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    FAQ/Walkthrough by EntropicLobo

    Version: 1.0 | Updated: 05/08/09 | Printable Version | Search This Guide

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    SILKWORM - Nintendo Entertainment System
    
    Version 1.0 (08/05/2009)
    
    Version History:
    1.0: Basic Guide Complete - (08/05/2009)
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    Legality:
    This Guide is Copyright, 2009, Matthew McIntyre
    
    This guide may not be used on a website or in any public forum
    where it is protected by copyright without the consent of the author.
    
    To contact me: entropiclobo(at)yahoo(dot)ca or chaos(dot)wolf(at)gmail(dot)com
    
    Websites with permission to use this Guide:
    www.GameFAQS.com
    www.neoseeker.com
    faqs.IGN.com
    www.1up.com
    www.honestgamer.com
    
    Game by American Sammy
    
    Written for the NES FAQ Completion Project (faqs.retronintendo.com)
    
    ******************************************************************************
    *                            Table of Contents                               *
    ******************************************************************************
    
    *To jump to a section, hold the Control Key and press F, then type in the
    section number as it appears (ie type SW1)
    
    SW1: Intro
    SW2: Gameplay
         SW2.1: Basics
         SW2.2: Of Jeeps and Choppers
    SW3: Items
         SW3.1: Pick-ups
         SW3.2: Emblems
    SW4: Walkthrough
         SW4.1: Stage 1
         SW4.2: Stage 2
         SW4.3: Stage 3
         SW4.4: Stage 4
         SW4.5: Stage 5
         SW4.6: Stage 6
         SW4.7: Stage 7
         SW4.8: Stage 8
         SW4.9: Stage 9
    SW5: Enemies
         SW5.1: Snakeheads
         SW5.2: Standard Enemies
    SW6: Bosses
    SW7: Credits
    
    Silkworm is rated "J" for "Jeep." It contains scenes of mighty missiles and
    helicopter enemies that love to jump. Player discretion is advised.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                                SW1: Intro                                  |
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Have you ever played Firepower 2000? Well, before that there was Silkworm. I
    can't see a company link at a glance but the concept is very similar, right
    down to the ability to make shields explode.
    
    Whatever the heritage, it's a fine game. The NES has a lot of shooters, but all
    too often they are relatively plain. But a great chunk of the NES's shmup
    library also has great control, great theme, or a bit of an original twist. It
    was so easy to make an original twist on an old forumla back then. There
    weren't so many layers trying to turn a game into some multi-genre conceit.
    
    Silkworm is challenging, and it plays well. There's a learning curve,
    especially for the Jeep, but it is soon overcome. It is simply an entertaining
    game to play.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                              SW2: Gameplay                                 |
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    The gameplay of Silkworm is divided between two distinct vehicles. This makes
    for two very different experiences using the same layouts.
    
    
                                 **SW2.1: Basics**
    
    Silkworm is much like any horizontal shmup. Make your way from point A to point
    B blasting the blue blazes out of anything that crosses your line of fire. At
    the end of each level there is a boss encounter, defeat the boss to proceed to
    the next level.
    
    You can take only one hit before you are destroyed unless you have a temporary
    shield. You also have a short amount of temp invincibility after you have been
    destroyed.
    
    Items are typically lost after death unless you've been managing to rank up
    your emblems.
    
    The game has two distinct player types, the Jeep and the Helicopter. They
    control as such:
    
    Control            Helicopter            Jeep
    -------            ----------            ----
    D-Pad left/right   Move left/right       Move left/right
    D-Pad up           Move up               Swing turret counter-clockwise.
    D-Pad down         Move down             Swing turret clockwise.
    A                  Point nose down       Jump
    Tap B              Fire a shot           Fire a shot
    Hold B             Fire continuously     Fire contnuously
    
    
    
                            **SW2.2: Of Jeeps and Choppers**
    
    So you might ask, why use the Jeep when I could use the chopper? Well, it is
    true that the Jeep is a little more difficult to both learn and to evade shots.
    But it does have some advantages.
    
    -The jeep is always low to the ground, keeping it safer from silkworm missiles.
    -The jeep can fire behind itself.
    -The jeep and helicopter have different amounts of times they must hit the
     bosses.
    
