0 ratings0% found this document useful (0 votes) 284 views54 pagesDesert Strike - Genesis - Manual
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From left to right: Amy Hennig, Paul Vernon, John Manley, Richard Robbins,
Gary Martin, Mike Posehn, and Michae! Lubuguin.
AF As personal computing evolved into an industry, Mike Posehn was there at
the forefront, developing several award-winning programs including the
highly-acclaimed Get Organized, DeluxeVideo and DeluxeVideo 1!/,
Desert Strike: Return to the Gulf is Mike Posehn’s first video game. Being
keenly interested in the most advanced military technology, when Electronic
Arts asked him to build this product Mike jumped at the chance. In
addition to being the consummate computer programmer, Mike Posehn is
a devoted family man and an avid fisherman. He lives in Loomis. CA with
his wife and two children
Paul Vernon was the “soldier” responsible for all the pixel art seen in Desert aK
Strike. Before Paul's tour of duty in Operation Desert Strike he was seen’ 1
wiping out in Road Rash, slamming hoops in Lakers vs Celtics and putting
around the PGA Tour. From desert blasting to sand traps- look for him
soon on a beach near you.
John Manley has been the Electronic Arts expert on all of Mike Posehn’s
products, and was the Assistant Producer on DeluxeVideo II. Working on hi
the design for Desert Strike afforded John the opportunity to apply his love
of films to creating the game's Hollywood-style rescue scenarios.
yya
Design: Mike Posehn, John Manley
Programming: Mike Posehn
Producer: Richard Robbins
Art: Paul Vernon
Additional Art: Gary Martin, Amy Hennig
Apache 3-D Model: Joe Sparks
Additional 3-D Models: Tim Calvin
Sound and Music: Rob Hubbard, Brian Schmidt
Production Assistant: Michael Lubuguin
Technical Director: Carl Mey
Script and Documentation: T, S. Flanagan
» Product Manager: Chip Lange
\ Package Design: E. J. Sarraille
Package Illustration: Keith Birdsong
Product Testing: Jeff Glazier, Randy Delucchi
Product Mastering: Brent Allard
Quality Assurance: Kevin Hogan, Tim LeTourneau
Documentation Layout: Jennie Maruyama
Documentation Illustrations: Mike Farrar
Special Thanks to: Tom Casey, Paul Grace, Susan Manley,
» IF
Cindy PosehnNi eel | PLOVER
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SCREEN). AVOID REPEATED OR EXTENDED USE OF VIDEO GAMES ON
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\A
—, FLYING up downright left
With Momentum fwd rev right lett
From Cockpit fwd rev right left
From Above forth south east west
Press and hold A in combination with a D-Pad direction to jink
FIRING —standard settings. You can modify controls (p.8) 4
A Hellfire missiles
te B Hydra missiles (Hold button for continuous fire.)
‘SG Chain guns (Hold button for continuous fire.)
“This game makes great use of controllers with rapid fire or
“turbo” options.
—
ar \ 4 “a=
re
INTRODUCTION ....
STARTING UP THE GAME .
QUICKSTART TO DESERT STRIKE.
MAIN MENU......
Choose Campaign .
Choose Copilot.......
Choose Control Options
PAUSE/THE MAP SCREEN
The Battle Map ..
Critical Information
Mission Data Log ..
Campaign Status ...
CAMPAIGN #1: AIR SUPERIOR!
CAMPAIGN #2: SCUD BUSTER ...
CAMPAIGN #3: EMBASSY CITY ..
CAMPAIGN #4: NUCLEAR STORM
PASSWORD ... tides
HINTS AND TIPS...
Keep Moving
Fuel and Ammo Conservation
Jinking .........
Neutral Targets
Picking up Passenger:
Dropping Off Passenger:
Armor Repair
Quick Ladder
Extra Lives
Alert Zones
Choosing Your Weapon:
Fools Rush In
Expert Challeng:
WEAPONS APPENDIX
=
THB = SSennnan se
S88=
DESERT STRIKE:
RETURN TO THE GULF
Without warning a madman has emerged in the Middle East and
threatens to start Armageddon. The international community
knows 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 of the United States
has chosen you to fly a series of dangerous preemptive campaigns
in the desert to vanquish this inimical despot.
If you want to begin right away, follow the simple start-up
procedures listed below and go straight to p.5 for Quickstart
instructions. If you'd like an in-depth walk-through of the first
Campaign, go to p.17. By following the walk-through carefully We
you'll learn the minimum skills necessary to winning all the
campaigns. After you complete the first campaign, pay close
attention to the briefings and debriefings before and after each
successive campaign. This manual also provides some useful ;
information about the latter campaigns, as well as a chapter on ¥
hints and strategy tips. Good luck. War is heck. —4Qo* om i ee
WARM UP YOUR CHOPPER:
fi STARTING UP THE GAME
3
BAI
im’ 1. Turn OFF the power switch on your Sega™ Genesis™
Never insert or remove a game cartridge when the power is ON.
