o----------------------------------------------------------------------------o
|                                 Infiltrator                                |
|                                Platform: NES                               |
|                                                                            |
|                              FAQ/WALKTHROUGH                               |
|                         Version 1.1 (March 15, 2007)                       |
|                                                                            |
|                               By The Admiral                               |
|                        Email: Admiral1018@yahoo.com                        |
o----------------------------------------------------------------------------o


Introduction
------------
You are the legendary infiltrator, Jimbo-Baby McGibbits, and your sworn 
mission if to foil to plots of the nefarious Mad Leader...  No, this isn't a 
1950s comic book or Mickey Spillane novel, it's the overlooked NES title, 
Infiltrator.

Infiltrator combines helicopter simulator with adventure game.  You must fly a 
"highly sophisticated" chopper named the Gizmo to the enemy base for each 
mission, which then leads to a good-ole stealthy overhead adventure.  This is 
an interesting combination that is not found in any other title, offering two 
vastly different games within one.

Perhaps the reason Infiltrator never caught on among mainstream gamers is 
because its learning curve is tremendous, and the game has no sympathy for 
your struggles.  You may find flying the Gizmo almost as difficult as flying a 
real helicopter.  Any number of subtle errors or minor lapses in attention 
will surely doom you, resulting in a highly frustrating crash.  In the enemy 
base levels, the game restricts your freedom to explore with a nasty time 
limit.  This limit is so strict that it is outright impossible to beat these 
levels without knowing where you are headed -- knowledge that is acquired only 
through repeated failures or a friendly guide like this one.

Whether you are reading this because you have no clue what to do or are just 
in search of a simple strategy, this FAQ should help.  The beginning sections 
provide in-depth tutorials for both the helicopter and enemy base stages.  The 
walkthrough provides specific details, including maps of every building, for 
complete guidance in exploring.  Regardless of your reason for using this 
guide, hopefully it will enhance your journey through Infiltrator.


==============================================================================
D I S C L A I M E R                                                       IN0A
==============================================================================

This FAQ is meant for personal use only and cannot be reproduced for 
commercial use under any circumstances.  No portions of this guide may be 
reproduced, in part or in entirety, without the written consent of the author. 
If you would like to use any part of this guide in your FAQ or website, I will 
probably give you permission if you ask, but you must ask first (Email: 
Admiral1018@yahoo.com). The Infiltrator title, as well as all contents within, 
is copyright of Chris Gray Enterprises Inc.


==============================================================================
T A B L E   O F   C O N T E N T S                                         IN0B
==============================================================================

To jump to any section of this guide quickly, click the Edit option on the 
toolbar, then go to Find and type in the index number listed in the right 
column.  You can also press Ctrl+F to bring up the search box in most browsers 
and text editors.


DISCLAIMER................................................................IN0A
TABLE OF CONTENTS.........................................................IN0B

STORY AND OBJECTIVE.......................................................IN0C
HELICOPTER TUTORIAL.......................................................IN0D
ENEMY BASE TUTORIAL.......................................................IN0E

WALKTHROUGH
HELICOPTER MISSION 1......................................................IN01
ENEMY BASE MISSION 1......................................................IN02
HELICOPTER MISSION 2......................................................IN03
ENEMY BASE MISSION 2......................................................IN04
HELICOPTER MISSION 3......................................................IN05
ENEMY BASE MISSION 3......................................................IN06

HELICOPTER ID CODES.......................................................IN0F
PASSWORDS.................................................................IN0G

CONTACT INFORMATION.......................................................IN0H
REVISION HISTORY..........................................................IN0I
CREDITS...................................................................IN0J


==============================================================================
S T O R Y   A N D   O B J E C T I V E                                     IN0C
==============================================================================

You are the Jimbo-Baby McGibbits and your mission is to infiltrate the 
facilities of the Mad Leader and thwart his evil plots for destruction and 
world domination.  You have three missions, and each will be divided into two 
parts: a helicopter stage and an enemy base stage.  Each mission requires that 
you fly to a secret enemy location in the state-of-the-art Whizbang 
Enterprises Gizmo DHX-3 Attack Helicopter ("Gizmo").  Along the way, you must 
either fool the enemy aircraft or take them down using the Gizmo's weapons 
arsenal.  Once at the enemy facility, you must remain undercover and attempt 
to sabotage the Mad Leader's plans.  Stealth is the top priority.  Your 
operatives have no information on the specifics of each base, so you must 
explore and find the facilities that house what you are seeking.  However, you 
have only a short amount of time before the enemy becomes wise to your 
presence, so haste is of the essence.  The fate of the world is in the trusty 
hands of a man named Jimbo-Baby, and you must guide him to success.


==============================================================================
H E L I C O P T E R   T U T O R I A L                                     IN0D
==============================================================================

Learning to fly the helicopter is definitely the most difficult part of 
Infiltrator.  The Gizmo has an extremely steep learning curve and is very 
fragile if not operated properly.  The following section is a MUST READ for 
all new players, especially if you do not have access to the instruction 
manual.  This tutorial will go through the following sections:

1. Controls
2. Helicopter Dashboard
3. Radio Screen
4. Status Screen
5. Taking Off and Flying
6. Landing

Once you learn to master the Gizmo, the helicopter stages will be a piece of 
cake.  However, there is a lot of work needed to get to that point...


========
CONTROLS
========

UP
Pushes forward on the throttle and causes the helicopter to dive.  The rate at 
which you descend depends on the level of tilt, which is measured on the 
Artificial Horizon (see Dashboard section below).

DOWN
Pulls back on the throttle and causes the helicopter to climb.  The rate at 
which you ascend depends on the level of tilt, which is measured on the 
Artificial Horizon (see Dashboard section below).

LEFT/RIGHT
Rotates the helicopter left or right.

SELECT
Scrolls upward through the buttons on the control panel.  The selected button 
will appear in white.  On the radio screen, this button toggles through the 
different messages.

START
Starts rotation of the helicopter blades when on the ground.  Once the blades 
are rotating, this button scrolls downward through the buttons on the control 
panel.  The selected button will appear in white.

B-BUTTON
Presses the highlighted button on the control panel.  For example, if missiles 
(M) are selected, press the B button to fire missiles.

A-BUTTON
Controls engine acceleration and deceleration.  To increase speed, hold UP and 
press A.  To decrease speed, hold DOWN and press A.


====================
HELICOPTER DASHBOARD
====================

WARNING LIGHTS
The top panel of the helicopter dashboard has a series of six lights that 
signal any critical warnings or malfunctions.  Green lights indicate that 
everything is working normally.  Orange lights indicate a problem that should 
be addressed immediately.  The warning lights are:

E (ENGINE) DAMAGE       Engine damage means that your ability to fly and
                        control the helicopter accurately have become
                        impaired.  Engine damage can result from several
                        problems below, as well as from damage due to enemy
                        missiles.  If this light is blinking, there is no
                        chance that you can complete the mission.  Reset the
                        game. 

B (BATTERY) OVERHEATED  The Battery can become overheated if you fly too fast.
                        The Battery will begin to overheat once you exceed 400
                        knots per hour (normal) or 800 knots per hours
                        (turbo).  Flying below these speeds (even 399 KPH)
                        is safe.  Excessive battery strain can lead to engine
                        damage, so slow down once you see this warning.

O (OIL) OVERHEATED      Oil can overheat if you use the turbo engines or
                        whisper mode for too long.  If you allow oil to stay
                        overheated, it will result in permanent engine damage.
                        You should quickly turn off the turbo engines or
                        whisper mode once you see this warning.

F (FUEL) LOW            Fuel is expended over time once you start the engines
                        and leave the ground.  Fuel is expended at a constant
                        rate regardless of speed or altitude.  Once you run
                        out of fuel, you will begin to experience engine 
                        damage.

A (ALTITUDE) LOW        You will receive a warning if you are descending and
                        your altitude drops below 250 feet.  This is more of a
                        "heads up" notice than a problem indicator like the
                        other lights.  If you are mid flight and suddenly
                        see this alert (and you are not trying to descend),
                        quickly press DOWN on the control pad to avoid
                        crashing.

R (RPM) PROBLEM         The helicopter needs 2340 RPM (rotations per minute)
                        to maintain altitude.  This indicator is supposed to
                        signify a problem with the number of RPMs (and
                        presumably your ability to remain airborne).  However,
                        I have never seen this indicator lit, even when
                        experiencing damage to all other components of the
                        helicopter.  If you know what causes it, please let me
                        know.

BATTERY GAUGE
The Battery gauge is located on the top left side of the screen with the 
letter B next to it.  Once you exceed 400 KPH (normal) or 800 KPH (turbo), 
this gauge will begin moving to the right as the battery slowly heats up.  
Excessive heat will trigger the battery warning light and eventually cause 
engine damage.  As a rule of thumb, keep your speed below the thresholds above 
for normal flying.

OIL TEMPERATURE GAUGE
The oil temperature gauge is located on the top right side of the screen with 
the letter O next to it.  Oil temperature will rise rapidly when in whisper 
mode or when using the turbo engines.  Excessive oil heat will trigger the 
warning light and eventually result in permanent engine damage.  To avoid any 
problems, use the turbo engines very sparingly (if at all) and do not enter 
whisper mode until within 250 feet of the ground when landing.

FUEL GAUGE
The fuel gauge is located on the right side of the cockpit.  A red needle 
indicates your remaining fuel.  Fuel will decrease at a constant rate once you 
start the engines and take off.  You are not given much more than the minimum 
fuel required to reach your destination, so it's important to stay on course 
and fly at reasonable speeds.

CONTROL PANEL BUTTONS
There are eight buttons on the left and right sides of the dashboard, and each 
is indicated by a different letter.  These buttons control the Gizmo’s various 
weapons and equipment.  Toggle through the options using the Start or Select 
buttons and use/activate the chosen equipment by pressing the B button once 
selected.

M (MISSILES)        Missiles can be used to destroy enemy fighters.  One
                    missile is enough to take down any opponent.  These
                    missiles are supposedly heat seeking, but they do little
                    more than fly straight ahead when launched; unless the
                    enemy is more or less in front of you, they will not hit.
                    You have a limited supply of missiles (as indicated on the
                    status screen), but you should use them liberally if
                    engaged in combat.

G (GUNS)            The Gizmo is equipped with a pair of 20mm cannons that can
                    be used to take down enemy fighters.  One direct hit from
                    the cannons is enough to destroy any foe.  The guns fire
                    slightly quicker than the missiles and have an unlimited
                    supply of ammunition.  They can only hit enemies that are
                    directly in front of you, but are probably better than the
                    missiles given their speed.

C (CHAFF)           Chaff is a bundle of metal strips that can be released to
                    fool radar-guided missiles.  If chaff is fired before such
                    a missile hits the Gizmo, you will avoid any damage.  You
                    will know if a missile is radar-guided if the chaff button
                    (C) flashes red after the enemy fires.  Your supply of
                    chaff is displayed on the status screen.

F (FLARES)          Flares can be fired from the Gizmo to create a false heat
                    image and throw off heat-seeking missiles.  You will avoid
                    damage from these missiles so long as a flare is fired
                    before the missile makes contact.  You will know if a
                    missile is heat-seeking if the flare button (F) flashes
                    red after the enemy fires.  Your supply of flares is
                    displayed on the status screen.

R (RADIO)           The radio is a transceiver that can be used to communicate
                    with other aircraft and set the ADF (Automatic Direction
                    Finder).  See the "Radio Screen" section below for more.

S (STATUS)          The status screen shows various pieces of information
                    About the Gizmo, including damage to any equipment,
                    remaining supply of missiles/chaff/flares, and a tactical
                    map (with coordinates for your destination).  See the
                    "Status Screen"
                    section below for more.

