Sie sind auf Seite 1von 39

Any site may serve this FAQ provided the following:

(1) The site is capable of displaying the content of this page between PRE
and /PRE as HTML.
(2) The images associated with the FAQ are served and managed on a non-IGN
media server.
(3) The FAQ is presented verbatim, with the original author byline.
(4) The site may not be a property of, have any affiliation with, is a partner
to, or made any deal concerning content sharing with CNET Networks, Inc.
(5) The latest versions of the document, associated media and errata will
always be first available at FAQS.IGN.COM

Battle Engine Aquila


____________________
Missions/EVO Missions Debriefing & Scouting Report

Developer
Publisher
Released
Players
Memory

:
:
:
:
:

Lost Toys LLC.


Atari/Infogrames
2002
1 and limited local multiplayer
Do you honestly care?

Introduction
The much lamented Battle Engine Aquila is an otherwise excellent game
involving traditional armour and "something large" (like a Laumer Bolo, or a
Jackson Ogre). In this case, it is a Lost Toys "Aquila", a quadrupedal mech
with transformation ability (similar operation parameters of a Macross
Veritech). Its unique combination of movement and offence will make you stand
out on the battlefield. Simalcrum assumes you were desperate enough to read
the instruction book for all the moves you need, read the unofficial IGN
Guide, or bought Jon Robinson's Prima Guide, so this file only covers what to
expect in terms of missions, and then only very brief - like what a guy says
when he ejaculates.

Episode 1: Training
Primary Objective
Clear
Clear
Clear
Clear

Repair Pad

movement tutorial
weapons tutorial
evasion tutorial
combat tutorial

Near the shore in the R&D base


Air Cover
None
Debriefing
Your Russian instructor is not Dunya (huah!) but she'll be just as
unattractive as Olga, the pregnant Russian merc who shoves her grimy armpits
in your face in MGS2: Sons of Beaches. Luckily, Tatiana is an ally, so you
won't need to give her an impromptu post-battle abortion with a Magnum
Research 44 Magnum fired into her womanly regions. Huhuhuhuhu.
Tatiana highlights several spots for Aquila to head to; do as she says, or
get "liquidated". When you reach each checkpoint, you receive further
instructions about what to do next. If you have trouble following what can be
said, you can always re-read any displayed message by accessing the Message
Log on the in-game menu.
When you arrive at the firing range, Aquila's weapons will come online and you
can fire weapons. Do not fire on anything not highlighted with a red globe.
Doing too much damage to the R&D base will result in you getting sent to the
brig with a bunch of military prisoners who will use your ass like the English
Chunnel.
Get used to the weapons by firing into the air, then on the highlighted (red
globed) targets. You will not run out of Vulcan ammunition unless you
deliberately waste it. Once the targets at the range are destroyed, turn your
attention to the other targets that show up. The moving targets Tatiana refers
to are the drones coming out of an allied factory. Wait for the vehicle to
emerge (like in Command and Conquer) then blast it with any weapon. Again, do
not damage any buildings.
For the evasion exercise, note the small white circle around the missile as
they head towards Aquila. The white circle denotes that it is "locked-on" and
will hit you momentarily. To escape the lock-on, simply do a quick step
sideways (left, then right quickly or vice versa) and the lock-on will be
broken. If the lock-on is broken, the missile travels in a straight line using
its last vector. Simply evade the missile by moving elsewhere.
For the combat exercise, shift into jet mode and land on the island. Throttle
back before shifting back into walker mode to avoid overshooting the target.
You can also aim Aquila straight at the ground, change form, then butt-jet to
soft land. Landing in water will kill you.
Once you land on the island, three drones will be sent out for practice. Shift
into fighter mode and use the micro missiles to lock-on and kill all three.
One fully charged barrage will down one drone. You will have more than enough
ammo to do this. If you have trouble with the missiles, remember to achieve a
lock-on before firing. You can lock-on simply by floating the gun reticle over
the intended target and Aquila's gunnery computer will focus its weapons on
it.
Destroy all the drones and make for the Repair Pad (the big blue TRON disc) to
get an explanation of the all important Repair Pad. Get repaired, then attack
the last wave of drones. These drones fire back, so try to use the barrel roll
(same as a lateral quick step, left then right quickly and vice versa) to
dodge the missiles and attack with micro missiles. The base defences will
activate and destroy drones if Aquila is hit. To get an S grade, you will need
to clear each object quickly and not sustain any damage. Head for the last
checkpoint and Tatiana will check out the Aquila, then possibly give you a

hummer.

Episode 1: Blackout
Primary Objective
Research Center must survive

Secondary Objective
All enemy units turned into butt sauce

Repair Pad
Same spot near the shore as it was in training
Air Cover
None
Debriefing
This stage is easy if, "you know what you doing". "Knowing what you doing" is
very important in Aquila, since you can be there before the enemy and prepare
for it. Here, the most threatening Muspell units are all located to the fringe
of the R&D base and slowly crawl into the base. If you destroy the large
airborne carriers loaded with enemy soldiers, you can easily kill most of the
opposition before they land by shifting into fighter mode then using micro
missiles to track and kill half a dozen carriers while they are still
airborne. The carriers who make it past your killing zone, you can deal with
easily using the plasma cannon.
Focus on destroying the carriers that are closest to the base - if you
throttle back to slow Aquila's approach, you can get off more shots while
airborne. Although it seems as if you will need to land to make more fighter
passes, you don't need to. Instead, shift into walker mode and land on the
carriers themselves. Use the plasma cannon's fully charged shots to finish the
job. When your ride explodes, just lift off and head for the next one. And the
next one. And the next one.
If you run across any fighters, simply wait for a lock-on, then barrage them
with five or ten micro-missiles. You have more than enough micro-missiles to
thoroughly turn the invading force into something that looks like a woman's 30
day special, so don't be afraid to use up everything you have. Along with your
allies, you can't lose unless you let too many invading carriers land and
deploy the armour line. You can always use the Repair Pad to restock Aquila's
stores and launch another attack.

Episode 2: Interception
Primary Objective
Two transports saved
Tatiana's transport saved
Enemy forces routed

Secondary Objective
All transports saved

Repair Pad
Inside firebase Apollo near where the transports will land
Air Cover
None
Debriefing
This mission will seem much harder than the last one. It pits Aquila against a
small force of fighters who want to take out four large, slow transports. This
is the first mission that allows you to branch off into the harder EVO
missions as well. When you start, the Aquila is in fighter mode flying towards
the coast. Head off the few fighters by using micro-missiles; recover Aquila's
energy stores by landing on the beach. You cannot land on the transports like
you could on the carriers, so pay attention to your energy level while
dogfighting. Do not speed up since it will use more energy, but do not slow
down to conserve energy (you never catch any of the fighters). The fighters
will attack the first transport first (Alpha Transport).
If you hear the transmission that informs you Alpha Transport went down, you
can retry the mission to achieve the secondary objectives or simply continue
with the game. Prioritise your targets and attack fighters that are diving at
transports - these are the units that are about to attack. If you spend time
chasing a fighter that just launched its missiles, then you're letting the
others in the swarm get in their attacks before you kill them. If you miss out
attacking a fighter before it fires on a transport, concentrate on locating a
fighter that is about to attack, and deal with the fighter you ignored when it
doubles back.
Once all the fighters are gone, you can help out the firebase and get rid of
the carriers and tank forces.
First, you want to find the Repair Pad in the firebase. It will help with
mopping up the remaining forces. With micro missiles re-armed, you can afford
to shower the whole island with nuclear death and MSC (micro-saturation
cluster) warheads. Wipe out the carriers like you did before, then finish off
any tanks that escaped to clear the stage.
If you are having trouble preventing the fighters from downing the lead
transport, keep in mind that once you start the stage, you should focus only
on the fighters. Land after taking out three or four (or five if you're fast).
While you are recharging the Aquila's energy reserves, switch to the Vulcan
Cannon while in walker mode and occasionally you may find yourself in a lucky
position to down a fighter when it dips into your range. When the energy bar
is refilled, take off again and focus on the fighters that are approaching the
lead transport (they are the ones about to attack). Check your radar as well
for any bright red dots that represent Muspell air units.

Episode 2: Assault on Apollo

Primary Objective
Bombers destroyed
All critical base buildings survive

Secondary Objective
All enemy units destroyed

Repair Pad
Inside the Apollo firebase, the same spot from Epsiode 2: Interception
Air Cover
None, you cunt.
Debriefing
This mission is easy if you just want to finish it, but due to the chaos of
the battle, accomplishing the Secondary Objective is rather hard. Start by
shifting into flight mode and destroying the three bombers approaching from
directly ahead of the Aquila. You can barely see them from far away, but when
they appear, you can identify them quickly due to their slow level flight
paths. Use fifteen micro missiles on each bomber.
To attack the bombers in time, speed up slightly, then when the bombers are in
range, slow down (you may temporarily stall the Aquila). Sweep past the bomber
group and fire as many micro missiles as possible. U-turn and attack the
bombers from the back with Vulcans or missiles. You will get a
message, "That's the last of the bombers", when you destroy them all.
With the bomber threat removed, focus on killing the two small carriers
dropping enemy commandos on the island. You can kill both easily as they fly
over the firebase. If you must, land on them to deliver the final blow with a
plasma cannon. The next step depends on how bad your allies are fairing. If
the battle line is close to the base, blast a few of tanks that have gotten
close to the firebase before turning your attention to the fighters -otherwise, you can start immediately on the fighters so that the allied
bombers can operate without harassment.
It is highly doubtful that you need to use the Repair Pad (fighters die with
five missiles and there are not too many of them, unless on EVO) but its there
if the bombers did not reach it. Restock and recover, then take to the air and
clear the air of enemy fighters. All of them. Now comes the hard part. The
mission ends (successfully) when all carriers and tanks are destroyed.
However, to fulfill the Secondary Objective, you must kill all ground units,
including infantry!
The problem is trying to spot infantry in the first place. They are very tiny
and you can only track them using the Vulcan cannon (and radar). Fly over the
island and where the small carriers dropped the commandos with the Vulcan
equipped. If the gunnery reticle twitches, you have a target. It's best to
leave the tanks alone so that the bombers have more targets that need to take
out - this gives you more time to search and destroy interloping infantry.
Once the last tank is destroyed, the mission ends. Remember that you can use
the Aquila's butt jets to roast infantry if they are too close for your Vulcan
cannon. You can kill squads of infantry by walking over their positions with
your landing jets on.

