Joker Squadron jets on the carrier flight deck during Special Weapon loadout selection
Guide · Ace Combat 8: Wings of Theve

Ace Combat 8: Wings of Theve: Early-Game Weapons and Boss Guide

Ace Combat 8: Wings of Theve just launched. Here's how the dual Special Weapon loadout and debris system work, plus what to expect from its superweapons.

Header image: Joker Squadron's jets on the carrier flight deck, with the dual Special Weapon loadout screen open before a sortie. Image: Bandai Namco.

Ace Combat 8: Wings of Theve is live on PS5, Xbox Series X|S and PC, and the first few hours throw a lot at you at once: a new squadron, a two-weapon loadout system, and a ground-destruction model that rewards hitting the right target instead of just the nearest one. None of the official material from Bandai Namco Aces spells out a mission-by-mission walkthrough yet, so this guide sticks to what's confirmed from the developer and publisher and turns it into a practical early-game plan: how to read the new Special Weapon loadout, how to use the debris system on purpose instead of by accident, and what to expect when the campaign's two confirmed set-piece targets show up.

01Who You're Flying For, and Why It Matters in a Dogfight

You fly as Rex, a pilot pulled out of the ocean and handed the callsign "Wings of Theve" after its previous holder, ace pilot Jan Cope, dies during a scouting patrol. As Joker 1, you lead a four-plane flight off the aging carrier CV-15 Endurance, which has been repurposed as a refugee vessel for the Federation of Central Usea after the Republic of Sotoa's invasion in July 2029. Your wingmates are Joker 2 Ellington "Professor" Baxter, Joker 3 Tasha Severskaya and Joker 4 William "Noise" Coster.

That context matters in mission briefings: callsigns get used instead of names in radio chatter, so if a briefing mentions "Professor" covering your six or "Noise" calling a bandit, that's your own squadron, not a new character. The game's marketing has made a point of the fact that the "Wings of Theve" name was originally a lie — a morale-boosting legend built around Jan Cope rather than a real record of victories — and that framing carries into how missions are briefed: expect command to lean on your callsign for effect even when the squadron itself is still finding its footing.

Watch for the enemy ace squadron led by a pilot callsigned Shadow 22 — expect them in set-piece dogfights rather than random intercepts, and treat any mission that name-drops them as one to fly with a full weapon loadout rather than a fuel-efficient one. Ace squadrons in this series tend to break off from the main furball and come after you specifically once the mission's secondary objectives are clear, so don't assume a quiet sky partway through a Shadow 22 mission means the fight is over.

The hangar loadout screen lists Rex, Baxter, Tasha and Coster's aircraft and Special Weapon pairings ahead of a sortie. Image: Bandai Namco.
The hangar loadout screen lists Rex, Baxter, Tasha and Coster's aircraft and Special Weapon pairings ahead of a sortie. Image: Bandai Namco.

02Two Special Weapons Change How You Should Loadout

Wings of Theve lets you carry two Special Weapons on a single sortie instead of one, which is the biggest loadout change from earlier entries. In practice that means you no longer have to choose between an anti-ground loadout and an anti-air one for a mixed mission — you can bring a multi-target missile for the furball and a bunker-buster or multi-lock ground weapon for the objective, and switch between them mid-mission.

Before launch, check your plane's weapon slots rather than assuming the default loadout is the efficient one. A Special Weapon pairing built around chaining ground kills works far better than a second anti-air weapon on any mission with a ground-target objective, for one specific reason: the game's new debris system.

03Use the Debris System to Clear Objectives Faster

Hitting a flammable target — Bandai Namco Aces specifically calls out oil tanks at enemy bases — can trigger a chain reaction that takes out the structures around it, and wreckage from aircraft you shoot down can also damage nearby buildings on impact. That's a deliberate tactical layer, not a graphical flourish: on a base-clearing objective, look for tanks, fuel depots or clustered small structures before you start picking off turrets one at a time, since one well-placed hit can clear a cluster other players need several passes for.

