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  Starlancer [DC]
All cheats available:
To get all the cheats you pause the game and then hold the L trigger Down and press X, Up, Down, X, A, B, Right, Left, Down

A nice strategy:
A nice strategy, when you are protecting something is to use your after burners. To do this hold the right trigger down then press the top button near the trigger. Afterburners are very useful. Fx. mission eight is to protect the Reliant, because it need repairs and you are to guard it. This mission is very difficult without after burners because there are three torpedo bombers that come from different directions. You'll need to take them out the torpedoes before they get to the Reliant. Afterburners are also useful if you need to catch up to something or run away.

-------------------------------------------------------------
StarLancer FAQ (Dreamcast version)
by Scottie_theNerd Email: [email protected]



CONTENTS
- Legal Stuff
- Version updates
- Introduction
- Controls
-Target Menu
- Systems Menu
- Stuff on the screen.
- Weapons/Equipment
- Fighters
- Capitol Ships
- Thanks to...

LEGAL STUFF
All material in this FAQ is completely mine. Any attempt to copy or use
this without prior
approval will not be tolerated. Expect swift punishment. Mwahaha.

VERSION UPDATES
v1.00: Just putting in basic stuff. I've forgotten most of the less
important things but I'll fix that once I start gaming
again.



INTRODUCTION

The war between the Coalition (Russia, etc.) and the Alliance (Japan,
US, France...) has worsened and it seems that the Coalition is getting
the upper hand. However, the Coalition declares a truce and decide to
sign a peace treaty at Fort Kennedy, on Titan. The Alliance is overjoyed
and the majority of their forces join in the ceremony of the treaty.
However, Admiral Kulov of the Coalition has a trick up his sleeve.

Later, Fort Kennedy is exterminated. The Coalition's plans of peace are
merely a cover to launch their attack. Behind the Alliance escorts, the
cloaked Coalition fighters followed closely. The moved in to attack at
the order of Kulov and made mincemeat of the unprepared Alliance fort.
One of Kulov's assistants requests more ships for the prisoners. Kulov
mutters "Kill them. We have no time for prisoners...".

With this surprise attack, the Alliance forces are driven back to the
outer planets. However, the leaders of the Alliance make a plan. They
hope to regroup at Neptune and defend their position there. However,
most of the forces are either scattered or lost. Many fighter squadrons
were wiped out, so the Alliance makes a desperate call. They call upon
the civilians for aid. Anyone with flight experience is asked to sign up
and enter the losing battle.

The Alliance needs you.

CONTROLS

The controls of StarLancer are a tad complicated, and involves button
combinations and menus. However, after a few missions, you will get used
to them and wield them effectively. And kick more butt. ^_^

Basic Controls:

A Button: Fire Primary Weapon (eg. Lasers)

B Button: Fire Secondary Weapon (eg. Missiles)

X Button: Target Menu
Holding the X Button will bring up the Target Menu. More on this later.

Y Button: Systems Menu.
Similar to the Target Menu. More on this later.

R Trigger: Accelerate

L Trigger: Deccelerate.

Dpad Left/Right: Switch Secondary Weapon.

Dpad Up: Toggle Radar On/Off.

Dpad Down: Launch Flares
Use these to shake off missiles that are tailing you.

Advanced Controls:

L Trigger x2: Afterburner.

R Trigger x2: Reverse Thrust
Note: Only some fighters have this ability.

L Trigger + R Trigger: Escort Speed.
Pressing both triggers will turn on Escort Speed, which allows you to
travel at the same speed as your target, whether it be your own carrier
or an enemy fighter. This is very helpful in dogfights, since your
fighter will always go at the same speed as your prey and making thy
enemy and easy target.

L + R + A + B + X + Y: EJECT!!!!!!!!
A flight sim would never be complete without the option to get the hell
outta there. Depending on the situation, there may of may not be
consequences.

On a not-so-important mission, your squadron leader will call in the
Nanny ship to pick you up and the mission will still succeed, but you
get no credit.

On a vital mission, ejecting will get you transferred, and Game Over.

Ejecting when you don't even need to will also get you transferred.
After all, why would you eject right after you launch???

TARGET MENU
By holding the X Button, you will bring up a list of possible targets.
It also displays what commands you can execute by displaying it on
screen. To use a command, hold X and press one of the following buttons:

X+A: Target nearest enemy.

X+Y: Target nearest ally.

X+B: Target nearest Torpedo Bomber (VERY handy...)

X+ Dpad Up/Down: Cycle through list.

