"Ace Combat Zero: The Belkan War" Walkthrough
By Ysionris Gavotte (bond4154)
Version 0.1
06/03/23

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INTRODUCTION                                                         [INTRO01]
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"Ace Combat Zero: The Belkan War", despite being called "Zero", is actually
the sixth installment in Namco's "Ace Combat" series. Unlike the previous
game, ACZero is directly connected to another Ace Combat game, namely, "Ace
Combat 5: The Unsung War". Essentially, ACZero is the direct prequel to AC5,
which details the infamous "war fifteen years ago" so often mentioned in AC5.

This is the first walkthrough I have ever created. People may ask why I have
chosen to write a walkthrough for ACZero. Simply put, I have enjoyed the AC
series ever since AC4 (although I've turned hardcore with the release of AC5,
which is the landmark in the AC series), and, since I am in a position to
obtain the import version of the game, I can create a walkthrough early on for
this game.

As I am writing for the import version of ACZero, there may be instances where
comphrension of the game's storyline will be difficult, even though there are
English voice-overs. Thus, this will be a SPOILER-FILLED walkthrough. If I
have time, I will create a non-spoiler walkthrough in the near future.

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TABLE OF CONTENTS                                                    [TABLE01]
==============================================================================

How to Use the Table of Contents: Proceeding each major section of the
walkthrough on the Table of Contents is a seven-character alphanumberic "code"
in brackets, for example: [EXAMPLE]. By using the search function, you can
type in the code and find the section you are looking for easily this way.
Typing [DISCL01] will bring you to the disclaimer, for example. All codes are
provided in the Table of Contents.

[INTRO01] INTRODUCTION

[TABLE01] TABLE OF CONTENTS

[SCTIN01] SECTION ONE: WALKTHROUGH ESSENTIALS
[DISCL01] I.     Disclaimer
[VERHS01] II.    Version History

[SCTIN02] SECTION TWO: THE WORLD OF ACE COMBAT ZERO
[BASIC01] I.     The First Step Into Ace Combat
[STORY01] II.    The Story
[FCTNS01] III.   Factions
[FCTNS02]     A.   Republic of Ustio
[FCTNS03]     B.   Belkan Federation/Principality of Belka
[FCTNS04]     C.   Osean Federation
[FCTNS05]     D.   Union of Yuktobanian Republics
[CHARA01] IV.    Characters

[SCTIN03] SECTION THREE: GAMING SYSTEM
[BASIC02] I.     Game Basics
[CNTRL01] II.    Game Controls
[CNTRL02]     A.   Menu Screen
[CNTRL03]     B.   Game Screen
[CNTRL04]     C.   Extra Notes On Controls
[SCREN01] III.   Game Screen
[STYLE01] IV.    Style Gauge
[STYLE02]     A.   Soldier Rank
[STYLE03]     B.   Knight Rank
[STYLE04]     C.   Mercenary Rank
[PLANE01] V.     Planes
[WEAPN01] VI.    Weapons
[WEAPN02]     A.   Vulcan Machine Gun
[WEAPN03]     B.   Missiles

[SCTIN04] SECTION FOUR: WALKTHROUGH
[BASIC03] I.     Starting Your Game
[MMENU01]     A. Main Menu
[MMENU02]     B. Pre-Mission Menu
[SHOPS01]         1. Aircraft Shop
[SHOPS02]         2. Weapons Shop
[WTHGH01] II.    Walkthrough
[MISSN01]     A. Mission One:
[MISSN02]     B. Mission Two:
[MISSN03]     C. Mission Three:
[MISSN04]     D. Mission Four:
[MISSN05]     E. Mission Five:
[MISSN06]     F. Mission Six:
[MISSN07]     G. Mission Seven:
[MISSN08]     H. Mission Eight:
[MISSN09]     I. Mission Nine:
[MISSN10]     J. Mission Ten:

[SCTIN05] SECTION FIVE: 


[SCTIN06] SECTION SIX: EXTRAS AND MISCELLANEOUS
[GLOSS01]


[SCTIN07] SECTION SEVEN: ENDING NOTES

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SECTION ONE: WALKTHROUGH ESSENTIALS                                  [SCTIN01]
==============================================================================

I. Disclaimer [DISCL01]

"Ace Combat Zero: The Belkan War", "Ace Combat", and its related content are
the property of Namco. This walkthrough and FAQ, property of myself, Ysionris
Gavotte, is protected under copyright law, and may not be used for commericial
purposes. This walkthrough is to be used for private uses only. Duplication of
this walkthrough for public or commericial uses is strictly prohibited without
my consent.

As of March 24, 2006, these are the only site(s) that have permission to use
this walkthrough:

GameFAQs (http://www.gamefaqs.com)

II. Version History [VERHS01]

(Under Construction)

These are where updates of this walkthrough are recorded. Other than for
reference, it serves no real purpose. If you're not really interested in this,
then skip ahead to Section Two ([SCTIN02]).

