1111111111111111111111111111111111111111111111111111111111111111111111

LHX tactics/Walkthrough FAQ
Author: Allan Curtis (Forlornhope)
Version 2.0.3

Hi I'm ForlornHope. You might remember me from such FAQS 
as the Streets of Rage 1 General FAQ. 

This is my second FAQ for GF and it's for my favourite Genesis flight 
sim.

Most people don't seem to like this game for some reason. Sure the 
controls take a bit of getting used to, but after learning them they 
are very well thought out and take full advantage of the Genesis pad.

This FAQ will hopefully make sense of this game for people and make it 
more accessible, because really this is an excellent sim.

Version History

1.0 First Release

1.0.3 3/6/07 Saw this FAQ was getting a few hits so added 
contact info, list of allowed sites and copyright.1.0.4 6/6/07 Was 
contacted by Neoseeker. Gave them permission to use my FAQs and added 
them to Allowed Sites

1.3 29/10/08 Started adding mission walkthrough submitting now so the 
guides available on Gamefaqs again and will finish rest of walkthrough 
soon.

2.0 16/08/09 Walkthrough done. Cleaned up other sections and fixed 
typos.

2.0.1 Fixed typos, Email change

2.0.3:19/09/10: Fixed a few missing things in enemy stats and fixed a 
lot of typos.

Copyright
-----------

This document is mine! Do not rip it off, steal fragments of 
text, or charge for it without giving me a cut. It must be distributed 
in its entirety not in parts.

This FAQ is copyright Allan Curtis AKA ForlornHope. If you want to use 
this FAQ on your site I may allow it, email me and ask. If you do not 
ask first I will find you and I will take legal action.

Contact
--------

If you have something to add to the FAQ or comments about it, feel 
free to contact me at Proudnerd@hotmail.com Any useful 
additions/corrections will be credited.

Allowed Sites

This FAQ may only appear on:

www.gamefaqs.com
www.freewebs.com/darknessoffate
www.Neoseeker.com

If you see it anywhere else contact me. If you want it on your site 
etc ask me first and chances are I'll say yes. Do NOT edit this file 
yourself; I will add you to the allowed sites list. If you use it 
please check for new versions now and then at any one of the sites 
above. If you're charging for it or access to it in any way, contact 
me and we'll make a deal.

Contents

Press Ctrl+F to open Search and search for the section's name.

1.	Controls	
		-Pad One	
		-Pad Two.	
	Piloting	
		-Taking Off	
		-Navigating	
		-Flying
		-Fighting	
		-Landing	
		-Autorotation
3.	Weapons	
		-Guns	
		-HellFires	
		-Sidewinders	
		-Stingers	
		-FFAR	
		-TOW Missiles

4. 	Units	
		-Allied	
		-Infantry	
		-Tanks	
		-Sams	
		-APC	
		-Artillery	
		-Anti Aircraft Guns	
		-Helicopters	
		-Planes	
		-Others. 	

5.	Personal
		-Ranks	
		-Medals

6. 	Playable Helicopters	
		-LHX		
		-LHX cockpit description	
		-Apache		
		-Apache cockpit description	
		-Effects of damage

7.	Walkthrough

7.	Credits













1. CONTROLS
--------------------

If you got this game without a manual you might need this section.

1.1	Pad One

Dpad up: Throttle up. Push it longer to go faster and drop the nose 
further
Dpad Down: Throttle Down. Push it to lower your speed. When stopped 
push it to go backwards. Push it longer to reverse faster and raise 
your nose.

This is great for getting aerial targets in your view.

Dpad right: Rotate right Dpad left Rotate left

A: Change weapons
B: Fire selected weapon
C: Fire chain gun

Start: pause

Up+Start: Ascend
Down+Start: Descend
B+Start: Activate winch (below 20 feet)
Start+C: Switch onboard computer between Navigation and Combat mode

A+Start: next waypoint

1.2 Pad two

A: Fire weapon one
B: Fire weapon two
These controls fire the weapons without any kind of lock achieved, 
unless you have the weapon selected and locked 
they will simply fly straight.

C: Chain gun
Up: Push nose down
Down: Push tail down
Use these controls to line up shots with the FFARs.
Start: Toggle time warp. The makes everything move four times faster 
and is useful if you want to get to and from distant waypoints 
quickly. Be careful with these controls as steering and landing is 
much harder if you're not used to it.

2. PILOTING
------------------

This section explains how to fly from taking off, navigating, fighting 
and landing

2.1 Taking Off

Taking off is as simple as flying straight up. Hold start+up till you 
get 
to about 150 feet.

2.2 Navigating

First press start to have a look at your map, if you didn't in the 
briefing to see how far you have to go. When back at the cockpit press 
C+Start to switch to nav mode and you can see each waypoint, their 
distance and relative heading compared to your current heading. Your 
navigation computer is always set to your first mission waypoint, 
whatever that may be. Press Start+A to change your current waypoint. 
The selected waypoint's text will be bright green.

Look at your compass. Your compass is at the top centre of your Heads 
Up Display, or HUD. In the compass is a small line: that is the 
heading to your currently selected waypoint, the arrow on the compass 
is your current heading. If you're a long way off course, a large red 
arrow will appear indicating the way to rotate to bring the arrow into 
the screen and therefore fly towards your destination.

Align your centre arrow with the notch to fly directly toward your 
waypoint. Once you get close enough to a waypoint your Nav Computer 
will switch to the next one, even if you haven't finished your work at 
the current one. Make sure you've done what you need to do before you 
leave.

2.3 Flying

Press forward for a few seconds until your speed reaches maximum 
(340knots for the LHX 270 for the apache). Refer to the controls 
section for flying controls

2.4 Fighting

When a target comes into your view it is superimposed by a square. 
This means you are currently tracking that target and it is still a 
long way off. Your maximum spotting distance is about 2 miles. Your 
targeting computer will beep when a target is being tracked. 

The closest target is always chosen to be tracked, though there may be 
much more dangerous ones. Press left or right on pad two to change the 
tracked target.

The right screen in the LHX is your radar screen. Targets of any 
alignment; neutral, allied or enemy are shown as dots; flashing red 
dots are units firing at you, bright white dots are missiles. Use this 
to stay away from extreme hotspots.

Listen to your co-pilot. He will alert you to juicy targets or danger 
from a direction by telling you to look in that direction, either 
"look left" or "look right". 

He can also say "behind you" which is important one because 
things behind you are usually choppers.

"Incoming!" means enemy aircraft from any direction, "Lets rock!" is a 
lot of enemy targets around you, "Toasted!" is when you kill 
an enemy. He will also say "Mission accomplished" as soon as you 
complete your mission, so you can be sure you're finished. Not only is 
he fun to have around, his warnings can be very useful.

