Crimson Skies

Developed by Zipper Interactive for Microsoft

FAQ/Guide ver 0.3
By Aaron Cloutier (aaron@gameparent.com)
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: http://sages.ign.com
   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:
      www.GameFAQs.com - 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 aaron@gameparent.com. I'll make sure any help is 
mentioned
   here.
   
   Don't use this without permission. The following sites have permission to use 
   this FAQ:
      www.gamefaqs.com
      www.gameadvice.com
      vgstrategies.about.com
      www.cheatplanet.com
      
      
   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