SYSTEMS MENU
Like the Target Menu, the commands are displayed on the screen. They
are:

Y+A: Toggle Blindfire On/Off.
Otherwise known as "laser-lock", it is represented by an icon on the top
left hand corner of the screen resemblind a crosshair. When the icon is
displayed, your lasers will lock onto the target. Only works with two or
one guns.

Y+X: Display Gun Modes.
Various fighters have more than two lasers. Therefore, you can switch
between the modes and pick out which guns you want to use, whether is
Full Guns (all lasers), or individual guns.

Y+B: Activate Special Equipment.
Depending on your fighter, this may or may not appear. Special Equipment
include Electronic Counter Measures, Spectral Shields and Cloaking
Devices.

Y+ Dpad Up: Order Attack.
Orders your wingmen to attack your target. I don't trust this command
though.

Y+ Dpad Down: Order Help.
Orders your wingmen to help you out.

Y+ Dpad Left/Right: Change camera view.
This changes the camera view. I reccommend the "Chase View". It becomes
very helpful later on.

Y+ L Trigger + Analog left/right: Roll

Y+ R Trigger + Analog left/right: Strafe.

THE STUFF ON THE SCREEN
The HUD (Heads Up Display)
On the top of the screen there are a few icons. On the top left, there
are the icons that represent Blindfire (the crosshairs), Escort speed
(two ships parallel) and the Locked-On icon, which can be represented by
a flashing red fighter (meaning: Eek! There's a bogey on my tail!!) or a
flashing red missile (meaning: AAAH! THAT BUGGER JUST LAUNCHED A MISSILE
AND IT'S HEADING RIGHT OVER HERE!!!!!!!GET IT OFF ME!!!!!).

On the top right, the icons are Afterburner Fuel Remaining (represented
by a yellow fighter), the amount of kills you have scored (the
skull+crossbones) and the amount of Flares remaining (represented by
that springy lookin' thing).

In the middle of the screen, there is a crosshair and two bars. The bar
on the left indicates your speed. Pressing R or L accelerates or
deccelerates. The bar on the right represents the lasers. When firing
rapidly, the bar will deplete. When it reaches zero, your lasers
overheat and fire more slowly. To cool down, cease firing for a few
seconds. The best way to avoid this is to do what everyone else does:
fire in short bursts. Don't be tempted to waste your bogey by blasting
his backside away. Take your time.

On the bottom right of the screen, there is a diagram of your fighter
surrounded by two dotted circles. The orange circle represents your
shields and how much damage they have taken. Shields can regenerate
slowly. The red circle represents the hull. Taking damage in this area
is serious and you can die. Taking heavy front damage means your lasers
fire less efficiently, or won't even fire at all. Taking back damage
slows your ship down to the speed of a snail.

Next to that is the radar. No need to explain what this does.

In the bottom right is your target's shields/hull damage. Same as yours.
Coalition ships are red, ally ships are green. Remember: Those using
ally ships aren't always your friends. Same applies to Coalition ships.
Not all of them are enemies.

WEAPONS
Most missiles need to be locked onto a target for maximum effectiveness.
To lock on, select a missile and aim at your target. A red circle will
appear. When it turns white, fire away!!!

Screamer: Basic, dumbfire missile. Very fast, but poor range and damage.
It comes in a pod of
20 though, so you can rip your foes apart.

Havok : Explodes near target and causes shockwave. Enemies caught in
blast will lose
control of their ship and will be vulnerable to attack for a
few seconds. Average
speed, range and lock on time.
Lock-on time: 3 secs

Bandit : Penetrates through the hull of the target and explodes.
Average lock-on time, range
damage.
Lock-on time: 5 secs

Fuel Pod : OK, so this isn't a weapon. All this does is increase your
afterburner fuel.

Jackhammer: My personal favourite. The Jackhammer is slow, but can do
AWESOME
damage. This is only effective against slow or stationary
targets, however.
Lock-on time is painfully slow, but the results are well
worth it.
Lock-on time: 6 secs

Vagabond : LOTSA speed and LOTSA range. This baby can track cloaked
enemies too...
Lock-on time: 4 secs.

Raptor Pod: Effective against enemy fighters. Comes in a pod of 3
missiles.
Lock-on time: 3 secs.

Hawk Pod: Fast lock, long range missile. Comes in a pod of 4 missiles.
Lock-on time: 4 secs.