T (TURBO ENGINES)   Turbo engines double your current speed.  The benefit of
                    this is that you can reach your destination faster and
                    conserve fuel (as well as lessen the time you have to
                    spend flying).  Using the turbo engines does NOT allow you
                    to outrun or evade enemy fighters.  The downside to
                    using the Turbo Engines is that they heat up oil VERY
                    quickly.  You need to watch the oil warning light and turn
                    off engines immediately when it sounds.  You should also
                    watch the directional compass, as Jimbo's hands have a
                    tendency to drift, taking you way off course in a short
                    time.  Since the turbo engines heat oil at the same
                    rate regardless of speed, you are best using them at
                    either 799 KPH (no battery drain) or 900 KPH (battery
                    drain).  The turbo engines are never needed and can cause
                    a lot of potential problems if not used properly.  For
                    that reason, avoid using them until you are very
                    comfortable with the Gizmo's maneuvering.

W (WHISPER MODE)    Whisper mode muffles the sound of the helicopter's blades
                    and allows you to fly (and land) silently.  This is
                    essential to landing at the enemy base, as they will
                    detect you otherwise (and capture you upon landing).  The
                    whisper mode should be used once your altitude reaches 250
                    feet to avoid enemy detection.  Like the turbo engines,
                    the whisper mode also heats the oil at rapid rate.  For
                    this reason, do not use it when you are still above 250
                    ft, as it can lead to engine damage if the oil gets too
                    hot.  You do NOT need to use whisper mode when landing at
                    your own base after return trips.


SPEED INDICATOR
The speed indicator is the circular gauge on the top left side of the dash 
board.  Press Up + A to speed up and Down + A to slow down.  Your maximum 
speed is 450 knots per hour (or 900 KPH if using turbo engines).  You will 
experience severe battery strain starting at 400 KPH (or 800 KPH in turbo 
mode), so try to keep your average flying speed below this.

RPM INDICATOR
The RPM indicator is the gauge located on the bottom left.  Once you start the 
engines, it revs up to 2340 RPM and never changes.  You do not need to worry 
about this gauge once you take off.

ADF (AUTOMATIC DIRECTION FINDER)
The ADF is the top center gauge with the airplane icon in the middle.  It 
indicates the relative direction in which you should be flying (not the 
navigational direction).  For example, if the ADF is pointing up, you are 
heading in the correct direction.  If the ADF is pointing left, you should 
turn left until it points up.  When you start the stage, the ADF will be 
spinning randomly.  You will need to enter the destination coordinates from 
the Status (S) screen using the Radio (R).  This will correctly set the ADF.  
Once you are over your destination, the ADF will begin spinning very rapidly, 
signaling that you should slow down and initiate landing procedures.

ARTIFICIAL HORIZON
The artificial horizon is the middle bottom gauge with the orange line.  This 
line signifies whether you are tilted and if you are ascending or descending.  
You generally want to keep the Gizmo level while flying.  You NEED to keep it 
level while landing to avoid a crash.

ALTIMETER
The altimeter is the gauge on the top right that displays your height (in 
feet).  You can fly up to 9,999 feet.  A warning light will signal if you are 
flying below 250 feet and descending.  There is no "correct" altitude to 
maintain when flying.  However, flying too high increases the descent time 
when landing, and flying too low risks that you will unknowingly sink downward 
and crash.  In general, 2,000 feet is a good height to maintain.  Your 
altitude has no effect on fuel use or any other component of the Gizmo.

COMPASS
The compass is the gauge on the bottom left.  It displays your direction in 
degrees.  The line on the gauge will also point in the direction you are 
heading.  This gauge should be monitored as you fly to make sure you are not 
drifting.


============
RADIO SCREEN
============
The Radio screen is accessed by highlighting the R control button and pressing 
the B button.  The radio is used to send and receive messages to and from 
enemy aircraft, as well as to set the ADF.  It has four functions which are 
toggled by pressing the Select button:

1. Send: Request ID
2. Send: Infiltrator
3. Send: Overlord
4. ADF

MESSAGES
The first three functions are messages that can be sent.  Messages are 
essential to determining the identity of other aircraft.  There are numerous 
other flyers in the air (some fellow infiltrators, some enemy fighters) that 
are on stealth missions.  The only way to distinguish friend from foe is 
through ID codes.  You will want to take advantage of these codes to fool 
aircraft and avoid combat.

You should request the ID of an enemy aircraft as soon as it appears by going 
to the radio, toggling to the "Send: Request ID" message, and pressing the B 
button to send it.  After a brief pause, the enemy will respond with a message 
like "Arnold Requesting ID."  The first word is the ID code, indicating friend 
or enemy.  You should respond with either "Send: Infiltrator" or "Send: 
Overlord" depending on the code.  You will eventually learn to distinguish 
friendly from hostile code if you play for a while, but a complete list can be 
found in the "Helicopter ID Codes" section at the end of this guide.

If you do not request the ID of an enemy fighter as soon as it appears, it 
will request yours.  When this happens, the game jumps to the radio screen and 
displays the message.  You must then guess the allegiance of the aircraft and 
send either an Infiltrator or Overlord response.  This is a disadvantageous 
position to be in, because you may guess wrong and be forced to fight.  If you 
respond with the wrong ID, don't respond at all, or request an ID once one has 
been requested of you, the enemy will engage in combat.  See the "Enemy 
Encounters and Combat" section below for more.

SETTING THE ADF
The other primary function of the radio is the set the ADF to the correct 
coordinates.  It is essentially impossible to reach your destination without 
doing so.  To do this, visit the status (S) screen and note the ADF value 
displayed on the bottom left.  On the radio screen, press the select button 
until ADF is flashing, then press Up or Down to set the right value.  The ADF 
on the dashboard should point to the proper location once this is set.  You 
should also notice a mark on the tactical map of the status (S) screen showing 
the destination.


=============
STATUS SCREEN
=============
The Status screen shows four valuable pieces of information:

1. Tactical map (top left)
2. ADF coordinates (bottom left)
3. Helicopter function status (top right)
4. Supply of missiles, chaff, and flares (bottom right)

TACTICAL MAP
The tactical map shows a graphical representation of your location and the 
destination (once the ADF is set).  It is useful for measuring how far you are 
from the landing zone.

ADF COORDINATES
These are the coordinates of the destination.  Enter them on the radio (R) 
screen as described above.

HELICOPTER FUNCTION STATUS
The helicopter status lights indicate whether key helicopter components are 
working correctly.  Components begin to fail if the helicopter is flown 
improperly (excessive oil heat or battery strain) or if you sustain combat 
damage from enemy aircraft.  Not all malfunctions are equal.  While some will 
create annoyances, others make it impossible to complete the mission.  The 
lights signal the following:

COMMUNICATIONS      If Communications are damaged, you will not be able to
                    access the radio screen.  This prevents you from
                    communicating with other aircraft and ensures that all
                    encounters will result in combat.  This makes the mission
                    much more difficult, but not impossible.  If, however, you
                    have not set the ADF when the Communications system is
                    damaged, it will be impossible to find the destination and
                    complete your mission.

DEFENSES            Defenses include Chaff and Flares.  You will not be able
                    to deploy either if this function is damaged.  This
                    effectively means that you can never avoid damage if an
                    enemy fighter gets off a shot.  Loss of Defenses can be
                    mitigated by avoiding combat or defeating the enemy before
                    it has a chance to fire (which requires some luck).

TACTICAL            Tactical governs the Tactical Map on the status screen.
                    If this function is damaged, the map will be black and
                    will no longer indicate position or destination (but the
                    ADF will still work fine if set).  This malfunction is not
                    especially harmful, as the Tactical Map is not needed for
                    anything during the mission.

TURBO               If the Turbo light is flashing, you have sustained damage
                    to the turbo engines and cannot use them again during the
                    mission.  This is relatively minor, as you can fly
                    perfectly fine without them.

ENGINE              The engine status light is the same as the warning light
                    in the cockpit.  It signals engines damage, which means
                    you no longer have the ability to control the Gizmo.
                    Once you see this light, reset the game; you have no
                    possible chance of completing the mission.

WEAPONS             If Weapons are damaged, you will not able to use guns or
                    missiles.  If this function is damaged while any enemy
                    fighter is still attacking you, there is essentially no
                    chance you can complete the mission.  It will continue to
                    fire upon you relentlessly, and you have no way to end the
                    attacks.  If this function is damaged after the enemy is
                    killed (i.e. you destroy it but a missile was fired just
                    before that), you still have a chance of completing the
                    mission if you can avoid future combat.


SUPPLY
This section displays your supply of missiles, chaff, and flares.  You begin 
with 24 missiles, 36 chaff, and 36 flares.  You should use all of these as 
liberally as you would like, as there is little chance you will run out in the 
course of normal combat.


====================================
TAKING OFF AND FLYING THE HELICOPTER
====================================
Now that you hopefully understand all the functions of the Gizmo, it's time to 
begin flying it.  Normal start-up procedures go as follows:

1. Press the Start button to turn on the engine.  Wait for RPMs to reach 2340
2. Set the ADF.  Check the coordinates on the status (S) screen and input them
   on the radio (R) screen
3. Begin ascending by pressing the Down button.  Do NOT turn until reaching
   about 400 ft., as this will cause a crash.  Ascend to about 2,000 ft
4. Begin turning so that the ADF points up and you are heading in the right
   direction
5. Accelerate by pressing Up and A.  You want to get your speed to just under
   400 KPH

Some commentary on the above.  You can fly at any altitude once you have taken 
off, but 2,000 feet seems to work well for a couple of reasons.  First, it's 
high up enough that you will not accidentally crash if you drift downward a 
little (which happens frequently).  Second, it is low enough that you will not 
need to waste a lot of time and fuel descending when you reach the 
destination.  However, the choice of altitude is up to you.

As for cruising speed, you do not want to exceed 400 KPH, as this drains the 
battery and can lead to engine damage.  However, anything less than this -- 
even 399 KPH -- is safe.  You will want to fly as fast as you can at a safe 
speed to optimize fuel use.  Fuel burns at the same rate regardless of how 
fast or high you fly.


===========================
ENEMY ENCOUNTERS AND COMBAT
===========================
Once you have taken off, maintain an even altitude at around 2,000 feet.  Try 
to level the helicopter and prevent perpetual rotation.  This can be done by 
watching Jimbo's hands.  If both handles are centered, the compass and 
altitude will remain constant.  However, Jimbo's hands will always drift after 
a few seconds, which causes the chopper to dip downwards and veer off course.  
Correct this by readjusting his hands when they move.

After enough time has passed, foreign aircraft always make their way onto the 
screen.  You will see one fly to the horizon, then circle back and return 
towards you.  As soon as an aircraft appears, you should go to the radio 
screen and "Request ID."  You have until the aircraft reaches the horizon to 
send this message.  As the enemy returns, it will transmit an ID code.  You 
then need to determine if this ID code belongs to a fellow infiltrator 
("Infiltrator") or a follower of the Mad Leader ("Overlord").  There are eight 
ID codes for each side.  There is not really a great way to distinguish them, 
but the "Infiltrator" codes sound a little less menacing.  Also, all ID codes 
starting with B- or ending in –hed are the "Overlord" type.  The best way to 
distinguish them is to refer to the "Helicopter ID Codes" section near the end 
of the guide.

Transmitting the correct code will cause the enemy to send a clearance message 
and fly off harmlessly.  Transmitting the wrong code (or no code) will result 
in a threatening message and combat.  Once combat is initiated, your goal is 
destroy the enemy fighter.  It no longer matters if this fighter was an 
Infiltrator or Overlord once combat begins; you must take it down to complete 
the mission.  You have both guns and missiles at your disposal, and one hit 
from either will defeat the enemy.  Guns tend to work better in most 
situations given the shorter firing delay.  Unfortunately, both guns and 
missiles can only hit the enemy when it flies directly in front of you.  If it 
flies out on either side, you must take defensive action and save the offense 
for another pass.

