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The assault on the Navarone Battery draws near; Delta is organized to protect the bombers as they attack the Navarone railguns. If they were to fail, Delta is then ordered to attack the railgun itself, much to their bafflement.
Upon arriving at the site after dealing with an ambush, the bomber squadron that arrives at the airspace is completely decimated by the railgun batteries, leaving Delta Squadron as the ones who must destroy the battery. Bravo is also flying support, and if they are allowed, they will destroy the first railgun, demonstrating how to do it. Delta then destroys the Navarone battery.
As they return to base, however, they learn that all other assaults on the other O.C.C. batteries ended in failure; as a result, they decide to draw up a new plan to attack the O.C.C. at their actual stronghold; space.
A fairly complicated mission. Bravo is helpful enough to demonstrate how you're supposed to destroy the railguns themselves; fly through the barrels, avoid the two parts of the railgun that light up (to avoid their projectiles) and destroy the central "battery core" at the end of the barrel. Then, fly through one of the two hatches, on either your left, or above.
What they don't show is that there are facilities near each battery; destroying these facilities weakens the Navarone, causing it to only fire one projectile at a time instead of two. However, these are technically optional. Really, the enemies that surround the Navarone are practically harmless; the main threat is the battery itself, especially if you don't know about destroying the facilities. But, when you do learn about that secret, the mission becomes much simpler. Just be careful.
|Su-27SMK "Flanker B"||1||B||32,000|
|Su-35 "Flanker E"||1||A||41,000|
The reward for this mission is 110,000 credit plus a variable amount depending on the number of enemies taken out and how they were taken out. Completing this mission allows the player to go on to Phase 10 with the mission Up Stream. In addition, the turn counter is completely removed, thus a game-over state will no longer occur.
Main article: Turning Point/Transcript
- This is the last mission that can induce a normal game-over state if the turn limit is reached.
- This is the last appearance of Bravo Squadron in the campaign.
- This is the only mission where no members of Bravo Squadron get shot down; however, a player can deny their glory by quickly destroying the first battery, to which new dialogue plays wherein they complain.
|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|