Ace Combat: Assault Horizon Walkthrough
The sky is on fire as the new generation of Ace Combat takes off. The next in a long series of action-arcade style flight simulation games, the Ace Combat franchise is taking a sharp turn to offer all new ways to play with a few wrinkles added to the main fligh gameplay. Take off from jet fighters, attack helicopters, and shoot a minigun from inside a Blackhawk. The new Close-Range Assault: Dogfight puts you close to your opponents, turning the previous lock-on ranged gameplay into an intense chase between skyscrapers or skimming the ground.
The war is going abroad before it races back home in Ace Combat: Assault Horizon. Combat an all new threat with the world’s deadliest technology, and let us guide you through the campaign. For more information on Ace Combat: Assault Horizon, check out out cheats page that includes any extra information available we can lock onto, and our achievements and trophies.
Check back after release for our walkthrough!
Mission 1: Nightmare
Just as the introduction cutscene ends, you’ll be prompted to enter dogfight mode (DFM). Tap the shoulder buttons in unison while the green circle flashes around your target enemy.
This is just an introduction to DFM, so there isn’t much you need to do yet. Just be aware of some of the key aspects of DFM you’ll need to know for later. At this stage, you’ll automatically follow your targeted enemy from behind.
The large green circle is called the assault circle. Keep your opponent aircraft inside the assault circle until the green bar on the radius circles around, and changes the assault circle from green to red. When the assault circle is red, you’re locked on. Fire missiles or your chosen special weapon – pick carefully, you only get one shot before you’ll need to lock-on again.
While in DFM, your machine gun and missiles are far more effective, and harder for the enemy to dodge. There are drawbacks to DFM, which will be discussed in detail as they appear.
Once your enemy crashes and burns, take some time to acquaint yourself with Assault Horizon’s jet controls. This isn’t a hardcore flight simulator, and it’s obvious. Arcade action all the way, with a huge stock of missiles and regenerating vehicle health.
Get used to acceleration and deceleration. While accelerating, you’re faster, and can outrun your enemies and missiles, but your turning speed is sluggish. While decelerating, you’ll gain more turning maneuverability, at the expense of speed.
Decelerating is a great way to follow enemy aircraft as they pass, as you can quickly turn to face them. Just don’t decelerate for too long, or your aircraft will stall and you’ll drop out of the sky like a sack of bricks.
Pound down on the acceleration if you’re stalling out to catch air again.
Now is when a group of bandits will show up on your radar, which will automatically switch between close-range or long-range radar depending on your target’s vicinity.
Follow the on-screen prompt to manually target your first bandit. To switch between targets, just keep pressing the targeting button to cycle through any nearby enemies.
Orient yourself to your targeted bandit, and keep it on-screen long enough to lock-on. A red square with a red diamond indicates you have successfully locked-on to your target. Try to either fire rockets that will follow or lead your opponents, and never fire from too far out or your opponent will easy accelerate out of range.
Shoot down both bandits with your missiles. Give your machine gun a try, you have infinite ammunition for the machine gun, but it will overheat, and it does minimum damage to bandits, best only used for situation where an enemy can’t be locked-onto.
After both bandits are down, an enemy will engage in DFM with you. You’ll see a large red circle hovering around the screen – that’s the enemy’s assault circle. Stay out of it, while accelerating or sharply slowing down to escape your pursuer.
Next up, you’ll face off against TGT_LEAD. These types of enemies pop up in almost every fighter sortie, and they’re dangerous for a reason. They’ll try to use DFM against you, and they’re only vulnerable to DFM themselves.
TGT_LEAD aircraft are ace pilots, trying to hit them with missiles or special weapons at long-range will only result in them evading or popping flares to escape a missile strike.
To defeat TGT_LEAD aircraft, you’ll have to approach them and enter into DFM to shoot them down. They’ll still try to use flares, but you shouldn’t have many problems with TGT_LEAD bandits yet, there will be problems later, though.
After blasting the first TGT_LEAD, follow the same method with the second. They’re alone, and the second lead only try harder to escape, he won’t touch you.
A third TGT_LEAD will show up in his SU-35. Get in close and use DFM to take him out. As you do, another bandit will sneak in from behind and enter DFM with you.
There’s two methods to escaping DFM; the first is dodging the assault circle until you can solve your pursuer, the second is by countering an enemy DFM.
Look on your screen, you’ll see two chevrons, one is green and the other is red. They represent your distance from the enemy aircraft. Make the two chevrons line up and you can counter enemy DFM with your own DFM.
Chasing down your new enemy, three more planes will show up and the on-screen prompt will ask you to switch. Let the 4AAM lock-on to all four enemy planes before firing, it’s very destructive weapon.
Switch targets and fly towards the Miami coastline, then engage the TGT_LEAD in DFM. Shoot him down, you’ll switch between targets as you go, but don’t worry, you’ll continue to stay in DFM as long as targets are nearby and on your screen.
Take them out, and look out for another bandit trying to enter DFM with you. Four more bandits will appear, which is a good time to give your 4AAM special weapon another try. After that, another four bandits appear. Use 4AM again, you won’t run out of ammo this early.
Continue to knock down bandits until another TGT_LEAD shows up. Enter DFM, and learn a little more about it.
While in DFM, the closer you are to your opponent, the larger your assault circle, making them easier to target. But, get too close and the enemy could counter DFM and appear right behind you, which isn’t good for anyone.
Weight your options, but for here, just accelerate and get in close. A quick kill is better than a slow one. More planes are showing up now anyway, and eventually you’ll reach a TGT_LEAD that must be attacked while in DFM. Three of his buddies will appear, so let loose with the 4AAM.
With TGT_LEAD destroyed, a timed event will pop-up on-screen. Hit the prompt, then hit the prompt again to complete the mission.
Gunner Sequence:
During this opening mission, you’ll be shooting from the door gun of a helicopter. Just spray down your enemies with gunfire.
Zoom in on your opponents and blast them if you’re having a hard time spotting. Try to hit the RPG soldiers first, they’re tricky to spot, and tend to hang out on rooftops.
There isn’t too much to worry about here, just shoot any enemy that moves. At one point, one of the Blackhawks will be hit, while a swarm of shooters will charge the crash site. Just keep shooting to clear the enemies out and protect the site.
The crashed bird won’t last long, and you’ll continue out towards a depot. Blast the Hind-D first, and make sure to clear the roof of the large building ahead covered with rebel shooters. It won’t be long now to the end of this sequence.
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Mission 2: Inferno
The next mission will be a mostly air defense, and you’ll have your pick of four different aircraft. Two fill fighter roles, they’re for air combat against other fights. The second two are multirole aircraft, with air and ground weapon capabilities.
There are no ground forces for this mission. A strong loadout here is the F-16C Fighting Falcon, giving you a choice between the QAAM and the 4AAM.The QAAM is a versatile Quick Target Air-to-Air Missile that’s great for picking off single targets due to its great maneuverability at close range. The 4AAM, as you’ve seen already, is for destroying groups of air targets at once.
Your weapon loadout is all about your preferences, so choose which you prefer. If you don’t like chasing down lots of easy TGT aircraft, pick the 4AAM. If you’d prefer a weapon that can quickly target TGT_LEAD aces in DFM, pick the QAAM.
