry the mission.




Difficulty: [*][*][*][*]

Free Mission: NO (Disable Auto Save)

Tips: This is the real challenge. You’ll need to finish the campaign

without getting any damage at all. Repairing your aircraft

during missions will remove the damage from the plane but not

from your records. After debriefing, your total damage should

register 0% on every mission.

The best plane to use to acquire this medal is the Nosferatu.

Like the saying, “Offense is the greatest defense”, destroying

any hostile target in your sights as quickly as possible will

significantly lessen the threat to you.

In case you are damaged deep in the mission, just retry from

your last checkpoint. Restart the mission if you are damaged

right after the checkpoint is activated.


|| BRONZE STAR || [MDL015]


Difficulty: [*][*]

Free Mission: YES

Tips: Getting this medal is quite easy, except for getting an S rank

in Mission 13. Check out the Q&A section near the end of this

guide for details on how to get an S rank.


|| SILVER STAR || [MDL016]


Difficulty: [*][*][*]

Free Mission: YES

Tips: Hard mode is still manageable but will require you be more


Enemy damage percentage is raised so be careful not to get hit

by enemy fire as much as possible. Again, getting an S rank in

Mission 13 is a challenge here so check out the details in the

Q&A section of this guide. The good part about Hard Mode however,

is that you will unlock the Nosferatu which will make your job a

lot easier on subsequent playthroughs


|| GOLD STAR || [MDL017]


Difficulty: [*][*][*][*]

Free Mission: YES

Tips: Expert mode is a mild hell. Enemy machine gun rounds can chew

20+% off your armor each round. Missiles can take you out in one


At this point, you should have the Nosferatu and its ADMM so you

will have a fighting chance even against numerous targets.

Additional targets will also appear on each mission. Enemy ace

units for assault records will be start to appear here as well.

Check out the Aces section above for more information about the

aces' locations.




Difficulty: [*][*][*][*][*]

Free Mission: YES

Tips: Ace mode is hell. Machine gun rounds can take you in 3-4 hits

and enemy reinforcements are numerous than before. You will have

to fight hard on every operation and do some crazy flying if

enemy aircraft engages you.

