Sky Lords 3D campaign: all twelve missions

Sky Lords 3D is built around twelve missions in two acts that follow Falcon, a fighter pilot. In Act 1 (missions 1 to 6) you defend the Atlas border. In Act 2 (missions 7 to 12) you counterattack the enemy airfields. Each mission is one wave of enemy jets that ends with a boss. This guide explains what changes from mission to mission, what the dangers are, and how to get through each one. After mission 12 you can keep flying in endless mode.

How a mission works

You start with 100 health points and three bombs. Enemy jets arrive in groups, and the number on screen grows with the mission number. The first boss appears after only three kills, so the action starts quickly. After that, the boss of mission 2 comes at 10 total kills, then 15, 20, 25 and 30 for the next missions. Each time you destroy a boss, the game repairs 35 health points, gives you one extra bomb and shows the briefing of the next mission. Enemy damage also grows slowly with the mission number, so mission 6 hurts more than mission 1.

Mission 1: Atlas Shield

Briefing: enemy jets have crossed the border. This is a clear daytime sky with good visibility, and the only job is to learn the controls. Shoot the few jets that come, keep moving sideways, and save your bombs for the boss, the B-21 Raider. If you are new, read the beginner's guide first.

Mission 2: Silent Valley

A morning haze hides the horizon, so enemies appear later than in mission 1 and you have less time to line up a shot. Keep the crosshair centered and fire early. The haze also makes the TU-160 Blackjack, the boss of this mission, show up suddenly with a purple glow around it.

Mission 3: Flak Alley

This is the first mission with anti-aircraft fire. An orange ball flashes in front of you for about one second and then bursts. If you are within about 18 units of the burst, you lose 14 health points. The trick is simple: when you see the flash, move sideways or change altitude right away instead of trying to shoot through it. The flak comes every two or three seconds, so fight the enemy jets between the bursts. The boss is the SR-72 Darkstar, surrounded by a blue glow.

Mission 4: Storm Front

Heavy turbulence shakes the whole screen, and the sky is darker with thick cloud. Aiming is harder because the crosshair moves with the shake. Fire in short bursts and wait for the shake to settle before you shoot at far targets. The boss is the F-47 Specter, with a green glow, with 32 health points.

Mission 5: Night Raid

There is no moon. The night palette makes enemies hard to see until they are close, and flak returns, a little less often than in mission 3. Follow the glow of the engines and the red tint of enemy bullets, and use the faint outlines of the mountains to keep your sense of direction. Bombs are most useful here because they destroy every enemy on screen and also remove enemy bullets. The boss of this mission is the MIG-41 Phantom, with an amber glow and 40 health points.

Mission 6: Fortress Peaks

The last mission combines everything: night, thick haze, a storm and the most frequent flak of the whole campaign. Do not rush. Stay near the middle of the screen so you have room to dodge on both sides, keep at least one bomb for the final boss, and use the repair you got after mission 5. When the last boss falls, you win the campaign: the game gives a bonus of 5,000 points and 3,000 credits, and you can choose to keep playing in endless mode.

Act 2: the counterattack

From mission 7 on, every boss returns as a stronger "MK II" version with 40 percent more health points and a bigger reward. The enemy also fires back harder, so use your best jet and keep your bombs for the bosses.

Mission 7: Counterstrike

Briefing: Atlas is safe, now take the fight to their airfields. It starts in clear daylight, with flak every two or three seconds. The boss is the B-21 Raider MK II with 21 health points. It is the same plane you know, but faster to fire back, so do not rely on the patterns you learned in mission 1.

Mission 8: Desert Dust

Sunset glare and dust cut the visibility, and turbulence shakes the screen. Flak is less frequent than in mission 7 but it arrives while you aim, which is the dangerous part. Wait for the shake to ease before you shoot at far targets. The boss is the Tu-160 Blackjack MK II with 28 health points.

Mission 9: Iron Dawn

Elite patrols and frequent flak at first light. There is no storm and visibility is fair, so this is a mission of pure discipline: dodge each orange flash, then shoot. The boss is the SR-72 Darkstar MK II with 35 health points, so plan for at least two bombs.

Mission 10: Blackout

Night, storm and flak together. Follow the engine glow of the enemy, shoot in short bursts while the shake settles, and remember that your bombs also clear enemy bullets. The boss is the F-47 Specter MK II with 45 health points.

Mission 11: Airbase Assault

Heavy flak appears for the first time. The flashes are red instead of orange, they burst over a larger area and do 20 damage instead of 14, so you must start moving as soon as you see one. The jet agility matters most here: the Rafale and the Typhoon are the best choices. The boss is the MIG-41 Phantom MK II with 56 health points.

Mission 12: The Sky Lord

The final mission combines night, thick haze, a storm and the fastest heavy flak of the campaign. The Sky Lord MK II, the enemy commander, has 70 health points and a white glow. Use every bomb you have kept, dodge the red flashes first, and shoot second. When he falls, the game awards 5,000 points and 3,000 credits, and you can keep flying in endless mode.

Tips that work in every mission

Fly the campaign Try the Atari retro mode