Bug: There is a fatal bug that regardless of how well you do, the secondary
objective will NEVER be accomplished, thus insuring the following stage will
never be unlocked for EVO. The only way to get around this bug is to use the
unlock all stages cheat by naming your profile/new game a certain way. See
cheats at the bottom. Trust the Simalcrum when he sez, "Nothing on the radar
was red when Kramer stuffs his black ass face on the screen and screams at you
to bag some Forseti nookie while the rest of the ground forces clean up."
User-Submitted
From : Will (will874 hotmail com)
Sent : Friday, April 8, 2005 12:13 AM
Subject : battle engine aquila
Dunno if your even still using this email address as you wrote this
walkthrough about 2 years ago but I just got BEA free with my new graphics
card and looking on your walkthrough for tips
(http://faqs.ign.com/articles/441/441232p1.html) about winning the last level
I saw that for level 2 of chapter 1 you said there was a fatal bug in that you
could not complete the secondary objective of killing all enemy units. The
trick as I learnt from another level is that sometimes they have flying units
try to escape the battle field when you are not looking - there is a lander on
the far side of the island from where you start that tries to escape at the
beginning of the battle, after destroying the bombers you need to chase after
it before it disappears off the map.
From : barin
Sent : Sunday, April 17, 2005 1:13 AM
Subject : Still new stuff - Battle Engine
First of all, before we begint the step by step description, some inportant
info to keep in mind:
1.) Time is the key. You have to eliminate all ground forces BEFORE the "At
last, the air support's arrived" radio message. If your are only a second
late, you will get only A. Ground forces consist of the landers and tanks, so
don't count infantry in.
2.) If you don't catch the escaping lander, you can be fast as hell, you won't
get better than grade B.
3.) Letting the bombers damage the buildings won't do any good to your grade.
As mission starts, press enter to skip the camera rotating around your Battle
Engine, time is precious to spend it on things like this. First of all you
have to take out the bombers. Switch to fly mode immediately and try to go
against the bombers. (You may fire micro missiles to some fighters that came
against you.) When you reach the highest hill between you and the bombers,
slow down and start firing missiles to them, with the 10 missiles mode (hold
down fire until the green indicator on your HUD gets full.) This may cause
some damage to the bombers (and the crossing fighters) until you reach them.
When you get closer to them, try to shot them down one by one by flying
against them. (Flying behind the bombers would make you more accurate but that
takes too much time. We have a lot of missiles and very little time.)
At first because of the explosions you won't see that you were succesful or
not. At the bombers head down, and let's do some short tank hunt. There comes
two lines of tanks, the first line must be on the grassy field (3+1 tank), the
second is on the road (5 tank). You need the first line: go directly down,

because the will be under you, and try to shot 5-5 rockets to each tank. Wait
until the aim system gets one, then press fire shortly. You will have time to
kill all 4 of them before you reach the ground. Don't crash into the ground,
switch to walker mode, and turn to the east and switch to grenade. You will
see a lander on the ground. (It's on the ground since the beginning of the
mission.) Aim it until the crosshair becomes a little red circle, then fire
exactly 14 grenade at it, then switch to fly mode again,and turn to the south.
You will catch the escaping lander. Don't fire any missiles at it. You will
shot it down from the ground with pulse cannon. (You can choose where to land,
the pulse cannon fires very far. If you go too close to the lander, then you
will lose time. If you stay too far, then some of the tank will turn back and
attack you, and that will confuse the tactics - not because the damage they
make but we have to know their location exactly.) There is a little hill at
the see between you and it. Land down on the west side of it somewhere, i
recommend the hill's western slope. Aim the nose to avoid missing it. Fire six
full load (green indicator full) of it, that will do.
By the time a lot of enemy fighters will appear at the southern horizon,
don't bother yourself with them, they can't harm you. Go airborne again, and
slowly turn back. Now you kill the 5 tank line on the road (they may left the
road to go against you). Fly slowly and fire 5-5 missile each of them.
Now turn to the west. There will be a bigger pack of immobile tanks at a hill,
and one tank on the top of the hill. You hit only the hilltop tank, then
switch to walker mode and turn to east again. You will be at the place where
you began to kill the first tanks (under your first bomber attacks). You will
see some blue building near you, and 4 landers behind them that are landing
now, two of them are close. (The other two are behind a hill. They land after
a while so they will be the last.)
At this time the second lander one is already down. (It's the farer of the
two.) (It's important to destroy any lander that hit the ground because it
releases a lot of tanks that begin to spread out, and it takes precious time
to catch them.) Fire 14 grenades at it, all of them must hit the ship. If you
are not sure, fire some more, but don't wait until they reach it, because time
is important. The first lander may descends into the line of the grenades
during its landing, disturbing the grenade-counting. This means that you
wasn't fast, and you have to hurry. In this case kill both of the two closer
landers. (If you were fast enough until now, your grenades will fly under the
first lander.) After this switch to fly mode, and turn to the immobile tank
team, land near them, and kill all of them using grenades.
If you get hit and get augmented pulse cannon, kill them with that, it is
faster than grenades. Now fly to the remaining two landers as fast as you can.
If you were slow, you may find some tank at this area, give 5 missiles each of
them. Land near the landers and kill them. (If you don't have too much micro
missiles then don't use them against the landers.) If you still have grenades,
then use them, if it runs out, use pulse cannon. If you can kill the last one
without letting it land down, then you made it. When you cleared out all the
ground forces, the flying units begin to leave the area to the south at their
top speed. When the last one is out, the mission is over. Among the fighters
there are two Infantry Dropping Ships. Now you have to look for them.
Why: Their top speed is not as hig as the fighters, so they will be the last
two plane that leaves the area. Time matters at this mission, so if you wait
for them to leave the area they may take your S grading as well, so try to
hunt them down. It's good if you still have some micro missiles left for them.
They are still fast enough to make you sweat catching them, so look for them.
10 missiles and a bit of vulcan will kill them. Don't chase the fighters, it's
useless. They are fast, even the missiles don't reach them, but they leave the

area very fast. Don't go after the infantry.


That's all. :)
Really nice challenge.
I'm sure I wrote this whole shit for nobody but hell - I enjoyed it. :))))
Update: Well son of a bitch. Will was right on the money. There is a fleeing
Quell Heavy Lifter past the three marked Tyrant Bombers that apparently got
missed. Infantry apparently does not count towards the ground units destroyed
objective. Some guy from Hungary sent in an S-rank walkthrough for Assault On
Apollo. If Jeremy Longley can "assemble the squad" after Parliment gets smart
to subsidise small developers, maybe Aquila 2 can make an appearance on Xbox
Next. Fat chance with all this war mongering however.

Episode 2: Assault on Apollo EVO


The main changes to your first EVO mission is the doubling of the number of
bombers that need to be shot down. Aside from the general increase of the
number of enemies overall (the fighter are also doubled) there is little
change from the standard mission. Lucky you. Later EVO missions are entirely
different stages. Take care of the six bombers easily by throttling down once
you get within range to use micro missiles. Once all the bombers are
destroyed, focus on the two small carriers dropping the commandos. If you take
the time to see where the commandos have dropped, you can use the Vulcan
cannon and landing jets to destroy them later.
On EVO missions, try not to leave enemy fighters alone. They attack with more
aggression and will launch missiles twice as likely. A huge schwarme of them
will quickly destroy a capital ship or worse, destroy the targets you need to
defend. When you can, destroy a few fighters so that your Air Cover can take
advantage of the skies. Sky clearing will become a larger responsibility on
your part once you advance into later EVO missions.

Episode 2: Escort Duty


Primary Objective
Convoy reaches destination

Secondary Objective
All transports survive
Battleship destroyed

Repair Pad
Aboard the Marshal
Air Cover
None
Debriefing
This is the first all water mission you will encounter (similar to the co-op
stage). Like Tatiana says, watch your energy reserves. If you get hit several

times, Aquila is going to take a fatal dunk. Either slow down and shift from
fighter to walker mode, or look down (aim Aquila at basically) at a ship and
change form, using your butt jets to slow down. These are the two easiest ways
to land on the spot you want.
Start by flying to the left and downing some of the Muspell fighters. While
they will not sink the convoy, they will fire on the Aquila and cut your
energy drastically. Fly ahead and to the left of the convoy's direction to
take out the battleship. The battleship is a Secondary Objective and you can
keep it from sinking the Marshal and the convoy by taking out the forward
facing guns - simply sinking the entire battleship will also do the job.
To sink the battleship, land on the deck and use the grenades (all of them if
necessary). Grenades will not be used for the rest of the stage and you can
expend all the munitions here, taking out the turrets firing on you and the
vessel itself. Be sure to take out the four turrets amidships and to have the
energy reserve to fly to safety before you deliver the killing blow. If not,
you will find the Aquila standing on a sinking enemy vessel with lots of water
to bridge.
Head back to the convoy after taking care of the battleship. Try to land on
the Marshal (the lead ship) and get repaired. This will also refill all of
your energy as well. Once repaired, fly and land on the last ship in the
convoy and wait. The chances are that the AA guns on the Marshal have taken
out the last few fighters as well (but not always). Keep Aquila standing by on
the last convoy ship and ignore the fighters. If you killed the battleship and
got back to the convoy in time, you will have ample time to wait in the right
spot for the bombers.
Sure enough, enemy bombers will appear near the last ship in the convoy to the
southeast and start a diving run almost immediately. Shift into fighter mode
and take out the bombers using fifteen micro missiles each. By attacking
aggressively, you will be able to take out the bombers and preserve all the
convoy ships. If you have trouble determining the range of your flight, keep
in mind that as long as you are not hit too much, all landing destinations
(ships, Marshal, the battleship) are all within reach of Aquila while flying.

Episode 2: Escort Duty EVO


The EVO version of the mission features more guns on the battleship that needs
to be destroyed before it ceases to be a threat to the convoy. You can still
exhaust the Aquila's grenade supply and cause the battleship to sink. On your
way back to the Marshal, try to take out as many of the fighters as possible,
unless you want to clear the minefield ahead of the Marshal. By clearing away
the fighters, you will prevent the Marshal from being damaged too much. The
bombers still appear at the last ship of the convoy, but will take more
missiles to down. All the bombers have been increased, as well as their
toughness. Only one ship needs to make it through to complete the level, but
if you want to clear it with all the ships, you will need to be very fast and
accurate with Aquila's micro missiles.

Episode 2: Counterstrike
Primary Objective
Destroy all enemy armour units
The Venturer must survive

Repair Pad
Two; one on the Venturer and one in the firebase
Air Cover
Lorenzo
Debriefing
This is a fun ass mission in that you start on board the Venturer and start
attacking the Muspell bastards who in turn, are attacking the Apollo firebase.
You will also be able to have Jason Lorenzo to provide Air Cover. The Venturer
is a veritable fortress against the schwarmes of fighters that try to mob it.
With two Repair Pad between the firebase and the Venturer, Aquila will have
ample places to re-supply. Shift into fighter mode and start your attack run
against the carriers in the distance. Evade the fighters, but try to fire off
a volley of micro missiles as you pass to damage or destroy them.
Your main priority is to focus on the small flight of bombers ambling towards
the firebase. When you start, they are to the front and slightly to the right
of the Venturer's forward flight path. Kill all the bombers with micro
missiles and then focus attention on the carriers landing on the island. If
too many unload their cargos, you will not be able to repel the attackers
before the firebase is destroyed. Focus on unleashing full barrages of micro
missiles on the carriers, then switching to walker mode and volley grenades on
the vessels until they blow. Give priority to the base buildings since they
are weaker than the Venturer. The base defences are also immobile as well as
spread out thinly, so the Muspell can easily smash any defence if enough of
them land. Once the majority of the carriers are gone, what you do next
depends on what messages you receive.
If you haven't received a message about, "Those fighters are headed straight
for us!" then mop up the remaining ground forces released from carriers that
you missed. If you get a distress call from the Venturer's captain about
needing some Air Cover, then head to the Repair Pad on the air carrier,
restock and re-arm, and then take off against the next wave of bombers that
came into the island. Chances are that between Lorenzo's squadron and the
Venturer's AA turrets, all (or almost all) the bombers will be destroyed. You
just need to kill the remaining bomber(s) then have Aquila to assist in
mopping up the rest of the ground forces. This is easier than killing babies
with an axe.