Don't fly at high altitudes (1000 feet and above). Doing so makes you 
extremely easy to see and show up on tbe enemy's radar. If you've 
spotted, fighters and helicopters will be scrambled and you'll almost 
always have to end up fighting them, they can find you much easier at 
high altitudes. Stay at 200 feet or below. Only rise if you're chasing 
an aircraft.

Use your chain gun and save your precious missiles. Targets only need 
a second or two of chain to die.

Never use your sidewinder missiles for anything but aircraft. They are 
ineffective against armour and are your only dedicated anti aircraft 
weapon.

If you aren't after a fight with aircraft, stay away from enemy 
airfields. Allied airfields are yellow, enemy ones are black on the 
map.

It's possible to use your chain gun to down helicopters. Enter nav 
mode 
and when you fire your chain gun you'll notice it fires straight and 
not at a target. Climb until you are on the same level as the 
aircraft, get the heli in your centre crosshair and fire your guns. 
Just a small burst will down a helicopter and it really saves 
missiles.

Take out Command and Control (C&C) vehicles before anything else if 
possible. They support the surrounding unit's tracking and targeting 
abilities and taking them out will break everyone's tracking and make 
it harder for them to get a lock.

2.5 Landing

You can land anywhere there is clear ground, but you should always try 
to land at your assigned destination on your map unless your 
helicopter's shot to bits, or you're wounded.

Landing at another airbase gives you fewer points since you disobeyed 
orders. Landing on the ground in friendly territory can result in you 
being picked up by a friendly chopper or captured and taken to a POW 
camp and escaping. Both of these let you continue the game as normal: 
you will be told what happened and sent to the debrief.

Landing in enemy territory will almost always result in you 
disappearing without trace, which is a game over or rarely being 
captured and escaping or traded for another POW which lets you 
continue. On difficulties higher than very easy moving too fast when 
you hit the ground will make you crash. Press and release down+start 
in the last 20 feet to touch down gently.

2.6 Auto Rotation

If you lose your engines for whatever reason you can still land safely 
using a technique called Autorotation. When your engines stop, if 
you're not going maximum speed do so ASAP as the speed keeps you main 
rotor spinning. Then as you approach the ground, press Up and Start 
like you were trying to climb, pressing and releasing to try to touch 
down safely. It's very easily to hit the ground too hard and crash and 
it can be hard to actually touch down as you'll keep going up a little 
sometimes. The higher the difficulty level the less leeway is given to 
how hard you can land without dying.

3. WEAPONS
------------------

This section contains descriptions of the weaponry available and how 
best to use it.

3.1 Guns

Your chain gun is effective against everything, even aircraft if you 
know what you're doing. It has by far the most ammo and should always 
be used instead of missiles if possible. The chain gun also has a 
white tracer to show the path of your shots.

Keep advancing on the target until the % under it starts to 
rise. This is the chance that a shot from the currently armed weapon 
will connect with the target. You should wait until the target is 100% 
or close to it before firing.

3.2 HellFires

Hellfires can take practice to use. They are highly effective against 
all kinds of amour and are the most powerful missiles you have. They 
aren't too good against buildings. They are too slow to hit jets but 
work fine against slow moving helicopters, if you can keep the heli in 
your view until impact.

When you first see a target it will have a tracking square over it 
like any weapon, get closer and the percent count will start to rise. 
Once it reaches about 70% a diamond will appear over the square and 
the targeting computer will hum. The camera view will also confirm a 
missile lock has been achieved. If you fire now the hellfire will 
track the target as long as you hold it in view and will impact.

Hellfires are laser guided missiles: a laser designator is fired at 
the target, the missile then homes in on the laser's reflection. This 
means you must hold the target lock until impact. If you change 
targets while the missile is in flight it will attempt to turn and go 
after the new target. If the target goes out of view, you switch to 
navigation mode or you switch weapons the missiles lose their guidance 
and simply flies straight into the ground, or if you're lucky the 
target if it's already closing in. You cannot fire multiple Hellfires 
at different targets, since they will all go to the currently 
designated target. Firing multiple Hellfires at one target is fine; 
they will all be guided.

3.3 Sidewinders

Sidewinders are anti air missiles and are your longest range missiles. 
They are extremely effective against aircraft and unarmoured ground 
targets such as SAMS. Sidewinders are next to useless against amour, 
three sidewinders are needed to destroy a T-72.

Sidewinders are heatseeking fire and forget missiles. You just get a 
target lock and fire: the missiles will track the target without your 
help. You can change targets, change your view or do anything else and 
the missile will still independently track the target. This makes it 
possible to quickly nail individual targets at once. Try to use 
Hellfires or your chain gun against helicopters and save sidewinders 
for jets.

3.4 Stingers

Stingers are Air to Air missiles found only in crates. They are 
smaller than sidewinders and you can carry twice as many of them. They 
still take down aircraft in a single hit. Always use stingers when you 
can, as the greater carrying capacity is a real boon.

3.5 FFAR

Folding Fin Aerial Rockets are unguided rockets designed for 
destroying buildings. You can carry a lot of them and they fire fast, 
but they are completely unguided. If you want to use them against 
anything you have to perfectly align you centreline crosshair with the 
target and use the pitch up and down controls to line yourself up 
before firing, or simply lower or raise your altitude to line yourself 
up. You occasionally get FFARs in a few selected missions on easier 
difficulties, but you'll often find them in crates. 

See below for how to find and pick up crates.

3.6 TOW missiles

Tube launched Optically tracked Wire command link guided missiles or 
TOW missiles are the rarest type of missile in LHX. You can directly 
control them. If you pause and turn on missile view you can directly 
steer the missile using the D-pad. This also works in the standard 
cockpit view when you fire but it's almost impossible to see and 
control the missile. TOWs are effective against all targets but are 
too slow to hit jets. You sometimes get them in missions on easy 
difficulties, but can find them in crates.

4. UNITS
--------------

This section has descriptions of enemy units, what tactics they use 
and how to wipe them out.

4.1 Allied

Don't attack these troops. They won't hurt you and doing so will 
reduce 
your score.

M2 Bradley Armoured Personal Carrier

M1 Abrahams Main Battle Tank

UH-60 Blackhawk Transport Helicopter

Infantry with solid green (not camo) clothes on are allies and are 
always 
called "Man" rather than "Man with AK-47" etc.

Any buildings at allied airfields obviously

The Ka-34 Hokum in one of the last missions.

I don't know if destroying cities adds or removes points

4.2 Infantry

Infantry are almost completely harmless to you. They are awful at 
finding you, taking forever to track and have weak slow weapons. It 
seems they are more scouts than anything. If you encounter infantry 
and they manage to track you before you kill them, you'll almost 
always encounter aircraft later on. They seem to be good at reporting 
your position and do so faster than other units. One burst of 10 chain 
will kill them.

