StarLancer FAQ   (Dreamcast version)
by Scottie_theNerd	Email: Scottie_theNerd@yahoo.com



CONTENTS
- Legal Stuff
- Version updates
- Introduction
- Controls
    -Target Menu
    - Systems Menu
- Stuff on the screen.
- Weapons/Equipment
- Fighters
- Capitol Ships
- Thanks to...

LEGAL STUFF
All material in this FAQ is completely mine. Any attempt to copy or use 
this without prior
approval will not be tolerated. Expect swift punishment. Mwahaha.

VERSION UPDATES
v1.00: Just putting in basic stuff. I've forgotten most of the less 
important things but I'll fix that           	once I start gaming 
again.



INTRODUCTION

The war between the Coalition (Russia, etc.) and the Alliance (Japan, 
US, France...) has worsened and it seems that the Coalition is getting 
the upper hand. However, the Coalition declares a truce and decide to 
sign a peace treaty at Fort Kennedy, on Titan. The Alliance is overjoyed 
and the majority of their forces join in the ceremony of the treaty. 
However, Admiral Kulov of the Coalition has a trick up his sleeve.

Later, Fort Kennedy is exterminated. The Coalition's plans of peace are 
merely a cover to launch their attack. Behind the Alliance escorts, the 
cloaked Coalition fighters followed closely. The moved in to attack at 
the order of Kulov and made mincemeat of the unprepared Alliance fort. 
One of Kulov's assistants requests more ships for the prisoners. Kulov 
mutters "Kill them. We have no time for prisoners...".

With this surprise attack, the Alliance forces are driven back to the 
outer planets. However, the leaders of the Alliance make a plan. They 
hope to regroup at Neptune and defend their position there. However, 
most of the forces are either scattered or lost. Many fighter squadrons 
were wiped out, so the Alliance makes a desperate call. They call upon 
the civilians for aid. Anyone with flight experience is asked to sign up 
and enter the losing battle.

The Alliance needs you.

CONTROLS

The controls of StarLancer are a tad complicated, and involves button 
combinations and menus. However, after a few missions, you will get used 
to them and wield them effectively. And kick more butt. ^_^

Basic Controls:

A Button: Fire Primary Weapon (eg. Lasers)

B Button: Fire Secondary Weapon (eg. Missiles)

X Button: Target Menu
Holding the X Button will bring up the Target Menu. More on this later.

Y Button: Systems Menu.
Similar to the Target Menu. More on this later.

R Trigger: Accelerate

L Trigger: Deccelerate.

Dpad Left/Right: Switch Secondary Weapon.

Dpad Up: Toggle Radar On/Off.

Dpad Down: Launch Flares 
Use these to shake off missiles that are tailing you.

Advanced Controls:

L Trigger x2: Afterburner.

R Trigger x2: Reverse Thrust
Note: Only some fighters have this ability.

L Trigger + R Trigger: Escort Speed.
Pressing both triggers will turn on Escort Speed, which allows you to 
travel at the same speed as your target, whether it be your own carrier 
or an enemy fighter. This is very helpful in dogfights, since your 
fighter will always go at the same speed as your prey and making thy 
enemy and easy target.

L + R + A + B + X + Y: EJECT!!!!!!!!
A flight sim would never be complete without the option to get the hell 
outta there. Depending on the situation, there may of may not be 
consequences.

On a not-so-important mission, your squadron leader will call in the 
Nanny ship to pick you up and the mission will still succeed, but you 
get no credit.

On a vital mission, ejecting will get you transferred, and Game Over.

Ejecting when you don't even need to will also get you transferred. 
After all, why would you eject right after you launch???

TARGET MENU
By holding the X Button, you will bring up a list of possible targets. 
It also displays what commands you can execute by displaying it on 
screen. To use a command, hold X and press one of the following buttons:

X+A: Target nearest enemy.

X+Y: Target nearest ally.

X+B: Target nearest Torpedo Bomber (VERY handy...)

X+ Dpad Up/Down: Cycle through list.

SYSTEMS MENU
Like the Target Menu, the commands are displayed on the screen. They 
are:

Y+A: Toggle Blindfire On/Off.
Otherwise known as "laser-lock", it is represented by an icon on the top 
left hand corner of the screen resemblind a crosshair. When the icon is 
displayed, your lasers will lock onto the target. Only works with two or 
one guns.