Once the enemy fires a missile, either the C (chaff) button or F (flares) 
button will flash, depending on whether the enemy used radar-guided or heat-
seeking missiles, respectively.  Quickly select the appropriate defense and 
fire it with the B-button.  If you fire before the missile has hit you, it 
will veer off path and safely miss.  If the enemy missile does make contact, 
quickly check the status (S) screen to see which functions have been damaged.  
If the engine or weapons lights are flashing, you will want to reset, as the 
mission is impossible to complete.

Enemies are very persistent.  You cannot outrun them and have no way of 
shaking them.  It becomes a fight to the death once combat is initiated.

Each helicopter stage has four enemies.  Whether or not they are "Infiltrator" 
or "Overlord" is determined randomly when each game starts.  There is no 
requirement that the aircraft be mixed, so you could conceivably encounter 
four "Overlord" aircraft and no "Infiltrator" ones.

Finally, you will encounter the occasional rogue aircraft.  This is an enemy 
fighter who is insistent on battling no matter what.  Therefore, even if you 
respond with the correct ID code, the aircraft will still attack you.  Rogue 
fighters are somewhat rare (about 1 in 10 chance or lower), but they do force 
you to learn how to handle combat situations.


=======
LANDING
=======
As with real aircraft, landing is the most difficult and delicate aspect of 
the flight.  Once the ADF begins rotating wildly, you are over the landing 
zone and should begin landing procedures.  At this point, you should do the 
following:

1. Reduce speed to 0 KPH
2. Descend quickly to about 600 feet, then slow down your descent
3. At 250 feet, enable whisper mode (W on control panel)
4. Slow decent to 2 feet per interval once you are below 200 feet
5. Make sure the craft is level.  Easiest way to tell is if the horizon lines
   are straight.  Watch Jimbo's hands and make adjustments if he tilts or
   pulls back on the throttle

Landing can be VERY frustrating and will take many attempts to master.  The 
most common errors are the following:

1. Landing too fast (anything more than 2 ft. per interval) -- Crash
2. Tilting the aircraft during touchdown -- Crash
3. Using whisper mode too late or not at all -- Captured by enemy
4. Using the whisper mode too soon.  This heats the oil too much and causes
   engine damage -- Crash
5. Still moving while trying to land (speed MUST be 0 KPH) -- Crash

There are a lot of things to worry about.  Focus first on slowing your rate of 
descent, as this eliminates the most common reason for crashing and gives you 
extra time to follow the necessary steps.

With the conclusion of this tutorial, you are now ready to man the Gizmo and 
assault the Mad Leader's bases!



==============================================================================
E N E M Y   B A S E   T U T O R I A L                                     IN0E
==============================================================================

The enemy base missions are much more intuitive than the helicopter portions.  
You command Jimbo from an overhead view and navigate between buildings within 
the enemy base.  Inside buildings, the game changes perspective and you must 
search through the numerous rooms to complete the mission's objectives.

One brutal downside to the enemy bases is the time limit.  You have 10 game 
minutes on stages 1 and 3 and 8 game minutes on stage 2.  Each game minute is 
equal to a little less than 2 real time minutes.  This time limit prevents you 
from fully exploring each building at your leisure.  In fact, if you play this 
game without any external help, you WILL die a few times trying to discover 
the correct order to enter buildings.  For this reason, you should take notes 
or, better yet, refer to the walkthrough section of this guide.

Much of the remaining challenge during the enemy base missions comes from 
avoiding capture by enemy guards.  They are quite perceptive and always on the 
look out for someone who appears out of place.  To make maters more difficult, 
you do not have any lethal weapons with which to combat them (as a dead 
soldier would quickly blow your cover if discovered).  There are some tips for 
avoiding guards a few sections below.


========
CONTROLS
========

UP/DOWN/LEFT/RIGHT
Moves Jimbo in any of these directions while outside or inside buildings.  
When inside, you can interact with many items (furniture, special objects, 
etc.) by approaching them and pressing the Up button.

SELECT
Brings you to the inventory screen.  Press Select again to return to the game.

START
Not used.

B-BUTTON/A-BUTTON
Both buttons use the selected item from your inventory.


=========
INVENTORY
=========
You begin will all of the following items in your inventory (Explosives are 
only available in mission 3):


SLEEPING GAS        The sleeping gas (also called spray) is a special gas that
                    can be released from the inside of Jimbo's jacket.  It
                    puts enemy soldiers to sleep for a short time and causes
                    them to forget what happened just before passing out.
                    You need to be very close to the enemy for the sleeping
                    gas to work.  The amount of remaining spray is shown by
                    the red line on the item screen.  Jimbo apparently has
                    special nose plugs that allow him to breathe the gas
                    without falling asleep.

GAS GRENADE         Gas grenades also contain sleeping gas, but they can be
                    used over a wider area indoors.  When inside a building,
                    gas grenades will fill an entire room and knock out the
                    guard no matter where he is.  Outside, grenades only have
                    the same radius as the sleeping gas.  However, they make a
                    lot of noise and alert any guards on the screen who are
                    awake.  For this reason, DO NOT use the grenades outside.
                    The number of remaining grenades is displayed on the
                    inventory screen.

PAPERS              The Identification Papers are fake documents that are
                    supposed to disclose your identity as a guard in the Mad
                    Leader's forces.  As you walk around, enemy guards become
                    suspicious of your unfamiliar face and ask to see your
                    papers.  At this point, you should select the papers, walk
                    up the guard, and press the A or B button.  After
                    examining them for a few seconds, the guard will either
                    determine that the papers are in order or are unacceptable
                    fakes.  His decision is completely random and is not even
                    consistent if the same guard interrogates you more than
                    once.  If the guard does determine that your papers are
                    out of order, you have about 2 seconds to put him to sleep
                    before he sounds the alarm.  If you run away at any point
                    after he interrogates you, he will also sound the alarm.

MINE DETECTOR       Many of the enemy bases are surrounded by mines.  In
                    particular, screens with no guards or buildings are good
                    indicators that mines may be planted.  If this is the
                    case, select the Mine Detector and HOLD the A or B button
                    as you walk.  You must hold the button, not simply press
                    it.  The mine detector will beep and reveal any mines as
                    you pass them.  You are safe from undetected mines, but
                    will still be blown up if you touch a mine once it has
                    been uncovered.  Of course, if you do not use the mine
                    detector, all mines are fatal.

EXPLOSIVES          You do not have any explosives in mission 1 or 2.  During
                    the third mission, you are given seven explosives to plant
                    in various missile control rooms.  When you are at the
                    control console, approach it and press the Up button to
                    plant the explosive.  Once the final explosive is planted,
                    you will have less than 10 seconds to evacuate the
                    building before the entire place blows (which kills you).


===============
ENEMY BUILDINGS
===============
Entering the various enemy buildings changes the perspective.  Your character 
is now a lot bigger and has different options in navigating and exploring.

AUTOMAP
The bottom of the screen will now display an automap, which records the rooms 
you have been in.  There are three colors to designate rooms:

Green:   Entrance to the building or floor
Yellow:  Normal room with no special items
Red:     Special room.  Contains either a security card, mission item, special
         object, console, or something else of importance


SEARCHING THE BUILDING
Rooms inside the enemy buildings are filled with cabinets, drawers, and 
clothing racks (with hanging uniforms).  Cabinets and drawers all contain 
items, though many are useless.  You can change uniforms by approaching a rack 
and pressing Up.  You can search a cabinet or drawer by approaching it and 
pressing Up.  For the most part, it is a waste to search all the drawers and 
cabinets in each room.  This eats into the time limit and yields very few 
worthwhile items.  No mission critical items will ever be found in random 
rooms, so you do not have to worry about missing anything important.  The 
following items are found in buildings:


DISGUISE            Most racks hold blue guard's uniforms, which are identical
                    to the one you begin with.  However, some have special,
                    orange janitor's uniforms.  Once you equip this uniform,
                    the enemy guards will tend to ignore you, as they are not
                    nearly as familiar with the custodial staff as they are
                    fellow guards.  If you pass too close, they will still get
                    suspicious and interrogate you, so you need to keep
                    your distance.  Also, your papers will never work if you
                    are interrogated when disguised as a janitor (since they
                    reveal your identity as a guard).  Therefore, you will
                    need to gas and run if anyone questions you.  In all
                    stages, you will want to get a disguise as soon as
                    possible.  It makes moving much easier and reduces the
                    chances of capture quite significantly.

ALARM CARD          If a guard becomes alerted to your presence, he will sound
                    the alarm.  To disable the alarm, you will need to find an
                    alarm card and place it in the alarm console.  Alarm cards
                    are found randomly in drawers and cabinets inside
                    buildings. The alarm card will appear on the inventory
                    screen once collected.  Once used, the alarm card will
                    disappear.

SECURITY CARD       The security card is needed to unlock the security doors
                    guarding valuable mission items or personnel.  All
                    missions require that you find this card and place it in
                    the security console.  The security cards are all kept in
                    rooms with double steel drawers.  The room will appear red
                    on the building automap.  The security card will appear on
                    the inventory screen once collected.

GAS GRENADE         Gas grenades are identical to the ones you begin with.
                    They are found randomly in cabinets and drawers.  One
                    exception is normal rooms with a pair of steel drawers.
                    These drawers will always both contain gas grenades.

USELESS ITEMS       There are many garbage items found throughout the drawers
                    and cabinets in buildings: soda cans, empty caviar
                    containers, fountain pens, useless files, maps of
                    Hollywood, and photos of Elvis.  These items are all
                    immediately discarded.

MISSION ITEMS       Each mission has special items that are needed to complete
                    the level.  They are all found behind security doors and
                    in rooms that will appear red on the automap.  They will
                    appear on the inventory screen when collected.


SECURITY AND ALARM CONSOLES
Each stage has alarm and security consoles.  These consoles appear as slots in 
the wall where alarm and security cards can be inserted.  Security consoles 
are more elaborate and have a blinking light to indicate if the security doors 
are locked or unlocked (red/orange = locked, green = unlocked).  

The alarm console will silence the alert siren if you insert the alarm card, 
which can be found randomly in cabinets or drawers throughout the buildings.  
Disabling the alarm is never necessary and is often a big waste of time.  You 
can still complete the mission with the guards alerted.

The security console will open the locked security doors.  This is essential 
to completing any mission, as important items or objects are located behind 
the security doors.  Security cards are found in special rooms that appear red 
on the automap.


==============
EVADING GUARDS
==============
Evading guards is the ongoing subplot of every enemy base stage.  Guards are 
very suspicious of you and will ask to see your ID papers if you are within 
eyeshot.  You should show these papers when interrogated, as running will 
cause them to activate the alarm.

LOCATION, LOCATION, LOCATION
One of the most basic elements of avoiding the guards outdoors is to try to 
move between screens so that you do not come out near a guard.  For example, 
this may mean exiting from the top right corner of the screen rather than from 
the middle.  Suggestions for safe exits are found throughout the walkthrough, 
but you should also rely on experience when moving around.

USE THE GAS
If the enemy guards believe your papers are fake, you will have a brief time 
to either run or gas them before they capture you.  Gassing them is always 
preferred.  When gassed indoors, they will simply pass out, allowing you to 
explore or proceed to new rooms safely.  When outside, gassing them is 
trickier.  The enemy will collapse about 3 seconds after being gassed.  If you 
are on the screen when the enemy keels over, any other visible guards will see 
this and trigger the alarm.  Therefore, you should run off the screen 
immediately after gassing a soldier outdoors.  Also, do NOT use the gas 
grenades outside.  They make a huge explosion and draw a lot of attention, 
immediately triggering the alarm.