Press down on the stick to switch viewing options. The third-person perspective is the handiest for aircraft, giving you a good view of your aircraft and surroundings. But, once again, it’s all about preference, give all three settings a shot.
Take off, and you’ll spot a swarm of MiGs right away. This is where TGT_LEAD becomes dangerous, and you’ll want to watch for them.
If you try to hunt down TGT_LEAD first, you’ll also have to worry about the rest of the bandits chasing or shooting at you. You’re vulnerable while in DFM, often it’s better to clear out the regular bandit TGT aircraft first before trying to handle TGT_LEAD.
While in DFM, if you’re being targeted by enemy aircraft, you can quickly disengage to avoid damage.
Destroying the first group of bandits, and you’ll be requested to aid in the defense of an oil field nearby. Fly towards the field, more MiG-21s will try to stop you. Usually every group of bandits will included at least one TGT_LEAD.
Over the oil field, you’ll meet a particularly tricky TGT_LEAD that will attempt to counter-DFM. Hit the shoulder buttons while a large red diagonal pointer icon appears over your targeting reticule. Immediately hit the machine gun to shred an opponent trying to counter-DFM you.
This is also a good time to learn about flares. Press the left stick to disrupt enemy missiles, you have a limited number of flares, so make them count. Also remember that flares need to be reloaded after every use, so expect a cool-down period between uses.
With the Oil Plant now partially safe, the Allied Base now needs help against enemy bombers. Before reaching the base, you’ll have enough group of MiGs to deal with. They’ll only slow you down.
The TGT_LEAD for the MiGs will give you some trouble, stick with him and slow down to slightly to keep yourself oriented correctly. Keep hitting him with missiles, he won’t be able to use his flares more than once in a period of time.
More TGT aircraft are coming to attack the Oil Plant. This time you’ll be largely outnumbered by TGT_LEAD aircraft, so pick your target and use the DFM to take the TGT_LEAD aircraft down.
With those TGT aircraft down, the MiGs will break off and retreat. Chase them down and start swatting them out of the sky, just try to take out as many as you can, as you fly closer to the outskirts in the plains southeast of the Oil Plant, more MiGs with TGT_LEAD aircraft will show up to make your life difficult.
While pursuing, Red Moon 1 will be shot down. Fly in close and follow the prompt to get a look at him safely ejected.
Don’t gawk for long. Clear the skies to keep Major Illich (Red Moon 1) safe until he lands. You don’t need to shoot down every enemy aircraft, just those marked with the red TGT tag. Clear them out and you’ve completed this mission.
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Mission 3: Red Moon
Changing things up again, it’s time for an assault helicopter mission. This time you only have one choice – the AH-64D Apache Longbow, but you do have a choice of special weapons. The 4AGM is a simultaneous air-to-ground missile that targets four vehicles at once, while the AAM is a single air-to-air missile.
There are air targets in this mission, in the form of Hind-Ds near the end that will give you problems, but mostly you’ll be dealing with ground targets. Take the 4AGM, unless you’re really afraid of using your machine gun to shoot down Hind-Ds.
The Apache is a different animal than the jet, and this is a new style of play to the Ace Combat series. You’ll start with a short tutorial teaching you the controls, then the real action begins.
For these helicopter missions, scroll through the three viewing options. The simple first-person HUD without the cockpit is the best for these missions, as it’s completely unobtrusive, but it looks rather bland in comparison to the other two. Pick whichever you like, but if you feel like the helicopter is blocking your view, switch to first-person HUD.
For this mission, fly low as you close in on the waypoint ahead. The hill compound is covered with AA guns and rocket soldiers.
Staying low is an effective way to avoid AA guns or missiles while controlling the helicopter, especially in urban environments. Always check the roofs first, that’s where rocket or missile troopers will usually be waiting to lock-on to your helicopter.
You can also perform a special dodge maneuver if you see a rocket flying at you, or if you’re a good shot, just shoot it down mid-flight.
Another handy tool for the helicopter is the zoom-in feature. When zoomed-in, the Helicopter will target the enemy closest to your reticule and lock-on, allowing you to circle and strafe around the target without losing it until you release the zoom-in.
SAM trucks should be targeted with your special weapons or dumb missiles to get rid of them quickly. Luckily, these trucks are easier to pick out than rocket soldiers, but definitely harder to kill with just the default machine gun.
Clear the compound on the hill before heading into the urban environment below. While in the city, Nomad will attempt to land in separate locations while being menaced by groups of enemies that show up in red circle on your radar.
When a red circle pops up, fly towards it and the group will appear as blips on your radar. After destroying the first check point. Move in and clear out the second, just look out for that SAM.
Next, you’ll need to clear two landing zones for Nomad in two separate sections of the city. Try to follow the city outskirts, as more enemies will pop out of the streets or rooftops and take you by surprise if you’re not careful.
Don’t fly directly over the waypoint circle, just near them and circle around to safely clear out the enemies. Right now, you aren’t protecting anyone, but you will be later, so take your time now.
Destroy both checkpoints, and a mass of soldiers will appear in the large central building. Clear them out with a rocket barrage, and Nomad will drop off soldiers.
The helicopters are moving in to land now, so take off for the city outskirts and clear out the reformed checkpoint before your helicopters take too much fire.
This is an escort mission now, and keeping those helicopters safe is your top priority. Clear out the landing zones before moving back to the central large building where soldiers are dropping onto the roof.
Rebel forces are closing in on the central building, so start picking them off before they get inside the compound. Defend each of the landing zones, mostly surrounded by simple soldiers, so you’ll be relatively safe.
Once the Delta Operators land, they become priority. Defend them as they fight their way to the central building, through the streets. Red hot spots will pop up on your radar, so be ready to change positions and help clear the street of enemies.
Be very careful with your special weapons here, letting too many of the Operators die or killing them will be a Game Over.
As the Delta Operators of Nomad advance, new combat areas will pop up, just keep clearing the areas to make progress. Watch out for technicals zipping up the road, just lock-on and lead them with your machine gun to take them out.
As the Delta teams arrive at the central building, more technicals will zip through the streets towards them. Shoot them down with your machine gun, and don’t forget to lead them.
Afterwards, the central building’s front yard will fill with infantry and rocket soldiers, as well as a nasty tank that can hurt the defenseless allies below. Spray down the courtyard with your dumb rocket barrage to put the hurt on the infantry, while clearing out the roof of missile soldiers. Make the tank priority before it hurts too many of your allies.
As the Delta soldiers move into the building, groups of technicals will try to use the narrow streets to surround them. Destroy the lead vehicles and clear them out.
Next up are Hind-Ds, and these are a problem for your Apache. The only weapon that can accurately target them is your machine gun, so lock-on and plink away while circling the Hinds to avoid taking too much fire in return.
Once the two enemy helos are down, a third will show up. Try to destroy these as fast as you can, as more problems are about to head your way. Keep shooting, don’t let your MG overheat, and evade when the Hinds launch missiles.
As the third Hind arrive, before too long, you’ll get an event. Major Illich is being taken away by a group of rebels to a set of trucks. Even if the Hind is still after you, destroy those trucks before the rebels reach them.
