Crimson Skies Developed by Zipper Interactive for Microsoft FAQ/Guide ver 0.3 By Aaron Cloutier ( 10/28/2000 CONTENTS ---------------- 0.0 Introduction 0.1 Version History 1.0 Premise 2.0 Mission Guide 2.1 Mission 1 2.2 Mission 2 2.3 Mission 3 2.4 Mission 4 2.5 Mission 5 2.6 Mission 6 2.7 Mission 7 2.8 Mission 8 2.9 Mission 9 2.10 Mission 10 3.0 Aircraft 3.0.5 Customizing 3.1 Devastator 3.2 Kestrel 3.3 Peacemaker 3.4 Balmoral 3.5 Brigand 3.6 Fury 3.7 Bloodhawk 3.8 Hoplite 3.9 Fury 3.10 Hellhound 4.0 Cheat Codes 5.0 Misc. Stuff 6.0 Credits ---------------- 0.0 Introduction ---------------- This is a great game with excellent atmosphere. I've never been as taken by a game early enough to write an FAQ about it. So here it goes, my first FAQ about a fabulous game. 0.1 Version History ---------------- FAQ v 0.1 --> Initial offering, covering the first couple missions, early planes and general layout. 0.3 --> Added missions 5-10. Also added the Hellhound and Warhawk. Added Money received from missions. ---------------- 1.0 Premise ---------------- This game is basically a 3D shooter. You take the part of a sky pirate named Nathan Zachary in an alternate 1930's North America. I say North America because the US has fractured into separate "city states" or nations. Along with this, air travel has become the norm, with sky buses and Zeppelin transports. Nathan Zachary is the "Robin Hood" of the sky. He steals to help himself or hurt people he thinks are bad. He also helps innocents in need. So you start out in a stolen transport Zeppelin, refitted to launch planes, trying to find the lost treasure of Drake (mission 1). The style is very 1930's, Zachary is strong, compassionate, proud, and daring. Many objectives lead to daring cut scenes like Zachary leaping to the wing of another plane to capture it (mission 2). The style and execution is amazing. ---------------- 2.0 Missions ---------------- As is normal, missions are split into a number of objectives. Additionally you will almost certainly have to fight someone. It is also normal for the missions to unfold in phases (which may not correspond to the objectives). To complete a mission you will have to fulfill the objectives, kill all the enemies, and (usually) dock with your Zeppelin (henceforth referred to as the "Pandora"). In addition to the required objectives, you can also perform Stunts. Each mission has a set number of stunts that can be performed. These usually involve flying through some tight space. When you successfully complete a stunt a "click" will sound and a picture of your stunt will be shown in the debriefing. This is an interesting take on the "find all the such-and-such" theme. It combines the skill of performing the maneuver and the challenge of figuring out where the challenges are. Another nice feature to the missions is the ability to skip a mission if you fail three times in a row. This lets you move on with the game and come back later for the tough missions. There were a couple missions I only got after moving on and coming back to them later. 2.1 Mission 1 "The Lost Treasure" ---------------- Objectives: 1. Scout three potential Sites for the treasure. 2. Drop off Jack at the treasure site. 3. Guard the treasure site. 4. Dock with the Pandora. Phases: 1. Fly through the opening in the cliff wall directly in front of you. 2. After the fly though you'll get a warning from the British. There are 3 Jeeps and a Fuel truck on a bridge directly ahead. Keep low, and either shoot the fuel truck or use a missile on it. Either way it blows and takes the bridge and jeeps with it. 3. Fly by the camp. 4. Fly over wreckage in reef (atole?). This is the treasure site, and you will need to make a second pass so you can drop Jack off. 5. Head NE and a group of Medusas will show up (another pirate group). 4 Kestrels and a Transport Zep. Take out the Zep first by firing a missile into the first cargo area (lower front). This will set off Hydrogen and destroy the Zep. Then Take out the planes. 6. Dock with the Pandora Enemies: 3 Jeeps and a fuel truck. 