When indoors, opening drawers or cabinets in front of guards (when dressed in 
a blue uniform) will immediately cause them to activate the alarm.  Always put 
the guards to sleep before exploring the room for items.

USE A DISGUISE
The orange janitor's uniform is an extremely valuable item found in each 
stage.  The guards will largely ignore you when you wear it, unless you get 
very close.  This minimizes the interrogations and allows you to move between 
and throughout buildings much faster and safer.  If the enemy does try to 
interrogate you when dressed as a janitor, you must run or gas them.  Your ID 
papers will not work.

THE ALARM IS TRIGGERED...
It is almost inevitable that you will trigger the alarm.  When this happens, 
an annoying alarm will ring until deactivated.  While the alarm is ringing, 
enemy guards who spot you will alert other soldiers and immediately begin 
chasing you.  If they reach you, you will be captured and need to start over.  
Your ID papers are useless once the alarm sounds.

Enemies will also run after you when indoors, and even follow you between 
rooms.  In this scenario, it's good to use a gas grenade to put them to sleep, 
allowing you to escape safely.

The alarm console will silence alarms in each stage and quell the security 
threat.  However, making use of such consoles requires that you find a random 
alarm card in a cabinet or drawer, something that takes a very long time.  
Given the time limit on each stage, it's not worth it to attempt to disable an 
activated alarm.  Instead, move carefully and switch to sleeping gas.


================
BASIC OBJECTIVES
================
While each mission has a different final objective, the basic ones are always 
the same:

1. Find a disguise
2. Find the security card
3. Find the security console to open the locked doors

Step 1 is always optional but makes the missions much easier.  Steps 2 and 3 
will occupy your time for the first half of the mission.



______________________________________________________________________________

                             W A L K T H R O U G H
______________________________________________________________________________

The following section includes a full walkthrough for all 3 mission of the 
game, for both helicopter and enemy base stages.  It is strongly advised that 
you read the tutorial sections above if this is your first time playing.


==============================================================================
H E L I C O P T E R   M I S S I O N   1                                   IN01
==============================================================================

Your first mission is to fly to the enemy base and neutralize the Mad Leader's 
arsenal of nerve gas.  As with all missions, the only way to get to the enemy 
base is via chopper.  It's time to get comfortable with the Gizmo.

Note that you do not actually need to complete this flying mission.  The game 
gives you the option of skipping directly to the enemy base.  However, this is 
a good opportunity to learn how to fly.  A return flight will be required 
after completing the base mission, and you will definitely not want to die at 
that point due to poor flying skills.

If you are really lost as to what the various buttons and gauges do, see the 
"Helicopter Tutorial" section before the walkthrough.  It has details on every 
nuance of the Gizmo and is an excellent learner's manual.

Assuming you are at least familiar with the basics, initiate the following 
takeoff procedures:

1. Start the engine (press the Start button)
2. Set ADF to 20.3 on the radio (R) screen
3. Ascend to about 2,000 feet, then level off
4. Turn so that you are facing roughly 155 degrees (and not drifting) and the
   ADF is pointing up
5. Accelerate to around 390 knots per hour

Level off the artificial horizon and watch the compass so that you do not 
drift off course.  You should now be flying smoothly and heading on course for 
the enemy base.

Unfortunately, you are not alone in the sky.  Other aircraft, both friendly 
and hostile, are sharing the same airspace.  As in all helicopter stages, you 
will encounter four aircraft before reaching the destination.  As soon as one 
appears, make contact using the radio (R) and Request ID.  Respond with the 
proper "Infiltrator" or "Overlord" code depending on the ID they respond with 
(see the "Helicopter ID Codes" section for a list of all 16 codes).  It is 
always best to try to fool the enemy rather than engaging in combat, as one 
enemy missile is often all that it takes to cripple your chopper.  If you must 
fight, either because you mess up the response or encounter a rogue fighter, 
attack using guns when the fighters are in the center of the screen.  If they 
are off-center, just focus on deploying the chaff or flares in defense until 
you can get a head on shot.

Shortly after the fourth aircraft is gone, you should be nearing the enemy 
base (assuming you stayed on course).  You can check the status (S) screen to 
see where you are relative to the base.  Once you are over the landing zone, 
the ADF will start to spin wildly, and it's time to land.  Take the following 
steps:

1. Reduce speed to 0 KPH
2. Descend quickly until you reach around 600 feet, then slow your descent
3. At 250 feet, enable whisper mode (W on control panel)
4. Slow decent to 2 feet per interval once you are below 200 feet
5. Make sure craft is level.  Easiest way to tell is if the horizon lines in
   the background are straight.  Watch Jimbo's hands and make adjustments if
   he tilts or pulls back on the throttle

Assuming all these things are executed correctly, you should land and receive 
a "Successful Landing" message.  However, landing is very hard to get right at 
first.  It will probably take several attempts before you can coordinate the 
various steps above without flaw.  Try not to get frustrated, as the game 
expects you to crash a few times before getting things right.



==============================================================================
E N E M Y   B A S E   M I S S I O N   1                                   IN02
==============================================================================

ORDERS: Penetrate the enemy base and neutralize a vat of deadly nerve gas.

OBJECTIVES
----------
1. Recover Security Card
2. Find a Disguise (optional)
3. Disable Security Doors
4. Collect 4 Special Chemicals
5. Bring Chemicals to Analysis Computer to obtain Neutralizer
6. Add Neutralizer to Nerve Gas
7. Return to Helicopter

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

Now that you have arrived at your destination, the mission is to infiltrate 
the chemical labs and neutralize the Mad Leader's nerve gas.  Unfortunately, 
the game does not provide any more details than this.  What to do next is 
entirely up to you to discover, and it would normally take many frustrating 
trials.  

Working against you is the time limit, which gives you exactly 10 game minutes 
(around 20 real life minutes) to figure out what to do and complete the entire 
mission.  Given the size of the stage and number of buildings, you really need 
to know where to go in advance to have any chance of making this time limit.  
The game expects that you repeat the level countless times and learn from your 
previous failures.  There is really no other way to do it on your own.  
Luckily, you have this guide.

Each enemy base stage starts with the same basic objectives: find the enemy 
security card and disable the locked doors at the security console. Once this 
is completed, the remainder of the stage consists of returning to the rooms 
behind the locked doors.  An optional objective in each stage is to find a 
disguise.  The disguise is an orange janitor's suit, which allows you to 
navigate the outdoor and indoor levels without constant interrogation by 
guards.  You still need to keep some distance, however, as the guards will 
stop you if you get too close.  Still, the enemy base becomes MUCH easier if 
you have a disguise.

Below is a map of the outdoor region.  B1 through B6 correspond to the various 
buildings you will encounter.  More detailed maps of each building can be 
found below.


ENEMY BASE 1
============
 _________ _________ _________
|      ~~~|~~~~    .|   xxxxxx|          o------------------o
|       ~~|~~~ . .  |  x      |          | KEY              |
|      H  |  . .  . |         |          | ===              |
|         | . . . . |      B1 |          | H = Helicopter   |
|_________|_________|_________|          | B# = Building    |
| xxxxxxxx|x        | .   .   |          | x = Fence        |
|x        |    B2   |   .   . |          | . = Mine         |
|     B3  |        ~|~~~~~~~~~|          | ~ = Water        |
|~~~~~~~~~|~~~~~~   |     ~~  |          o------------------o
|_________|_________|_________|
|         |     x   |         |
|~  B6    | xxxx   x|xxxxxx  x|
|        x|x        |         |
|   xxxxx |     B4  |      B5 |
|_________|_________|_________|

Note: Buildings 2 and 4 may be reversed.


QUICK INDEX
===========
B1: Security Card; Strange Chemical
B2: Strange Chemical
B3: Disguise, Strange Chemical
B4: Analysis Computer (and Neutralizer)
B5: Disguise; Alarm Console; Security Console; Nerve Gas Vat
B6: Alarm Console; Strange Chemical


The outdoor portion of this stage consists of nine screens.  You begin at the 
top left screen and need to navigate to the correct buildings.  The first 
objective is to obtain the security card, although you can opt first to grab a 
disguise and make the stage a lot easier.  If you wish to grab a disguise, one 
is available in buildings 2 and 5.  For now, let's head for the security card.

From the landing screen, head to the right.  This next screen is littered with 
mines, so you will need to use the mine detector to navigate safely.  Go to 
the item screen and select this item.  Now, HOLD down the A or B button the 
entire time you walk.  You will hear a beeping sound and mines will appear as 
you near them.  You should be safe from hidden mines, but walking on a visible 
mine will still kill you.

The key to making it through the outdoor levels is not to draw the attention 
of guards if possible.  Since Jimbo really stands out as he walks around like 
a lost tourist, he will obviously raise some suspicion.  You can minimize the 
number of interrogations by appearing on each screen at a safe spot, just out 
of eyeshot of the enemy soldiers.

As you make it through the second screen with the mines, proceed to the bottom 
right corner.  Pass down to the screen below, then immediately right.  You 
should now be on a screen with a river that flows across the middle.  This 
screen has mines again, so select the detector.  Walk over to the far right 
side of this screen, then head up.  You should now see a large building in 
front of you and be away from any guards.  If you move carefully, you can 
probably sneak into the building without alerting attention.  However, the 
guard near the entrance will sometimes stop you, so have your papers ready 
just in case.  If he does not find these papers acceptable, quickly switch to 
the sleeping gas and spray him before he alerts security.  So long as you 
leave the screen after he has been sprayed but before he hits the ground, you 
should avoid detection.

You will now be inside Building 1.  See the section below for maps of each 
building.  The walkthrough continues after the maps.


o-------------------------------------------------o
| ENEMY BASE 1 BUILDING KEY                       |
| ========================                        |
| E = Entrance           S = Security Card        |
| G = Guard              C = Security Console     |
| N = Gas Grenade        A = Alarm Console        |
| L = Locked Door        K = Strange Chemical     |
| D = Disguise           Y = Analysis Computer    |
| # = Elevator           V = Nerve Gas            |
o-------------------------------------------------o


Building 1
----------
       1     2     3     4     5     6
     _____ _____ _____ _____ _____ _____
    |     |     | N N |     |_____|     |
A   |  G     G     G  |  G   _____   G  |
    |_____|_____|__ __|_____|_____|__ __|
    |     |     |     |     |_____|     |
B   |  G     G           G   _____      |
    |_____|_____|__ __|_____|_____|__ __|
    |  K  |     |     |     |_____|     |
C   |     L  G     G  |  G   _____      |
    |_____|_____|_____|_____|_____|__ __|
    |     |     |     |     |_____|     |
D   |  G           G  |  G   _____      |
    |_____|_____|__ __|_____|_____|__ __|
    |     |     |     |     |_____|     |
E   |        G           G   _____      |
    |__ __|_____|__ __|_____|_____|__ __|
    | S   |     |     |     |_____|     |
F   |     |       G   |  G   _____      |
    |_____|_____|_____|_____|_____|__E__|



Building 2                                    F1
----------                                    --
       1     2     3     4     5     6           7
     _____ _____ _____ _____ _____ _____       _____
    |     |     |     |     |     | N N |     |  1  |
A   |  G     G  |        G  |        G  |     |     |
    |__ __|_____|_____|__ __|_____|__ __|     |__E__|
    |     |     |     |     |_____|     |
B   |  G  |  G               _____      |
    |__ __|__ __|_____|__ __|_____|_____|
    |     |     |     |     |     |  K  | 
C   |                    G  |  G  L     |
    |__ __|__ __|__ __|_____|__ __|_____|
    |     |     |     |     |     |     |
D   |  G  |  G  |  G  |                 |
    |_____|__ __|_____|_____|__ __|__ __|
    |     |     |  1  |     |     |     |
E   |  G                 G     G  |     |
    |__ __|_____|_____|_____|__ __|_____|
    |     |     |     |     |     |     |
F   |        G  |     |        G     G  |
    |_____|_____|     |_____|_____|_____|