Without the trucks, the rebels can’t escape. Destroy the Hind, then carefully pick off the rebels holding Illich with your machinegun.
Illich will run back to your allies once the rebels are taken care of. That just about completes your work here, but not quite. Another event will pop, and you’ll be prompted to check out some fleeing vehicles on a hill outside the town.
Take them out to complete the mission, and enjoy your surprise.
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Mission 4: Spooky
Remember Modern Warfare, anyone? This takes the action a step-up with the AC-130, a flying gunship armed with three distinct weapons with a special level of zoom for each.
The three guns available are the 25mm, the 40mm, and the 120 mm. The 25 mm has the closest zoom, and is perfect for picking out targets on the ground while protecting infantry. The 40mm is great for taking out fast-moving vehicles, or just getting a good view of your surroundings, while the 120 mm makes a huge explosion, taking out large groups of opponents in one shot. But, it also has an excruciatingly long reload, so switch to another weapon after using it.
This mission moves directly into the next, so pick the aircraft best used to anti-air combat. The MiG-29A Fulcrum is a good new choice, and has access to QAAM and 4AAM. The 4AAM is best used at long-range against normal TGT pilots, while the QAAM is best used while in DFM. Pick your poison.
Starting off, you only have some hostile vehicles to deal with. Scan every area you pass through, as your reticule passes by enemies, they’ll light up white. Otherwise, they can be tricky to spot, so keep a careful eye and watch where bullet trails have their source.
Next up, switch to the 25 mm and spray down the infantry running towards the ruins. Most of the time, you can expect enemy vehicles to be moving on the roads, and especially look out for buildings. This isn’t always the case, sometimes infantry or vehicles will be out in the open, so just keep scanning.
This mission is all about quick timing and fast reflexes, you’ll need to clear out enemies fast to keep your teams protected.
Moving into a small town, start clearing out rebels fast. The first group is near the center of the town, at the turn in the road. Blast them with the 120 mm, then watch out for more incoming fire. Switch to the 40 mm and clean up, there are some move rebels hiding among the buildings not so far off.
Rebel convoys will also move into the town from both roads. Watch the roads for clusters of vehicles and take them out with the 40 mm.
As the helicopters approach to drop troops, look out for AA turrets as the appear. They’ll be just off the road, their bullet trails give them away, but they’re tiny targets, even with the 40 mm camera. Make sure the turrets are cleared as the helicopters arrive, or they’ll be chewed to pieces.
As Delta lands, they become your protection priority. Keep your camera on them, and watch any area they’re about to move into for hostiles. Be very wary of friendly fire, the 25 mm is your best friend here.
The town is full of hostile infantry, so watch all three teams as they move down the streets. The Delta boys can take care of themselves to a point, but as vehicles arrive, you’ll need to help out. Watch the main road and destroy any cars as they come.
As the Delta operators near the ruins, they’ll come under fire from multiple sources. Follow the bullet paths and clear those areas out, just avoid using the 120 mm or you’ll get chewed out for destroying the culturally significant ruins.
Stick with the 40 mm and 25 mm, snipers and infantry are hiding in several locations, with lots of infantry right at the entrance into the ruins. As always, be careful with your cannons and don’t hit your allies.
As the Delta soldiers move forward, they’ll come under mortar attack. Watch for where the mortar shells originate, then hit those areas with 40 mm shells, just to make sure. The mortars are tiny targets, but their shells light up bright on your screen.
Hostile vehicles will drive towards the Delta team, so take them out with the 40 mm. You’ll also have to worry about AA Missile Infantry now, as they’ll try to take pot shots at your ACU-130. These guys are tough to spot, but their missiles can be shot out of the sky with your 25 mm, if you’re a good shot.
As the Delta operators reach the hills, four bunkers will appear on the map. These are tough nuts to crack, so use your 120 mm cannon to destroy the first two bunkers closest to your allies before moving onto the second set.
Beyond the bunkers are plenty of AA turrets, and swarms of infantry. Destroy the bunkers still standing after that 120 mm shell with your 40 mm, and mop up the infrantry moving towards your allies.
With that, the Delta soldiers have reached their objective safely. Until they’re ready to leave, it’s your job to wantonly destroy more of the rebel’s ground forces.
Watch the airfield ahead and keep your reticule on the runway. Aircraft are trying to take off, don’t let them. Take out the lead aircraft with the 120 mm, or use the 40 mm and just aim ahead of them. With those taxing aircraft down, clean up the remaining targets.
When they’re clear, Spooky will take off towards the objective evac point. On the way, you’ll come under heavy AA fire. Allies will run from a large trench cut into the ground, so just keep popping away at any targets nearby.
Vehicles and soldiers will exit from buildings near the trench, watch all the roads leading towards your allies, and switch cameras to get a larger overview of the battlefield before returning to the 25 mm for some close-air support.
Keep picking apart targets, you’re almost done here. More SAMs will start appearing now, and they can really lay the hurt on your aircraft. Eventually the team will board a helicopter safely, except one man. You’ll be picking him up the hard way.
Protect the single soldier, vehicles and infantry will close in on all sides. Be quick to identify targets and take them out, don’t linger on anyone too long, and just use your 40 mm to quickly clear out infantry groups.
More AA missile infantry will attack, anywhere you see a truck with infantry standing still nearby, know that they’re AA infantry, and will try to hit you with missiles. Take them out fast or they’ll be harassing you for the rest of the mission.
Moving in to rescue the lone soldier, the winds will get nasty, making your job of clearing the vast amount of AA on the ground tricky. Switch to the 120 mm to try and hit one target at least, you won’t have much time, but your accuracy will be so poor, you can practically only hit with the 120 mm until the plane levels out.
Recovering the balloon and soldier for a final pass, you’ll be hammered by AA, but there isn’t much you can do, just try to destroy as many opponents as possible.
That’s mission complete, good work!
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Mission 5: Blue on Blue
Moving directly into the next mission, you’ll learn a little bit about landing. Not for long though, as Russian planes take off just as you’re trying to land.
No time for rest yet, you’ll be redirected to Carruth, but on your way to the waypoint, bandits will show up. Engage them, they’re just regular TGT pilots for now, but they’re still more difficult than what you’ve been used to up to this point.
This mission starts as the first difficult challenge of Ace Combat: Assault Horizon, and future missions only get more difficult. You’ll have to use every skill you’ve learned and perfect them to pull victory out of the jaws of defeat.
DFM is your friend, but also your enemy. While in DFM you’re an easy target, so don’t linger. Close-in and blast your target with machine gun fire and rockets as quickly as possible, if you get a lock-on alert, break off from DFM and evade.
Counter maneuvers are your best friend here, you can quickly end an enemy pilot after performing a counter maneuver, and don’t worry about enemy pilots using counter maneuvers on you just yet.
Pick apart the rebel MiGs, and Big Bear Wing will arrive, but they’ll target and fire on you. The Russians have gone rogue, and there’s nothing to do but put them down.
These Russian pilots are no push-overs, you’re outnumbered, and they’ll constantly try to lock-on to your fighter while using DFM. Remember you can only counter maneuver when you’re leveled out.