2. Insert the game cartridge into the slot on the Genesis. Press.
the cartridge down firmly to lock it in place.
3. Turn ON the power switch.
4. The cinematic introduction begins automatically. At the end
of the intro, press START to see the Main Menu.
# You can press START anytime during the intro to go straight to the
AE Main Menu.
5. If you want to see a brief demonstration of the the first
boxer campaign, don't press any buttons and wait for the demo to
begin. After the first demo, the intro is replayed, followed by
a demo of the second campaign, and so on.
6. Press START during the intro to go to the next demo. You
will have to wait a few seconds on the Main Menu before the
demo begins.
7. Press START at any time during the demo to reset the game. i 4
IF YOU RUN INTO TROUBLE AND NEED ADVICE
CALL 1-900-288-HINT or 1-900-288-4468.
95¢ for the first minute, 75¢ for each additional minute. If you're
under 18 years old, ask a parent's permission before you call.
SKeort § sioe CYS ~~
Use the D-Pad to fly and the buttons to fire
bd
During the game, press START to call up the map
5
Use the D-pad to locate targets, supplies, and enemy
weapons on the map.
Hover over crates, drums, and people to pick them up
Complete the missions in order.
Drop off passengers in landing zones to restore armor.
Read all the text.on the screen.
ee Oe ke oe
Supplies are sometimes concealed inside targets.
MAIN MENU
4: CAMP AIG
B: COPILO'!
=
C: OPTIONS
A one, 5
QUICKSTART TO DESERT STRIKE Ay6 Ml ee ee
\
IN
beak CHOOSE YOUR CAMPAIGN =
If this is your first time playing, or if you don’t have a
password, then you must start with CAMPAIGN #1.
a Press START when you're ready to begin a campaign.
RESTORING A SAVED GAME
iPAIGN ME
U
‘ j
ENTER PASSWORD
a From the Main Menu, press A to go to the Campaign Menu.
Enter your Password in the following manner.
a —D-Pad up/down to select the correct letter. ‘
& —D-Pad left/right to move the cursor.
Sm, 2 = Press START to return to the Main Menu.
See Password on p.43, “a¥
COPILOT SE
Your copilot is responsible for aiming the guns and
operating the winch. The more capable your copilot, the
easier your job as pilot will be and the more likely you are to
save the world. Each copilot has.a dossier.
a Press B to go to the COPILOT SELECTION screen.
The Special Forces badge on the screen shows a picture of
the copilot, his/her name and nickname, and his/her serial
number. Below each badge is a brief background and
evaluation of the copilot. The evaluations discuss the
copilot's skill with the chaingun and the winch
Notice that “Jake” is listed as MIA, which stands for Missing
in Action. He's out there somewhere, and if you find him
and return him safely to the frigate for some much needed
first aid, you'll be able to fly the subsequent campaigns with
the best copilot of the bunch.
%® D-Pad left/right to review copilotsNE ET AOR
When the copilot you want to work with is showing on the
screen,
N
3 Press START to return to the Main Menu.
CHOOSE CONTROL OPTIONS
OP TIONS
*BUTTONS:
CONTROL:
With the Options screen you can select from various control
features.
a Press C to go to the Options screen
»& D-Pad up/down to select a feature using the white dot.
& D-Pad left/right to toggle through available options.
BUTTONS
a = -D-Pad right/left to select your desired button configuration.
CONTROL
Beginning players might wish to control the Apache From the
Cockpit, or From Above as there's less room for error. But these
settings are not as realistic as With Momentum. When you've
>
i|
a1
mastered one or both of the other control options, move on to
With Momentum for a fuller experience.
Your Apache flies low at a fixed altitude to reduce the likelihood of
detection.
With Momentum — This is the standard setting, which means
that the computer automatically selects it at the beginning of
every game.
The Apache carries momentum, and you have to compensate
for it while flying.
am = D-Pad up to fly forward.
ax _D-Pad down to fly in reverse.
am D-Pad left to turn left.
a —D-Pad right to turn right.
From Cockpit — The controls operate exactly as described
above, except you don’t have to compensate for momentum.
From Above — The D-Pad represents the compass points on a
map.
A D-Pad up to fly north.
A D-Pad down to fly south.
A D-Pad right to fly east.
