Desert Strike: Return to the Gulf чит-файл №1

A very complete player's guide - By Simon Burrows


Campaigns One and Two.
----------------------


INTRODUCTION:
-------------

After recently going into my local computer dealer, I was really
surprised, and quite excited, to see that the ever popular and
excellent Apache helicopter 'sim', Desert Strike, was out on the
PC. After playing it for several days, and getting completely
hooked on it, I finally managed to complete the game. Since
then, I've gone back over the game to discover extra secrets,
and now I've decided to put my success into words, and produce
this complete player's guide which will hopefully aid you in
completed the game too.

This document is split into many parts. First there's the
General tips section below. This covers the very general tips
that apply to all campaigns. Next comes a small section that
includes the level codes needed to skip to campaigns 2, 3 and 4.
After this there's a section for each campaign. Included in
each one of these is first an introduction to the campaign
indicating what you will be doing, and why, then there's a
general hints section covering general tactics and locations for
that particular campaign, then mission by mission help which
details the best ways to accomplish each mission. At the end of
each campaign section there's also a last bit which indicates a
good way to finish off the campaign.

You may find that my tips get a little better as you get further
through the guide. This is because I am playing as I type, so I
will get better too. Also, you may find that the tips are a
little less detailed near the end. Sorry about this, but
because the game gets harder, it's more difficult to explore and
learn the secrets without getting mangled!!

Oh yes, just one thing before we start: This document has
taken me about 40 to 50 hours to do from first playing the game
to having the finished text-file. I ask whether you do not
steal this file and pretend it is your own, or in any way
reproduce it. If you find it of use, why not sit down as I have
done and type a similar document for another popular game so
that others can learn from your skill and knowledge!


* * *


LEVEL CODES:
------------

Here are three level codes that you can use to get to campaigns
two, three and four easier. The codes store information about
points and your current co-pilot, so you will find that they all
have three lives, and are using the co-pilot "Aussie", with a
fairly high score.

Campaign 2: Scud Buster - CNMYSMMMV
Campaign 3: Embassy City - CNNG#MMMP
Campaign 4: Nuclear Strike - CNB9TNMMT


---------------------------------------------------------------


GENERAL TIPS:
-------------

First of all, here is a load of general tips covering all
aspects of the game. Some, of course, are much more obvious than
others, and they're all only in the order I think of them in:-

ж Right at the start of campaign one, choose 'Aussie' as you
co-pilot. In campaign three, so long as you saved him from
the F15 crash in campaign two, choose Carlos Valdez as he's a
real stunner of a gunner and a winch-man!

ж Always keep a good check on your helicopter's status,
especially looking out for low fuel, armour, or ammo
shortages.

ж Whenever you come across ammo crates, always check to see how
much ammo you have in your chopper at the moment. If it is
low, collect the crate, if not, leave it and remember the
location, because you cannot have more than your initial
level.

ж Always pick-up friendly troops when it is safe to do so,
because if you take these back to the white cross, you will
increase your armour. If you have a very low armour level
six troops should suffice in returning it to maximum.

ж During the four campaigns, you will find several missions
where you have to pick up friendly or enemy troops or
civilians. On these, the mission is complete when you have
picked up the required total, not when you have picked up and
then dropped them off. That means that you can pick up the
men, but not drop them off at a landing site until you need
the bonus armour points that this move gives you. Having the
men in your chopper can be a real god-send when armour is
low!

ж On each campaign, there is at least one extra life & a quick
ladder to collect. These are usually hidden in buildings.
Each time you play the game, these will be in the same
place, so if you remember the locations, even writing it down
if necessary, you can collect them every time you play.

ж The 3 types of shots can all destroy everything, although, of
course, the weakest will take far longer to destroy targets
than the hellfires would. This means that you can use the
chain gun on anything where you are in complete safety,
because although it will take a long time to destroy the
target, you will save on the bigger weapon's ammo.

ж If you cannot see something, it cannot see you either. This
means that if you are being shot at, just go out the screen
and you're safe. This also means that you can approach an
area with many defenses and shoot one at a time by only
getting one in the screen at a time.

ж Never fly right into the middle of a heavily guarded area,
then shoot like mad in hope of killing everything. Use the
above tip to pick each defence off one at a time, otherwise
you will be blasted away like mad.

ж If you fly into an area with a weapon aimed at you, leave
immediately. If possible, now fly around the target & enter
from behind. The weapon will now be pointing away from you,
so if you shoot it down whilst it turns (which most weapons
do very slowly) you should get away without any reduction in
armour.

ж The M3VDA 20mm Cannons (the armoured cars that patrol each
campaign) are very dangerous because they can easily sneak
up on you and attack fast with their double barrel guns. The
best way to deal with them is to leave the screen the moment
you see one, because, that way, they will drive off, and when
you return a few seconds later, they should be gone.

ж Because things can get hectic later on with fuel, ammo and
armour all running out, it's best to reveal these things
earlier in the mission (by blowing up buildings) so that
they will be ready to pick up quickly, and, more importantly,
be shown on the map so you know exactly where they are in an
emergency.

ж If the opportunity occurs, get the other side of a building
to a weapon, and it will fire at you. Unfortunately for it,
there's a building in the way, so it will soon do the deed of
destroying that building for you!! Just get ready to move it
as soon as the building is destroyed though, otherwise you'll
get hit.

ж Because of the slightly naff hit control in this game, it is
sometimes difficult to know whether, or not, the shots from
your chain gun are hitting the target. The bast way to decide
is to check what colour the little explosions the shots make
when they hit are. If they are yellow, you aren't hitting
anything worth hitting, it it's grey, then you are right on
course!

ж In some of the missions from campaign one onwards, new enemy
defences will suddenly materialise from nowhere as soon as
you complete the mission. This is very unrealistic, and quite
annoying, but, because of this, you must get out of the area
as soon as the mission is complete, otherwise you'll get
hammered!!. (Examples of this is mission two of campaign
two. There, when you have picked up all four men from two of
the three jails, new ZSU tanks will appear and attack you!)

ж One of the only ways to destroy the dangerous defences is to
keep moving, making wide circles around the danger, and only
attempting a shot when it is safe to aim. If you ever
approach it and its weapons are pointing towards you, fly
around and try to get behind it to shoot in safety. Don't
worry about taking a long time to destroy it if that's the
way it goes, because if you rush into it you'll get hit much
more than if you take it carefully.


===============================================================


CAMPAIGN ONE - AIR SUPREMACY
==============================

Introduction:
-------------

This first campaign is certainly not a walk-over. In fact,
since it IS the first campaign, you would have though it
would be a lot easier. It consists of five missions, each
one, as the briefing says, should be completed in order for
the best chance of success.

Mission one is to destroy two radars. The destruction of
these will reduce the range of enemy weapons, making it
easier to keep out of their way. They are both protected by
two easy-to-destroy weapons, so aren't very difficult to
destroy at all.

Mission two involves destroying the power-station. Completing
this will leave your enemies having to use manual aiming with
their weapons, which greatly reduces their hit success. It
does, of course, seem easier to shoot down one of the
electricity pylons so that the electricity made in the
station can't go anywhere. However, this doesn't seem to
work.

Mission three involves destroying the two air-fields in the
area. Each one has: two hangers, six plains (I think!) and
one ATC tower (or at least, that's what I think it is). You
must destroy all of these things on both airfield to have
completed the mission. The reason for this task is to cease
the possibility of an air-attack in future campaigns.

Mission four involves blowing up one of two command centres
so you reveal the commander, then, chase after and pick-up
this commander with the winch. The point of capturing the
commander is so intelligence can acquire information from him
as to the whereabouts of the Secret Agent.

Finally mission five is to go in and rescue the secret agent.
He holds valuable information about nuclear bombs, or
something, so must be re-captured from the Madman's clutches.


General hints:
--------------

During the mission you should run out of hellfires at least three
times because there is plenty of firing down well guarded
building etc. There are plenty of new crates available, and
these should be obtained as soon as you run out of hellfires, by
checking the map for their location, then getting out there and
finding the crates.

If, at any stage, you are running low on armour, fuel, and ammo,
you should return to the white cross on the coast. Here you will
find one load of fuel, one crate of ammo, and, if you return with
some friendly troops to drop off, you will have your armour fixed
too.

Further fuel dumps are scattered merrily around the area. These
can be found by checking the map. The two that come to mind as
the easiest to get, mainly because they are in a simple location
to get to, and because they are not guarded in the slightest, are
the two on the coast, north and south of the white cross. These
are about half way between that white cross and the top and
bottom of the level, one above and one below respectively.

The extra life for the campaign can be located near the bottom of
the fly-zone, near the right-hand side. To get to it, carry on
down the level, and when you reach the final road, head along
this. After a few guns and stuff, the road should fork off and
form a square with some buildings in the centre. Contained in one
of these buildings is a crate with a red cross on top. This is
the extra life.