06/03/24
Wrote the first draft of the "Ace Combat Zero: The Belkan War" walkthrough.
Following content added:
-Introduction
-Table of Contents
-Section One (Disclaimer, Version History)
-Section Two (The First Step Into Ace Combat, The Story, Characters)
-Section Three (Game Basics, Game Controls, Game Screen, Style Gauge, Planes,
 Weapons)
-Section Four ()
-Section Five ()
-Section Six ()
-Section Seven ()

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SECTION TWO: THE WORLD OF ACE COMBAT ZERO                            [SCTIN02]
==============================================================================

I. The First Step Into Ace Combat [BASIC01]

For those who do not yet know, "Ace Combat", originally "Air Combat" for the
Playstation, is a flight simulator. Of course, it is not exactly a very
accurate flight simulator; aircraft can make sharp hairpin turns, accelerate
and decelerate quickly, carry up to a hundred missiles, and the like. But
essentially, the "Ace Combat" series is meant to be a plane game to be
enjoyed.

Hailed as the "Gran Turismo of flying games", the AC series has been noted for
its superb graphics, great soundtrack, and excellent storylines.

Many of the AC games have modeled its storyline backgrounds after real-life
events. For example, the Osean Federation is based off the United States of
America, with traces of Great Britain and Japan in its political system. The
Union of Yuktobanian Republics is based off the former Soviet Union, while the
Belkan Federation/Principality of Belka is based off Facist Germany. Many of
its story aspects are also quite similar to real-life. Prior to the Belkan
War, Osea and Yuktobania were at a stage of cold war, very much like post
World War II United States and Russia. Meanwhile, Belka experienced an
economic setback similar to that of post-World War I Germany, and was taken
over by the right- wing faction in the manner of the Nazis taking over
Germany. Many of these hints will be found throughout the story.


So prepare for sortie, check your six, and go shoot down some bandits.
...Okay, so it wasn't the most original line I've come up with.

II. The Story [STORY01]

In 2010, the fallen nation of Belka deceived the Osean Federation and the
Union of Yuktobanian Republics, former allies, into a war with each other.
"Ace Combat Zero: The Belkan War" tells the story fifteen years ago in 1995,
when Belka was a powerful nation that challenged the world, which led up to
the events in "Ace Combat 5: The Unsung War".

The Belkan Federation signed the Federal Law Review in 1988, which started
granting its satellite nations its independence, as well accelerating its
economy, under the support of the Osean Federation, as Osea would profit from
this treaty by buying the Great Lakes Region from Belka with the promise that
Belka would receive a high percentage of the natural minerals mined there.
However, internal unrest began almost immediately after the signing of the
Federal Law Review, as Belka began to lose territory, with almost all of its
satellite nations declaring independence from Belka. Not only that, but Belka
had slipped into an economic crisis after boosting their economy to
unprecendented heights. It appeared that there had been little mineral to be
mined from the Great Lakes regions, and the Belkans had been deceived by Osea.
On the other hand, Belka began to see a time of inflation, which began to
devastate its economy.

In this economic crisis that spanned from 1988 to 1991, the right-wing party
of Belka's political system, led by an organization known as the "Grey Men",
gained power in Belka, and apparently solved many of Belka's economical
problems. However, with its lack of territory and natural resources, its only
hope lay in its original satellite nations. In preparation of a military
takeover, the Belkans relied heavily on their military, creating unrivaled
weaponry for their military, which essentially brought the world, especially
Belka's close neighbors, to a state of cold war. In 1995, the Belkan Federation
became the Belkan Principality, and declared war on its former satellite
nations, with the aim of annexing these nations to regain control of their
natural resources.

On March 25, 1995, Belka declared war on Ustio, Ratio, Recta, Fato, Gebat, and
Osea in order to gain territory from those six nations. Using blitzkrieg
tactics, Belka managed to gain a large amount of territory from these nations
using advanced military technology. However, the Allies, headed by Osean and
Yuktobanian forces, managed to call forward their forces and outnumber the
Belkan forces. As the Allied Forces conquered South Belka, they moved on
toward the capital in the north. Realizing that they could no longer hold the
border, the Belkans committed the unthinkable, and detonated seven nuclear
weapons on the Belkass Valley, creating an unpenetrable nuclear barrier to
defend North Belka, but also destroying the cities along Steir, practically
eliminating the entire population there. Osea, seeing this calamity unfold
before their eyes, felt morally responsible for the wanton destruction, and
discontinued the war. At the same time, Belka ran out of resources to continue
the fight, and formally surrendered on June 20, 1996.

"Ace Combat Zero: The Belkan War" takes place during the Belkan War, otherwise
known as the Belkan Conflict. The player flies as Cipher, a mercenary pilot
hired by the Republic of Ustio, formally a satellite nation of Belka. As Belka
declares war on Ustio, Ustio hires mercenaries Cipher and Pixie to defend
Ustio from Belka. Much of the fighting is centered around "the Round Table", a
region in between Belka and Ustio located at north latitude 24 degrees, east
longitude 235 degrees. Roughly shaped in a circle, the "Round Table", also
known as "Airspace/Area B7R", is a strategically important area used by the
Belkans as an attack corridor not only into Ustio, but also into its
surrounding nations. It is also full of resources that Belka needs to power
its war efforts. Thus, the area is charged to many Belkan aces to defend, and
the aces that distinguish themselves here are called "the Knights of the Round
Table".