A D-Pad left to fly west.
a ~=When you're satisfied with your choice of options, press
START to return to the Main Menu.
a Press START again to begin the game.PAUSE/THE MAP SCREEN
(Os A$ 2
You will need to refer to the battle map continually through-
out each campaign to locate yourself in relation to your
targets and objectives. The action pauses when you call up
the map screen. From the Map Screen you can access
military data specific to your current campaign and call up a
record of your status for that campaign.
THE BATTLE MAP
Dy Lise e ets a)
Selection ]
display
Besides your weapons, the battle map is your most important tool
as a pilot.
\ Press START when flying to pause the game and reveal the
map screen.
aoe
—— \ 1,Ro ET ARE
Your Apache is depicted with a white, twirling X. Select objects
from the display below the battle map. The object selected blinks
on the battle map.
THE SELECTION DISPLAY
A D-Pad left/right to select objects on the battle map.
In the first three campaigns, your missions are numbered in the
selection display beneath the battle map. The missions should be
completed in order, though there is nothing to stop you from
attempting to go out of order.
In the fourth campaign, only the first mission is displayed initially.
When you complete the first mission, the second is revealed, and
so on.
Other important objects on the terrain are listed after the missions.
&® ~=©Press B fora description of each object.
Note: In the latter three campaigns fuel and ammo, and
a few other special items are concealed in buildings,
dunes, rocks, etc., but do not appear on the map until
you destroy the structure surrounding them.
CRITICAL INFORMATION
You are allotted three lives per campaign. If you lose your third life
before you accomplish the final mission of a campaign, you must
return to the beginning of that campaign and complete it before
you can move on to the next campaign.At times during a campaign you will receive announcements of
incoming intelligence reports. !f you wait more than 5 or 10
seconds to access the report, it might not be available.
sk Press START to access the intelligence reports.
Each time you drop off a passenger at a landing site it allows your
mechanics the time to repair your armor. In Campaign #1, each
passenger is worth 150 armor points. In all subsequent cam-
paigns, each is worth 100 points.
When your fuel level reaches 14 units a warning message appears
on the screen. Each time you burn two more units, the message
appears again. When your Armor is reduced to 125 points, you
receive a similar warning message. These messages may
momentarily obscure objects on the screen.
If you crash from lack of‘fuel, your armor is automatically restored
to a full 600 points.
If you blow up from loss of armor, your fuel supply remains the
same as it was before you crashed, unless you had fewer than 25
units of fuel, in which case your fuel tank is restored to 25 units.
|f you bump into an object your armor loses ten damage points
and you lose control of the Apache momentarily. Also, you cause
ten damage points to the object you bumped into.
When you crash and are resurrected, your “load” of passengers
and your supply of ammunition remain the same.
The following critical information appears on the map screen.
Lives-Number of lives remaining
Load—Number of passengers aboard (6 max.)=
pes ‘s i
Armor-Protection against attack (5-600)
Fuel—Fuel remaining (2-100)
Guns-Rounds remaining in the chain gun (1178 max.)
Hydras— Hydras remaining (38 max.)
Hellfires—Hellfires remaining (8 max.)
Score—The higher your score, the more you've accomplished
Bonus points are sometimes available if you complete all tasks on
agiven mission. For example, if you need only rescue 14 of 16
MIAs to complete a mission, bonus points are awarded for
rescuing the other two.
You can lose points for destroying civilian or friendly targets.
MISSION DATA LOG
Cen et
ood
You can obtain detailed information about the targets and
objectives of a campaign from the Mission Data Log“Se - Se AO
sk Press B (from the Map Screen or Status Screen) to call up the
Mission Data Log.
ax —D-Pad left/right to toggle through the items.
Notice that every item on the map has a corresponding file in the
data log. There you will find a picture of the item, its name, and
pertinent information regarding it.
ARMOR POINTS
Armor points are listed for some of the targets. The number
represents the amount of damage that target can take before it is
obliterated.
_, POWER POINTS
AF Power points are listed for the enemy's weapons. If you get hit by
} a Rapier SAM, which packs a 100 point wallop, your armor will
lose 100 points.
poakerpquess’
a.
{CAMPAIGN STATUS
RADAR SITES
Cet |
Dt scary t Mission
OT a zs status
SECRET AGENT
The status readout gives you an up-to-the-moment report on your
progress in the campaign. Each mission is listed in order.
Missions whose status are displayed in green letters are com-
pleted. Missions whose status are displayed in red have yet to be
completed.}ee,
CAMPAIGN #1: AIR i
t—~—~-$§ —_ 2 ban a
The following campaign descriptions divulge certain facts
about the game and serve to make it easier to play. In no
way are they necessary for your successful completion of
the game. For the maximum challenge, refrain from
reading on.