4 Kestrels Money: $0.00 Stunts: (2) 1. Flying through the "cave" in the cliff. 2. After the cave and the bridge drop low and you'll see some rocks and palm trees. You'll need to fly low through the palm trees. This one is tricky and you can end a great mission in a ball of flames while flying through the palms. Points of Interest: Circle around the Southern side of the atole where the wreck is and you'll see a monument. Below that monument, at the water level there's a wall. Blast this and water will come rushing out. The water level inside the atole will now be lower. You can fly through this hole now. I haven't gotten a click so I don't think it's a stunt, but it's pretty cool. Another "non-stunt" appears after you blow the Medusa Zep. When it crashes into the water you can fly under, between it and the water. It's nice and tight but not a real problem. I was disappointed when it didn't "click". 2.2 Mission 2 "The Bomber Heist" ---------------- Objectives: 1. Eliminate the British fighter escort. 2. Destroy all but one of the Bombers. 3. Capture Last Bomber. 4. Dock with the Pandora. Phases: 1. I found it easiest to blow 2 bombers up right off the start, then go after the 4 peacemakers flying escort. 2. Once you destroy the 4 peacemakers, they give you a minute to go after the bombers. 3 more peacemakers and a peacemaker ACE will come in before you can board the bomber. FYI, if you take too long to dispatch the escorts the bomber will make 2 successful bombing runs on the treasure and the mission will end. 3. Once all those peacemakers are destroyed come from behind the bomber and a bit above it. As you come in (if you're not going too fast) it will give a cut scene of you dropping onto the bomber. 4. Pilot the bomber back to the Pandora Enemies: 3 Balmorals and 4 Peacemakers 3 Peacemakers and a Peacemaker Ace Money: $900.00 Stunts: Same as Mission 1, but you're allowed to feel cooler if you perform them in the Balmoral Bomber. :) Points of Interest: None really. The atole tunnel is still there and if you get through it with the Balmoral I'll be really impressed. 2.3 Mission 3 "The Secret Invasion" ---------------- Objectives: 1. Destroy the British Base: - Work camp guard towers (3) - Main base (3) - Supply Containers (6) 2. Dock with the Pandora Phases: 1. You'll be coming in over the work camp first. If you're good you can hit all three guard towers (and 2 missile turrets) as you're passing through, if not save it for later. 2. The main defense is six gun turret hot-air balloons around the base. They go down easy. Take them out first 3 in the interior and 3 on the upper rim. 3. At the top of the ridge is the main base. It consists of 3 buildings and 2 missile turrets. You can skip the turrets (they can't aim) or shoot them (a couple rounds is all they take). A missile for each building is recommended. 4. Now concentrate on taking out the supply containers under the Zep. The Zep has gun turrets that are manned, but they shouldn't pose much of a threat. 5. Head back when they tell you to. Enemies: 6 defense balloons 4 missile turrets Money: $0.00 Stunts: 1. Fly between the Zep and the Wall of the bay, under the docking crane. Points of interest: It's even more fun to fly under the Zep instead of just beside it, but it doesn't give you anything special. 2.4 Mission 4 "The Sinister Sub" ---------------- Objectives: 1. Patrol the area 2. Protect the Pandora Phases: 1. Fly out past the Pandora and you'll be greeted by 3 peacemakers and a peacemaker Ace. As always take down the ace first then the rest. 2. Fly out from the mouth of the bay and you'll see something in the water. Fly close to it and you see that it's a submarine. 