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You're not sure what she's looking for, but you're certain you don't want her to find it. These last few missions take you into the heart of the Lost City, a hidden that will remain so unless you can discover its location. Zep to it! Objective: Protect the Zeppelin from the attackers. You've come across a beautiful valley filled with ancient architecture and contemporary villains.
An innocent Zeppelin is being attacked by several Die Spinners. Stupid Spinners. Though there are only a few planes, take note that these are both planes you've yet to see -- The Piranha and the Doppelganger. The "how can it fly with one propeller on its right wing" Doppelganger is a true bruiser with serious firepower, the Piranha has a nasty Crimson skies walkthrough Cannon.
While neither is particularly nice to play with, take out the Piranha first, as their Tesla attacks temporarily immobilize your plane, making you an easy target. The Zep can survive for a bit, but don't waste too much time. You can complete this task without a single missile fired, but if you see the Zep's health past the half-way point, start using your secondary weapon to end it quickly. After the exchange, the owner of the imperiled Zep tells you all about the Lost City and how you need to find the Sun Circle, which will point out its true location.
Hopefully there won't be snakes inside, because you hate snakes. After you've saved the Doc, the level opens up for exploration. Right in front of you is a large Zep. Talk to them and you'll discover they're lost tourists. Tourists about to be destroyed!
Die Spinner fly out of an opening in a statue's mouth and you've got to deal with them. It's the same exact scenario as above. It's Piranha and Doppelgangers working in tandem. Use the same tactics and you'll be fine. It pays to be a hero. Spinne-less Objective: Take out the Die Spinne base to the north. Head up north and you'll run into a Die Spinne base. There are only a few planes, but Crimson skies walkthrough of Gun Towers. Ignore the planes and take down the Gun Towers pronto. With those down, you can focus on the planes. Of course, take out the Piranha first and then the Doppelgangers.
When the north base is cleared, you can grab a Piranha from the landing strip. Oh, and look, someone left a Sun Circle here. How nice of them! The Pandora needs to return to the Doc so that he can attempt to translate your ancient findings from north base. However, the Die Spinne aren't gonna just let you fly back in peace.
They attack with a few planes and two Zeps. Quickly hop into the AA gun of the Pandora to take on some of the planes. When the Zeps appear, switch to the Artillery gun and about five shots to each should take them down. With those down, you can move back to the AA and finish off the planes. It's much safer from that nasty Piranha Tesla attack to fight from the Pandora than in your plane. With those nasties gone, the Doc begins his translation work. But it's gonna take time, so go out and explore some more. A Fixer-Upper Objective: Collect three crates and return them to the repair shop.
To the south is an old repair shop that's no longer in service. That can be changed, however, if you manage to steal three crates from the Die Spinne. Before beginning this task, change ships in the Pandora. You'll want something relatively quick, so don't pick anything with a speed rating below five. The Devastator is always a nice choice. With your task begun, head towards the yellow marker.
Uh-oh, it's a trap duh! There are a couple of planes and quite a few Gun Towers guarding several crates. You have two options. You can destroy everything first and have an easy time coming back and forth to get crates, or you can grab and run. It's up to you, but it's a lot safer to at least take out all of the Gun Towers.
Note that the Towers can't all be hit from one side, so you'll need to move around the base to get a clear shot on each. Stay back and use your secondary weapon, as this is the last part of Mission With all of the Towers gone, fly by a crate to grab it, then speed it to the repair shop and drop it off at the landing strip.
You need three total, so head back two more times and you're done. Now you have a place to get fixed up during the next Mission. Mission 16 - The Puzzle of the Sun Circle Enjoy the valley while you can, as this is the last time you'll be seeing it. The Doc needs some more time to figure out the Sun Circle, so you get to make some extra cash by playing with the tourists.
This is a combat-light Mission and speed will be far more important than firepower. Lost City Race Objective: Finish the race before time runs out. Doctor Hancock is one slow translator. While you wait for him to figure out the instruction booklet for the Sun Circle, you can explore some more. The rich tourist is looking for some sport. If, for some reason, you need money, go ahead and race. You'll have very little time to dilly-dally in this race. Use the upgraded Bulldog to pull off a victory in the final racing challenge of the game.
Unlike the other races, this one could prove perilous. The race begins outside, but quickly takes you through some ruins Crimson skies walkthrough into some very tight turns. That's not the dangerous part. See, these old ruins have booby traps and if you're not careful, you could get trapped. The good news is that every trap sets off before you reach it, so it's just a matter of adjusting your speed to avoid running into the trap like when fire spews out This is not a race you will likely be able to cheat as before, where you take your time getting through and then easily beat your score later.
We recommend laying it all on the line for a single race. As a final tip, remember to Turbo between gates and Air Brake when you reach gates for precision turning through the small openings. The next challenge, located at the landing strip near the tourist's Zeppelin, is another test of skill. Here you compete with the tourist to see who can shoot down more approaching Zeps before time runs out using user-guided missiles. First thing's Crimson skies walkthrough -- Ignore the clock.
It's almost guaranteed that you will shoot down all of the waves of Zeps before time runs out. Focus on hitting the Zeps before your competitor. Line up your shot at a Zep and fire. The key to guiding a missile is to barely nudge it. Don't think of it as some cursor you can more around quickly. Instead, tap left or right to adjust the flight slightly. The truer your aim on the ground, the less adjustments you'll have to make.
After the first wave is gone, another will appear. However, you can see them on the radar before they show up on screen. As soon as the red dots pop up, fire.
You can then guide your missile still using nudges to adjust the path to hit a target or two before your opponent even opens fire. If you miss a target, push down hard on the Thumbstick to force your missile into the mountain, rather than wasting time letting it fly around before exploding. Remember, the more opponents you kill, the less your opponent has to target.
You'll need about a dozen kills to win.
Treasure Hunt Objective: Collect Crimson skies walkthrough many artifacts as possible before time runs out. Talk to Doc Hancock and he'll beg you to save as many of the areas artifacts as you can. For each piece you pick up and return to Doc, he'll give you a small bit of cash. You've done these kinds of runs before. You have four minutes. Start with the closest artifacts and slowly spread out. It's almost impossible to collect them all, but if you start close and more out, you can getif not more.
Once that's done, talk to Doc again and he'll tell you how to enter the Lost City. You need to retrieve three Sun Keys, which are located throughout the valley. The first key is easy to find. Follow the marker and you'll come across a small camp with Gun Towers. Take them out from far, or merely zoom in quickly, grab the key, and run.
You have to return the key, but the drop off spot is not at the Sun Circle, as it may seem, but at the bottom of the temple where it rests.Crimson skies walkthrough
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