AK-47 infantry
Man in grey shirt and camo pants holding assault rifle
Common
Threat assessment: As close to zero as you can get without being zero
Guidance: None
Hits to kill: 10 chain

As you'd imagine rifle infantry is no match for an attack helicopter. 
They take a very long time to track you and even after they achieve a 
tracking lock they often lose you again and have to find you. When 
they fire they do so slowly and their shots do almost no damage. They 
also have a rather limited amount of ammo. After about ten shots they 
will stop firing and sit there helplessly.

SA-7 infantry
Man in fatigues with shoulder mounted bazooka (RPG)
Common
Threat assessment: A tiny bit more than the AK-47 soldier.
Guidance Radar
Hits to kill: 10 chain

These are infantry with man portable SAM launchers. Like other 
infantry they take a long, long time to track you and tend to lose 
their tracking often. When they fire, the missile is very inaccurate 
and will almost always be fooled by chaff. They only have one rocket; 
I have never seen them fire twice.

SA-14
Looks the same as SA-7 infantry
Common
Threat assessment: Same as SA-7
Guidance IR
Hits to kill: 10 chain

This is just like the other SAM infantry, but uses IR tracking.

4.3 Tanks

Tanks aren't all that effective in fighting aircraft. After all that 
isn't their job. The T-80's Songster can be a pain though.

T-72
Brown tank with white turret
Common
Threat assessment: Very, very low
Brown tank with white turret
Guidance: None
Hits to kill: One hellfire, two FFAR, three sidewinders, 40 rounds 
chain.

These are easy to deal with. Their only weapon is their main gun which 
must be pointing directly at you to be able to fire. They rotate 
slowly, take a while to track you, have a crap rate of fire and can't 
take much punishment so just wipe them out. Don't waste Hellfires on 
them, use your chain gun. If you're silly enough to stay still long 
enough they will shoot you with their main gun doing a fair amount of 
damage.

T-80
Black tank with white turret
Rare
Threat assessment: Dangerous if not taken out quickly.
Guidance: Laser guided missiles
Hits to kill: 2 Hellfires, too many sidewinders, about 120 chain

Much more dangerous than the older and cheaper T-72, the T-80 has the 
toughest amour of any enemy unit, faster tracking and a laser guided 
songster missile that none of your countermeasures have any effect on. 
The main gun must be pointing in your general direction to achieve a 
target lock so if possible approach these tanks from behind so they 
have to turn around slowly. Always take them out first in a firefight 
and don't stop moving.

4.4 SAMs

SAMS are one of your biggest threats. Obviously made solely for taking 
out aircraft, you'd be wise to wipe them out first in a firefight. If 
your chaff/flare dispensers are damaged or if you're out of them, 
don't fight SAMS because they will shoot you down very easily.

SA-6 Gainful
Yellow SAM launcher with large white missiles
Common
Threat assessment: Average
Guidance: Radar
Hits to kill: One of any missile, 30 chain

This SAM launcher isn't much of a threat. It takes ages to fire and I 
don't think I've ever seen it hit me. Just shoot it.

Sa-9 Gaskin
Grey SAM launcher with small rack of SAMS
Common
Threat assessment: Low
Guidance: IR
Hits to kill: One of any missile, 30 chain

These fire rather weak and very inaccurate heat seeking missiles. They 
take forever to track you by day, and by night they will probably 
never find you. Even without flares, their missile often won't hit. 
Just shoot them.

Sa-8 Gecko
Yellow SAM launcher with rack of SAMS, rotating radar aerial and six 
wheels
Uncommon
Threat assessment: High
Guidance: IR
Hits to kill: one missile or 30 chain

These are very accurate often hitting you even you have jammers and 
flares. They also do a fair amount of damage. Always take them out 
quickly in a firefight.

Sa-11 Godfly
Green Sam launcher with large blue windscreen and large grey 
missiles
Rare
Threat assessment Average
Guidance: Radar

This is a rare SAM, you'll hardly ever see it, but it's really nothing 
special, much like the Gladiator and you should have no trouble with 
it.

Sa-12 Gladiator
Purple and white SAM launcher with huge white missiles on 
rack
Very Rare
Threat assessment: average
Guidance: ?
hits to kill: ?

Sa-12s are very rare; you see them only as a mission objective in a 
few missions. Despite their rarity they aren't anything special and 
should pose no problem to destroy.

Sa-13 Gopher
Dark yellow SAM launcher with treads
Uncommon
Threat Assessment: High
Guidance: IR
Hits to kill: any missile 30 chain

These don't seem to be as accurate as the Gecko but they can still hit 
you easily and they do a crapload of damage if they hit you. Take them 
out without any hesitation.

4.5 APCs and IFVs

APCs and IFVs are a pretty pathetic collection of enemies. They aren't 
equipped at all to fight aircraft and they are armed with weak machine 
guns. Don't worry about these enemies, as they can barley hurt you.

BRDM-2 Armoured Car
Grey APC with flat top
Common
Threat Assessment: Almost harmless
Guidance: No missiles
Hits to kill: One of any missile, 40 chain

This is probably the most pathetic excuse for an enemy in the game. 
They are fragile vehicles with teeny 7.62mm guns that won't even faze 
your amour. Since they use no tracking they fire directly at you: if 
you keep moving they will never hit you. Even if you're hit they will 
do next to no damage. The only way to be killed by one of these is to 
stop and sit there while it shoots dozens of bullets at you. If you 
want a purple heart you can try hovering near one of these and hope it 
gets a bullet into your cockpit.

BTR-70 Armoured car
Grey eight wheeled vehicle with large gun on top
Common
Threat assessment: almost harmless
Guidance: No missiles

As above these are almost defenceless against aerial threats. They 
pack a larger 12.7mm gun but it's still completely ineffective against 
you and they won't hit you if you're moving.

4.6 Artillery

These are dangerous only if you stop moving, they don't track your 
movements and flying across their field of fire will prevent them from 
hitting you. If they manage to nail you though they do a lot of 
damage. Just a few hits can pierce your amour

S-60 
Large standing artillery gun
Common
Threat assessment Low
Guidance: None
Hits to kill: 30 chain any missile

The only artillery capable of firing, it's very quick to track you and 
fires very quickly. As said above its unguided, so fly across its 
field of view to avoid being hit. Try not to approach them head on or 
they can hit you and they hurt.

S-23 180mm gun
Big gun with a large yellow shield and ground anchor
Uncommon
Threat assessment: They never fire so it's harmless
Guidance: unknown since they don't fire, but I'd assume none
Hits to kill: 50 chain 1 of any missile

180mm! Whoa this thing could rip a hole the size of your head in you! 
Don't let the size of the gun worry you these things never shoot. I 
don't know if it's a bug or what, but they never fire ever. This is 
simply fodder.

4.7 Anti Aircraft Guns

These are some of the most dangerous foes, they are designed solely 
for taking out aircraft. The shilkas are exceedingly deadly.