III. Factions [FCTNS01]

The world of "Ace Combat Zero" shares the same world as AC4 and AC5, and
presumably AC3 as well. This world, like the real world, has many countries
and factions, as well as its different political standings. This FAQ will
attempt to detail and describe all major factions involved in "Ace Combat
Zero".

A. Republic of Ustio [FCTNS02]
The Republic of Ustio is the main nation of Ace Combat Zero. Formerly a
satellite nation of Belka, it gained its indepdence after Belka signed the
Federal Law Review, and formed itself into the Republic of Ustio. Eventually,
the Principality Belka would declare war on many countries, including Ustio,
in an effort to gain territory and natural resources. Ustio is the nation that
hires the two main characters of the game, the player, known only as "Cipher"
or "GALM 1", and Larry "Pixie" Foulke, or "GALM 2". In the game, Ustio would
eventually be overwhelmed by Belka, but with the efforts of the Allies, the
Belkans would be pushed back, and Ustio regains its independence after the
Belkan War.

ACZero is the first game to premier the Republic of Ustio; Ustio was relatvely
unknown before this game.

The capital of Ustio is Directus.

B. Belkan Federation/Principality of Belka [FCTNS03]
The Belkan Federation first signed the Federal Law Review in 1989 that sold
the Great Lakes region to Osea and granted independence to its satellite
nations one-by-one in an effort to boost its economy. However, things went
terribly wrong, and Belka experienced a great slide in its economy. Belka was
then taken over by the right-wing faction, led by the Grey Men, with promises
of restoring the Belkan economy. Belka expanded on its military forces, and
renamed itself, formally becoming the Principality of Belka. Then, on March
25, 1995, declared war on Ustio, Ratio, Recta, Fato, Gebat, and Osea in order
to gain territory from those six nations. After initial success, Belka
eventually ran out of steam as the Allies outnumbered the Belkans, and, with
little resources left, the Belkans surrendered on June 20, 1996.

Belka was first featured in "Ace Combat 5: The Unsung War". After the Belkan
War, the countries that Belka had annexed regained its independence, and Osea
annexed South Belka, renaming it to North Osea. Belka, still led by the Grey
Men, began to plot its revenge on the nations that defeated it. An economic
nation, Belka began to expand on its weapons corporations and sold advanced
technology to the Oseans and Yuktobanians, which created tension between Osea
and Yuktobania despite the peace policy that the two nations adopted after the
Belkan War. Along the way, Belka also provided Osea and Yuktobania with Belkan
"defectors", both superb officers and talented pilots that seemed to be loyal
to Osea and Yuktobania, but were actually supernationlist Belkans that were
part of Belka's revenge. With its ranks infiltrated by the Belkans, Osea and
Yuktobania were deceived into the Circum-Pacific War with each other, thanks
to Belka, in AC5.

In AC5, it is inferred that Belka had attempted to go to war with the world
many times, assumingly always after extra territory, as Belka's unimaginable
economy was limited only by its lack of resources and territory.

Belka, located near the arctic, is mostly a snowy country with a cold climate.
Much of the country is covered in snow and with rather cloudy and chilly
weather, giving it chilling winters and cool summers. Belka is also noted for
its nuclear winter, after it dropped seven nuclear weapons on the border
between North and South Belka to stall the Allied forces from moving into
North Osea.

The capital of Belka is Dinsmark, but after Osea annexed South Belka and
renamed it North Osea, the capital of North Osea became Sudentor.

C. Osean Federation [FCTNS04]
The Osean Federation is based off the United States, with hints of Great
Britain and Japan in its political system. Osea, a federal nation with an
above average industry (presumably not as strong as Belka), had turned into a
Federal Dictatorship during the Circum-Pacific War when the country was
declared into a state of emergency, and the nation was essentially under the
direct military control of the President, his staff, and commanding generals
of Osea. However, we would soon learn that President Vincent Harling had been
abducted by the Belkans, and all the decisions were being communicated through
the Vice President and many generals of Osea, all of whom did not share the
same optimistic views of Osea's peace policy, all of them controlled and by
the Belkans. In the Belkan War, Osea played a major role in stopping the
Belkans from expanding their territory, and eventually led the Allied forces
to victory against the Belkans.

Osea was first featured in "Ace Combat 5: The Unsung War". After the Belkan
War, Osea, feeling morally responsible for the catastrophe that unfolded
during the Belkan War, began to adopt a peace policy, which was later
strengthened by Osean President Vincent Harling, who cut the budget to the
Osean military, now dubbed the Osean Defense Force, which was charged with
the defense of the nation, not to fight wars. However, after the Belkans
successfully infiltrated the ranks of Osea's political system, Osea went to
war with Yuktobania without realizing that they had been tricked. Eventually,
a small group of Oseans and Yuktobanians realized what was going on, and
launched a campaign to end the war between the two nations, which succeeded
after the SOLG, a nuclear attack satellite dubbed the Stategic Orbital Linear
Gun, was destroyed before it could crash into Oured, the capital of Osea.