The quick ladder is further up the level than this, and further
left too. It is in one of those white buildings, in a square of
road similar to that which you find the life in. This square is
joined to another square, which has more white buildings in, one
of which, incidentally, has an ammo crate in. From where the
extra life is (see above) it can be found be going up and left,
and taking the second road you come to, following it to the
right. This road will finally fork into a square shape, and there
is another square above this which contains the ladder in a
building.

If you want some action, and want to save some friendly troops at
the same time, head to near the top-right of the level. There you
will see about four friendly troops in an open air bunker. They
are being attacked by several enemy troops from all around, so
shoot these down before they kill the friendly troops, and you
can pick the friendly troops up, and take them back to the white
cross to boost your armour up to perfect, or nearly perfect.

Another little thing you can do is near the topleft of the level.
There you will find a crashed plane (an F-15 to be precise), with
a friendly troop standing by it which happens to be the plane's
ex-pilot. If you pick up this man then destroy what's left of the
F-15 with your chain gun (so the technology doesn't get into the
wrong-hands'), you will be rewarded with bonus armour and points
when you return to a landing site.


Mission 1:
----------

From the beginning of the level, head left from your ship, over
the sand dunes, and use your map to guide yourself to the lower
of the two radars. This, like the other one, is guarded by two
double-barrelled cannons, which, although very slow, can be
dangerous. The best way to attack the radar is to fly straight
towards it, letting off a hellfire just before you pass over it
- this will destroy one of the cannons. After this, turn around
and fly back to just before the wire fence, so you're pointing
towards the radar again. Now fire another hellfire, and as long
as your co-pilot's feeling lucky, you should get it. If not, let
of a few other shots from the same place and you should get it.

Now continue north, and go right a tiny bit too. When you arrive
at the other radar site, do the same by flying straight towards
it, and letting off another hellfire just before the target.
This will destroy one of the cannons, so turn about and deck the
radar. When you've destroyed it, the mission one complete chime
will ring up.


Mission 2:
----------

Now it's time to destroy the power station. Fly due east, and
use the map to get to the power station, making sure you don't
fly over the command centres or the air-field because this is
really dangerous. When you arrive, make sure it's from the south
west, and approach the last few screens slowly. When you get
quite close look out for the very dangerous rapier, and let off a
hellfire as soon as you see it. When that's destroyed, fly below
the power station, and let off another hellfire at the cannon
south-east of it. When that's gone too, turn about, and face
towards the station. Now use your cannon to destroy the main
building (yes, this will take a long time, but you're safe) and
when that's gone mission two will be complete.

When that's done there are a few more things you can do before
going on to mission 3. Just south of the station in the trees
there is a much-needed fuel barrel, and two friendly troops to
pick-up too. There is also an armour-repair kit revealed by
destroying the station, but before picking this up, destroy the
cannon just north of the power station otherwise this will make
mince-meat out of you as you hover.


Mission 3:
----------

This is the most difficult mission. There are two air-fields and
they are both well guarded. Before you get to the first, make
sure you have maximum ammo, and the best armour you can get. The
first one to visit is west of the power station and just a little
north. Approach it with extreme caution, and as soon as you see
the first gun, fire it off with a hellfire. Now make your way all
around the air-field, making sure you DON'T go over it. As you
go, destroy each weapon with a hellfire, then continue around.
Make sure you have destroyed every one (and I think there are at
least six!). When they are all gone, destroy the buildings with
your cannon and the planes with the hydras. When you think you
have destroyed everything, look at the map, and if the air-field
is no longer on it, it has all been wiped out. During the
building-destroying bits, watch out for rocket-launcher carrying
men who are left behind to shoot you, and capture escaping enemy
troops before they get to the planes, then drop them off at the
white cross for extra armour.

Now head south, and a little east too. The procedure is the same
for the second air-field as it was for the first. Travel around
the outside and destroy each weapon as you go with a hellfire.
When the whole air-field has been destroyed, you may well be low
on everything, so make sure you're topped up again before
continuing onto mission 4.


Mission 4:
----------

This isn't quite so difficult, but the command centres are
still quite well guarded. Remember that you only have to go to
one of them because you only need one commander. Whichever one
you choose (I recommend the lower one as this has armour
repair close by), approach slowly and make sure you don't go near
the building yet. Now destroy each of the weapons around the
outside with hellfires, and kill the men with rocket launchers on
the guard towers with the hydras. When all that's done, shoot
away the main building with the chain guns, and get ready to
chase and pick-up the commander as soon as he runs out of the
destroyed building. (He wears red!)


Mission 5:
----------

When mission 4 is complete, you will see a green/yellow dot
appear on this map. This shows you where the secret agent is
being held. Now may be a good time to completely stock-up for
the final confrontation, before high-tailing it all the way to
the top of the map where the dot is. On your way, make sure you
don't go anywhere near the other command centre because this will
still try and shoot you down.

When you get to the dot, you'll find that it covers three
building. Shoot each of these in turn, until you find the one
with a little trap-door type thing in it. When you find that,
hover over the top to drop your co-pilot off. You will now be
left to wait, and while you do so, at least 3 armoured M3VDA 20mm
Cannons will attack you. Shoot all of these down as quickly as
possible with hellfires, then you should see your co-pilot and
the secret agent appear from the bunker. Go and rescue both of
these, and mission 5 will be complete.


To Wrap-Up campaign 1:
----------------------

Now you have the secret agent, all the missions should be
complete. If you haven't already got the extra life, if may be a
good time to get it now (read the general hints for campaign 1).
When you've got that too, head back to the coast, and follow it
either north or south until you reach the white cross (see the
map to work out which). When you arrive, drop the enemy commander
off, plus other troops, then head over the water and back to the
ship for a successful campaign.


---------------------------------------------------------------


CAMPAIGN TWO - SCUD BUSTER
============================

Introduction:
-------------

This campaign is difficult, but not as difficult as you might
expect after whet you had to do for the first campaign. It
consists of six missions this time, and, unlike campaign one,
it is not necessary to complete all of them in the order they
are given in the briefing.

The secret agent recovered in campaign one has revealed the
whereabouts of a prisoner of war camp, and the culmination of
this campaign is to rescue and drop-off 14 troops from this
camp.

Mission one is very similar to that in campaign one. You must
blow up three radars (this time, much more heavily guarded),
in order to reduce the range of enemy weapons throughout the
rest of the campaign.

Mission two is to rescue at least 10 men from three separate
jails in the area. These are all friendly troops captured at
one time or the other, and you must aid there escapes by
blowing a hole in the sides of the jail's walls, then picking
them up with the ladder.

Mission 3 is supposed to be to destroy the power station.
However, if you play it like I have done in the help below,
your third mission will be to destroy a chemical weapons
plant. You need to do this to safeguard troops in the area
which could be decimated by the use of chemical weapons later
on.

Mission 4 is supposed to be to destroy the chemical weapons
plant, but, because you've done that for mission 3, you now
have to destroy the power station. Doing this will mean that
enemy weapons will have to use manual aiming, which decreases
their hit-rate.

Mission five takes a long time and involves flying around the
whole area. You must first destroy a scud commander's
barracks, then pick up the commander as he runs away. Finally
you must destroy the scud launcher that he will tell you
about. In total you must do that at least five times, and
all the commanders are dotted around the landscape.

Finally, mission 6 is to rescue at least 14 prisoners of war
from a camp in enemy territory. This is similar to the jail
breaking exercise in that you must first destroy the
buildings, then pick-up the troops as they escape.


General hints:
--------------

There are a lot less fuel barrels and ammo crates in this
campaign so you're gonna have to be real careful with both the
time it takes to do things, and your use of the very limited
hydras and hellfires.

One very good place for boosting armour, ammo and fuel, is the
squares formed by roads near to the POW camp. Of course, it is
very dangerous to go here in the early stages of the campaign,
but during missions 5 and 6, there are several white buildings
that, when destroyed, each give you something. For instance, in
three squares of road just west of the camp, there are three
white buildings, the first with an ammo crate in, the second, an
armour repair kit, and the third, fuel barrels.

Because armour is more important on this mission because of less
repair kits, and a lot more weapons firing at you, make sure you
use every opportunity to repair it. The best way to do this is
to make the map show the location of all the friendly troops
(only 3 or 4 on this level). When it does this, collect as many
as you need, remembering that each one will repair your armour by
100 points when you drop them off at the landing site, and that
600 is the maximum.

Once you've rescued all those, you could also save hidden troops.
To do this, look out for buildings with white flashes in the
windows when you're travelling around the towns. If you come
across these, and you're safe, destroy the building and you will
find a friendly troop inside. Collect him and you will be able
to get some extra armour if you take him back to the landing
site.