Episode 2: Counterstrike EVO


The EVO version of the mission pits Aquila against an increased number of
fighters, bombers, carriers, and ground forces. The major increase that you
need to worry about is the number of bombers. The Venturer and Lorenzo's
squadron will keep the fighters' at bay through attrition. The sequencing for
the EVO mission is the same in Counterstrike (unlike some other EVO missions)
and should prove no problem except for the increased number of enemies you
need to beat. It is highly recommended that you play through at least three or
four EVO missions before you attempt the second "better" ending in Battle
Engine Aquila. Despite being a highly innovative simulator, the game has some
sequencing flaws.
Two other units have been added to the Muspell ground forces that will also
threaten the firebase early. After you deal with the first wave of bombers,
look to the small clearings to either side of the firebase and try to locate a

large tank unit with a very long barrel. This is a Muspell Mobile Artillery
unit that will reduce the firebase to rubble in no time. Blast both Mobile
Arty units (there is one on each side of the firebase) before attacking the
carriers. The combined fire of the Mobile Arty units will cause you to lose
buildings and allied units much faster than on normal.

Episode 3: Liberation of Russo


Primary Objective
Protect Forseti Base
Destroy Muspell forces
Destroy Muspell outpost buildings

Secondary Objective
All base buildings survive

Repair Pad
Russo Base
Air Cover
Fox, Lorenzo, Casbah
Debriefing
This is the first mission where you have a choice of Air Cover, as well as an
Aquila configuration. You can choose the Lancer, Blazer, or Pulsar. It's
recommended that the Pulsar be used to "scout the mission" before you take it
on for real. The Pulsar can certainly deal with all the threats here, but a
Blazer is devastating to the Muspell outpost. The Lancer is not recommended
since it behaves very poorly.
In the realm of Air Cover, Tara "Ebony Princess" Fox is excellent for air duty
since she is equally adept at killing aircraft as well as tanks (but not to
the effectiveness of Lorenzo or Casbah for air and surface targets
respectively). Jason Lorenzo can take out carriers while they are still
airborne, but deal poorly with ground forces. Fox, for the most part, is the
best for most missions that require multi-role tasks. Choose Tara Fox if you
can, she makes most missions tolerable.
The first thing is to do is to get rid of bomber wing to the right of starting
flight path. Slow down, then use the Vulcan Cannon (or micro missiles) and
kill the whole flight. Then focus on the six (or seven) buildings in the
mountain pass overlooking the Russo base. Blast the tank factory (the bigger
of the two buildings) to stem the production of tanks. You have sixty seconds
or so before another bomber sortie is launched on Russo. Don't mistake the
tank factory for the infantry barracks (which you'll kill later). The tank
factory is the building NOT on the small hill in the pass.
The Lancer's spread bomb is great for the factories until Aquila if forced to
land; in that case grenades in walker mode will level the building in no time.
Stay on the small hill and use the pulse cannon to snipe the cannon
emplacements set up on the walls of the mountain pass. The small hill protects
Aquila against enemy tanks since they cannot crawl up the slope. Once you kill

all the turrets, you can kill some tanks, but once all the factories and
emplacements are destroyed, the mission ends even if more bombers appear.

Episode 3: Muspell Counterattack


Primary Objective
Defend base
Lose no more than two allied turrets

Secondary Objective
All Forseti turrets survive
All Forseti buildings survive

Repair Pad
Russo Base
Air Cover
Fox, Lorenzo, Casbah
Debriefing
The Lancer configuration is viable since you are actually going to be
defending the firebase instead of mounting any effective attack. Using Fox as
Air Cover is advised, since she will fare well against all the targets you
will be facing. Do take Kramer's advice and stay near the base (and the repair
pad). When the mission starts, three bombers will already be en-route. But you
have just enough time to use torpedos to take out some of the attackers on the
left or right side of the base before the bombers arrive. Just soften up one
side, because the bombers will be unstoppable as soon as they release their
bombs.
Head to the base of the mountain pass in walker mode and get the Flux Missiles
ready. Each fully charged "shot" of Flux Missiles will fire a volley of them
ranging from one to four. Use two or three volleys to savage the bombers as
they clear the horizon and into your sights.
Following the destruction of the bombers, take flight and smash the attackers
on the side of the base you skipped when you had to focus on bombers. Skilled
pilots can soften both sides before attacking the bombers - "soften" means
kill all but a few units, or severely damage all enemy units so your Forseti
allies can kill them easily. After neutralizing the attackers coming from the
side, use the Repair Pad to re-arm and crawl up the hill and into the mountain
pass.
This was where the Muspell outpost was in the previous mission. Launch from
the hilltop and attack the ground forces with torpedoes, then land and take
out fighters with flux missiles. Three more waves of bombers will approach
from south before the mission ends. Once the message about the bombers
appears, you have 20 seconds to get into a position where you can fire on
them. The pass is an excellent spot to repel bombers coming in from the south,
and the although rare, bomber waves also come in from the east and west of,
Russo Base. Use the Lancer's flux missiles, blaster, and Vulcan. Visit the
Repair Pad often and re-arm when you can. If you have time to spare between

bomber sorties, attack the carriers to the east and west of the base if
possible (with torpedos) but the main focus is keeping away tanks and bombers
from your turrets and base buildings. This mission offers a time-based
victory. Hold out and you win.

Episode 3: Muspell Counterattack EVO


The time of day is night, but that alone does not make the stage harder. The
bomber sorties will be more frequent, and the number of bombers that are in
each flight is increased to four. Although the Lancer was capable of covering
Russo in the normal mission, you will want to take a more direct approach to
the hordes of ground forces you are expected to stop. Tara Fox will do nothing
because of the increased number of fighters that are added, but mostly because
she's a girl. If you decide to mount a counterattack yourself, consider a
Pulsar that can take out the numerous carriers that keep dumping tanks and
artillery around the base.
Otherwise, you can still resort to the Lancer, but keep in mind that you may
have to either rely on the Vulcan to take out bombers (not advised), or use
Flux Missiles while falling. The Pulsar with its balance of air and ground
weapons, are a good choice for this EVO mission, and if you can keep him alive
to do damage, Billy Casbah will be able to take out most of the tanks before
you lose too many turrets. This EVO mission will not be the first one you fail
repeatedly, nor will it be the last.

Episode 3: Wake of the Venturer


Primary Objective
Capture the island
Lose no more than two allied turrets
Protect the base

Secondary Objective
All Forseti turrets survive
All Forseti buildings survive

Repair Pad
Two; at Russo Base and on the Venturer
Air Cover
Fox, Lorenzo, Casbah
Debriefing
Take Tara, or if you want to shift gears, Lorenzo or Casbah. This is an easy
mission if you take the Pulsar. With the Blazer, things get difficult and you
will need to rely on your allied Air Cover to kill bombers and fighters. The
Lancer is not recommended since it is too ammunition dependent against ground
targets (the torpedo) and too underpowered to engage the bombers in this stage.
Begin by flying a bit to the right and killing the whole flight of bombers
coming at Russo. About 90% of the bombers (normal and EVO) will come at you

from this flight path that will be referred to as, "Bomber Alley". Kill all
the bombers quickly by speeding up to get into range, then slowing down when
you start firing. When the bombers are all gone, head to either Russo Base or
the Venturer to get not as much repaired as re-stocked on ammo. The next focus
is to take out all the factories, or as many as you can, before the next
flight of bombers come in. There are six factories producing walkers, tanks,
and infantry.
While you can kill some tanks and walkers to help your friends, you need to
get rid of the factories or the Muspell keep getting reinforced. The primary
reason to use the Pulsar is to exploit its grenades on the factories while in
walker mode, and use micro missiles in flight to down bombers. While loitering
in the south area, the inevitable bomber message will come and you will need
to fly back to the bomber alley and take out the bombers that threaten the
base. Fly to the Venturer first and use the Repair Pad to "re-energize" Aquila
before taking flight from the Venturer and taking out the bombers. If you fly
from the south area to the bomber alley, you will run out of energy just as
you line up the bombers right outside the base. Without energy, you will not
catch up to the bombers in time to prevent them from unloading their bombs.
Repeat the pattern of going back and forth between "Bomber Alley", and the
south area (where the factories are) using the Venturer as a pit stop halfway.
If you see a large enemy concentration that broke through your allies, feel
free to make a detour during the trip to the factories (never detour on the
way to Bomber Alley - no time) and take out the enemies there. If the 30
second timer has not run out while you're on the Venturer, you can head to
Russo base and use the Repair Pad there prior to attacking the bombers.
Be quick with the factories since after a set amount of bomber sorties, there
will be simultaneous sorties launched against Russo base, and it will only
aggravate an otherwise easy scenario.

Episode 3 - Wake of the Venturer EVO


Ditto, except that the stakes get bumped up for the turret quota. If two
turrets are blasted, the mission is a failure. The increased number of
enemies, notably carriers, do not help the situation. The relay tactic that
worked on normal also works on EVO, but you will need to make more of them
since the bomber flights occur more frequently. As long as you focus on
killing the enemies that are attacking your allies, then focus a bit on
destroying at least one factory each time you are in the southern area, your
Forseti buddies will eventually win.
Having something as big as the Venturer to assist in a stage makes all the
difference, regardless of difficulty.

Episode 3: Thunderhead!
Primary Objective
Accompany the Venturer
Destroy Thunderhead

Secondary Objective

Impress Tara Fox with the size of your schlong

Repair Pad
None
Air Cover
Fox, Lorenzo, Casbah
Debriefing
Get ready for the first boss. You can take any Aquila you want, but the Lancer
is the best in most boss fights since you are focused entirely on one target.
Begin by taking off and switching to the torpedo. You will not be attacking
the boss just yet since you want to take out the four missile and flak turrets
in the boss' arena. This way, you can focus your attention on Thunderhead
instead of worrying about other enemies. The troops that are being air dropped
are Forseti Pionere Infantry, and will distract the boss as you try to find
its weakness.
Thunderhead's weakness is the center of the giant claw like beam weapon. Of
course, since the boss only opens the weapon when it is about to fire, you
need to be quick about how to attack the beam weapon without being killed. The
most obvious way is to time a fighter run against the beam weapon as the claws
are opening and shuttle off a salvo of missiles. Almost immediately, the
Aquila needs to turn away to avoid the beams, since the beams have tracking
ability.
Doing things this way requires the Aquila to land frequently to regain energy.
The other way, using the Lancer (or to a lesser degree, any of the Plasma
Cannon equipped Battle Engines) is to stay on the ground and keep circle
strafing around Thunderhead. When the beam weapon opens, the boss usually
stops turning to guide its beams. This is your chance to attack the center
point by manuevering the Aquila so the beam laser passes in between the opened
claws. The Lancer's beam weapon is great for this boss (and it seems, only
this boss). Keep dodging as the boss turns, and stop just long enough to use
the beam weapon on the claw's center point.
Once the beam weapon explodes, the boss' real weak spot appears. This
absolutely requires Aquila to fly and land on the boss' back to attack the
three green nuclear rods. Due to the slope and the limited arcs of Aquila's
upper body, you will need to move to the lowest point of Thunderhead's back
and attack the green rods with non-explosive heavy ordnance. Once the rods are
breached, the boss will get, "Blowed up".

