BLUE WING BLITZ Bandai Wonderswan Guide made by Schlave Copyright 2002 This guide is 100% Schlave. Welcome to Walkthrough Final Version! CONTENTS (1) Updates (2) Who am I? (3) Story (4) How to Play (5) Characters (6) Walkthrough (7) Enemies (8) Weapons (9) Credits (10) Legal Stuff _______ __________________________/ 1 \________________________ / UPDATES \ \__________________________ ________________________/ \_______/ 25th June 2002 : Added Stage 23 and the Final Stage, thus finishing the Walkthrough. Also corrected all formatting, added the Weapons and Credits section, a difficulty meter in each stage of the Walkthrough and finished the Enemies section. All good thing come to an end...and let it be with this FAQ. Final Version finished...this is Schlave signing off. 23rd June 2002 : Changed the How to Play section on Attacking a bit. I am also going to change the erroneous formatting of section numbers in the How to Play and the Enemies section...soon, after I am done with the Walkthrough. 19th June 2002 : Added Stage 22. 18th June 2002 : Added Stage 21 and updated the Enemies list, and added a lot of new stuff to the Characters bit. Edited Stage 4 a bit to correct a stupid mistake - Rayetta DOES NOT do refueling. Sorry. Version 0.5 finished, and enjoy the large update. (I should finish by 0.6...if I am not wrong!) 15 June 2002 : Today I had a bit of time, I finalised Stage 19 and a few enemies and added Stage 20. 9th June 2002 : Added Stage 19. 8th June 2002 : Added Stage 18 and another enemy. 1st June 2002 : Added Stage 17. What a headache! 24th April 2002 : Hi guys, I'm back...and with a quick-quick update, 0.4! It's sub-average (hey, I've got other FAQs and my life, and my exams), but better than nothing, no? You guys have to wait a bit of time before I post version 0.5 (after a period of tests), but it'll be, I hope, worth waiting for. Before I forget...version 0.4 done. 18th March 2002 : Added Stage 16. 17th March 2002 : Added Stage 15 and a few more enemies. 9th March 2002 : Added Stage 14. Version 0.3 done - well it's a little bit of a rush job, but it's quite a considerable update. 8th March 2002 : Added Stage 13. Finally I sorted out the Enemies section. Still got Stage 14 to go before I release the new version. 6th March 2002 : Added Stage 12. I've finished the R & D and the Hangar section in How to Play. 5th March 2002 : Right, I've now got new information on the "Hangar" bit in How to Play section. I've modified it to the R & D and the Hangar, and it will be finished in a matter of days. I'll add the Credits and Frequently Asked Questions sections soon. 4th March 2002 : Added Stages 10 and 11, more enemies, and some stuff to the How To Play section. Added a few more characters. Version 0.2 finished. 3rd March 2002 : Added the Enemies section. 1st March 2002 : Added Stage 9 and more to the How To Play section. 26th February 2002 : Finally I got past Stage 6. I added Stages 6, 7 and 8, and re-worked the organisation of the "How to Play" section. It's a lot neater now. Version 0.1 finished. 10th February 2002 : Another few more Stages and two more characters. 8th February 2002 : First update of the FAQ. Added a few Stages of the walkthrough, as well as a couple of the characters. _______ __________________________/ 2 \________________________ / WHO AM I? \ \__________________________ ________________________/ \_______/ My nick is Schlave, so just have it as that. Blue Wing Blitz was never released in the US, and I've never been able to get hold of an English version, so after playing the game for a while, I had a very good idea of what it was like. And to my surprise, it was quite engrossing! If you want a slight idea on how it's like, it's like Advance Wars for the GBA. However, it's almost all air warcraft, and features much less intricacies. This is an interesting strategy game, however it was killed by the fact that this was released in the death throes of the Bandai Wonderswan. This game is not totally outstanding (and is annoying at times. The game mysteriously seemed to sense when I was in a bad mood, and purposely made me miss all my shots or make a missile inflict 4 points of damage) but because it seemed abandoned for the game junkyard heap, I think it was worth the bother to do a FAQ on it, despite the fact that it was all in Japanese. I am unable to translate Japanese very well, apart from reading most of the Kanji (I don't even speak Japanese, only Chinese), so don't ask me to "translate the whole game", or tell you "the mission briefings". _______ __________________________/ 3 \________________________ / STORY \ \__________________________ ________________________/ \_______/ There are six nations in a world of floating islands. One stands out among the rest with its supreme air power and development. It is called the Ordia Empire. Its power-corrupted leaders have decided to embark on an expansionist policy, and swallow its nearby five neighbours, the Esk Republic, United Federation of Roggina, the Unalan Republic, Kingdom of Mackai and the Kingdom of Peag. In an effort to maintain neutrality with the Ordia Empire, all five nations have feigned diplomacy with the Ordia Empire, and each are planning their own rebellion in the time they have bought. However, Ordia is particularly eying the Esk Republic, a neutral country which supplies other nations with food, and they have already made a few gestures which Prime Minister Trund interpreted to be dangerous, and decided to send a secret strike team. You play as Keid, a youth who is quite unexperienced in terms of dogfighting. You are part of the secret strike team, along with Payer, a young girl who is senior to Keid, and will help him on his way. You are on a mission to prevent the forces of Ordia from taking over the five nations, and you must adopt strategies to beat the power and numbers of Ordia's forces. _______ __________________________/ 4 \________________________ / CONTROLS \ \__________________________ ________________________/ \_______/ There are severals buttons on your Wonderswan handheld console. A Button B Button Y1 Button : Button with 1 dot next to it Y2 Button : Button with 2 dots next to it Y3 Button : Button with 3 dots next to it Y4 Button : Button with 4 dots next to it Select Start Because I refer to the Y Buttons as Y1, Y2 etc. I just want to get it clear in case people get confused. _______ __________________________/ 5 \________________________ / HOW TO PLAY \ \__________________________ ________________________/ \_______/ The gameplay of Blue Wing Blitz is complex indeed. I will discuss it in parts at a time. 4.1 Simulation Map ================== --------------- 4.1.1 Airspaces --------------- The most obvious things on the map are the four-coloured-rhombuses in a group called airspaces. These are places where your plane can fly to, and occupy. But beware - if enemy planes occupy that same airspace, you'll automatically commence attack. Not so good if the enemies outnumber you, eh? ----------------------- 4.1.2 Depths of Control ----------------------- There are also three "depths of controls" in the simulation map. They help you navigate about the various on the map, like selecting your aircraft, or selecting the airspace. 4.1.2.1 General Airspace Mode =-=-=-=-=-=-=-=-=-=-=-=-=-=-= The first is the GENERAL AIRSPACE MODE. You will know you are on airspace selector when you see a cursor around one airspace. With this, you can select which airspace you want to observe. When you are selecting an airspace, press Y3 to see how many enemies/friends/bogies (neutral objects) there are. 4.1.2.2 Specific Airspace Mode =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The second depth is the SPECIFIC AIRSPACE MODE. When in airspace selector mode, press the A button to go one step in-depth into the airspace you have selected. Now you can move your hand cursor over any planes or structures in that area and analyse their gas, damage and health point status by pressing Y3. Switch between the various airspaces while staying in specific airspace mode by pressing Y4. 4.1.2.3 Specific Object Mode =-=-=-=-=-=-=-=-=-=-=-=-=-=- The final and most in-depth depth of control is SPECIFIC OBJECT MODE. While your hand cursor is selecting a structure, press the A button to select it. If it is an airborne object (like a plane or a mothership) the selected plane will expand a little and show its actual look. On the map, your comrades are displayed as yellow airships, your enemies as blue, with a shrunken and simplified version of their respective planes. ------------------------------- 4.1.3 Controlling your Aircraft ------------------------------- To move your aircraft, first select it using the hand cursor, then select it by pressing A. You should see an enlarged and more detailed version of the aircraft, with a grey dot over it. 4.1.3.1 Stay =-=-=-=-=-=- If you want it stay still, press A again and choose the bottom option ("Stay There"). 4.1.3.2 Move =-=-=-=-=-=- If you want it to fly somewhere, press the direction pad in accordance to where you want the aircraft to fly. When you're satisfied, press A and the cursor will switch to any other remaining aircraft that are yours. When you are satisfied with the instructions you have given your aircraft, press Start and select the top option ("End Turn"). However, if an enemy aircraft moves onto the same airspace as one of your aircraft before your aircraft moves, your aircraft will be forced to stay. 4.2 Fighting ============ ----------------------- 4.2.1 Starting a Battle ----------------------- Battles will start when you move one of your airships onto airspace occupied by enemies, and also if your enemies have no more moves to make. You can have at most two airplanes and one ground-based unit on an airspace at a time, or one mothership and one ground-based unit, likewise for the enemy. If an airspace has filled its maximum capacity, no other units may move into the airspace. -------------------------- 4.2.2 Length of one Battle -------------------------- Battles are turn-based and each side is given 4 turns per battle to make attacks or maneuvres at each other, after which they'll have to start another battle next turn whenever possible. --------------------- 4.2.3 The Battle Menu --------------------- This, of course, appears when a battle starts, after the screen blacks out from the simulation map. 4.2.3.1 General Actions =-=-=-=-=-=-=-=-=-=-=-= _____________________________________________________ | | | | | | | THE FIGHTERS | | | | | | | | | | | |_____________________________________________________| | Attack Accelerate Ascend Descend Change | | Weapon | | | | ______ __________________________________________| || | | | ||Status| | Description of Action | ||______| | | |__________|__________________________________________| When you first enter the battle, you have 5 choices. Attack : Straightaway commence your attack in three styles, depending on the weapon. If you choose this option, you will go straight to the Attack Battle Screen (below). Accelerate : Speed up. You won't attack, but it will increase your chances of dodging your opponent's attacks. Ascend : Rise higher into the air. You won't attack, but it will increase your attack power Descend : Decrease your altitude. You won't attack, but it will increase your chances of hitting the enemy. Change weapon : If you have more than one weapon and want to exchange your present one for a beefier or more accurate one, use this option. 