Y+X: Display Gun Modes.
Various fighters have more than two lasers. Therefore, you can switch 
between the modes and pick out which guns you want to use, whether is 
Full Guns (all lasers), or individual guns.

Y+B: Activate Special Equipment.
Depending on your fighter, this may or may not appear. Special Equipment 
include Electronic Counter Measures, Spectral Shields and Cloaking 
Devices.

Y+ Dpad Up: Order Attack.
Orders your wingmen to attack your target. I don't trust this command 
though.

Y+ Dpad Down: Order Help.
Orders your wingmen to help you out.

Y+ Dpad Left/Right: Change camera view.
This changes the camera view. I reccommend the "Chase View". It becomes 
very helpful later on.

Y+ L Trigger + Analog left/right: Roll

Y+ R Trigger + Analog left/right: Strafe.

THE STUFF ON THE SCREEN
The HUD (Heads Up Display)
On the top of the screen there are a few icons. On the top left, there 
are the icons that represent Blindfire (the crosshairs), Escort speed 
(two ships parallel) and the Locked-On icon, which can be represented by 
a flashing red fighter (meaning: Eek! There's a bogey on my tail!!) or a 
flashing red missile (meaning: AAAH! THAT BUGGER JUST LAUNCHED A MISSILE 
AND IT'S HEADING RIGHT OVER HERE!!!!!!!GET IT OFF ME!!!!!).

On the top right, the icons are Afterburner Fuel Remaining (represented 
by a yellow fighter), the amount of kills you have scored (the 
skull+crossbones) and the amount of Flares remaining (represented by 
that springy lookin' thing).

In the middle of the screen, there is a crosshair and two bars. The bar 
on the left indicates your speed. Pressing R or L accelerates or 
deccelerates. The bar on the right represents the lasers. When firing 
rapidly, the bar will deplete. When it reaches zero, your lasers 
overheat and fire more slowly. To cool down, cease firing for a few 
seconds. The best way to avoid this is to do what everyone else does: 
fire in short bursts. Don't be tempted to waste your bogey by blasting 
his backside away. Take your time.

On the bottom right of the screen, there is a diagram of your fighter 
surrounded by two dotted circles. The orange circle represents your 
shields and how much damage they have taken. Shields can regenerate 
slowly. The red circle represents the hull. Taking damage in this area 
is serious and you can die. Taking heavy front damage means your lasers 
fire less efficiently, or won't even fire at all. Taking back damage 
slows your ship down to the speed of a snail.

Next to that is the radar. No need to explain what this does.

In the bottom right is your target's shields/hull damage. Same as yours. 
Coalition ships are red, ally ships are green. Remember: Those using 
ally ships aren't always your friends. Same applies to Coalition ships. 
Not all of them are enemies.

WEAPONS
Most missiles need to be locked onto a target for maximum effectiveness. 
To lock on, select a missile and aim at your target. A red circle will 
appear. When it turns white, fire away!!!

Screamer: Basic, dumbfire missile. Very fast, but poor range and damage. 
It comes in a pod of 
	    20 though, so you can rip your foes apart.

Havok     : Explodes near target and causes shockwave. Enemies caught in 
blast will lose 
	     control of their ship and will be vulnerable to attack for a 
few seconds. Average 
	     speed, range and lock on time.
	     Lock-on time: 3 secs

Bandit     : Penetrates through the hull of the target and explodes. 
Average lock-on time, range 
	    damage. 
	    Lock-on time: 5 secs

Fuel Pod  : OK, so this isn't a weapon. All this does is increase your 
afterburner fuel.

Jackhammer: My personal favourite. The Jackhammer is slow, but can do 
AWESOME 
	        damage. This is only effective against slow or stationary 
targets, however. 
	        Lock-on time is painfully slow, but the results are well 
worth it.
	        Lock-on time: 6 secs

Vagabond  : LOTSA speed and LOTSA range. This baby can track cloaked 
enemies too...
	       Lock-on time: 4 secs.

Raptor Pod: Effective against enemy fighters. Comes in a pod of 3 
missiles.
	       Lock-on time: 3 secs.

Hawk Pod:  Fast lock, long range missile. Comes in a pod of 4 missiles.
                   Lock-on time: 4 secs.

Imp  	    :  Fast missile. Explodes near target and disables shields of 
any fighter caught in the 
	      blast.
	      Lock on time: 2 secs

Solomon Pod: Dumbfire missile. Home in on nearest target and does 
moderate damage. Comes
		in a pod of 4 missiles.
	   
