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-
-
- _____
- /__ /\ ________ THE ____________
- // /_/__\_____ \/\ _______ \_______ \_________
- ___ __/ / /\\ \ .\_____ \/\ /. / /\ ___/_ ____ ___
- Y \______ / / \ \ \\ _ \ \/ / \ \___ _ _\ Y
- . \_____\/ / \ \________/\\ \ \__/__ / \/\ \\ .
- \/ \/_______/\ \________/__\__\/ / \ \ ______/[Sk!n]
- \/_______/ \/ \ \/_____/
- [Simply Nutty] \/ 11/04/93
-
- ---------------------------------------------------------------------------
-
- NUTTY PHRASE: DINADINDANGMYDANGALLONGLINGLONG (SLEEPWALKER CHEAT)
-
- /--------------------------*----------------------------------\
- ;| PrOuDlY PrEsEnTs |,
- | |
- / FuLl EnGlIsH DoCs FoR: \
- :\ /:
- . | DESERT STRIKE: THE RETURN TO THE GULF | .
- | |
- \--------------------------*----------------------------------/
- ; :
-
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-
- ----------------------------------2----------------------------------------
-
- CONTENTS
- --------
-
- WHAT`S NEW............................3
- IMPROVED GRAPHICS.....................3
- IMPROVED SOUND........................3
- THE STORY SO FAR......................3
- LOADING THE GAME......................4
- COPYING DESERT STRIKE.................4
- TO LOAD DESERT STRIKE.................4
- THE MAIN MENU.........................5
- GATEWAY TO THE GAME...................5
- SELECT YOUR COPILOT...................5
- SELECT CONTROL TYPE...................6
- SELECT SOUND MODE.....................6
- SELECT IN-GAME MOVIE SEQUENCES........6
- ENTER PASSWORD........................7
- START CAMPAIGN........................7
- CONTROLLING YOUR CHOPPER..............7
- JOYSTICK CONTROL......................8
- MOUSE CONTROL.........................8
- KEYBOARD CONTROL......................8
- THE MAP...............................9
- MAP FUNCTION..........................9
- STATUS FUNCTION.......................9
- MISSION FUNCTION......................10
- APACHE INFORMATION....................10
- ABOUT THE APACHE......................11
- FUEL..................................11
- AMMUNITION............................11
- POWER.................................11
- THE SUPER WINCH.......................12
- EXTRA LIFE............................12
- THE END OF A CAMPAIGN.................12
- THE PASSWORD..........................12
- SNAFUS................................12
- CAMPAIGN OVERVIEWS....................12
- CAMPAIGN 1: AIR SUPERIORITY...........13
- QUICK START...........................13
- CAMPAIGN 2: SCUD BUSTER...............16
- CAMPAIGN 3: EMBASSY CITY..............18
- CAMPAIGN 4: NUCLEAR STORM.............21
- WEAPONS APPENDIX......................22
-
- WHY ARE YOU SITTING THERE READING THIS, YOU SHOULD BE PLAYING THE GAME?
-
- ----------------------------------3----------------------------------------
-
- WHAT'S NEW
- ----------
-
- We know you want quality. So when it came to designing the Amiga version
- of Desert Strike there was 1 question on everybody's lips - what can be
- done to improve the game?
-
- IMPROVED GRAPHICS
- -----------------
-
- The Amiga's 64 colour extra half-brite mode offered us the chance to bring
- you realistic graphics including shadows, smoke and shading, 64 on-screen
- colours mean you feel the heat of every explosion. To give the game greater
- depth the movie sequences that explain the areas of the plot were re-drawn
- using a 32 colour palette - they now look better and faster! Digitised
- screens and technical info supplied by military hardware manufacturers give
- a more authentic feel to other parts of the game.
-
- IMPROVED SOUND
- --------------
-
- Digitised sound effects taken from actual Apache manoeuvres give you a seat
- of the pants ride and a perfect excuse to blow up the smallest targets!
- A stereo sound system supplies the depth and realism that you've always
- wanted. And all this form a reservoir of music and effects over 2Megabytes
- in size.
-
- THE STORY SO FAR
- ----------------
-
- The Middle East. A melting pot of religions, races and confliction
- arguments. Without warning a madman has emerged from this background and
- threatened to start Armageddon.
-
- The Governments of the world known very little about this menace, the self-
- styled "General" Kilbaba, but we have enough evidence of his military
- capabilities to take his threats very seriously. The President has chosen
- you to fly a series of dangerous pre-emptive desert campaigns to vanquish
- this maniac.
-
-
- ----------------------------------4----------------------------------------
-
- LOADING THE GAME
- ----------------
-
- As the world is not a perfect place we are unable to guarantee that your
- Desert Strike disks will last until the end of time. What we can do is
- advise you to make a copy of your disks and play with the back-ups. If you
- ever experience problems with the backups just make another copy - simple as
- that!
-
- TO MAKE A COPY OF YOUR DESERT STRIKE DISKS:
- -------------------------------------------
-
- 1. Turn the Amiga on(Amiga 1000 owners insert kickstart 1.2/1.3).
-
- 2. Insert your workbench disk into drive df0:.