4.2.3.2 Attacking =-=-=-=-=-=-=-=-= _____________________________________________________ | | | | | | | THE FIGHTERS | | | | | | | | | | | |_____________________________________________________| | Straight Vertical Horizontal | | Attack Loop Turn | | | | ______ __________________________________________| || | | | ||Status| | Chances of Hitting/ | ||______| | Potential Damage Done (?) | |__________|__________________________________________| Now you have three styles of attacking your enemy. You can launch: Straight Attack : Attack directly at the enemy! Your attack power will not be very spectacular, but you will have more chances of damaging the enemy. You use a small amount of ammunition for guns. Vertical Loop : Loop from below! Use this if you want to be sure of a hit! It's harder to inflict damage from below though, but you are decently protected against enemy attack. You use a medium amount of ammunition for guns. Strafe : Your attacks are most powerful when strafing. However, you will be more exposed to fire and take more damage. You use a large amount of ammunition for guns. When you attack, the weapon you are using to bombard the enemy with will fire. That means you will see bursts of fire or missiles hitting your enemy, depending on your choice of weapon. It is thus easier to know which weapon you are presently using. When either you or an enemy is destroyed, the respective plane explodes and disappears from the screen. ------------------------ 4.2.4 Status of Aircraft ------------------------ To check on the status of your aircraft, first select the aircraft you want to check (in SPECIFIC OBJECT MODE) and press Y3 to bring up a small window at the bottom of the screen. It looks like this: (if you press Y3 again you will get another menu. Ignore it for now.) ___________________________________________ | ____ | | / \ NAME OF AIRCRAFT | | (DAMAGE) | | \____/ AMOUNT OF HEALTH LEFT FUEL | |___________________________________________| The plane has three portions: the cockpit, body, wings and tail (does not apply to motherships like Havilan's). _ ___| |___----------Cockpit |___ ___|---------Wings | |-------------Body |___|------------Tail The chance of each portion getting damaged is random. But if a portion turns red, keep an eye on it because the aircraft will suffer more damage than normal. Even maintenance from ground structures simply restore your health points but do not repair your plane parts. Only Havilan can restore several health points and repair your plane. Also, watch your fuel before taking off to battle. Fuel is consumed in the midst of battle, and if you run out of fuel, during battle a notice will pop up saying "FUEL 0!" and - boom! -------------------- 4.2.5 Special Aiming -------------------- Sometimes, when certain planes are about to attack, you will see this screen with a picture of a plane in the middle and a crosshairs moving all over the picture. This is a special aimed attack - you can choose which part to attack by pressing A when the crosshairs is on a certain part of the plane. So you can do more damage than normal by hitting a certain portion of the plane, i.e. the cockpit. This ability is gained through a certain upgrade. ----------------------------- 4.2.6 Ground and Air Fighting ----------------------------- There are also ground (and sea) units which are present in this game. Depending on what weapon you use to fire at the enemy, you/your ally/your enemy will do less or more damage. Read the instructions below carefully - they are a general strategy on how to save ammunition by doing more damage with fewer rounds, or how to prevent a disadvantageous battle by pitting a building against a bomber. Ground tanks and ships usually do less damage to aircraft. Aircraft which attack with bullet and missile weapons (like the 20 mm) generally do less damage than they would do to aircraft. However, if the aircraft uses a weapon specialized for tackling ground units, i.e. bombs, significantly more damage will be dealt to the ground units. Bombs, of course, cannot be used on aircraft - if you attempt to do so, you will see a red message in Japanese, which sort of says "Not applicable to this unit". Ground units versus ground units has the same effect as air to air - more devastating. Tanks pitted against buildings can let rip with powerful missiles, and vice versa for the buildings. --------------------------- 4.2.7 Aftermath of a Battle --------------------------- A destroyed aircraft of yours will be repaired and returned to the battlefield after 2 turns at friendly structures. Havilan needs to be present though - if he is destroyed, or is not present in the current mission, any destroyed aircraft will be out of bounds for the whole length of that mission. When a battle is over and a unit is destroyed, after you return to the simulation map map, the destroyed unit(s) will explode away. If nothing has changed in terms of whether any unit has been destroyed after the battle, you may choose to stay at the same airspace and duke it out, or attempt to waylay the enemy aircraft on another route, or just run away if you face a losing battle. 4.3 R & D, and The Hangar ========================= After every battle, you get the chance to spice up your aircraft a bit, install new weapons, traps, upgrade your aircraft, etc. Before all that, you get to develop weapons you have sufficient technology and information about, and they will be available to you in the hangar. Warning: you may develop only ONE trap, weapon or airplane modification. _____________________________________________________ | | | | | | | | | |_________________________| | | | | _________________________ | | | | | | | WEAPON DEVELOPMENT | | | | | | | | TRAP DEVELOPMENT | | | | | | | | MODIFICATION RESEARCH | | | | | | | | TO THE HANGAR (?) | | | | | | | |_________________________| | | | | | |_____________________________________________________| ------------------------ 4.3.1 Weapon Development ------------------------ If you have sufficient technology about a certain weapon, this will lead you to a list with weapons you can develop. ---------------------- 4.3.2 Trap Development ---------------------- A "trap" is, well, your secondary item. Access it by selecting your aircraft and press B to bring up a menu. Select the top most option and you will receive a list of what traps you have. Select the one you need, and press A to lay it. Trap development develops new traps for your aircraft. Available in the hangar. --------------------------- 4.3.3 Modification Research --------------------------- To improve various aspects of your aircraft, you need to be able to modify them in a certain way, e.g. upgrade their cockpit armor, wing armor etc. This option brings you to a menu with available modification research projects. Select one and it will be available in the hangar. ------------------- 4.3.4 To the Hangar ------------------- Done with developing? Now let's adjourn to the hangar, where you can fit your plane out with equipment!! You will encounter this menu: _____________________________________________ | | | - Aircraft Maintenance - General | | - Save - Finished | |_____________________________________________| 4.3.4.1 Aircraft Maintenance =-=-=-=-=-=-=-=-=-=-=-=-=-=- When you select this, a list of your pilots at present pops up. Use the X Buttons to scroll up and down and select the pilot whose plane you want to modify. When you do this, you have two options: Equipment Modification: Here, you get to change the weapons and traps the aircraft is currently equipped with. Select a weapon you want to replace, and you will be brought to a menu with the available weapons/traps. Select the one you want. Easy as pie. Body Modification: Here, you get to modify parts of the plane in certain ways, if you are allowed to do. You can upgrade armor, size of fuselage, etc. Upgrade in armor turns the bar of the specific part of the plane green. You can see how much your plane is upgraded in the General section. 4.3.4.2 General =-=-=-=-=-=-=-= This contains a list of stuff which you may examine at your leisure. There are three options (going from left to right, up to down): Airplane Statistics: When you select this, you get the list of pilots again. If you upgraded any part of any aircraft and are itching to see which areas exactly were upgraded, select this one. Here are the translations for this menu: FIRST PAGE _________________________________________ | | | HIGHEST ALTITUDE ASCENDING POWER | | | | HIGHEST SPEED AT DESCENDING POWER | | HIGHEST ALTITUDE | | HOVER TURNING | | HIGHEST SPEED AT | | LOWEST ALTITUDE TURNING AT LOW | | ALTITUDE | |_________________________________________| SECOND PAGE _________________________________________ | | | BODY ARMOR | | | | TOP COCKPIT | | BOTTOM WINGS | | TAIL | |_________________________________________| Airplane Modification: Another way to modify your aircraft. Here, you get to modify parts of the plane in certain ways, if you are allowed to do. You can upgrade armor, size of fuselage, etc. Upgrade in armor turns the bar of the specific part of the plane green. You can see how much your plane is upgraded in the "Airplane Statistics" section. Enemies (Encountered): Blue Wing Blitz keeps a record of the enemies you have met, new and old, as well as friendly aircraft. Land units not included. Select a units with the A button for some information (in Japanese...) on that unit. 4.3.4.3 Save =-=-=-=-=-=- Got cold feet for the next mission? Save your game. 4.3.4.4 Finished =-=-=-=-==-=-=-= You're done already? Equipped all necessary stuff and done all necessary upgrades? THEN LET'S GET ON WITH THE MISSION!! 4.4 Your Wingmates and You ========================== As said before, your comrades, especially those that are controlled by you, are yellow colour. Always check the fuel and health points of your's and your comrades' regularly, so you can see when it needs topping up, or whether it shouldn't be sent off to battle. Fuel drains faster when the fuselage is damaged badly (i.e. the central portion is red in colour). If you are running low on fuel and health points, the mothership can always chip in to top these up. Havilan's SS3A is a good example of a mothership. To top fuel and ammunition up, the mothership needs to be on the same airspace as the airship. To top up health points, a friendly building needs to be on the same airspace. If an airship runs out of fuel or is destroyed, it crashes...and I don't want to know what happens next. If you and one or more of your comrades are on the same airspace and an enemy attacks, you can team up on the guy! This will make your battles helluva lot easier. However, it appears that only two airPLANES can team up against one guy. If you're using a pilot with a mothership (e.g. Havilan), it is equivalent to two planes, and even if you have an additional comrade on the same airspace, he/she will be counted out. _______ __________________________/ 5 \________________________ / CHARACTERS \ \__________________________ ________________________/ \_______/ There are various characters in the game. They are mostly friendly to your cause. When you defeat them, they will join your cause. I shall highlight them as I go along. The aircraft of certain characters all have a primary weapon, which is highlighted in green at the Equipment Modification of a plane in the Hangar (where you go to after completing a mission), and cannot be removed. This is indicated. Also, I've included a breakdown of statistics for each plane (brackets represent how the statistic is measured. For stars, a scale of 1 - 5, 1 being absolutely lousy, 5 being excellent.) ________________________________________________________ | | | ATTACK POWER : how powerful the plane is, on average,| | with all its weapons (stars) | | DEFENCE POWER : how tough it is in withstanding | | attack (stars) | | ARMOR : how much damage it can take before | | going down (stars) | | LIMITED whether it can perform straight, loop | | MANEUVERABILITY: and strafe attacks or just a straight | | attack (yes/no) | |________________________________________________________| 5.1 Main Characters =================== The main characters are, in short, the ones that make up your team, and are under your command. 