Nosferatu and its ADMM is your greatest chance to excel on every








49 Achievements with a Total of 1000pts ~2.


| ALL MEDALS (All medals attained) | 50G |


| ALL AIRCRAFT (Purchase all aircraft) | 30G |


| CLEAR CAMPAIGN (Clear Campaign Mode) | 20G |


| 10 OPERATIONS (Complete 10 operations) | 10G |


| ALL OPERATIONS (Clear all operations) | 30G |


| 10 FRONTLINE LANDINGS (Complete 10 total frontline | 10G |

| landings) | |



| (Destroy 50 enemies using airborne allied support) | |



| (Destroy 50 enemies using ground force allied support) | |



|(Destroy 100 enemies while receiving electronic support)| |


| 10 NAMED AIRCRAFT (Shoot down 10 Aces) | 30G |


| 1000 ENEMIES (Destroy a total of 1000 enemies) | 30G |


| ALL COLORS (Purchase all aircraft special colors) | 10G |


| ORIGINAL AIRCRAFT (Purchase all original aircraft) | 10G |



| (Complete all Emmerian assault records) | |



| (Complete all Estovakian assault records) | |


| MISSION 1 (Complete mission 01,any Rank and difficulty)| 10G |


| MISSION 2 | 10G |


| MISSION 3 | 10G |


| MISSION 4 | 10G |


| MISSION 5 | 20G |


| MISSION 6 | 10G |


| MISSION 7 | 10G |


| MISSION 8 | 10G |


| MISSION 9 | 20G |


| MISSION 10 | 10G |


| MISSION 11 | 10G |


| ALL SECRETS (Unlock all secrets) | 30G |


| BATTLE ROYALE (10) (Win 10 Battle Royale Matches) | 10G |


| BATTLE ROYALE (30) (Win 30 Battle Royale Matches) | 20G |


| BATTLE ROYALE (50) (Win 50 Battle Royale Matches) | 30G |


| BATTLE ROYALE (100) (Win 100 Battle Royale Matches) | 40G |


| TEAM BATTLE (10) (Win 10 Team Battle Matches) | 10G |


| TEAM BATTLE (30) (Win 30 Team Battle Matches) | 20G |


| TEAM BATTLE (50) (Win 50 Team Battle Matches) | 30G |


| TEAM BATTLE (100) (Win 100 Team Battle Matches) | 40G |


| CO-OP STAGE 1 (Clear Stage 1 of CO-OP Battle) | 25G |


| CO-OP STAGE 2 (Clear Stage 2 of CO-OP Battle) | 35G |


| SIEGE BATTLE (10) (Win 10 Siege Battle Matches) | 10G |


| SIEGE BATTLE (30) (Win 30 Siege Battle Matches) | 20G |


| SIEGE BATTLE (50) (Win 50 Siege Battle Matches) | 30G |


| SIEGE BATTLE (100) (Win 100 Siege Battle Matches) | 40G |


| ONLINE KILLS (50) | 20G |

| (Shoot down 50 total other aircraft online) | |


| ONLINE KILLS (100) | 30G |

| (Shoot down 100 total other aircraft online) | |


| ONLINE KILLS (200) | 50G |

| (Shoot down 200 total other aircraft online) | |




|PASTERNAK DEFEATED(Defeat Strigon Leader Ilya Pasternak)| 20G |


| MISSION 12 | 10G |


| MISSION 13 | 20G |


| MISSION 14 | 10G |


| MISSION 15 | 20G |









- Q&A000 -

1) Q: What is Ace of Aces? I already unlocked all secrets and bought

aircraft and stuff and that feature is grayed out.

A: Ace of Aces is a DLC (Downloadable content) in XBL. It features

ultra hard missions for hardcore AC pilots seeking for a


2) Q: I can’t seem to get an S rank in Mission 13. I tried killing

Pasternak within 10 seconds with EML and tried shooting down

several drones and I still get a B or C in the second part of

the mission.

A: You need to shoot down drones during the battle with Pasternak.

These are just rough estimates but I think they are close after

repeating the mission over and over again.

C = 0-10

B = 11-20

A = 21-30

S = 30+

Take note that this is based if you got S ranks on any of the

four initial operations. Of course, the plane I used is the

CFA-44 and with the assistance of allied ESM fields. It also

took me at least one frontline landing (while the drones and

Pasternak are looming overhead) to get a fresh load of ADMMs.

3) Q: Will I get anything if I complete all achievements?

A: Though I can’t confirm it, I haven’t heard any bonus if you

unlocked all achievements in the game.

4) Q: Will you be adding a section for online battles? How about a

game with you?

A: Although I want to, unfortunately, no. Though I have XBL set up

(Gamertag: Paul Vhayste), my console is modded and I don’t want

to risk getting banned so I use XBL for downloading stuff only.

5) Q: This game is too hard! Are there any codes to unlock all the

aircraft/ paint schemes (and all other secrets)?

A: No, that is not possible. If the game seems too hard, try

finishing the campaign in EASY mode to get familiar of the

gameplay. If it still doesn’t work for you, try dumping this

game and look for another one that will suit your difficulty

level since there are no easy cheats or codes that will unlock

stuff for you.

6) Q: How can I get the Estovakian and Estovakian SP colors for the

CFA-44 Nosferatu?

A: Unlock the Estovakian paint by purchasing all other aircraft

colors. The SP color can be unlocked by getting the Legendary

Ace medal and purchasing all other aircraft colors






- CRD000 -

This is as complete as it gets. If you guys have questions, send them

and I will try to answer them the best as I can. Suggestions,

additional tips and info are always welcome.

Thanks to the following:

Stephen Ng, IGN – For assigning the game to me and giving me a chance

to write an exclusive.

To my family – For their support and assistance.

To all the sites hosting my guides; mainly but not limited to:










My Cheats

And to you, for getting this guide and reading this up to this point.