Building 3
----------
       1     2     3     4     5     6
     _____ _____ _____ _____ _____ _____ 
    |     | N N |     |     |     |  D  |
A   |  G     G     G  |  G              |
    |__ __|_____|__ __|__ __|_____|_____|
    |     | N N |     |     |     |     |
B   |  G     G  |        G  |  G        |
    |__ __|__ __|__ __|_____|__ __|_____|
    |     |     |     |  K  |     |     | 
C   |     |     |     |     L  G        |
    |__ __|_____|_____|_____|_____|__ __|
    |     |     |     |     | N N |     |
D   |        G  |  G  |     |  G     G  |
    |__ __|__ __|__ __|__ __|__ __|__ __|
    |     |     |     |     |     |     |
E   |     |  G     G  |  G     G  |     |
    |__ __|_____|_____|_____|_____|__ __|
    |     |     |     |     |     |     |
F   |  G           G           G     G  |
    |_____|__E__|_____|_____|_____|_____|



Building 4                                  F1
----------                                  --
       1     2     3     4     5     6         7
           _____ _____ _____                 _____
          |     | N N |     |               |  1  |
A         |  G     G     G  |               |     |
          |_____|_____|__ __|               |__E__|
          |     |  Y  |     |
B         |  G     G     G  |
          |__ __|__ __|__ __|
          |     |     |     |
C         |  G  |     |  G  |
          |__ __|__ __|__ __|
          |     |     |     |
D         |     |  G  |     |
          |__ __|_____|__ __|
          |     |  1  |     |
E         |  G           G  |
          |_____|_____|_____|

F




Building 5
----------
       1     2     3     4     5     6
           _____ _____ _____ _____ _____ 
          |     |     |  A  |     |  D  |
A         |     |     |     |     |     |
          |__ __|__ __|__ __|__ __|__ __|
          |     |     |     |     |     |
B         |  G     G     G     G     G  |
          |_____|_____|__ __|_____|_____|
          |     |   C |     |  V  | N N |
C         |        G  |     |     L  G  |
          |__ __|_____|__ __|_____|__ __|
          |     |     |     |     |     |
D         |        G  |     |  G        |
          |__ __|_____|__ __|_____|__ __|
          |     |     |     |     |     |
E         |        G  |     |  G        |
          |__ __|_____|__ __|_____|__ __|
          |     |_____|     |_____|     |
F         |  G   _____       _____   G  |
          |_____|_____|__E__|_____|_____|



Building 6
----------
       1     2     3     4     5     6
     _____ _____ _____ _____ _____  
    |     |     |  A  |     |  K  |
A   |           |     |  G  L  G  |
    |_____|__ __|__ __|__ __|_____|
    |     |     |     |     |     |
B   |  G  |  G     G  |     |  G  |
    |__ __|__ __|_____|__ __|__ __|
    |     |     |     |     |     |
C   |     |  G  |        G  |     |
    |__ __|__ __|__ __|__ __|__ __|
    |     |     |     |     |     |
D   |     |  G  |  G  |  G  |     |
    |__ __|__ __|_____|__ __|__ __|
    |     |     |     |     |     |
E   |     |  G           G  |     |
    |__ __|__ __|__ __|__ __|__ __|
    |     |     |     |     |     |
F   |           |     |           |
    |_____|_____|__E__|_____|_____|



The indoor levels play a lot differently from the outdoor portion of this 
stage.  You now navigate a series of rooms in attempts to find special items 
or locations.  Many screens have drawers and bookcases that can be explored by 
approaching them and pressing Up (only the ones against the top walls can be 
explored).  You will usually find garbage items like a "soda can," "empty 
caviar container," or "picture of Elvis."  Occasionally (and randomly) you can 
pick up either alarm cards or gas grenades.  However, it's probably not worth 
the time to explore each room on the off chance of finding one of these items.  
The one exception is any room with two steel drawers on the top wall.  These 
will always contain gas grenades (or some special item), so it makes sense to 
open them.

Many rooms are occupied by guards.  If a guard stops you, you can show your 
papers as before and hope to pass.  If the papers fail, use the sleeping gas.  
You can also use the gas grenades with great effect indoors.  They work just 
as the spray but can be used from anywhere in the room.  If you intend to open 
drawers and explore the room, always gas the guard first, otherwise he will 
sound the alarm even if he accepted your paperwork.

There is a useful mini-map on the bottom of the screen that will track where 
you have been.  Anything important (security card, computer, etc.) will be 
displayed as a red square.


========================
OBTAIN THE SECURITY CARD
========================
Once inside Building 1, you can wander around for a while and explore or take 
the direct route straight for the card.  If you prefer the latter, take the 
following route:

UP 1 room
LEFT 5
DOWN 1

You will only pass through two rooms with security guards before reaching the 
destination.  Open the steel drawers and you will find a security card in the 
first one (and gas grenade in the other).  Head back outside by taking the 
reverse route (up 1 screen, right 5, down 1) and leave the building.  With any 
luck, you should have 8:30 remaining on the clock or better.

Head right and down from the building entrance and try to avoid the guard 
again.  As with before, if the paperwork fails, gas him and run quickly before 
he falls.  This should allow you to avoid a security alert.  Pass through the 
screen with the river down the middle and head left.  You will come to a 
screen now with a building in the middle and security guards patrolling the 
side and stationed at the bottom.  You may be able to evade the patrolling 
guard, but the bottom one will surely stop you.  Hope the paperwork is 
acceptable, otherwise, gas and run down quickly.

If you head south, you should be at the top of a screen with a building at the 
bottom and a long fence across the top.  Head right from here onto the next 
screen and follow the fence all the way to the end.  This screen has another 
building (building 5) and large clock at the bottom.  You will need to pass by 
the security guard near the fence opening.  If he does not buy the paperwork, 
gas him and run north.  Return and try again until he is fooled.  At this 
point, head around the right side of the building and try to slip in without 
alerting any more guards.

=============================
DISGUISE AND SECURITY CONSOLE
=============================
Building 5 has both a disguise and the security console, so it makes a logical 
next destination.  Let's get the disguise first, as this ends the endless 
interrogations from the guards.

UP 4
RIGHT 2
UP 1

You will pass three guards along the way, but this should not be too 
unmanageable.  The disguise is the orange outfit hanging on the coat rack.  
This is a janitor's uniform, so it naturally throws off the guard's suspicion.  
However, they will still smell something fishy if you get really close, so 
stay on the opposite sides of the screen or as far away as possible.  Note 
that once you have the disguise, your paperwork will never fool the guards.  
You will need to use gas to avoid a security alert.

After picking up the disguise, you need to return to the entrance.  To reach 
the security console from the entrance, head:

LEFT 2
UP 3
RIGHT 1

You will see the security console against the far wall.  First gas the guard, 
then walk up to the slot and press Up.  You should automatically insert the 
card and receive a message that says "Unlocking All Doors" at the bottom of 
the screen.  The light will also be blinking green now.  Head back out of the 
building now.  If you have 6:00 or more left on the clock, you are doing well.

=================
STRANGE CHEMICALS
=================
You will need the right chemical mix to create the neutralizer for the nerve 
gas.  These are all kept behind locked doors in Buildings 1, 2, 3, and 6.  One 
interesting thing to note about the buildings is that buildings 2 and 4 may be 
switched based on how the game lays out the level.  You should know after one 
room which building it is.  If you happen to come out in building 4 when you 
think you are entering building 2, just exit and go somewhere else.

The easiest route to take from building 5 would be the following: 6-2-3-1.  
The directions below assume you enter each building and just want the quickest 
route to the strange chemicals.

Building 6
----------
UP 1
RIGHT 1
UP 4
RIGHT 1


Building 2
----------
RIGHT 2
UP 2
RIGHT 1


Building 3
----------
RIGHT 4
UP 3
LEFT 2


Building 1
----------
UP 4
LEFT 3
DOWN 1
LEFT 2

At this point, you should have collected the four strange chemical samples.  
You will now want to head to the analysis computer in building 4.  Note that 
if you are running very low on time (2:00 or less) while you are still 
collecting samples, you may want to head to building 4 before you have all 
four of them.  You do not actually need all four, just the correct one for the 
Neutralizer.  See below for more on this.


===============
THE NEUTRALIZER
===============
Building 4 is the smallest level in the stage, but it is loaded with security 
guards.  Have the sleeping gas ready.  Once you head down the elevator, head 
either left or right, then head up three screens and head left or right again.  
This will take into a room with a security guard and four computer screens 
with slots below them.  This computer can analyze the strange chemicals you 
have and create a neutralizer to nullify the harmful effects of nerve gas.  
Knock out the guard first, then put your chemical samples into each slot.  One 
of the monitors will turn green, while the other three will be red.  Walk up 
to the slot below the green monitor and you will pick up the Neutralizer.

As was mentioned above, it is possible to get the Neutralizer without 
collecting all four strange chemical samples.  In fact, you can do it with 
only one sample if you guess right at which slot to place it in.  This may be 
worth a gamble if there is no way to complete the level otherwise.  If you are 
playing on an emulator, you can use save states to always find the correct 
slot with just one sample collected.


=======================
ELIMINATE THE NERVE GAS
=======================
With the Neutralizer, return to building 5 (which contained the security 
console and disguise).  Head:

RIGHT 2
UP 3
LEFT 1

You should see a large vat with red blinking dots inside.  Walk up to the 
basin and press UP.  This will insert the Neutralizer and give you a 
"Neutralizing Nerve Gas" message.  The chemical vat should turn green and you 
will receive a message on your inventory screen saying "Mission is Complete!"  
Well, almost complete.  You still need to make it back to the helicopter AND 
fly all the way back to base.

Exit building 5 and take whatever route you want back to the chopper.  You 
don't need to worry about sounding the alarm anymore, so just run if any of 
the guards spot you.  Once you reach the helicopter, you will get on board and 
begin another flying mission.


=============
RETURN FLIGHT
=============
If you are still not comfortable with flying, the return portion of this 
mission can be nerve wracking.  Fortunately, you start in the helicopter if 
you die.  Unfortunately, you will need to complete the enemy base again if you 
lose all your lives before returning to your home base.  As with the 
helicopter mission before, take the following steps:

1. Start the engine
2. Set ADF to 50.9 (this is always the ADF on return flights)
3. Ascend to about 2,000 feet
4. Turn so that you are facing roughly 340 degrees (and not drifting)
5. Accelerate to around 390 knots per hour

As before, you will encounter four enemy fighters during the return journey.  
See the "Helicopter ID Codes" section at the end of this guide if you are not 
familiar with the code names yet.

The return missions are a bit easier than the initial missions, as you do not 
need to worry about stealth when landing.  Once you are over the landing site, 
slow down to 0 KPH and begin descending.  When you reach about 400 feet, slow 
your descent.  Since there is no enemy to detect you here, you do not need to 
enter whisper mode and can concentrate on keeping the Gizmo level and 
descending slowly.  Watch Jimbo's hands as they have a tendency to move the 
controls.  Make corrections if you see him either tilt the craft or pull back 
on the throttle.  Once you land, you receive the password for the next stage.