In AC5, it was said that after the Belkan War, Osea adopted a peace policy
that allowed the nation to forge many alliances with Yuktobania and other
nations that fought alongside it against the Belkans. It was responsible for
the joint-project of creating the mass driver located in the Basset Space
Center with Yuktobania, as well as the creation of the Arkbird, a spaceship
that would eventually be the predecessor of an ISS (international space
station).

The climate of Osea is seemingly moderate, with warm summers and cool winters.
Osea is also filled with forests and plains, although it is known to have an
arctic climate in the north.

The capital of Osea is Oured, but after Osea annexed South Belka and renamed
it North Osea, the capital of North Osea became Sudentor.

D. Union of Yuktobanian Republics [FCTNS05]
The Union of Yuktobanian Republics is based off the Soviet Union. Before the
Belkan War, Yuktobania and Osea were at a state of cold war. However, when
Belka began to expand its territories during the Belkan War, Yuktobania became
an official and major ally of the Allied forces, dedicating much of its
resources to Allied cause. Yuktobania is essentially a Communist state, which
explains its initial enmity with the seemingly capitalist Osea. During the
Circum-Pacific War, Yuktobania turned into a martial dictatorship after the
Yuktobanians (sometimes referred to as the "Yukes", for short), under the
influence of the Belkan agents that had infiltrated Yuktobanian ranks,
launched a silent coup when Yuke generals that were bound to the hate of Osea
(mostly likely due to propaganda from the cold war era between Osea and
Yuktobania) ejected Prime Minister Seryozha Viktrovich Nikanor from power,
placing him under arrest and eradicating his peace policy.

Yuktobania was first featured in "Ace Combat 5: The Unsung War". After the
Belkan War, Yuktobania adopted a peace policy with its new ally, Osea, and
began many cooperative projects with Osea for peace, many of them improving
political relations, accelerating the economy, and encouraging technological
growth. However, after the Belkans infiltrated the ranks of Yuktobania,
Yuktobania was deceived into fighting the Oseans in the Cicrum-Pacific War,
falling into Belka's perfect revenge against the two nations. Eventually, a
small group of Oseans and Yuktobanians realized what was going on, and
launched a campaign to end the war between the two nations, which succeeded
after the SOLG, a nuclear attack satellite dubbed the Stategic Orbital Linear
Gun, was destroyed before it could crash into Oured, the capital of Osea.

In AC5, Yuktobania was often said to be an ally of Osea during the Belkan War.
Obviously, after the Belkans infiltrated into Yuktobanian ranks, they managed
to trick both Osea and Yuktobania into a war. Not much about pre-Belkan War
Yuktobania is known.

As Yuktobanian territory spans across an absurdly large amount of land,
Yuktobania has a rather bizzare climate. While some regions are winterlands,
there are also deserts, plains, and forests across the entire region. However,
it is assumed that Yuktobania has a cooler climate, considering that most of
its territory is covered with mountain ranges.

The capital of Yuktobania is Cinnigrad.

IV. Characters [CHARA01]

(Under Construction)

There are a great many characters featured in "Ace Combat Zero" to complete
its bid for a usually great storyline. This section of the walkthrough will
introduce you to most of them.

A. "Cipher"
Faction: Ustio
Gender: Male
Age: N/A
Nationality: 
Codename: GALM 1
Rank: 
Plane: N/A
6th Air Division, 66th Air Force Unit (assembled under special circumstances).
"Cipher" is the callsign of one of the mercenaries hired by the Republic of
Ustio to defend itself from the Belkan attack on Ustio. The player will fly as
Cipher alongside with Larry "Pixie" Foulke in the mission in ACZero. Like the
rest of the AC main characters, Cipher is a completely unknown pilot, with a
"silent protagonist" role. Face-shots of Cipher are never seen, and it is
assumed that you are the pilot.

B. Larry "Pixie" Foulke
Faction: Ustio
Gender: Male
Age: 
Nationality: 
Codename: GALM 2
Rank: 
Plane: F-15C
6th Air Division, 66th Air Force Unit (assembled under special circumstances).
Larry "Pixie" Foulke is the main narrator of the story, and the wingman of
"Cipher". He is nicknamed "Solo-Wing Pixie" because of an incident where he
blew off his right wing and still managed to bring his plane back safely. For
this, he has a unique paint scheme that has his right wing red.

C. "PJ"
Faction: Ustio
Gender: Male
Age: 
Nationality: 
Codename: 
Rank: 
Plane: 

D. Detlef "Red Swallow" Fleisher
Faction: Belka
Gender: Male
Age: 
Nationality: Belkan
Codename: ROT 1
Rank: 
Plane: Eurofighter Typhoon
2nd Air Division, 52nd Tactical Fighter Squadron. "The pilot that lives by
pride".

E. Bernard "Owl" Schmidt
Faction: Belka
Gender: Male
Age: 
Nationality: Belkan
Codename: GRUN 1
Rank: 
Plane: F/A-18C
10th Air Division, 8th Tactical Fighter Squadron. "The strategist".

F. Dimitri "Indigo Heron" Heinreich
Faction: Belka
Gender: Male
Age: 
Nationality: Belkan
Codename: INDIGO 1
Rank: 
Plane: JAS-39C Gripen
7th Air Division, 51st Tactical Fighter Squadron. "A man who upholds honor".