This is also where the two-weapon loadout pays off. A wide-area or multi-lock Special Weapon aimed at a flammable cluster will clear more of an objective per pass than single-target ordnance, leaving your second weapon free for whatever's left standing or for air cover when Shadow 22's squadron shows up mid-mission.

It's worth slowing down on your first run through any base-assault mission specifically to find these clusters, rather than diving straight into a strafing run. A base built around an arms-factory theme — which fits both the general Sotoan presence and the larger Megafloat Fatsia set-piece below — tends to put its flammable stock near the structures it's protecting, so the fastest clear isn't always the nearest target.

TipBefore any base-assault mission, pause after your first pass and look for stacked fuel or oil tanks near the objective — a single multi-lock hit on them can chain-destroy an entire cluster instead of grinding it down turret by turret.

04What to Expect from the Megafloat Fatsia and Tonitrus Spear

Two campaign set-pieces are confirmed by name so far: Megafloat Fatsia, a six-kilometer artificial island built as an arms factory and powered by cold fusion technology, and the Tonitrus Spear, a kinetic orbital weapon that fires metal rods instead of nuclear warheads. Both read as the campaign's answer to the superweapon missions the series is known for, and both are large, multi-section targets rather than single health bars.

Specific attack patterns for these two aren't confirmed yet this close to launch, so treat any claim about their exact weak points as unconfirmed until you've flown the mission yourself. What is confirmed is the series-standard rule that's carried into this entry: superweapons now take damage from hits outside their marked target boxes too, so don't hold fire waiting for a boxed weak point to appear if you have a clean shot on the structure itself.

Both set-pieces are also framed around scale rather than a single dramatic reveal — a six-kilometer megafloat and an orbital weapon are both missions where you'll likely be flying past or around the target for a stretch before you're in position to damage it. Treat the approach phase as part of the fight: clear escort aircraft and point-defense turrets first, the same way you would on any other heavily defended target, rather than rushing straight at the superweapon itself and eating damage you didn't need to.

Joker 2 "Professor" and Joker 4 "Noise" called out mid-dogfight as a Sotoan SU-25SM is destroyed. Image: Bandai Namco.
Joker 2 "Professor" and Joker 4 "Noise" called out mid-dogfight as a Sotoan SU-25SM is destroyed. Image: Bandai Namco.

05Annihilation Battle: Prioritize, Don't Rush

Annihilation Battle missions are back, and they're built around time pressure rather than a kill count. Producer Manabu Shimomoto described the mode as embodying "the player's ability to eliminate enemies based on their own judgment" — you choose which targets matter most in the time you have, and you can break off to resupply at a tanker or friendly base rather than burning your loadout on low-value targets. Don't treat it as a simple time-attack: scan the mission for the highest-value cluster — usually anything flagged as a factory, depot or command structure — and burn your Special Weapons there first, then mop up smaller targets with your gun and remaining ordnance before the clock runs out.

Early-Game Checklist for Your First Sorties

  1. 1Before you launch, swap one slot to a multi-lock or wide-area weapon if the briefing mentions a ground base or depot — the default loadout is rarely built for the debris system.1 min
  2. 2On arrival, do a pass over the objective before engaging and look for oil tanks, fuel stores or tightly packed small structures — these chain-destroy and clear more of the base per hit than isolated turrets.2 min
  3. 3On missions tied to Megafloat Fatsia or the Tonitrus Spear, take down escort fighters and point-defense turrets during the approach instead of flying straight at the main target.3-5 min
  4. 4Scan the mission for factory, depot or command-structure targets and spend your Special Weapons there first, since the mode rewards judgment over raw kill count.2 min
  5. 5Finish objectives cleanly rather than farming easy kills — mission performance is what funds new airframes between sorties, including interceptors worth saving for ace encounters.ongoing
  6. 6If a briefing name-drops the rival ace squadron, don't fly in with a fuel-efficient loadout — expect them to break off and target you directly once other objectives are clear.1 min

06Emergency Sorties: Where the Series' Old Superweapons Live Now

Outside the campaign, Emergency Sorties put eight players into a co-op fight against a superweapon pulled from an earlier Ace Combat game rather than this one's new set-pieces. It's a separate pool from Megafloat Fatsia and the Tonitrus Spear, and it's a good place to learn the "damage from any angle" superweapon rule in a lower-pressure setting before you take it into the single-player campaign, since eight players spreading fire across a target teaches you where the damage actually registers faster than soloing a campaign mission does.