-
- 3. If you have a single drive system, take the workbench disk out and insert
- the original Desert Strike disk 1 into df0:. If you have two drives,
- simply insert disk 1 into another drive.
-
- 4. A disk 1 icon appears on the Workbench screen. Place the mouse pointer
- on disk 1 and left click to highlight it.
-
- 5. Pull down the workbench menu from the menu bar. Drag the bar down to
- duplicate and release the mouse button. Users with Workbenck 2.0 or
- higher. Select the copy command from the icon menu.
-
- 6. Follow the on screen instructions, depending on your system you may have
- to swap disks from time to time.
-
- 7. Once the computer has copied Disk 1 repeat steps 3 to 6 for disk 2 and 3.
-
- 8. After the disks are copied, put your original Desert Strike disks away
- for safekeeping. Play from your copies of the original disks. Be sure to
- leave them write protected -push the black tab up so you can see through
- the hole.
-
- TO LOAD DESERT STRIKE:
- ----------------------
-
- 1. Put the Desert Strike disk 1 into drive df0:.
- If the computer has a second disk drive then insert disk 2 into it.
- When running from a single drive system, the program will prompt you to
- enter disks 2 and 3.
-
- 2. Turn the computer ON.
-
- 3. The opening animations to the game will appear, and set the scene. If
- you want to skip these sequences and go to the Main Menu, click the left
- mouse button or fir button on the joystick.
-
- IF YOU CANNOT WAIT TO GET FLYING, GO TO THE QUICKSTART SECTION.
-
- ----------------------------------5----------------------------------------
-
- THE MAIN MENU
- -------------
-
- GATEWAY TO THE GAME
- -------------------
-
- The Main Menu is used to control the sound types, select your Co-Pilot and
- enter a password. You will only see the Main Menu screen at the very start
- of a game or after a password restart.
-
- _____________________________________________________________
- / \
- | |0| DESERT STRIKE |0| |
- | |
- |-------------------------------+-----------------------------|
- | |¯¯| CHOOSE YOUR CO-PILOT | CURRENT CO-PILOT BIG DAVE |
- | ¯¯ | |
- |-------------------------------+-----------------------------|
- | |¯¯| CHOOSE CONTROL TYPE | JOYSTICK |
- | ¯¯ | |
- |-------------------------------+-----------------------------|
- | |¯¯|| SOUND | ON |
- | ¯¯ | |
- |-------------------------------+-----------------------------|
- | |¯¯|| IN GAME MOVIE SEQUENCES | ON |
- | ¯¯ | |
- |-------------------------------+-----------------------------|
- | |¯¯| ENTER PASSWORD |
- | ¯¯ |
- |-------------------------------------------------------------|
- | |¯¯| START CAMPAIGN | AIR SUPERIORITY |
- | ¯¯ | |
- \_____________________________________________________________/
-
- SELECT YOUR CO-PILOT
- --------------------
-
- Left click on the button to go to the Co-Pilot screen.
-
- ___________________________________
- / \
- | |0|DESERT STRIKE|0| |
- | ____________ __ |
- | | | NEXT | | |
- | | CO-PILOTS | ¯¯ |
- | | FACE | EXIT |¯¯| |
- | |____________| ¯¯ |
- +-----------------------------------+
- | |
- | CO-PILOTS BRIEF PROFILE |
- |___________________________________|
- | |
- | |Ø| CO-PILOT |Ø| |
- \___________________________________/
-
- The Co-Pilot is responsible for aiming the gun and operating the winch. All
- the Co-Pilots have combat experience and are capable of 'mixing it up' with
- the best of them - although some are better than others. Choosing a capable
- Co-Pilot makes your job easier.
-
- The Co-Pilot screen gives you the low down on every person available. The
- mug shot is accompanied by the individual's name and call-sign. Read the
- information below the photo for a brief profile of your Co-Pilot.
-
-
- ----------------------------------6----------------------------------------
-
- To view another Co-Pilot left click on the NEXT button.
-
- Once the Co-Pilot you want to fly with appears on the screen, left click on
- the exit button to return to the Main Menu screen. The Co-Pilots name is
- displayed next to the button.
-
- SELECT CONTROL TYPE
- -------------------
-
- Left click on the button to go to the Control type screen.
-
- ______________________________________
- / \
- | |0| DESERT STRIKE |0| |
- | ___ ___ ___ ___ |
- | |___| |___| |___| |___| EXIT|
- | MOUSE JOYSTICK KEYS |
- \______________________________________/
-
- Choose to control the Apache using the Mouse, Joystick or Keyboard. To
- select a control type LEFT-CLICK on the button next to the icon - the icon
- becomes highlighted. LEFT-CLICK on the EXIT button and return to the Main
- Menu.
-
- For information on controlling the Apache see controlling your chopper.
-
- SELECT SOUND MODE
- -----------------
-
- _________________________
- / __ \
- | |__| SOUND ON |
- \_________________________/
-
- This selection controls the in-game sound effects. LEFT-CLICK on the button
- to switch between ON and OFF.