G. Rainer "Cormorant" Altman
Faction: Belka
Gender: Male
Age: 
Nationality: Belkan
Codename: GELB 2
Rank: 2nd Lieutenant
Plane: Su-37 Terminator
5th Air Division, 23rd Tactical Fighter Squadron. "The fallen". 2nd Lieutenant
Rainer "Cormorant" Altman is part of the two-man GELB flight, which uses two
SU-37 Terminators. The flight is known as "The Coupled Cormorants".

H. Dominic "Vulture" Zubov
Faction: Belka
Gender: Male
Age: 
Nationality: Belkan
Codename: SCHWARZE
Rank: Captain
Plane: MiG-31 Foxhound
13th Night Fighter Air Division, 6th Tactical Fighter Squadron. "The Bringer
of Death". Captain Dominic "Vulture" Zubov leads the eight-MiG-31 flight known
as SCHWARZE. Recognized by their black-and-red paint schemes. His is the only
squadron in the entire Belkan air force that has unconditional clearance to
engage hostile and friendly forces alike at will. Because of this, they are
often referred to as the "Vultures", and universally feared by both Allied and
Belkan forces.

I. Erich "Phoenix" Hillenberand
Faction: Belka
Gender: Male
Age: 
Nationality: Belkan
Codename: SCHNEE 1
Rank: 2nd Lieutenant
Plane: F-14D Super Tomcat
22th Air Division, 4th Tactical Fighter Squadron. "The man who lived for
battle". 2nd Lieutenant Erich "Phoenix" Hillenberand is also nicknamed the
"Eternal Second Lieutenant" for never being promoted about his current rank of
2nd Lieutenant. Despite this, he never quite cares, lives only for flight and
battles, and, like any other Belkan ace, is fiercely trusted by his wingmen.
He leads the SCHNEE flight, using four F-14D Super Tomcats and an additional
EA-6B Prowler as a jammer aircraft against enemy radar.

J. Dietrich "Boss" Kellerman
Faction: Belka
Gender: Male
Age: 
Nationality: Belkan
Codename: SILBER 1
Rank: Lieutenant Colonel
Plane: F-4E Phantom II
51st Air Division, 126th Tactical Fighter Squadron. "The reborn veteran".
Lieutenant Colonel Dietrich "Boss" Kellerman had aready retired from active
duty, but has taken up arms once again for Belka as a morale boost for the
Belkan forces. He had been training nuggets, rookie pilots, before being
recalled back into active service. He leads the SILBER flight, in which he
pilots a F-4E Phantom II, although his three wingmen pilot F-16C Fighting
Falcons with silver zebra paint schemes.

==============================================================================
SECTION THREE: GAMING SYSTEM                                         [SCTIN03]
==============================================================================

I. Game Basics [BASIC02]

"Ace Combat Zero: The Belkan War" is a fighter aircraft simulation game. You
will fly in an aircraft in various missions with different missions objectives
that may range from simple "defeat-the-enemy", escort, bombings, surgical
strikes, and others. By completing these missions, you advance further in the
game, and unlock more planes and weapons.

Before you go on your mission, you will be briefed on the situation and the
initial objectives of this mission. Some missions may have a "Mission Update",
in which a change in the situation may add more objectives to the mission you
are on. When you complete all the objectives in the mission, the mission will
be over. You will receive money to buy new planes and weapons, and will be
able to proceed to the next mission.

Present in "Ace Combat 4: Shattered Skies", taken out in "Ace Combat 5: The
Unsung War", and put back again in "Ace Combat Zero: The Belkan War", is the
two-player system, in which two players can play with one PS2.

There are several new features in ACZero. One is that there has been an update
to the command system. In AC5, you can order your teammates to cover you
(attack targets on your six), to attack (engage enemies in front of you), to
disperse (pick off targets at their own discretion), and to activate special
weapons (tell to that they can use their special weapons when they want). The
one update to the command system is that when telling your wingmen to
disperse, you can tell them to either engage air targets only, ground targets
only, or attack either at their discretion.

Another addition is that there are now "yellow targets". Yellow targets can
mean either neutral targets or escaping targets. Yellow targets should be
generally ignored unless you want the Mercenary rank, as they are unable to do
any harm to you. Some targets start out as "yellow targets", but sometimes,
when you shoot an enemy, instead of saying that the target was "destroyed", it
will say that the target was "neutralized", meaning it has not been destroyed,
but has been stripped of its combat functions. They will then attempt to flee
the battlefield. Yellow targets are highlighted as yellow on the HUD and the
radar. Again, unless you want the Mercenary ranking, ignore them, as shooting
them is merely a waste of time and ammo.

II. Game Controls [CNTRL01]

You may not have a joystick or a cockpit in front of your TV screen, but your
PS2 controller is fully capable of controlling your aircraft. These are the
controls in the game. (Note: This is for the Japanese version of the game.
When "Ace Combat Zero: The Belkan War" is released in the United States and
European communities, button configurations may vary.)