    The helicopter has two cannons but if you really want to attack a structure
    your more powerful main cannon, just tilt your nose down (hold A).
    
    The Jeep can avoid some obstacles by leaping over them. This also lets it hit
    some ground structures it normally could not.
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                                SW3: Items                                  |
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Items are not common in Silkworm, but they are no less important.
    
    
    
                                 **SW3.1: Pick-Ups**
    
    *Bonus Pod: Released from Snakeheads when you already have the TWIN and TURBO.
                Good for 10000 points.
    
    *Condor Emblem: You can find them in certain boss rooms by shooting blank air.
                    Collecting it yields 500000 points. You need to have a maximum
                    badge for this, however. Replaces the Eagle Emblem.
    
    *Eagle Emblem:  You can find them in certain boss rooms by shooting blank air.
                    Collecting it yields 500000 points.
    
    *Shield: Released from a destroyed land mine. A shield will protect you from
             enemies for a short time. But it holds another secret - if you fire at
             the shield enough, it will explode and clear the screen of enemies.
    
    *TWIN Sphere: Changes your shot into the twin shot. Useful! Released from the
                  first Snakehead you destroy on a new life.
    
    *TURBO Card: Increases your rate of fire. Super useful! Released from the
                 second Snakehead you destroy on a fresh life.
    
    
    
                                 **SW3.2: Emblems**
    
    You emblems, or badges, are useful. Essentially, when you get an item dropped
    by a Snakehead enemy, you get one more point towards a badge.
    
    Getting the maximum badge is useful because you won't lose TWIN and TURBO when
    you die - essential for the final boss.
    
    Bonus pods count toward your badge, of course.
    
    Ensign: Default Badge
    Lieutenant: Hold 5-9 Items
    Commander: Hold 10-14
    Commander: 15+, this is the highest honour.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                             SW4: Walkthrough                               |
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    At its heart, Silkworm is a shmup. As with any game of this variety, it
    requires a significant contribution from the player his or herself. A
    walkthrough can help, but never guarantee victory. Always stay driven.
    
    -------------------------------------------------------------------------------
                                  SW4.1: Stage 1
    -------------------------------------------------------------------------------
    Snakeheads: 2
    
    If you are in the helicopter, stay low. You will be coming up on some hills.
    Attack the turret near the trees as priority - attack the green helicopters as
    well but focus on turrets. If you are using the jeep, swing your turret up and
    to the right. This will allow you to attack copters and turrets at a safe
    distance and this kind of tactic should be assumed for the rest of the game.
    
    Just ahead wil be two small green helicopters - green dogs. They will fly down
    toward you while firing so destroy them with extreme prejudice. Once they are
    down, focus on the turrets and eventually the shielded silo you'll come to. The
    silo opens up to lob missiles at you. It is weakest when open so keep firing.
    
    As you leave the scenic hills, some Mad Dogs, small green and compact copters
    will come down from the sky. Stay low so as they don't run into you, and blast
    them down for some easy points. Some of the Ravens (the green copters from the
    first) will appear after them, so meet them with your shots.
    
    When you see some ground, get ready for some small white copters from the upper
    right. These are White Dogs. Try to hit them, but dodge them if you miss them
    by the time they reach the halfway point of the screen. Next focus on the tank
    you come upon as the MH Ravens fly by overhead. Destroy it as it rushes back.
    
    You will be coming up on some land mines. Now, if you are in the jeep you must
    jump if you plan to shoot them. And I suggets you do - destroying a land mine
    will yield a shield! And you may find a use for such an item just ahead...
    
    The four small copters that appear will turn into an MH Snakehead. This large
    multi-weapon will then stay to one side, firing at you. It is imperative that
    you focus on this enemy! they are the sole source of lasting power-ups in this
    game. If you face it you should be able to pepper it with shots while
    eliminating most of its return fire. What you can't eliminate, you dodge. Keep
    it up and the Snakehead will be destroyed releasing a power-up - probably a
    twin shot on your second kill.
    
    Leaving the battle with the Snakehead, destroy a mine or two and collect a
    shield. Focus now on the tricannon up ahead. Just stay level with it and dodge
    any shot it squeezes through. Destroy it, then take out any copters that fly
    down. Focus next on destroying the tank near the missile tube. These missiles
    are large but can be destroyed in a single shot. Destroy them and move on
    before the next missile.
    