==============================================================================
H E L I C O P T E R   M I S S I O N   2                                   IN03
==============================================================================

Jimbo is on his way to the enemy prison camps to rescue Dr. Phineas Gump.  The 
enemy prison camp is a bit father away than the nerve gas facilities were, so 
you need to be more judicious on fuel use.  Once you enter the helicopter, 
take the following initial steps.  If you are unfamiliar or uncomfortable with 
flying the helicopter, see the "Helicopter Tutorial" section before the 
walkthrough.

1. Start the engine
2. Set ADF to 82.7
3. Ascend to about 2,000 feet
4. Turn so that you are facing roughly 140 degrees (and not drifting)
5. Accelerate to around 390 knots per hour

You will fly for a brief time before the enemy aircraft encounters begin 
again.  As in all helicopter stages, you will encounter four enemy fighters 
before reaching the destination.  As soon as one appears, make contact using 
the radio (R) and request ID.  Respond with the proper "Infiltrator" or 
"Overlord" code depending on helicopter code (see the "Helicopter ID Codes" 
section for a list of all 16 codes).  

It is advisable, once again, that you avoid combat if you can.  It only takes 
one shot from enemies to cripple the Gizmo and make it impossible to land.  If 
you must fight, either because you mess up the response or encounter a rogue 
fighter, attack using guns when the fighters are in the center of the screen.  
If they are off-center, just focus on deploying the chaff or flares in defense 
until you can get a head-on shot.

Once you are at the landing destination, take the following steps:

1. Reduce speed to 0 KPH
2. Descend quickly to about 600 feet, then slow down
3. At 250 feet, enable whisper mode (W on control panel)
4. Slow decent to 2 feet per interval once you are below 200 feet
5. Make sure craft is level.  Easiest way to tell is if the horizon lines in
   the background are straight.  Watch Jimbo's hands and make adjustments if
   he tilts or pulls back on the throttle

A lot of things to focus on, but you should land safely and undetected if all 
goes well.  Upon landing, you will receive a password to resume at the enemy 
base.


==============================================================================
E N E M Y   B A S E   M I S S I O N   2                                   IN04
==============================================================================

ORDERS: Rescue Dr. Phineas Gump from the fiendish enemy prison camp.  You must
        also get rid of his invisibility pill.

OBJECTIVES
----------
1. Find a Disguise (optional)
2. Recover Security Card
3. Disable Security Doors
4. Collect Invisibility Pill
5. Free Dr. Phineas Gump and give him Invisibility Pill
6. Return to Helicopter

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

Once again, your mission is far too vague to give much specific direction on 
what to do.  Thankfully, this enemy base is quite a bit shorter (and easier) 
than the previous one.  Unfortunately, you only have 8 minutes to complete it.  
This puts a serious constraint on your ability to explore.  You need to know 
all the correct locations in advance to have any chance of escaping in time.


ENEMY BASE 2
============
 _________ _________ _________
|    xxxxx|xxxxxxx  |       ~~|          o------------------o
|  B3     |        x|  .  .  ~|          | KEY              |
|        x|xxxxxx   |    . H  |          | ===              |
|         |         |   .   . |          | H = Helicopter   |
|_______xx|xxxxxx___|_________|          | B# = Building    |
|         |         |         |          | x = Fence        |
|        x|xxxxxxx  |         |          | . = Mine         |
|x   B4   |        x|xxxxxx  x|          | ~ = Water        |
| xxxxxxxx|xxxxxxxx |       B1|          o------------------o
|_________|_________|_________|
|         |         |         |
| xxxxxxxx|xxx    xx|xxxxxx   |
|x  B5    |    xx   |  B2  x  |
| xxxxxxxx|xxxxxxxxx|x        |
|_________|_________|_________|

Note: Buildings 3 and 4 may be reversed.


QUICK INDEX
===========
B1: Disguise; Alarm Console
B2: Disguise; Security Card
B3: Invisibility Pill
B4: Security Console
B5: Dr. Phineas Gump


As with the previous mission, you will first want to find a disguise and track 
down the security card and console.  This stage makes the first couple of 
objectives a lot easier.  You begin this time in the top right corner of the 
area.  One brutal difference is that your helicopter is now surrounded by 
mines.  You will want to switch to the mine detector immediately upon landing.  
Hold down the A or B button while the item is selected and you should be safe 
from mines, revealing them as you walk.  The best place to exit is at the 
bottom right corner.  This will take you out away from all the guards on the 
next screen.  If you can't be bothered with the mine detector, just head 
straight down from the starting spot and you will avoid all the mines.

If you enter the next screen on the top right edge, you can probably get away 
with having to approach one or two guards.  If you come down the middle, you 
will probably be interrogated by three, and the odds of fooling three in a row 
are very slim.  Enter the building on this screen (building 1) as soon as you 
clear the guards.  You can quickly obtain a disguise and make the level a lot 
easier.  The maps below show the layouts of all five buildings.  The 
walkthrough is continued shortly after.


o-------------------------------------------------o
| ENEMY BASE 2 BUILDING KEY                       |
| ========================                        |
| E = Entrance           S = Security Card        |
| G = Guard              C = Security Console     |
| N = Gas Grenade        A = Alarm Console        |
| L = Locked Door        I = Invisibility Pill    |
| D = Disguise           P = Dr. Phineas Gump     |
| # = Elevator                                    |
o-------------------------------------------------o


Building 1                                     B1
----------                                     --
       1     2     3     4     5     6           7     8     9    10


A


B
           _____ _____ _____ _____ _____       _____             _____
          |  2  |     |     |  1  |     |     |  2  |           |  1  |
C         |     |  G  |  G  |     |  G  |     |     |           |     |
          |__ __|__ __|__ __|__ __|__ __|     |__ __|_____ _____|__ __|
          |     |     |     |     |     |     |     |  A  |  D  |     |
D         |     |     |     |     |     |     |     |     |     |     |
          |__ __|__ __|__ __|__ __|__ __|     |__ __|__ __|__ __|__ __|
          |     |     |     |     |     |     |     |     |     |     |
E         |     |     |     |     |     |     |        G  |  G        |
          |__ __|__ __|__ __|__ __|__ __|     |_____|_____|_____|_____|
          |     |     |     |     |     |
F         |  G     G     G     G        |
          |_____|_____|_____|_____|__E__|



Building 2                                    F1
----------                                    --
       1     2     3     4     5     6           7
           _____       _____ _____             _____
          |     |     |     |  D  |           |  1  |
A         |     |     |     |     |           |     |
          |__ __|     |__ __|__ __|           |__E__|
          |     |     |     |     |
B         |     |     |  G     G  |
     _____|__ __|     |__ __|_____|
    | N N |     |     |     | N N |
C   |  G        |     |  G     G  |
    |__ __|__ __|     |__ __|__ __|
    |     |     |     |     |     |
D   |        G  |     |  G        |
    |__ __|__ __|_____|__ __|_____|
    | S   |     |  1  |     |
E   |     |                 |
    |_____|_____|_____|_____|

F




Building 3
----------
       1     2     3     4     5     6
     _____ _____ _____ _____ _____ _____ 
    |     |     |     |     |     |     |
A   |                    G           G  |
    |__ __|__ __|_____|_____|__ __|__ __|
    |     |     |     |     |     |     |
B   |  G  |  G  |     |        G  |     |
    |_____|_____|__ __|_____|__ __|__ __|
    | I   |     |     |_____|     |     |
C   |  G  L  G     G   _____            |
    |_____|_____|__ __|_____|__ __|__ __|
    |     |     |     |     |     |     |
D   |  G           G           G  |  G  |
    |_____|_____|__ __|_____|__ __|__ __|
                |     |     |     |     |
E               |  G     G  |     |  G  |
           _____|__ __|__ __|__ __|__ __|
          |     |     |     |     |     |
F         |  G        |                 |
          |_____|_____|__E__|_____|_____|



Building 4
----------
       1     2     3     4     5     6
     _____ _____ _____ _____ _____ _____ 
    |     | N N |     |     | N N |     |
A   |  G     G                 G     G  |
    |__ __|_____|__ __|__ __|__ __|__ __|
    |     |     |     |     |     |     |
B   |        G  |  G  |  G  |  G        |
    |__ __|_____|_____|_____|_____|__ __|
    |     |     |     |   C |     |     |
C   |        G  |        G  |  G        |
    |__ __|_____|__ __|_____|_____|__ __|
    |     |     |     |     |_____|     |
D   |        G  |  G         _____      |
    |__ __|_____|_____|_____|_____|__ __|
    |     |     |     |     |     |     |
E   |        G  |  G  |  G  |           |
    |__ __|__ __|__ __|__ __|__ __|__ __|
    |     |     |     |     |     |     |
F   |                                G  |
    |_____|_____|__E__|_____|_____|_____|



Building 5                                    F1
----------                                    --
      1     2     3     4     5     6            7
     _____ _____ _____ _____ _____ _____       _____
    |  P  |     |_____|     |_____|     |     |  1  |
A   |     L  G   _____   G   _____   G  |     |     |
    |_____|_____|_____|_____|_____|__ __|     |__E__|
    |     |     |     |     |     |     |
B   |  G     G              |  G     G  |
    |__ __|__ __|_____|_____|__ __|_____|
    |     |     |     |     |     |     |
C   |     |           |  G              |
    |__ __|_____|_____|_____|__ __|_____|
    |     |     |     |     |     |     |
D   |           |     |  G     G     G  |
    |__ __|_____|_____|_____|_____|__ __|
    |     |     |  1  |     |     |     |
E   |                             |     |
    |_____|_____|_____|__ __|_____|__ __|
                      |     |     |     |
F                     |  G           G  |
                      |_____|_____|_____|



==========================
DISGUISE AND SECURITY CARD
==========================
Given the annoying placement of the guards and minimal time to indulge their 
inquiries, it is important to find a disguise as quickly as possible.  Once 
inside building 1, the route is quite simple:

LEFT 1
UP 3 (take elevator)
DOWN 2
LEFT 1
UP 1

You should only have passed by two guards along the way.  With any luck, you 
will have at least 7:00 remaining.  Exit the building and head directly down.  
On the next screen, head right and go around the rock to avoid the guard.  
Stay near the outside edge of the screen and loop back around.  You should be 
able to enter the building near the middle of the screen without detection 
(building 2)

The route to the Security Card is quite short.  From the first room on B1, 
head:

LEFT 1
UP 1
LEFT 1
DOWN 1

That's it –- four rooms and only one guard later, you will have the Security 
Card and be well on you way to completing the mission.  This building also has 
a disguise in case you did not collect it in building 1.  To pick it up, 
return to the entrance and head right 1, up 3, right 1, up 1.  This uniform is 
slightly harder to get than the one in the first building, so it is 
recommended that you pick it up there.  By the time you exit the building, 
there should be at least 6:15 remaining.


=========================
UNLOCK THE SECURITY DOORS
=========================
The building with the security console is on the opposite end of the stage 
from the security card.  Exit the building and head around the outside to 
avoid the guard again.  This time, pass below the guard near the top and exit 
the screen near the middle.  This will take you back to the screen with 
building 1 just below the flagpole and well away from any guards.  Head up and 
wrap around the chain fence, then make a sharp left.  The next screen is 
divided by two chain fences that stretch horizontally across the ground.  Take 
the top route and pass above the guard.  Continue left and you will come out 
behind another building.  

The building on this screen will either be building 3 or 4.  Which building it 
is varies randomly from game to game (but will always be the same if you die 
and restart the level).  Try entering this building.  If the first room has 
doors on the top, right, and left sides, it is building 4 (where you want to 
be).  If there are only doors on the top and right, this is building 3.  
Building 4 can then be found on the screen directly above this.

