Top Gun: Combat Zones
Hint: Aircraft:
On all levels that contain multiple aircraft bogies, the best
solution is to wipe out all aircraft by flying low to the ground,
then pulling up on the stick to get a missile lock to destroy
them. Take one bogie out at a time, then fly back close to the
ground and start the process all over again.
Hint: F-4 Phantom:
Successfully complete the game under any difficulty setting. The
F-4 is a decent fighter with a good firepower rating.
Tuxedo Bond.
Hint: JSF:
Get at least a "Bronze" rank for every Academy and Warzone
challenge. The JSF's cannon, though a bit on the low side, seems
like it damages enemies more.
Tuxedo Bond.
Hint: YF-23:
Get at least a "Silver" rank for every Academy and Warzone
challenge. The YF-23's cannon fires very fast, and it is highly
maneuverable. Overall, it is a very decent fighter.
Tuxedo Bond.
Hint: V-22:
Get a "Gold" rank on all Academy and Warzone challenges.
Though its firepower rating seems like it would only send out
one shot every five seconds, it actually has twin machine guns
that fire as fast as an enemy helicopter or gunboat. It also has
unlimited-use afterburning fuel, and can stop almost completely
if the brakes are applied. It is not very fast, however, even
with the afterburners activated.
Tuxedo Bond.
Hint: Harrier:
Play all Academy and missions again with the Osprey to unlock
the Harrier.
Aaron Mullins.
Hint: Air-to-Ground mode:
Successfully complete all Era 1 Academy missions.
Hint: Air-to-Ground and Air-to-Air mode:
Successfully complete all Era 2 Academy missions.
Hint: Free Flight mode:
Successfully complete all Era 3 Academy missions.
Hint: Anti-aircraft guns:
Flying close to the ground causes the anti-aircraft guns to overshoot
your plane. They cannot fire below a certain point due to the
risk of hitting their own men.
Hint: Weapons:
While speed in completing missions, extent of damage to your jet,
and "First Blood" bonuses help, they will never allow
you to gain the points and medals to open new jets. The key to
points is ammunition choice. Try to use only guns for everything,
saving all the missiles and bombs possible. If you must use missiles,
use the self aimed, not the guided. The more bombs and missiles
you return with, the higher the scores. By doing this it is possible
to advance from the normal 300,000 to 400,000 red star success
to consistent scores of over 2 million per mission.
Hint: Leading the target:
Use the following trick to hit enemy planes when you
are above them. If there is a plane flying underneath you and
you are flying down on it, put the pointer slightly in front of
the target and fire your gun, not stopping. Keep the button held.
The plane should fly into the gunfire.
Hint: Flying:
As the missions gain in complexity, every fly over must be highly
efficient. Instead of tight sweeping turns, use over-the-top turns.
This can cut a 10 second turn down to 3 seconds and place you
in a better attack mode to start the next run. This requires practice.
Hint: Destroying tanks, vans and most
moving ground targets:
Use the afterburners when you are close to the ground. Note: This
will not work on BTROs or gunboats (it will just do damage).
Hint: Destroying gunboats:
When attacking gunboats, climb to an altitude of about
2,000 feet and dive down on them. Quickly fire an air-to-ground
missile (guided or unguided) at them. Then, pull away and use
your afterburners. Using this process should minimize damage.
Harakou.
Strategy: by Command Station
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Copyright © 2002-2007
Al Amaloo. All rights reserved.
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