A. Menu Screen [CNTRL02]

B. Game Screen [CNTRL03]
X Button: Fire Vulcan Machine Gun
Circle Button: Fire Missile/Special Weapon
Square Button: Activate Map* (Pressure-Sensitive)
Triangle Button: Switch Target/Visual Zoom In* (Pressure-Sensitive)
Left Analog Stick: Control Aircraft
Right Analog Stick: Look Around
D-Pad Up: Give Order To Attack
D-Pad Down: Give Order To Cover
D-Pad Left: Give Order To Disperse
D-Pad Right: Give Order To Activate Special Weapon
L1: Decrease Throttle (Pressure-Sensitive)
R1: Increase Throttle (Pressure-Sensitive)
L2: YAW Left* (Pressure-Sensitive)
R2: YAW Right* (Pressure Sensitive)
Start: Pause Game*
Select: Switch Special Weapons
*Note: The square button in the game is pressure-sensitive. If you hold down
square lightly, the radar area will expand slightly, while pressing it down
harder will expand the radar screen even more. Holding it down all the way
will show the entire mission map. The triangle button is also pressure-
sensitive, but works differently. Tapping the triangle button once will allow
you to switch targets, which will most likely be the target both closest to
your aircraft and right in your crosshairs. However, holding down the circle
button will allow you to "zoom in" on your target as if you are looking at it
with binoculars. The harder you push it down, the more the visual zooms in.
Also, all planes have the YAW function, which allows your plane to turn
slightly either left or right without tilting your plane. However, this is
mostly a relatively useless function, as turning is mostly performed with the
right analog stick, and YAW has limited turning capability. It is mostly used
only when you want to make slight turns to the left or right, perhaps mostly
in compressed spaces.
When you press the Start Button, you will access the in-game menu. In the in-
game menu, you can see your list of mission objectives and the map of the area
you are in. You can also try the mission, initiate a replay of your flying,
change several in-game options, or quit the game from this menu.

C. Extra Notes On Controls [CNTRL04]
Controlling your aircraft in "Ace Combat: The Belkan War" mostly requires the
use of the right analog stick. For beginners, however, you may notice that
your plane does not turn left when you push the analog stick to the left,
although your plane will tilt counter-clockwise. In actual aviation, it is
physically impossible for airplanes to turn directly left or right because of
its mechanics, meaning that its main method of maneuvering comes from its
wings, and the wings' "rudders" need to be in the full blow of the wind at a
proper angle to turn.

The most effective way to turn is to first push the analog stick in the
direction you wish to go, which will spin your plane a bit. Once the direction
you want to go is at the top of your screen, push the analog stick down; this
will move your plane to the direction you wish to go. This walkthrough
suggests you take the Tutorial provided in the game for practice of
controlling your aircraft if you're relatively new to flying games. If you
still cannot get the hang of it, ACZero provides a "Beginner's Controls"
configuration, which allows the computer to turn your plane left or right by
pushing the analog stick left or right without much hassle. This
configuration, however, harshly hampers your freedom to control the aircraft,
and it is suggested that you master the normal controls before you play the
game.

III. Game Screen [SCREN01]

Your game screen, also known as the HUD (Heads-Up Display) contains
information and other tidbits in the game. When flying, they will be present
on your TV screen. This is a list of things you should pay attention to and
what they do.

A. Communications Log
Radio chatter has existed in the AC series for a long time. You will hear
radio chatter throughout the entire game from your forces, the enemy forces,
and sometimes even third parties, which adds to the realism and dramatic
effect of the game. When someone speaks on the radio, subtitles will appear
on the top of the screen.

B. Score
On the upper-left hand corner shows the current score you have so far. Score
is basically determined by how much targets you have neutralized or destroyed.
The higher the score, the more money you will receive at the end of the
mission, and the better an ace you are.

C. Speed Gauage
The speed gauge is on the left side of the screen. It shows how fast your
aircraft is travelling.

D. Radar
On the lower-left hand corner of the screen is the radar. The radar shows the
positions of allied forces, enemy forces, mission objectives, and other
targets in the proximity of your plane. Holding down the square button on your
controller will enlarge this square to show the entire area. In ACZero, your
radar does not show the damage inflicted to enemy targets as was in AC5. Red
targets mean mission objectives, green targets mean normal enemies, and yellow
targets mean neutral or escaping targets, which should be generally ignored,
or destroyed if you want the Mercenary rank.

E. Timer
The timer is located on the upper-right hand corner of the screen. It shows
how much time you have left in the game. If you fail to complete your mission
objectives before the time runs out, you fail the mission. Sometimes, when
there is a mission update, your time is automatically extended. Sometimes,
you will also have to wait for the time to run out for the mission to end or
be updated.

F. Altitude Gauge
The altitude gauge, located on the right side of the screen, shows how high
you are flying compared to the lowest altitude on the map. Certain mission
objectives may impose altitude restrictions for your aircraft, in which your
altitude has to be within a set parameter.

G. Ammunition Count
On the lower-right hand side of the screen is your ammunition count. It shows
how much ammo you have for each weapon on your aircraft.

H. Damage Indicator
Right below your ammunition count on the lower-right hand side of the screen
is the damage indicator. It shows how much damage your plane has taken. An
undamaged plane has a damage index of zero. Damage to your plane will increase
this number. Once this number reaches 100, you are shot down.