-
- SELECT IN-GAME MOVIE SEQUENCES
- ------------------------------
-
- ___________________________________
- / __ \
- ||__| IN-GAME MOVIE SEQUENCES ON |
- \___________________________________/
-
- The Movie Sequences are short animations that relate to key moments in the
- game. The loading of these sequences interrupt the action so you may want
- to turn them off.
-
- To switch between ON and OFF LEFT-CLICK the button.
-
-
- ----------------------------------7----------------------------------------
-
- ENTER PASSWORD
- --------------
-
- Passwords are given when you complete one of the four campaigns. They
- enable you to restart the game at the stage you left it, kind of like a save
- feature. LEFT-CLICK on the button to go to the Password screen.
-
- -*-
- Whould ya like the passwords for this game, of course ya do! (note the pass-
- words are not included in the game manual.)
- *-*
-
- MISSION : NAME OF MISSION : LEVEL CODE
- ---------+-----------------+-----------
- MISSION 1: AIR SUPERIORITY : NOT NEEDED
- MISSION 2: SCUD BUSTER : WQAEOBV
- MISSION 3: EMBASSY CITY : OLABAHT
- MISSION 4: NUCLEAR STORM : OTEEEZI
- THE END : WIN SCREEN : OVCFKQK
-
-
- _______________________________
- / __________ MAIN __ \
- | |__________| MENU |__| |
- \_______________________________/
-
- A red cursor appears. Use the keyboard to type out the password. Left-
- click on the Main Menu button to return to the Main Menu screen. If your
- password was correct the name of the campaign you were playing appears in the
- box next to Start Campaign button.
-
- START CAMPAIGN
- --------------
-
- The text box next to the button contains the name of the current campaign.
- LEFT-CLICK the button to strap on the Apache and go find some baddies.
- Before entering the mission you are given a briefing by the commander-in
- -chief, who tells you the targets.
-
- CONTROLLING YOUR CHOPPER
- ------------------------
-
- Controlling a multi-million dollar helicopter is'nt as difficult as you
- would think.
-
- The Apache flies at a constant altitude so you don't have to worry about the
- ground -that's good news.
-
- The bad news is the occupying army do not agree with your campaign orders
- and want to stop you from saving the world. It is this attitude which
- presents you with a problem. They will stop at nothing to try and shoot you
- and your Apache out of the sky.
-
- Fortunately for you and the Apache is capable of travelling very fast and
- turning around quicker than the average anti-aircraft gun -if you tell it
- to.
-
-
-
- ----------------------------------8----------------------------------------
-
- JOYSTICK CONTROL
- ----------------
-
- Be a real chopper pilot and use your stick!
-
- Fly Forward
- Roll Left__ /\ __Roll Right
- /\ || /\
- \ || /
-
- / || \
- \/_ || _\/
- \/
- Fly Backwards
-
- Hold down FIRE and move the joystick LEFT or RIGHT to slide slip in the
- chosen direction -the Apache continues to fire as you do so.
-
- Select active weapon - Space Bar
- View Map screen - F10 or 0 (zero)
- Quit the game and restart mission or return to Main Menu - SHIFT and ESC.
-
- NOTE: If your joystick has two/or more fire buttons(eg. Python 3, SG Propad,
- Sega joypad.) the second button(button C) will be used to select the other
- weapons available. This function is not guaranteed to function on all two
- or more button joysticks.
-
- MOUSE CONTROL
- -------------
-
-
- Roll Left Fly Forward Roll Right
- / /\ /\ \
- <--- || || --->
- \ || || /
- _________
- / ___ __ \
- | | || | |
- +--> | |___||__| | <---+
- | | | |
- | | | |
- | | | |
- | \_________/ |
- | |
- | || || |
- | || || |
- | \/ \/ |
- | Fly Backwards |
- | |
- | |
- Fire active weapon Select Active weapon
-
-
- Hold down the Left button and move the mouse LEFT or RIGHT to slide slip
- in the chosen direction -the Apache continues to fire as you do so.
-
- Pressing C centres the mouse control from any movement.
- View Map screen - F10 or 0 (zero)
- Quit the game and restart mission or return to Main Menu - SHIFT and ESC.
-
- KEYBOARD CONTROL
- ----------------
-
- # - Pitch Forward
- ? - Pitch Backwards
- Z - Roll Left
- X - Roll Right
- RETURN - Fire active weapon
- SPACE - Select active weapon
- 0 or F10 - View Map screen
- SHIFT - Quit the game and restart mission
- ESCAPE - Quit and return to the Main Menu
-
-
- ----------------------------------9----------------------------------------
-
- THE MAP
- -------
-
- CYCLE ARROWS
- \
- _\/
- _________________________________________________
- / <- 1.RADAR SITES -> \
- +---> | GUNS 1178 ________________________________ |
- +---> | HYDRAS 38 | | |
- +---> | HELL- 8 | | |
- | | FIRES | | |
- | | ____ | PICTURE OF THE MAP | |
- | | |EXIT| | | |
- | | | | |
- | | | | |
- +---> | LIVES 3 | | |
- +---> | LOAD 0 | | |
- +---> | FUEL 100 | | |
- +---> | POWER 600 |________________________________| |
- | | |SCORE 320886| |
- | | ___ ___ ___ |
- | | |___| MAP |___| STATUS |___| MISSION |
- | \_________________________________________________/
- |
- Apache information
-
- Press F10 or 0 (zero) on the keyboard to go to the map screen.