    Stay just to the right of the launch site. An MH1 AV will be parachuted down
    from above... focus on the enemies around it but don't shoot the parachute. If
    it drops to the ground, it rushes forward. If it floats to the ground it rushes
    away. But be prepared for either eventuality. For the next AV plows, you can
    shoot them down because the flat end faces toward you, they will rush towards
    you if they land. But be prepared to dodge/jump them if they rush you anyways.
    Always be aware of the missiles.
    
    Another Snakehead is up ahead. But there are missiles still launching!? Yeah,
    we'll have to focus on dodging missiles as well. Luckily for us they fly
    straight up and don't vary from this path. Stay near to the Snakehead and above
    the hills until the silkworm missile passes by. This is very fast and you will
    not be able to destroy it. So stay close to the snakehead and move up/down to
    pepper it while getting around its missiles. Collect the power-up.
    
    Once the Snakehead is down, focus singularly on the turrets. There will be long
    green helicopters up ahead. they fly up and down - easy targets. MH Vultures.
    Take them out and focus on the silo.
    
    Stay low, there will be two silkworm missiles screaming across the screen.
    
    Presently, the screen will flash.
    
    *******************************************************************************
                                BOSS 1 the DESTRUCTOR
    *******************************************************************************
    
    Resistance:
    As Helicopter: 20
    As Jeep: 10
    2-Player: 35
    
         ____
        (___ )
        A () )    A = Weakspot
      _--''''\
    B|_______/    B = Launch Point
      (______)
    
    The Destructor is a large tank marking the end of the first wave of Silkworm.
    It has a large turret which it uses to periodically fire silkworm missiles.
    You cannot destroy silkworms, so do not line up with this turret. If you are
    the jeep, stay as far away as possible so that you can accurately avoid them.
    
    Its other, more mundane attacks are focused on smaller ordinance. its small
    shots are fired straight ahead - just avoid them. Its small missiles slope
    toward you - these can and should be destroyed.
    
    As the helicopet, blitz the weak point below the upper turret. As a jeep,
    you'll have to jump and fire - but at least it's much quicker!
    
    
    
    
    -------------------------------------------------------------------------------
                                  SW4.2: Stage 2
    -------------------------------------------------------------------------------
    Snakeheads: 2
    
    The first enemies you will encounter will be MH Hawks. They fly forward and can
    launch two shots at once. So you will want to destroy them asap as soon as they
    appear.
    
    When you see a land mine, there will be white dogs nearby too. Destroy them as
    they appear but focus on the mines as well. Especially if you're in the jeep.
    Shortly afterwards, you'll be introduced to the red dogs. They fly forward,
    then loop back. They are slow and worth 400 points apiece so take them out.
    
    Focus now on low MH Hawks and the landmines - take out the tank that you come
    to. Afterwards, keep an eye on the land mines but you will notice a small
    helicopter "hopping forward." Its movement is very regular so destroy the
    meandering menace before it gets close.
    
    There will be plenty of MH Hawks fromt he upper right now. Take out as many as
    possible.
    
    A Snakehead will form soon. Fire on it from below and move down firing on it
    until it gets destroyed. The problem is, that hill up ahead has turrets and
    silos so it is safest to fight the snakehead below. Also, a silkworm will fly
    forward from the top of the hill so we want to void that. Once the Snakehead is
    down, clean up at least the turrets on the lower half of the hill. The hoppers
    should be no real problem so move toward them firing. This should keep you
    ahead of the silo missiles as well.
    
    Move forward now. There will be a multigun behind you. You probably cannot
    destroy it in time, so stay ahead and avoid its shots until it leaves.
    
    For the next hill with silos and turrets, focus on destroying all of these
    installations. Only after they are gone should you focus on that tank. There
    are some landmines up ahead, and some hoppers. Focus on the first two landmines
    and then the hoppers - that tank should set off the other mines. If not, get to
    work on them.
    
    Another multigun will roll up behind you. Avoid the enemies, but most
    importantly this gun. It will disappear in time for you to destroy that coming
    mine - and you should do so because the shield will help out against the
    Snakehead up ahead.
    
    There are no auxillary threats here except the mines. Jump over the mines with
    the jeep and keep your shots trained on the Snakehead. If they are hitting a
    little off form its cannons it will be downed shortly.
    