I. Weapon Hardpoints
Right below the damage indicator is the the weapon hardpoints, showing how
many weapons are currently docked on your wing. Once you use up all the
weapons on your hardpoints, they will have to reload before you can fire them
again. When a weapon is fired, the hardpoint icon will dull. The icon will
then start to light up from the button, indicating that it is reloading. When
the icon is fully lit, you are free to fire you special weapons again.

J. Orders
On the bottom of the screen right of the radar displays the current orders
you are giving to your wingmen. This command system has been around since AC5,
but in ACZero, there is a modification. There will be three boxes on the left
of the orders. This is an indicator as to what your wingmen will target when
you give them the disperse command. If there is a cross on the top box, your
wingmen will target air targets only. When the cross appears on the bottom
box, your wingmen will target ground targets only. When the middle box is
crossed, they will chose their targets freely.

K. Information Display
The information displays shows various information about the current situation
of the mission and your plane. Various messages can appear on it.
Mission Start: This indicates that the mission has started, and that you are
free to control your aircraft.
Mission Update: This means that extra objectives have been added to your
mission.
Mission Accomplished: This means that you have completed all the objectives of
the mission, and the mission is over.
Shoot: When you have locked-on to an enemy, this message shows that it is good
to fire on them.
Hit: This means that you have hit and damaged an enemy with a weapon, but it
is not yet destroyed.
Destroyed: This means that an enemy has been destroyed by a weapon you fired.
Miss: This means that your weapon, most likely a missile, has missed your
intended target.
Neutralized: This means that you have disabled the enemy aircraft, but it has
not been destroyed. Aircraft that have been neutralized will then attempt to
flee the combat area.
Warning: This means you are currently being locked-on by the enemy. They have
not fired, but they can shoot missiles at you when they want.
Missile Warning: When the enemy shoots a missile at you, your Warning status
changes to Missile Warning, meaning there has been a missile or missiles fired
at you, and you should take evasive action.
Damage: This means that you have been damaged by enemy fire, and your plane's
condition is deteriorating.
Off Course: This means that you are currently close to leaving the combat
area, and it warning you to turn around. If you leave the combat area, you
will lose the mission.
Return to Base: In some missions, there will be a return line where you can
fly back to your airbase to repair and resupply. When you are close to this
return line, this message will appear.

IV. Style Gauge [STYLE01]

A new add-on to the "Ace Combat" series is the presence of what is known as
the "Style Gauge". Basically put, the style gauge is a real-time record as to
how you fight in the game. Based on the way you fly, you can attain one of
three ranks, which are mostly taken from your moral and ethic decisions.

A. Soldier Rank [STYLE02]
Pilots who focus primarily on mission objectives and targets will attain the
rank of soldier. You are passionate about your country and comrades, but will
restrain yourself at times.

B. Knight Rank [STYLE03]
Pilots who neutralize enemy aircraft but do not destroy them will attain the
rank of knight. You believe in fairness and mercy, and will let everyone who
surrenders live.

C. Mercenary Rank [STYLE04]
Pilots who destroy everything, targets and enemies alike, will attain the rank
of mercenary. You live for money, power, and glory, shotting everything that
gets into your sight.

There will be small changes in the storyline, primarily in the radio chatter
and the cutscenes of the game, depending on what rank you achieve. Your rank
will also determine which aces you meet in battle.

V. Planes [PLANE01]

(Under Construction)

VI. Weapons [WEAPN01]

(Under Construction)

To achieve most of your objectives in ACZero, you will be required to destroy
certain things, ranging from enemy aircraft to ground forces to buildings. To
do this, you need an arsenal of weapons at your disposal. This is a list of
weapons you will be able to use in ACZero.

A. Vulcan Machine Gun [WEAPN02]
Standard weapon for every fighter aircraft, but it varies slightly for
different planes. It's effective range is around 450 feet. For fighter jets,
the Vulcan will probably be aimed directly at the crosshairs of the game
screen; on the other hand, bombers have Vulcans aimed slightly below the
crosshairs, which will make it easier for the planes to hit ground targets
in strafing runs without crashing. The Vulcan machine gun is not nearly as
powerful as any other weapon, but thanks to its rapid-fire capability, it can
wear down any enemy aircraft pretty quickly. When your plane is in the
effective range of the Vulcan, a circular icon will appear on the game screen.
This icon is the computer's estimation of where you need to fire to hit your
target based on enemy velocity and trajectory. As long as you keep your target
in the circular icon, you should be able to hit your target.

B. Missiles [WEAPN03]
Standard weapon for every fighter aircraft. With an effective range of 850
feet, standard missiles are placed on both wings, one on each side, and will
reload automatically after you fire them. Missiles are more powerful than the
Vulcan, and have a longer effective range as well. It also has slight homing
capability, capable of turning at a curved ninety-degree angle to track down
its target. When your target is within the effective range of your aircraft's
missiles, the target cursor will appear red to indicate that you have locked-
on to the target. Once you have locked-on, you may proceed to press the circle
button once to fire one missile, or twice to fire two. Most aircraft in the
game can only take two missile hits, while some others can take three. Against
more skilled pilots, however, missiles are relatively easy for them to evade.
Missiles almost always hit ground targets with relatively low speed.