5.1.1 Keid ========== Keid is a young man with a head of white hair who was recruited into Trund's strike force. He is very inexperienced in real battles, but eventually grows into a skilled dogfighter. Airship used: ARIUS F33 Width: 8.1 m Length: 7.9 m Weight: 1660 kg Maximum velocity: 660 km/h Primary Weapon: 8 mm cannon (200 rounds) Comments: The Arius class is getting old and more feeble, but the F33 is relatively tough and powerful, able to withstand a large amount of damage without going down. ______________________________________ | | | ATTACK POWER : **** | | DEFENCE POWER : *** 1/2 | | ARMOR : *** 1/2 | | L. MANEUVERABILITY : no | |______________________________________| 5.1.2 Payer =========== A young girl in the air strike force with a totally weirdo hairstyle (just look at the ponytail! Is that a ponytail anyway?). She's senior to Keid in terms of skill, and will guide him along at the beginning. Airship used: ARIUS A9 Width: 8.3 m Length: 7.2 m Weight: 2700 kg Maximum velocity: 495 km/h Primary Weapon: 8 mm cannon (200 rounds) Comments: The Arius class is getting old and more feeble, and Payer having an older version than Keid's isn't helping much. It has less-than-average defence and above-average armor but decently good attack power. Also, it gets really junk at the later missions, with low accuracy (Yes, you CAN miss 4 times in a row with Payer) and low defence (enemies easily crash 20 - 60 points of damage on Payer) in comparison to enemy planes. I would suggest accompanying it with Keid, and using mostly straight attacks with the 20 mm for this plane. ______________________________________ | | | ATTACK POWER : *** | | DEFENCE POWER : *** | | ARMOR : ** 1/2 | | L. MANEUVERABILITY : no | |______________________________________| 5.1.3 Havilan ============= He appears to be a pretty smart guy, cos' he wears flashy golden specs. Havilan's bulky frame suits the SS3A he operates. He joins your party later on in the game. A veteran pilot and an excellent engineer of the Esk Republic. Airship used: SS3A Width: 19.5 m Length: 141 m Weight: 211 tonnes Maximum Velocity: 336 km/h Primary Weapon: N/A Comments: The SS3A mothership is fantastically powerful, and gets even more so as it gets upgraded. It has extremely good armor which allows it to withstand several battles in a row, and does not need to refuel. The only downside is that you can't change the mothership's weapons. ______________________________________ | | | ATTACK POWER (on average) : **** | | DEFENCE POWER : **** | | ARMOR : ***** | | L. MANEUVERABILITY : yes | |______________________________________| 5.1.4 Blore =========== A cool guy who's from the Kingdom of Mackai. He's a skilled pilot and excells in strategy. Very experienced, but can be very brash at times, and uses ammunition at an alarming rate. Has a head of grey hair, of which two locks hang over his face. Airship used: RM 129F Width: 12 m Length: 9.2 m Weight: 2900 kg Maximum Velocity: 599 km/h Primary Weapon: 13 mm cannon (130 rounds) Comments: The RM 129F is well-armored and has high attack power, especially with its specially-equipped 13 mm vulcan. Once you get the chance, though, equip another weapon onto it, because that's the only weapon it starts with. ______________________________________ | | | ATTACK POWER : **** | | DEFENCE POWER : **** | | ARMOR : *** | | L. MANEUVERABILITY : no | |______________________________________| 5.1.5 Rayetta ============= A top FEMALE gunner from Mackai. Has extremely long, flowing white hair. A cheerful person most of the time. Airship used: QC 338B Width: 15.6 m Length: 13.3 m Weight: 5900 kg Maximum Velocity: 575 km/h Primary Weapon: 8 mm cannon (200 rounds) Comments: Rayetta's bomber is very armored and can withstand a large amount of pounding from adversaries...but it is weak in air-to-air combat because of its limited maneuverabiity. ______________________________________ | | | ATTACK POWER : *** | | DEFENCE POWER : **** | | ARMOR : **** | | L. MANEUVERABILITY : yes | |______________________________________| 5.1.6 Roster ============ A Roggina Pilot with starched yellow hair and a green collar. He joins you in Stage 6. He has a boorish character, but upholds justice. Airship used: MIMA TYPE 4 Width: 12.1 m Length: 9 m Weight: 2050 kg Maximum Velocity: 522 km/h Primary Weapon: 10 mm cannon (160 rounds) Comments: The Mima Type 4 is a large plane, slow but armored. It has pretty good attack power. ______________________________________ | | | ATTACK POWER : *** | | DEFENCE POWER : **** | | ARMOR : **** | | L. MANEUVERABILITY : no | |______________________________________| 5.1.7 Poty ========== The 4th prince of his kingdom, Poty is a person who has high conduct and stature. Has long brown hair which hangs over his head. Pilots the powerful bomber BBM-45R. Airship used: BBM-45R Width: 27 m Length: 21.5 m Weight: 12440 kg Maximum Velocity: 402 km/h Primary Weapon: 10 mm cannon (160 rounds) Comments: The BBM-45R is another large bomber with limited maneuverability, but is almost as tough as the SS3A, and boasts high bombing power. It's weak in air-to-air combat, but if you equip the BBM-45R with a 20 mm, that problem is lessened threefold. ______________________________________ | | | ATTACK POWER : ** 1/2 | | DEFENCE POWER : *** 1/2 | | ARMOR : **** | | L. MANEUVERABILITY : yes | |______________________________________| 5.1.8 Sersh =========== She is a bodyguard of Poty. She is a devoted companion of Poty. A head of long red hair. She pilots a weird-looking FBM-7R. Airship used: FBM-7R Width: 12.3 m Length: 12.3 m Weight: 3100 kg Maximum Velocity: 703 km/h Primary Weapon: 10 mm cannon (160 rounds) Comments: Don't you think the FBM-7R looks weird?! Anyway, this unorthodox plane sports excellent armor and good attack power. It also comes with a mighty 30 mm cannon, which is not usually found in most planes. The 10 mm also does good damage. ______________________________________ | | | ATTACK POWER : **** | | DEFENCE POWER : *** 1/2 | | ARMOR : **** | | L. MANEUVERABILITY : no | |______________________________________| 5.2 Background Characters ========================= These people just have roles in briefing and in overall, simply exist in the game or play a very minor part in combat. 5.2.1 Trund =========== The prime minister of the Esk Republic. He's a pretty calm and composed guy most of the time, but seems a bit on the plucky side. 5.2.2 Morue =========== The airforce commander of Mackai. Calm and composed. Dressed in brown army uniform and cap, and one side of her fringe hangs over her emotionless face. 5.2.3 Fear ========== Why, she does look like a First Lady (kinda like ex-President Clinton's wife, or perhaps Margaret Thatcher) of the US or something! Wonder why? ;-) Anyway, she has a head of short white hair and looks a bit like a grandmother (she's an old lady). She is the prime minister of Ordia, but is supposedly friendly to your cause. _______ __________________________/ 6 \________________________ / WALKTHROUGH \ \__________________________ ________________________/ \_______/ Here you are, a guide on every single stage in Blue Wing Blitz. I've put the stage objectives and the difficulty in stars, 1 being totally wimpily easy, and 10 being nerve-rackingly difficult. Training Stage 1 ================ Objectives: - Destroy a camp that turns hostile Difficulty: * This is basically training for the beginners to Blue Wing Blitz. Payer is your "enemy", and since she drives an older Arius model, she won't be able to do much with her 8 mm guns, which she uses often. The camp is on the other side of the map, but it won't turn hostile after a while (exactly when it will turn hostile, I'm not so sure). Payer flies around, annoying you by cooking up a few battles - but otherwise you should be able to keep her away with your 8 mm and 20 mm cannons. After a while, an image will pop up and inform you that the camp is now hostile. Fly over to it, evading Payer all the while, and engage in battle with it by flying to the airspace where the camp is. It's so easy it's almost laughable, it does not even attack back! In a single battle you should be able to polish it off. Mission Complete! Training Stage 2 ================ Objectives: - Beat Havilan and have him join your team Difficulty: ** When the mission briefing starts, you notice a few cutscenes about Havilan's SS3A wreaking havoc all over town. Havilan pilots the SS3A mothership, and it packs quite a few punches, so be careful. Now that you have Payer, it should go smoothly. But the SS3A has mini-shells which dish out ~20 points (30 or 40 if you're unlucky) of damage, and he might throw them at you after some fighting. Chase him round and round, and gang up on him, because fighting him solo just won't do. The SS3A is tough, but it will go down after a couple of hard hits. Pound away with the 20 mm for Keid, and the 8/13 mm for Payer. Eventually, Havilan will submit to your power and join you. Mission Complete! Stage 1 ======= Objectives: - Prevent the total destruction of the city - Destroy the Ordia Strike Force Difficulty: *** 1/2 Oh NO!! Here comes Ordia, and they're really serious now!! They've sent six A-52s (Class G) armed with air-to-ground bombs and 8 mm cannons! Oh oh, this is your first real battle! Get serious, you! However, to make things easier for you, the city has its own (however mediocre) anti-air defences at each part of the city. Even so, Ordia starts attacking at once, and its bombs easily wreak havoc on the houses and anti-aircraft defences. Even before you have a chance to advance near enough, they would have taken out one or two parts of the city. However, in the process of attacking, several of the A52s will be pretty badly damaged. Use this to your advantage. With Payer and Havilan in your team, the fight will be easier than you think. However, your main point of focus for now is to take out a few of the planes, and defend at least ONE portion of the city in an airspace. This mission is tricky, because at times two A-52s can gang up on one of your airships. Try to keep Payer and Keid together, and let Havilan go alone. Spread the two packs out into tight areas with buildings. When Payer and/or Keid are running low on health or fuel, have Havilan aid Payer first, and then Keid, if there is still time. Watch the activity of the A-52s. They're tough nuts to crack in this mission and strip away your health with their 8 mms, but a few of them, as I said, have been battered by the anti-air defences of the city. Gang up on the tougher ones, then polish off the damaged ones. Mission Complete! Stage 2 ======= Objectives: - Deplete most of the Ordia fleet in 20 turns Difficulty: ***** WHOOAA MAMA! This is where every turn counts, because Ordia really throws the horse on you! There are 14 planes of two types. One, the Type 6, can attack ground, but the other, the Type 12, cannot. Even the city's anti-air defences won't be enough to suitably protect you, apart from damaging the enemy planes somewhat. The new two types of planes are a little tough, but not very powerful. They merely can chip your Health Points away with their 13 and 20 mm cannons. A new comrade joins your ranks to aid you in this tough mission - Blore. He sports a cool new powerful fighter, which is equipped with a very powerful 13 mm cannon. However, it's quite ammo-consuming, so be sure to have Havilan handy. Send your three airplanes forward to attack. The SS3A should edge forward to go to each airplane's aid just in case. Your aircraft should be situated at towns, because they have anti-air defences which can do additional damage to the enemy. They aren't very strong, but they can deal out 20 - 30 points of good damage. One type of plane, the one with the propeller at the back, does not have air-to-ground attack, so lure those into towns in airspaces you cannot reach, and focus on the gliders, which have air-to-ground bombs. Keep pushing the enemy back, and when you see an enemy plane trying to escape and if you have two comrades on one airspace, use each of them to fly to seperate airspaces adjacent to the enemy's and force him into inevitable combat. However, know that at the start, there are only about 6 planes. Ordia sends in 2 at each time until all 14 have been sent. Do not panic, because if you have covered half the towns, you will be able to pick off the Type 6, and allow the towns' defences to destroy the ground-to-air defenceless Type 12s. If you haven't, it will take some more time and strategy, and you must ALWAYS have Havilan around. With the sheer amount of enemy fighters, you will be running low on health, ammunition and fuel