As far as I can see, the scud commanders will not run out of
their buildings when you shoot them (see 'Mission 5'), unless
you have completed missions 1 to 4 already. This means that you
should leave them well alone until that time, otherwise you will
never learn the locations of the scud commanders.

Hidden in this campaign is another one of those crashed planes.
By its side is the great co-pilot called Carlos Valdez lost in
action yonks ago. To rescue him, fly towards the power station,
and right to the top of the fly-zone. Unless you've already
destroyed the power station, however, don't actually get it into
the screen else you'll be shot at. Now go east, and soon you'll
come to a crashed plane with a brown guy outside. Go a little
south and you'll see two green guys shooting at him. Shoots
these, then collect the co-pilot. Now you should press F1 to get
some new news. If it's a good time, you should also take him
back to a landing site so he can be patched up.

To collect the extra life, do the steps above, except, when
you've picked up the bloke, shoot the already destroyed plane,
and it will explode, disappear, and reveal an extra life crate.
Great!

To get the quick ladder, which, I might say, is a great aid in
collecting both the POWs and the jail breakers, go towards the
top-most jail, and find where there is a road pattern like this,
where the jail is in one of the top four:

/\
/\/\
\/\/
\/
/\
\/

You will find the quick ladder hidden in a white, 'L' shaped
building with two domes on the top, found in the south-most of
all these squares of road!


Mission 1:
----------

The first mission in this campaign is similar to that of the
first, except you must destroy three radars instead of two. All
three of them are in a straight line, running loosely parallel to
the coast and a north-south running road. Two of the three are
guarded by the deadly rapier weapons, and one of these also
reveals an ammo crate when destroyed - the other one is a bit
of a walk-over really.
From the ship, head due west and a tiny bit north, and you should
come to the first radar soon after you reach the coast. Fly
straight over this, and let off two hydras to destroy the first
machine gunner, then double back on yourself and destroy the
other one in the same way. Now you can destroy the actual radar
itself with several burst from your chain gun, all in complete
safety.

When that's done, head north, going parallel with the road, and
when you see a big brown tank (a ZSU) going up the road too,
quickly veer away west to evade it's deadly fire. Now you have a
decision to make: either destroy it at the cost of two hellfires,
or leave it and allow it to attack you later - I think you should
destroy it. To do this, fly back towards it, but from a different
direction, and let off a hellfire at it. Now fly around a bit,
making sure you keep circling and changing direction so it can't
get a clean shot on you. When you get the chance, and it's guns
are pointing away from you, fly towards it, and let off a
hellfire to destroy it.

Once it is destroyed, continue up the road, and follow it when it
goes 90- right. A second after you make the turn and carry on
forward, you should be attacked by a lone troop, so destroy him
with the chain gun, then follow the road on it's next 90- turn,
this time to the left. Just after that, consult the map for the
second radar's location, then fly over to this. (This should mean
going about due north from the road.)

When you arrive, first destroy the rapier to the south of the
radar with a hellfire, then you'll have a little more time to fly
around the machine gunner, and destroy this with a hellfire too.
When that's destroyed, shoot down the radar, but make sure you do
this slowly so you don't destroy the ammo crate which pops out
when you've done it. However, don't collect this ammo crate yet.
Instead, fly back to the road by going west and a little south,
then follow this north again. As you're going, you'll past by a
civilian 'camp-site', and soon after, a M3VDA will come rolling
down the road. Quickly hit this with a hellfire before it can
shoot at you, and it will be destroyed instantly. Now go back
and collect the ammo crate.

Next go back towards the camp-site again, up the road, then, when
it turns right, carry on straight up the screen, using the map to
guide yourself to the last radar. When you get close, be careful,
and attack swiftly with one hellfire at a time, until both the
rapiers are destroyed. This is very difficult because they're
well armed, and the amount of hellfires you'll use up to destroy
them both will vary. When they have both been destroyed, shoot
down the radar with your chain gun.


Mission 2:
----------

This mission involves rescuing 10 jail breakers. The idea is to
blow a hole in the jails, then collect the men as they escape.
There are three jails, each with 4 men, and you can only hold 6
men in your chopper at a time. I usually go for the jail furthest
north first since we are near that now. However, before you go
charging into the area, first press F1 to get the map, and scroll
the items with the right and left arrows until it shows where all
the ZSU's are located. You should find that there is one of these
near our first jail. Remember exactly where it is, then head
towards this jail using the map to guide you there.

You must now destroy this first ZSU. To do this, use either
plenty of hydras or get right in there and use two quick
hellfires. However you do it, be careful because it is deadly.
The reason for destroying it now is so it doesn't sneak up on you
when you're picking up the jail breakers, and do some serious
damage to your armour! When you have destroyed that, look at the
map and use it to guide yourself to the southern most 'diamond'
of road in that 'town'. When you arrive, destroy the two
buildings and you will find that one has the quick ladder. Pick
this up in the normal way and you will have a big advantage when
you rescue the jail breakers in a minute.

Anyway, now use the map to find the exact location of the jail
building in the town, and go towards this. Make sure you kill the
rapier guarding it, and then the few men standing on roofs
carrying hydra launchers on their shoulders too. These are very
annoying and can be deadly, so kill them off quickly with your
chain gun. When everything is dead, and you are safe, use the
chain gun and a couple of hydras on the jail building (a mostly
white construction), then be as quick as possible in picking up
the four men, each one of which will come out when the previous
one has been picked up. Usually, as soon as you pick up the last
man, a ZSU will come from the top-left hand corner of the screen,
so get out to the south as soon as he's on the ladder. When you
have all four, quickly high-tail it out of there, and take them
to the coast, to the northern-most landing point.

You can now pick up the fuel and the ammo as well as dropping off
the troops. This will leave you with an empty load, nearly max
armour, full fuel, and full ammo. Now head south east and use
the same method on the middle jail. This time it is more heavily
guarded, so be careful. You may well find two ZSUs here, together
with one or two rapiers and a machine gunner. Make sure you
destroy all of these before you attack the jail and save all the
men. Whilst you are picking the men up, listen out for any
machine gun fire. If you here any, investigate the a tree to the
south west of the jail, because there is often a man hiding in
this!

When you have all four of them, use the map to see whether there
are any ammo crates or armour repair kits hidden in buildings
nearby. If there are, destroy those buildings and collect the
goods because you will need them. When you're ready, take the men
back to the southern-most landing site on the coast.

There, collect the fuel and drop off the men. If you have managed
to collect all four men from both jails you should now need only
two from the last jail. This is located near the south of the
fly-zone, quite near the power station. Use the same tactics as
before on it, first destroying the ZSUs, then the weapons, then
the men, then the jail. If you run out of ammo, remember to use
the map to locate any in the buildings, since there is always
quite a lot to be found. When you start picking up the men from
the jail, watch out for ZSUs, because I often get attacked whilst
trying to pick-up the last one. If this happens, just leave
because you should have enough men by then anyway. When you have
saved all that you're going to, or all that you need to, double
back on yourself and drop these off at the southern landing site
to get more armour and to complete mission 2.


Mission 3:
----------

At the briefing you are told that you should now destroy the
power station. However, because of your location at the moment,
we are now going to turn our attention to the chemical-weapon's
plant which is supposed to be mission 4. To do this, leave the
landing site, and fly to the bottom of the fly-zone, before going
east. When you get close, use the map to guide yourself over to
the west of the station, making sure you slow down as you
approach.

When you get close, first destroy the machine gunner just north
west of the chemical plant, together with any other nasties you
can see from where you are. Make sure you don't actually go past
the west side of the plant, because this will reveal more
weapons. When they're all dead, destroy the plant itself with a
few hydras and the chain gun. As soon as that's blown up, go
around it and shoot each of the chemical silos with hellfires.
To do this you must be very quick and keep going because there
are plenty of things to shoot at you. However, if you shoot them
all first time (which is easy with hellfires), then escape north
east of the rightmost one (that's the one you should shoot last),
you should escape okay, and you will be reported to have
completed mission four.


Mission 4:
----------

Because of doing the chemical plant as mission 3, we are going to
have to do the power station (initially mission 3), as mission
4. Unfortunately, this involves going all the way from the south
of the fly-zone, to the north. You may like to stop off at the
easterly landing site to drop off any troops you have picked up
on the way, and to collect the fuel there as well. As you are
going north, it is also a good idea to use the map to check for
any defences because there is no point running into danger if you
don't need to.

When you get near the station, slow right down and get ready with
the hydras. For the first time, this is major building not
defended with any heavy weapons - just several men which will
all fire on you at once, making your life very difficult. The
best way to do it is to concentrate on one man at a time and
destroy each one with a single hydra each. If you want to do it
in a particular order, destroy the ones with the shoulder
launchers first 'cos these are more dangerous!! When you're sure
they're all dead, destroy the station itself with the chain gun,
then collect the armour repair kit if you need it.