Episode 3: Thunderhead! EVO


Same thing, but in addition to the five turrets already left over from normal,
there is a small platoon of Muspell "Raider" Tanks (about six). Take out the
turrets, then start crawling as a walker with the Beam or Pulse Cannon and off
the tanks before focusing on the hunderhead. The Lancer's beam is the best for
this boss. Apart from the tanks, and the other statistical changed on EVO,
this mission is otherwise identical to the normal version.

Episode 4: Beach Head


Primary Objective

Clear at least one beach of obstacles


Secure at least one beach
The Marshal must survive

Secondary Objective
All beaches cleared

Repair Pad
On board the Marshal
Air Cover
Fox, Lorenzo, Casbah
Debriefing
You again have the luxury of choosing any of the three Wild Card pilots and
your choice of configurations. The Pulsar and Lancer are good choices (pick
the Lancer only if you know what's going on). The Lancer can clear the mines
from the shore faster if your aim is good with the beam laser, but the Pulsar
will be in better position to meet the bombers that threaten the Marshal at
the end of the stage.
Begin by soft landing on the beach and work from left to right clearing the
mines. Note that each section of beach has nine mines that need to be cleared
in order to make it "safe". Clearing the whole beach will access the next EVO
mission. After clearing the eastern sector (Gamma section) of mines (or if you
only want to clear one beach, ya' chicken shit) look for a small outcropping
on the east section that has two artillery units. Kill them (the Marshal or
the Air Cover will do that if you hesitate long enough) since they will do the
most damage to your landing parties before they even get the army unloaded.
Take care of the arty quickly, since the next portion requires very fast and
effective application of the grenades, spread bombs, or torpedoes. You must
now clear the beach of all buildings (including flak turrets, which can't aim
at surface units). If even one building survives, the Yenya invasion is called
off while you're dragged into the street and shot.
The buildings are about six turrets and two factories. The factories are on
the west side of the beach. All buildings will be highlighted for destruction
on your screen, so don't worry if you can't find them. Just remember to look
for any gold dots (the white dot is Aquila, if you don't know by now). The
Pulsar's grenades and pulse cannon will be working overtime (don't forget to
use the augmented weapon pulse cannon so as to save grenade ammo for times
when you don't have that option). The Lancer, in taking out the mines, tanks,
and buildings will need to refill on flux missiles afterward. The Pulsar may
need repairs as well. Head to the Marshal and get re-armed for the next phase.
Four bombers will approach from the north. One pair on the east, one pair on
the west. If your Air Cover is still around, they can provide enough
distraction for the Pulsar to easily chase down and kill all four. The Lancer
will need to use the vulcan on the west pair (which start out closer to the
Marshal) then with energy running low, head off the east pair of bombers. It
will need to switch to walker mode and while falling, use flux missiles to
down both bombers. The Aquila will be at full throttle from the time the first
pair of bombers are downed until you intercept the second pair.

Once all these threats have been removed, the first phase of the invasion is
over. For now.

Episode 4: Weathering the Storm


Primary Objective
Beach area secured

Secondary Objective
At least 51% of friendly forces must survive.

Repair Pad
Onboard the Marshal
Air Cover
Lorenzo, Fox, Casbah
Debriefing
For the easiest time, pick a Pulsar and have Tara Fox wash your back - I mean
watch your back. She can lick you up and down later. After pie. Huhuhuhuhu.
Tara's balanced fighters will be able to help you regardless of the target.
The Pulsar will be able to handle anything the Muspell have on the ground and
in the air (i.e., bombers).
Start the mission off by thinking that you are in a survival/endurance match.
You need to hold out until the "reinforcements" timer drops to zero, at which
point, you need to fight off bombers and hope your allies don't all die. To
survive, you only focus on killing the masses of red dots that are close, or
will get close, to the Forseti battle line. Even by weakening enemy tanks, you
give your allies the advantage they need to survive.
Do not, repeat do not, go after any factories in the North area. You can
destroy the lone walker factory to the east and savage the enemy there so that
the pressure is eased off your allies' front. You main job is to keep those
blue dots alive and kicking until the stage is over. Focus on the fighters
that are harassing your Air Cover (and the bombers) then kill tanks (in walker
mode).
When you have a breather, search for flak and missile turrets so your air
cover will last longer. Fighters will repeatedly be spawned in singles and
pairs, so you will want to destroy the turrets attacking your Air Cover. The
big threat of course, are the bombers.
Several bombers will make their way from the north area to the Marshal, but if
you killed the fighters and started reducing the number of turrets, Tara will
do you a favour and most likely kill most or all of them (depends where she is
at the time) before they are over your allied line. This does not mean you sit
idle in Aquila. So long as a bomber is flying, it will drop its payload and
kill something, so you will need to engage and destroy all the bombers you
find.

Don't forget you can return to the Marshal and re-arm when you are out of ammo
(or low on armour). Watch the reinforcements timer. When it is around 5 to 10
seconds, head to the Marshal, get repaired and ready the micro missiles
against the bombers that will appear to the west of the Marshal in one big
gaggle. Down all of them, then return to the beach to help your allies and
wait for victory to be awarded.

Episode 4: Weathering the Storm EVO


The EVO mission starts more or less the same, except the enemies have been
increased - notably a greater number of enemy walkers carrying sterilisation
rays. The minimum number of forces that need to survive the onslaught is
increased from zero (meaning you can lose all but one unit) to ten (meaning
you need at least eleven tank units to achieve victory).
Your forces get hammered almost immediately, so you need to make some quick
decisions. The Pulsar and Tara will get you through most of the stage, but
Tara is forced to retreat almost 80% of the time due to the sheer increase of
enemies.
This time, ignore the eastern walker factory and focus entirely on saving at
least eleven tank units. Do this by aggressively attacking the largest units
(walkers) then the large groups of tanks (augmented cannon, esp. if you keep
getting shafted in walker mode), missile artillery (the big tanks with red
boxes on the top), and always keep an eye out for bright red, slow-moving dots
(bombers). Try not to use too many micro missiles either (you want 100 or
more).
Within two minutes of the EVO mission, the script bug starts (it has not been
fixed on the console versions, although future PC patches may address it in PC
versions of Aquila). Right about the time you see three bombers heading from
the north onto a bombing run on the Marshal, you get a message about "Friendly
air contacts".
Kill all the bombers then start heading to the Marshal, but try to course over
the mountain to the Marshal's west in order to recharge some energy. There
will be about six (or more, it is frantic) bombers that will come into play
and start bomb runs on the Marshal. Even one bomber will destroy the Marshal,
so you need to throttle down once you are in range and kill the whole flight.
Once this threat is done, get repaired (naturally) and return to the fight,
focusing on walkers, artillery, and large tank groups. Watch the
reinforcements timer; when it reaches zero, a message about "Enemy bombers
coming in from the west", will appear, but was apparently mis-scripted for the
earlier flight of bombers. Again, a PC patch may correct this, but this is
unlikely.

Episode 4: Naval Ambush


Primary Objective
At least three cargo ships must survive to destination
The Marshal must survive

Secondary Objective

Nine cargo ships survive to destination

Repair Pad
Onboard the Marshal
Air Cover
Fox, Lorenzo, Casbah
Debriefing
You should probably know that by now you always choose Lorenzo in water escort
missions since most of the time, Aquila can handle the battleships but need
support with the bombers and fighters.
Head forward and start looking for bombers (there are four on normal and EVO).
Use micro missiles to down them (remember fifteen missiles each). Throttle up
to catch them before they reach the convoy, but go back to "normal" throttle
once you unleash the last barrage on the last bomber. Micro missiles are fire
and forget, so just hope that you hit the last bomber as you make your way to
the "left" battleship.
There's very little to go on in terms of compass direction, but with two big
fat battleships coming at the convoy and your energy running low, you can
guess which ship is closer. Dead stick (i.e., fly without energy) until you
are over the "left" battleship, then aim straight down (the only way to slow
down with no energy) and change into walker mode. Land on the battleship and
fire grenades to sink it. If you were thoughtful, you should've been firing
grenades as you descend.
Sink the "left" battleship then head to the "right" battleship just as the
Marshal arrives. For your information, the turret on the bow and two turrets
on either side of a battleship's stern are the three artillery turrets that
pose the greatest threat. Kill those three turrets using the remainder of your
grenades and use the plasma cannon to clean up. Sink the battleship and the
mission should be over. You should take off anyway and head for the Marshal,
just in case.

Episode 4: Naval Ambush EVO


Pick Lorenzo to accompany your Pulsar. Take out the bombers, but keep in mind
that the EVO mission has a tighter schedule of events. Once you launch the
last salvo of micro missiles against the last bomber (use twenty each to make
sure they die), head to the "right" (not left) battleship. This change of
plans is due to the fact the Marshal will arrive earlier just to get killed by
the "right" battleship.
Dead stick to the bow of the battleship and grenade the turrets on the bow,
then focus on the artillery turrets past the midship area to declaw the
vessel. Sink it fast and fly to the "left" battleship - the one you normally
head to first. Again attack the bow turrets and then the remaining artillery
turrets to finish the stage. Easy.

Episode 4: Battle for Yenya


Primary Objective

Capture the island


Destroy the Warspite
The Marshal must survive

Repair Pad
On the Marshal

Air Cover
Fox, Lorenzo, Casbah
Debriefing
The second boss. Pick any Aquila you want. The superweapon Tatiana the Russian
minx is talking about is Warpsite, the "trick dome". Pick any Air Cover you
want, but Fox looks fine and will do fine. Huhuhuhuhu. Fly up and head behind
the dome, using the small hill there to shield Aquila from its gun. The
computer will always focus on trying to kill you, but since it doesn't have
line of sight to the Aquila, you are safe from the dome's attacks. Use the
plasma cannon to snipe at the remnants of the forces that are now turning
around to try to kill you.
Kill the walkers and tanks, and use the blaster to deal with the rocket
infantry. Take note of your radar and kill any enemy units that come into
view. Things should quiet down considerably as you wipe out half the enemy and
your allies take care of the other half.
Once you have the numerical superiority (relatively speaking, as there are
still factories on the side of the island to the right as you approached the
Warspite), inch out slowly to fire on the barrel of the turret. Get ready to
flee as soon as the Warspite's turret explodes, or the walker inside will
attack you with devastating results.
Do not head for the Marshal unless you are really desperate to get repaired.
Instead, take out the enemies and factories on the side of the island that you
saw on the right as you flew behind the Warpsite turret. Be quick about it
(grenades and plasma cannon) since you want the Marshal to stop launching
artillery against those units and instead, concentrate on the Warpsite walker.
Clean up the side area, then head back to the Marshal and re-arm. Now with
numerical superiority (something you will not have against later bosses), you
can spread bomb (or torpedo) the boss to death while it is being bombarded by
the Marshal, distracted by your allied tanks, and taking a beating from your
own guns. If you want to have a little fun, let your own tanks take out the
Warspite while you watch. It takes a little while, but it's fun.
Update: A previous version of this FAQ referred to some factories in this
stage that seems to have been deleted in the final version of Battle Engine
Aquila. It could be the replay syndrome (where a replayed stage has missing
shit) but it's doubtful. Anyone with confirmation that the Yenya battle with
the Warspite has active non-Infantry factories is welcome to inform the
Simalcrum about it.