often. When you destroy 13 planes, Havilan says something, and then Mission Complete! (after this mission, you may upgrade Havilan's ship to the SS3A-2!) Stage 3 ======= Objectives: - Destroy the Ordia structures. - Destroy most of Ordia's warcraft. Difficulty: ***** 1/2 This is an even trickier mission that needs skilful maneuvring, so listen up! Even with Blore on your side, the enemies are still tough as nuts, and Ordia has thrown in land units as well! Tanks and mobile artillery trundle around, trying to do extra damage to you as you pass along, or just wreck your buildings. They are slow and unpowerful though, and are pretty inaccurate. They are merely there to annoy you. They only move half an airspace at a time, and often stop on roads, evading any attack. Their guns can easily trash any other cities', so guard your buildings properly. You should have noticed by now that there are hostile cities - city blocks on airspaces with a red rhombus in between. Search and destroy them. They are easy to destroy, and their firepower is weak - the problem is with the defences that Ordia slowly adds in bit by bit to whittle down your planes' health points. Concentrate on the buildings, then go for land units and the Type 6s, and finally the Type 12s. There are numerous units, so you must destroy as much you can. Exactly how many aircraft and buildings you need to decimate I'm not sure, but I think it should be less than 20. With four aircraft under your control, utilise each one to hunt down one or two enemies at a time. Have Havilan always follow closely so he can either chip in to provide ammo and fuel, or attack another target. Do not isolate Blore from the team - as mentioned, his 13 mm cannons are very limited, although powerful, and he will often need supplies, unless he is near a friendly structure. When all buildings are destroyed, you should have at least 3 surviving units. Use them to hunt down the other enemies, and corner them into inevitable battle. Gang up on them as much as you can, and prevent the loss of two airmates, because just about every wingman counts. When you complete the quota, Havilan will say something, and then Mission Complete! (You get a Missile Pack after this.) Stage 4 ======= Objective: - Destroy all enemy units Difficulty: *** 1/2 Alright! An extra wingmate, Rayetta from Mackai! She sports a cool dual- propeller bomber called the QC 338B. She is pretty good for accompanying Blore. Her bomber also has mini-bombs, which you can use to destroy land units with great efficiency. Ordia has thrown in one of their expert fighters, and the pilot looks like he's adorned in some weird samurai armour! The fighter itself is a well-armoured F-2F Class A and packs shells to boast. He has an advantage over your fighters, but if you allow each of your airplanes to take turns at fighting him, or take the SS3A-2 to him, he should not be much of a problem. There are two or three Ordia buildings - destroy these first before they top up the enemy fighters' fuel or ammo. The majority of the units are ground-based, so take Keid's 20 mm and Payer's 13 mm to them. Have Havilan's SS3A and Rayetta's QC 338B to refuel and aid in attacking regularly, particularly against the expert fighter. There are also a handful of average gliders, which should not be too much of a problem, since your weaponry is superior to theirs. When you destroy all the present enemy units (which number about 7 or 8), Rayetta will tell you that the enemies are cleared, then Mission Complete! (After this, you will get a couple of sea mines.) Stage 5 ======= Objective: - Do not let any transport ships escape - Do not destroy any transport ships - Protect all friendly frigates Difficulty: ****** 1/2 Before the battle, during after-battle maintenance, Blore will remind you that you need to add sea mines to each aircraft (even if you try to exit the maintenance) except Havilan's. As an extra tip, equip Blore with a second gun IMMEDIATELY (preferably the 13 mm) if you haven't done so, because this stage is very ammo-consuming, and an extra weapon prevents embarrassing lacks of ammo in tight spots. For added sea protection, arm another plane with air-to-ground bombs. Do so, and then you can resume with the mission. Havilan cannot participate in this mission, so that's one handicap for your team. This is another difficult mission - there are three transport ships, which look like hovercraft with soldiers on them, which you are supposed to intercept. Mind you, you are not supposed to blast them to pieces - rather, you are supposed to plant mines in seaspaces where the transport ships sail to, and allow the mine to detonate and disrupt the transport ships' courses. The ships will attempt to escape by sailing into a corner on the top right side of the map, and if they do, your mission is unsuccessful. If you plant a mine at the wrong place, you'll have to select the plane with A when there is a grey flashing dot on it to get to the secondary actions menu, and select the middle option, "Recover". You'll get back your mine, and you can move your plane to the desired seaspace for subsequent turns. This is, of course, easier said than done. The transport ships themselves move at half a seaspace a turn, and the mines when planted only detonate at the beginning of the next turn. To catch them out, you must allow a plane with a mine to be a full seaspace ahead of the transport ship before planting the mine. - one turn for your plane to move ahead and for the ship to move half a seaspace - one turn for your plane to plant a mine and for the ship to advance to the booby-trapped space - one turn for the mine to detonate! The mine disrupts the movement of the transport ships for one turn, after which they can move. After you hit all all three transport ships with mines, a frigate captain will tell you that you have got a new weapon in the inventory (which you can equip later on). From then on, most of the ships and planes will start to pull out, and if they are any remaining transport ships left, use Rayetta or another plane with air- to-ground/sea bombs to finish it off. The ship may make an attempt to escape, but catching up to it should be easy enough. The mission's obstacles include not only the above; Ordia sends out a vast fleet with a few expert pilots, as well as bombers, to send your friendly frigates to Davy Jones' locker. Most of the time, your aircraft will find themselves locked in a deadly battle between enemy planes, and may even be wiped out before having the chance to mine a seaspace. Aircraft carriers, the second type of ship, can inflict terrible damage on your aircraft, and can even restore ammunition and fuel of the enemy aircraft. Rayetta cannot do this above sea, so you have to be careful! Your frigates have, fortunately, the sense to run away from bombers and other planes which can attack ships, but they can help out by attacking helpless propeller-at-the-back planes. Guard them at all costs - if all your frigates are destroyed, your mission will fail. If you did not destroy all the ships before mining all three of them, as well as protecting at least one friendly frigate, Mission Complete! (After this, equip your new weapon, Scatter Rockets, onto one of your aircraft.) Stage 6 ======= Objectives: - Destroy 6 Ordia structures Difficulty: *** Another teammate joins in the fun! He's Roster, and he packs a punch with his light bomber equipped with 6 heavy bombs. With Havilan back and ready, you should face less difficulty. Pack in your Scatter Rockets, equip your aircraft with air-to-ground bombs (light and heavy), and let's rock and roll! Your basic objective here is to blow the Ordia structures to smithereens. Tread carefully though - once again, new and more powerful units pop up. Ordia has upgraded its planes, and has sent powerful new airships to replace the propellers-at-the-back ones! Also, there are anti-aircraft guns scattered around which can make your job a real headache. The airships start coming in on turn 3, so prevent getting caught in a disadvantageous firefight. There are a very many buildings to destroy, and with the Type 12Ms and B356s Ordia mobilises, you have to juggle between your damaged and undamaged planes to creep through the net of defences. Blore and Roster are very good for hunting down the planes with two back propellers, and Rayetta can wreak havoc on the buildings within her reach. Have Roster help whenever possible; his bomber isn't too well armed, what with a mere 10 mm machine gun and heavy bombs, and avoid using him in solo combat against two fighter planes. Payer's 20 mm can also do substantial damage to buildings, but due to the limited amount of ammunition in the 20 mm, do not rely on her too often. Your main strike force should be, however, Keid, Payer and Blore. If one is caught up in another battle, Keid or Payer must be ready to assist. This will minimise damage done to your aircraft. These three have the best of power in the air, but always have Havilan as a backup to restore fuel and ammo. Rayetta can also help out if Havilan is far away. In all accounts, this mission should not be hard. There are many structures around, but they don't put up much of a fight. Simply bomb 6 of the buildings to rubble and Mission Complete! (After the mission, you will get an armour upgrade for your planes, as well as a secondary item, "Gas Re-supply", which, when left on an airspace, restores fuel for the friendly airplane which comes onto the airspace with the Gas Tank.) Stage 7 ======= Objectives: - Do not allow all land units to be decimated - Destroy remaining Ordia structures - Take over a certain number of structures (I've forgotten how many) Difficulty: ***** Here come the land reinforcements, directed by Roster's companion Ruesh! Mind you, they may not look like much, but the tanks, when they enter an enemy airspace with a destroyed building, they can repair the building and turn it to your side. And there are several of these airspaces around. Which means you can turn the battle to your further advantage by taking over these airspaces and having your aircraft maintained-while-u- go. You have quite a lot of time to do all this - 30 turns. The battle is not as easy as it may look, though. Enemy tanks can also take over destroyed buildings on abandoned airspaces, and make things harder for you. So you must leave two aircraft behind to deal with the tanks, and send the rest to blast through the enemy aircraft and buildings. DO NOT, at any cost, let the enemy resurrect its buildings. It will, besides making you hurry your aircraft over a distance, also restore badly damaged enemy planes that you could well have finished off. Your aim is to take over a certain number of Ordia structures. As said, they can only be taken over if the airspace is empty of any other enemies and the hostile building is destroyed. Ruesh's tanks will plod around, taking over as many buildings as they can - but you must also hold off the bombers that are mobilised to destroy them with two chosen aircraft. There are an awful lot of Type 12Ms and B356s, and if you separate Havilan and Rayetta too far from the other planes, they are prone to crashing due to lack of fuel, or getting blown to bits. Cycle between the other planes and Havilan and Rayetta if you discover that an airplane is dangerously low on health points, and vice versa. Once you take over the required amount of structures, Ruesh reports that you have won! Mission Complete! Stage 8 ======= Objectives: - Destroy all enemy structures - Destroy all enemy forces Difficulty: - ****** For this mission, you must make sure at least 3 of your aircraft are armed with air-to-ground bombs, because you will be doing a good lot of bombing... When you try to leave the hangar, Roster will pop up saying something (what's he saying? is it a warning?). You can answer either yes or no to his question (Yes is the top option, No is the bottom option.). If you say no, you will leave the hangar and the mission will start! In this mission, you have maximum time: 99 turns. It's a good thing too - after all, to weave your tanks through