ZSU-23 Shilka
Green vehicle with four gun barrels
Common
Threat assessment: Dangerous one of the biggest threats. Extremely 
deadly if not taken out fast.
Guidance: Movement prediction
Hits to kill: 50 Chain

The Shilka is the most consistently annoying and dangerous enemy in 
the game. They are very common and use a system where they aim their 
quad 23mm guns at where you are going rather than where you are, 
making flying across their field of view completely ineffective. When 
approaching a Shilka keep zigzagging, never fly in a straight line. 
This confuses its tracking and it won't be able to hit you. It takes a 
fair bit of practice to do this well. They fire quickly and do decent 
damage so take them out quickly.

ZSU-30
Looks just like a Shilka
Threat assessment: Same as ZSU-23
Rare
Guidance: Movement prediction
Hits to kill: 50 or so chain

This is exactly like a Shilka in every way. I'd assume the name change 
means it has 30mm guns instead of 23mm but it seems no different. It's 
a rare unit and you won't see it often at all.

ZSU-57
Yellow and green vehicle with two barrels
Threat assessment: Low you'd have to sit in front of it to get hit.
Uncommon
Guidance: None

Much less of a threat than its newer and more advanced brethren, the 
ZSU-57 takes a while to track and when it does it has a very slow 
firing rate and simply fires straight at you. It's rare for these 
things to even fire at you let alone hit you.

BMP-2
Large yellow tank like vehicle
Threat assessment: Low its lack of path prediction and useless SAM 
make it a 
pretty sad opponent.
Rare
Guidance: Radar for missile
Hits To kill: 50 Chain, One of any missile

I'm not sure what these are but they aren't much chop. They have a 
single SAM which they will fire first which has never hit me and them 
follow up with their main gun which is just fired where you are. While 
it's one of the few enemies to have both missiles and guns it's not 
much of a threat. You only see these in Central Europe.

Note on aircraft

Aircraft are dispatched to your area when you have been detected by 
enemy units by as flying near them so they track or fire at you. They 
take off from the nearest enemy airbase and fly to your area. All 
aircraft have limited fuel and if they are not shot down and you stay 
alive, they will eventually fly back to their airbase and land and 
disappear.

Flying at high altitudes like around 2000ft causes 
aircraft to scramble at the nearest airbase as they see you coming 
on radar. You'll see the message "Scramble at (name of airbase)." 
Scrambling is quickly getting as many aircraft in the air as possible 
the intercept an incoming attack, rather than waiting to be caught on 
the 
ground and you'll start getting a lot more aircraft after you. This is 
only recommended if you really want to fight aircraft and aren't badly 
damaged.

4.8 Helicopters

Helicopters are by far your deadliest foes. They are fast and mobile 
and often have accurate weapons. Helicopters are at their most 
dangerous after you've completed a mission and are flying home damaged 
and running low on ammo. They can chase you and unload their accurate 
missions on you, blasting you out of the sky. Some helicopters will 
try to kamikaze you doing a lot of damage. Even the Mi-8 Hip can do 
damage if you're not careful. Helicopters have a limited amount of 
fuel if you watch them in target view you'll see they eventually 
retreat and land at a nearby enemy airfield. Helicopters like to fly 
at about 1000 feet and you should gain altitude to get a clean shot.

Mi8 Hip
Black boxy helicopter
Uncommon
Threat assessment: Can be deadly if it gets close, but otherwise it 
has a hard time getting in a position to shoot.
Guidance: none
Hits to kill: One Hellfire or Sidewinder short burst of chain

The Mi8 hip is a slow helicopter with optical tracking which uses 
large barrages of unguided rockets. They may not be accurate, but if 
allowed to get close enough they will hammer you with multiple 
rockets, causing a lot of damage. 

Constantly be on the lookout for Hips, they are black, the only 
helicopter that is. Listen to your co pilot and if he says to look in 
a certain direction or says there are incoming aircraft do a check for 
them. Hips are no threat at night because with their optical tracking 
they will have a hard time even finding you and you can shoot them 
down easily.

Hind
Yellow sleek helicopter with vent above canopy
Common
Threat assessment: Dangerous, even more so if you're already damaged
Guidance: Radar
Hits to kill: One Hellfire or sidewinder short burst of chain

The Hind A is the weakest with the weakest weapons and the F is the 
toughest with very accurate and deadly weapons and a very effective 
tracking system. Take them out fast.

Mi-24 Havoc
Rare
Threat assessment: Medium It's a very tough helicopter and very 
agile.
Guidance: ?
Hits to kill: Two sidewinders, one hellfire

The Havoc is a Russian built rip off of the AH-64 Apache. It's not 
anywhere near as deadly as the playable Apache, but it's the toughest 
air unit in the game, needing two sidewinders to take down. It's very 
agile with a decent pilot as its constantly moving and evading and it 
looks almost the same.

Because it's so rare it's hard to tell how dangerous the Havoc is, but 
because of it being like the apache, I suggest you take it out ASAP.

4.9 Planes

Mig 27 Flogger
Black jet with red nose
Common
Threat assessment: Really only dangerous if you're completely out of 
countermeasures. Its weapons are too inaccurate. If you have no chaff 
it's extremely deadly since it's so fast and will rip you apart
Guidance: IR
Hits to kill: One sidewinder, don't even bother with chain, one 
hellfire

Floggers are the most common airplanes you'll see. They are very fast; 
you usually won't see them coming until they begin to circle you,   
trying to achieve a weapons lock. Obviously being a plane they can 
easily keep up with you and its impossible run from them. They usually 
can't hang around long before heading back to base to refuel, so if 
you can't kill them just try to stay alive until it's forced to 
retreat.

The Flogger is very inaccurate, meaning it will usually never hit you 
if you have any flares left and takes forever to track 
you. Still if you're out of flares they are utterly deadly, able to 
keep up with you and hammer you with missiles. They are too fast to 
hit with chain guns, use sidewinders if you can, but don't use them 
when the Flogger is flying across your view as the missile usually 
can't turn fast enough and will shoot right past it and miss.

Wait till the Flogger is flying straight towards you or away from you 
or at a less extreme angle, so the missile has a chance to turn.

If you're forced to use hellfires, use them only when the plane is 
flying straight towards you and turn or climb to keep them in your 
view. Hellfires can outrun floggers over very short distances.

Su-27 FrogFoot
All yellow jet
Rare
Threat assessment: Very dangerous. It can fly slowly enough to pound 
you with its powerful cannon thanks to its low minimum air speed and 
it has a large load of accurate missiles.
Guidance: IR
Hits to kill: One sidewinder, don't even bother with chain, one 
hellfire

The Frogfoot is the deadliest plane in LHX. It has powerful missiles 
as well as a strong nose mounted cannon. It's capable of flying very 
slowly to rain ordnance down on you and is very agile. The FrogFoot 
has more fuel than the Flogger and when it's out of missiles it will 
fly behind you and hammer you with its cannon, which you are too slow 
to escape from. You don't have a hope of escaping it, so the best you 
can do is destroy it with a sidewinder or hellfire, which is easier 
since its slower than the flogger, or evade its fire (much easier said 
than done) until it hits bingo fuel.