You have now completed the mission, so check your fuel, and if
it's low, go around the right hand side of the station and
collect the barrels there. This may also be a good time to
collect the extra life in the far top-right hand corner of the
level as well, since you won't be coming up here again. (See the
general hints for this level for extra help on this)


Mission 5:
----------

The penultimate mission involves blowing up buildings to reveal a
scud commander, then forcing him to tell you where the scud
launcher is so you can then destroy it. The locations of these
scud commanders aren't revealed until you capture at least one,
so the first you get will have to be found without the aid of the
map.

Anyway, from the POW camp, go north west, over to where the power
station is. Now continue west, along the top of the fly-zone,
and begin looking for a building with a flag outside. This isn't
visible from right at the top of the fly-zone, so you'll have to
keep going around, north and south, until you find it. When you
do finally locate the building, destroy it with your chain gun
and a couple of hydras, and a little red chappy should run from
it. Chase after him and pick him up, and he will tell you the
location of the first scud launcher, and the locations of the
rest of the commanders. To find these locations look on the map.

When you know the location of the first scud launcher, go over to
it, and quickly destroy it with two hellfires before it launches
it's scud missile. Now look on the map, and ask it to show you
all the scud commanders. It should now show five red dots, and
these show you the locations of the buildings with the red flags
outside.

The rest of the mission involves going to find each of these
commanders, one at a time. When you arrive at the location shown
on the map, you will find a building with a flag outside (just
like the one you saw just now), and you then need to destroy
this, capture the commander, then find and destroy the next scud
launcher. You will find, when you look at the map, that the scud
commanders are based in a loose 'U' shape, which starts west of
the power station, goes all the way down to the chemical weapons
plant, then goes all the way back up to east of the power station
again. As well as this to help, you will also find that each
time you go to a new scud launcher, this takes you in the general
direction of the next scud commander, so it all fits into place
very easily.

During this time, try to avoid going over the built-up areas
because there will be an increase in the number of ZSUs, and
these will be concentrated where there are more roads. Also, when
attacking the scud launchers, destroy them quickly because
otherwise they will let off their missiles, and this loses you
30,000 points for each one let off, once you've completed the
campaign. Finally, watch out for the machine gunners which
sometimes guard the scud launchers, because these can destroy you
as you try and blow them up.


Mission 6:
----------

Now you have completed the first five missions, take a deep
breath and go onto this, the last one. We are now going to turn
our attention to the POW camp, and rescue at least 14 from the 16
prisoners held there.

Head south east, and use the map to guide yourself to the camp.
When you arrive, approach slowly, and make sure it's from a
definite angle (that is, either from the top (north), the
bottom (south), the left (west), or the right (east). This is
because there is a guard tower on each side of the camp, and you
need to make sure that you approach one of these at a time, not
two.

When you arrive, use a hydra on the man in the nearest tower to
you, then go around the outside of the camp, in a circle, and
destroy the other three men too. Remember that the towers to the
south and west are actually inside the fence, and the north and
east ones are just outside. When they have all been destroyed,
start shooting the buildings inside the camp with hydras. Don't
use the chain gun because this is too slow. When one is
destroyed, the POWs will start coming out, one at a time, and you
can pick them up. When you pick up men from the hut at the south
west of the camp, beware of one who decides to run in between the
guard tower and the perimeter fence. To rescue him, you must
destroy the tower, because, otherwise, you can't get close enough
to the man without hitting the tower and losing armour.

When you have four POWs, the building will be empty, so get two
more from another, before dropping off your full load at the
landing site a fair way south from the camp. (See map.) On your
way to the landing site, you may come across another guard tower,
so it is wise to evade this by going west a bit before going
south towards the landing point. You may also find enemy soldiers
in the squares of road near the camp, these should be shot down
with one hydra each.

Now go back to the camp and repeat the process. However, as you
approach, use the map system to check for ZSUs, because these
will start coming over towards the action. If any do come, you
must destroy each one with two hellfires, otherwise they'll
shoot you down as you try to pick the POWs up. When you have
another load of 6 men, go back and drop these off, then come back
again, fill up for a last time, and you should then find that the
mission is complete. If you're feeling very brave, pick up the
last two men (even though you don't need to for the success of
the mission), because this will give you extra points when you
get back to the frigate.


To Wrap-Up campaign 2:
----------------------

When you have rescued at least 14 POW, so long as you've done all
the other mission too, you will now have completed the campaign.
All you need to do now is head for home, only stopping to drop
off any troops left in your chopper, at one of the coastal
landing points. Now you can complete the last leg of the journey
back 'home', over the sea and onto the frigate's landing pad.


CAMPAIGN THREE - EMBASSY CITY
===============================

Introduction:
-------------

This campaign is really annoying because the first six
missions are easy, then the last two are really difficult.
This means that every time you play the campaign, you spend a
long time playing the first six missions, then you die in a
matter of seconds on the two harder bits!!

To retaliate against your rescue of the prisoners of war in
campaign two, terrorists have taken hostage U.N. inspectors
and have captured the US embassy which contains several
officials. These two factors are the main reasons for
invading the area, but unfortunately, there are several other
things to destroy during this campaign :-

Mission one is to rescue the U.N inspectors I just mentioned.
They are being held hostage by two gunmen outside a big hotel
in one of the town. You would have thought that they would
have been kept hidden away better though, because as it is,
it is very easy to rescue them!!!

Mission two involves blowing up several factories used by the
madman to make biological weapons. All these factories are
together in a little 'estate', and each one contains one main
'bio-chemist' which you must pick up.

Mission three is to blow up at least four underground missile
silos. You are given the location of one every time you pick
up a bio-chemist in mission two, and there are five or six in
all. The silos are disguised by sand dunes which will need
to be blown-up first, then you must destroy the silo before
it lets off it's missile if you want to get full points.

Mission four leaves you rescuing American pilots, lost at sea
in little life-boats. These are guarded by two enemy boats
each, which are both heavily guarded. It does rather leave
the question: Why don't the men in the enemy boats just kill
the men on the life-boats anyway, instead of bothering to
stop you from rescuing them!!

Mission five is very unoriginal - you must simply destroy yet
another power station!! I suppose it is slightly more
entertaining than before, because there are three rapiers
guarding it, all ready to blow huge holes where it hurts!!

Mission six is a bit different to most because it involves
exploding a yacht from in the sea, then rescuing friendly
soldiers as they fall into the water. The yacht is the
Madman's possession, and you'll find that he escapes once
you've blown a big hole in it's side. It's a good job you
can't destroy him yet, 'cos otherwise you'd ruin the chance
of a very entertaining show-down later on!

Mission seven is where the fun really starts because you must
find and take hostage the enemy ambassador. He's a little
bit of a chicken and is hiding in an unmarked building!! Oh
yea, and you'll also finds an armoured car hiding in a
building, ready to attack you when you explode the building!!
- Rather stupid I think!!!

Your eighth and final mission is to rescue the officials in
the US embassy. For some reason the people who wrote the
plot for the game had to make it difficult, so instead of
being able to pick the officials up, you must escort them to
a waiting getaway plane in a bus!!


General hints:
--------------

The densely populated areas of this campaign are really dangerous
- so be careful. Never go over the areas (marked by loads of
close-together roads on the map), unless you have to, because you
will be attacked by these defenses and probably destroyed. When
it comes to the time when you have to approach the areas, do so
carefully, taking out one defense at a time, otherwise you'll be
rather mangled, to say the least!!

If you're running low on something (whether it be ammo, fuel or
armour), your best bet is to approach the edges of the 'towns',
and destroy the buildings there. You must be careful not to fly
into the 'towns', but just to get close to the edges and destroy
the enemy buildings, because otherwise you're sure to get
attacked. You could also do this anyway, to reveal supplies for
emergencies later on.

If you're really stuck for fuel, there are two really silly
places to find it. In the area you'll find two tankers, and if
you destroy this, the fuel they contain is magically bundled up
for you in little barrels ready to pick up. One of the tankers
is just west of the biological weapons factories, and the other
is just east and a little south from the American embassy.

Since the first, second, fourth, sixth, seventh and eighth
missions all involve picking up between one and eight men, these
will be your main source of bonus armour points, because that's
what they give you if you drop them off at one of the landing
zones. Remember that if you don't need the armour, you don't
have to drop your load off straight away, because it may be
better to wait and drop-off when you have really low armour.
However, remember that you can only have six men at a time, so
you may need to drop off your load so you can pick up more in the
next mission!

As the little sub-mission for this campaign, your task is to
pick-up two stranded news reporters and drop them back off at
their head quarters. The men and the head quarters are both
towards the south west of the main built-up area in the centre of
the map. The men are wearing blue and are waving their arms
around, standing near their EANN lorry. When you have them both,
take them to the head quarters which is a tall building with its
own landing cross outside.