    Youw ill want to focus on the white, redm and green dogs coming from the upper
    right. jump if you are the jeep so you can hit the mines at the same time. A
    few MH Hawks will arrive shortly after.
    
    *******************************************************************************
                                BOSS 2 MH HELIDEATH
    *******************************************************************************
    
    Resistance:
    As Helicopter: 45
    As Jeep: 50
    2-Player: 65
    
    The helideath is a large helicopter. It has such a high resistance value
    because if you fire at its front, you are more than likely to damage it.
    
    It fires its missiles forward. You will want to return fire and move up along
    with it if you are the copter, focus on dodging the missiles while aiming up at
    the front end of the Helideath.
    
    Using the helicopter you want to stay near its top half. It only launches its
    silkworms from the lower half. So we want to avoid that because they are very
    hard to react to.
    
    This target is large so as long as we constantly fire we should be doing enough
    damage to do it in. The real winning key of this battle is how well you can
    dodge the Helideath's ammunition. And remember - you can destroy the small
    missiles, but not the shots or silkworms.
    
    
    
    -------------------------------------------------------------------------------
                                  SW4.3: Stage 3
    -------------------------------------------------------------------------------
    Snakeheads: 2
    
    Fire at the Bombers overhead, but you main focus should be the tricannon up
    ahead. Take this out, then get read for the mad dogs - they actually fire now.
    When they are destroyed, check out the three hoverblades. They take a serious
    beating but hover in place. As a jeep you will certainly need to take out the
    lower hoverblade, so focus on that. You can stick to evasion if you're the
    copter, however.
    
    Stay close to the ground or in the air where the orange horizon meets the tan.
    A few silkworms will screech past and you don't want to be in the way when they
    do!
    
    Fire into the bombers and white dogs as you continue along to the right. The
    larger enemies are joined by "Hornets," tiny Helicopters that attack and fire
    in groups. Blitz them as they appear so that they don't group into a threat.
    If you can catch one tricannon before the second comes onscreen as a copter -
    destroy it, and the following cannon. As a copter, if both are onscreen you
    will probably have to avoid them. They are simply too low to hit with your
    forward cannon, and the treats around them are greater - such as the mad dogs.
    
    So, some fancy flying later and you will see the components of a Snakehead
    coming in and a tricannon. Take out the tricannon while the Snakehead forms.
    So the same for the next. Pull back when it forms and lay into it with your
    shots. You want it mostly destroyed before the next tricannon. Stay low so the
    silkworm doesn't hit you, and avoid the tricannon and mad dog.
    
    Once the Snakehead is destroyed and the item collected, focus on the next
    tricannon. Use the downward shot of the helicopter to hit it, but when you see
    the robot you will want to fly down in line with it and pepper it with your
    straight cannon before too long.
    
    You will then want to dodge the remaining tricannons and focus on the mad dogs
    et al that come from the top portions of the screen. Stay near the hill line to
    avoid the coming silkworm missiles.
    
    The C2 transport up ahead cannot be destroyed, but it launches the smalled of
    ships the MH Stingers. You will want to stay above the transport and fire on
    the little guys before too many appear. You will want to stay near the top of
    the orange anyways to avoid the next three silkworm missiles. As a jeep, you
    will be doing all this from below, and avoid the missiles anyways.
    
    You'll want to focus on the hornets and Sharkbites in the coming section. The
    sharkbites persist onscreen and fire missiles at you. As a jeep you will want
    to destroy the lumbering Robohead in between Sharkbites. As a copterm, avoid
    the tricannons and focus on the sharkbites. The robohead will be no threat
    either.
    
    Get ready for another Snakehead. And by that, I mean destroy any nearby
    tricannons while it takes the time to form. Once it does, avoid bombers and
    the tricannons until it is destroyed.
    
    You will coem upon a C2 transport. The hoverblades near it are neither in the
    way nor firing so focus on the stringers the transport releases. Stay away from
    the top of the screen as three silkworms appear. Boss time.
    
    *******************************************************************************
                                BOSS 3 C2 TURTLESHELL
    *******************************************************************************
    
    Resistance:
    As Helicopter: 30
    As Jeep: 15
    2-Player: 40
    
    The Turtleshell is another tank enemy. It will open up to reveal its glowing
    red weakspot, but it also fires a silkworm out of this spot. I would count "1 2
    3" then get out of the way of the Silkworm, then try to score a few extra hits
    before the shell closes.
    