the mess of bombers and special fighter planes that Ordia throws at you, as well as to manage maintenance and mobilisation of your planes is no easy task. Trust me, one wrong move at the start and your planes will be ganged up upon by a tank and two planes. Later on in the game, after about 6 turns, Ordia will bring out two very powerful, bright blue, new bombers. They are the Type 12Ns, and easily wreak havoc upon planes which are partly damaged, and their 20 mm guns can do 60 - 70 points of damage. Their armour is very good as well, and they each have an immense number of health points. Keid and Blore are best for taking them on. Have Payer and Rayetta/Roster to switch between them whenever possible. There are also 12 tanks which appear gradually trundling around the area, looking for buildings to attack. Fortunately, your structures can use the more powerful defence missiles equal to that of tanks, so worry not unless there are bombers attacking. Still, they are a threat as they can take over any of your destroyed structures, and lengthen the time of your mission. This mission is relatively difficult - besides worrying about tanks crushing your buildings, you must also sally forth to eradicate the main enemy aircraft. Leave Havilan and Roster behind to defend against tanks, but if required bring Havilan out to refuel and resupply ammo. Use Keid, Payer and Blore for attacking the main aircraft, and Rayetta for bombing the enemy buildings. Payer and Blore can assist whenever Rayetta needs help. In emergencies, when Keid, Payer, Blore and Rayetta are in serious danger of being shot down, bring out either Havilan or Roster. Your primary objectives should be to blast the enemy buildings and protect your tanks from being destroyed. Then go after any other remaining enemy forces until they are all destroyed. Mission Complete! (after this, Havilan's mothership is upgraded, and now he's armed with kickass medium shells and 8 mm array guns!) Stage 9 ======= Objectives: - Take over the enemy airport - Do not allow decimation of all land units Difficulty: ****** 1/2 The primary objective of this mission is to take over the single airport at the other end of the map, and you have to escort Ruesh's tanks over to the airport to take it over. Before that, you have to wreck the building first, and with all the enemy planes that get in the way, it is no wonder you have 40 turns to finish this mission. There is a large river in the middle of the map, and two roads connect two airspaces to the river. When your tanks advance onto these roads, they cannot go further yet. After the next turn, they will construct a small portion of a bridge occupying a single rhombus in the river seaspace. Then they eventually build a complete bridge over two more turns, then advance. At the start, sally forth your aircraft towards the river. Destroy the lone radar station with a few bombs from Roster. From the second turn onwards, one or two enemy aircraft will materialize, and a cruiser will appear on the river. Get Keid, Blore and Payer to hunt down the enemy aircraft. Rayetta and Roster can take on any sea units with their bombs and gang up on single enemy aircraft, but if they run into a more powerful enemy aircraft, take Blore over to them, retreat Rayetta and Roster, and have Havilan coming up from the back to resupply. If Havilan himself runs into any difficulty, hold enemies off with his medium shells (which you should have equipped). You should have at least Keid, Payer and another aircraft with air-to- ground bombs at the other side. Havilan and Roster should hang back to guard the tanks and intercept enemy aircraft from behind. Make sure they are on the same airspace; if Roster is damaged, Havilan can repair him. With the two of them together, Roster will be close to invincible, and if Havilan suffers bad damage, you can retreat him and allow Roster to take his place for some time. When you eventually reach the airport, Ordia will send in a few planes and a Type 12N in a desperate attempt to shoot down your planes and intercept your tanks. I hope your planes are still in fighting condition, because the Type 12N bomber can do extreme damage to your planes with its 20 mm. Let your planes do as much damage as they can to the defence forces, and you should preferably have the airport wiped off the map with a few bombs, then retreat them or introduce Havilan and Roster in to back up your aircraft. Havilan and Roster should still be fighting pretty fit, and if your aircraft are running low on fuel, top them up and carry on. Then, wait for your tanks to close in. An aircraft, preferably Blore or Roster, must be on hand on prevent any last ditch attempts to destroy your tanks. Carefully preventing them from getting hit by bombers, escort them to the airport, where they can take it over! Mission Complete! Stage 10 ======== Objectives: - Destroy the invading mothership Difficulty: ***** Oh, NO! There's this mothership, the SS60, rampaging around, and it's up to you to stop it (as usual)! This time, your forces start split into four groups of two at corners of the map. The SS60 lies in the middle. When the game starts immediately send your planes towards the mothership. There are numerous enemy buildings everywhere, but they should not be too much of a problem. What's the main problem before the mothership is the several airplanes that pop into the battlefield after the second turn. F-2Fs (Class A) make a return, but since your planes are more powerful, they are not as much a threat as they used to be. They are quite common now. Another expert pilot has come in though, and he uses a F-2F (Class C), which has small shells equipped. He can do some good damage, but with Keid's and Payer's 20 mm, he should not be too much of a problem. Havilan's new ship is insanely powerful. His 8 mm array guns once dealt for me 40+, 50+, 60+ damage in three turns. His new medium shells can shell out 30 - 45 points of damage, and he can easily take on two F-2Fs (Class A). Now, we get to the root of the problem: the SS60. It uses mainly small shells, which don't do much - probably 10 - 25/30 points of damage. However, it is fond of camping on the same airspace with its building which, for every turn, refills its fuel, health points etc. You cannot have that, so you must first bring Rayetta and Blore forth to attack, or any other two planes, in which one has air-to-ground bombs. Bomb the hostile building to rubble, then bring forth your firepower onto the mothership. For favorable results, always have either two planes or just Havilan to attack the SS60. Swap planes every turn to prevent the mothership from escaping, or if your aircraft is getting badly battered. Flank it at all sides to prevent it from escaping attack for at least one turn, and also to facilitate exchange of aircraft when needed. Do not worry too much about any other cronies still remaining - they hang around helplessly, and cannot aid the SS60 much. If ever they should attempt to intrude in, attack them. They should not be a primary target though. The SS60 is actually no great shakes, and you should be able to easily strike it down. Mission Complete! (after this, you get a couple of upgrades for your ships. You can upgrade their descending speed, acceleration and fuel capacity.) Stage 11 ======== Objectives: - escort all refugee trucks to the refugee camp with blue flags Difficulty: ****** Woohoo, a new team mate, Poty! (er...) He uses a bomber, but it's not too useful for direct combat with aircraft. It is also not very powerful, what with poor maneuverbility, and a 10 mm and small bombs. Not very good, so keep in mind that you have to add some more powerful stuff to him after this mission. Your job is, simply, to get the refugee trucks (yellow color) back to the main camp, where your aircraft start at. The main camp has two blue flags, and receives the refugee trucks. They, of course, contain the citizens from the three cities doomed to destruction by bombers. The cities' fate is sealed, and the citizens hurry off in trucks to get to the main camp. You are to protect every truck all the way to the base, because there are several bombers and planes lurking around, and they can easily catch up to the trucks. So at the start, split your aircraft up into three groups of two, one group for each truck, and send the groups to each city immeditately. Rule out Havilan and station him two airspaces in front of the main camp as a guard against intruders, and also as a final escort for the trucks to pass through safely. When the trucks reach the main base, a notice will pop up informing you that they have reached safety, and they each give you a weapon to equip on one of your airplanes (find it in the Hangar at the end of the mission, of course). Ordia has sunk in some cash for the more powerful bomber 400b-B and 98f- P fighter planes. They are very tough, and because Ordia sends them out bit by bit to destroy you eventually, there is this little strategic spot in the middle of the map which you MUST use, where a friendly airport is located. Station one group of planes there when the trucks are close enough; like this you can keep up a tough defence without flagging too much, since the airport repairs the planes on the airspace. You can also flank other groups of planes around the airspace with the airport, so interchanging of damaged planes is easy. The Scatter Rockets do some good 30 - 50 points of damage (if you are lucky) and you should have equipped them on an aircraft. When all three trucks have arrived at the main camp, Mission Complete! (you get the three weapons the trucks dump off at the main camp.) Stage 12 ======== Objectives: - Capture all "tracking devices" Difficulty: ******* Now, Sersh, Poty's bodyguard, joins you with her FBM-7R! Damn, is it powerful; it boasts a 10 mm and a 30 mm, which does excellent damage to your foes! Do not waste it though, because you only have 30 rounds for your 30 mm. Before you start the mission, she tells you to install a new trap in 5 of your planes before you set off. I do not know what the trap is called, but there are 5 of them in the hangar, so select that one and istall one each in 5 of your planes. When you have finished, you may exit the hangar. And do install your new weapons in your aircraft - they will come in handy against the powerful fighters you'll encounter later on. The mission in itself is hard - there is no easy meat for you to waste - and Ordia has deployed the bulk of its 98f-Ps to hunt you down. Make sure you've got your 25 mm handy. Your primary objectives is to capture all the "tracking devices" (I am not sure of the real translation) - flashing dots with an I on them - with your traps you have installed. Only planes with traps can capture the devices - so you will have two aircraft that can't do capturing, one of them Havilan. To capture a device, you need steer the plane with the trap onto the airspace with the device. The next turn after that, the device will be captured, and the plane cannot be used for capturing any more devices. The few bombers and numerous attacker planes fly all over the place, and without suitable weaponry like missiles and 20 mm cannons, you cannot cope. The 98f-Ps are especially lethal when they bring forth firepower from their 20 mm cannons, and even Blore's 13 mms will not be able to make up for it. Use Sersh's moderately powerful plane to help Poty, because his bomber's true power comes into little use in this mission. Never ever group Poty and Roster together, unless one of them has a powerful weapon like a missile or a 25 mm. Your primary objective, though, is the capture of all tracking devices, so if you are pursued by 98f-Ps but are just one airspace off the device, go for the device. Even if the plane gets destroyed, if you capture the device, it will still count. There is an airspace with a single friendly structure, and you MUST hold on to it. Best is to situate Havilan and the second plane at the building, so badly damaged aircraft may retreat for maintenance. If you dilly-dally, the 98f-Ps will reach the building first and destroy