Red Baron II FAQ/Strategy Guide by: Irving(Quan Jin) darkvortex0012000@yahoo.com Version(1.0) This guide is copyright 2003(c)Quan Jin =============================================================================== TABLE OF CONTENTS =============================================================================== 1.0 - General Information 2.0 - Disclaimers 3.0 - Version History 4.0 - Introduction 5.0 - Plane List ***incomplete*** 5.1 - German Planes 5.2 - Allied Planes 6.0 - The Basics 6.1 - No Mans Land 6.2 - Forests and Other Dangerous Lands 6.3 - Buildings 6.4 - Collisions and Ways To Prevent it 6.5 - Making Life Easier 6.6 - Living to Fight Another Day: Surviving in the Air 7.0 - Mission Types ***incomplete*** 8.0 - Plane Formations ***coming soon*** 9.0 - Flight Maneuvers ***coming soon*** 10.0 - Credits and Final Words =============================================================================== 1.0 - General Information =============================================================================== ----------------------------| Name - Red Baron 2 | Platform - PC | Developer - Dynamix | Publisher - Sierra | Price - $9.99(USA) | Genre - Flight Simulator | ESRB Rating - KA | ----------------------------| SYSTEM REQUIREMENTS: Minimum Pentium 133 16 MB RAM 125 MB Hard Drive Space Mouse SVGA 256 colors 4X CD-ROM Recommended Pentium 200MHz 32 MB RAM 8X CD-ROM Windows Compatible Sound Card Joystick =============================================================================== 2.0 - Legal Information =============================================================================== Baha, here's all the stuff that no one reads and no one can give a crap about. However, if you feel like doing something stupid to this guide, I would suggest you take a quick look before doing something involving this guide. Before I get into anything else, I would like to tell you something. Stealing this guide in any way will automatically get in in BIG trouble. Sure I'm only a teenager but my parents will most definitely be able to bring you down to court. I'm proud of my work and I do not wish for any others to make money off of my guides. Now I know what you are thinking and it's okay to print it out or show it to friends but I don't wish for you to claim you made the guide. That's just incorrect and very selfish of you. Anyway, If you really wish to host this guide on your site, I would expect you to contact me first through email(located at the top of the guide). If your site is decent(I review it myself)and you have not had any trouble or lawsuits put against you in the past few years, I will probably say yes. However, the FAQ can not be altered in any way and my name must be shown at the top of the FAQ. Thank you for your time. If you have a question you wish to ask or a comment, compliment, or rant, please do not hesitate to send it. I will usually respond in the next 24-48 hours. If you really don't like this guide, I would not suggest sending anything at all but if you have some constructive critism to give me, send me an email without flames and such. I want to know what you guys think about my guide even if it's not so positive. There is a copyright towards the top of the guide if you didn't see it by now. ;) =============================================================================== 3.0 - Version History =============================================================================== Version 0.5{Release} - About half of the guide is finished. Some of it is still incomplete however. =============================================================================== 4.0 - Introduction =============================================================================== I'll admit it. Red Baron II is not the best game ever created but it certainly deserves more credit than it has. It's obviously not the worst game but it falls under a mediocre category and it deserves something. I find Red Baron II sort of confusing in a way and I hope to clear a few things up plus give various techniques and strategies. And with no further ado, here is the guide. =============================================================================== 5.0 - Plane List =============================================================================== Most of the info is taken from the game itself although I'll add a few little blurbs giving strategies for the plane. You can find the list of planes/objects in game anyway. And also, you can't drive bombers. ------------------------ 5.1 - German Planes -- Name: Albatros C.III Type: Bomber Specification: Sturdy and reliable, the Albatros C.III was an excellent reconnaissance and artillery cooperation aircraft. It could carry a small bomb load and is armed with a fixed synchronized Spandau forward and a flexible Parbellum machine gun in the rear. Strategy against: Try to shoot it from behind and below. That's it's blind spot and you can get a few good shots before the bomber shifts. Strategy with: (You can't drive this plane) -- Name: Albatros D.II Type: Scout Specification: For it's time, the Albatros D.II was not only fast and durable, but exceptionally well-armed with a pair of Spandau machine guns. It was used bu almost every Jagdstaffeln between September 1916 through early 1917. Strategy against: The Albatros D.II wasn't as fast as some of the other