The QAAM will be very useful during DFM against these very fast and tricky pilots. More of them will show up, adding to the chaos of the fight. Effective use of DFM, and taking down the enemy aircraft, is the best way to go here.
Defeat all the TGT aircraft, then break off from the rest as they retreat, and Markov, the Shark, appear. He’ll go after Guts, don’t let him, fly in behind Markov and get him with the DFM, but he’s no ordinary opponent.
Get into DFM, and Markov will counter maneuver you, doing major damage to your jet, before he breaks off and retreats.
That ends the battle, but you’ll have to take your damaged jet in for a landing. Approach the blue circle to enter into a landing sequence. All you need to do is keep your diamond in the cross, when the HUD is red, that means you’re right in the money.
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Mission 6: Power Play
Another anti-air mission, taking place largely in the sky, but this time you’ll have even more problems to deal with than usual. This is a tough mission, so put on your war-face and pick out a fighter jet.
The newest addition to your aircraft choices is the Typhoon, a mobile and heavily armed fighter jet. It comes equipped with a choice between the 4AAM and the 6AAM, which is hardly a choice at all. The 6AAM will target up to six air hostiles, or you can target fewer to hit those targets with more missiles. It’s possible to target a single craft and hit it with all six missiles. The only downside is their lack of homing capability in comparison to the 4AAM.
Welcome to Dubai, the skies are full of bandits, so pick your targets and bring them down. These guys are even trickier than before, so take advantage of your machine gun during DFM. Peppering a target with your MG while in DFM will slow down their turning speed and make their controls sluggish, giving you a perfect opportunity to hit them with missiles, or slow their escape.
If you’re being pursued in DFM by an enemy, but you don’t want to slow down too much to engage in a counter maneuver, try accelerating, forcing your pursuer to accelerate too, they quickly decelerate. You’ll close the gap in an instant, and can practically perform a counter maneuver instantly.
Take out enough targets, and you’ll have bombers to deal with. Bombers are very tough nuts to crack, missiles won’t drop them out of the sky, unless you hit them with a lot of missiles. DFM is also dangerous, their fighter escort will put you down fast if you aren’t careful.
You also have limited time to destroy the bombers. Try to pick off any fighters quickly, if anything firing missiles will force them to evade and give you some time to attack the bombers.
Once you engage in DFM with the bombers, use your machine gun to target the bomber’s engines. Hit two on the right, or two on the left, just make sure one wing goes without engines and the entire bomber will drop.
Some TGT_LEAD aircraft will arrive after the bombers are down. Just get in close and DFM, they’re tricky, but you’ll get them eventually if you stick with it.
Destroy enough bandits, and three more bombers will arrive and head for the city. They must be shot down before they reach the city, and this time the bombers are further spread out. Target the lead bomber, hit it with everything you’ve got if you can’t easily get into DFM. Use the 6AAM to target it alone and slam the bombers with six missiles at once.
Now that the bombers are down, there’s on obstacle left. A bomber flashing civilian identification is nearing the city, it must be destroyed, not just shot down. Enter DFM and pound it with the 6AAM or just a series of missiles. Like all bombers, they come equipped with plenty of flares, so don’t get discouraged, your missiles will get through while the flares are being reloaded.
Once the bomber is down, you’ll have that mission in the bag.
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Mission 7: Lock and Load
This is another door gunner mission, but this one is quite a bit more difficult than the first, and you’ll not only need to protect yourself, but the SEALs boarding the shipping container.
Watch as the SEALs round up the ship workers, you don’t want to kill any allies or civilians here, so lay off the trigger for now, you’ll have plenty of opportunity to shoot things real soon.
A missile will whizz by from the bridge. The rebels have shown themselves, time to lay down the hurt. Spray down the roof of the bridge, taking special precaution to aim for the missile infantry first.
Rebels will rush towards your allies on the ship’s deck, weaving between containers. Pick them apart until your helicopter turns to face the pathway leading around the bridge. It’s swarming with infantry and RPGs. Clear it out.
Off the ship, you’ll take some fire from a fishing boat. All the fishing boats on the water are manned with rebels, so take them out as you fly through the city towards the next ship.
Reaching the next ship, your allies are already landed, while rebels pour out of the upper decks above and to the left and right of the central cabin. It’s ugly in there, be very careful where you shoot, use the zoom function to get a close look and accurately pick off the enemy without clipping your allies.
Once your team is on the ground, it’s all about protecting them as they search the deck of the ship. Each of the three rigging structures are strongholds for rebel infantry, clear all three as your allies move forward.
Take out the troops as they appear behind your team, then you’ll move onto the roof of the bridge to chew up the RPG soldiers.
Before long, a Hind Helicopter will show up and attack. Pick it apart with your minigun, and try to shoot down its missiles as they fly towards you. The Hind can take some hits, but it’ll fall eventually.
Clearing that boat, you’ll move onto the next. This one is protected by a veritable fleet of fishing boats armed with missile launchers. Take out the missiles mid-air and blast the boats from afar.
Back to another boat, the SEALs are pinned, so give them some relief by shooting down the infantry closing in on their position. They’ll use smoke, but that won’t help them too much. Zoom in and blast any rebels weaving through the containers.
Clearing the bridge, you’ll have to deal with AA turrets and a SAM launcher. Take out the SAM first, then move on to the two AA turrets.
Once the ship and bridge are secure, you’ll have a big problem on your hands. Two Hinds give chase, and you’ll have to take one out as your helicopter bobs underneath the huge highway still under construction. Shoot the missiles, keep pounding the Hind, and you’ll be okay.
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Mission 8: Pipeline
Welcome to Russia, where the real war is. This mission is a multirole Anti-Air/Ground Mission. You’ll want to take a ground-based special weapon, like the 4AGM.
You’ll have access to some other ground-based weaponry, like the GPB, or guided penetration bomb. This weapon is best used for close air support, which you’ll use in this mission to great effect. The LAGM (Long-range Air-to-Ground Missile) is really only effective against hard targets, and you’ll be up against swarms.
You’ll want a special weapon that can crush large groups of ground targets. Take the 4AGM, the RKTL (Rocket Launcher), or the UGB (Unguided Bomb). Personally, I find the 4AGM easiest to use, but give all of these weapons a try.
Ground-based weaponry really comes to its own in this battle, and you’ll see why as we move in. Take an aircraft, equip a special weapon, and prepare for a tough fight.
Fly towards the city and a flight of bandits will intercept. You’ll be dealing with fewer and fewer TGT_LEAD opponents while in Russia, as the regular enemies are just as good now. Start picking off TGT aircraft at your leisure, there’s no timetable, not yet anyway.
These bandits will try to chase you just as often as you try to chase them. Use counter maneuvers to quickly take these bandits out, or tail them at long-range to score easy kills with your missiles. If your target is flying away from you, instead of perpendicular to your position, you can score a hit.
When those targets are clear, the Russia Army will request support fighting the NRF on the beaches. This is where ASM is introduced. ASM, or Air Strike Mode, improves your performance while fighting enemies, only on the ground instead of in the air.