it with a few swift blows from its bombs. With the building can you actually hold out longer against the powerful Ordia horde. Also, avoid using a single fighter to battle two 98f-Ps at once, which you will be extremely prone to, given that you have to send a solo plane to capture each device - you are likely to suffer tremendous damage, or get destroyed, which will cost you time out of your mission, which is a mere 20 turns. You may not have sufficient time to go as a group and capture the devices, although if you feel that you can make it, try this method. As I said, it is time-consuming, but relatively safer. If there is one mission where you cannot afford to screw up a single plane, this is it. If one of the aircraft with an empty trap is blown away, you'll have to waste time waiting for it to return to battle and fly all the way to the airspace with the device again. It is okay if one of your aircraft which has a captured device is destroyed, though; what matters is that if all 5 security devices are captured, Mission Complete! Stage 13 ======== Objectives: - Destroy all hostile buildings Difficulty: **** 1/2 Once again, another relatively direct objective: just destroy all the enemy buildings. Make sure you've armed yourself with bombs, because there's going to be the need for lots of them. Arm at least 4 of your planes with bombs, but slap on beefy weapons on the rest, especially Roster and Poty. There are 6 buildings on the map, and you need to destroy them all, as previously said. This time, though, the "split your planes up into groups" ruse will not work at all, because there are different concentrations of enemies in each area. What you can do, though, is to send Sersh on a solo to the right, send Keid and Payer forward to assault the frontmost building, and Rayetta to destroy the two buildings to the left. Escort her there using Blore. As for Poty and Roster, you can have them wander over to the buildings on the right, and hinder interception attempts with powerful weapons (which you should have equipped, ne?). When Keid and Payer have destroyed the frontmost building, attempt to get them to the two buildings on the top right hand side of the map. They are close together, so you can destroy them in a matter of two turns. Any time when one of your aircraft has destroyed its objective building, send it back for repairs by Havilan and the friendly airport. Guard the airport with your life - it provides a vanguard for your airplanes to hang onto when being buffeted by the constant dogfights. The enemy is a major thorn in the flesh. The 98f-Ps let rip with their 20 mms, two new planes are introduced, and overall you might find it much harder to get your aircraft safely to the buildings. Scatter Rockets, Missiles, Medium Shells, 20, 25 and 30 mms should be around to tear apart the enemy fighter planes, and Havilan should hang back at the friendly building for a few airspaces so that he can offer help readily, or just intercept and destroy enemy planes. With so many enemy fighters, it is easy to lose a plane or two. If you lose three or more, be careful - you are facing a losing game, so stall for enough time until your downed fighters are repaired. With perseverance, you should be able to destroy all 6 buildings, which are, in themselves, really weedy! When you do...Mission Complete! Stage 14 ======== Objectives: - Take over 4/5 destroyed hostile buildings - Protect all land units Difficulty: ****** 1/2 Take out the bombs and replace the gaps with big freakin' guns, cause you are going to have to protect the four tanks you have with your life in order to win this stage. The four tanks are supposed to plod their way towards the 6 wreckages of the buildings and repair them and turn them over to your side. Just when you thought you could relax...WHOAH! Ordia throws in two motherships (SS60 Type 3 - the latest) and a bunch of fearsome bombers to intercept the tanks. This time, they are smarter, and will make a stronger effort to bomb your tanks. You MUST have at least two planes guarding every single tank, and both of the planes must have at least one automatic weapon and/or one missile weapon. Avoid getting the tanks into a battle with the enemy planes as well. Havilan should help as much as he can, taking over battles that may be threatening to the tanks. His medium shells help a lot. For planes which are badly damaged, you should fly them to the friendly airport nearby the starting point; Havilan cannot be used too often because every airship counts in this mission. When you finally capture 4 or 5 of the enemy buildings, Mission Complete! Stage 15 ======== Objectives: - Protect the airport at all costs - Destroy all enemy forces Difficulty: ******** Ordia's bomber's are closing in on a small airport! Ordia's prime minister, Fear (yah lousy name) has agreed to set up a small land defence force - but it is not much. Arm yourselves with a couple of bombs (but mostly cannons and missiles) and sally forth straightaway towards the airport. Things are pretty difficult. Two of the types of mobilised enemy planes can attack the airport. However, Havilan's ship has been upgraded to a SS3B-R, with monstrously powerful big shells to replace the medium shells! Still, you should not let your guard down - one of the types of plane which can attack buildings packs bombs which do MASSIVE DAMAGE to your airport. Luckily, it is not so well armored, and you should be able to take it out (preferably with a 20 mm and Sersh's 30 mm)...do so as soon as you can. There are 9 planes altogether, but they are not super hard...make sure that you do NOT get ganged up upon by two 400b-Bs, which are extremely powerful. If you have scatter rockets, use them. Make sure you have packed in 20, 25 and 30 mms as well as missile weapons. Finally...the enemy buildings are optional, but if you have the spare energy and time, go ahead and bully them. :-) Do NOT let any enemy planes get close to destroying your airport, slowly wipe them all out, and Mission Complete! Stage 16 ======== Objectives: - Plant all 4 "Secondary Items" on the airspaces marked with an arrow - Take over the enemy city (optional) - Destroy all other enemy buildings (optional but will make your life easier in Stage 17) - Protect all land units Difficulty: ***** Another confusing mission - I do not know what the "Secondary Items" translates to, but if you look into your inventory at the hangar, you will see that you have four of one type of Secondary Item. That is the one you are supposed to equip onto 4 of your planes, so do so immediately. At the start, make sure you know which units have a Secondary Item, then sally them forth towards the marked airspaces. On the second turn (out of 50) enemy planes will appear, and you must be sure to have planes without Secondary Items to accompany the ones which have the Items as well, otherwise if one with an Item is destroyed, you will waste precious time waiting for him/her to get repaired. Sersh's 30 mm does good damage to the 98k-Ps which appear first. Fear's land units have come in again, and this time you must protect all of them as well. There are two hostile buildings, a city and a factory. Use a combination of Rayetta, Poty and Roster to take these buildings out, then leave them for the land units to take over. Havilan, having nothing to guard, can be stationed somewhere at the city and if need so, destroy it. He may also help out in some tight spots with his SSB-R, as well do refuelling and repairs if necessary. When all Items have been placed at the marked airspaces, Mission Complete! Stage 17 ======== Objectives: - Plant 4 Supply Crates onto the marked airspaces - Protect your friendly cities - Blow all the rest of the enemy cities to hell and beyond - Hang on for 13 turns Difficulty: ******** Before the mission, Rayetta will say something. There are two Japanese characters in brackets - remember how they look like, and by the way, they are called "supplies". You have 7 of these supply crates, so install 6 of them onto all 6 of your airplanes and mobilise! You need at least 4. And to be frank, this is a very hard perseverance mission. You must hold out against the tide of enemy forces for 13 turns, and you must also protect your city (which only has, what, 80 points of armor). Station Havilan at the city and send out two planes to the west, east and south. Send out one plane toward the north. The marked airspaces are much closer this time round. Ordia has mobilised a few Lambda A-38s, but they don't do much damage. However, they is a desperate flood of defences; by second turn, planes already start appearing on the marked airspaces. Make sure you have two planes together when they are challenged, or that plane becomes so much salad. Ordia has thrown in another expert pilot, piloting a Lambda F-3A Mark II with tougher armor and attack power. Also, right from the 3rd turn the Lambda A-3B bombers start approaching your city. I hope you still had Havilan there...send him out to take on two at a time, and have another 2 more planes as backup. Never let the Lambda F-3Bs get near your city, or they might wreak some destruction with their big bombs. You must target these. Roster's 10 mm, Sersh's 30 mm and Scatter Rockets will do very good. Havilan also does not have to stay at the base all the while - you can make him go out an airspace from the city, but nothing beyond that. His Large Shells and 8 mm array guns should be able to keep enemy planes at bay. You must have every plane near the city (except if you're going to bomb an enemy building) otherwise bombers can easily close in from all directions and crush your city with two bomb strikes. Intercept bombers before they can advance from their airspace by all means. By the second turn, you should already be able to get at least one plane on each of two of the marked airspaces and emplace your Supply Crates. Also, you should be able to get Poty and Rayetta on to a good start to the enemy buildings on the left and bottom, and Roster a good route to a marked airspace and the building at the north. It will not be easy - Ordia sends out mainly bombers to get your city. The Lambda bombers are well armored, but have average attack power air- to-air. Take advantage of this to blow them out the sky. Just don't let the Lambda F-3A Mark IIs blow your planes away... Hang on for 13 turns. When the last turn ticks off, Payer says something, and then Mission Complete! Stage 18 ======== Objectives: - Protect your city - Blast all big bombers to hell Difficulty: ******* 1/2 Ordia has thrown in another spanking new silver coloured bomber. It sports extremely powerful big bombs, but its armor is less than average and its attack power air-to-air is not so good. There are about 6 bombers altogether, and you are supposed to destroy them all before they bomb your city to smithereens. There are a few Lambda F-3A Mark IIs which protect the bombers from harm, and they can do some serious damage to your planes with their large shells. There are also several tanks trundling around the scenery, intent on attacking your friendly radar stations or taking over any friendly destroyed buildings. The Mark IIs are well armored and are a nuisance to get rid of when you are getting at the bombers. Only spend minimal ammunition of destroy 2 or 3 before you go for the bombers. The bombers also start pretty close to your city, and if you don't intercept them in time, they will be queuing up to drop bombs on your city. You MUST intercept them with either Havilan or 2 planes and cause either serious damage or destroy them. 25 mm, 30 mm and Scatter Rockets work wonders (40+ damage, even 90 sometimes). You may find it hard to, but never wonder away from your city. As I said, there are quite a lot of enemies. You never know when a bomber is going to pop up and intercept your planes while another bombers happily trashes the living hell out of your helpless city. Once you destroy all the bombers...Mission Complete! Stage 19 ======== Objectives: - Plant all surveillance objects on all 6 enemy factories in 25 turns Difficulty: ******* 1/2 Before you start the