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Desert Strike - Genesis - Manual

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0% found this document useful (0 votes)
284 views54 pages

Desert Strike - Genesis - Manual

Uploaded by

Isaac Fairburne
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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ca 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. yy a 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 Posehn Ni eel | PLOVER SC Ne EY AU Ne Ree rea USO Nels sale) een a eel aaa aoa Sian Mem mn S10) SCREEN). AVOID REPEATED OR EXTENDED USE OF VIDEO GAMES ON UW Yiltl eects ia Raat) e020 t 7 A Oe | WH | AF pa. | ~ / \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 § si oe 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 Ay 6 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 copilots NE 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. poaker pquess’ 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. a7 s 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 yy 30 = 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. 3 Sa 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. ba et 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. a 40% 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. Wi a 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, a Se 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. fe was 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 slower ELECTRONIC 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 of any kind resulting from use of this program. Electronic Arts agrees fora period of ninety (90) days to either repair or replace, at its option, free of charge, any Electronic Arts software product, postage paid, with proof of purchase, at the Electronic Arts Warranty Department. This warranty is notapplicable to normal wear and tear, This warranty shall Not be applicable and shall be void if the defect in the Electronic Arts software product has arisen through abuse, unreasonable use, mistreatment or neglect. LIMITATIONS - THIS WARRANTY IS INLIEU OF ALL OTHER WARRANTIES AND NO OTHER REPRESEN- TATIONS OR CLAIMS OF ANY NATURE SHALL BE BINDING ON OR OBLIGATE ELECTRONIC ARTS. ANY IMPLIED WARRANTIES APPLICABLE TO THIS SOFTWARE PRODUCT. INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL ELECTRONIC ARTS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THIS ELECTRONIC ARTS SOFTWARE PRODUCT. Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or limitations of incidental or consequential damages so the'above limitations and/or exclusions of liability may not apply to you. This warranty gives you specific rights, and you may also have other rights which vary from state to state. RETURNS AFTER WARRANTY - To replace defective media after the ninety (90) day warranty period has expired, send the original cartridge to Electronic Arts' address below. Enclose a statement of the defect, your name, your return address, andacheck or money order for $20.00. Electronic Arts Customer Warranty P.O. Box 7578 San Mateo, California 94403-7578 If you need technical assistance with this product, call us at (415) 572-9448 Monday through Friday between 8:30 am and 4:30 pm, Pacific Time. Unless indicated otherwise, all software and documentationis © 1991 Electronic Arts. All Rights Reserved, This game is licensed by Sega Enterprises Ltd. for play on the SEGA GENESIS SYSTEM. SEGA and GENESIS are trademarks of Sega Enterprises, Ltd. 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. i ee Omens Cl ee Me Wie ee LE as Seer meses Be the first to fly the experimental, highly classified, Pa tae) ym ah mum cy eS LUC WRU RL Le

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