Like DFM, you lock-on to a target and hit the shoulder buttons once the green circle appears. Unlike DFM, you must lock-on to a waypoint triangle connected with a line showing you your ASM path.
While in ASM, you’ll fly slower and your weapons will reload much faster, letting you barrage an area with special equipment and missiles. Your machine gun is very effective against ground targets, so don’t forget to use it.
Often you’ll only have one chance during ASM to eliminate every target. Make sure to target the enemies labeled with TGT to clear the area. You can ignore the rest, but it’ll make your life easier if you just destroy everything.
After clearing out ASM Entry A, you’ll be directed to ASM Entry B. Same thing as before, fly low and take out everything, but make sure to target the enemies labeled TGT, they’re the most important.
Afterwards, you’ll have two ASM Entries to deal with. Perform both, but move fast and don’t sit around, your allies need help fighting, and they’ll need help destroying the enemy before their torn apart.
If your allies die, you lose, so move quickly and pick apart the enemy positions. It doesn’t matter which ASM point you use, just do both, and clear the way.
There will also be bandits flying in the skies, they’ll try to fire missiles at you, so remember to use flares while in ASM or you’ll make an easy target for enemy missiles.
While performing ASM, make sure to pick off any helicopters that your ground-based special weapons won’t target. Their markers will be X’ed out, making them easy to spot.
Once both ASM entries are finished, pick off the few aircraft in the sky. There aren’t many, making this part a breeze.
Things won’t stay nice for long. Find the new ASM entry as it appear, and start bombing the hell out of the enemy ground forces. They’ll have large concrete towers that are slightly tougher than tanks, but they’re easy to spot, just don’t hit them.
Next up is a large wing of bandits, they’ll come to you. They’re tricky, and they’ll use the clouds for cover. Just pick them up and drop them with DFM when it’s available.
The new bandits will be targeting your Russian allies. Most are just fighters, but the red TGT aircraft are armed with ASM capabilities that will shred your allies. Target them first, they’re especially vulnerable while they make their bombing approach.
Once they’re clear, it’s time to ASM-up the hillside covered in AA and SAM. Stay low to avoid SAM missiles, and hit those flares when necessary.
The following ASM target is the fortress itself, and it’s well fortified. There will be two Hinds just beyond the walls, so make sure to switch to missiles and take them out.
Last up is the fortress, and it is covered in AAA defenses. You’ll be eating missiles if you don’t make quick passes, you won’t be able to destroy everything in just one bombing run. Fly off and swing back around to clean up.
The HQ in the center of the fortress will take almost a dozen missiles before it’s destroyed, all while firing a large amount of AA guns and SAMs. Clear out the rest of the targets, then focus on the HQ, give it a few passes, and you’ll eventually break it down.
Mission isn’t over yet, Markov stops by to launch an ICBM armed with the Trinity Bomb. Fly after it and enter DFM to shoot it down, just make it snappy, you have very little time. Don’t fly directly at it, it’ll just pass you by, try to trail it and enter DFM from behind.
Hit it with everything you have. Fly in close and launch missiles while blasting your machine gun. If you keep at it, the missile will go down with barely any time to spare. Mission accomplished.
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Mission 9: Siege
Welcome to another multirole mission, so prepare accordingly. You’ll have fewer ground forces to worry about here, with the anti-air objectives proving much more difficult, so don’t be afraid to bring an anti-air special weapon.
For this mission, you need to start by protecting four transport aircraft. Some bandits will appear not so far off, start targeting them and blowing them out of the sky. It won’t be hard, and afterwards there are some artillery launchers you can help destroy.
Flying towards the base, another ASM entry point will appear. Use it to clear the base of enemy hostile ground forces, there’s nothing you haven’t dealt with before, you just need to move quickly. Don’t sit around and you’ll be fine.
Once the first ASM point is clear, you’ll have two more to clear, with a couple of enemy fighters around to give you trouble. Take out the fighters quickly, or move against the ground forces. ASM isn’t required to kill enemy ground targets, but it does make the process much faster.
You’re on the clock now, the air base is under attack and taking damage fast. You won’t be able to land and refuel without it, so start tearing into the enemy’s ground troops, using both ASM points.
Clear the ground on both paths, then clear the sky of hostiles, and the base is relatively safe. Not for long though, as a group of tricky SU-25s move in to bomb your base. These guys might not look it, but they follow ASM paths as well, making them very vulnerable while they’re bombing the base.
It’s easy to tell when an aircraft is using ASM, just watch for very slow, low to the ground aircraft. While they’re bombing, hit them with some easy missiles.
Once that group of bombers are down, you’ll have to support Guts’ landing as he’s assaulted by two bandits. Pick them off, fire missiles, or your machine gun, just do anything to force them to break off from Guts then destroy them.
When Guts lands safely, you’ll be cleared to land. Fly to the blue marker and keep the diamond within the cross – you’ll know you’re good when it turns red.
Not so easy when bandits are locking-on to your aircraft and firing missiles. Quickly evade, then return to the safe path.
After a very hairy refueling, you’ll be free to take off and continue defending the base. In the air, the transports will be trying to land while they’re harassed by four or more fighters. It won’t be easy, but you need to fly in fast and take those fighters out.
The first transport will be destroyed in minutes flat if you don’t hurry. Fly past and swivel around, then slow down so you can pick off the four trailing jets behind the transport with your missiles. They won’t move and make easy targets. Don’t try to use DFM here, it’s too slow.
The same will occur for all four flights, but the first is by far the trickiest. Once a transport lands, hunt down any remaining jets before the next transport arrives.
You can only lose one transport, the second lost transport results in a mission failure.
At the fourth arriving transport, ground forces will push towards the base. There aren’t many of them, but you’ll have to deal with those ground forces and the jets in the air.
Focus on the first line of ground forces, and use counter maneuvers as you’re chased by enemy aircraft to quickly dispatch them, before continuing to pick off the tanks below. Use your machine gun if you didn’t bring any ground-based special weapons, it’ll tear the tanks to shreds.
Once the ground forces are cleared, you’ve got the mission completed.
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Mission 10: Hostile Fleet
This time, you’ll be up against much tougher targets – ships. This is anti-ship combat, and these ships can prove pretty difficult. They’re armed with every weapon in the book, and have electronic countermeasures to stop your missiles and targeting systems.
It sounds tough, but you’ll get through this. This mission is purely ground based, and you’ll be used several attacker role aircraft, heavily armed with land or sea warfare in mind.
Check out the various weapons you can use – the RKTL can destroy a target if used correctly, while the LAGM is perfectly suited for ship combat with its powerful explosive blast that can clear a cruiser of guns. Grab the weapon you prefer most and launch the sortie.
The Nighthawk is a handy aircraft to pick, it’s harder for SAMs to lock-on to, making it a great choice for this battle, but aircraft like the A-10A are more heavily armed.
Your first objective is ahead, destroying an NRF Cruiser tugging the Prime Minister’s Yacht. Use the ASM point to destroy the single cruiser, which will be easy picking for your wing.
What won’t be so easy is the aircraft carrier ahead. This monster is armed with everything, and will launch jets to take you down. Don’t worry about the bandits, your allies will take care of them, just focus on the SAMs and other ship-based defenses.