mission from the Hangar, Payer says something. Her words contain five characters in brackets, and they read, in Japanese, something about surveillance objects. You have to install all 6 of them onto 6 of your planes. Do so and you can go ahead with the mission. At the start, sally forth all aircraft to the front. Your very first foe will be a mere turret, which shouldn't be too hard to shoot to bits with Keid and Payer. But as the mission progresses, you'll find Ordia's thrown in a totally new jet fighter. It has very little fuel (24 units only!) and is prone to crashing from lack of fuel, but is well equipped with 10 mm guns...and Scatter Rockets. You absolutely MUST have 20 mm cannons or even 30 mms against it, and possibly even Scatter Rockets as well. They sport good armor as well. There are also 4 or 5 Lambda F-3A Mark IIs standing by to do some hurt to your own planes. Havilan is excellent for holding them up, and whenever possible, blowing the new jets out of the sky. Still, Havilan should not be destroyed whenever possible; keep him out of unnecessary battles, or just rush him into a half-completed battle to finish off enemy fighters. If he, as well as one or more planes with unplanted surveillance objects are destroyed...GameOver. If he is severely weakened, steer him to safety, and if any planes which carry unplaced surveillance objects are waiting to be returned to battle, Havilan can safely repair them and return them to the battlefield. It is difficult to avoid conflict because the enemy jet fighters are swift and can intercept you more often than not, but make sure no plane with a surveillance object goes down or you'll waste good turns waiting for it to return to the battlefield. Simply plant the 6 surveillance objects on the factories and Mission Complete! (After this, you get an 8 mm array gun weapon. Much more powerful than the standard 8 mm!) Stage 20 ======== Objectives: - Destroy the battleship - Protect Havilan Difficulty: ****** The moment you enter the mission, you will see a cutscene. A tremendous battleship has entered and is wreaking havoc, and it's even larger than Havilan's own! It takes up a whole airspace and is ground-based, therefore you may use bombs on it. You have 40 turns to destroy this immobile monstrosity. Ordia has thrown in another fighter plane, and it's bright orange coloured. The plane, the Lambda F-8C, has good guns, but very average armor...go for it. There's another enemy unit that is identified as an "aircraft" but it is actually a heavy-duty kamikaze ship; it's extremely heavily armored with tons of fuel, really does nothing during combat but fly around, and they aim to destroy Havilan!! 4 missiles will blow Havilan's SS3A away, so make sure you take your 8 mms (even the smallest weapons will do a lot of damage) and occasional bursts of 20 mm and 25 mm guns to destroy the missiles before they get anywhere near Havilan. Keep Havilan out of danger (or safely out of range), and advance towards the battleship. Have at least 4 planes go for the battleship, and make sure they have sufficient ammo (Havilan will probably be too busy running away; if you've managed to keep the missiles at bay, push him forward as well) and health. When you reach the battleship, unleash all your ammunition on it. If you haven't by then, bring the rest of your force forward. The battleship isn't exactly as tough as it really seems - it's grounded and damaged, so several rounds of 24 and 20 mm guns on it should destroy it. When you destroy the battleship - Mission Complete! Stage 21 ======== Objectives: - Destroy all 3 motherships Difficulty: **** 1/2 Ordia has mobilised 3 SS60 motherships (the same kind first found in Stage 10), and after wreaking havoc, they are about to pull out. Destroy them before they escape! You have maximum time - 99 turns - but you have to intercept them quickly all the same. The motherships are slightly more heavily armed, boasting scatter rockets. Make sure you arm your planes with Scatter Rockets, 13, 20 and 25 mms, as well as a few bomb packs. The motherships have 5 or 6 Lambda F-3A Mark IIs flying around to do serious damage to you with their medium shells. There are also a few I- 1Xs to put you out with Scatter Rockets. Never get ganged up on by Lambda Mark IIs (unless you're Havilan) if you want to have your planes survive longer. Havilan can easily destroy Mark IIs with his large shells. The motherships also only move to retreat inland after a good couple of turns, so use that time to catch the motherships. At least 2 planes per mothership, or you'll be too slow. Have Scatter Rockets, 13, 20 and 25 mm cannons available, which can do excellent damage to the ships. There are several hostile buildings littered all over the landscape. They don't provide much obstruction (aside from forcing you into doing unnecessary battle), so if you ever encounter one, blast it away with a couple of bomb runs. If a single ship escapes, your game is over. But once you destroy all the ships - Mission Complete! (That was easy) (after this mission, Havilan gets the SS3C, an even more powerful version of his mothership! It has 10 mm array guns and 80 Scatter Rockets!) Stage 22 ======== Objectives: - Destroy all hostile buildings Difficulty: ****** This mission marks the beginning of the final strike on Ordia's iron fist over superiority. Your squad of planes have landed on a city area of the floating island of Ordia itself, and you are to destroy them all. There are 6 buildings to destroy in 50 turns. There are 3 buildings to the east (right), 2 to the north (in front) and 1 to the west (left). Send Payer and Keid towards the northern buildings and bring up one airspace all your planes. Then send Rayetta and Blore to the east, Sersh and Poty to the west and let Havilan and Roster remain in the centre. From the second turn onwards, Ordia throws on its defences (Lambda F-8Cs and the Lambda A-3B). The Lambda A-3B has air-to-ground attack capability, and you only have 2 tanks, so make sure you aim for these first. Otherwise, the A-3B will easily decimate them. The A-3Bs have pretty strong armor, so it might take a bit of time. Once you destroy all the enemy buildings...you have a part of Ordia under your mercy. Mission Complete! Stage 23 ======== Objectives: - Destroy all hostile buildings Difficulty: ********* The briefing before this mission apparently involves a broadcast directly from Ordia themselves. Myself, I think it's something of a threat - probably along the lines of "give up or die". And that may be true, for this mission is, by far, the toughest in the game. At the start, you will see no enemies, no buildings, no nothing. When you bring forward all your aircraft, by the second and third turn, the enemies and hostile buildings start popping up. Ordia has thrown in a new bomber, the GB-1FS, which packs a tough little 20 mm and does excellent damage with it, and is very tough armor-wise - shoot it down with 25 mms and shells. You have only 2 tanks, which are quite strong against the bombers. Lambda F-8Cs are defenceless towards the tanks, but the bombers can damage tanks and buildings. Your tanks can get pretty badly battered in a single battle though. But if they take over enemy airports, your planes can get some R&R in the heat of battle if necessary. This mission is difficult to the extent where going after the enemy is not optimal. The best strategy is to advance very slowly, accompanying the capture of buildings as you go. The buildings appear as you advance northward, and there are 3 buildings (in a cluster) to the west, 1 to the north, 1 to the south, 5 (in a cluster) and 2 at the very edge of the map to the east. The clustered buildings are easily the bastards to destroy and take over - for one instance, bombers occasionally appear and prevent your tanks from taking over all buildings in a single sweep. The majority of your firefights will, though, take place in the upper- left corner cluster of 3 buildings, where enemy planes and bombers usually spawn. You need at least 5 or 6 planes in that area when attempting to take over those three buildings, to corner the enemy planes. That area should be tackled last; the 5-building cluster is not too difficult, because few enemies come about that area, and it should not be too difficult to station 2 planes at that area and pick off any foes that come by. (The tanks take over 3 buildings of the cluster, then the other 2 later on.) Havilan should hang back, avoiding unnecessary conflict. During this battle it is likely that you will lose up to 3 or 4 of your planes. At this point, if you have any other plane on the same airspace as Havilan, get it off NOW, and let your planes slowly regenerate and return to battle. When the enemy force slackens (sometimes, enemies do escape from the battlefield for a turn or two), use the time to destroy buildings to facilitate your tanks' taking over of them. Once you destroy all the buildings...Mission Complete! (after this, upgrade your planes. There should be an upgrade available) Final Stage =========== Objectives: - Destroy the Ordia flagship Difficulty: ******** 1/2 You've battled long and hard for this moment: the toppling of Ordia. But there's just one more thing in the way: Ordia's formidable flagship! Arm yourself well, for this is the very last battle, and you want to throw the horse back on Ordia this time! After broadcasting a series of foul- mouthed threats at you, the battle of all battles begins! The ease you will have in this stage depends on how many buildings you have under your control; if you have a lot, your planes can get some quick maintenance in tight spots, and you did capture the airport in the centre, congrats; the flagship is right next to it, and while battling it, you can restore ammunition at the airport and come back with guns blazing! Your fighters start off dispersed in pairs at four sides of the same battlefield in the previous stage, along with whatever captured buildings you might have. At the start, sally all planes towards the flagship. Ordia has also thrown in a final fighter plane: the Lambda F- 8C Mark II! It sports better armor and attack power! Nevertheless, it isn't much tougher than its predecessor - just gang up on it for ease of destroying it. Occasionally, the Lambda A-3Bs and F-8Cs Mark Is and IIs get into the way - pick them off with mostly direct attacks, and save your the majority of ammo in your big guns (20, 25, 30 mm) and missiles (Scatter Rockets and Large Missiles) for the flagship. The flagship has a monstrous turret at its front and looks a bit like a flying catamaran. It is tough as school peas and bears Large Shells which do up to 40+ damage most of the time. Bring bear ALL your missile and cannon Bronx fury onto the flagship with strafing attacks, and switch to direct attacks occasionally if your planes are critically damaged. If you need ammo, fly to the airspace with the airport nearest the flagship (in the centre) and grab some ammunition there. If you need repairs, have Havilan bring up the rear, and dock at his airspace. He is also handy for keeping off intruders who try to attack your planes when they are not engaging with the flagship. The flagship is tough, but if you keep switching planes for fresher ones and continuously rain attacks on it, the flagship will go down. Mission Complete...and MISSION ALL OVER! ********************************************************************* Now go enjoy the cutscene... ********************************************************************* _______ __________________________/ 7 \________________________ / ENEMIES \ \__________________________ ________________________/ \_______/ Obviously Ordia, being a powerful nation, has a massive fleet of planes with which to take over opposing nations. Some of these are powerful, some are absolutely weedy. Ordia also has a handful of units that are ground-based, e.g. frigates, aircraft carriers etc. As I have no prior knowledge of Japanese whatsoever, I am putting information on each aircraft according to my deductions from encounters. It should be mostly correct, or so I assume. 