This campaign takes place in the morning.
The first order of business in any modern military conflict is to
establish air superiority. Accordingly, in your first mission you
must demolish the enemy's airfields. But before you can do that
safely, you need to take out his radar and power stations.
After the airfields come the command centers, where cower the
enemy commanders. To accomplish the final mission of the first
campaign, you have to blow up the command centers and abduct
an enemy commander, for only then will you learn where the allied
spy is being held captive. The spy holds the madman’s secret
nuclear plans.
A WALK-THROUGH (Tactics)
For the purposes of this walk-through, the top of the screen is
north.
A Press anywhere on the D-Pad to lift off the frigate.
'
A As soon as you lift off, press START to check out the map.. As
you see, land lies to the East and the enemy's radar sites are ay
blinking. To destroy both radar sites is your first objective. It ~_
will help to know how well defended the radar sites are.
a7s el PO
D-Pad left/right to see what kind of weapons the enemy has
deployed near the radar sites. When you come to AAA (Anti-
Aircraft Artillery) you see that each radar site is defended
closely by two AAA batteries.
Press B for more information about AAAs. You see that the
enemy's AAAs are not heavily armored and pack only a 20
point wallop. Their accuracy is poor, but they fire rapidly.
They rotate at medium speed and do not benefit from radar.
In all, AAAs do not appear to be very formidable defenses.
You should be able to handle them easily.
Press START to return to the campaign.
Fly to the southernmost radar site. You might have to call up
the map again to get your bearings.
On your way there you will likely run across soldiers
skirmishing on the ground, or be fired upon by a lone enemy.
Soldiers dressed in khaki are MIAs in need of rescue.
Rescuing MIAs is part of your job and also can be.a great
benefit to you. ‘You may not land at a landing site if you do
Y not have a least one passenger. Each passenger you drop off
restores 150 points to your armor, with a maximum of 600
points.
ra koh
K If you like, destroy the enemy aggressor and hover over the
MIA, who is probably flailing his arms. The rope ladder will
descend as you approach the MIA. When you are correctly
positioned over the MIA, he will grab the ladder and your
copilot will pull him aboard.
»=
;
Me Se ALO
19
At the beginning of Campaign #1 there are at least 20 MIAs.
As time advances, the MIAs are gradually killed. That in mind,
you might find it expedient to take out all the enemy ground
troops you come across. Apart from adding to your point
total, you will be protecting the lives of your MIAs, and hence
your own longevity.
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. Attempt to destroy the AAAs
with either your chain guns (C) or a couple of hydras (B). » op Kinet
You might find it possible to dodge the AAAs and destroy the
radar sites without having to expend any heavy ammunition.
See if you can find a position where your chain guns reach the i]
radar dish but where you are out of reach of both AAAs.
Conserving ammunition is not so important in Campaign #1,PLE
where ammo is not scarce; but in later campaigns you will
want to be conscious of the different ways to conserve
ammunition.
As soon as you're safe from AAA fire, attack the radar dish.
Since the radar dish cannot fire back, there is no need to use
your heavier firepower to destroy it. Blast away with your
chain gun (C) as fast as you can. Your fuel is always
diminishing.
After you destroy the radar dish, press START to check the
map. When you left this screen last you were looking at the
mission data log on AAAs, so press (A) to call up the map
screen.
Notice that the radar site you just destroyed no longer
appears on the map. Before you move to the next radar site,
you might want to see what objects lie between it and your
present position.
D-Pad left/right to toggle through map characters. You will
see that there are two AAAs protecting the site, two MIAs
nearby, and an ammo crate in the vicinity. This one looks like
a cake walk,
i Fly north toward the radar site. Take out enemy targets along
the way as you see fit. REMEMBER: Virtually everything on
the screen is destructible, but you are required only to
destroy the seven targets the map.
«Destroy the radar site as before.aa Ee POON 72]
At this point you still should have more than half a tank of ah,
fuel. This should be enough to complete the second mission.
NOTE: It is unwise to attempt to complete the objectives out es
of order. For example, if you try to complete mission 2
without first destroying the radar sites, the enemy's defense «
will be better prepared and you will waste ammo and/or lose 4
lives unnecessarily.
Check the map for the next objective: the Power Station.
Toggle through the enemy weapons listed in the selection
display to find the safest route and the best probable direction
of approach. Notice that AAAs are placed strategically, and t
‘that Rapier SAMs guard all the remaining targets.
£5
2
Try flying North and East, avoiding the heavily defended 3
airfield. When you come across'a guard post or a group of
tents you may or may not attack. Enemy buildings and tents
sometimes contain useful supplies.