Attacker role aircraft cannot enter into DFM, so if you’re chased, just hit flares. Flares are very important on this mission for keeping you alive while engaged in ASM.
Keep hitting the carrier, using the new ASM entries to finish it off. Once it’s sunk, you’ll have to support the Spetsnaz boarding the Minister’s yacht by destroying the nearby fleet of ships moving in to attack.
How do you fight an enemy fleet? Just use the nearby ASM point and hammer them with missiles and special weapons. These smaller ships can also take plenty of damage from your improved machine gun.
One advantage of dumb weapons like the RKTL and the UGB is that electronic countermeasures won’t help the ships you’re targeting with them. Bring those weapons with you if you’re tired of having the lock-on suppressed.
This cruiser is tricky, so you’ll need the entire wing to saturate it with gunfire, its auto-miniguns are shooting your missiles out of the sky. Use the new ASM Entry G to attack the cruiser from all sides and overwhelm it with firepower. Just make sure you take it out on the first pass.
The ASM attack isn’t enough to destroy the cruiser, but it is enough to take down its missile defenses. Now that it can be hurt normally again, finish the cruiser and it’s escort off.
Once that group is done, you’ll need to support the Yacht attack again, by clearing off the ships closing in. Use the ASM point and pick them all off, these escorts won’t be a challenge like the previous cruiser, normal missiles can take them out, or your machine gun.
With the first batch down, another even larger group of ships will appear. Take them out fast before the Yacht takes too much damage and you fail. This ASM is tricky, so hit those flares as missiles come, and fly low to the ground.
If you take too much damage, remember to back off and wait for your aircraft to self-repair. Take your time, fly away, and come back for a quick run to clear out more of the vessels.
With that group gone, you’ll get another ASM Entry to attack a Battle Cruiser. This thing is the real deal, and is covered with every weapon available. The first pass won’t work, so pick up the next ASM Entry to disable its missile-tracking capabilities.
After the second pass, pick up a third to disable more of the ship’s weapons. It is covered with gatling guns, so don’t get too close to all that weapons fire.
With your third pass successful, just keep hitting it until the Russian Commander calls you off. Wait for the short dialogue to finish, them blast the Battle Cruiser out of the water. It may take several passes, just make them quick and come around for another, if you linger in the air for too long it’s gatling guns or missiles will tear your aircraft apart.
With the Battle Cruiser destroyed, that completes the operation.
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Mission 11: Launch
This is a Bombing Run and Air Supremacy mission, switching mid-mission over from one airman to another. Pick your tools accordingly.
Pick one of the two bombers – they’re both fairly similar, the B-2 is a stealth design, giving you some leeway from missile lock-on that will definitely help during this mission, but it also has lower speed, mobility, and stability. The B-2 is also lighter armed, but you won’t need the full cache of weapons that the B-1B is armed with anyway.
Your next choice is of fighter jets. There are no ground targets to destroy as a fighter, so just pick a fighter role, and choose a special weapon to compliment dog-fighting.
To begin the mission, you’ll have to navigate a radar net through a mountain range. Time is critical, so hurry towards those checkpoints to get yourself a boost on the countdown.
The radar net starts off simple, heading into the valley, you’ll want to fly low to make dodging the radar fields easier, they’re set up like cones, with the narrowest part of the cone close to the ground. Obviously, don’t crash, but try to stay as low as possible to make this section easier on yourself.
At the first sharp turn right in the valley, ease off the acceleration and watch the field switching nets ahead, they’re pointed and move up and down. Bombers are sluggish, give yourself a wide berth while passing through. Fly high to avoid the first couple of narrow nets just as you turn.
Turning left in the valley, it’s important to drop altitude fast. The radar nets get thick, it looks like they cover the entire area, but stay low and search for safe passage through.
Fly very low to the ground, and passing through the last tricky patch of switching fields will be a breeze.
Once you’re out of the radar field, an ASM Entry will pop up. This is where you’ll get to use the bombing run mechanic, marking the ground with your UGBs and saturating an area with explosives.
You won’t be making a second approach on these targets, so blow them all to Hell. Hold down the special weapon button or just tap it, you have a huge stockpile of UGBs, so go nuts, but try to only drop bombs on targets.
If you’re worried about missing anything, focus on just the red TGTs enemies, they’re your priority. The others can be skipped, but it helps to destroy everything, as SAMs and AA are down below.
Hit those TGTs to complete each bombing run, then engage ASM for each of the entry points. Nothing too difficult yet, but the bombings do become much more difficult soon.
At the third ASM Entry, you’ll encounter SAMs. Lucky for you, the bomber has a huge stockpile of fast reloading flares – 99 of them. Hit flares as you see missiles closing in, don’t fire them off too quickly or the missile won’t be fooled.
When the third ASM Entry is complete, bandits will fly in to say hello. Your bomber simply cannot fight them, all four will get on your tail and try to lock missiles with you.
Evade as best you can and fly towards your new objective marker. Hit flares constantly, as soon as they reload, to avoid eating too many enemy missiles. Fly in an irregular pattern to dodge their assault circles, all you can do now is run.
Evade long enough and your allies will show up to take care of the bandits. Now it’s time to continue the bombing, ASM Entry D is up, go for it.
The rest of the bombing runs are different, this time you’ll be using GPBs, or Guided Penetration Bombs. These must be targeted, and can be trickier to use. Lock-on to the ground targets, especially those labeled with TGT, and take them down.
SAMs are much more frequent now, keep your finger ready to hit flares when necessary. There is a lot going on during these bombing runs, watching for missiles as they fly is the best way to stay alive.
ASM Entry D isn’t too bad, but ASM Entry E will kill you, if you aren’t careful. Fly low and start picking your targets, hitting everything in sight with GPBs.
They save the hardest for last with ASM Entry F. This one has a lousy approach, the terrain works against you as you must turn and flow low where the SAMs and AA have tree cover. Don’t ever forget about those flares, they’ll save your life.
Take a long, slow turn left to give yourself plenty of room to destroy the ICBM bunkers. Slow down to a crawl if you have to, and only target the bunkers if you’re cutting it close. Once the bunkers are down, you’ll have completed the first part of this mission.
The second part sees you in control of Colonel Bishop again in the Fighter you picked out. Four MiG-31s will appear and hunt down Razor flight, protect her at all costs.
These Four MiG-31s are aces all their own. They won’t give up without a fight, and they’ll pull out every trick to take you down. Make frequent use of counter maneuvers to stop their attack runs, and fire missiles when locked-on to scare the jets off Razor.
If the bandits are following Razor, they make especially easy prey for your missiles.
Once the MiG-31s are down, several flights of MiG-29s will appear to hassle Razor. These guys aren’t quite so tough as the 31s, but their weapons are still deadly to Razor. Pick them off, and watch for fighters closing in on Razor. If they do, scare them off with missiles or take them out.
Destroy enough fighters, and you’ll get a new objective. An ICBM has been launched, and you need to destroy it before it reaches the atmosphere.
Fly in close and engage DFM. Hit that ICBM with everything you have, and try to avoid flying directly under its exhaust.