-
- The map fulfills a very important role in the game. It is a contact with
- the world outside your Apache cockpit.
-
- While at the map screen the game is PAUSED. The Apache is not using fuel
- and enemies are unable to cause any damage to the helicopter.
-
- Use the map to call up a wealth of information on any campaign target,
- check out the locations of important items and find out your campaign
- status.
-
- To see the different functions of the map screen, use the mouse or joystick
- to move the highlighter over the function you want to use and LEFT-CLICK or
- press the fire button.
-
- To leave the map screen, move the highlighter to EXIT and press the fire
- button.
-
- MAP FUNCTION
- ------------
-
- The map itself shows the region in which you are flying. The Apache shows
- up as a spinning white cross. Cycle through the targets and items by left-
- clicking on the cycle arrows. As they appear in the text box so they appear
- on the map as a flashing icons or coloured dots.
-
- STATUS FUNCTION
- ---------------
-
- _________________________________________________
- / <- 1.RADAR SITES -> \
- | GUNS 1178 ________________________________ |
- | HYDRAS 38 | CAMPAIGN MISSIONS | |
- | HELL- 8 | | |
- | FIRES | RADAR SITES ACTIVE | |
- | ____ | POWER STATION ACTIVE | |
- | |EXIT| | AIR FIELDS ACTIVE | |
- | | COMMAND BLDGS ACTIVE | |
- | | SECRET AGENT LOST | |
- | LIVES 3 | | |
- | LOAD 0 | RETURN TO FRIGATE WHEN | |
- | FUEL 100 | MISSIONS ARE COMPLETED | |
- | POWER 600 |________________________________| |
- | |SCORE 320886| |
- | ___ ___ ___ |
- | |___| MAP |___| STATUS |___| MISSION |
- \_________________________________________________/
-
- The status display gives you a report on your progress in the campaign. The
- mission targets are listed, their status appears next to them. A red status
- message means that the relevant mission has not yet been completed.
-
-
- ----------------------------------10---------------------------------------
-
- MISSION FUNCTION
- ----------------
-
- CYCLE ARROWS
- \ \
- _\/ _\/
- _________________________________________________
- / <- 1.RADAR SITES -> \
- | GUNS 1178 ________________________________ |
- | HYDRAS 38 | | RADAR | |
- | HELL- 8 | PICTURE OF| RS - 152A | |
- | FIRES | A TARGET | ARMOUR 100 | |
- | ____ | OR AN ITEM| | |
- | |EXIT| |___________| | |
- | |--------------------------------| |
- | | 1.DESTROY THE EARLY WARNING | |
- | LIVES 3 | RADAR SITES. WHEN RADAR IS | |
- | LOAD 0 | ACTIVE THE ENEMY WEAPONS HAVE | |
- | FUEL 100 | AN INCREASED RANGE. | |
- | POWER 600 |________________________________| |
- | |SCORE 320886| |
- | ___ ___ ___ |
- | |___| MAP |___| STATUS |___| MISSION |
- \_________________________________________________/
-
- Every target and object on the map has a file in the mission log. The file
- displayed at the mission log screen always corresponds to the target or
- object in the text box. To view information on another subject, LEFT-CLICK
- or press the Fire button on the cycle arrows.
-
- A number of missions have definite parameters that must be followed. Use the
- missions log to discover exactly what has to be done.
-
- ARMOUR POINTS
- -------------
-
- Some of the targets have armour points. The number represents the amount of
- damage that target can take before it is destroyed.
-
- POWER POINTS
- ------------
-
- The enemy's weapons have Power Points. For instance if you get hit by a
- Rapier SAM which delivers a awesome 100 point punch, your armour will lose
- 100 points
-
- APACHE INFORMATION
- ------------------
-
- Use the two info boxes to find out how much ammo you have left, the Apache's
- fuel and armour state, the number of MIA's aboard and your remaining lives.
-
- _____________________
- | GUNS 1178 |
- |_____________________|
- | HYDRAS 38 |
- |_____________________|
- | HELL- 8 |
- | FIRES ______|
- |______________|
-
- The ammo carried by the Apache is listed. The remaining Hydras, Hellfires
- and gun rounds are shown by a number next to the relevant weapon.
-
- ________________
- | LIVES 3 |
- |________________|
- | LOAD 0 |
- |________________|
- | FUEL 100 |
- |________________|
- | POWER 600 |
- |________________|
-
- The Apache's fuel and armour states are shown here. These are pewrhaps the
- two most important numbers in your campaign. Creck them often. The box
- also tells you how many MIAs you have picked up. Your load can be a maximum
- of six. For information, see about the Apache.
-
-
- ----------------------------------11---------------------------------------
-
- ABOUT THE APACHE
- ----------------
-
- The Apache helicopter is a machine dedicated to destruction. Packing state-
- of-the-art weapponary, the Apache is capable of saving the world from
- "General" Kilbaba - but only if flown correctly.