Notice how the world is three dimensional. You can fly
behind buildings and rocks, and bump into things.
When you bump into something, your Apache becomes
disabled for a moment, leaving you vulnerable. Also,
bumping into something costs you a few armor points
and inflicts a little damage.Take out the Rapier-and the AAAs guarding the power plant.
\f you still have plenty of fuel, you might take the time to
destroy the power plant with your chain gun and. save your
Hydras and Hellfires for more urgent situations. This isa
good policy generally.
Notice the toolbox in the crater where the power plant was.
Go to the map and check your armor points. If you have |
fewer than, say, 300 armor points left, then you might want to 1
pick up the toolbox. The toolbox restores your armor to full
strength. Pick up the toolbox in the same way that you
picked up the MIA. Hover over it and your copilot will lower a
hook and pull the toolbox up with the winch.
At this point, you could probably use some fuel and some
ammo. There is a crate in one of the barracks to the south
and some fuel drums nearby, unless one or both were
accidentally destroyed in the battle. Also, there are two MIAs
in the area.7 on
*
5d
x
VT he oe zy
“= oe ee 23
Find the fuel barrels and ammo crate if necessary, and hover ble
over them to pick them up. “Saat
Now fly to the nearest airfield. The airfield is heavily (oN
defended, and you could bite the dust easily. Try to sneak up x
on the AAAs and Rapiers and destroy them before they can 1
turn around and fire. 2
Never hesitate to retreat. If you take several hits and find your oF
armor dangerously low, retreat to the nearest landing site and
drop off your MIA. This action restores your armor, and you
can return to your present objective with a new lease on life.
You might want to check the map for MIAs and pick up the t |
nearest one. If possible, always have an MIA on board.
Oe
=
Finish destroying the airfield. You have to take out all the wt
planes and all the buildings before the airfield is considered
destroyed. When in doubt, check the map. If the airfield icon
still appears on the map, then at least one object critical to the
.
airfield remains intact. ~26
%
-
|
& — Destroy the other airfield.
x
fe ee TO
Before moving on to the command centers, make sure you
are well-fueled, armed, and armored. It's a terrible feeling to
lose your third life at the end of a campaign. because of a
careless oversight. It's possible that there are no MIAs left, in
which case you need to be extra cautious and willing to use
more and heavier firepower against targets that fire back.
When you destroy a command center, the enemy commander
will attempt to escape. Chase the commander and take him
prisoner. Only then will you learn where the allied spy is
being held captive.
You need only destroy one command center and capture one
commander to get the location of the spy, but you receive
bonus points for destructive actions above and beyond the
call of duty. Make sure you are well-fueled, armed and
armored, especially if you're down to your last life.
At the site where the spy is located you will find three
buildings. One of the buildings conceals an underground trap
door. Pick a building and destroy it. If the underground door
does not appear, destroy another building.
When you find the trap door, fly above it and the Apache will
automatically land. Your copilot will run in to rescue the spy.
In the meantime, a few VDA guns will appear on the scene.
Destroy the guns and your copilot and the spy will emerge
from the trap door. Pick up the spy and your copilot and
return to the frigate.
wh| ali “e eT AOR, 77
i
® After you land, you and your copilot celebrate on the deck of abe
the frigate and your commander gives you a summary of your
score. <
%® Read your debriefing and get your assignment for Campaign
#2. If you want to stop now and return to the game later,
write down the password. Note: you must complete a
campaign to obtain a password for the next campaign. You
cannot return to the middle of a campaign.am ee 239
}
CAMPAIGN #2: SCUD BUSTER a
eon
This campaign takes place in the afternoon.
Now that you've established air superiority in Campaign #1, it's
time to takeout the madman’s Scud launchers. As in Campaign
#1, first-you will want to take out the enemy's radar sites. Then
there are several political prisoners to think about. The President
is a politician first and foremost, and the rescuing of political
prisoners is a high priority to the American people.
Complete the following six objectives in order.
1. DESTROY RADAR SITES
You already.know how to deal with radar sites, except now there
are three to take out, and two are well defended.
2. ORCHESTRATE A JAIL BREAK
Hole rs
blasted
in jail Mi
i i < i 7 wall
E a
« These'three jail breaks are tough. Make sure you clear the area Af
before you blast a hole in the jail, so the fleeing prisoners won't get
gunned down before you can pick them up.
“ \
eet aa
yy30 = eel PLO
‘3. DESTROY THE POWER STATION
cms Pi */
’ This target is well guarded, but you should be able to demolish it
Ff without taking much damage if you know how to dodge the
A enemy's weapons.
4, DESTROY THE CHEMICAL WEAPONS COMPLEX
abakal
fT S
=— Production
| facility
destroyed
.