Episode 4: Battle for Yenya EVO

Same thing, but be sure to take out the lone carrier on your way in first. Use
five spread bombs, then land on the carrier and use some grenades or plasma
cannon to take it out.
Fly behind the hill and do the same crap you did on normal. Tara Fox should
serve Air Cover. This mission is no different from the normal version, save
for the addition of some enemies.

Episode 5: Split Second


Primary Objective
At least 51 friendly units must survive
Destroy 7 Muspell buildings
The Marshal survives
Destroy the submarine - OR - Destroy the rocket

Repair Pad
Aboard the Marshal
Air Cover
Fox, Lorenzo, Casbah
Debriefing
This stage will determine who your third boss will be. Following Kramer's
orders will result in a relatively easier third boss, but a slightly
harder "pre-boss" stage. Not following Kramer's orders will result in a harder
boss, but an easier "pre-boss" stage. Your choice. Either outcome is not very
appetizing, but you can proceed to the next episode through either path.
For starters, stick with Fox. Then pick the Blazer and go nuts with the spread
bomb and grenades. When you start, clear the beach of any tanks so the LSTs
can land and discharge cargo. Walk up the beach to the hill and take out the
tank groups and artillery. Focus on clearing the aerodome so your Air Cover
can operate easily.
Now you get to pick door number one or door number two.
Door numero uno - Sink the Sub
Kill the sub and get treated to a Command and Conquer Ion Cannon FMV. If you
are going to follow orders and kill the sub, ignore the countdown when it
starts. Instead focus and kill the factories and marked buildings to finish
the objective of clearing the naval base. Once that is done, head for the
subpen in the southern area and land on the sub's deck. Take out any three of
the six fuel pods lining the wall of the subpen and get out. Once all the base
buildings are gone and the subpen destroyed (you did fly out before the subpen
collapsed, didn't you?) you will start your hunt for the Hive!
Door numero-two-o - Rape the Rocket
Kill the rocket in the northeast. You can do this before Tatiana tugs her
tassles and teases your teether with a tell-all telly (i.e., before the
Russian chick radios you about the countdown). After taking out the aerodome,
head for the singular large erect penis-like rocket structure in the northern
area. Level the rocket phallus with a barrage of spread bombs (about 20) or
torpedoes (about 30 or 40). The vulnerable spots are the rocket nose and the
support pylons. Once that launch site is pounded like Peenemunde, head back to

the naval base and start taking out buildings before the whole Forseti
invasion force is taken out. With the rocket destroyed, the sub submerged, and
the naval base leveled, victory is yours - but at what cost?

Episode 5: Death from Above (Satellite)


Primary Objective
Get friendly reinforcements to the base
Retake Yenya.

Secondary Objective
At least three friendly base buildings survive

Repair Pad
Two; on the Marshal and inside the base
Air Cover
Fox, Lorenzo, Casbah
Debriefing
The sub has been destroyed! But the rocket got launched. Take a Blazer for
best results. Fox or Lorenzo can take care of the scant air units you face if
you take out the aerodome fast enough. Fox or even Casbah is a better choice
since either pilot can assist in the ground mop up.
Fly to the center of the island, and take out the aerodome. That's the tallest
factory you will see. Never mind the barracks, tank and walker factories for
now (but if you can level the tank or t-shaped walker factory, the better for
you). Instead, fly to the "left" of the devastated base and take out the tank
and infantry factories there. This will prevent enemy ground forces from
overrunning the Forseti base. You are under a time limit, so kill them all as
quickly as possible.
If you lose, take out the t-shaped walker and tank factories on your way to
the base instead. This part of the stage is rather random, depending on
whether or not the enemy units "glitch" and bump into one another or make a
beeline for the Forseti base.
Either devastate the Muspell factories on your way to the base, or to the
base's "left", then take out the Quell Lifter heading towards you from the
ocean. Once the landing craft is destroyed, turn your attention to the other
concentration of enemies. Mop up the remaining factories and the mission is
done.

Episode 5: Versus the Hive (Satellite)


Primary Objective
All hostiles destroyed
Satellite control building destroyed

The Marshal must survive

Repair Pad
Aboard the Marshal
Air Cover
Fox, Lorenzo, Casbah
Debriefing
Finish the job and destroy the weapon the rocket launched. Basically, your
forces will be assaulting a beach again, but resistance will be stiff. You
will need to take out seven turrets on the beach to get your next objective,
but the real threat is from the walkers and artillery (which you know by now
look like boxes on hovercraft). Raze the beach defenders and pop a few tanks.
Tara Fox should be able to handle the skies as you take out the ground forces
using a Blazer.
Savage the enemy as you head up the plateau Tatiana remarks about and destroy
the aerodome. Never forget that those fighters will kill you and the Air Cover
if you let them build up. Once the aerodome is gone, help your buddies on the
beach and take out all of the enemy before you completely destroy the last
factory and provoke the Hive into launching.
The Hive is basically a flying building that spawns small spider walkers
called, "Arachnodrones" or something like that, and small robot fighters
called, "Gnats". Given time, it can cover the whole island with new forces, so
you should focus on taking out the boss. If you want to unlock that one goodie
in the Gallery that requires you to kill gnats, play Versus the Hive on normal
and kill a few gnats (about five or ten) then kill the boss. If all your
forces (or the Marshal) are destroyed, you lose.
The Hive has a laser on the underside that does a lot of damage. Destroy the
dome to make it start dropping Arachnodrones (easier for your buddies to
kill). Use a regular plasma cannon to get rid of it. Once the dome is gone,
you can opt to fly and take out the Hive's mid-section with spread bombs. The
mid-section has armoured plates that need to be blasted away before the Hive
can be damaged. Use everything you have on the Hive and strafe around the
island (don't fall into water) while you aim up and attack. The energy bonus
in walker mode will allow you some augmented shots every so often. The Hive
(on normal) is not so tough unless you let it overwhelm your allies and force
your defeat.

Episode 5: Versus the Hive EVO


This mission is tougher than it seems. First off, take a Pulsar instead of a
Blazer. Then have Tara serve Air Cover (in a French Maid outfit). Begin by not
attacking the turrets at once, but by landing and using grenades and augmented
plasma cannon shots on the walkers and artillery units. If you can get turrets
in the explosion, the better for you. The main reason for failure is having
all three LSTs get blown up and the Foresti forces routed.
Take out the aerodome when you can - but only after you kill all the walkers
and artillery. Stay on the beach near the Marshal and kill as many units
firing on the LSTs as possible. You will get a new EVO only message
about "Bombers coming in from the west". Bombers and fighters will come at the
Marshal from its right side (West). You need to fly back to the Marshal, get
repaired, and get into the air in less than fifteen seconds. Kill the bomber

flight, head back to the Marshal for repairs (if you need to), and take status
of your situation.
If your buddies are dying by the ton from walkers and arty, you should try to
keep them alive by attacking what ever is killing them. Try to have the whole
island under Forseti control before you level the final tank factory and
activate the Hive.
The Hive on EVO is the same Hive on normal, but fires faster and drops more
than Arachnodrones when it is over your allies. It will start dropping a lotta
bombs that will wipe out the Forseti tanks like a water hose on ants. In
fighting this Hive, lead the boss away from your allies (who do little, if any
damage) and shoot out its dome and mid-section as normal. Once the Hive is
gone, Kramer gives you a thumbs up, but laughs at your proposal for a raise to
$12.50 per hour.

Episode 5: Silent Running (Submarine)


Primary Objective
At least 81 buildings survive
Destroy the sub's missile tubes

Secondary Objective
At least 120 buildings survive

Repair Pad
None
Air Cover
None
Debriefing
Pick the Blazer. Its spread bombs will bury the submarine and its Blaster
weapon is needed to deal with the Arachnodrone terror walkers that will
saturate the whole island. The first order of business is to get used to the
boss' attack pattern. The sub basically surfaces in one of four spots as
declared by the operator guy. It will be in the northwest, northeast,
southwest, or southeast. The sub starts off in the same spot each time you
start the mission (turn a bit to the right and head straight past the town).
Tatiana will admonish you for disobeying Kramer, but you know she likes it
like that. She also likes it rough, if you know what I mean and I think you
do. Huhuhuhuhuhuhuhuhuhuhuhuhuhuhuhu.
Switch to the spread bombs and throttle down as you approach the sub. The sub
is um-vincible until the missile tubes open to fire the cruise missiles.
Hopefully, while you are still airborne, you can aim the spread bombs straight
down the center spine and damage both rows of cruise missile tubes at once. If
you somehow land on the sub, you can use the grenades to do the job, but
remember that the grenade aims a little higher than what your target shows, so
aim real low if the missile tube is right in front of you.

When the sub launches all the cruise missiles it can, it starts to submerge
(all the more reason not to land on it); as Aquila, you need to take off.
Where you go is not a question. You need to head to the center of the island
and be in the optimal position for the next surfacing. But what you do
matters. If you just head to the clearing in the center of the island and do
nothing, the cruise missiles that got launched will start destroying a lot of
buildings.
You should do you best to chase down all the missiles and shoot them with your
Vulcan cannon. The cruise missiles emit jamming so your Vulcan reticle will
not track the missiles as valid targets, but you can still down them if you
lead your shots. Killing some or all the missiles determine whether you get to
unlock the next EVO mission.
If you think you have time, kill some of the Arachnodrones around the town as
well to further stem building destruction. The clearing in the center of the
island will have a tank factory that will get smooshed most of the time. Since
it only counts as one building, ignore any missiles that target it. You should
worry about missiles that target the populated coastal areas; that place is
clustered with buildings.
The operator guy will tell you where the sub is surfacing next after five to
six seconds of inactivity. Try to stay grounded in the clearing in the center
of the island after shooting missiles. When the report comes, turn Aquila in
walker mode to the direction indicated and then shift in to fighter mode. That
way, you will arrive faster at the sub's spot instead of wasting energy and
time turning in mid-air. Spread bomb or grenade the last few tubes, then start
hunting down the Arachnodrones tearing the town a new sewer-hole.
Completing the Secondary Objective depends partly on your skill to kill the
sub as fast as possible (thus preventing more Arachnodrones from being
released) to where the Arachnodrones have randomly landed. Give priority to
the Arachnodrones in the coastal town areas first. The clearing in the center
of the island will almost always be wrecked, but occasionally the tanks from
the factory will start hunting down Arachnodrones. Still, don't count on the
tanks to save the day.
Once you have 81 buildings left, things get desperate. Be sure to hunt
Arachnodrones, and not the pods that they come out from. When the sub
retreats, any pods that did not detonate will remain inert. Kill the pods only
if you have no Arachnodrones nearby since they show up as red blips on the
radar. When all the Arachnodrones are destroyed, the mission is over.