Once inside building 4, take the following route:

RIGHT 3
UP 2
LEFT 3
UP 1
RIGHT 1

This path is fairly complicated, but it only takes you past three guards.  
Building 4 can be annoying if you get lost, as all rooms coming off the 
exterior hallway look the same.  If you do not enter a narrow security hallway 
when you first turn left, you have made a wrong turn.  

Once inside the computer console room, be sure to gas the guard before 
unlocking all the doors.  When he's down, press Up at the console until you 
receive a message that all doors are unlocked.  The light should now be 
flashing green as well.  Head back out along the same path.  When you reach 
the entrance, there should be at least 4:30 left on the clock.  If there is 
considerably less time, you will need to hurry things up a bit to make it.


========================================
INVISIBILITY PILL AND THE STRANGE DOCTOR
========================================
After exiting the building with the security console, you need to find 
building 3.  Building 3 will either be above or below your current location.  
If you are exiting a building around the middle-right of the screen, head 
north.  If you are exiting near the top left corner, head south.

Once inside the correct building 3, head:

RIGHT 2
UP 3
LEFT 5

The final room will have a guard and two steel drawers.  Gas the guard and 
open the drawer –- you will find the Invisibility Pill.  Although the 
instructions were to destroy the pill, you will need this item to sneak Dr. 
Phineas past the security guards.  If you can make it out of the building with 
3:00 or more remaining, you are in pretty good shape.

Dr. Phineas is kept in building 5, which is as far from your current location 
as you can get.  Head all the way back to building 2 (bottom right screen) 
where you picked up the security card.  This time, exit to the bottom left of 
building 2.  You should pass onto a screen with another pair of chain fences 
that divide the area into three parts.  So long as you are in the middle, with 
the two guards, you are doing fine.  Continue left and you will come out at 
the final building, which is surrounded all the way by chain fences.  There is 
a guard in front of the entrance who will likely interrogate you.  If he does 
so, gas him and slip right into the entrance.

The route to the Doctor is quite confusing, so follow the directions below 
carefully.  After taking the elevator down, head:

RIGHT 1
DOWN 1
RIGHT 2
UP 2
LEFT 1
UP 2
RIGHT 1
UP 1
RIGHT 5

Once you arrive in the final room, you will find Dr. Phineas, who has a large, 
pumpkin-like head.  Walk to him and press Up.  This will give him the 
Invisibility Pill, and he will slowly disappear.  If you do not have the Pill 
yet, Dr. Phineas will not come with you.  Once invisible, Dr. Phineas will bug 
you every few moments, asking "Are we there yet, Jimbo?"  At this point, the 
item screen should say "Mission is Complete!"  Only thing left to do is head 
back to the Gizmo.

From the building entrance, move past (or gas) the initial guard and exit 
towards the bottom right of the screen.  Slip underneath the two guards and 
onto the screen with building 2.  Stay around the outside corner of the screen 
and try to pass over the guard near the top.  You should try to exit at around 
the top middle portion of the screen.  Head up to where building 1 is and keep 
to the left side, as this bypasses most guards.

Now, as you leave the screen, EQUIP THE MINE DETECTOR.  You will be absolutely 
furious if a mine kills you within a few steps of completing the mission.  
Touch the helicopter and the enemy base is completed.  You and Dr. Phineas 
will now need to fly home.


============
HEADING HOME
============
You should be getting more comfortable with the helicopter controls at this 
point, assuming you have not skipped around stages or abused save states.  
While the learning curve is steep, the difficulty never increase beyond the 
initial stage.  As with the mission before, take the following steps:

1. Start the engine
2. Set ADF to 50.9 (this is always the ADF on return flights)
3. Ascend to about 2,000 feet
4. Turn so that you are facing roughly 330 degrees (and not drifting)
5. Accelerate to around 390 knots per hour

Once again, you will encounter four enemy fighters during the return journey.  
See the "Helicopter ID Codes" section at the end of this guide if you are not 
familiar with the code names yet.

Once you are over the landing site, slow down to 0 KPH and begin descending.  
When you reach about 400 feet, slow your descent to around 2 feet per 
interval.  Since there is no enemy to detect you here, you do not need to 
enter whisper mode and can concentrate on keeping the Gizmo level and not 
descending too quickly.  Watch Jimbo's hands as they have a tendency to move 
the controls.  Make corrections if you see him either tilt the craft or pull 
back on the throttle.  

Once you land, you receive the password for the next stage.  However, there 
are two possible passwords.  If you did not use a password to get to enemy 
base 2 (that is, you completed the helicopter mission first), you will receive 
the ultimate password, which allows you to access both Helicopter Mission 3 
and Enemy Base Mission 3 (which means skipping the helicopter portion of the 
mission if you choose).  If you used a password to get to enemy base 2, you 
will only receive a password allowing you access to Helicopter Mission 3.



==============================================================================
H E L I C O P T E R   M I S S I O N   3                                   IN05
==============================================================================

Jimbo's final mission is to thwart the Mad Leader's ICBM missile program.  
This last helicopter mission is no harder the very first, so you should be 
pretty comfortable with the controls by now.  Once the stage begins:

1. Start the engine
2. Set ADF to 24.7
3. Ascend to about 2,000 feet
4. Turn so that you are facing roughly 135 degrees (and not drifting)
5. Accelerate to around 390 knots per hour

The ADF seems to have you fly south first, then turn east.  This is less 
efficient than actually heading right for the enemy base, so you can save some 
time by flying at 120 degrees for a while, even though the ADF will tell you 
to turn.

After the usual four enemy encounters, it's time to land. While you should be 
quite adept at landing by now, take the following steps:

1. Reduce speed to 0 KPH
2. Descend quickly to about 600 feet, then slow down
3. At 250 feet, enable whisper mode (W on control panel)
4. Slow decent to 2 feet per interval when you are below 200 feet
5. Make sure craft is level.  Easiest way to tell is if the horizon lines in
   the background are straight.  Watch Jimbo's hands and make adjustments if
   he tilts or pulls back on the throttle

With any luck, you should receive the "Successful Landing" message after a 
single attempt.



==============================================================================
E N E M Y   B A S E   M I S S I O N   3                                   IN06
==============================================================================

ORDERS: Destroy the enemy ICBM launch and tracking base.

OBJECTIVES
----------
1. Find a Disguise (optional)
2. Recover Security Card
3. Disable Security Doors
4. Plant explosives on all seven ICBM missile controls
5. Return to Helicopter

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

The final mission is the most straightforward, but also most challenging.  As 
previously, you start by seeking out the security key and unlocking the doors.  
Once you have accomplished this, you simply need to place explosives on all 
the ICBM control consoles.  The order you plant them is not important, so you 
do not need to fear exploring the wrong building.  However, to frustrate 
matters, the ICBM buildings house guards in almost every room.  You will 
certainly want to find a disguise as soon as you can.

For the first time, you will be able to use the Explosives item in your 
inventory.  You start with seven and need to plant all of them on ICBM control 
consoles to take down the Mad Leader's missile capabilities.


ENEMY BASE 3
============
 _________ _________ _________
|         |   xxxx  |  xxxxxxx|          o------------------o
|         |       xx|xx       |          | KEY              |
|      H  |         |         |          | ===              |
|         |         |     B1  |          | H = Helicopter   |
|_________|________~|~________|          | B# = Building    |
|         |       ~~|~        |          | x = Fence        |
|~~~~~~~~~|~~~~~~~~ |         |          | . = Mine         |
|         |         |      B2 |          | ~ = Water        |
|         |         |  x      |          o------------------o
|_________|_________|___xxxxxx|
|         |         |         |
|    B5   |   B4    |   B3    |
|xx       |   . . . |      x  |
|  xx..xxx|xxxxxxxxx|xxxxxx   |
|_________|_________|_________|

Note: Buildings 3, 4, and 5 may be in any order.


QUICK INDEX
===========
B1: Disguise; ICBM Missile Control
B2: Security Card; Security Console; Alarm Console
B3: ICBM Missile Console
B4: ICBM Missile Console
B5: ICBM Missile Console (x4)


The first objective will be to acquire a disguise.  From the helicopter, head 
down to the screen below.  You will come out in front of a river and will 
notice guards on the other side.  They cannot see you, so head right and 
follow the river until it turns north, then go up a screen.  By following the 
river, you avoid detection from guards along the way.  From the screen above 
the river (there will be a fence near the top), head right but stay near the 
bottom.  You will come out and a guard will spot you immediately.  If he does 
not buy the paperwork, gas him and play the exit-and-reenter routine.  Once he 
is fooled, stay situated until the patrolling guard is out of range.  When the 
opportunity presents itself, make a race for the building entrance (building 
1).  If all goes well, you should have made it here having only stopped for 
one guard.

The maps below show the building layouts for this stage.

o-------------------------------------------------o
| ENEMY BASE 3 BUILDING KEY                       |
| ========================                        |
| E = Entrance           S = Security Card        |
| G = Guard              C = Security Console     |
| N = Gas Grenade        A = Alarm Console        |
| L = Locked Door        B = ICBM Missile Control |
| D = Disguise                                    |
| # = Elevator                                    |
o-------------------------------------------------o


Building 1
----------
       1     2     3     4     5     6
     _____ _____ _____ _____ _____ _____ 
    |     |     |     |     | N N |     |
A   |           |  G           G     G  |
    |__ __|__ __|_____|__ __|__ __|__ __|
    |     |     |_____|     |     |     |
B   |  G  |  G   _____   G  |  G  |     |
    |__ __|__ __|_____|__ __|_____|__ __|
    |     |     |     |     |  D  |     |
C   |  G  |     |           |     |     |
    |__ __|__ __|_____|__ __|__ __|__ __|
    |     |     |     |     |     |     |
D   |  G  |  G        |  G  |  G  |     |
    |__ __|_____|__ __|__ __|__ __|__ __|
    |     |     |     |     |     |     |
E   |              G  |  G        |     |
    |_____|__ __|_____|_____|_____|__ __|
    |  B  |     |_____|     |_____|     |
F   |     L  G   _____       _____      |
    |_____|_____|_____|__E__|_____|_____|



Building 2 (1F)
-------------
       1     2     3     4     5     6
     _____ _____ _____ _____ _____ _____
    |  5  |     |     |     |     |     |
A   |     |                    G        |
    |__ __|__ __|_____|__ __|_____|__ __|
    |     |     |  4  |     |  3  |     |
B   |     |  G  |     |  G  |     |  G  |
    |__ __|__ __|__ __|__ __|__ __|__ __|
    |     |     |     |     |     |     |
C   |  G  |  G     G  |     |  G     G  |
    |__ __|_____|_____|__ __|_____|_____|
    |     |     |     |     |     |     |
D   |  G  |        G           G        |
    |__ __|__ __|_____|__ __|_____|__ __|
    | S   |     |  2  |     |  1  |     |
E   |     |  G  |     |     |     |  G  |
    |_____|__ __|__ __|__ __|__ __|__ __|
          |     |     |     |     |     |
F         |  G     G  |     |  G     G  |
          |_____|_____|__E__|_____|_____|

Building 2 (B1)
---------------
       7     8     9     10    11    12
     _____
    |  5  |
G   |     |
    |__ __|_____ _____       _____ _____
    |     |_____|  4  |     |  3  |     |
H   |      _____      |     |           |
    |_____|_____|_____|     |_____|_____|

I
           _____ _____ _____       _____ 
          |     |_____|   C |     |  A  |
J         |      _____   G  |     |     |
          |__ __|_____|_____|_____|__ __|
          |     |  2  |     |  1  |     |
K         |           |     |           |
          |_____|_____|     |_____|_____|