- 2 JF
Make sure you have plenty of armor and ammunition before
attempting this mission.
i \ o
ert &4,
ag_e i a ae
5. TAKE OUT THE SCUD LAUNCHERS ‘att
Scud
success-
fully
launched
After you destroy the chemical weapons complex, the Scud
commanders start getting nervous and decide to make a run for it
rather than risk facing the ignominy of being caught like rats in
their own holes. Now is your chance to capture them and find out
where the Scud launchers are placed.
First you will need to check the map to find out where all the Scud
command headquarters are located. You already might have
noticed metal buildings marked by a red and white flag. These are
the command headquarters. Proceed from headquarters to
headquarters, blasting each one to kingdom come and capturing
the exposed Scud commander, who by now is crazed with fear.
As you capture each Scud commander, a Scud launcher site
appears on the map as a red dot. Fly to the Scud launchers and
see if you can destroy them before they launch their missiles.
There are six launchers in all, and you must destroy at least five of
them to complete the mission.
r \
SO ace \ &,CAUTION: If you accidentally kill more than one Scud commander,
you will be called back to the frigate and have to begin the
campaign again.
6. RESCUE PRISONERS OF WAR
Enemy
ZSU
Hole
ope blasted in
barracks
GL eth Bolspe dcisiocbs
This mission is what the second campaign is all about.
~* With enough ammunition and fuel, and the savvy it takes to stay
alive, you'll be able to complete this rescue and return safely to the
frigate for new orders.
There are 16 POWs in all, and you need only rescue 14 of them.
Don't let more than two men die in the action, or all your work up
until now will have been in vain.
Take a safe route back to the frigate.: ad ik: an te FLOSS, 33
CAMPAIGN #3: EMBASSY CITY “aby
This campaign takes place in the early evening.
1. RESCUE U.N. INSPECTORS
Minaret
UN.
Inspectors
(av *The United Nations inspectors are under attack in a parking lot
near the embassy. Fly in and take out the enemy tank and ground
troops. Make sure not to hit the inspectors or you'll have to
start over.
wx 2. DESTROY BIOLOGICAL WEAPONS COMPLEX
tt Enemy
; VDA
Chemist
escaping
There is a large biological weapons complex to the Northwest. The
lead chemist is hiding in a biological weapons factory surrounded
by seven other similar looking facilities. Destroy the buildings to
find and capture the chemists. When you find the right one he'll
give you the locations of the underground missile silos.VG = LAP 55
DESTROY UNDERGROUND MISSILE SILOS
In this mission you have to hunt for the underground silos, which
are covered by sand dunes. Use your chain gun to locate the silo’s
armored covering, (you'll hear the sound of impact when you hit
the correct sand dune) then see if you can blow up the silo before
the missile inside is launched Ry
Sometimes the explosion from the silo will detonate a fuel drum,
ammo crate, or other object in the area, so you might want to pick
up needed supplies before you take out the silo.
3Sa ET AOR
4, RESCUE THE PILOTS LOST AT SEA
Enemy
speedboat
Life raft
This mission is fairly easy. Blast the enemy speedboats without
harming the defenseless pilots and then pick up the pilots. One of
the pilots has a valuable piece of information
ee Teel 7
5, DESTROY THE POWER STATION
You learn from one of the rescued pilots that the power station
controls an alert zone around the madman's yacht. You'll have to
destroy the power station before attempting the difficult rescue at
the yacht.
baet Aree 31
6. RESCUE PRISONERS ON THE MADMAN'S YACHT ,
Enemy
chopper
After you eliminate the initial opposition, blow a hole in the yacht.
The prisoners will leap into the water one by one. The prisoners
are weak from torture and cannot stay afloat for long, so you'd
better have a good winchman and know how to hover accurately.
Be careful not to bump into the yacht, as the time it takes to
recover might cost a prisoner his life. If you let more than five
prisoners drown, you'll have to start over.3S RE AR
7. CAPTURE THE ENEMY AMBASSADOR.
Enemy
M48
Here you will face the heaviest fire power you have encountered
® thus far. Make sure you have a full load of ammo and know where
AF you can get more. One crate probably won't be enough. But all the
ammo in the world won't help you if you don't first take out the
radar station providing an alert zone around the area. You could
lose three lives here in a few seconds if you're not careful and
skillful.Se ERLE AMR 3g
& EMBASSY RESCUE
Your last mission in this campaign is to rescue the 12 embassy
Officials held captive in the embassy building. Your copilot jumps
Out to drive the bus, so you'll have to work the guns yourself from
here on in. After you destroy all the enemy's defenses, blast open
the gate in front of the bus. Your copilot knows where the Navy
Seals Camp is located and will take the bus there. The bus is very
vulnerable and cannot take much of a beating. Your job isto ay
escort the bus and see that no harm comes to the dignified officials
inside. If the bus is destroyed, you'll have to start this campaign
over, and your copilot will be listed as MIA.