    One of the major issues is that the Turtleshell slwoly crawls forward. So you
    need to get as many shots in as you can. Avoid or destroy the small missiles
    and avoid the small shots. Stay in a position where you can easily get a few
    good hits in on the core before you have to dodge the Silkworm.
    
    This battle takes an understanding of timing, but once you catch on it is not
    so bad.
    
    
    
    
    -------------------------------------------------------------------------------
                                  SW4.4: Stage 4
    -------------------------------------------------------------------------------
    Snakeheads: 2
    
    What a lovely background! Destroy the white dogs that appear right from the
    start. The large helicopters ahead are barracudas. They fly steadily forward so
    either drop them from a distance or get out of the way.
    
    If you are in the copter, get down a bit. Some Mad Dogs will appear from the
    top of a screen in a large, firing, group. Strafe the group with your shots and
    you should drop most of them.
    
    Focus more on destroying the Hornets up ahead rather than the Hoppers. Both can
    fire but if you go up and down shooting the Hornets as they appear you will
    have more room to dodge as well as stand a chance of destroying the Hoppers in
    the process. Some White Dogs come down from the upper right afte rthis, it's a
    simple matter to spray that group with shots.
    
    After the third group of white dogs, watch out for the silkworm missiles. As a
    helicopter, you will want to stay high to dodge the first then move down to
    avoid the next two.
    
    Your main focus as you approach the wall will be the silo and following
    tricannons... but you should take the time to eliminate any Hornets in your
    way. If you are the helicopter, the mad dogs will be a priority. Shortly
    following this, you will have to fight an MH Snakehead.
    
    The Snakehead here is easy to clear out because there are no other enemies
    nearby for a short spell. Just blitz it as much as you can and try to destroy
    or nearly destroy it before the other copters start to arrive. Be ready for a
    few white dogs following the Snakehead. Some green dogs will antagonize you
    before the next wall. Fire rapidly and let them align with you - like lambs to
    the slaughter.
    
    At the wall, we will once again focus on the silos. If we do this, we will also
    take out most of the Hoppers. Above, there are Hoverblades but we can avoid
    them and focus on the lower targets. Their missiles do arc down, however, so
    take heed! After those hoverblades there will be a few Barracudas above. Stay
    away from the line that is the top of the wall, however, as that _is_ the line
    the next silkworm flies past on. Destroy the turret then focus on the big
    defense wall up ahead.
    
    To destroy this wall, knock away all of the barrel-like 'components' on top of
    the rectangular base. Next, blitz the base of the wall with your shots to
    destroy it utterly.
    
    Stay about midscreen to avoid the next few silkworms (if you are in the copter)
    and open fire on the white dogs and barracudas as they arrive from the upper
    right. There will be a few lone hornets up next. Defeat them and get ready for
    the next Snakehead.
    
    The snakehead should be easy to take down. Just keep your guns trained on it
    and avoid and white or mad dogs that fly onscreen. Take the power-up, and get
    ready. A few green dogs and mad dogs await you next.
    
    A C2 Hank awaits. It is a heavy tank, so stay back and rip it to shreds. Your
    greater worries can be seen in the Hornets and White Dogs above. Focus on them
    but if you are the Jeep, don't let the Hank get too close.
    
    If you are the helicopter, stay near the ground. Multiple silkworms will pass
    overhead.
    
    The boss is on its way.
    
    *******************************************************************************
                                BOSS 4 MH SCORPION
    *******************************************************************************
    
    Resistance:
    As Helicopter: 55
    As Jeep: 55
    2-Player: 70
    
    *Note that if you fire near the top of the screen and bottom of the screen, you
    can release some eagle emblems. You can only pick up the higher one with the
    copter and the lower with the jeep.
    
    Takes a beating, but that weakpoint at its nose is no small target. You can
    very quickly rack up hits on this boss.
    
    Scorpion fires more frequently and qith quicker shots than previous bosses.
    However, it is still the standard shot (which can fire diagonally) and missiles
    so that if you always fire and dodge you should clear out the missiles while
    avoiding the regular shots.
    