You will find an extra life hidden in one of the dunes near to
the ICBM missile silo nearest the south-east of the map. Keep
shooting all the dunes around that area, then when you get the
right one, kill the man with the shoulder launcher with a hydra,
then pick up the red-crossed crate for the life.

The quick ladder for this campaign is hidden in a low, arched
building near the far-eastern side of the 'town' which you pick
the UN inspectors up from in mission one. Other buildings around
there contain ammo and fuel, so it doesn't matter if you don't
find the exact building first time. Anyway, what I want to know
is why you can't keep the quick ladder from campaign two - it
can't break down that quickly!!


Mission 1:
----------

Mission one involves rescuing at least five of six U.N.
Inspectors who are being held hostage out in the streets of one
of the 'towns'. From the frigate, go east to the coast, then take
a look at the map. You need to get from your present position to
the red dot which is towards the top-right corner of the map.
Whilst making this journey, ensure that you do not cross over any
built up areas, except the one where the inspectors actually are,
because there are loads of defences and you'll most likely get
mangled!
                               
As you approach the red dot, slow down so you're ready for the
attack. The inspectors are guarded by three things: a ZSU tank,
an enemy soldier armed with a rather vicious hydra-launcher, and
another one with a less powerful weapon. The best approach is to
come in from the top-left of the fly-zone. That way, as long as
you don't get too close, you can shoot the least powerful enemy
soldier first, without the ZSU seeing you. When you've killed him
with the chain gun, continue forwards, and attack the ZSU on the
road with two hellfires, then the bloke firing hydras with a
hydra of your own.

When they're all destroyed you are completely safe, so take your
time and pick up all six soldiers from the truck. When you have
them all, check your fuel, and if it's low, destroy the building
immediately south west of the inspector's van, and this will
reveal some barrels. When you're ready, pop-up the map, and make
it show you the landing sites. Locate the one which is closest
to the yellow dots at the top of the map, then fly directly to
this. When you arrive, don't get the fuel, just drop off your
troops, and then you'll be ready for mission 2.


Mission 2:
----------

Mission 2 involves picking up at least six from a possible seven
or eight biochemists. There is one of these in each of the
biological weapons factories, shown as yellow dots near the top
of the map.

There are eight buildings in all, I think, and you must blow up
at least six of them. The buildings are protected by four M3VDAs.
When you come across any of these, immediately destroy them with
one hellfire. When you blow the buildings up (and the best way
to do this is with five hydras and some chain gun fire for each
one), a man wearing white will run from the front door, and try
to escape. Pick each of these up in turn (one from each
building), and when you have a full load (six men), the mission
will be complete.

Now quickly go back down to the building furthest south, and
collect the ammo crate outside it. When you have that, go back
to the landing site that you dropped the inspectors off at, and
drop off the biochemists too. You may also need to pick up the
fuel whilst your there if your levels are getting a bit low.


Mission 3:
----------

Mission three involves destroying the ICBM missile silos that are
hidden under bunkers in the desert. You are told of the location
of these when you collect the biochemists from mission 2. First
of all, use you map to guide yourself to the silo nearest to the
top-left corner of the map. As you approach, slow down, and
quickly destroy the ZSU with two hellfires. Now go a little bit
north and east and destroy a second ZSU that should come towards
you. Next, go back to the dunes, and look at them. When you
find one that is a slightly different colour (a bit yellower
than the others), destroy this with your chain gun. To find out
if it's the right one, listen out for a metallic noise when you
hit it for the first time.

As soon as the dune is destroyed, the silo will be revealed.
Quickly bombard this with hydras, as quickly as you can fire
then, and if should explode just after the missile has been
launched, although this explosion will destroy the missile too.
Now collect the ammo crate left behind by the ZSU, before heading
parallel to the coast, down the east side of the line of dunes.

Continue south until you reach the next ZSU, and destroy this
with another two hellfires. Now go north a little, towards the
next strange looking dune, and you will be attacked by yet
another ZSU. Destroy this too, then blast the dune with your
chain gun. When the silo is revealed, quickly shoot it with
loads of hydras, and, as before, you should just destroy the
missile in time too.

Now continue down the east side of the dunes further, and use
your map to guide yourself to the silo which it just north of the
crack at the bottom of the map, and still close to the coast.
When you arrive, make quick attacks over the area to destroy,
first the M3VDA with one hellfire, then the M48 with two. When
they've both blown, turn your attention to the northern-most
bunker. Destroy this in the same way as you did before, then do
the same on the silo too. When that's destroyed, collect the ammo
crate and the armour repair kit if you need it.

Now continue east along the crack at the bottom of the fly-zone,
and use the map again to guide yourself to the next silo. When
you arrive, do it from the south so you can destroy the machine
gunner without alerting the other defence. Now fly over the area,
and destroy the M3VDA with one hellfire, and the M48 with two.
Next, destroy the dune furthest left with your chain gun to
reveal some fuel, then attack the dune just east of there, to
first reveal the silo then destroy it, and the missile, with
several hydras. When the missile is destroyed, turn you attention
to the dune just north of there, and destroy that for an extra
life, and the one north east of it for an ammo crate.


Mission 4:
----------

Mission four involves rescuing two out of three friendly troops
lost in life boats out at sea. First of all, head west, and use
your map to guide yourself to the life boat nearest the bottom of
the map. When you arrive, destroy the enemy boat to the north of
the life boat with two hellfires, then quickly pick up the troop
from the life boat, and get out of there before you get attacked
any more by the other enemy boat.

The bloke you just picked up now tells use some useless
information, so skip that, and get to the map. Use that to guide
yourself north, past the west side of the frigate, and to the
next life boat. There, quickly fly over the life boat, and hover
for a split second to pick up the man, before scarpering the
area. Don't wait to shoot the boats as this is a waste of time
and ammo. Now head east again, back to the shore, and drop off
the two men at the nearest landing site to recover some much-
needed armour points.


Mission 5:
----------

Before you attack the Madman's yacht in mission six, you must now
destroy the power station so the yacht's defenses aren't so good.
To do this, first go south, all the way to the crack at the
bottom of this fly-zone, and follow this crack, all the way east
until you reach the far right hand side of the fly-zone you can
fly in. Now go north for a while, and you will soon arrive at
the station.

As soon as you arrive, make sure you stay to the south of the
station, and destroy the rapier by the fuel barrels with a
hellfire. Now go west a little and destroy a second rapier, then
circle around the last hellfire, one to the north, so you attack
it from the north, rather than the south. (Make sure you circle
nice and wide so it can't 'follow' you with it's guns. Now go
back to the south of the station so you can see yourself better,
and destroy the station with your chain gun to avoid using up
hydras and hellfires. When it's blown, collect the fuel barrels
just south of it, then you're ready to do mission six.


Mission 6:
----------

From the power station, go back south to the crack in the ground,
and follow this all the way back to the west again, so you get
back to the coast. Now continue west, south of your frigate, and
approach the Madman's yacht. This is well defended with a
helicopter and an enemy ship, so be careful.

First approach the helicopter, and destroy it with a hellfire and
a hydra shot at the same time. If you miss, circle the yacht and
try again. When that's destroyed, attack the enemy yacht, and
destroy this with a further two hellfires. Now turn to face the
yacht itself, and shoot down the two enemy troops on board with
the chain gun.

When all those defences are blown, it's time to destroy the
yacht. Use your chain gun on it until a hole appears in it's
side, then begin to pick up the troops as they fall into the
water. Make sure you don't get too close to the yacht, otherwise
you will bang into it and lose armour, and make sure you don't
take too long picking up each man, otherwise they will drown.

Soon after you blow a hole in the yacht, the Madman will escape
on an enemy craft - you can't stop this. Soon after that, another
enemy craft will come after you, so destroy this quickly with a
few hydras or a couple of hellfires. Also, whilst you are picking
up the friendly troops from the water, you will be shot at by new
enemy troops that appear on board the yacht. Make sure you
destroy these with your chain gun as soon as they appear.

When you have picked up six men from the water, take these back
to the southern-most landing site on the coast, then drop them
off and collect the ammo crate there (if you haven't done so
already). Now go back to the yacht again, and pick up at least
two more, and you will have completed the mission! If you pick
up many more than two on this second visit, yet another enemy
craft will appear, so it's not really worth it unless you need
the bonus armour points for dropping them off at the landing
site.


Mission 7:
----------

From the landing site, go all the way to the dense area of roads
near the top-right of the map (where the enemy ambassador is in
hiding). On your journey, DON'T go over any other buildings
because there are loads of defences in the built up areas.
Instead, approach your destination from the south by going around
the south of the most densely populated area, and near to the
power station.