Your copilot will not proceed without you as an escort, so if you
leave the area he or she will stop the bus. In addition, your copilot
will stop the bus if you hover directly over it. So if you spot danger
7 down the road and want to avert a catastrophe, hover over the bus.
= But make sure you don't get shot down and crash on top of the
bus, killing all the occupants. Then you'll have to start all over.
Besides, the driver is a friend of yours, and you wouldn't want to
be the cause of his or her demise.
a40% Oe AOR ee
CAMPAIGN #4: NUCLEAR STORM
This Campaign takes place at night.Oil tank
Com-
mando
drop-off
site
There are two objectives in this mission: to airlift the commandos
to the landing sight in the middle of the oil fields 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 best to drop off all the commandos at once. Their landing site
is available for only one unloading, so if you try to shuttle the
commandos to the landing site in multiple trips you'll wind up
carrying them around for the rest of the campaign, using up
valuable space. They will not disembark at regular landing zones. Wia ET ALORS
2. STOP THE OIL SPILLS
A good gunner comes in handy here. Before you attempt to close
off a pipe, you'll want to take out the enemy forces stationed near
the oil dock. Once you're safe, go ahead and fire at the end of the
+ pipe. You have to hit just the right spot in order to stop the spill;
that's where an accurate gunner is called for.
Now you're on your own. Make sure you read all the information
presented to you on the screens. Completing the game is hard, but
far from impossible,
aSe ET Ae
a
cA
5 the end of each successful campaign you receive a seven letter
_ password and your current score. Make sure to write it down if
_ you wish to return to the game at the beginning of the next
Campaign with your score intact, rounded down to the nearest
thousand points.
= password does not save your copilot selection or any non-
ard control settings you may have chosen.
about five minutes to write down the password before it
ars.
p6 for instructions on restoring a saved game.
HINTS AND TIPS
The following items divulge certain facts about the game
and serve to make it easier to play. In no way are they
necessary for successful completion of the game. For
the maximum challenge, refrain from reading on.
__ KEEP MOVING Ku
# You can’t win the game if you don’t learn how to out- “
maneuver the enemy's weapons. The President picked you to
head-up this mission because of your consummate skills as a
pilot. He would be mighty disappointed if he saw you going
toe-to-toe with a SAM launcher in a government-owned Pe
Apache, when you could easily dodge and fire. ~4 0 MR Se Ae
FUEL AND AMMO CONSERVATION
1 In Campaigns 2, 3, and 4 there are more fuel drums and
ammunition crates in the field than are indicated on the map.
2 The map shows only those supplies exposed above ground.
BAI Numerous fuel and ammo dumps are hidden in buildings,
under sand dunes, etc. The only way to find these hidden
supplies is to blow up the structures that conceal them.
1 You might find it a useful strategy (especially in the latter,
more difficult campaigns) to explore the field for hidden
supplies, taking note of where they are, before attempting to
win a campaign.
1 Whenever possible, use your chain gun to destroy non-hostile
targets, such as bunkers, sand dunes, and small buildings:
You'll find inthe latter campaigns that your Hellfires and
Hydra are precious commodities not to be squandered. So
when you clear an area of enemy weapons, use your chain
gun to destroy the targets if you have enough fuel, firing
rapidly with the (C) button to conserve fuel.
bake
4 Don't waste fuel and ammo by picking them up when you're
already full or nearly full, It's best to let them sit where they
are and return when you need them.
4 You will notice that your Apache does not consume fuel when
you're flying over water. Accordingly, fly over water when-
ever possible to conserve fuel.Certain targets are difficult to hit, even with Jake as your
copilot. The Oil Spill and Bomb Shelter missions are two
examples of difficult targets, where you have to strike a small
spot on a large object in order to do damage. Jinking (see
Control Summary in the front of this manual for instructions)
will help you increase your precision.
TARGETS
+ Some targets, such as buildings and dunes, are neutral, which
co Means that your gunner will not fire on them automatically. If
you want to hit a neutral target, you must point the Apache
directly at it and fire. Jinking often comes in handy here.
G UP PASSENGERS
When there is a crowd of waiting passengers, your copilot will
pick out the closest one and drop the ladder for him. You
must pick up that passenger or back away from him before
the ladder will drop for another passenger.
‘# You can capture unarmed enemy foot soldiers, but if you
leave the area after spotting them, they may not be there
when you return.