    As the jeep, you will want to aim your turret up and avoid the missiles and
    shots as best as possible.
    
    As the helicopter, you want to stay above the Scorpion's nose so that any
    silkworm missiles it launches can be easily avoided.
    
    
    
    -------------------------------------------------------------------------------
                                  SW4.5: Stage 5
    -------------------------------------------------------------------------------
    Snakeheads: 1
    
    Ah, the ocean coast! Stay toward the left of the screen. White planes, C2
    Streakers will be arriving on the scene. They move fast and in large numbers so
    sticking toward the back will let you strike them before they get too near that
    you can't handle the group.
    
    There are some missile tunnels up ahead. Stay just to the right of the missile
    tunnel and take out the Sharkbites and White Dogs that are on their way.
    
    Get to the right of the next missile tunnel. Stay low and attack the shark
    bites, this also gives you time to respond to the few that sometimes appear
    from behind. Fall back if Mad Dogs appear, rip them to shreds.
    
    Destroy the shielded silo up next and if you are the copter stay at the
    midpoint of the screen so that you can respond to the volley of silkworm
    missiles headed your way.
    
    There are multiple missile tunnels lined up here. Stay to the left until you
    can see the ground after the third tunnel. At this point, blast your way past
    the tunnels and stay just to the right of them as you destroy the green dogs.
    
    There will be a few Streakers after these tunnels so stick to the left side of
    the screen. The Jackal helicopters are like Mad Dogs, but slower. Destroy them
    and the mad dogs that follow. Stay shielded by destroying land mines and take
    out the few more Jackals that appear.
    
    After the Jackals, there will be some Sharkbites. Focus on destroying the mines
    if you are the jeep, but keep your turret firing up and right while you do so.
    As a chopper, get a shield from the land mines and avoid the Streakers. Head up
    and destroy the Jackals while shieldedm you should take out a few Raven copters
    in the process.
    
    You will coem to a silo. Destroy it. If you are a copter, stay in the middle of
    the screen and dodge the silkworms if you have to. Move to the right of the
    missile tunnels and stay at that right edge. A snakehead will appear over the
    next Silo. It might be too crowded to get a re-emptive win on it, so if you let
    it form you should destroy the Silo first. Then, avoid mad dogs and white dogs
    as you lay into it.
    
    In the event of Jackals/Mad Dogs and Streakers, dodging is priority 1.
    
    We are going to be passing a few missile tunnels now. We want to stay to the
    left of the tunnels fighting the sharkbites until the AV plows pass on by.
    Remember that if you shoot the chutes, they rush straight forward. As a jeep,
    you may want to make them fall and move past so that they hit the ground and
    keep going. You could also try to destroy them in midair (dangerous). But
    whatever the case, be prepared for the charge.
    
    Crossing that second set of missile tunnels with AVs, if you are the Helicopter
    you will want to stay at the top of the sea line so you can quickly avoid the
    silkworm missiles.
    
    
    *******************************************************************************
                                BOSS 5 MH Clamshell
    *******************************************************************************
    
    Resistance:
    As Helicopter: 45
    As Jeep: 25
    2-Player: 55
    
    The Clamshell fight is like a faster Turtleshell fight. You should approach it
    in the same way. You will open fire on its red weakspot when it opens up. Count
    "1..2..3" and dodge the silkworm missile that fires forward.
    
    As a helicopter you can further attack the core by aiming down when you dodge
    up.
    
    You can sneak a few more shots in after it fires the silkworm.
    
    For the rest of the battle, dodge the bullets, shoot the missiles. Just focus
    on evasion until it opens up. It's stronger, and faster, but play it safe and
    it shouldn't be too bad.
    
    
    
    -------------------------------------------------------------------------------
                                  SW4.6: Stage 6
    -------------------------------------------------------------------------------
    Snakeheads: 1
    
    How dramatic this lighting is! Attack the mad dogs as they appear. Focus on the
    silos while either avoiding or destroying the plow on its way. Take the time to
    deal with it before you continue with the silos.
    
    Once you pass the silos there are some antigrav mines. They take a beating so
    just avoid them and take out the mad dogs and white dogs. There are a few MH
    Ravens following this so you can easily clean up on them.
    