planes so you can easily take advantage of that. It can't dive very good either. Strategy with: Try not to make vertical dives or else your wings may tear off. Use the agility of this plane to your advantage and turn a lot. -- Name: Albatros D.III Type: Scout Specification: Fast and amazingly maneuverable, the Albatros D.III became the standard German fighter from early 1917 until early 1918. Though durable, it could not dive steeply as the bottom wing would tear off. Strategy against: Like it's predessecor, it couldn't dive too well. Strategy with: Don't dive steeply to avoid structural failure. The Albatros D.III is even more agile than the D.II so perform evasive manuevers to confuse your enemy. -- Name: Albatros D.Va Type: Scout Specification: The Albatros D.Va replaced the D.III as the standard German fighter from the fall of 1917 until the advent of the Fokker D.VII in the summer of 1918. Unfortunately, the D.V was heavier than the D.III and was not near as maneuverable. It soldiered on because the Germans had nothing else to supplant it. Strategy against: The D.Va is terribly slow so chase them if they try to escape. Strategy with: Try to dive a bit more. The Albatros D.Va is more well built than the D.III and dives won't hurt your plane as much. Since the D.Va is quite slow, you're probably going to need to. -- Name: Aviatik C.I Type: Bomber Specification: This single-engined two seater biplane had the observer in the front cockpit which restricted the arc of fire of the defensive machine gun. Slow and clumsy, the Aviatik was easy prey by 1916. Strategy against: Try to attack it from the bottom or head on. There is no gun in the front and the C.I is helpless. There is a big dead zone for the C.I that you can take advantage of. Strategy with: (you can't drive this plane) -- Name: Fokker D.VII Type: Scout Specification: Easy to fly, the Fokker D.VII was probably the best overall fighter of the Great War. The BMW engine equipped versions could fly higher than any allied fighter. The D.VII balanced speed, maneuverability, and vertical performance in one excellent package. Strategy against: Always try to get on it's tail. The D.VII is maneuverable, fast, but it's blind if you get it in it's tail. Strategy with: Try to use evasive maneuvers and use the speed of the plane. Dive a lot as well to confuse opponents. -- Name: Fokker Dr.I Type: Scout Specification: The Fokker Dr.I triplane was the most agile fighter of the war. Though it could outmaneuver any Allied aircraft, it could not outrun or outdive any of it's major opponents. These two weaknesses caused the Dr.I to fall out of favor, and the type disappeared from the front by mid-1918. Strategy against: Use your planes diving abilities to catch up to the Dr.I. However, don't try to follow it's twisting path as that will only waste you time and probably get you killed. Strategy with: Turn a lot and try evasive maneuvers frequently. -- Name: Fokker E.III Type: Scout Specification: The Fokker E-type monoplanes were the first aircraft to mount a sychronized machine gun to fire forward over the cowl. Though slow and unwieldy, the E.III was a dangerous opponent in it's heyday, mainly because of it's gun system. Strategy against: Try to follow it's every move. The E.III doesn't have very good maneuverability so you can easily follow it and hopefully get a good shot. Strategy with: Dive frequently. Don't climb to much. -- Name: Gotha G.IV Type: Bomber Specification: The Gotha G.IV bomber was designed to bomb England from bases along the Belgium coast. Well-armed, it could protect itself from the best Allied fighters. Strategy against: These are definitely the hardest bombers to bring down. It's so well protected that there really isn't any true dead zone. However, the most effective ways to take on the Gotha would probably be from the side. Or you can use hit and run tactics on this. Luckily, you won't be seeing the G.IV that often. Strategy with: (You can't drive this plane.) -- Name: Halberstadt CL.II Type: Bomber Specification: The Halberstadt CL.II was a two-seat infantry attack plane that equipped the Shlastasteffeln throughtout 1917 and 1918. Tough and fast, it was a formidable opponent. Strategy against: You can't take the CL.II from the front or the back but the weakest spot is the belly. Just unleash as many bullets as you can into that blind spot. Strategy with: (you can't drive this plane.) -- Name: Halberstadt D.II Type: Scout Specification: The Halberstadt D.II was a sturdy but sluggish aircraft designed to compete with the Albatros D.II. Pilots determined it to be inferior to it's rival, and as a result it did not see widespread service for any length of time on the Western Front. Strategy against: The D.II is slow, and can barely dive. Your Nieuport should have no problem dealing with it. Strategy with: Try not to get into too many fights. The D.II is a very fragile plane and can easily be shot down. Instead, use hit and run tactics to inch away at your opponent. -- Name: Hannover CL.III Type: Bomber Specification: The Hannover CL.III was a tough, maneuverable two-seater designed for low altitude infantry strafing missions. The observer actually carried numerous hand held bombs and grenades that he would then toss overboard during strafing runs. Strategy against: Just stay clear of the