Nova Cannon: This isn't a missile, but a laser/gun. Only the Phoenix has 
this. To fire, select it
		from the Guns menu and and hold down A. When the bar on the 
right starts to
		reach zero, let go and you will fire a beam of energy. 
Powerful, but slow. You
		won't need this.

EQUIPMENT:
(note: not every fighter has these....)

Reverse Thrust: Most of the later ships have this ability. Similar to an 
afterburner, but goes
		backwards. Uses afterburner fuel. Tap R twice to activate.

ECM    	: Throw of the guidance systems of the missile following 
you.

Spectral Shields : Makes you immune to lasers when turned on.

Cloaking Device : Only the Shroud has this option. Turning it on will 
cloak the Shroud, making 
		    invulnerable to attack, but cannot attack also. 

FIGHTERS
(note: all stats are approximate)

Predator
 Class: Light 	 Access: Bronze
Speed:*****
Accel :*****
Agility:******
Shield:**
Armor:*****
Afterburner Fuel: 100secs
Crew: 2
Guns: 2


Naginata
Class: Light 	Access: Bronze
Speed:******
Accel :**
Agility:******
Shield:****
Armor:**
Afterburner Fuel: 130secs
Crew:2
Guns: 2


Grendel
Class: Medium	  Access: Bronze
Speed:**
Accel :*********
Agility:**
Shield:********
Armor:******
Afterburner Fuel: 80secs
Crew:3
Guns:4



Crusader
Class: Light	Access: Bronze
Speed:***
Accel :*****
Agility:*****
Shield:****
Armor:*****
Afterburner Fuel: 110secs
Crew:2
Guns:2
Special Equipment: Spectral Shields


Coyote
Class: Light	Access: Silver
Speed:****
Accel :*********
Agility:*****
Shield:*****
Armor:*****
Afterburner Fuel: 100secs
Crew:2
Guns:2


Mirage
Class: Medium     Access: Silver
Speed:****
Accel :***
Agility:****
Shield:****
Armor:***
Afterburner Fuel: 130secs
Crew:2
Guns:4
Special Equipment: ECM


Tempest
Class: Heavy	Access: Silver
Speed:****
Accel :*********
Agility:***
Shield:*****
Armor:*****
Afterburner Fuel: 100secs
Crew:2
Guns:4
Special Equipment: Reverse Thrust


Patriot
Class: Medium	  Access: Gold
Speed:******
Accel :********
Agility:***
Shield:*******
Armor:*****
Afterburner Fuel: 110secs
Crew:2
Guns:4
Special Equipment: Spectral Shields


Wolverine
Class: Advanced Heavy      Access: Gold
Speed:***
Accel :********
Agility:***
Shield:*******
Armor:********
Afterburner Fuel: 120secs
Crew:3
Guns:5
Special Equipment: ECM, Reverse Thrust


Reaper
Class: Heavy	Access: Gold
Speed:****
Accel :****
Agility: ***
Shield:******
Armor:*****
Afterburner Fuel: 120secs
Crew:3
Guns:4
Special Equipment: Reverse Thrust, Spectral Shields


Shroud
Class: Prototype Light	Access: Platinum
Speed:*********
Accel :***
Agility:*********
Shield:*********
Armor:***
Afterburner Fuel: 150secs
Crew:2
Guns:2
Special Equipment: Cloaking Device


Phoenix
Class: Prototype Medium    Access: Platinum
Speed:********
Accel :*********
Agility:*******
Shield:*******
Armor:****
Afterburner Fuel: 140secs
Crew:2
Guns:4
Special Equipment: Reverse Thrust, ECM, Nova Cannon


CAPITOL SHIPS
Or capships for short, these are the big guys. The battleships, 
carriers, you name it. Capships have individual sub-targets. These 
include:

Shield Generator: Unlike fighters, you cannot take out shields by firing 
on them. To take out the 
		    shields, you must target a shield generator and destroy, 
preferbally with a 
		    Jackhammer.

Gun Turrets: These little buggers shoot you. However, there are a few 
big guns that care tear 
   	        apart your ship.

Engines : Propels the ship. Destroying these will immobilise the 
capship.

The sub-targets are colored red when selected. Handy, eh?



Well, thats it for this version. Hope that helped.

SPECIAL THANKS TO...

-Scottie_theNerd (me)
-darkknight85 (if the times comes, you and I will roam the skies)
-Argama (this lil' boy is full of info)
-Magnum2684 (thanks for telling me what the spectral shields do.