When you get close you will come across a radar. YOU MUST DESTROY
THIS FIRST! Before you do, destroy the rapier with one or two
hellfires, then the man with a shoulder launcher with a hydra as
well. Now deck the radar with the chain gun and hydras, and
collect the ammo crate that's left behind if you need it.

During the next couple of minutes, you'll be destroying the
buildings and defences in the 'town'. If, at any time, you run
out of ammo, destroy the pinkish, arched building which is the
furthest south of the west-most buildings, and an ammo crate will
be revealed. Likewise, if your armour is low, destroy a similar
building, this time the southern-most building in this 'town',
and a repair kit will be yours.

Now approach the actual buildings themselves. As soon as you get
there you must track down and destroy the M48 first, as this is
most dangerous (this is nearer the south of the 'town'). Now
destroy the little machine gunner towards the east of the 'town'
with two hydras. When both of them are gone, destroy the ZSU
tank nearer the north of the town, but watch out, it is a really
dangerous thing and you will have to be careful.

When all three of these defences are busted, you can start on the
buildings. Destroy the central one first (the one with the flag
outside), and capture the grey man that runs out of it - he's
the enemy ambassador. Now destroy the other four square
buildings (the ones with two little radars on top), but watch
out, because there's a big tank waiting inside the last one.
Destroy that as soon as it's revealed with hydras and hellfires,
and the mission will be complete!!


Mission 8:
----------

Mission 8 is to rescue several embassy officials, by dropping
your co-pilot off by the embassy so he ushers them into a bus
waiting by the gate. You then have to escort the bus in your
chopper as its way all the way to the south-east of the fly-zone,
where the officials will be taken away in a waiting plane.

However, before you drop off your co-pilot and start the mission
'proper', you'll need to destroy plenty of defences around the
area so they can't attack when the bus is actually in action. To
do this, fly south, and guide yourself with the map to the
embassy. Make sure you approach it from the NE.

Once you've arrived, quickly destroy the first rapier with a
hellfire, then the helicopter that flies in from the south with
loads of hydras. Now fly around to the other end of the embassy
(via, the south), and go a little north, to destroy a second
rapier. You should now be attacked by another helicopter coming
in from the west, so destroy this with hydras and a hellfire,
before flying over to the brown, arched building on the grass
plot (where that second helicopter came from), and destroying
the rapier to the north west. Finally, go back to the embassy
(which should be south east of that last rapier), and fly south
to destroy the rapier that's down there.

If you now need extra armour, ammo or fuel, (checking your status
now would be a good idea), start to destroy the pink arched
buildings in the locality. These are all enemy buildings and
many contain the required goodies, so keep shooting until you
come across what you want! Don't worry about being attacked
whilst doing this because you are safe so long as you destroyed
the four rapiers and two helicopters before.

When you are ready for the real action, get yourself back to the
embassy, and land your chopper on the white cross to drop your
co-pilot off. Now follows a nice little animation showing your
co-pilot blasting hell out of two bad guys, then as soon as it
finishes, you are dumped back to DOS in a rather dangerous
situation. I recommend that you immediately fly out of the
present screen, then turn and attack everything that gets thrown
at you. This protects the bus from being shot as well as giving
you more room to manoeuvre if you head east so you're not over
too many buildings.

Seconds later you'll get another animation showing your co-pilot
ushering the business dudes into the bus. This is your signal to
get following it, because it won't wait for you!! During the
escort, you must remember that ensuring the bus's safety is
upmost! After all, if you let it get blown up, the whole
campaign will be lost and you'll be told to high-tail it back to
the frigate to get a real toasting from the moody briefing man!!
You must also remember that as you go, more and more defences
will materialise to stop you, so although it looks like a clear
road ahead on the map, you will still get attacked by plenty of
things. You can almost be sure that after every 10 seconds of
unmolested driving time, you will be attacked with one form of
defence or the other; and we're not talking machine gunners here!

Anyway, enough of the boring stuff!! First of all, catch the bus
up, and then fly on ahead of it (up the road that goes directly
north), and destroy the rapier on the right-hand-side of the
road. Now get back level with the bus (over it), and follow it
as it turns left. When it gets stuck at the road-block, destroy
this with some chain gun fire, making sure you don't destroy the
bus, then quickly destroy the ZSU coming down the road, with two
hellfires, ensuring it doesn't reach the bus before you blow it
up. Now do the same again when the bus reaches the next road
block, but pay even more care in ensuring that you have destroy
the ZSU before it reaches the bus. If you need ammo or whatever,
it's worth noting that you should be safe whilst the bus is
waiting at a road-block, because the ZSUs don't materialise until
those are destroyed.

Now continue following the bus just in front, and go ahead of it
when it turns left and begins to follow the road south. Between
there and the next bend in the road you should meet yet another
ZSU, so dispatch that one before the bus catches up as well. Now
wait for the bus, and when it gets under you again, follow it to
the next right turn where it should turn and drive off-road.

Keep following the bus as it goes along the desert, then go ahead
of it again when it makes the slight adjustment to go directly
south just before it hits the big rock mountain. A second later
you should come across an M48 armoured car, so destroy this
dangerous machine with a further two hellfires. When that's
bitten the dust (literally!!), allow the bus to catch up a bit,
then follow it until it rejoins the road at the cross-roads. Now
go ahead to the south and destroy the rapier - the last you'll
come across in this campaign!!!

Now go back to the bus again, and follow over it until it gets
blocked by the stupid EANN news-reporter's van. (Read the general
notes for this campaign for more info about the role EANN play in
this campaign) Although you may feel it's civilian property, you
must destroy it all the same because your daft co-pilot driving
the bus can't even think to steer round it on the other lane!
(Perhaps he thinks a few ZSUs might be going home in the other
direction!!!)

When the van is mangled with a bit of chain gun fire, continue to
follow the bus along the road, left at the turning, and to the
dead-end. When the bus stops again, destroy yet another road-
block with more chain gun fire, then follow the bus onto the sand
again. Now go ahead of it again to destroy another M48, before
getting back above the bus and following it all the way south-
east to the big 'crack' in the landscape.

When the bus arrives, shoot down the man at the guard-post with
your chain gun, so the bridge goes down, and follow the bus as it
goes across. Now go ahead of the bus for a last time and destroy
the final ZSU somewhere between there and the drop-off point.
When that's gone, fly over the last few metres of desert until
the bus reaches the big plane.

At the plane-site, the bus will stop and each of the officials
will get out of the bus in turn and run into the waiting plane.
When all of them are out, pick up your co-pilot (the man wearing
the brown that doesn't get into the plane (obviously)), and then
breath at least forty seven sighs of relief and smash the joy-
stick in celebration!! (Well perhaps its best if you don't do
this last action!!)


To Wrap-Up campaign 3:
----------------------

Since the last mission didn't really involve picking up any men,
you don't have a lot to do before you go back to the frigate. In
fact, the only thing I had to worry about was the fact that I had
very little fuel left, so it's just really a matter of racing
back to the ship before you crash into the sea!!


---------------------------------------------------------------


CAMPAIGN FOUR - NUCLEAR STRIKE
================================

Introduction:
-------------

This campaign, the final one, is really hard, and you're
gonna need a lot of talent (and all three extra lives!!) if
you are to complete it all. It is set in the area around the
oil-fields, the presidential palace, the Nuclear weapon's
plant, and the Madman's mighty bomber plane!

In return for rescuing them in campaign three, the embassy
officials have given you the locations of the Madman's
Nuclear weapon's plant and his presidential palace.
Unfortunately, in retaliation for your success, the Madman
has ordered the destruction of the local oil-field, and the
pollution of the gulf with oil, so there's plenty to do. As
an even bigger problem, the stategists on the frigate only
know what your first two mission are going to be, and you
only get given the third once the second in completed, and
the fourth when the third is completed etc.

Mission one is to safeguard the oil-field. The Madman has
ordered several ZSU tanks to destroy it, so you have to first
destroy these, then drop off six commandos which will ensure
that the area is kept safe when you have left.

Mission two involves protecting the gulf from three major oil
pipes which are gushing tons of oil into the sea - or at
least they will if you don't stop them. You must shoot the
very end of these pipes which will buckle them up into knots
so the flow of oil stops.

Mission three is to save at least 15 out of a possible 16
civilians being tortured in underground bomb shelters dotted
around the fly-zone. Unfortunately, these shelters are
protected by buried ZSU tanks and lethal crotales as well, so
you'll have to be on your toes if your gonna rescue enough
people for it to be classed as a success.

Mission four is to destroy at least five bomb parts that are
going to be shipped out to the Madman's bomber ready to wreak
damage on the earth. These bomb parts are being hidden in
garbage trucks, but to make things more difficult, the Madman
has ordered other garbage trucks to be sent out with
civilians in as decoys. Your job will be to destroy only the
ones with bomb parts in, so you keep the civilians safe.