Bandits will try to stop you, hit flares when the missile threat becomes too great. The ICBM is surprisingly mobile, using the 4AAM or 6AAM is ideal here, as you’ll be able to hit it with lots of missiles in one burst.
Once that ICBM is destroyed, the mission is completed.
Achievement/Trophy Unlocked: Nick of Time – Destroyed the ICBMs.
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Mission 12: Motherland
To the Kremlin or bust. This is a helicopter mission, and surprisingly, you’ll want those anti-air measures. There are too many Hinds, and those 4AGMs won’t last long. Grab the AAM, it’ll save your life here.
Moscow is crawling with soldiers, your maneuverability will be severely limited later in the mission, and you’ll have to take out Hinds on top of all that. Bring the AAM to avoid future headaches.
For the Air-to-Air portion, bring a Fighter Role jet, like the Raptor, and arm it with the QAAM, or the 4AAM, or even the 6AAM. Targets won’t be thick, but multi-rocket systems still help with easy targeting and taking down tough single enemies.
A new aircraft, the Flanker E, comes equipped with good maneuverability and a 6AAM. Bring it, you’ll have heavy bomber contacts in the Air Supremacy portion of the mission. You’ll want something that can really put on the hurt.
In the Apache, fly towards your objective waypoint marker. It’s ground suppression time, your goal is to help protect the tanks below. Worry less about those tanks, and more about destroying the TGTs.
The first cluster of tanks and artillery have SAM and AA support on the fringes. Make them priority targets, then clean up the remainder with your RKTL or MG. The MG is slow to destroy targets, but you’ll just have to deal with it here, your main opposition is tanks.
Next up, a cluster of targets are stationed near several tall buildings. Use them as cover from AA and SAMs as you close in and make the kill.
Two Hinds will pursue your Apache among these buildings. Don’t use up all your AAMs yet, try to destroy one of the two with just your MG. Remember to weave through the buildings to avoid the enemy’s missiles, and use your MG to lead your target.
Clusters of artillery aren’t far away, and your allies request for you to take them out. Fly low, once you reach the park, hit the dirt (Figuratively.) and wipe out each of the three clusters with your RKTL, cleaning up the rest with a steady stream of MG.
When they’re gone, it’s time to deal with even more enemy near a large hotel. The roof here is covered with AA, stick low to the ground and they won’t be able to touch you. Alternatively, use the nearby buildings for cover, then pop up and shoot down the AA before focusing on your main TGT objective.
While fighting AA, moving is your friend. Stop moving, and the AA machine guns will tear your helicopter to shreds.
The enemy will try to cross the bridge and destroy it. Fly to the bridge and wait for them to come, they make easy targets while driving at top speed, just let loose on each incoming group with your RKTL.
With the bridge now secure, take off north to support the allied advance. Lots of AA on the roofs, fly low or destroy them from afar, but the SAMs are thick here, making high-flying a risky proposition.
Stay below the large building covered in AA and sweep the TGTs to help your allies first. Take down every target, and another Hind will be on its way. Take the time before it arrives to clear the rooftops of Missile Infantry and AA.
Fly low down the river after blasting their Hind. Lots of AA and SAMs, as usual. Low flying will keep you alive. Saturate the first group near the river with the RKTL.
The inner courtyard of the large building is swarming with Missile Infantry, best to just avoid all of them and keep out of their range. They can only hit your Apache if you’re flying directly above the courtyard, anyway.
Hunt down the remaining TGTs, not so far away now. After the tanks are clear, the enemy will target anything flying higher than building level. For the rest of the mission, you’ll have to stay low while hunting bands of marauding SAMs and AA moving through the streets.
Chase down the first group, stay low and safe, using the building for cover against AA or SAMs. The troops at the Russian Foreign Ministry are easy pickings, except for the AA and SAMs that drive up the road to engage you. Fly back down the street and pick them off with your MG before clearing the rest.
A Hind will come for you, just hit it with those AAMs you’ve been saving. No problem.
Next up, another radar truck is moving down the large street perpendicular to you. If you hurry, you can see them just passing by, and a good target for the RKTL.
Another Hind will appear once the third radar unit is dead. AAM up, take care of that Hind and move on to the fourth radar unit on the move. They’ll try to use the tunnel for cover, but it just makes them easy targets.
The last of the radar units are stationed at the Kremlin, along with most of their armor, apparently. Nearing the Kremlin, don’t bite off more than you can chew. Play this slow and careful, putting them down one group at a time. Start with the perimeter radar before jumping to the Kremlin pavilion.
Clearing out the first groups, another Hind will show up. Use your last AAMs to destroy it. It’s all MG now, save the RKTL for the huge gathering of tanks.
Nearing the parade grounds, a last Hind will attack. Back off from the Kremlin and engage the Hind far away from AA support. The parade grounds are covered in tanks, AA, and SAMs. Take your time, using the Kremlin buildings as cover. Hide behind one, and inch out while taking out as few targets as possible to your line of sight.
The last two groups are inside the Kremlin walls. Duck under the walls and pop out, saying hello with a barrage of RKTL blasts. If you take heavy damage, remember to wait it out and let your helicopter repair.
Things are looking good for the allies! Not for long, as a cruise missile hits the city. That completes the helicopter portion of the battle.
Achievement/Trophy Unlocked: Berserker – Destroyed the air defense system, opening the way for allied pilots.
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Mission 13: Aftermath
This mission starts off right away, taking whatever Fighter role aircraft you picked in the previous mission. In Free Mode, you can choose whatever aircraft you like, but just remember you’re up against Bombers here, so come prepared with 4AAM or 6AAM to pound those heavy aircraft and their escorts.
As the mission starts, you’ll need to take down cruise missiles before they reach their targets in the city limits of Moscow. Fly towards them and circle around to trail, don’t use DFM, instead just lock-on and hit them with your own missiles. They’re easy targets.
Guts will help, so you won’t have to take out every cruise missile alone.
There are plenty of cruise missiles here, using DFM does help you orient behind each row, it isn’t always a bad idea to use it on the last missile in a line.
Decelerate once you’re trailing the missiles or you’ll zip right past them.
With all the cruise missiles knocked out, the bombers will close in on the city. This is where those 6AAMs or 4AAMs will save your life. Target the lead bomber with your special weapon, and try to clean off any of the fighter escorts.
If you do enter into a dogfight, end it quickly. Play defensively, only entering DFM when you’re being trailed by using a counter maneuver.
DFM will help you against those heavy bombers. They only have two engines, target them with your MG while firing away with your special weapons to quickly destroy the bomber and move onto another.
Time is critical, you don’t have to use DFM to destroy the bombers. As you’re closing in, try to pound them with missiles from long-range to soften them up and set you up for a quick kill.
Focus on the bomber TGTs, the bandit escort will keep hounding you with missiles, but you’ll just have to muscle through it. Make wise use of your flares here, and use counter maneuvers to destroy your opponents in seconds flat without all that wasted time chasing them.
When all five bombers are destroyed, you’ll have one bomber left to deal with, this time escorted by Markov, or Akula.
Akula is the toughest opponent in the game. But you can’t play with him right now, fly by and get on that bomber’s tail. You don’t have much time to break him, and like all bombers, he’s armed with flares. Fire a missile or two to make it pop flares, then hit it hard with your special weapon when the flares are clear.