Episode 5: Enter the Gill-M (Submarine)


Primary Objective
The Marshal must survive

Repair Pad
On the Marshal
Air Cover
Fox, Lorenzo, Casbah
Debriefing

This mission can be aggravating since you do not know what the hell is going
on, and the boss is just that tough to "kill". For one thing, pick the Blazer.
You need the heavy firepower of the spread bombs, grenades, and pulse cannon
to stop the boss. You may want to pick Lorenzo rather than Fox, since the only
units that will survive on the island will need to fly or float to get away
from the boss (named after the head programmer no doubt), and there are close
support craft flying over the Nautilus beaches.
To start off, take out the arty and walker units on the beach the closest to
the lone Forseti LST to the left of the Marshal. This will allow your allies
to kinda remain on the island until the boss incinerates them. Beach the
Aquila and start attacking the walkers, turrets, and tanks. Note where the sub
is and start heading towards it with plasma cannon or grenades ready. When the
sub blows, attack the emerging creature's head with grenades and plasma cannon
shots while keeping up with it.
The goal is to reduce the Gill-M's lifebar by attacking the head. It will make
its way to the factories on the top of the island and start chewing them up.
Focus on the head of the monster, esp. while it is busy chewing on a building
or something. Do not stay underneath it, but rather to the side. It will
barely possible to keep up with the boss. Reduce the boss' life to half then
take flight back to the Marshal.
The time it takes for you to fast fly back to the Marshal and get re-armed and
repaired will be the time the Gill-M will need to destroy the rest of the
Muspell and Forseti forces and buildings. Kramer then issues the order to kill
the creature. That is the moment when the Gill-M decides to head towards the
Marshal. See if your LST is still afloat. If it is, the Gill-M will attack it
first rather than the Marshal. If the LST is destroyed, the Gill-M makes for
the Marshal immediately. Ignore the fighters and make a slow attack run on the
Gill-M's head with spread bombs before dropping to walker mode and finishing
the job with grenades and plasma cannon.
Chances are if you are using the plasma cannon, you're not doing so well. The
Gill-M is an all or nothing boss and if you do not kill it before it hems the
Aquila in the water, the mission is over. Once the Gill-M is gone, go ahead
and get repaired, then take flight and destroy the rest of the fighters and
surviving ground units.
Kill the fighters, or the Marshal may wind up being destroyed despite all your
efforts.

Episode 5: Enter the Gill-M EVO


Select the Blazer, and maybe Lorenzo. It's the same deal with the Gill-M and
everything else you hate about it. The only difference now is that the number
of enemy ground forces are doubled, with a big increase of walkers, artillery,
and fighters. Blast the walkers on the road where the LST will land, then head
to the beach and use up all your spread bombs taking out the artillery and
walker units on the side of the beach that threaten the LST. It would be
advised to pick Lorenzo to deal with the incredible number of fighters that
threaten the Marshal.
Attack the Gill-M as normal (spread bomb and grenades as it comes out from
where the sub docks) and again reduce it to half life. Once you do, fly off to
the Marshal and get repaired. Note where the Gill-M will go (Marshal or LST)
and start your attack run when the monster turns towards your side. The one
thing to keep in mind on EVO are the incredible number of fighters that buzz
the Marshal. To keep the ship afloat, you will need to keep the fighters off

the Marshal by killing them first and by making fast pit stops on the repair
pad.

Episode 6 - Back to Castellian


Primary Objective
Protect the Marshal

Secondary Objective
Investigate Tara's crash site
Destroy the Last StarFighter

Repair Pad
Aboard the Marshal
Air Cover
Lorenzo, Casbah
Debriefing
Pick Lorenzo and take a Pulsar to do the search. When you start go ahead
slightly and down all four fighters from the patrol. If you take care to
attack the fighters furthest away from the Marshal, you can complete the
Secondary Objective and kill the last fighter, esp. if the Marshal's AA guns
take out the fighter. Once the fighters are gone, land on the Marshal and get
repaired.
If you did not take out that "last starfighter", you should retry the mission,
since not doing so will sic three bombers on the Marshal. Along with the
battleship closing in and an new sortie of fighters coming at the Marshal, you
will have your hands full. Fly off to the Marshal's left and head for the
battleship. Take out the battleship and head back to the Marshal.
Update: You do not need to completely destroy the battleship; you can just
declaw it by destroying the four deck turrets that have artillery capability
and when the battleship is in range of the Marshal's guns, the Marshal will
eliminate the battleship for you.
By now, the enemy pilot calling himself "Carver" will be attacking with two
other advanced fighters. Advanced fighters are more agile and fire twice the
number of missiles, making them very dangerous in large swarms. Luckily, you
only have to deal with three advanced fighters, although Carver's fighter can
sustain more damage than normal. Take him and his gay buddies out using micro
missiles - Carver though, will be more skilled in his evasion, so use Vulcan
fire to drive him off. Once you do, the mission will end.

Episode 6: Castellian Assault


Primary Objective
6 SAM turrets destroyed

6 flak turrets destroyed


At least 51 friendly units survive
Bimbo-in-a-cage (Tara) must survive
The Marshal must survive

Secondary Objective
All SAM turrets destroyed
All flak turrets destroyed

Repair Pad
On board the Marshal
Air Cover
Lorenzo, Casbah
Debriefing
Take a Lancer or Blazer and Lorenzo to distract and/or kill fighters while you
kill turrets. You have a limited time to deal with all the turrets and unlock
the EVO mission before the fighters overwhelm and swarm over the whole strike
force. You will be mainly airborne the whole mission, except for the rare
occasion when you land to recharge energy and take out turrets.
The Blazer has the advantage of using less ammo to destroy turrets (three) but
has less ammo, and the spread bomb fires slower. However, it takes out any
turret if it is forced to land and recharge energy. The Lancer has more
ammunition (100 torpedoes versus 50 spread bombs) but require more shots to
kill turrets (five) but it is advantaged in that it can fire faster. However,
once it is on the ground, the Lancer cannot adequately deal with hard targets
with its beam laser and must rely on its limited store of flux missiles.
Either machine will work (even the Pulsar, with its lock-on micro missiles)
but if you fly fast and well, the Lancer will let you make a swift bombing run
against the turrets and then flee after the munitions are released (all
without lock-on). Start on the east side of the island and pinpoint strike the
turrets on the ridges first before heading after the turret groups on the east
area.
Update: Use the Pulsar's micro missiles. One large barrage of ten missiles
will take out one turret.
Since Kramer has declared the west area a free fire zone, expect your allies
to start firing on the turrets there. However, don't depend on them. Approach
each turret in a straight line and when the targeting reticle reddens, fire
off enough shots to take out the turret without looking. As soon as you fire
the needed number of shots, you should aim Aquila to the next globe. If your
aim was on target, the turret will get scorched and you'll be making a run on
the next target.
Bounce all the turrets in the east area, then sweep over to the west. Aquila
will need to land, so land on a ridge emplaced turret and blast it. Landing on
a ridge minimizes Aquila's exposure to hostile ground armor, as well as
provide a vantage point where it can use flux missiles or pulse cannon to
destroy turrets on a lower level. Once twelve turrets are destroyed, you can
head back to the Marshal and end the mission; however, to get the next EVO
mission, you want to destroy the remaining four turrets. The one reason to get

rid of the ridge top turrets is that they are all spread out all over the
island.
The great concentrations on the east and west ends of the island. After you go
through twelve turrets, there will be enough fighters to preclude you from
making good air attacks on the turrets along the ridges. By leaving the
concentrated turrets on either end to be killed last, you can march Aquila up
to the clusters and take them out, then fly and flee back to the Marshal.

Episode 6: Castellian Assault EVO


If you had trouble using the Lancer's dumbfire torpedos, you may want to use
Lorenzo and a Pulsar for the EVO variant. The tracking ability of the Pulsar
will help those pilots with flawed skill. Unlike the normal mission, this
version of Castellian Assault will require you to exploit the terrain and use
it to shield against the missiles being fired at Aquila. The good rule of
missile evasion is that once the missile triangle on the perimeter HUD enters
Aquila's sensor detection range (shows as red flash) you should barrel roll.
If you dive into a valley to dodge missiles, you can use walker mode and let
Aquila's energy recharge as you move under cover. Make it a point to attack
aggressively with the Pulsar, you will destroy the dozen turrets needed to
pass the level and make it back to the Marshal before the 51st Forseti unit
bites the dust.

Episode 6: Air Raid


Primary Objective
Shoot down Carver
Capture the island
At least 51 friendly units survive
The Marshal must survive

Repair Pad
On board the Marshal
Air Cover
Lorenzo, Casbah
Debriefing
This mission is straight destruction, but with an imposed limit. If your
allies are cut down to 50 units or less, you lose. That said, you need to
hurry Aquila into battle and savage the factories before turning your
attention to the enemies assaulting your buddies. You will receive no
reinforcements, so the 100 allied units you start with are all you will get.
If you kinda remember the island from the previous mission, there were
factories on the coast and in two small clearings. One clearing is to the left
of the Aquila when you start the mission. The other clearing is behind the
mountains and along the bay of the island's backside.
Try to level the factories in the small clearing to the Aquila's left when you
start, and destroy the various forces approaching the backside of the
mountain. Once you begin your attack of the factories along the bay, Carver
will attack with his cloaked fighter again. For now, switch to walker mode and
level the factories to help out your allies. As long as it's by-and-by, your

Air Cover should be Casbah and not Lorenzo, despite the obvious "anti-air"
capability of Lorenzo. The reason is that Carver evades your missiles 100% of
the time. Lorenzo and his bunch uses micro missiles to attack air units,
making him basically unable to return fire at Carver.
Instead, choose Casbah, who is also incapable of firing back at Carver, but
can devastate ground forces so to help your allies. Take care of the
factories, then use the Vulcans on Carver in an extended (throttle down, never
up) dog-fight. Once Carver and the last ground units are destroyed, the
mission ends.
Update: Carver, if you don't know, appears only when the last aerodome on the
island is destroyed, so you should use whatever means to make any aerodome
your last target and he won't appear until you're completely ready for him.

Episode 6: Air Raid EVO


EVO adds more artillery and fighters, but little else. Carver takes a little
while longer to die. But you should be aware the effect of artillery has on
your allied unit count. Have Casbah flying, and hope he can kill more tanks
before he is taken out. Pinpoint and destroy the three artillery units northnorthwest of the small clearing to Aquila's left when you begin. Take out the
factories and units as you did on normal. This mission is not particularly
difficult, but if you dwaddle like you do on normal, you will lose more
friendly units than you can imagine.