Mission five involves blowing up the Madman's Nuclear weapons
plant and picking up an important Nuclear scientist. The
plant is a huge building with four towers around it that must
also be destroyed, and then there's an adjoining building
with the scientist in to be destroyed too.

Mission six is similar to mission 2 in campaign 1, mission 3
in campaign 2, and mission 5 in campaign 3 - that is, you
must destroy a 400 megawatt power station. The power station
in this campaign is boosting the defences in and around the
Madman's presidential power station, so it's destruction
greatly enhances your chances when destroying that.

Mission seven is supposed to be the last mission. It
involves blowing up the presidential palace so your co-pilot
can then go in and capture the Madman hiding in a bunker
below it.

Mission eight? Well, mission eight isn't even supposed to
happen originally, but it does, I'm afraid! I'm not gonna
spoil your fun in finding out about it yet... you'll just
have to complete mission seven, won't you??!!


General hints:
--------------

There's not much to this campaign, but it's still extremely hard.
The only thing I can say is to stick to the exact mission order,
and be very careful! You don't need to rush things, and you must
take every opportunity to re-stock on things when you need to.
You must also be very careful to preserve everything that you
have, because although there are a lot of ammo crates and fuel
drums, you will need a lot, so there's nothing to waste.
However, most of all you must be careful to take very few hits,
and use the bonus armour points for dropping men of at landing
sites wisely.

There are three extra lives in this campaign thank goodness! The
first is near the presidential palace in the 'town' nearest the
top of the fly-zone. It is in a fairly tall building with a
spire in each corner, located near the NE side of the palace, but
is heavily guarded, as with all buildings in this area, with
loads of dangerous crotales.

The other two are located at opposite ends of the 'town' where
all the garbage trucks are roaming the streets. Their approximate
locations are detailed below in this road-map of just this town
near the bottom-right corner of the main in-game map :-


This road leads out of the fly-zone at the easterly side.
/
/
/
/\/\
/\/-/--------The second extra life is in a small,
\/\/\/ rectangular, brown building.
\/\/
/\/
/\/\
\/\/\
\/\/\
/\/\/
/\/-/--------The third extra life is a low, pink,
\/\/ arched building somewhere in here.
\/
\
\
\
This road leads to the
final shelter you destroy
in mission three.


There is also a quick ladder in this campaign, and it is a little
easier to find than usual 'cos it's not hidden in a building but
out in the open air. It is located just SW of the ZSU furthest
north of the oil-field you need to save in mission one.


Mission 1:
----------

Mission one is to safe-guard the oil-fields which are being
attacked by Madman's forces. Before you do that, however, you
first need to pick-up six commandos which will help to keep the
field safe once you've gone. To do that, head directly up the
screen from your frigate until you reach the coast. When you do,
go east for a second or two, until you get the other side of the
dunes, then carry on up these so you're going parallel to them.

In another few seconds you should come along a bunker in the sand
by the dunes, with a friendly troop standing outside. Pick him
up first, then five more will run out of the bunker and you can
pick these up as well.

When you have all six, head directly east (right), and use the
map to guide you to the furthest north of the light blue dots.
On your may you might find a rapier which you can destroy with a
hellfire as you go. When you arrive at the dot, you'll see that
it's a ZSU! Destroy this with two hellfires, then collect the
quick ladder which is in between four oil tanks a little SW of
there. Now use the map to guide yourself to the blue dot
directly south of first you went to. Destroy the ZSU found there
as well (with two more hellfires), then use the map again to get
to the blue dot directly west (left), of your position. Destroy
that as well with two last hellfires, then get your map to show
you landing sites.

Use the map to guide yourself to the landing site that's east and
a little north of the oil field, and when you arrive, collect the
ammo there. Now fly to the next light blue dot, this time the
one furthest to the right on the map. Destroy the ZSU there, then
the one at the light blue dot furthest left on the map, then the
one furthest south.

When they're all destroyed, there should be one light blue dot
left on the map. Unfortunately, when you destroy this, another
one appears, and when you destroy that, another one appears.
Anyway, go around these final three dots and destroy the ZSUs
there with four or five hydras each. The final one should be
near a white cross, so when it's destroyed, land on that and you
will drop off the six commandos, and the mission will be
complete!


Mission 2:
----------

In mission two you will be stopping oil flowing out from three
separate pipes so that the gulf doesn't get polluted. Before you
do this, however, go and collect the fuel barrels which are just
SE of your position.

Now use the map to guide yourself to the oil spill nearest the
bottom of the map. As you get near, slow down, then fly over the
area and let off several hydras. When you have flown past the
area, return and let off more hydras, and continue doing this
until all three defences near the mini pier are destroyed.

Now you need to stop the spill. The best place to go is to south
of the pipe, and a tiny bit east. Now shoot the very tip of the
pipe (the end that is spilling water) with your chain gun. You
are only making an impact on the pipe when the explosion the shot
makes is grey, so keep making minor adjustments until you are
making direct hits. When you are, keep shooting with the chain
gun, and in the end the pipe will all buckle up and the oil will
stop flowing.

Now collect the ammo crate just south of the pier, and get over
the sea before going north, parallel to the coast. When you
arrive at the next spill (which is quite close to the first), use
hellfires on the two main defences, then a single hydra on the
man standing on the pier. Now use the same tactics as before to
stop the oil from flowing, before collecting the armour repair
kit just north of the spill.

Now continue up the coast again, flying over the sea to conserve
fuel. When you arrive at the final spill, be a little more
conservative than before. First destroy the boat to the south
with a volley of hydras, then the M3VDA or whatever it is on the
pier with a hellfire or two. Now fly a little bit more north and
tackle the second boat with a few more hydras.

When all those are destroyed, do the same again on the tip of the
pipe to stop the flow and complete the mission. When you've done
that, collect the fuel and you'll be ready to start mission
three.


Mission 3:
----------

Mission three is another one where you have to go off
gallivanting around the area and doing things in several parts of
the map. The idea is to destroy four bomb shelters and rescue
four civilians which escape from each. Unfortunately, each one is
well guarded so be careful.

As a starter for ten, fly east and use the map to fine-tune your
arrival at the first bomb-shelter. As you arrive, slow down so
that you only get some dunes just left of the shelter in the
picture, and not the shelter itself. These dunes contain a half-
buried ZSU, so shoot them with a couple of hydras to reveal the
ZSU fully, then shoot the ZSU with two hellfires to destroy it.

Now go east a little more and do the same with the ZSU buried
right next to the shelter. When that's destroyed too, fly a
little south, then turn so you're facing the steps at the south
side of the shelter. Now shoot the back-wall of these steps with
your chain gun, remembering that you are only hitting the desired
spot when the explosions that your chain gun shots make are grey,
and not yellow. When you're defiantly shooting the right place,
continue with your chain gun and a couple of hydras until the
shelter blows! Make sure that you stop shooting as soon as you
get the explosion so you don't shoot the first man as he emerges
from underground!

Now pick-up the four men that run from the shelter one at a time.
When you have all four, get your map to show you the landing site
locations, and fly over to the one that's NW of the shelter you
just destroyed. Upon arrival at that, drop-off your load, and
collect the ammo crate as well.

Now head NE to the next shelter that's very near the top of the
map, using the map to guide your arrival at the exact location.
Use the same tactics as on the first shelter on this one, to
first reveal the ZSUs with hydras, and then destroy each one with
two hellfires each. When you've done that, blow a hole in the
shelter in the same way as before, and collect the four civilians
as they emerge into the daylight. When you have picked them all
up, collect the fuel that was revealed by the shelter.

Now get your map to reveal landing sites again, and fly to the
one directly east. Drop off your four men here, then fly to the
next shelter which is directly south of the landing site, making
sure that you steer clear of the 'town' on the way down. This
shelter is guarded by some pretty mean machines, but if you shoot
each one with two hellfires you should be okay. When they're both
goners, blow a hole in the shelter and pick up the four man in
the usual way.

Next you need to go and refill your ammunition again. The
quickest thing to do is collect the crate you left behind at the
previous landing site (where you dropped the last four civilians
off at), and this also means you can drop-off your present four
blokes at the same time. When you've done that, go to the landing
site nearest the bottom of the map and collect the fuel that's
there.

Now fly all the way to the shelter at the bottom of the map. On
the way, try to avoid the 'towns' as ever, because these have got
loads of things to destroy you, so it's not worth the risk.
When you arrive at the shelter you'll finds that it is the
easiest of the lot to destroy, so reveal the one ZSU with three
hydras, then destroy it with two hellfires. Now rescue the four
men from inside in the same way as before, then the mission will
be complete.


Mission 4:
----------

Mission four involves destroying five parts to a big bomb which
are all being transported in garbage trucks. Unfortunately, the
person in charge has also sent out decoy garbage trucks out with
civilians in, so you'll have to be careful to only destroy the
relevant one.