This bomber won’t be easy, as it seems to have infinite flares. Focus on taking out the engines while in DFM with your machine guns. The escorts will be on your tail, pop flares of your own to stay alive long enough to kill the bomber.
With the last bomber destroyed, it’s just you versus Akula. He’s a monster pilot, a true ace, and he’s tough. Get in DFM range and start hammering him with your machine gun. Akula has flares, and he won’t hesitate to use them, but they aren’t as effective as the previous bomber.
What’s special about Akula? He can counter maneuver, just like you can. He’ll flip around and start trailing you. But, that’s also his fatal flaw in every battle. As you close in, watch for a red diagonal triangle to appear over your reticule, that’s your warning that Akula is about to counter maneuver.
When Akula counter maneuvers, hit both shoulder buttons, like you would to counter maneuver yourself, and slam down on the machine gun. This will really help against any fight with Akula, especially later. Practicing a defense against enemy counter maneuvers will save your life in the future.
Keep up the pressure, and Akula will go down, completing the mission.
Achievement/Trophy Unlocked: Patriot – Protected Moscow from destruction, freeing it from enemy control.
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Mission 14: Home Front
Back in the United States, it’s time to face what’s left of the NRF. This is all about Air Supremacy and dog-fighting, pick an appropriately menacing weapon and a mobile Fighter role aircraft. The Su-47 Berkut, or the F-22A Raptor if you’re feeling patriotic, are both very good choices.
This is a pure dog-fighting mission. Your opponents are skilled with DFM, they’re mobile, and they’ll gang up on you. Use DFM as often as possible, break off when you need to, and use counter maneuvers often.
The battle will be difficult, more and more Su-35s will appear. It’s a war of attrition, keeping knocking them down. It’s kill or be killed. Use all the skills you’ve learned up to this point, and you’ll pull through this last big slog.
To make this battle go faster, chase down and kill only the aircraft labeled TGT. When they’re all down, a TGT_LEAD will show up. It’s been a long time, give this TGT_LEAD a warm welcome by entering into DFM and shooting him out of the sky.
With the TGT_LEAD aircraft down, more TGT aircraft will appear on radar. You know what to do, there’s nothing special about this group, they’re just skilled pilot. You’re better, show them. There is one TGT_LEAD among them, make sure to DFM against him. Deal with a second group, just like the first, and it’ll be time to face facts.
Another group down, all that’s left is a single TGT_LEAD. Remember your dream? It’s about to become reality. Face your fears and enter DFM with the lone pilot.
Surprise! It isn’t you that takes the missile, but Guts. Follow him, and as he makes a turn, aim for the bright yellow cockpit and shoot it off with your MG. Be careful not to hit his actual plane too much, or you’ll end up killing Guts.
With Guts free, it’s time to face off against Markov and his Trinity warhead. Fly directly at him, and pound him with your machine gun.
Markov won’t stick around, chase him, hitting your prompts as they appear. There’s no time to give chase, Akula will get away.
Achievement/Trophy Unlocked: Friendly Fire – Alleviated the attack on Miami and helped Guts bail out.
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Mission 15: Hurricane
The chase with Akula continues towards the heart of a massive hurricane. You can pick a Multirole aircraft, but don’t, you want something mobile. Grab a jet – the Raptor and the Berkut are always good choices.
You won’t just have to fight Markov here, Illich is nearby and ready to pick a fight. Take off towards the terrible twosome. The goal here is to keep pace with their aircraft. Bandits will surround you and try to lock-on, trailing suddenly becomes very difficult.
Evade as much as possible, and don’t spend time in DFM or chasing bandits – if you’re not following Markov and Illich, they’ll get away, resulting in a mission failure.
The best you can manage without losing them is a 360 degree turn to evade incoming missiles and enemy assault circles. Hit the acceleration and don’t let go, while watching for new flights of bandits coming in from above or below.
Follow Illich and Markov long enough, and you’ll leave the bandits behind. Nearing the edge of the combat area, Illich will break off and enter DFM with you. Counter maneuver and start dog-fighting with him, Markov will escape anyway and there’s nothing you can do at this point.
With Markov gone, your only goal is to defeat Illich. He’s a tough opponent, and the hurricane force winds will make flying and following him even more difficult.
Illich, like Markov, will use counter maneuvers against you. Practice countering this, remember that when the red triangle flashes, hit your shoulder buttons and press down on the MG.
Follow him long enough, and he’s gone. The real challenge comes next.
Achievement/Trophy Unlocked: Pursued the enemy and shot down Major Illich.
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Mission 16: Akula
Choose your aircraft. This is going to be tough, there’s no way around it. The Raptor is the overall most balanced aircraft available. Take it’s 4AAM, and you’ll be good to go. As usual, it’s all about your personal preference, but the Raptor is a strong starting point for casual or new players.
Welcome to Washington D.C. Things are ugly, and all the important aircraft are TGT_LEAD enemies. Pick them and take them apart one by one. Each of these TGT_LEAD aircraft are suicidal, try to destroy them as soon as you can, but that isn’t always possible.
Like before, all of these pilots are aces, and tricky ones at that. You’ll find yourself under attack by multiple assault circles no matter who you follow, but try to save your flares for now.
What makes these TGT_LEAD aircraft special is that they’ll use counter maneuvers too. Practice counters now, you’ll need to be able to perform them against Markov.
With the last TGT_LEAD down, your new objective is bomber suppression. One bomber will appear on radar, soften it up with missiles before circling around to finish it off – your machine guns will tear apart its engines with a few seconds worth of accurate, sustained fire.
All bombers will come from the southern edge of the battle area. Fly down there and be ready to engage more. The 4AAM or the 6AAM is perfect for splashing these bombers, they have no escort, the full payload will slam into the bombers.
The last bomber flies low and slow, over pass him and decelerate enough to trail. Shoot him down, and there will be only one enemy left – Markov.
This is the final challenge of the game, and it is hard. Chase Markov and stick behind him with DFM. He’s very mobile, pitching and weaving away. Either close in hard or decelerate to improve your turning speed to keep up. If you lose him for too long, Markov will drop Trinity on the White House, resulting in a mission failure.
This is where all that practice countering counter maneuvers will save your life. Close in and let Markov counter maneuver, then hit him with your machine gun. He’ll still be behind you, so slow down and level out to initiate your own counter maneuver.
There’s no way around this, once you’ve done enough damage he’ll initiate launch. This is your chance to really pound him with your special weapons and machine gun, finishing him off.
But, this isn’t over. Trinity has been fired. You’ll automatically go into DFM, target it and just keep shooting with your machine gun. Use any wide targeting weapons and try to follow it as it spins through the air.
If you succeed, it’ll blow up safely over the water. Now all you need to do is land, victorious. The war is over. Congratulations, you’ve finished Ace Combat: Assault Horizon! There’s still a lot more content to discover in Free Play and Multiplayer, don’t forget to check it all out.
Achievement/Trophy Unlocked: Guardian – Protected Washington D.C. From the threat of Trinity, and returned alive.
Achievement/Trophy Unlocked: Warwolf 1 – Cleared all missions.
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