4.10 Other

C&C (command and control?) vehicle
Flat vehicle with rotating yellow radar dish
Common
Threat assessment: It has no weapons but supports the units in the 
local area 
Guidance: N/A
Hits to kill: 30 chain, one of any missile

These units can't attack you directly, but while active they seem to 
support the surrounding units tracking, making it much easier for them 
to find and hit you, even at night. Make sure to silence these 
whenever you see them.

Radar Vehicle
Looks exactly like a C&C Vehicle
Uncommon
Threat assessment: No weapons just like the C&C
Guidance: N/A
Hits to kill: 30 chain, one missile

These are seemingly just like C&C vehicles and should be destroyed 
whenever you see them.

SSC-4 Sepal Cruise missile launcher
Large brown missile platform with very large missiles
Very rare. There's just one as a mission objective.
Threat assessment: It never fires. Cruise missiles aren't meant for 
close range 
combat.
Guidance: Unknown
Hits to kill: ?

This isn't a threat, it doesn't even fire at you and it is just there 
to 
be destroyed for a mission objective

5. PERSONAL
--------------------

5.1 Ranks

You earn points for completing objectives and destroying the enemy. 
Killing friendlies and disobeying orders such as going to the wrong 
airfield or landing on the ground somewhere costs you points. When you 
get enough points you are promoted. Promotion doesn't do anything in 
game though but it's nice.

You start as a 2nd Lieutenant

1st Lieutenant: 2000

Captain: 6000

Major: 10000

Lieutenant Colonel: 16000

Colonel: 25000

5.2 Medals

You can be awarded medals for accomplishing certain things in 
missions. Medals have no effect on game play but you can see them and 
at the end you are shown all medals you received.

Air Medal: Finish a mission and shoot down six helicopters or planes. 
It can be a mix. The missions where you shoot down a helicopter and 
its escorts are best for this.

Good Conduct: Complete four missions in a row without restoring you 
status with a password, i.e. dying or turning the game off.

Purple Heart: Be directly injured by enemy fire by having it come 
through your cockpit's window and make it back to base alive. You 
don't have to complete the mission. Can be hard to get as getting shot 
is rare.

Armed forces executory medal

I'm m not sure what you get this for. It looks to be for finishing a 
lot of missions I.E. most of the game, without dying or using a 
password.

6. PLAYABLE HELICOPTERS
---------------------------------------

This is a description of each helicopter and cockpit.

6.1 LHX

The LHX or Light Helicopter Experimental is the more modern and 
simpler of the two helicopters. It has a much simpler cockpit with 
electrical instruments and readouts that can be easier for rookies to 
understand. It's faster than the apache at 340 knots max but can't 
carry as many weapons. Its tail fan is less susceptible to damage than 
the Apaches. All up the LHX is better for players who like to stay 
mobile and prefer the faster speed.

6.1.1 LHX Cockpit description

From the left:

IR/Radar sensor: This consists of two lights for Infrared and Radar 
based attacks. When you're tracked by an enemy unit the appropriate 
light will turn yellow and you'll hear a warning sound. When you're 
fired at it will flash and you'll hear another sound then it will turn 
red to signify engaging countermeasures to prevent the missile hitting 
you. If they are successful and the missile tracking is broken, the 
light goes out and the missile harmlessly impacts the ground. If they 
aren't, the light returns to yellow and you'd better try some dodging.

Left screen: In combat mode this shows weapon and countermeasure 
status in navigation mode it shows levels for fluid systems and your 
fuel and throttle level. Falling levels are flashing red. Your fuel 
turns red when you are below 20%.

Centre screen: This shows a camera view of the target in combat view. 
If there are no targets it shows navigation status. In nav mode it 
always shows the status.

Right screen: This is your RWR or Radar Warning Receiver. It shows 
surrounding units as grey dots, firing units as red flashing dots and 
missiles as bright white dots. It is identical in both computer modes.

HUD: The Heads up display is made up of the compass, (see navigating 
in the piloting section for use) the altimeter on the right, the 
Vertical speed indicator on the middle left and the air speed on the 
top left. The target's name is also in the bottom centre.

6.2 Apache

The Apache is the helicopter for players that like a lot of weapons.  
It has 16 HellFires compared to the LHX's maximum load of 8, though it 
can only carry 2 sidewinders. The Apache is slower than the LHX with a 
max speed of 270 knots, though it's more than fast enough to get 
around. Its tail rotor is much more vulnerable to enemy attacks, which 
can be very annoying and losing your HUD can screw you up badly as you 
can't tell what targets are besides visual contact, if you lose your 
camera too. The Apache has a somewhat more complicated cockpit and is 
generally lower tech.

6.2.1 Description of Apache cockpit

From the left top:

Chaff/Flare count: How many chaff cartridges and flares you have left 
for defence against missiles.

Fire Control panel:  A list of remaining weapons, but it's less 
intuitive than the LHX, since you have to select the weapon to see its 
remaining ammo.

Throttle level: The green dial is your throttle setting. The green 
area is for forward throttle and the red area for backward throttle. 
This is useful for getting an idea of your speed if you HUD is 
damaged.

Artificial Horizon: The white and black dial is your relative position 
to the horizon. When you turn it will change to show it. It's really 
not much use since you can just see out the canopy when you're turning 
and is just for show.

Screen: This is just like the LHX screen. Target view in combat mode, 
nav status in nav mode.

Altimeter: The black dial with the number is your altimeter. The 
number is in hundreds of feet so 11 would be 1100 feet. The dial is 
the percent of 100 feet so 11 with the hand straight down would be 
1150 feet. You don't really need it since the altitude is on the HUD, 
but if that's damaged it can be handy.

Vertical speed indicator: This is the green and red dial below your 
altimeter and shows the rate of decent or ascent. Red is descending 
green is ascending. It's not all that necessary, since it's easy to 
judge vertical speed, but it canes handy when landing.

Fluid levels: These are the green bars to the left of the altimeter 
and show the levels of your helicopter's fluid systems:

T: Throttle
F: Fuel
O: Oil
H: Hydraulics

Radar Warning Receiver: This is the black circle below the fluid 
levels and 
works just like the one in the LHX.

HUD: The heads up display is made up of the compass at the top, (see 
navigating in the piloting section for use) the altimeter on the top 
right and the airspeed and vertical speed indicator on the top left.