DROPPING OFF PASSENGERS
1 When you land at a landing zone, all passengers (except
commandos, see p.41) will disembark. Try to drop off your
passengers at appropriate times so as not to waste the armor
value they bring. You need not pick up all available passen-
gers to win a campaign, but you should remember the
locations of the people you did not pick up so that you can
use them for armor points later if you need to.
fewas
vel ALO
ARMOR REPAIR
There are armor toolboxes hidden in all four campaigns.
Picking up an armor crate restores your armor to a full 600
points.
QUICK LADDER
a] All four campaigns offer a quick ladder, but you have to
find it. The quick ladder allows you to pick up objects
practically on the run, and can make your life a whole lot
easier. The quick ladder lasts for an entire campaign, even
if you crash, but it does not carry over into subsequent
campaigns.
EXTRA LIVES
The box with the red cross on it contains an extra life.
There are a few hidden throughout the campaigns, and you
will almost certainly need some of them to win the game.
Extra lives do not carry over into subsequent campaigns.
STAY OUT OF ALERT ZONES
Certain targets are protected by alert zones, which
dramatically increase the power of the major weapons
(everything but the ground troops’ hand held weapons), the
rate at which they fire, and the armor protecting the
weapon. In other words, the weapons hit much harder, fire
faster, and are much harder to destroy.
Some alert zones are controlled by radar stations and some
are controlled by power stations. Pay attention during your
briefings and to all information you receive during a
campaign to find out which stations control which alert
zones.eT PORE, 47
Radar stations put out a range alert, which gives the e ]
enemy weapons an increased range. Power stations
supply an aim alert, which allows the enemy to move their a
____ turrets electronically, instead of manually. Weapons on ‘
= aim alert cannot be out-maneuvered. It's best just to ‘
a, stay away.
‘CHOOSE YOUR WEAPONS CAREFULLY:
YOUR ENEMY
As you gain experience you will discover how much
firepower it takes to destroy certain enemy targets. It's
_ important (especially in the latter campaigns when
_ ammunition is at a premium) to remember how much
s
firepower you need to destroy a given target.
For example, after completing Campaign #2 you should
know that it takes one hellfire and two hydras to destroy a
ZSU tank. Accordingly, you should develop the habit of
pressing (A) once then (B) twice when you need to destroy
a ZSU in short order. Of course, in an alert zone you'll
need a lot more firepower, but you shouldn't stray into
alert zones.
FOOLS RUSH IN
You can save yourself a lot of heartache by checking the
map for the positions of the enemy's defenses before a
travelling. The map shows only the ground weapons newly
introduced in each campaign, so in the latter campaigns
you must be ready to face the unknown.
The Weapons Appendix is a reference to the enemy's major
weaponry. The more information you have, the fewer
a \
Kg &68 a ET ALORS
surprises you'll encounter, and the better your chances of
saving the world from the cowardly tyrant.
EXPERT CHALLENGES
BAI If you finish the game and want a further challenge, try
playing all four campaigns with Mr. D. as your copilot.
Or try to accomplish all possible objectives in all four
campaigns, such as rescuing all 15 MIAs in Campaign #1
or rescuing the EANN TV news crew and flying them to the
landing zone at the TV station in Campaign #3.
CHAIN GUN: inflicts 3 points of damage
HYDRA: inflicts 25 points of damage
HELFIRE: inflicts 100 points of damage
APACHE: carries 600 points of armor
—ARMOR POWER RATEOF SPEED OF
(DAMAGE) FIRE PROJECTILE
10pts. Spts. 0.5 sec. fast
25 75 3.0 fast
50 20 0.5 fast
75 100 26 fast
100 25 0.33 fast
150 40 0.33 faster
CoE 50 1.25 faster
CHOPPER 150 100 1.5 faster
200 100 25 faster
CROTALE 250 150 2.0 slowerELECTRONIC ARTS LIMITED WARRANTY
WARRANTY - Electronic Arts warrants to the original purchaser of this Electronic Arts
software product that the medium on which this computer program is recorded is free
from defects in materials and workmanship fora period of ninety (90) days from the date
‘of purchase, This Electronic Arts software pragram.is sold “as is,” without express or
implied warranty of any kind, and Electronic Arts is nottiable fonany losses or damages
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(90) days to either repair or replace, at its option, free of charge, any Electronic Arts
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Unless indicated otherwise, all software and documentationis © 1991 Electronic Arts. All
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This game is licensed by Sega Enterprises Ltd. for play on the SEGA GENESIS SYSTEM.
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IF YOU RUN INTO TROUBLE AND NEED ADVICE
CALL 1-900-288-HINT or 1-900-288-4468,
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