Episode 7: Crushing Blow


Primary Objective
All enemy units destroyed
The Marshal must survive

Repair Pad
Aboard the Marshal
Air Cover
Lorenzo, Casbah
Debriefing
This is a good old fashioned "kill everything" mission. You may want to use
this mission to get some goodies in the Gallery that require a large number of
walkers or other enemy units destroyed (except Gnats), because the factories
here work at increased rates. You will have no shortage of enemies both air
and ground, ready to attack you. It is barely manageable to take the Pulsar or
Lancer into this battle and expect to mount spearheads. Instead, take a Blazer
for the increased anti-ground unit weapons (spread bomb, grenades, plasma
cannon) and have Lorenzo cover you for as long as possible.
Update: The Blazer will have initial difficulties with the bombers at the
start of the mission, but will have an easier time with the rest of the
killing on the ground.
Start by clearing the beach of artillery so that the first two LSTs can unload
most of their complement before getting blown up. There are a few spots for

artillery that should look for. The first spot is on that small hill
overlooking the whole beach. The Marshal may occasionally blow up the arty,
but sometimes it will not. The next two spots are at the sides of the beach there are three artillery units on each end. The last possible spot is the
small mountain pass that leads from the back of the island (where the
factories are) to the front (where the beach is).
Keep an eye on your radar for bright red dots. As you attack the artillery,
chances are that some bombers will have made it past Lorenzo. Between the
fighters, close support craft, and AA turrets, Lorenzo will be lucky if he can
last you the whole mission. Stay close by the Marshal so that its blip is just
at the edge of your radar. If slow-moving bright red dots show up, attack them
immediately before the Marshal gets sunk. You need its Repair Pad (several
times) before the mission is over.
After clearing all the spots of artillery, and denying the threat of the
bombers, attack the side of the island that is to the left of the starting
beach (to the LSTs' left). Before you do, get re-armed. The area to the left
of the starting beach will be where Beta section lands after a while. Start by
attacking the factories reinforcing the remaining enemies with tanks, walkers,
and fighters. Aquila will need to land (killing surface units while in fighter
mode was fun for a while), otherwise you will not be able to withstand the
enemy fire.
"Advance on 'dem", and target the enemy units that are directly in front of
Aquila and firing on you. Direct most of your fire on the factories (a fast
dash with spread bombs is possible, but at the cost of half your armour) and
use grenades and charged plasma cannon fire to destroy the factories in that
clearing. Regardless if Beta section has radioed about its impending landing,
focus on destroying enemies, then walk or fly back to the Marshal and get
repaired. The LST can take some hits, but you need to be quick about
destroying the rest of the forces on that small beach or your allies will all
get killed.
The last major target is the Muspell battleship on the back of the island that
may shell your forces if they get close. Re-arm on the Marshal (be sure to
destroy all fighters lingering around it or it sinks eventually), then head to
the back of the island and take out the battleship as usual. The last task is
to mop up the remaining enemy forces and the mission will end. You can avoid
the battleship, if you want, since it does not count towards the objectives.
If you do, be sure that you are not being fired on by its guns.

Episode 7: Blinding the Enemy


Primary Objective
The prison must survive
All radar stations destroyed

Repair Pad
None
Air Cover
None
Debriefing

Use the Lancer or Blazer and attack using the torpedos or spread bombs. Do not
choose the Aquila Sniper. It will not have enough firepower for this mission.
The "stealth" part of this mission is non-existent, so simply use real
aggressive tactics and over power the radar stations and any defences at hand
at the time. Your goal is to destroy radar installations, all of which look
like towers. Only one radar station to the right of Aquila's starting flight
path is an actual building that needs to be destroyed piece-meal.
Each radar tower is fragile and only requires five torpedos or three spread
bombs to destroy (aim at the base of the tower). The radar building is heavily
guarded and is nestled amidst a block of base structures. It is difficult to
single it out on return flights, not to mention your first time playing the
mission. Know that the mission is over as soon as the radar installations are
all destroyed. So as long as Aquila has a sliver of armour left when the last
radar structure is blown up, you win the mission.
The best way to approach the mission is to use Aquila in flight mode, line up
the target and fire off the needed number of shots to blow up the building,
then turn away. Note that terrain will block your missiles, but will not block
the Aquila's sensors when it comes to determining line of sight for gunnery
purposes. Travel fast and hit one or two radar towers before landing on your
next target to recharge energy, and conserve torpedo/spread bomb ammo by using
the plasma cannon or beam laser to blow apart the radar tower. The radar
building will require most of Aquila's munitions, and in the case of the
Lancer, dumb-fired flux missiles will best serve destroying the building if
you look down and direct the flux missiles towards the ground. The flux
missiles fire from the top of Aquila's cockpit.
If you get surrounded by tanks (the radar building is in a tightly grouped set
of structures), use the buildings for cover as you level the target.
Otherwise, a platoon of tanks firing all at once at Aquila will outright kill
it.

Episode 7: Rescue Attempt


Primary Objective
7 aircraft survive
Capture the island

Secondary Objective
Tara survives all that roughing up her butt business. Huhuhuhuhu.

Repair Pad
None
Air Cover
None
Debriefing
Pick the Pulsar and go. The micro missiles will home in on the flak and
missile turrets that you need to destroy before they destroy your allied air
cover. If your Air Cover is reduced to six aircraft, you lose the initial part

of the mission. The other thing to know is that once you're done destroying
turrets, your only remaining goal is to protect the prison where Tara is.
Letting the prison get "blowed up" will result in the shitty ending (i.e., bad
ending) and Tara not being able to blow you. You will fight through two more
stages and then finish the game, without getting the good ending. That is to
say, if you accomplish the Secondary Objective, you will unlock a new EVO only
path that will send you screaming over the edge.
Meet and kill the turrets, starting with the ones to the right of the Aquila
when you start. You can land on the raised plateau to recharge while you take
out the lone turret on the mountainside. Be wary of turrets that are behind
ridges and covered by terrain. If you are unsure of a turret's line of sight
to Aquila, fire off a five missile volley (the smallest one) when you get a
lock on and see if the missiles make contact. Sweep from right to left and
clear the island of turrets. You'll get the hang of the turrets after several
retries.
What else can the Simalcrum say but that the game is a reflex and memory game.
Take note of the incoming messages. You'll be doing other stuff in preparation
of the bomber wave. Did Simalcrum say wave? Simalcrum meant tsunami. You need
about 100 or so micro missiles to down most of the bombers before resorting to
your Vulcans to finish off the rest. If you're lucky, allied Air Cover will be
there to lend a small hand, but consider yourself alone on this small task.
Upon destroying all the turrets, head to the prison and destroy the barracks
there with grenades. You won't be using any while fighting the bombers and
fighters later, so put them to good use now. Stay near the prison, and look
out towards the ocean, such that the mountain will be in the Aquila's left
side of vision. Bombers will "pop out" from the edge of the map after Tatiana
radios about the breakthrough.
Take flight and deal with the dozen bombers all gunning for the prison.
Remember to throttle down, and unleash two full barrages (ten missiles each)
at each bomber. Get all the ones in the lead first, since they will reach the
prison first. Follow up with vulcan fire and finish off the remainder. It's
okay to let one or two bombers through, but any more and the prison will get
leveled. Luck plays an important role in this mission since having some air
cover drift over to where the bombers will appear can help in killing bombers
weakened by your micro missiles.

Episode 7: Assault Force Fenrir


Primary Objective
Defend base
Force Fenrir to retreat

Repair Pad
None
Air Cover
Lorenzo, Casbah
Debriefing
This mission is entirely different from the EVO version, so pay attention.

Pick a Blazer, then pick Lorenzo. Although you will be dealing with a lot of
ground forces, Casbah will rarely survive air combat with the fighters to
provide you with any help later on. Instead, allow Lorenzo to deal with the
fighters and then provide minimal ground support with his plasma cannons.
In addition, Lorenzo attacks the carriers while in the air with micro missiles
that can destroy a whole carrier, nullifying any landing actions. Casbah, if
he does survive, will destroy grounded carriers and tanks with ease but the
chances of him lasting the whole battle are slim. Start by switching to spread
bombs and attacking the carrier landing near the base's tower. If any enemy
units get too close to the base tower, the mission fails. If all your allied
ground units are destroyed, the mission fails. If the base tower is destroyed,
the mission fails. Since the Fenrir can vaporize the base tower in one hit (it
unfortunately, doesn't kill Kramer - this means he still insults you by saying
you're a piss-ant undouched pussy), you have a lot going against you. And this
is just the normal mission.
Okay, kill carrier numero-uno at the base tower. It should be more or less in
front of Aquila when you start. Expend no more than five spread bombs on each
carrier, since you need around twenty (or more) to breach the Fenrir's back,
but more on that later. Landing on carriers and using plasma cannon (you can
use five or ten grenades) to finish them off. When the first carrier goes,
turn 180 degrees around and blast the second carrier coming in on the base's
other side. Do the same thing, and if you need to, use some (but not all) the
grenades with spread bombs prior to weaken carrier numero-two-o.
The third carrier that needs to be dealt with is up to you, but you may want
to take out one of the carriers that has landed in the mountain pass and is
disgorging tanks down the path. Don't linger too long, since you want to
destroy the carrier (or damage it so your allies can kill it themselves) and
then head to the side of the island that has a large number of neutral,
abandoned buildings. This will be where the Fenrir appears within three
minutes after the mission starts. What you want to do is to let your allies
take the brunt of the attack of the carriers and enemy tanks while you disable
the Fenrir.
When the Fenrir does appear, it starts firing its forward beam cannon like
Starcraft's battlecruiser. Anything it hits will more or less turn into
radioactive butt gravy, including Aquila. Once the Fenrir appears, you have
about two minutes to take it out before it forces you a mission failure.
Ignore the fighters coming out of the Fenrir's tubes and instead focus on
maneuvering the Aquila (while on the ground) behind the Fenrir, so once you
take to the air, you can immediately throttle down and attack the back of the
vessel.
Using spread bombs, breach the rear forcefield with two attack runs. The first
will reduce the forcefield's life by half; you need to turn the Aquila around
and make a second pass at the back. Blow open the back and enter the Fenrir.
In a chat with the Prima guide writer, it was said that this cannot be done
normally, but it works. If you can't do it in your version, see the EVO
mission on how to attack the Fenrir from the front. It's a guarantee that you
won't like it.
Once inside the Fenrir, keep flying at normal or slow speed and switch to
grenades in walker mode when you get to the destroyable wall. Blow past the
wall (with its Borg shield technology imported from Mexico) and you should see
the inside of the laser weapon. Using the plasma cannon or the grenades (the
grenades take it out faster, but you can use it later to mop up) attack the
aperture of the laser weapon. When there are orange and red explosions around
the laser assembly, you can do one of two things.

Thing number one, head back out the way you came. This takes a little while,
but you can do it.
Thing number two, stay back a bit and wait for the forward section to be
destroyed, then fly out the front of the Fenrir and get out. Once you're out
of the Fenrir, head to the base tower and destroy any carriers landing nearby.
Then it's all a matter of mop up. Do not go after any carriers (unless you are
flying past them) and focus instead on keeping all the tanks and infantry away
from the base tower by killing them.
From there on, it is a simple matter of staying on the ground and using the
plasma cannon and the blaster as your primary weapons. The grenades can be
used for any large group of armour that needs to be taken out. Kill everything
and the mission will be over.