6.3 Effects of damage

Camera: You lose your view of the target, distance, heading etc. This 
shouldn't be a problem, as long as you don't lose your HUD in the LHX, 
as target names appear in the bottom centre also. In the Apache you 
won't be able to tell what things are, except by direct visual contact 
and sound. If you don't know what you're shooting at use the target 
view.

Chaff/Flare dispensers: You can no longer release chaff or flares. 
This is very serious leaving you with almost no defence against 
missiles except your jammers. If this happens early in a mission it's 
a good idea to head back to base.

Engine: Doesn't seem to do anything but make the motor sound sick, you 
still seem to move at full speed.

Fuel tank: Your fuel tank got shot. You'll start to lose fuel very 
quickly. Return to a friendly base immediately.

HUD Your entire head up display - targeting system, compass, airspeed, 
everything - disappears. Can be very annoying. Use nav mode main 
screen for judging direction - the headings are how far you have to 
turn to face that waypoint - watch if the distance to location goes up 
or down and turn accordingly. Off course arrow still appears. You can 
of course also use your map.

Hydraulic lines: Your hydraulic systems are leaking. Hydraulics are 
used for steering, you can see the pressure percentage on the nav mode 
left screen on the LHX and the engine status on the centre left in the 
Apache. If you're still in the air when hydraulic pressure is 
completely lost you will crash, so return to base asap, as you lose 
hydraulic pressure very quickly and in a few minutes it will be 
drained. If you're too far away from your base, try a friendly 
airfield or at least in friendly territory, though you might have to 
land anywhere.

IR/radar sensors damaged. The IR panel of the left of the LHX stops 
working as does the sound alerts. You have no idea when you're being 
fired upon, except for the actual sound, nor a way of knowing if it's 
an IR or radar attack.

Jammers: Your radar jammers, your first line of defence against 
missiles are inoperative. You can still survive with chaff and flares. 
If you lose both you're a complete sitting duck.

Main rotor: Your main rotor is damaged. Makes the aircraft bounce up 
and down all the time. Doesn't affect its performance, but looks 
pretty unsettling.

Oil lines: You are leaking oil. The percent is shown in the engine 
status. When you run completely out of oil your engine will be fine 
for a while but then suddenly sometime later your engine will burn out 
and stop. As soon as you get an oil leak head back to base, unless you 
can finish your objective in the next 5 minutes or so.

Monitors: It's possible for any of the MFDs to be destroyed, making it 
go completely blank and denying you information.

Steering lines: Your steering controls are damaged. The helicopter 
will randomly wander off course and you won't be able to fly very 
straight. Can be annoying but it's still perfectly possible to 
complete a mission like this.

Tail fan/rotor: Your tail rotor/fan is wrecked. This is one of the 
worst things that can happen. Without the torque to counteract the 
main rotor spinning the helicopter will just circle around and around. 
Trying to move results in 
you flying in circles.

The only possible way of flying is to try to move forward when facing 
your destination and stopping when you're not its very time consuming 
but it's possible to return to base like this.

You: You are hit by a shell or bullet that comes through the canopy. 
You'll know for sure by the bullet hole in the window. If you get shot 
you'll usually be able to stay alive for another ten minutes or so.  
Get back to a base! When you're done for the game will say "You are 
about to die from your wounds", from then you have about 30 seconds to 
land in a friendly base or you'll simply crash and die.

If you're really unlucky just after you're shot you'll get a warning 
"You've been seriously injured". If that happens you have about 2 
minutes or less before you get the warning you are about to die. You 
must land in a friendly base! If you land anywhere else you'll die 
before you can get to a hospital. Getting injured and living earns you 
the Purple Heart.

Walkthrough

LHX's campaign is randomized. The enemies are always in different 
spots and you'll receive missions in different orders. The order here 
might not match the one you have. If not just search for the mission 
objective like say for the armoured group search group. The objectives 
for the codenames might be different to yours but the codenames still 
count for that mission of the game you're on. Some missions like Green 
rain and Rainbow Veil are fixed and always have the same objectives.

Majestic Twelve: Destroy Command and Control Vehicle Password: DAAAAGA

Fly to the vehicle marked on your map which may be 
quite a long way from your takeoff point and wipe out the SA-13 and 
zsu-23 guarding it. Blow the helpless vehicle up, then head to your 
landing point, blowing up anything you can on the way back for more 
points. You will probably meet aircraft en route to your landing so 
don't waste your sidewinders.

Anterior Nova Destroy the bunkers Password: DAAAIHA

Simply go to the objective and destroy the Shilka guarding 
them and then use your chain gun on the bunkers as they resist missile 
attacks. It takes quite a bit of gunfire to kill them so make sure not 
to use it up. This mission was a lot more annoying because the very 
first enemy I saw was a shilka and it hit me once and that hit 
destroyed my chaff. Annoying.

Reindeer Flotilla Rescue the pilot. Password: DAAAQEA

Go to the pilot and get him. There was a guy with an AK near him, but 
it's not like he's a threat. Get near the pilot and reduce your 
altitude to less than 20 feet. Then slowly inch forward at say 15 
knots, since you can't fly quickly at such a low altitude and get 
within about 60 feet of the pilot to have him climb on board. Then 
shoot your way to your landing point.

Phoenix: Destroy the truck convoy Password: DAAAYFA

Go to the convoy destination which is always an airfield and then go 
from there in a straight line to the convoy destination. On the way 
you'll find the convoy of trucks. Simply shoot them all up and head to 
your landing airfield. The trucks are moving and you will fail if they 
make it to their destination, so wipe them out quickly, then muck 
around taking out other enemies if you wish.

Rainbow Veil: Rescue the POWs Password: DCIAASG

Another rescue mission. Go to the POW camp, but don't start shooting 
randomly. The POWs are interspersed with other targets there and it's 
all too easy to be shooting at something, destroy it and without 
noticing start shooting at a POW, killing him and failing your mission 
unless you practice proper fire control. Carefully kill off any 
infantry firing at you and any enemy units close to the camp as there 
are sometimes units right near the camp. Make sure no helicopters 
are firing at you and carefully pick up the POWs destroying any tents 
that are in the way of the pickup point. After you have all three on 
board feel free to wipe out the entire camp, before heading back to 
base.

Chess: Rescue The Rangers Password: DCIAITG

Yep more saving the grunts. Go to the pickup points in any order, 
sometimes the second is closer to your takeoff point than the first. 
It's fine to go to that one first. When approaching the landing zones 
don't shoot the green clothes guys with rifles; they are friendlies 
likely the rest of the ranger squad that wasn't injured. Simply pick 
up the causalities then go to the other point and get the others. Then 
head back to base.

Lobster Quadrille: Escort the Blackhawks Password: DCIAQQG

This mission is different in that you have to escort two UH-60 
Blackhawks as they airlift equipment to a team of Rangers. Start 
heading to LZ Alpha, wiping out every single enemy capable of shooting 
you see. If you can see any looking left or right from your path to 
the LZ, blow them up too so the route is clear. When you get to the LZ 
blast the enemies there and watch out for the tough T-80 
there.