7.1 Fighter Planes ================== These make up the bulk of Ordia's forces. The fighter planes each have a rate of movement of one airspace a turn. ------------- 7.1.1 Type 12 ------------- Fuel: 38 Description: Small blue airplane with two wings and a propeller at the back. Another cheap plane which can be easily gotten rid of. It has lousy armor equipped, and no air-to-ground attack support puts it at a further disadvantage. It is commonly found in the earlier missions. -------------- 7.1.2 Type 12M -------------- Fuel: 38 Description: Blue wingship with two wings and a propeller at the back. Now we're getting on to the beefier stuff. Like its cousin the Type 12, it is blue and has a back propeller, and its armor is not much better, but by god, they do much more damage than the Type 12. Watch out for this one. ------------------ 7.1.3 F-2F Class A ------------------ Fuel: 52 Description: Blue plane with an orange-bladed propeller at the front. At the beginning of the game, when your planes' armor and attack are still fledgling, this fighter plane is a threat. However, alter in the game this airplane is not much of a threat anymore, and is quite easy to strike down. ----------------- 7.1.4 F-2F Class C ----------------- Fuel: 46 Description: Same as F2F Class A, except from a different perspective and a maroon canopy on the top. This is another dangerous plane which deals pretty good damage to your aircraft. It's slightly upgraded in terms of armor and attack. ----------- 7.1.5 98f-P ----------- Fuel: 55 Description: Grey plane with red wing flaps and yellow propeller blades. Dangerous, I'd say. They use 20 mm cannons to badly wallop your aircraft, and it has very good armor. Gang up in twos against this foe. Once its 20 mms runs dry, though, their power is severely diminished. ----------- 7.1.6 98k-P ----------- Fuel: 55 Description: Like the 98f-p, except from the front. It has a big grey and orange striped bomb on its underside. You want danger? This provides fully! It is even more powerful than the fearsome 98f-P, with better armor! ----------------- 7.1.7 Lambda F-3A ----------------- Fuel: 68 Description: Looks like Rayetta's bomber, but is silver coloured and smaller. Has a propeller on each wing. This fighter is moderately powerful and boasts medium shells, but is not much cause for worry. Top up on your 20 mm and armor and you will be okay. ------------------------- 7.1.8 Lambda F-3A Mark II ------------------------- Fuel: 68 Description: Looks like a bigger version of the Lambda F-3A, and is viewed from the front. The Mark II is basically, by deduction, a tougher version of its older brother in terms of armor, but not so much in attack power. ---------- 7.1.9 I-1X ---------- Fuel: 24 Description: Has fin-like orange-striped wings, and a green, short, bullet-shaped body. The I-1X is an unorthodox plane, but should not be underestimated. Its armor is pretty good against missiles, but is weaker towards guns. It is also very fast, and can intercept you often. It's weakness is its fuel tank - it is absolutely puny, and won't survive a long-drawn battle. ------------------ 7.1.10 Lambda F-8C ------------------ Fuel: 54 Description: A bright orange body with black cockpit and single propeller in front. The Lambda F-8C has excellent resistance towards missiles, but is weak towards cannon fire, and its armor is not so strong - a couple of strong hits will easily strike this plane down. It is armed with 20 mm cannons which easily do damage up to 40 and above. -------------------------- 7.1.11 Lambda F-8C Mark II -------------------------- Fuel: 38 Description: A bright orange body with black cockpit and single propeller in front, albeit with an insignia on its body. Ordia pumped up the Lambda F-8C's armor and attack power - and you get the Mark II. Disruptive and moderately powerful with 20 mm cannons, you have got to watch out for this one. 7.2 Attacker Planes =================== Attacker Planes do more attack damage, but are lesser in defence capabilities. ------------------- 7.2.1 A-52G Class 3 ------------------- Fuel: 50 Description: Grey plane with orange-tipped single propeller at the front. They don't do a great deal of damage with their 8 mms - but they are not the worst yet. ----------------- 7.2.2 Mima Type 6 ----------------- Fuel: 52 Description: Maroon airplane with a propeller at the front. Usually accompanies the Type 12. It's more powerful in the sense that it can do excellent ground damage with its bombs, and its 8 mms are slightly more satisfactory. But it is not much of a problem. ----------------- 7.2.3 Mima Type 7 ----------------- Fuel: 56 Description: Light red airplane with a turret mounted on its body and a propeller on its front. Marked with red stripes in a few places. Quite a powerful piece of equipment, this! It does not do major damage, but I'll have you know that this plane is the start of your worries. ------------------- 7.2.4 A52-G Class 9 ------------------- Fuel: 42 Description: Grey plane with orange-tipped single propeller at the front, as well as orange guns at the sides. Much more powerful than the Class 3 A52-G, in terms of armor and attack. ------------------ 7.2.5 9c-A Class 3 ------------------ Fuel: 50 Description: Looks a little bit like Blore's plane. Dark green with red and orange wing flaps and a single front propeller. A moderately dangerous plane, with pretty good attack power. Watch this one carefully. ----------------- 7.2.6 Lambda A-3B ----------------- Fuel: 54 Description: Snazzy colors! Wings are a mixture of light orange and purple, red and white striped propeller tip, and several guns on the plane's top. Not that dangerous if you are well-armored. It does not do much damage, but can be deadly to buildings. ------------------ 7.2.7 9r-A Class 3 ------------------ Fuel: 50 Description: Looks a little bit like Blore's plane. Dark green with orange wing flaps and a single front propeller. Like the 9c-A, but is drawn from the front. Red propeller tip. Light armor, and a puny 10 mm primary cannon. However, thius plane will unexpectedly deal terrible damage upon buildings with its small bombs. Beware. 7.3 Bombers =========== These are things of Ordia's force to genuinely worry about. They do huge damage to land forces, and have excellent armor and good attack. -------------- 7.3.1 Type 12J -------------- Fuel: 60 Description: A dark-blue and grey bomber with two propellers mounted on each wing on the front. Bulbous body. The first bomber you will meet, and it is a threat to your aircraft. Besides dealing marvellous damage to your land units, it also packs a punch with its 8 mm. Its armor is also relatively strong at the beginning of the game. ------------------ 7.3.2 B356 Class 8 ------------------ Fuel: 70 Description: A grey plane with red wingtips and a big propeller mounted on each wing. Bombs like there's no eternity, and has armor which could withstand a buccaneer's rage. -------------- 7.3.3 Type 12N -------------- Fuel: 74 Description: A bright blue plane with two propellers on each wing and a small gun perched on the front of the plane. I hate to say this, but this plane will make you run like hell...especially when its 20 mms, though very limited, can usually deal 50 - 80 points of damage to your airplanes. Its armor is really tough and it crashes incredible damage upon land units. ------------ 7.3.4 400b-B ------------ Fuel: 60 Description: A light grey plane with a black-and-red tail flap, a funny gun on its back, and orange stripes on its wings. This has thick armor and excellent protection, baby! Though not tremendously powerful air-to-air wise, it is still a hefty bomber. --------- 7.3.5 B1A --------- Fuel: 80 Description: A silver-colored bomber with three propellers (yellow- striped propeller engine) on each wing and a yellow-tipped nose. The B1A has tremendously powerful bombs but is basically weak in air-to- air conflict and easy to take out without adequate air support. ------------ 7.3.6 GB-1FS ------------ Fuel: 80 Description: A brown-coloured bomber with two propellers on each wing and a small gun mounted on the bottom of the bomber's body. This bomber is the most well-rounded bomber of Ordia's, and the one to be most feared too. With excellent armor, a 20 mm cannon, and bombs which do decent damage to buildings and tanks, this bomber will be quite a tight bit of trouble in most times. _______ __________________________/ 8 \________________________ / WEAPONS \ \__________________________ ________________________/ \_______/ There are a variety of weapons you can find in Blue Wing Blitz. There are three types: Cannon, Missile and Bomb. Since I don't know Japanese, I shall have to illustrate the icon of the Cannon, Missile and Bomb weapons using ASCII. The icon is shown on the left side of the name of the weapon. Oh, and if you see any of the illustrated characters in the name of the weapon, check the FAQ to see if it is a Missile, Cannon or Bomb weapon. E.g. if you see the character for "Big" in a weapon name, and you have the "Missile" icon next to the weapon name, you are looking at the Large Missile Pack. ____ ______| | | | |______ | |____| 8.1 Cannon ========== Cannons are the backbone of your weapons, and are rapid fire. The larger the calibre, the more powerful it is, but the less amount of ammunition there is in the cannon. Cannons also have 3 levels of fire: - First Level: least ammunition used, and Straight Attacks usually come about this level. - Second Level: more ammunition used, and Straight Attacks and Loops trigger this. - Third Level: most ammunition used, triggered by Strafe attacking. There are 6 calibres of Cannon in total: - 8 mm, 200 rounds - 10 mm, 160 rounds - 13 mm, 120 rounds - 20 mm, 60 rounds - 25 mm, 40 rounds - 30 mm, 30 rounds (exclusive to Sersh's plane) ____ ____/ / :____ < \__\_ 8.2 Missile =========== Missiles are very powerful, but VERY inaccurate )with the exception of Scatter Rockets). When they strike, they can do up to 80+ damage - but if you're unlucky, you'll do 1 - 20 points of damage. When you see these characters in the names: | __|__ | / | \ |__|__| ___|___ / | \ | / \ \| | / \ (Small) (Medium) (Large) There are four types of Missiles altogether: - Small Missiles, 12 missiles - Medium Missiles, 8 missiles - Large Missiles, 4 missiles - Scatter Missiles, 40 rockets, 8 rockets per shot (umm, I can't illustrate the Japanese for that) ____ ___/ | / / \___ \ \____| 8.3 Bomb ======== Bombs cannot be used against airplanes or any other airborne structure, but do a tremendous amount of damage on buildings and ground-borne structures. When you see these characters in the names: | __|__ | _____ | / | \ |__|__| ___|___ |___ ___|___ / | \ | / \ |___| / \ \| | / \ |_____ / \ (Small) (Medium) (Large) (Giant) There are four types of Bombs altogether: - Small Bombs, 40 bombs, 4 bombs per shot - Medium Bombs, 16 bombs - Large Bombs, 8 bombs - Giant Bombs, 2 bombs _______ __________________________/ 9 \________________________ / CREDITS \ \__________________________ ________________________/ \_______/ Kudos to the guy on the GameFAQs Japan board who helped me with a translation of the mission briefing in Stage 5, thus allowing me to understand the mission and complete it. This guy shall remain unknown - for I have forgotten his nick. _______ __________________________/ 10 \________________________ / LEGAL STUFF \ \__________________________ ________________________/ \_______/ This FAQ is protected by Singapore Copyright Law and is for private and personal use only. No part or whole of this document may be reproduced in any form, written or otherwise. This document is free and may not be used for commercial use, like reproducing in CDs and selling them. This document may not be altered, doctored or referenced in any way without permission from the author (ernestho@magix.com.sg). This FAQ was created by me, Ernest Ho (ernestho@magix.com.sg) and All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. No other publishers/societies may use this fact apart from GameFAQs (www.gamefaqs.com). Remember, plagiarism is a crime punishable by law.