-
- Apart from your flying capabilities there are three other factors that
- effect your performance - fuel, ammunition and armour.
-
- FUEL
- ----
-
- The Apache can carry a maximum of 100 units of fuel. If the helicopter runs
- out of fuel it is unable to drive the rotor - and falls to the ground. When
- your fuel load is down to about 35 seconds worth, you recieve an audible
- warning accompained by an on-screen message. More fuel can be obtained by
- picking up fuel barrels.
-
- AMMUNITION
- ----------
-
- You have three weapons available to you: the chaoin gun, Hydra rockets and
- Hellfire missiles.
-
- The chain gun is aimed and fired by your Co-Pilot who should target the
- nearest enemy. Having a good hit rate depends on the aptitude of the co-
- pilot. The Apache can carry a maximum of 1178 cannon rounds. Cannon rounds
- can be obtained by picking up ammo crates.
-
- Hydras are unguided rockets that explode on impact with hard surfaces. They
- follow a straight line from the Apache until they meet the ground or a
- target. The Apache can carry a maximum of 32 Hydras. Replacement Hydras can
- be obtained by picking up ammo crates.
-
- Hellfires are guided missiles that, once released, follow a route to the
- nearest target. Because of there destructive capability they are used
- against heavy armoured enemies. The Apache can carry a maximum of 8 Hell-
- fires. Replacement Hellfires can be obtained by picking up the ammo crates.
-
- POWER
- -----
-
- The Apache is protected from bullets, shells and missiles by a layer of
- armour which is measured in power units. The maximum amount of power is
- 600 units. As the helicopter is hit, the number of units goes down. When
- the armour surronding the Apache becomes so thin as to be life-threating,
- you receive an audible warning followed by an on-screen message.
-
- You obtain replacement power points when you drop MIAs at landing zones.
- Alternatively, you can pick up cases of armour.
-
-
- ----------------------------------12---------------------------------------
-
- THE SUPER WINCH
- ---------------
-
- Used to lift people and supplies into the helicopter, the winch can be
- upgraded by picking up a "Super Winch". Combining great power with a faster
- lifting rate the super-winch is essential for tight situations when getting
- out in the quickest time is essential.
-
- EXTRA LIFE
- ----------
- If you're lucky enough to find this item, pick it up and guess what? Yep,
- you'll get an extra life!
-
- THE END OF A CAMPAIGN
- ---------------------
-
- After you've battled through a campaign - leaving a trail of destruction
- from one side of the map to another - you recieve a debriefing. The
- debriefing gives you details of the enemy that were destroyed and other
- such important information, as well as youre score.
-
- If the game ends due to you losing all three lives - maybe you had a bad day
- or just were'nt concerntrating - a screen appears that allows you to return
- to the Main Menu or start the campaign again. LEFT-CLICK or press the FIRE
- button on the corresponding button to select.
-
- THE PASSWORD
- ------------
-
- At the end of each succesful campaign you receive a password. Make sure to
- write it down if you want to return to the game at the beginning of the
- next campaign with your score in-tact. The password does not save your
- Co-Pilot selection.
-
- SNAFUS
- ------
-
- This unlikely looking word is no laughing matter. If you experience a
- 'situation normal - all fouled up' then you've done only one thing,
- jeopardized the mission by probably being too triger happy. A SNAFU occurs
- when you destroy an object or person vital to the campaign. A message
- appears, requesting your company back on the frigate. On landing a red-
- faced General will make you feel very small and then tell you to get back up
- there and try it again.
-
-
- ----------------------------------13---------------------------------------
-
- CAMPAIGN OVERVIEWS
- ------------------
-
- The Campaign overviews give information about the game that makes it easier
- to play. In no way is the reading of these overviews crucial to the compl-
- etion of the game. If you want to be a real hero, do not read any further!
-
- We recommend you use these overviews if you are unable to understand the
- information given to you at the map screen.
-
- CAMPAIGN 1 - AIR SUPERIORITY
- ----------------------------
-
- The explanation of the first campaign can be used as a quickstart to Desert
- Strike. After following this quickstart you should read the earlier parts
- of this Loony Production for a fuller understanding of the game.
-
- Once you begin a campaign you should not land on the frigate until all the
- campaign's missions have been completed.
-
- QUICKSTART
- ----------
-
- For the purposes of this quickstart, the top of the screen is north.
-
- Using your control device, lift the Apache off the frigate's deck.
-
- For more information on controlling the Apache, see controlling your chop-
- per. As soon as you lift of, press F10 or 0 (zero) to check out the map.
- Youre first objective is to destry the flashing radar sites.
-
- Using the mouse, move the pointer upto the cycle arrows and LEFT-CLICK the
- right arrow until the symbols representing AAA (Anti Aircraft Artilery)
- appear on the screen. As you see, the radar sites are defended by a number
- of these guns. Now move the pointer to the mission button and LEFT-CLICK.
- The information tells you that the AAAs are not heavily armoured and only
- pack a 20 point strength. You should be able to handle them easily.
-
- Return to the Apache by pressing F10, 0 or LEFT-CLICKing on the Exit button.