If you've got series history, Emergency Sorties are also the fastest way to see how veteran superweapons have been rebuilt for this entry's systems — expect the debris and chain-destruction mechanics to apply to their support structures the same way they do to a standard ground base, which gives a coordinated squad a real incentive to split up and hit infrastructure instead of all eight players focusing the same target box.

07Building Toward the Aircraft Tree's Best Early Jets

The confirmed aircraft list so far covers a wide spread: fan-favorite returns like the Eurofighter Typhoon, F-14D Super Tomcat and F-4E Phantom II sit alongside the F-14A (a pre-order bonus) and the ADFX-02 Morgan–PIXY, which Bandai Namco has confirmed as a Season 1 exclusive rather than a day-one unlock. None of this is a fixed unlock order yet, so don't assume you'll have access to a specific plane by a specific mission number — early coverage naming an exact mission-to-aircraft unlock schedule hasn't been confirmed by Bandai Namco directly, so treat any such list you find online as unconfirmed until you've earned it yourself.

What you can plan around: your in-mission performance feeds resources you spend on the aircraft tree between sorties, so a clean run — finishing objectives instead of just surviving them — buys you access to better airframes sooner than grinding kills on an easy mission does. If you're deciding what to save for, prioritize an interceptor like the F-14D for the Shadow 22 ace encounters and hold a dedicated ground-attack airframe in reserve for anything that name-drops Megafloat Fatsia or Tonitrus Spear in its briefing.

“This mission category best embodies the core pillar of the Ace Combat series: the player's ability to eliminate enemies based on their own judgment.”Manabu Shimomoto, Producer, Ace Combat 8: Wings of Theve

Ace Combat 8: Wings of Theve's December 2025 reveal trailer, "Fall of Wings," from Bandai Namco Entertainment America.

Wings of Theve is the first mainline Ace Combat game in seven years, and Bandai Namco has been clear that this is meant to be a jumping-on point rather than a sequel that assumes you remember Ace Combat 7's ending. If you're new to the series, the two systems worth understanding before anything else are the debris chains and the dual Special Weapon loadout — everything else, from the aircraft tree to the superweapon fights, builds on getting those two right in the campaign's opening missions.

FAQ

When did Ace Combat 8: Wings of Theve release?

It launched worldwide on October 2, 2026, for PS5, Xbox Series X|S and PC, after early access opened September 29 for Deluxe Edition owners.

Who do you play as in the campaign?

You're Rex, callsign "Wings of Theve," flying as Joker 1 in a four-plane flight with Joker 2 "Professor" Baxter, Joker 3 Tasha Severskaya and Joker 4 "Noise" Coster, off the carrier CV-15 Endurance.

What are the Megafloat Fatsia and the Tonitrus Spear?

They're two confirmed campaign set-pieces: Megafloat Fatsia is a six-kilometer artificial island arms factory running on cold fusion, and the Tonitrus Spear is a kinetic orbital weapon that fires metal rods instead of nuclear warheads.

Can you carry more than one Special Weapon?

Yes — Wings of Theve lets you equip two Special Weapons per sortie instead of one, so you can mix an anti-air and an anti-ground option on the same mission.

Do you need to have played previous Ace Combat games?

No. It's the first mainline entry in seven years, and Bandai Namco has positioned it as a new jumping-on point with its own cast and story set after the series' earlier Strangereal conflicts.

Official resources

Jonas Feld
Written byJonas Feld

Jonas runs the guides desk at Tutorial.Games. He replays every route, build and boss strategy on the current patch before it goes up, and re-checks it when the developer ships a balance update. Soulslikes, co-op action games and anything with a build planner.

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