3. Now fly straight back towards the Pandora, away from the sub. Eventually the sub will radio and then tell it's fighters to launch. At this point turn around the fly straight back at the sub. Fire everything you've got at the point where the control tower meets the main body. 4. What's happening is that the sub is trying to launch fighters. The hanger is just below the control tower and if you fire missiles into it you'll destroy the sub. Do not fly over the sub or get behind it. Their anti- aircraft guns are very accurate. If your aim is good none of the planes will take off. If it's not you'll have to deal with 1 - 4 more peacemakers depending how many are able to take off. 5. With the sub and planes dispatched the mission will end. Enemies: 3 peacemakers and an Ace 0-4 peacemakers from the sub 1 Sub Money: $0.00 Stunts: 1. Between the docked Pandora and the bay wall, just like the previous mission. Points of Interest: You can fly under and through the partially sunken British Zep. It's difficult but possible and feels pretty impressive, but the game doesn't care. If you want to rack up the kills you can let the Sub launch all it's fighters and pick them off before taking care of the sub. Just stay away from it's AA guns. 2.5 Mission 5 "The Union Jack's Revenge" ---------------- Objectives: 1. Protect the Pandora 2. Shoot down attackers Phases: 1. You're on Patrol, circle the Pandora till they tell you attackers are on their way. 2. Engage 2 Brigands and 4 Kestrels. The Brigands will ignore you and attack the Pandora, take them down first. 3. Another wing will come in after the first is finished. 3 Brigands, 1 Kestrel and a Kestrel Ace. Get the Ace first then go after the Brigands. 4. Mission will end when last attacker is shot down. Enemies: 2 Brigands 4 Kestrels 3 Brigands 1 Kestrel 1 Kestrel Ace Money: $20,000.00 Stunts: 1. Fly under the Pandora while they're trying to retrieve the treasure. 2. Same as mission 1. Points of Interest: The hole in the atole is right there. Nothing new though. Mission 6 "The Red Menace" ---------------- Objectives: 1. Slow Zep down by destroying half it's engines. 2. Dock with the enemy Zep to drop off Jack. 3. Redock to pick up the Dr. 4. Return to the Pandora Phases: 1. 4 Russian Devastators will engage you as soon as you launch. 2. Head for the Russian Zep and start taking out the engines. Missiles work but the .70-Cal cannon works just as good. Save you're missiles. 3. After a couple minutes the Zep will send out 3 Devastators. It will keep this up for as long as it takes to destroy half of the Zeps engines. You can potentially rack up a lot of kills this way. 4. Come in slow and close from behind the Zep to the docking point. You will drop Jack off and head back out. 5. The Black Swan will suddenly show up. Target her while she's talking and take her out fast. She will also send 3 Furys to help her. It seemed like more came after me once, but I can't confirm it. 6. Take the Furys out fast and get back to the Zep to pick up the Dr. 7. Head back to the Pandora. Enemies: 4 Russian Devastators ? sets of 3 Devastators (usually 2 sets) 3 Furys 1 Fury Ace Turrets on the Russian Zep Money: $5,000.00 Stunts: None so far as I know. Points of interest: The battle takes place above and below the clouds, it's very nice. Be careful coming up through the clouds though, you can sometimes come out right at the Russian Zep and have a hard time avoiding it. Mission 7 "The Pilfered Prototype" ---------------- Objectives: 1. Fly close to train to pick up Ilsa 2. Destroy fuel trucks when they reach depot 3. Steal Blue Streak Prototype 4. Destroy Fighters Phases: 1. As you start 4 Peacemakers will come in after you and your wing mates. Ignore them and fly in low at about 3/4 throttle. The train will be crossing your path heading left. come in behind it very low and reducing throttle as much as possible. If you speed and altitude are close you'll get a cut scene of Ilsa being picked up from the train. The train goes under a few different things so be careful. The tracks a loop, so I don't think there's a real problem with missing it a few times. 2. Once you've got Ilsa you need to take care of the fighter, but also keep an ear out for the trucks. Jack will tell you when it's time to blow them up. The 4 peacemakers will be joined by at least 2 more taking off from the air field. Dispatch them and the trucks. 