Episode 7 - Assault Force Fenrir EVO


This version of the mission has the Fenrir coming in a mere 30 seconds after
the start of the mission. To begin, select a Blazer, then Lorenzo (same reason
as normal). You will be restarting this mission depending on how well you do
in the first minute. Start by turning right a bit so that two carriers will be
highlighted on the screen as Kramer informs you about the Fenrir.
Fly at full throttle and aim to land on the mountainside to recharge Aquila's
energy. The Fenrir should show up just shortly (less than five seconds) after
you touch down.
Take off immediately as soon as the Fenrir appears since you want to keep the
number of fighters released low, and to deal with the Fenrir quickly - those
carriers will force a defeat if you leave them alone for too long. Attack the
Fenrir using spread bombs by leading shots on the Fenrir.
The reason you want to go to the mountainside in the first place is to get out
of the Fenrir's angle of attack. If you approach it from the front, you get
blasted. By sneaking on it from the side, you can use the spread bombs to
strike its vulnerable area.
You can't see it unless you're invincible, but the part to damage on the
Fenrir is the Ion Cannon Array in the front.
In leading your shots, you allow the spread bombs to "curve" into the Fenrir's
forward maw as it travels forwards. The best "spot" to aim is just to the left
of the spot when the targeting reticle turns red.
Only five bombs will be needed to destroy the Fenrir's laser, but you'll be
firing more to get a lead on your own shots. You can even throttle down to a
temporary stall when you find the sweet spot to hit the Fenrir. Don't worry
about wasting spread bomb ammo. Even with 20 bombs left, you can take out a
lot more surface craft with the 80 grenades that you have in walker mode. You
also have a plasma cannon to deal with tanks.
The whole EVO mission depends on how fast you get rid of the Fenrir as soon as
it shows up. Once you do (the small orange explosions on the array), that's
the signal for you to head to the base tower and get rid of the three carriers
(two on one side, one more within 90 seconds of the start) near it. After
that, get rid of any Air Cover and Lorenzo can start helping you distract
enemies with ground fire.

Not the best solution, but a better


Prima guide. With 80 grenades and a
forget to use your butt-jets (retro
(and dispense the need to switch to

solution than what's been suggested in the


plasma cannon, you can't lose! Don't
rockets) to roast infantry to save ammo
the blaster weapon).

You've achieved one of the two most nerve wracking victories ever in BEA!

Episode 7: Fall of the Fenrir


Primary Objective
Destroy Fenrir

Repair Pad
On board the Marshal
Air Cover
All three
Debriefing
Actually, you get all the Air Cover from the Wildcards, but you no longer have
the option to pick them. Pick the Lancer for both missions. Your goal is to
destroy the Fenrir as fast as possible so as to not have fighters sink the
Marshal. The "Them or You" Syndrome.
Throttle down and attack the left two engines first with spread bombs (five
bombs each engine). By the time you destroy the two, you will be very close to
the Fenrir. Turn towards the following Marshal and get repaired. You want to
do this not for the ammo you expended, but to instantly recharge your energy.
Take off again and throttle down and torpedo the last two engines on the right
side. As soon as the engines fall off, zoom ahead along the Fenrir and turn
180 degrees around and enter the ship.
This is the mission you're supposed to enter the Fenrir, so navigate the path
slowly until you get to the end. See the green reactor that doesn't look all
too impressive? Attack that using the beam laser, but don't destroy it.
Instead, whittle it down to a small sliver of life, then back up, shift into
fighter mode and use either the vulcan to take it out. In the course of
reducing the reactor bar, the rear of the Fenrir should've fallen off.
Destroy the reactor while flying out of the Fenrir and the victory FMV should
kick in. Otherwise, you die and need to try again.

Episode 7 - Fall of the Fenrir EVO


Pick the Lancer for this mission. Your goal is to destroy the Fenrir as fast
as possible so as to not have fighters sink the Marshal. The "Them or You"
Syndrome. With advanced fighters, the Marshal goes down faster if you dwaddle.
Throttle down and attack the left two engines first with spread bombs (five
bombs each engine). By the time you destroy the two, you will be very close to
the Fenrir (again). Turn towards the following Marshal and get repaired. Try
not to get distracted by the fighters. Once you go into the Fenrir and start
on it, you can clear the mission than in the time you need to take out all the
fighters and fighter tubes on the Fenrir. Get repaired then take off again.

Throttle down and bomb the last two engines on the right side. Like before, as
soon as the engines fall off, zoom ahead along the Fenrir and turn 180 degrees
around and enter the ship.
Navigate the Fenrir's gutted interior slowly until you get to the end. Attack
the green square reactor using the plasma cannon, but don't destroy it as
before. Instead, whittle it down to a small sliver of life, then back up,
shift into fighter mode and use either spread bombs or vulcan to take it out.
In the course of reducing the reactor bar, the rear of the Fenrir should've
fallen off.
Destroy the reactor while flying out of the Fenrir and a different FMV should
kick in. Otherwise, you die and need to try again. Get to the engines and
reactor faster, or the fighters will sink the Marshal fast!

Episode 8: The Sentinel Awakes


Primary Objective
Kill Surt and destroy the Sentinel

Repair Pad
None
Air Cover
None
Debriefing
This mission is long and requires you some foreknowledge of where things are
coming from and what to expect. But this why you need this FAQ. This boss,
aside from the Fenrir, is the cheapest boss you will face since it is so
heavily protected and armed with unavoidable beam weapons. The first thing to
do is to pick a configuration. You do not want to take to the air, since that
effectively cuts your life in half. You don't have that option once the boss
starts firing. But you still need to take out air units (unless you're fast).
That leaves two units that are viable: the Lancer and the Blazer.
Using the Lancer. The Lancer's main strength lies in dealing with the six
fighters that are sent against you when the boss finishes the first phase of
its attack and enters its last phase. Situated in the correct spot (naturally,
you'll be told about it later), the Lancer's flux missiles will kill all the
fighters without hassle and take no damage in return. Once that is done, the
Lancer is free to devastate the boss though with the same difficulty as the
Blazer. The down side to all this is that the Lancer has no good long ranged
weapon, and must rely on its Blaster to take out the tentacles without
receiving harm. That may take up to three hours or more just for that.
Using the Blazer. The Blazer's primary strength is its ability to use the
plasma cannon on the tentacles and score considerably more damage against them
compared to the Blaster. However, the Blazer's main weakness becomes evident
against the fighters that appear halfway through. The Blazer cannot fly and
take out the fighters, or the boss' beam weapon will roast the machine alive.
The Blaster is too slow in damaging aircraft, so it will be stuck in one spot
and get blasted by missiles by passing fighters. However, it is possible to
destroy the fighters - eventually - using a blaster. It is not recommended.

We'll go over the stage, so you can see what you're up against.
There are AA turrets all around the island. Detour around the fringe of the
island and kill them first, using vulcan fire or your primary weapon. If you
are fast enough, your Air Cover will be preserved long enough for you to score
some much needed "up close" hits against the tentacles when they appear. The
turrets can be taken out in flight or walker mode, so switch if you want. None
of your fighter mode weapons will be used later (to any effect), so splurge
now.
Do not stray close to the center of the island until the AA turrets are gone.
If you need to fly later, you may be (marginally) be able to dodge the boss'
beam, but having more flak and missiles thrown at you is not desired. For the
rest of the stage, you will be in walker mode. The only time you fly will be
in phase two, and that will be for very brief periods (of five seconds or
less).
The boss (Sentinel) has two phases. The first phase involves tentacles. There
are two types of tentacles, numbering four of each type. The first type is
the "bullet" tentacle that shoots rapid fire energy shots at Aquila. They can
be dealt with at medium ranges as long as you keep dodging and weaving.
However, the range of each tentacle is very long and up to three or four can
fire on the Aquila when it is caught in overlapping fields of fire. The two
types of tentacle are bullet and beam. Bullet tentacles are described as
relatively "easy" but beam tentacles are harder to deal with since their beam
is reminiscent of the Fenrir's death cannon (without the explosion and instant
death).
Beam tentacles are also the ones that activate the boss. If you have the time
to spare, kill three of the four beam tentacles first before focusing on the
bullet tentacles. It's recommended you douse three of four since killing all
the beam tentacles results in the boss being activated.
The tentacles will not activate until you near the
out the outlying turrets so you have safe spots to
and proceed against the tentacles in the following
grey rock that is not attached to the main island.
will appear when the beam tentacles are all killed

center of the island. Take


duck to from the tentacles,
fashion: Locate the large
That is where the fighters
(and the boss activates).

Place the grey rock behind Aquila and attack the bullet tentacle nearby. Note
that if you are far enough away, the tentacle merely sways back and forth and
will not fire. Use it to your advantage and either fire plasma shots or
blaster volleys at it. Aim at the tip of each tentacle and you should see the
green "Borg shield" effect when you score a hit. This takes a while. Make it a
long while.
Work your way around the island counter-clockwise, making sure that the first
tentacle you attack was a bullet tentacle and the last tentacle you destroy is
a beam tentacle. If you do that, you get rid of all the tentacles, and
activate the boss (and fighters) when everything else is cleared from the
island. This is crucial if you're not interested in turning into a woman's
thirty day special inside the Aquila's cockpit.
Have patience with the tentacles. If you don't want to get hit since you don't
know how much the shots can do before your armour is whittled away. If you
think the obstacles are defending you from the shots, you thought wrong. The
tentacles have fire over the obstacle and given time, they can destroy the
obstacle. When you are at the last tentacle, make sure you know which side the
grey rock offshore is to where you are, so you can take cover from the
fighters after blasting the last tentacle.

Upon destroying the last tentacle, huddle the Aquila close to the center
structure on the side facing the grey rock and make sure some of the
overhanging junk is shielding you from the boss' beam attacks. The boss of
course, is in the center of the island firing large beams at anything that
moves. Your aircover, if still present, will not be with you for long. If you
can see the large grey rock in front of Aquila, aim in that general direction
with your flux missiles or blaster and keep an eye on the radar for bright red
blips. Down each fighter with a full flight of flux missiles, or as many
blaster shots as you can afford.
You can dodge the missiles, but if you started on the tentacle recommended,
you should have part of the boss' bulk protect you from the missiles while you
can return fire with little impunity. If some fighters make it through, you'll
have to deal with them without dodging since the beam will do more damage to
Aquila if you leave cover.
Regardless if you were able to deal with the fighters, you can start attacking
the boss' exhaust ports with plasma cannon fire or beam lasers from your
position close to the boss. Attack the highlighted objectives (the green spot
in the center is the weak point) and when they're destroyed, you need to hop
over the armatures that radiate out from the boss structure.
Hop -- by which you fly for short periods. Adjust Aquila's aim up and shift
when you see the beam die down. You have just enough time to hop the obstacle
and find a spot in the next section that shields you from the beam weapon.
There will always be a protruding piece of junk for you to use, no exceptions.
Destroy all eight ports and the game is over. Just don't congratulate yourself
too soon after blowing the last exhaust port. The boss needs to fire the laser
one last time to be destroyed.
But when the screen shakes with its destruction, you've won the campaign. Now,
save the game before something happens to your hard drive, like having it assraped by an EM burst.
Tara is hot! I like black women!
simalcrum@hotmail.com

Das könnte Ihnen auch gefallen