==============================================================================
SECTION FOUR: WALKTHROUGH                                            [SCTIN04]
==============================================================================

Note: I am currently playing with the Ace Style of Knight. There may be slight
variations to the walkthrough depending on what Ace Style you achieve. This
walkthrough will be updated when I gain more information.

Mission One

Operation: Crossbow
1995/04/02
13:00
Valais Airbase

The Belkans have started their invasion of Ustio, and they have begun their
attack on the final Ustio stronghold of Valais Airbase. You and Pixy, making
up GALM Squad, will be shooting down bombers headed from the west side of the
map to the east side of the map.

The bombers, consisting of 6 B-52 and 4 BM-335s, will start out from the west
side of the map with 6 fighter escorts comprised of F-5Es and F-4Es. They will
pilot in a pretty singular line, making a strafing run on these bombers
perfect. You do not have to engage the fighters to complete the mission. These
bombers are slow flyers, and two missile shots will do the trick. If you wish,
you can just go down the aircraft column and shoot them all down on a one-way
trip.

Two extra escort fighters will appear after you shoot down all but two
bombers. Besides that, it's a pretty basic first mission. This mission is
basically easy, considering that there are too few escort fighters to make a
difference, and the bombers can't really fight back, other than the BM-335s,
which has inaccurate machine guns at the back of the planes.

Mission Two
Operation: Roselein
1995/04/15
10:20
Arlon

The Allied forces need a certain road to deliver supplies; the problem is that
this "highway" is currently being occupied by Belkan ground forces. Your job
is to destroy all ground targets that are on the path.

You will first notice that there are many yellow targets on the ground, which
are actually windmills and other neutral settlements. They are not part of
your mission objectives. Instead, you will be mostly paying attention to the
ground forces, comprised mostly of tanks, AA guns, APCs, and SAMs. Tanks and
APCs will not pose a threat to you; however, watch out for the AA guns and
SAMs that can target aircraft.

The main Belkan ground force is located north at a bridge, where there are
plenty of AA guns and SAMs. There are also tanks and APCs in this region.
South of this bridge is a small settlement of a sort where two APCs are
hiding in. Other than the obstacles these settlements may pose to your firing,
the APCs are basically waiting to be shot.

Mission Three
Operation:
1995/04/20

Welcome to the infamous Airspace B7R, otherwise known as the Round Table. You
will be conducting a recon mission here. You are authorized to fire on
contact, meaning shoot as soon as you seem them. For the first part of the
mission, which involves shooting down eight Belkan fighters, I suggest the
conservation of ammo, especially regular missiles. You'll need them against
the "boss" of this mission.

Initially, there will only seem to be eight enemy fighters here. However, as
you are in the middle of taking them on, the Belkans will get reinforcements.
Welcome to your first fight against a Belkan ace squadron, the Indigo
Squadron, a four-JAS-39C flight that will truly test your flying skills. The
first thing you notice is that they'll launch a lot of missiles. Your missile
alarms will be going crazy, because there will probably be a lot of enemies
behind you, making a SAAM lock-on rather difficult. Another is that they fly
a lot better than your regular pilots. They'll avoid your missiles easily, and
you'll probably be missing them a lot, hence the earlier advice to conserve
missiles. Also, it is likely you will not have destroyed all of the initial
Belkan force, so you'll have that to contend to as well.

The best suggestion to take on the Indigo Flight is to use fire-and-leave
tactics. Try getting behind one of the planes; by turning in the attempt, you
should be able to avoid most missiles fired at you. When you believe you have
achieved the proper angle, fire two missiles, and then break away, because
more missiles are going to be fired at you. If you miss, try the attempt
again. It is a good way to attack while keeping yourself safe from the missile
barrages Indigo will fire at you.

Mision Four
Operation: Offensive Campaign No. 4101
1995/04/24
11:40
Futuro Canal

Ustio and Osean have allied together in a push in the Futuro Canal, which is
under Belkan control. This is the first large-scale operation you will take
part in, and it is seperated into three operations on the same map.

Operation Gelnikos is mostly an air-to-air operation to gain air supremacy
over the canal. Operation Round Harmmer is mostly an air-to-ground operation
to destroy the Belkan fleet and weapons facilities. Operation Costner is an
escort mission to escort a state-of-the-art Osean ship through the canal.

The first thing you will notice in Operation Gelnikos is that there is a big
green circle in your operation area. That is because there are a total of four
jammers in your operation area that is jamming your radar. Lock-ons are
possible, but it is much more difficult to find your foes on radar. The
jammers are all ground-based, and take one or two missiles to destroy. After
that, it's a ball game, involving taking out several aircraft and numerous
ground weapons as well, including tanks, AA guns, and SAMs.

A fact that will delight players of "Ace Combat 5: The Unsung War" is that the
Osean ship you have to escort in Operation Costner is in fact the Kestrel,
which was a vital ship in AC5. It is currently being commanded by a Captain
Weeker.

(Under Construction)

(To Be Continued)