3. With the trucks destroy Sparks will transmit the codes to open the hanger where the plane is kept. Fly through an another cut scene will show you parachuting from the plane inside the hanger (ouch) and taking the Blue Streak. 4. Another Bloodhawk (Ace) and 3 Peacemakers will be swooping in as you exit the hanger. Get the Ace first, though it can be a long fight because the .40-Cal guns on the Bloodhawk you stole aren't very good. 5. Once all the planes are gone the mission ends. Enemies: 4 Peacemakers 2 Peacemakers (possibly more) 1 Bloodhawk Ace 3 Peacemakers There are 3-4 missile turrets around, but they're not too dangerous. Watch for them when you're after the Money: $0.00 Stunts: 1. Fly through the hanger with the Passenger Zep in it. This gives a newspaper clipping in the mission log. 2. Fly through the hanger you got the Blue Streak from. 3-5. Fly through the train tunnel that goes under the airfield. Points of interest: There are lots of fun details in this mission. You can blow up boats in the harbor off to the south or the passenger planes at the runway. You can try to blow up little police cars that are zipping around everywhere. There are also bridges you can try to fly under. A great stunt that's not official is to fly through the tower in the middle of the field. A Zep is parked to it in a later mission, but you can fly through it if you turn your wings vertical. It's pretty tight, but sweet. Mission 8 "The Petrol Plot" ---------------- Objectives: 1. Destroy the lighthouse generator 2. Destroy patrol boats so the Pandora can dock with the freighter 3. Protect the Pandora 4. Cripple the CCCP Zep or set fire to the freighter so they won't pursue the Pandora 5. Dock with the Pandora Phases: 1. As you start you will be heading for a cave on an island. This is where the generator is. Usually a single missile will destroy it. Continue through the cave to complete a stunt. 2. The lighthouse will call for help and 4 peacemakers will come out of the clouds. You should be able to dispatch them easily. 3. If you took out the peacemakers quickly there will be a lull now. Use the time to perform some of the stunts, just stay around the island with the lighthouse. 4. After a minute or two (a discussion between the lighthouse and the freighter) the lighthouse will send out 4 patrol boats from it's bay. Dispatch them quickly. 5. A nearby Russian Zep comes to aid the freighter and launches about 6 Devastators. Hit em hard and hit em fast. 6. While fighting these Devastators you will get a radio from a wing mate saying the freighter launched a boat. Zoom down quickly towards the freighter and blow it up. It seems to head south. 7. After the first 6 the Zep will send out 3 more Devastators. 8. Once the cargo is taken from the Zep you need to cover the Pandora's retreat. Zachary tells everyone to attack the Zep and destroy 1/2 its engines (6). If you take too long to do this Betty recommends setting fire to the freighter, you can either keep going after the Zep or fire a missile into the freighter's hold. 9. During this final retreat the CCCP Zep will send out 3 more Devastators. 10. When all planes have been destroyed and all stunts have been completed head back to the Pandora. Enemies: 4 Peacemakers 4 Patrol boats 6 Devastators 3 Devastators 3 Devastators Turrets from the CCCP Zep when you're after the engines. Money: $0.00 Stunts: All the stunts take place around the first two islands. Island 1 1. Through the cave with the generator in it. 2. Tunnel at water level by the boat dock in the middle. 3. Another tunnel north to south that exits above the boat dock. 4. North side: a stone arch. You need to come into it and pull up with full throttle to exit going up. Island 2 1. Tunnel through water level (easy to see) 2. Come from the south, you'll see light from the ceiling. Pull up hard and give it full throttle to exit the island heading up. Points of interest: Nothing much. You can see the patrol boats docked before they attack, but you can't destroy them. Mission 9 "Perils for Blake" ---------------- Objectives: 1. Destroy Zeppelin "The Promise Land" 2. Dock with the Pandora Phases: 1. You'll be heading North over the Harbor, as you come onto land you'll see some Peacemakers taking off. Ignore the planes and switch targets until you find the Radio Tower. Head straight for it and take it out. 2. 