Imp : Fast missile. Explodes near target and disables shields of
any fighter caught in the
blast.
Lock on time: 2 secs

Solomon Pod: Dumbfire missile. Home in on nearest target and does
moderate damage. Comes
in a pod of 4 missiles.

Nova Cannon: This isn't a missile, but a laser/gun. Only the Phoenix has
this. To fire, select it
from the Guns menu and and hold down A. When the bar on the
right starts to
reach zero, let go and you will fire a beam of energy.
Powerful, but slow. You
won't need this.

EQUIPMENT:
(note: not every fighter has these....)

Reverse Thrust: Most of the later ships have this ability. Similar to an
afterburner, but goes
backwards. Uses afterburner fuel. Tap R twice to activate.

ECM : Throw of the guidance systems of the missile following
you.

Spectral Shields : Makes you immune to lasers when turned on.

Cloaking Device : Only the Shroud has this option. Turning it on will
cloak the Shroud, making
invulnerable to attack, but cannot attack also.

FIGHTERS
(note: all stats are approximate)

Predator
Class: Light Access: Bronze
Speed:*****
Accel :*****
Agility:******
Shield:**
Armor:*****
Afterburner Fuel: 100secs
Crew: 2
Guns: 2


Naginata
Class: Light Access: Bronze
Speed:******
Accel :**
Agility:******
Shield:****
Armor:**
Afterburner Fuel: 130secs
Crew:2
Guns: 2


Grendel
Class: Medium Access: Bronze
Speed:**
Accel :*********
Agility:**
Shield:********
Armor:******
Afterburner Fuel: 80secs
Crew:3
Guns:4



Crusader
Class: Light Access: Bronze
Speed:***
Accel :*****
Agility:*****
Shield:****
Armor:*****
Afterburner Fuel: 110secs
Crew:2
Guns:2
Special Equipment: Spectral Shields


Coyote
Class: Light Access: Silver
Speed:****
Accel :*********
Agility:*****
Shield:*****
Armor:*****
Afterburner Fuel: 100secs
Crew:2
Guns:2


Mirage
Class: Medium Access: Silver
Speed:****
Accel :***
Agility:****
Shield:****
Armor:***
Afterburner Fuel: 130secs
Crew:2
Guns:4
Special Equipment: ECM


Tempest
Class: Heavy Access: Silver
Speed:****
Accel :*********
Agility:***
Shield:*****
Armor:*****
Afterburner Fuel: 100secs
Crew:2
Guns:4
Special Equipment: Reverse Thrust


Patriot
Class: Medium Access: Gold
Speed:******
Accel :********
Agility:***
Shield:*******
Armor:*****
Afterburner Fuel: 110secs
Crew:2
Guns:4
Special Equipment: Spectral Shields


Wolverine
Class: Advanced Heavy Access: Gold
Speed:***
Accel :********
Agility:***
Shield:*******
Armor:********
Afterburner Fuel: 120secs
Crew:3
Guns:5
Special Equipment: ECM, Reverse Thrust


Reaper
Class: Heavy Access: Gold
Speed:****
Accel :****
Agility: ***
Shield:******
Armor:*****
Afterburner Fuel: 120secs
Crew:3
Guns:4
Special Equipment: Reverse Thrust, Spectral Shields


Shroud
Class: Prototype Light Access: Platinum
Speed:*********
Accel :***
Agility:*********
Shield:*********
Armor:***
Afterburner Fuel: 150secs
Crew:2
Guns:2
Special Equipment: Cloaking Device


Phoenix
Class: Prototype Medium Access: Platinum
Speed:********
Accel :*********
Agility:*******
Shield:*******
Armor:****
Afterburner Fuel: 140secs
Crew:2
Guns:4
Special Equipment: Reverse Thrust, ECM, Nova Cannon


CAPITOL SHIPS
Or capships for short, these are the big guys. The battleships,
carriers, you name it. Capships have individual sub-targets. These
include:

Shield Generator: Unlike fighters, you cannot take out shields by firing
on them. To take out the
shields, you must target a shield generator and destroy,
preferbally with a
Jackhammer.

Gun Turrets: These little buggers shoot you. However, there are a few
big guns that care tear
apart your ship.

Engines : Propels the ship. Destroying these will immobilise the
capship.

The sub-targets are colored red when selected. Handy, eh?



Well, thats it for this version. Hope that helped.

SPECIAL THANKS TO...

-Scottie_theNerd (me)
-darkknight85 (if the times comes, you and I will roam the skies)
-Argama (this lil' boy is full of info)
-Magnum2684 (thanks for telling me what the spectral shields do.



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