After destroying the enemy's main fleet, the E.D.A.F. had learned that the O.C.C. had sold Earth out to mysterious aliens from Mars. Although the bulk of the O.C.C. had surrendered, extremists within the group, being led by the Navigator, continue to put up resistance. To combat the threat, the E.D.A.F. plan to make a base on Mars from which to engage the enemies' primary stronghold. However, to land on Mars, the four carriers must be in a very vulnerable position, slowly descending to Mars with their boosters. Deltas 1st and 3rd Elements are called to protect the carriers from any enemy fighters until they can safely land. Whilst fighting, Delta Squadron manages to eliminate Francine Davout for good, thus reducing the O.C.C. ace cadre even more. They manage to protect at least one carrier, thus establishing a base on Mars from which to launch a triple pronged strategy...
A fairly odd mission. You must ensure at least one of the space carriers is able to land. Honestly, protecting all four of them is nigh impossible; the F-32Ps that swarm around them tend to destroy them very quickly. As long as you're quick in destroying them, at least one of them will survive, thus winning the level. For a challenge, try to ensure all four of them survive!
In addition, Francine is flying around once again in her Type-R2: Vamp. She should be dealt with quickly; she can deal serious damage to the carriers, as such, she is a high priority.
Also, be careful around the F-32Ps; you can actually crash into their wreckage, unlike other levels...
The reward for this mission is 160,000 credits plus a variable amount depending on how the enemies were taken out. If this mission is completed as Ruth Valentine and the appropriate methods have been completed, The Last Duel is unlocked. If not, advancement to Phase 13 is unlocked with the missions Battle of Under Ground, Mother Ship, and The Asteroid.
- The respawning Type-F4: F-32Ps in this level are much different than the ones encountered elsewhere; their missiles deal a minimum amount of damage to the player, they are worth three times as much money, and when destroyed, they visibly become a hunk of scrap before exploding afterwards, which the player can crash into.
- This is the last level where different Elements can be selected for the mission.
- Due to a programming issue, characters are constantly complaining about other characters' altitudes.
|Airforce Delta Strike Missions |
Missions in Bold indicate missions that must be completed before the phase ends (10 turns) or else a game over will happen.
Phases 1, and 10 to 14 don't have turns and won't end until a specific mission is completed.
Missions in Italics are secret missions; view their respective pages for details on how to unlock them.
Underlined missions are missions that end the game and allow the player to enter new-game plus.
|Phase 1||BLUE WING KNIGHTS · operation code H4 · The "GALE"|
|Phase 2||Force Scout (Team Bravo) · *Rail Road (Old Foxes) · Fleet Attack (The Newbie)|
|Phase 3||Over the Cloud · Roller Games|
|Phase 4||Twister (Encount) · Lone Wolf · Far Behind|
|Phase 5||Doll Master · Iceberg · Priority*|
|Phase 6||Night Blitz (Encount) · Big Bird · Armed Fighting Walker · Hyper Speed Rick · Metro|
|Phase 7||Tiger's Cave (Encount)|
|Phase 8||Wind Valley (New Generation)|
|Phase 9||Turning Point (R-Mite) · operation code T8|
|Phase 10||Up Stream · Meteor Structure|
|Phase 11||Departure · Decision|
|Phase 12||Skirmish · The Defender · The Decisive Battle · Rush Into the Red Star · The Last Duel|
|Phase 13||Battle of Under Ground · Mother Ship · Inside · The Asteroid|
|Phase 14||The Confront|