4 Peacemakers will be in the air by now. Start bringing them down. 3. Eventually you'll hear the Zep say their Broadside Cannon doors are stuck open. Stuff a missile into an open cannon door to blow up a section of the Zep. 4. Before you can destroy the Zep Sparks calls to say the Pandora's under attack. Find the Pandora (right above you) and get up there fast. 5 Blood- hawks are pestering it and you need to blow them up before you can take care of the Zep. 5. When they're gone head back down and finish off the cannon bays. 6. When you're done (possibly before then if you're having trouble) Paladin Blake (Ace) and 3 more Bloodhawks will show up. As usually get Blake first. 7. When everything's finished head up to the Pandora and Dock. Enemies: 4 Peacemakers 5 Bloodhawks 3 Bloodhawks 1 Bloodhawk Ace Ground missile turrets Gun turrets on the Zep Money: $0.00 Stunts: Same as mission 7 Points of interest: Same as mission 7 2.10 Mission 10 "Mercy's Errand" ---------------- Objectives: 1. Protect the Hospital Ship 2. Eliminate the Black Hats Phases: 1. 3 boats are attacking the ship. 2. 6 boats are descending on hot air balloons. Blow up the balloons before they land and attack the ship. 3. When you destroy 3 of the previous 6 balloons 3 Black Hat Brigands will show up. Ignore them until you destroy all the balloons. Remember, Objective 1, Protect the ship. 4. Once that set of Black hats are finished 3 more balloons will descend. They will be joined by 3 Brigands and Ace Dixon in a Brigand. Get the balloons first then take out the Ace. 5. Dock with the Pandora when everything's done. Enemies: 3 boats 6 balloons carrying boats (and guns) 3 Brigands 3 balloons 3 Brigands 1 Ace Brigand Money: $0.00 Stunts: 1. This one is really cool. You need to fly _through_ the downed Zep. Right where it's bent there's a hole all the way through you'll need to make a dip to make it through though. It's tough at first, but fun. Points of Interest: Some interesting things. You can destroy the engines on the downed Zep and more holes seem to open up on the sides. It looks like you could make it through, but I haven't been successful yet. Interesting enough this is the same area as the last mission, just a bit to the South west. You can fly over to the airfield and blow stuff up if you want, but none of the stunts count or anything, and they'll still shoot at you. 3.0 Aircraft ---------------- There are 11 normal aircraft in Crimson Skies. Currently I have not seen any hidden craft though I'm almost certain that there are at least 2 or 3 more. I'm listing all of the aircraft (in the order you meet them in the game) as well as their standard configurations, my personal comments, and my recommended configuration. 3.0.5 Configuration Notes ---------------- Everyone has there own way of configuring an aircraft. Here is some general info that I keep in mind when configuring my planes Engine: Every chassis has 3 engine types, the middle one is always the default engine. You can go up or down 20 mph by changing engines. Later in the game you also have the option to add Nitro to any of the three. Nitro can be nice to get you away from a Zep or group of fights, but I usually don't bother. Guns: I personally don't understand the need for 2 or 3 sets of guns up front. Only a couple times have I run out of ammo, and it was because I was flying poorly and shooting everywhere. One set of heavy guns works the best. Shooting from long distance with the smaller guns just wastes ammo. The .30-Cal guns are just useless. They're so underpowered you'll need to pump hundreds of rounds into anyone to bring them down. These are okay for rear turrets. The .40-Cal guns are great for rear turrets. They pack at least some punch with good range and rate of fire. The .50-Cal guns are great all around guns for light aircraft. Good range and a decent punch make them useful for dogfights. The .60-Cal guns are