-
- Fly to the southernmost radar site.
-
- On your way there you may fly over soldiers fighting on the ground below.
- Soldiers dressed in brown are MIAs in need of rescue. A rescued MIA will
- restore 150 points of the Apache's armour when dropped at a landing site.
-
- If you fly over skirmishing troops, destroy the enemy soldiers and hand over
- the MIA, who shouts "Over Here, HELP!".
-
-
- ----------------------------------14---------------------------------------
-
- When you're over the MIA, a rope ladder is winched down. The MIA grabs the
- ladder and is winched up.
-
- At the beginning of campaign 1 there are at least 20 MIAs located around the
- desert. As the campaigns go by the MIAs are gradually killed. With that in
- mind, it's to your advantage to take out all the enemy ground troops you
- come across.
-
- When you reach the radar site you find one AAA inside the fence and one just
- outside. The AAAs begin to shoot at you as soon as you are in range.
- Destroy the AAAs with either your chain gun or a couple of Hydras.
-
- As soon as you are safe from AAA fire, attack the radar dish. Since the dish
- cannot fire back there is no need to use heavy weapons on it - give it a
- taste of the chain gun.
-
- After you destroy the radar dish press F10 to go to the Map Screen you were
- looking at the information on AAAs so move the pointer to the map button
- and LEFT-CLICK.
-
- As you see, the radar site you just destroyed no longer appears on the map.
-
- Fly north towards the remaining radar site, picking up any MIAs you come
- across. Destroy the radar site.
-
- At this point you should still have more than half a tank of fuel. This
- should be enough to complete the second mission.
-
- NOTE: IT IS UNWISE TO ATTEMPT TO COMPLETE THE OBJECTIVES OUT OF ORDER.
-
- For example, if you try to complete mission 2 without first destroying the
- radar sites, the enemy's defence will be better prepared and you're more
- than likely to lose a life.
-
- You're next target is the power station. To get the location of this doomed
- building, go to the map and use the cycle arrows to call up the power station
- in the main text box. The icon will flash on the map.
-
- Cycle through the enemy weapons to find a safe route to the power station.
-
- Try flying north and east, avoiding the heavily defended airfield.
-
-
- ----------------------------------15---------------------------------------
-
- ENEMY BUILDINGS AND TENTS SOMETIMES CONTAIN USEFUL SUPPLIES.
-
- Take out the Rapiers and AAAs guarding the power station. If you have still
- plenty of fuel, you might take time to destroy the power station with your
- chain gun and save your Hydras and Hellfires for targets that shoot back.
-
- Notice a tool box appears in the crater left by the destruction of the power
- station. Go to the map and check how much armour you have. The tool box
- restores the Apache's armour to full strength.
-
- At this point the helicopter could probably use some fuel and ammo. There
- is a crate in one of the barracks to the south and some fuel drums nearby.
-
- The next target is the two airfields. Both targets are very well defended.
- Try to sneak up on the AAAs and Rapiers and destroy them before they turn
- around and fire.
-
- Never hesitate to retreat. If you take several hits and find your armour is
- dangerously low, fly to the nearest landing sitre and drop off any MIAs.
- This action restores your armour points and you can return to your present
- objective with a new lease of life. IF POSSIBLE, ALWAYS HAVE AN MIA ON BOARD.
-
- Finish destroying the airfield. You have to take out all the planes and all
- the buildings before the airfield is considered destroyed. If in doubt,
- check the map. If the icon is still flashing, then atleast one object
- critical to the airfield remains intact.
-
- Destroy the other air field. Before moving onto the Command Centres, make
- sure the Apache is well armoured, fuelled and armed.
-
- When you destroy a command centre, the enemy commander attempts to escape.
- Chase the commander and take him prisoner. Only then you learn where the spy
- is being held captive.
-
-
- ----------------------------------16---------------------------------------
-
- At the same site where the spy is located you find three buildings. One of
- the three buildings conceals a trap door leading to an underground complex.
- Destroy each building until you find the trap door.
-
- Fly above the trap door and the Apache automatically lands. The Co-Pilot
- runs in to rescue the spy.
-
- In the meantime, a few VDA guns appear onthe scene. Destroy the guns and the
- Co-Pilot and spy emerge from the trap door. Pickup the Co-Pilot and spy, and
- return to the frigate.
-
- After you land, you and your Co-Pilot celebrate on the deck of the frigate
- and your commander gives you a summary of your score.
-
- Notice the password given to you at this screen. Write the password down.
-
- For more information on the role of passwords, please see the password.
-
- CAMPAIGN 2 - SCUD BUSTER
- ------------------------
-
- This campaign takes place at midday. In campaign 1 you established Air
- Superiority. Now it's time to take out the madman's scud launchers. As in
- campaign 1, first you need to destroy the radar sites. Complete the follow-
- ing 6 missions in order.
-
- 1. DESTROY THE RADAR SITES
- --------------------------
- This time there will be three sites to destroy, and two are well defended.
-
- 2. START A JAILBREAK
- --------------------
- Make sure you clear the area before you blast a hole in the jail. If the
- area is not secure, the escaping prisoners may be destroyed before you can
- pick them up. You only need to pick up 10 prisoners for the mission to be a
- success.