rear gunner and you should be fine. Strategy with: (you can't drive this plane.) -- Name: Pfalz D.III Type: Scout Specification: The Pfalz D.III was rugged and sturdy and could dive like no other German plane. Yet, it was not very fast and could not outturn or outmaneuver most Allied fighters. It served mainly with Bavarian Jagdstaffeln from late 1917 until the final months of the war. -- Name: =============================================================================== 6.0 - The Basics =============================================================================== There is much to understand before you can fly off and make a difference. ------------------------ 6.1 - No Mans Land Probably the most dangerous area in every map would be No Mans Land. No Mans Land is that strip of craters through the middle of each map. On one side are the Allies and on the other, the Germans. No Mans Land is usually the area where most of the infantry fighting is going on. Both sides will send soldiers at each other to gain land. In Red Baron II, this strip won't change locations so you don't have to worry about that. With all the craters and such, you can easily tell that a lot of fighting has been going on to make the land this barren. You're going to be performing missions a lot concerning infantry placements, balloons, etc. around this area. The lines of defense are usually set up like this with the main defense in the front and all the artillery pieces in the rear. Keep in mind that the ground is a dark brown and don't pay attention to any of the boxes. They just tell you what the main buildings are. A - Artillery TE - Tent AA - Anti Aircraft Guns T - Tanks G - Gun Emplacement # - Trenches /// - Barbed Wires [] - Sandbags V - Vehicle < B > - Balloon #################################################################### TRENCHES(usually two lines of them to stop tanks) #################################################################### ////////////////////////////////// BARBED WIRE(stops infantry in their tracks) FRONT LINE DEFENSE | _______________________________|______________________________________ | | | | | [G] [G] [][][][][][][][][] [G] [G] | | [T] [T] [] ___________ [] [T] [T] | | ____ [] |___________|[] ____ |---------|| | |____| | |____|-----|secondary|| | | | |bunker || | |---------| |----------------------------| |---------|| | |secondary| |This rectangle is the main | | | |bunker | |bunker. It shreds infantry | | | |---------| |with machine guns. Protected| | | |by sandbags. | | | |----------------------------| | |______________________________________________________________________| MORE TRENCHES ################################################################### ARTILLERY AND BALLOON PLACEMENTS ______________________________|_______________________________________ | | | [G] [AA] [G] | | | | [A] [T] [A] | | < B > [A] | | [G] | | [V] [G] | | [A] [AA] | |______________________________________________________________________| You'll have to pass over this area quite a lot. Avoid the flak by constantly doing evasive maneuver or you can just turn on the combat autopilot.(look at section 7.7 - Making Life Easier) ------------------------ 6.2 - Forests and Other Dangerous Lands There are many dangers in this game that you have to avoid. Some of them are land to avoid getting tangled into. The first I'll describe of course would be forests.Those dark bits of land on the ground are forests. From above, they look flat and even closely, they look flat. Just don't tangle into them or you might lose your plane and even your life. Avoid these at all costs. If you accidentally roll your plane into these, you won't be taking off again. Not with that plane at least. Really bad if you're in enemy territory. In a lot of areas, there are rivers running through the area. It's pretty hard to actually land in these unless you're trying to. Like the forest, you won't be seeing your plane again if you happen to get yourself into these. Read Section 7.1 - No Mans Land and you'll see why you should avoid this at all costs. Not exactly dangerous if avoided correctly. Quite annoying when your Fly Level autopilot sends you into a hill. ------------------------ 6.3 - Buildings All buildings have something in common. They can be damaged and destroyed. They are all very vulnerable to bombs and rockets. For certain missions, you may have to destroy one or more buildings like factories(to help escorted bombers) aerodromes, infantry placements, etc. There is really only one thing to avoid when near structures. Avoid crashing into them at all costs. I do not believe you'll escape a crash. After all, you'll probably lose a wing or two and lose all control. However, I've escaped a few times when I got lucky. Buildings are usually clustered in these formats: Towns/Cities - You'll find Churches and houses in these residential areas. You shouldn't waste your ammo on these. You won't ever need to destroy houses. Actually, it's illegal to target these buildings. Infantry - Artillery pieces, balloons, gun emplacements, etc. can be found here. These are located in No Mans Land and can be a doozy to attack. You'll find yourself attacking these in certain missions. Aerodromes - These are the air bases for airplanes. You'll frequently attack these during missions. Your highest priorty targets should be the aircraft hangers and infantry barracks.