excellent. They maintain a good rate of fire and can really bring someone down quick. The .70-Cal cannons are vicious. I like these the best. They shoot a bit slow, but once you get used to it you can bring enemies down very quickly. The range is low, but for Zeps and most dog fighting you're well within range. Hardpoints: I have a tendency to leave the hardpoints alone when customizing a plane. Typically they've chosen a good amount for a particular chassis. If you think you'll need more add them, but it's rare you'll really want to take them off. Armor: In my opinion all the planes are under armored and over armed. I like to get rid of the second set of guns (I never use them) and adding as much armor as I can. Ammo: Though not part of customizing a plane I'm putting my comments here. It's really simple to me, explosive bullets and high explosive missiles. I don't go for all the strange, gimmick missiles because it's hard to switch quickly during a heated dogfight. 3.1 Hughes P21-J MKIII Devastator ---------------- Default Config: Top Speed: Average Agility: Average Armor: Average Offense: Average Max Weight: 10100 Armor: Nose: 25 Tail: 25 Wings: 25 Weapons: 2 .50-Cal. 2 .40-Cal. 2 .30-Cal. 4 hardpoints Comments: This is what you start out with is an all around average plane. Customize: Drop all the guns and put in .70-Cal Cannons. Put everything else on armor. An upgraded engine with higher top speed can be nice too. 3.2 McDonnell S2B Kestrel ---------------- Default Config: Top Speed: Average Agility: Poor Armor: Average Offense: Average Max Weight: 13780 Armor: Nose: 30 Tail: 30 Wings: 20 Weapons: 2 .60-Cal. 2 .50-Cal. 2 .40-Cal. (Rear Turret) 5 hardpoints Comments: A heavy plane with a lot of weapons. More of a Fighter/Bomber than a fighter, this plane doesn't do too well in a dogfight. The rear turret is useful when going against Zeps. Customize: Drop the .50-Cal and upgrade the .60's to .70-Cal. You can also drop the .40-Cal Rear guns down to .30-Cal guns. This helps upgrade the engine (to get you away from the Zeps you may want a nitro) and the armor. Armor is key to surviving a Zep attack. 3.3 William & Colt Peacemaker 370 ---------------- Default Config: Top Speed: Good Agility: Excellent Armor: Average Offense: Fair Max Weight: 7205 Armor: Nose: 25 Tail: 20 Wings: 20 Weapons: 2 .50-Cal. 2 .40-Cal. 3 hardpoints Comments: A good dog fighter, this plane is super maneuverable, but doesn't really pack a good punch. Customize: Drop the .40-Cal and upgrade to .60-Cal on the main guns (or even .70's if you're feeling adventurous). Put anything left over onto armor and you've got a decent dog fighter. 3.4 Bristol Type 140 Balmoral (Bomber) ---------------- Default Config: Top Speed: Fair Agility: Poor Armor: Good Offense: Good Max Weight: 15760 Armor: Nose: 40 Tail: 35 Wings: 25 Weapons: 2 .50-Cal. 2 .50-Cal. 2 .30-Cal. (Nose Turret) 2 .30-Cal. (Rear Turret) 8 hardpoints Comments: This plane carries more missiles than anything else, but it's slow and unmaneuverable. I haven't found a use for it yet. Customize: Don't bother. 3.5 Fairchild F6II Brigand ---------------- Default Config: Top Speed: Average Agility: Fair Armor: Average Offense: Average Max Weight: 10985 Armor: Nose: 30 Tail: 35 Wings: 20 Weapons: 2 .60-Cal. 2 .30-Cal. 2 .30-Cal. (Rear Turret) 4 hardpoints Comments: One of the best overall planes in the game (IMHO). The Brigand can carry good weapons and has nice flight characteristics. Customize: If you drop the .30-Cal front guns you can up the Armor to 50 in each spot. You can also up the .60's to .70's. This gives you a heavy duty all around fighter. 3.6 Hughes Bloodhawk ---------------- Default Config: Top Speed: Good Agility: Excellent Armor: Average Offense: Fair Max Weight: 6545 Armor: Nose: 20 Tail: 20 Wings: 20 Weapons: 2 .40-Cal. 2 .30-Cal. 3 hardpoints Comments: You steal this early in the game, it's the first time you get Nitro boost. It's very maneuverable but has low armor. Customize: Drop the guns, put in twin .50-Cal's and put the rest on armor. 