-
-
- ----------------------------------17---------------------------------------
-
- 3. DESTROY THE POWER STATION
- ----------------------------
- This target is well gaurded, but you should be able to demolish it without
- taking too much damage if you know how to dodge the enemy's waepons.
-
- 4. DESTROY THE CHEMICAL WEAPONS COMPLEX
- ---------------------------------------
- Make sure you have plenty of armour and ammo before attempting this mission.
-
- 5. DESTROY THE SCUD LAUNCHERS
- -----------------------------
- After you destroy the chemical weapons complex, the Scud commands start
- getting nervous and decide to make a run for it rather than risk facing the
- shame of being caught like rats in their own holes. Now is your chance to
- capture them and find out the locations of the scud launchers.
-
- Firstly, check the map and find out where the scud commanders headquarters
- are located. Fly from headquarters to headquaters, blating each one into
- oblivion and capturing the commander.
-
- As you capture each Scud commander, a Scud launcher site appears on the map.
- Fly to the launchers and see if you can destroy them before a missile is
- launched. There are 6 launchers in all, destroy at least 5 of them to
- complete the mission.
-
-
- ----------------------------------18---------------------------------------
-
- 6. RESCUE PRISONERS OF WAR (POWs)
- ---------------------------------
- With enough ammo, fuel, and the intuition it takes to stay alive, you'll be
- able to complete this rescue and return to the frigate for new orders.
-
- There are 16 POWs in all. You need to rescue 14 of them. Don't let more
- than 2 men be destroyed or all your work up until now will have been for
- nothing.
-
-
- CAMPAIGN 3 - EMBASSY CITY
- -------------------------
-
- This campaign takes place in the early evening.
-
- 1. RESCUE U.N. INSPECTORS
- -------------------------
- The United Nations inspectors are under attack near the hotel. Fly in and
- destroy the enemy tank and ground troops. If you hit the U.N. Inspectors
- you'll have to restart the campaign again - so be careful.
-
- 2. DESTROY BIOLOGICAL WEAPONS COMPLEX
- -------------------------------------
- There is a large biological weapons complex in the northwest area of the
- desert. The head scientist is hiding in a biological weapons factory
- surronded by seven other similar looking structures. Destroy the buildings
- to find and capture the scientists. When you find the head scientist he
- gives you the locations of the underground missile silos.
-
- 3. DESTROY UNDERGROUND MISSILE SILOS
- ------------------------------------
- In this mission the silos are covered by sand dunes, so you have to do some
- searching. Use the chain gun to locate the silos armoured covering, (listen
- for the sound of riochet when you hit the correct soand dune), then you see
- if you can blow up the silo before the missile is launched. Sometimes the
- explosion from the sand dune can blow up a fuel drum, ammo crate, or other
- objects in the area, so you might want to pick up the supplies before
- destroying the silo.
-
- 4. RESCUE THE PILOTS LOST AT SEA
- --------------------------------
- This mission is fairly easy. Detsroy the attack boats without hitting the
- life rafts and then pick up the pilots. One of the pilots has a valuable
- peice of information.
-
- 5. DESTROY THE POWER STATION
- ----------------------------
- You learn from one of the rescued pilots that the power station contains a
- radar system which alerts the madman's yacht of potential threats. You have
- to destroy the power station before attempting the difficult rescue at the
- yacht.
-
-
- ----------------------------------20---------------------------------------
-
- 6. RESCUE PRISONERS ON MADMAN'S YACHT
- -------------------------------------
- After you destroy any enemies in the area, blow a hole in the yacht. The
- prisoners will leap into the water one by one. Captivity has made the
- prisoners weak and they cannot stay afloat, so you'd better have a good
- Co-Pilot. Be care not to bump into the yacht, as the time it takes you to
- recover control might cost a prisoner his life. If you let more than four
- prisoners drown then you have to start the campaign again.
-
- 7. CAPTURE THE EMBASSY AMBASSADOR
- ---------------------------------
- Here you face the heaviest fire power you have encountered so far. Make
- sure you have a full load of ammo and know where you can get more. Before
- approaching the area take out the radar station which is providing early
- warning information. If you're not careful it's possible to lose a number
- of lives here in a very short period of time.
-
- 8. EMBASSY RESCUE
- -----------------
- Your last mission in this campaign is to rescue 12 officials held captive in
- the Embassy building. In order to drop off the Co-Pilot you must first dest-
- roy the enemy helicopters. Once they have been destroyed a landing zone
- appears. Your Co-Pilot jumps out to drive the bus, so from here you're in
- control of the gun.
-
-
- ----------------------------------21---------------------------------------
-
- Land on the "x" and the rescue sequence begins (provided you turned the in-
- game movie sequences to ON).
-
- After you destroy all the enemies defences, blast open the gate in front of
- the bus. Your Co-Pilot knows where the Navy Seals camp is located and
- drives the bus there. The bus is very vulnerable and cannot take much of a
- beating. You must escort the bus.
-
- If the bus is destroyed your Co-Pilot is listed as MIA and you have to start
- the campaign again.