Make sure you don't take too much damage to try to minimize the 
chances you'll get something serious like a fuel or hydraulic leak or 
get yourself wounded that will force you to land before you crash, as 
you need to be able to hang around. 

Head back to your base and wait there, still in the air for the 
Blackhawks to make it to LZ Alpha. They are slower than both playable 
helicopters and will take a while to get there. Ending the mission 
before the Blackhawks complete theirs get them both destroyed always. 
You need to wait at the base. 

After a while you'll get the warning that the Blackhawks are 
approaching LZ Alpha. Soon after you'll get told they are leaving LZ 
Alpha then get the "mission accomplished" quote from your co-pilot. 
You can land now and the mission will be complete. Don't worry about 
your fuel you have enough to hang around till they complete their 
mission. You can then land and complete the mission.

You can also follow them to watch as they do their thing. First start 
heading back to your takeoff point, after crushing the enemies at the 
LZ and on the way as described above. On the way you'll see the 
Blackhawks on the way to to the LZ. Match your speed to theirs and you 
can follow them to the LZ. When they get there if there aren't any 
enemies you'll see them land and stay on the ground for a while. They 
will then take off and start heading to your landing point, though you 
probably won't have time to escort them there as you'll be running out 
of fuel and they won't be shot down anyways. You will be running on 
fumes by the time you make it back to base afterwards.

Hen House: Deliver equipment to the Rangers Password: DCIAYRG

In this mission you have to airdrop a crate full of supplies to Delta 
Company a group of friendly troops deep in enemy territory. Head to 
Delta Company and when you get there; you'll see a group of friendly 
units and infantry. Hover above the four guys in a square and drop the 
crate in the target area. Make sure not to shoot any of the 
friendlies, then head back to base. Oddly blowing up the crate and 
even Delta Company after dropping the crate still completes the 
mission, tho you'll get almost no points since you lose points for 
killing friendlies.

Desert Two: Execute the high ranking terrorist Password DCIABCA

This mission is rather dumb since the briefing says they were going to 
send B2 bombers to wipe out the camp, but they are all broken (what? 
broken how? and all of them??) and the service techs don't have 
clearance to read their repair manuals (odd you'd think somebody would 
and if they didn't have clearance they wouldn't have any experience 
fixing B2s anyway).

Anyways getting back to the point, This is a very easy mission. Just 
fly to the tent complex and perforate the useless infantry guards. The 
large brown tent is the only building you need to blow up; once you do 
you'll accomplish the mission, evidently killing the terrorist in the 
collapsing building/explosion. This is the only thing at the camp that 
needs to be destroyed; the units in the area and other buildings can 
be left if you wish; tho I like to flatten the entire camp. Then 
simply fly back to base.

Flaming arrow: Shoot down the document carrying helicopter Password 
DCIAJDA

The briefing in this mission is sort of ambiguous. Are the US 
government helping to cover up African government terrorist activities 
or simply stopping false propaganda about them being terrorists from 
being circulated and ruining their reputation? Hmmm.

Anyways head to the convoy origin. If you've been fast enough you'll 
see the helicopters still on the ground and can target the paper 
helicopter: the black Mi-8 Hip and blow it up, accomplishing the 
mission. As soon as you get close/start shooting the helicopters will 
attempt to take off. While they are on the ground they can be targeted 
with the chaingun and hellfires will select them as ground targets. As 
soon as they start to lift off they won't be treated as ground 
targets. So take out as many as you can before they scramble and take 
off. When I got to the origin there were two hinds and the hip on the 
ground, one hind taking off and two hinds in the air, but they could 
have been aircraft sent in to intercept me, not part of the mission. 
This mission is a great chance to get the Air Medal as you'll bag a 
few heli kills and any others you encounter should be enough to get 
the six you need for the medal. Simply fly back to base and congrats 
you're a pawn of the government's corruption/the saviour of your 
ally's reputation.

Plain Aria: Stop the Green Rain dropping helicopter. Password DCIERAC

This mission is an interesting one. Your mission is to shoot down 
another Mi-8 Hip carrying a deadly biological weapon called Green Rain 
a smoke like substance the Libyan government plan to use to kill off a 
village full of US Rangers as a final show of defiance, even though 
they have lost the fight, thanks to you.

Don't fly to the Chem Drop on your map. That's just the village where 
the green rain is going to be dispensed. Instead use your map to 
navigate to the Chem Flight's origin and if you're fast enough you'll 
see the helis still on the ground, like in the Flaming Arrow mission. 
If you took a while getting here they may be airborne or gone. If they 
are quickly start heading towards the Chem. Drop from the Chem. Flight 
Origin and you'll find them. Shoot down the mi-8 Hip to complete the 
mission and wipe out its guard Hinds if you follow them to the village 
you'll get the message saying the green rain is being dispensed, and 
the Hip will start dropping circular smoke like green stuff. If you 
get that message the mission is failed as the biological agent has 
been dropped and the village is doomed. This is the last mission in 
Libyan. Now it's time to head to Americas favourite place: Vietnam. 

VIETNAM

Lobster Quadrille: Escort the BlackHawks Password: DAYEZBG 

Welcome to Vietnam. Whee another annoying escort mission. This is 
exactly the same as the last one. Just go to LZ Alpha killing off 
anything you see on the way annihilate the stuff at the LZ then wait 
by your base/follow the Blackhawks until they leave the LZ and your 
mission is complete.

Reindeer Flotilla: Rescue the Glider Pilot Password: DAYEBSE

Another rescue mission. The briefing says that the downed pilot has 
the means to avoid being a POW but would prefer not to use them, but 
if you fail to rescue him he becomes a POW anyways...

Anyways this is another easy rescue mission. Just go to the pilot, 
kill the AK toting solider near him, pick him up and head back to 
base.

Flaming arrow: Destroy the Khmer Rebel General's helicopter Password: 
DAYEJTE

Another "destroy the gunship" mission. As before just go to the enemy 
origin quickly and you'll find the helos still on the ground. Simply 
detonate them with chain or hellfire on the ground or sidewinder in 
the air and try to kill six to get the air medal, if you haven't 
already got it. Head back to base afterwards

Hen House: Deliver water to the GIs Password: DAYERQE

Another Delivery mission. Just fly to Delta Company which is a group 
of friendly units and infantry and drop the crate in the middle of the 
infantry guys. Head back to base

Lava Lamp: Destroy the Artillery site Password: DAYEZRE

And now for something completely different. Fly to the Artillery site. 
There you will find a group of Sa-23 180mm guns and a few other units 
like Shilkas. Kill off the guards and then wipe out the guns. Sa-23s 
don't actually shoot either because the devs didn't want them to, or 
because of a bug. You only have to take out the Sa-23s to complete the 
mission. Once you do that, head back to base.