The garbage trucks are all driving around the 'town' near to the
shelter you've just destroyed. There are about eight in total,
and to see whether they have bomb parts or civilians inside, wait
until they're driving 'up' the screen, then take a look in the
back. If it looks like a load of garbage, it's civilians, and
the bomb parts look like a load of mini missiles stacked by the
big back door.

I can't describe how to get each one individually 'cos they drive
around too much. All you need to really do is just keep flying
around the city until you see a truck, then follow it until you
can see inside it's back. If it does contain missile parts,
follow it along the roads and keep shooting it with the chain gun
and a couple of hydras. If not, just leave it.

Whilst searching for the trucks, watch out for a variety of
defences in the 'town'. You shouldn't bother to destroy these
because there are just so many, and you have very limited ammo.
Instead, if you see one, try to get out of the way so it doesn't
attack or follow you.

When you have destroyed five garbage trucks containing bomb parts
then the mission will be complete, if you destroy ones with
civilians in then you will lose points at the end-of-campaign
briefing - if you get that far!!!!!!


Mission 5:
----------

Mission five is very difficult. It involves blowing up a huge
Nuclear weapons plant together with four towers and an adjoining
building after which you must also pick up an important enemy
bloke.

Before you start the mission, you must have full fuel and ammo
otherwise it becomes much more difficult. The best way to obtain
these is to blow up some of the enemy buildings around the 'town'
where you were getting the garbage trucks. You will find what
you need in the end, since there are quite a lot of buildings
with goodies hidden in, around the area.

When you are ready to start the mission proper, fly east until
you are on an exact line so that if you went straight 'up' the
map, you would eventually arrive at the Nuclear weapons plant.
Now fly north, straight towards the plant, and you'll find that
you will come across a radar and two machine gunners after a
little while.

You must destroy this, and another radar, before you can destroy
either the plant itself or any of it's defences. To do this,
destroy the two machine gunners with two hydras each, then the
radar with your chain gun, being careful to not shoot the ammo
crate left behind. Don't collect this ammo yet either, because
it will be vital later on.

Now fly 'up' the screen so you get to the north of the plant,
making sure you don't fly over or too near the plant as you go.
Make your way so you are hovering over the /\ shaped point in the
road near the plant. From there, fly directly 'up' the screen
and you will eventually end up by the second radar. Destroy this,
and the two resident machine gunners like before, and then you'll
be ready to attack the plant itself.

Fly east to the far right-hand-side of the fly-zone before you go
south, so that, when you approach the plant, you are going left,
and you approach its east side. When you arrive, shoot the first
crotale with three hellfires, then the one a little north (or
south if you got the wrong one first), with three more. Now
collect the ammo crate nearby, and fly around to the other
(left) side of the plant where you should destroy the other two
crotales, trying to stay quite a way away from them so you have
time to destroy their shots.

When all four crotales are destroyed, fly to the right-hand-side
of a relatively small square building just south of the main
nuclear weapons plant, and destroy it with your chain gun and a
couple of hydras. When the scientist bloke runs out of the door,
quickly pick him up. Now destroy the main plant with hydras and
your chain gun, followed by the two big cooling towers to the
plant's NE and NW, and the smaller tower just to the left of the
plant. Don't use up any hellfires you may have left whilst doing
this, because you'll need it/them in a minute. Also, don't worry
about the small tower to the SE of the plant, because you don't
need to destroy this.

When all of that has blown, the mission should be complete, so
collect the armour repair kit left by that last tower and the
fuel barrels to the east of the plant if you haven't already
collected them.


Mission 6:
----------

Mission six is to destroy the power station like in all the other
missions. In this mission, the station is much more heavily
guarded, but it is possible to evade nearly all its defence, and
destroy it quite easily.

From the Nuclear weapons plant, go north until you reach the top
of the fly-zone, before going west. When you get near to the
power station, slow right down so that, when you do arrive, you
only get one weapon into the screen. As soon at that weapon is
in the screen, stop!! This weapon is a very powerful M48, which
should be quickly destroyed with your last remaining hellfire,
and several quick hellfires.

Now destroy the plant from exactly where you are. DO NOT go any
further west, because there are three more M48s just off the left
of the screen waiting to annihilate you. Instead, destroy the
plant from that east side, then pick-up the ammo crate and make a
quick escape; back the way you came. DO NOT attempt to pick-up
the armour repair kit, since you will get attacked by the
remaining M48s as soon as you approach it!


Mission 7:
----------

This is another difficult mission, but perhaps not as difficult
as you might think seeing as it's the second last one. The idea
is to destroy the Madman's Presidential Palace, then drop-off
your co-pilot so he can go in and capture the Madman himself!!

From the power station, go south so you arrive at the north of
the 'town' with the palace in. This 'town' is full of crotales,
so be careful! You must try to destroy all of these, although
this isn't always possible due to the amount of ammo needed.
Also whilst you are in the area, you can collect the extra life
in the building right next door to the palace at its north side.

The best method to destroy the defences in the 'town' is to use
all your hellfires up on the crotales first, then use your hydras
on buildings to reveal more ammo crates. You can then collect
this ammo and use the new hellfires on crotales again. Ammo can
be found at the far west end of the 'town', guarded by a
crotale, in two buildings east of the presidential palace, and
also where you destroyed the first radar back in mission 5 -
remember?

When all the crotales and the one rapier have been destroyed,
you'll need some ammo to destroy the palace itself. First of all,
go to the lower-left side of the palace and let off all your
remaining hellfires and hydras. If that isn't enough to blow a
hole in the building's side, destroy some of the buildings on the
west side of the palace until you find one with ammo in. Now
collect and use this ammo on the palace too, and in the end it
will explode.

When it's destroyed, land on the white cross that gets revealed
just below the palace, and your co-pilot will be dropped off. As
soon as he's safely in the building the mission will be complete.


Mission 8:
----------

Oh dear, oh dear, oh dear!! It seems to have been a trap! Now
your co-pilot's been taken hostage, and is being carried off in
the Madman's armoured car, and him and the madman are being taken
away in the bomber plane!! The only thing to do is to first
rescue your co-pilot, then shoot the plane as the madman takes
off in it!!

Before you start the mission, you must have full ammo and fuel.
To get these, destroy the enemy buildings west of the palace, and
you will eventually find two next to each other that have the
required goods. Now go to the west side of the 'town', and fly
up the road that leads to the runway at the top-right hand corner
of the fly-zone.

When you arrive, you'll see the Madman's armoured car with a
hydra-launching man outside it, and two enemy men leading your
co-pilot into the plane. The armoured car in impossible to kill,
but it doesn't attack you so don't worry. The other men should
be left alone for a second, until your co-pilot has been safely
led into the plane and the door has been shut.

As soon as this happens, destroy the hydra-launching man by the
Madman's vehicle with a hydra, then the man on the plane with one
as well. Now get the landing sites up on the map, and fly to the
one close by, a little south and west from the runway. When you
arrive, quickly pick-up the fuel, and drop off your five men.

Now return to the plane and begin shooting it with hydras and the
chain gun. As soon as a hole is blown in it's side, fly up the
plane's left wing, and pick up your co-pilot, being careful not
to bang into any parts of the plane that are too high. When you
have the co-pilot again, fly to the west side of the runway, and
go a little up. Destroy the ZSU that you find, then pick-up the
ammo crate left on the sand.

Now go back south a little again, and destroy a second ZSU with
only hydras - not hellfires. As soon as that's destroyed, the
plane will start going down the runway. Now comes the really
frantic bit! You must attack it with all you have got, making
sure that every shot counts. First hit it with your hellfires,
then your hydras. As soon as they've both run out, pick up the
ammo from on the runway and use the hellfires and hydras again,
making sure you keep using the gun too. You musn't get killed by
the ZSU (although it would probably take too long to destroy
it), and you musn't bump into the back of the plane or miss with
any missiles!!

If you hit the plane enough times before it goes out the screen,
you get a short animation of the Madman dying, then the mission
complete sound flairs up for as final time. Otherwise, if you
plane escapes before you've shot it down, you'll have failed the
mission and will be told to return to the frigate for a right
toasting from the chappy in the briefing room!, then you'll have
to do the whole campaign again!!


To Wrap-Up campaign 4:
----------------------

Once the plane is destroyed, your mission and campaign are over
except for the journey back to the frigate. When you do arrive,
after all the usual points information, you will be taken back
into the briefing room again, and the general that usually tells
you what to do, congratulates you and tells you to have a good
vacation etc. A couple of seconds later, you'll see a scene with
you and your co-pilot standing with the president on the White
House lawn, and the president will award you with a medal for
saving the world. After that, you just get put back to the main
menu again, ready to re-start at campaign one!!!!!!



Well, there you go then folks...

Hope this cool doc helps you win this cool game...

=============
SIMON BURROWS
=============