-
- CAMPAIGN 4 - NUCLEAR STORM
- --------------------------
-
- 1. PROTECT THE OIL FIELDS
- -------------------------
- There are two objectives in this mission: to airlift the commandos to the
- landing sight in the middle of the airfield and to destroy all the enemy
- tanks around the oil fields. If you allow the enemy to destroy too many of
- the oil tanks you will be called back to the frigate and have to begin
- again.
-
- It's important to pick up all the commandos at once. Because the commandos
- hope to use the element of surprise, their landing site can only be used
- once. If you dont drop off enough commandos on your first landing you won't
- be able to complete the mission.
-
- 2. STOP THE OIL SPILLS
- ----------------------
- A good Co-Pilot comes in useful here. Before you attempt to close off the
- pipe it's best to take out the enemy forces stationed near the oil dock.
- Once the area is safe, go ahead and fire at the end of the pipe. In order
- for the oil to stop gushing out you have to hit just the right spot on the
- pipe. Now you're on your own. Make sure you read all the information
- presented to you on the screen.
-
- COMPLETING THE GAME IS HARD - BUT FAR FROM IMPOSSIBLE.
-
-
- ----------------------------------22---------------------------------------
-
- WEAPONS APPENDIX
- ----------------
-
- CHAIN GUN - inflicts 3 points of damage.
- HYDRA - inflicts 25 points of damage.
- HELLFIRE - inflicts 100 points of damage.
-
- THE APACHE CARRIES 600 POINTS OF ARMOUR
-
- ENEMY WEAPON | ARMOUR | POWER DAMAGE | RATE OF FIRE | PROJECTILE SPEED |
- -------------+-----------+--------------+--------------+------------------|
- AK-47 | 10 POINTS | 5 POINTS | 0.5 SECONDS | FAST |
- -------------+-----------+--------------+--------------+------------------|
- APHID | 25 POINTS | 75 POINTS | 3.0 SECONDS | FAST |
- -------------+-----------+--------------+--------------+------------------|
- AAA | 50 POINTS | 20 POINTS | O.5 SECONDS | FAST |
- -------------+-----------+--------------+--------------+------------------|
- RAPIER | 75 POINTS | 100 POINTS | 2.5 SECONDS | FAST |
- -------------+-----------+--------------+--------------+------------------|
- VDA | 100 POINTS| 25 POINTS | 0.33 SECONDS | VERY FAST |
- -------------+-----------+--------------+--------------+------------------|
- ZSU | 150 POINTS| 40 POINTS | 0.33 SECONDS | VERY FAST |
- -------------+-----------+--------------+--------------+------------------|
- GUNBOAT | 150 POINTS| 50 POINTS | 1.25 SECONDS | VERY FAST |
- -------------+-----------+--------------+--------------+------------------|
- CHOPPER | 150 POINTS| 50 POINTS | 1.5 SECONDS | VERY FAST |
- -------------+-----------+--------------+--------------+------------------|
- M48 | 200 POINTS| 100 POINTS | 2.5 SECONDS | VERY FAST |
- -------------+-----------+--------------+--------------+------------------|
- CROTALE | 250 POINTS| 150 POINTS | 2.0 SECONDS | SLOW |
- _____________|___________|______________|______________|__________________|
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- ;::::::;;:;:::::::::::::::::::::::::::::::::::::::::::::::::::
- ::::::;::::::;::::::::::::::::::DoC TYPED BY PoB OF THE LOONS:
- :::::::::::::::::::::;::::::::::::::::::::::::::::::::::::::::
- :SOME HELP BY JOSiE::::::::;:::::::::::;:;::;::;:;:;:;:::;::::
- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::;:::::
- :::::::;:;::::::::;:::::::DoC SUPpLIED BY DaBbLe/|.(.<::::::::
- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-
-
- /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
-
- /--------------------------*----------------------------------\
- ;|GREETZ FLY OUT TO:PYTHON/LOONS : SKUZ : DaBbLe : WOLVERINE : |,
- |PAZZA/LSD : TROUT : RATTIE : KANE : SCOOTER : CRYSTAL : SK!N |
- / : AMBL!N : |\|ISSA|\| : RYGAR : BASER EVIL : SPOOK : XTC : \
- :\ QUARTEX! : DECADE : RAZOR 1911 : GLOBAL OVERDOSE : PARADOX : /:
- . |TnT : FAIRLIGHT : MINISTRY : DYNAMIX : ANTHROX : BLACKHAWK : | .
- |VALHALLA : PLUS ALL THE KEWL ELITE MEMBERS, WHO I FORGOT ?? |
- \--------------------------*----------------------------------/
- . :
- (-*-)ANOTHER FINE PROD BY PoB/THE LOONS(-*-)
-
- ---------------------------------------------------------------------------
- *NOTE: \X/atch OUT FOR THE LOONS DOCS DISK COMING TO YA! AMIGGY SOON :NOTE*
- ---------------------------------------------------------------------------
-
- (ALL T|-|ESE |<E\x/L EL|TE BOAR|)S |\|O\x/:
- -------------------------------------------
-