End of Deception I is one of the final campaign missions in Ace Combat X: Skies of Deception.
Eugene Solano: We've advanced within striking distance of Archelon Fortress. Fenrir, the whole reason they started this war, is being made right here on this base. It's our duty to wipe this base clear off the map. The HPM has been transported to Archelon Fortress from Cobalt Cave, and it appears it has already been fitted to Fenrir. The weapon works by emitting microwaves from both Fenrir and Archelon Fortress to create an overlapping field effect detonating all fuel caught in between. Fly too slow for too long and you'll be tracked by the targeting system. If you don't escape quickly your fuel tank will explode.
If Offline was completed:
- Thankfully, the targeting system has been impaired by the destruction of the satellite targeting facility at Cobalt Cave. Even with the targeting system impaired, the HPM still poses a threat. Be careful.
We've also received intel that the Archelon Fortress is equipped with the same type of Shock Cannon employed on the Gleipnir. Sir, we've succeeded in freeing Aurelia. The war should have already been over for us, but someone has to put an end to this. Just make sure you come back alive.
- Microwave Weapon: Enhanced Accuracy (Griswall > Alect Squadron > Offline): Greatly increases HPM accuracy.
The player begins east of Archelon Fortress, with a squadron of two Su-37 Terminators and one F-15S/MTD appearing in front seconds after starting. The target of the mission, four Fenrirs, appears in groups of two in a triangle formation followed by two energy spheres: the High-Powered Microwave in function. The Fenrirs' main strategy is to avoid the player's cone of vision and assault them using optical camouflage, and are defended by passive missile jamming. They possess the "heavy armor" characteristic used by A-10s and Tornado F3s, making them able of enduring three missile impacts before being destroyed.
The Fenrirs' lack of combat skill is compensated by the HPM, which will continuously follow the player and raise the temperature of the aircraft's fuel tank, tracked by the Multi-Purpose Gauge. Moving at sufficiently high speeds (600-700 MPH) is enough to escape being enveloped by the spheres; however, completing Alect Squadron and skipping the Cobalt Cave missions drastically improves their guidance, making escape impossible at speeds beneath 900 MPH.
When the Fenrirs are shot down, the commander of Archelon Fortress orders the Shock Cannon into operation, and is engaged as the final opponent of the campaign. The weapon affects an area of effect in an identical manner to the Gleipnir in "Standoff in the Skies I" and displays greater recharging times, despite the contrary being stated by Crux. The weapon is as durable as the airship's counterpart, and is trivially easy to destroy. Although mostly harmless, the main danger of the Shock Cannon is the massive cloud of smoke it generates after exploding, potentially causing the player to crash.
- Ace unit: S-32 Eliza - Appears after all Su-37s and F-15S/MTDs are destroyed. Follows a duo of S/MTDs from the northeast of the map.
- Star unit: Container Ship - Appears north of Archelon when the Shock Cannon begins operations.
- 4x Fenrir - 2500 points each.
- 1x Shock Cannon - 5000 points.
- 2x AA Gun - 150 points each.
- 3x SAM - 180 points each.
- 1x S-32 Eliza - 1520 points.
- 1x Container Ship - 160 points.
- Adv Titanium (Destroy Star unit.)
- Scene Viewer
- Music Player
- Ace difficulty (Only if played on hard mode.)
- In the cutscene before the mission, the Doom door sound effect can be heard.
- End of Deception I is one of the only final campaign missions to end with a debriefing section, albeit one without commentary from Crux.
- The electrical transmitter, although not registered as a target in this mission, can still be attacked if aim carefully, even can be destroyed by TLS.