Building 3
----------
       1     2     3     4     5     6           7
                 _____       _____             _____
                |     |     |     |           |  1  |
A               |  G  |     |  G  |           |     |
           _____|__ __|_____|__ __|_____      |__E__|
          |     |     |_____|     |     |
B         |  G     G   _____   G     G  |
          |_____|__ __|_____|__ __|_____|
          |     |     |     |     |  B  |
C         |  G     G     G     G  L     |
          |_____|__ __|_____|__ __|_____|
          |     |     |_____|     |     |
D         |  G     G   _____   G     G  |
          |_____|__ __|_____|__ __|_____|
                |     |  1  |     |
E               |  G           G  |
                |_____|_____|_____|

F



Building 4
----------
       1     2     3     4     5     6
     _____ _____ _____       _____             _____
    |     |_____|     |     |     |           |  1  |
A   |  G   _____   G  |     |  G  |           |     |
    |__ __|_____|__ __|_____|__ __|_____      |__E__|
    |     |     |     |_____|     |     |
B   |     |  G     G   _____   G     G  |
    |__ __|_____|__ __|_____|__ __|_____|
    |     |     |     |     |     |     |
C   |  G  |  G     G     G     G     G  |
    |__ __|_____|__ __|_____|__ __|_____|
    |     |     |     |_____|     |     |
D   |     |  G     G   _____   G     G  |
    |__ __|_____|__ __|_____|__ __|_____|
    |     |  B  |     |  1  |     
E   |  G  L     |  G           G  |
    |_____|_____|_____|_____|_____|

F



Building 5
----------
       1     2     3     4     5     6           7
     _____ _____ _____ _____ _____ _____       _____
    |     |     |     |     |_____|     |     |  1  |
A   |              G     G   _____   G  |     |     |
    |__ __|_____|_____|_____|_____|__ __|     |__E__|
    |     |     |_____|     |  B  |     |
B   |  G  |  G   _____   G  L     |  G  |
    |__ __|__ __|_____|_____|_____|__ __|
    |     |     |  B  |     |_____|     |
C   |  G  |  G  |     L      _____   G  |
    |__ __|__ __|_____|_____|_____|__ __|
    |     |     |_____|     |  B  |     |
D   |  G  |  G   _____   G  L     |  G  |
    |__ __|__ __|_____|_____|_____|__ __|
    |     |     |_____|  1  |_____|     |
E   |  G  |  G   _____       _____   G  |
    |__ __|_____|_____|_____|_____|_____|
    |     |     |  B  |     |     |     |
F   |        G  L     |     |     |     |
    |_____|_____|_____|_____|_____|_____|


===============
FIND A DISGUISE
===============
Nothing comes easy in this stage, and picking up a disguise is no exception.  
You will need to follow a mini-spiral path to reach the correct room.  From 
the entrance of building 1, head:

RIGHT 2
UP 5
LEFT 2
DOWN 4
RIGHT 1
UP 2

There are many rooms to pass, but the directions are not as confusing as they 
may seem since you usually just change direction upon hitting a dead end.  The 
disguise will be a very valuable item for the remainder of the level.  Head 
back to the entrance once you're done.  There should be roughly 8:30 or more 
left on the clock at this point.


=============================================
LOCATE THE SECURITY CARD AND UNLOCK THE DOORS
=============================================
Exit building 1 and pass to the screen below.  Try to stay near the right side 
of the screen and slip into the building on this screen (building 2).  If you 
have a disguise, you should be able to evade all the enemies.

Building 2 is the most elaborate in the game.  It has two fully developed 
floors and five interconnecting elevators.  This building holds the security 
card, security console, and alarm console.  First up: the security card.  From 
the entrance, proceed:

UP 5
LEFT 2
DOWN 2
RIGHT 1
UP 1

Basically, head up from the entrance and turn every time you cannot head 
straight.  This will take you to an elevator that leads to the basement.  From 
that point, there is only one exit to each room, so the path should be simple.  
Once you find the elevator back to the first floor, head down four screens and 
you will find the security card.

Retrace your steps all the way back to the entrance.  It's now time to locate 
the security console.  From the entrance, head:

UP 2
LEFT 2
DOWN 2
RIGHT 1
UP 1

This path will lead to another elevator heading down.  In the basement, all 
doors once again have only a single exit.  Following the only logical path and 
you will come to the security console.  Gas the guard and unlock the door, 
then head back out.  If you have 6:00 or more on the clock when you exit the 
building, you should be in good shape.  The hard part of the mission is 
already over.


=================================
DESTROY THE ICBM MISSILE CONTROLS
=================================
One the screen below the building 2, as well as on the two screen left of that 
one, you will find three buildings that hold six of the ICBM missile controls.  
These three buildings are randomized in each game, so it's not easy telling 
which one you are in.  Regardless, take them out one at a time starting with 
building 3.

From the entrance to building 2, head right at first to make some distance 
from the guard.  Hug the fence and proceed left, then continue to hug it as 
you head down and to the right.  You will want to exit this screen on the 
bottom right corner.  Slip between the two guards on the next screen and enter 
the building.

Regardless of which building you have found, there will be an elevator taking 
you down a floor.  You will then come out in a room with doorways on the right 
and left.  Start by going right.  Be careful in this building, as there are 
guards in nearly every room.  Have the spray ready at all times.  If you 
tripped the alarm, you should probably switch the gas grenades to allow 
yourself some extra room in the event a guard pursues you.

If the first right takes you into a narrow security hallway, you are in 
building 5.  If not, head up two rooms and make a right.  If there is a guard 
in this room, you are in building 4.  If there is an ICBM control, you are in 
building 3.  Use this same logic to determine your location in the next two 
buildings as well.

When at the ICBM missile control, select the Explosives from the inventory 
screen and press Up when standing near the middle.  You will get a message 
saying "Planting Explosive."  You will also notice that your quantity of 
explosives on the inventory screen has decreased by one.  You MUST gas the 
guard first, as he will signal security immediately if he sees you while you 
are planting the explosive.  Head out once this is completed and tackle the 
remaining two buildings.

When moving between buildings, avoid passing near the bottom third of the 
screen.  There are numerous mines set to take you out.  At this point, you 
should be adept enough to handle the few remaining outdoor guards and enter 
the last buildings.

Once you find building 4, take the following route from the first room of the 
basement:

LEFT 1
UP 4
LEFT 2
DOWN 4
RIGHT 1

Plant the Explosives and head out.

Building 5 has FOUR ICBM control consoles.  You can basically wrap up the 
stage by cleaning out this building.  While the building is fairly long, it is 
hard to get lost.  You will end up visiting every room in the course of 
planting the Explosives.  From the entrance, take the following route:

LEFT 2
UP 1
RIGHT 3

This is the first control.  From here, head:

LEFT 3
UP 2
RIGHT 3

With two down, backtrack to the first room with the elevator.  Now, head:

RIGHT 2
UP 2
LEFT 3

With the third control underway, it's time to tackle the fourth and final one 
in this building.  It is quite far from the current room.  Occasionally check 
your levels of sleeping gas to make sure that you do not run out, as it is not 
a hard thing to do given the massive amount of guards.  From this ICBM room, 
head

RIGHT 3
UP 2
LEFT 5
DOWN 5
RIGHT 2

Once the explosives are planted, back track all the way to the entrance.  You 
will want at least 2:00 remaining when you exit the building.  If you have 
less time than this, you will need to hurry.

The final ICBM control is back in building 1.  You need to pass by there 
anyway, so it's best to tackle last.  Maneuver through gauntlet of outdoor 
guards until you return to building 1.  Head left 3 rooms and you will have 
found the final ICBM control.  Plant the Explosive and your mission is 
complete.  Confirm that you planted all the Explosives by checking the item 
screen.  At this point, you will have 8 seconds to escape the building before 
the explosives blow.  Get out as soon as you can.  You will notice that, once 
the bomb goes off, you cannot ever reenter the building where you placed the 
last explosive (although you can still enter all other buildings where you 
planted them).  Head back to the helicopter and get ready to return to base.


======================
THE FINAL JOURNEY HOME
======================
All that stands between you and complete victory is one more (frustrating) 
helicopter flight.  Once you are in, do the following:

1. Start the engine
2. Set ADF to 50.9 (this is always the ADF on return flights)
3. Ascend to about 2,000 feet
4. Turn so that you are facing roughly 340 degrees (and not drifting)
5. Accelerate to around 390 knots per hour

As always, you will encounter four enemy fighters during the return journey.  
See the "Helicopter ID Codes" section at the end of this guide if you are not 
familiar with the code names yet.  Although by now you should be able to tell 
Eugene from Arnold in your sleep.

Once you are over the landing site, slow down to 0 KPH and begin descending.  
When you reach about 400 feet, slow your descent to about 2 feet per second.  
Since there is no enemy to detect you here, you do not need to enter whisper 
mode and can concentrate on keeping the Gizmo level and descent speed steady.  
Watch Jimbo's hands as they have a tendency to move the controls.  Make 
corrections if you see him either tilt the craft or pull back on the throttle.

Congratulations!  You have saved the world and defeated the nefarious Mad 
Leader... or have you?  Either way, your journey through Infiltrator ends 
here.  You are now free to replay any stage in the game.



==============================================================================
H E L I C O P T E R   I D   C O D E S                                     IN0F
==============================================================================

ID codes are used to communicate with other aircraft and relay your alliance.  
There are eight codes for both friendly and hostile units.  Respond with 
"Infiltrator" or "Overlord" if the enemy aircraft ID matches that column.


      _______________________________________
     |                   |                   |
     | INFILTRATOR       | OVERLORD          |
     | ===========       | ========          |
     | ARNOLD            | BLAMMO            |
     | CHESTER           | BONEHED           |
     | MONGO             | BULLIT            |
     | NIMROD            | BUSTER            |
     | PARKY             | CRUSHER           |
     | SCARR             | DEDHED            |
     | SMILEY            | EUGENE            |
     | WARTHOG           | SLASHER           |
     |___________________|___________________|



==============================================================================
P A S S W O R D S                                                         IN0G
==============================================================================

Passwords allow you to resume progress after completing a mission.  When you 
enter a password, you can choose to play all previous missions as well as the 
one listed under Stage.  Below are a list of passwords in the game.


STAGE                                      PASSWORD
-----                                      --------
Stage 2, Helicopter Mission                  NERV
Stage 2, Enemy Base Mission                  HOOT

Stage 3, Helicopter Mission                  GUMP
Stage 3, Enemy Base Mission                  BOMB



=============================================================================
C O N T A C T   I N F O R M A T I O N                                    IN0H
=============================================================================

Thank you for taking the time to read through this guide.  I hope you found it 
informative and useful in your adventures through Infiltrator.  If you have 
any comments on the guide, whether they be corrections, suggestions for future 
revisions, spelling/grammar mistakes, formatting problems, additional 
strategies, or any other type of feedback, please let me know.  Anything 
contributed will be credited in detail to the sender.

I can be reached regularly at the following email address:
Admiral1018@yahoo.com.  Please include "Infiltrator" or something along those 
lines in the email subject heading if you can, so I don't accidentally delete 
the email.


=============================================================================
R E V I S I O N   H I S T O R Y                                          IN0I
=============================================================================

Version 0.99 – February 10, 2007
  - Preview Version

Version 1.0 – February 11, 2007
  - Initial Release

Version 1.1 – March 15, 2007
  - Reordered index for easier navigation
  - Reworded several sections for improved clarity
  - Corrected minor spelling, grammar, and syntax errors


=============================================================================
C R E D I T S                                                            IN0J
=============================================================================

This FAQ/Walkthrough was completed as part of the NES Completion Project, an 
ongoing effort to make sure every Nintendo game ever created has a useful 
guide.  Big thanks to everyone at the FAQ General Board at GameFAQs.com for 
starting this initiative, without which this guide would not exist.


================================END OF GUIDE=================================