(Why barracks are located at an air base is beyond me) Factories - Industry for war material. You may have to escort a bomber squadron to these emplacements. You may want to help them out by destroying a few things as well. Supply Dumps - There are weapons, vehicles, spare parts, everything here. You may need to escort a bomber's flight to these. You can always help them out by destroying a gun emplacement or two. Bridges - I suppose bridges can technically be called buildings. Used to bring roads and rail over water. Railyards - Areas where trains gather. Again, you may need to escort bombers to bomb these emplacements. ------------------------ 6.4 - Collisions and Ways To Prevent it Collisions straight down into the ground will spell the end of your plane and also your pilot. I've experimented with crashes and I've figured out the following: 1) Crashes going straight down at a 90 degree angle will of course destroy the plane but usually won't hurt the pilot for some reason. 2) If you crash without an explosion, every time your cockpit inverts, you get hurt because your head is being crushed by your plane. 3) Crashing into rivers and forest will usually kill the pilot. 4) Crashing into buildings almost always wounds the pilot. 5) Collisions with other planes and balloons will also wound the pilot. Now, how do you prevent collisions? Well: 1) Never try dangerous stunts that you see on tv. - Keep in mind that these are fragile World War I biplanes. They can't handle these moves that today's planes can pull off. 2) Never dive too steeply. - Unless you have a plane made just for diving like the Spad XIII, structural failure is almost guarranteed at super high dives exceeding more than 700 ft. 3) Avoid overspeeding. - Speed is good. Overspeeding is not. 4) Keep an eye on your altitude. - What appears in front of your cockpit isn't always how high you are. There are illusions and you may seem higher than you really are. Always keep an eye on your altimeter. ------------------------ 6.5 - Making Life Easier [God Mode, Unlimited Ammo, Everything!!] There are many things you can change in the preferences section that can make your flying much easier. Whether it be improving your flight model, taking away the sun glare, unlimited ammo, or even rendering yourself invincible. You can set these yourself but the more easier you make it, the less points you will receive after each mission. [Autopilots] There are three levels of autopilot to make your flight more enjoyable. The computer will do the work for you. Combat Autopilot - The most detailed. Combat Autopilot does the takeoff, navigation, fighting, and landing for you. Of course, I only use it for the takeoff, navigation, and landing. I like to fight for myself. I'm just lazy, I don't like doing all the boring crap. Navigation Autopilot - This autopilot does the navigation for you, but won't engage any enemies or takeoff and land for you. Fly Level Autopilot - The simplest autopilot. It will keep your plane level and flying with the horizon. Be careful as the Autopilot won't watch out for hills. [Time Speedup] Because the planes of World War I were so slow, you can have the option of speeding up time. Unless you wish for a single mission to take over three hours, I would strongly suggest using this option. Speed up time with "]" and slow time to normal again with "[" The four levels of speed are x2, x4, x8, and x16. ------------------------ 6.6 - Living to Fight Another Day: Surviving in the Air Even if you make your AI really dumb, you'll still face some formiddable opposition. [Against bombers and two seaters] Keep in mind that each bomber is different. For a more detailed strategy against each bomber, see the plane list. You may not pilot bombers which is really disappointing. The bomber will carry two or more crew members. There will always be one driver and the others will use the guns mounted on the plane. Because of that, taking on two seaters may be harder than taking on regular scouts. However, bombers seem to be less maneuverable than scouts so taking one down may be quite easy if you get through the rear gunner. The best way to deal with two seaters(excluding the Gotha G.IV and Handley Page 0/400)is to attack them from the bottom. This is also explained in the manual but I find that it really works. The blind spot for a two seater is directly underneath it. The belly. The swivel gun can't reach you without blowing holes in his own plane. Simply firing it into that area will cause the bomber to go into a dive and you can easily bring it down that way. For the two heavy bombers,(Gotha and Handley Page) you're going to need a whole different approach. Both of these carry more than two crew members so the blind belly is easily taken care of. It may be hard to get a good shot but the only effective way of coming in to take these babies down is by shooting them from the side so you'll have to lead your target. The other way that I use is hit and run. Sound cowardly but it works and if you can get the monster in a spin, it's already dead. Believe me, it's much easier taking down a Gotha when it can't even fly straight. [Against the fighters] Scouts are usually much more maneuverable than the bombers. Each fighter has their weaknesses but since they don't