Anterior Nova:  Destroy the grounded MIGs Password: DAYEAKC

Another easy mission. Just fly to the MIGs and you'll see four of them 
on the ground parked on the runway. There will also be two skirlkas 
(guess that light AA cover mentioned in the briefing WAS actually 
light AA cover) Destroy them, then use your chaingun or hellfires 
since the jets count as ground targets. Then just head back to base.

Gemini: Crush the truck convoy Password: DCYEILG

Another truck destroying mission. Just go to the convoy origin (which 
for me was a remote building in the middle of the countryside) and 
start heading to the convoy destination. On the way you'll see the 
trucks with no guards at all. Blow the idiots away and head back to 
base, shaking your head.

Chess: Save more GIs Password: DCYEQIG

I'm not sure what the briefing is on about for this: A green Looney 
with a winning manner than got shot first? Is that an inside joke from 
the devs or what?  Anyway this is just another group pickup. Just go 
to the two LZs, going to the second pickup first if it's closer and 
pick up your guys before heading back to base.

Binary Rainstorm: Stop the chem Drop. Password: DCYEYJG

This is just the same as the other chem drop mission. Just ignore the 
chem drop waypoint and use your map to navigate to The chem origin to 
find the helos on the ground or on the way to the chem drop and blow 
them away. Another good chance to get the air medal.

Freedom Train: Save more POWS! Password: DCYEA4E

More grunt saving? There are three this time, so fly to the POW camp. 
Once you have all three on board feel free to torch the camp since 
there's just some AK-47 infantry and no other defenders. This is your 
last mission in Vietnam. Now you go to the ambiguous "Central Europe" 
for ther games final missions.

CENTRAL EUROPE

Domino Mirror: Destory the Cruiose missile launcher Password: DCYEI6E

Welcome to Central Europe. Letting enemies keep cruise missile 
launchers is a big no no, so fly over to where the missile laucher is, 
watchig out for the new enemies like the BMP that you'll meet alot of 
in Europe and you'll find the launcher with a Shilka guard and two 
Radar vehicles. Blow up all idiots at the site then head back to base. 
You'd think Russia would protect a cruise missile launcher with more 
than one AAA...

Chess: Save MORE GIs! Password: DCYGQYE

Wow another GI saving mission. The end of the game is in sight, so 
stay strong and resist the urge to blow them into fleshy bits for 
being stupid enough to be captured. They are out in the open with 
enemy soldiers, so don't shoot friendlies and airlift them out.

Arc Lite: Save MORE idiotic people! Password: DCYGYZE

Wow ANOTHER airlift mission. Go there, resist the urge to 
shoot them, kill off the guards, pick the guys up and return home.

Anterior Nova: Destory the bunkers Password: DIIGBKG

Well after all that its back to one of the first mission types in the 
game: destroying the bunkers. Because after all the battle you've 
seen, this is really a mission that a pilot of your calibre should be 
given. This as you'd imagine is a very, very easy task. Just remember 
the bunkers are resistant to missiles, so blast them with a long white 
stream of chaingun love and head back to base.

Reindeer Flotilla: Save yet another pilot Password: DIIGJLG

Now you have to save another pilot but this time he's the pilot of a 
shot down Apache. How come when you're shot down or crash you never 
survive but he does? It's a conspiracy! There is nothing different 
about this so just go and get him.

Hop Toad: Drop supplies to the downed pilot Password: DIIGRIG

Ohh look another Apache that survived the crash and can be REPAIRED 
while you always die. Even his co-pilot survived, as the end mission 
debrief says that he can treat his injured co-pilot.

Anyway the object is to drop a crate to him so head out there and 
you'll see a man simply called "Man" standing by himself. Drop the 
crate next to him and you're finished. Also if you want to be evil, 
after you drop the crate you can shoot the guy or even blow up the 
supply crate and you'll still complete the mission just fine.

Olympic Torch: Clear the way for the B-2 Password: DIIGZJG

Well here's something different! Your task is to clear the way for a 
B-2 stealth plane prototype to complete its test flight. The top brass 
in the mission briefing sure don't seem too impressed with it and it 
will get blown away by SAMs despite being stealth, so it's your job to 
eliminate the threat.  When you go to the runway you'll see the bomber 
take off in front of you. It will then circle the airfield and head 
off away from your mission objectives. it is faster than you, but 
don't worry because it will take a little while to actually head 
towards the SAMs. You still don't have time to waste though, so hurry 
over to the SAMs and wipe out the Sa-12s. Unlike the Blackhawk 
mission; as soon as you blow up the Sa-12s the mission is complete, 
even if you land before the B-2 gets there. If you like though you can 
try to follow the B-2, tho it is faster than you, you can go to one of 
the SAM sites if you want to watch it. Its funny that in a previous 
mission the briefing said they were going to send B-2s to take out a 
target but they were broken and the tech crews didn't have clearance. 

If the B-2 is already in service why does it need a test flight? I 
thought this was a prototype?

Lobster Quadrille: Protect the Blackhawks Password: DIIGB4E

This is another "protect the Blackhawks" mission. Handle it much like 
the previous ones and head over and clear out the LZ. Hang around and 
follow the Blankhawks or go to your destination and wait for the 
mission to be complete before landing.

Grand Theft Hokum: Escort the Ka-34 Hokum Password: DIIGJ6E

A new mission type, this time you have to escort the defecting Russian 
Air Minster in his stolen Ka-38 Hokum to your landing airfield. Take 
off and head over to the pickup point and you'll see the Hokum marked 
as a mission goal with some tanks next to it marked as mission goals. 
Obviously destroy  the tanks and not the hokum and wait a minute or 
two and it will take off. Then just fly with it to the destination. 
Nothing seems to shoot at the Hokum, so as long as you stay alive and 
get there with it you should be fine. Of course a Russian helicopter 
flying with a US helicopter protecting it is a commonly seem sight for 
the Russian troops.

Once it lands at the airfield the mission is complete and you can 
land.

Flaming Arrow: Destory the hitsquad's helicopter Password: DIIGRYE

This is it: the last mission in this long game. A hitsquad has been 
sent to eliminate the Air Minster and you have to intercept their 
helicopter and stop them. Despite what you may think this mission is 
just like the previous helicopter hunting missions. Just take off, go 
to the flight origin and wipe them out the same way you have wiped out 
other helicopter flights. After burning the hitsquad, return to base 
and set your faithful helicopter down for the last time.

CONGRATULATIONS! you have beaten LHX Attack Chopper!

Credits:

Me for writing this.
Alexander Davidson for making MetaPad a very useful tool for FAQ 
writers.
My sisters and mum for being awesome.
SEGA for making great games and systems in the 8bit and 16bit days 
before screwing up again and again.

Fin