3.7 Curtis-Wright J2 Fury ---------------- Default Config: Top Speed: Good Agility: Good Armor: Average Offense: Fair Max Weight: 7610 Armor: Nose: 25 Tail: 25 Wings: 20 Weapons: 2 .70-Cal. 2 .30-Cal. 3 hardpoints Comments: Though fast and agile, this plane is a bit of a wuss. Customize: Drop the .30's and put it all on armor. If you like this plane this will at least give you a fighting chance. 3.8 Ford Hoplite (AutoGyro) ---------------- Default Config: Top Speed: Average Agility: Excellent Armor: Fair Offense: Poor Max Weight: 4160 Armor: Nose: 15 Tail: 15 Wings: 15 Weapons: 2 .30-Cal. 2 hardpoints Comments: Not much here. It's the most maneuverable plane in the fleet, but you won't last in a prolonged fight. Unfortunately you're forced to use it (unmodified) later in the game. Customize: Can't do much at all. 3.9 Hughes-Lockheed Firebrand ---------------- Default Config: Top Speed: Average Agility: Poor Armor: Good Offense: Average Max Weight: 14005 Armor: Nose: 30 Tail: 30 Wings: 25 Weapons: 2 .70-Cal. 2 .30-Cal. 2 .30-Cal. (Rear Turret) 6 hardpoints Comments: A good bomber with 6 hardpoints but not very useful. You need better agility to go after the Zeps. I haven't found this plane useful. Customize: You could drop the front .30's and add armor, but what's the point, you can't change Agility. 3.10 Focke-wulf Fw 193 HellHound ---------------- Default Config: Top Speed: Good Agility: Average Armor: Average Offense: Poor Max Weight: 9525 Armor: Nose: 30 Tail: 25 Wings: 20 Weapons: 2 .50-Cal. 2 .40-Cal. 2 .50-Cal. (Rear Turret) 3 hardpoints Comments: A nice little fighter. Good speed and average agility make it handle pretty well. A bit under armed. Customize: I drop the .40-Cals and lower the rear turret to .40-Cal. Then I up the .50-Cal to a .60-Cal. If you drop the engine to the lower one, you can add another hardpoint and give it lots of armor. 3.11 Curtis-Wright P2 Warhawk ---------------- Default Config: Top Speed: Average Agility: Poor Armor: Good Offense: Average Max Weight: 14675 Armor: Nose: 30 Tail: 30 Wings: 30 Weapons: 2 .70-Cal. 2 .50-Cal. 8 hardpoints Comments: The best of the bombers the Warhawk can almost hold it's own against fighters as well. The poor agility mars an otherwise excellent plane. If you really think you need 8 Hardpoints (24 missiles) then you can't go wrong. You're forced to fly it in one of the later missions. Customize: As is typical with me, drop the .50-Cals. This gives you enough weight to get a Nitro engine (good for quick escapes from bombing runs) and max armor. 4.0 Cheats ---------------- This cheat was taken from GameSages: I have not tested it. I would love to know any other codes though I've looked and haven't found any. In the main menu of the campaign, right click on the microphone on the left side of the screen. type "idaho." A pull down menu will appear in the top right of the screen. You can use this menu to access any of the missions within the game. 5.0 Misc. Stuff ---------------- Don't buy the game strategy guide from Sybex. I took a look through it trying to get some exact number of enemies (It's hard to count accurately when you're fighting for your life). The guide was completely useless. It was told like a story (kinda interesting), but didn't go into any detail about anything like a guide should. That gave me even more inspiration to make this guide. 6.0 Credits ---------------- Aaron Cloutier wrote all content for this FAQ unless otherwise noted. Thanks to: - A great site for all gaming info. Microsoft - For producing this excellent game. Zipper Interactive - For developing the game. FASA Inc. - For the original paper game. GameSages - For the cheat code. If anyone has additions or other interesting info that would fit into this FAQ please contact me at I'll make sure any help is mentioned here. Don't use this without permission. The following sites have permission to use this FAQ: Don't sell this FAQ. Don't Print this FAQ except for personal use. Don't Eat this FAQ unless printed on rice paper, and even then I wouldn't recommend it. DON'T copy this FAQ and put your name on it. Copyright (c) 2000 Aaron Cloutier