have a rear mounted gun, getting behind one and bursting them with holes isn't dangerous. However, getting on one's tail won't exactly be easy. And keep in mind that your opponent is also looking for your tail as well. Some fighters are more maneuverable than others, some may be faster than others. It's best to understand what your fighter is capable of and what your enemy is capable of. For example, a Sopwith Camel going against a Fokker Dr.I would be an even match and both pilots will have an equal chance of winning. However, if you decide to use the Dr.I against a SE5a, than you're in trouble. The SE5a can outrun your Dr.I and you won't be able to dive away. Don't try to get into every fight you can. Your judgement may be difference between surviving the fight or getting killed. It can be awfully embarrassing as well. [The Stalls & Spins] A dangerous situation in planes today even is the stall and even worse, the spin. To avoid a spin altogether, don't climb if your speed is below 50 mph. If you get into a stall at high altitude, you're in luck. You probably won't hit the ground but if you do happen to get into a stall at low altitude, you're going to need to gain speed fast. You can either use whatever altitude you have left or immediately pull into a turn and hope your speed goes up before you fall. A spin is kind of like a stall but it's harder to get out of. It doesn't happen as much though. Hear what the manual has to say: "A spin is a very nasty type of stall. Your aircraft will go into a spin when one wing stalls before the other. This immediately forces your aircraft to spin very rapidly. The natural instinct of a pilot is to fight the spin by applying opposite ailerons. Unfortunately, this only makes your spin worse(many WWI aviators died this way). The safest way to recover is to let the stick return to the neutral position. Your aircraft will eventually stabilize itself. If you wish to come out of a spin more quickly, move the ailerons as if you were trying to roll the aircraft with the spin. But be careful, it's easy to get confused when you see the ground spinning around rapidly and, consequently, move the stick to the wrong side." I couldn't have explained it better myself. The key way to get yourself out of a stall or a spin is to regain speed and stabilize your plane without crashing of course. [Strategies to Help] There are many things to understand before actually going into combat. An untrained fighter is as good as dead when they're faced with a veteran combat ace. A few various tips and strategies to help you out... ~ Avoid flying into the sun ~ Never run from a fight unless you absolutely have to. Attempting to escape will only expose your tail ~ Use evasive maneuvers even when firing on an enemy. You can never know what may be behind you while you're concentrating on the opposition in front of you. ~ Avoid spins and stalls especially at low altitude ~ Stay at high altitudes when attacking balloons ~ Keep your wingmates alive as long as possible and they'll keep you alive as long as possible. ~ Avoid landing on enemy land to avoid being captured. You may escape but chances are, you'd stay there for the rest of the war. ~ Never, NEVER shoot down your own wingmates. ~ Know your enemy. If there plane has the edge over yours, run before they get you. ~ Try not to pick too many fights with actual aces when you're a new pilot. They are more skilled then the others. =============================================================================== 7.0 - Mission Types =============================================================================== A listing of the mission types and strategy to use. ------------------------------------------------------------------------------- ATTACK MISSIONS ------------------------------------------------------------------------------- Attack Aerodrome -=-=-=-=-=-=-=-=-=-=-= Description: Occasionally, you may be asked to attack an enemy air base. You will usually have a lot of wing mates because of the danger around. The enemy aerodrome will usually be well defended. Strategy: The first thing you should target when reaching the aerodrome are the Machine Guns emplacements on the ground. They pose the biggest threat to you. Next should be the AA guns as they also can do a bit of damage. After destroying the base defenses, you can aid your wing mates in the bombing of the base. Be wary of enemy air patrols that happen to come upon your position. The base may even launch their own fighters to counter yours. ***rest coming soon*** =============================================================================== 8.0 - Plane Formations =============================================================================== ***coming soon*** =============================================================================== 9.0 - Flight Maneuvers =============================================================================== ***coming soon*** =============================================================================== 10.0 - Credits and Final Words =============================================================================== Red Baron II manual - helped me out quite a bit Sierra - For creating other great games. Not Red Baron II but Half Life, etc. Dynamix - Don't know any of their other games but I do like their name.