    There are some roboheads up ahead. Unlike the previous appearance, these ones
    fire. So stay down and take them out. You will see some more antigrav mines.
    Well, stay low and take out the landmines and silo, then the antigravs if you
    have time. Otherwise, avoid them. Blasting the land mines will probably cause
    a chain reaction anyways.
    
    When you see the plow chuting down, stay low. You can evade or destroy it then
    stay low to avoid the silkworm missiles.
    
    The sky is going to be full of mad dogs. Down below - there is a strange
    vehicle with a Swatter. The MH Snapper should only be destroyed if you are
    using the Jeep. The chopper is better used to fight mad dogs. The land mines
    following the Swatter should be destroyed for some shields.
    
    There are a few turrets on the ground lobbing missiles at you up ahead. But an
    MH Snakehead will be forming. It's pretty clear if you want to get a pre-form
    kill on it. Otherwise, destroy the turrets while it forms and then rip into it
    with your cannons.
    
    Some mad dogs and white dogs join the turrets and mines to the right. You
    should fire on a released shield until it explodes, its chain reaction will
    remove the threat.
    
    There are a few plows ahead. Because there are so many, focus on destroying
    them as the jeep. Go for the land mines again after this. Get a shield. Stay
    low to avoid the silkworm missiles.
    
    Destroy the few copters up ahead then make sure you stay low to avoid a second
    volley of silkworm missiles. There are some roboheads appearing to the east.
    Destroy them as they appear so as to minimize shot evasion.
    
    Focus on the antigrav mines that show up. They are in no way a threat but the
    points don't lie. Either switch your attention to the other enemies when they
    show up or simply evade them.
    
    Green Dogs, White Dogs, and Mad Dogs are up ahead. Take them out as they appear
    but always focus your attentions first on the turrets.
    
    There are lots of antigrav mines up ahead with some green copters interspersed.
    Fire on them but stay low as you approach the second set to avoid a volley of
    silkworm mines.
    
    
    
    *******************************************************************************
                                BOSS 6 C2 Bumblebee
    *******************************************************************************
    
    Resistance:
    As Helicopter: 25
    As Jeep: 25
    2-Player: 45
    
    *Note that if you fire near the top of the screen and bottom of the screen, you
    can release some eagle emblems. You can only pick up the higher one with the
    copter and the lower with the jeep.
    
    Really the hardest fight yet. It's like a flying turtle/clamshell enemy. Like
    all previous bosses, it lets loose a volley of shots and missiles. They are
    fast and extremely frequent so you -must- destroy the missiles and always be
    dodging the shots.
    
    When it opens, fire at the core. Count "1..2..3" and get ready for a silkworm
    missile. Avoid this and try to get another shot or two in.
    
    Always be firing, focus on the front centre of the Bumbleee. This is really an
    exercise in dodging - concentrate on staying alive and eventually the Bumblebee
    will have taken so much damage that it will crumble.
    
    -------------------------------------------------------------------------------
                                  SW4.7: Stage 7
    -------------------------------------------------------------------------------
    Snakeheads: 1
    
    Back to the coast with some lovely weather. Some bombers will be coming in -
    deal with them but your main focus should be the silo and roboheads.
    
    Things will get hairy. The jeep should focus on the silos and tanks but the
    helicopter needs to focus on the red dogs, mad dogs, white dogs, and shark
    bites. Make sure you fire down at the earthborn targets as well to clear the
    air a little.
    
    Take out the tank and robohead up next and avoid the mad dogs.
    
    Stay low and take out the silos. Let the missiles streak overhead. Destroy a
    few of the airborne enemies then duck down below the silkworm missiles once
    more.
    
    Following this, the helicopter should focus on the various helicopters coming
    in to attack. The jeep should blast any tanks ahead then swing its turret up
    to meet the aircrafts.
    
    Take out the two silos that appear.Destroy the bombers coming in but then
    swing in to destroy the two roboheads as they appear. They are a paramount
    target for the tank. Even the helicopter should stay low here because a few
    silkworms will screech by.
    
    Take out the sharkbites, then silos. The helicopter will attack mad dog
    helicopters rather than silos. Destroy the tank coming up on the rocky coast.
    Stay low as a volley of Silkworm missiles pass overhead.
    
    Start attacking the red dogs as soon as they appear. theys hould be eliminated
    before the white dogs come onto the scene. Take em' out baby.
    
    Over the next silos, a snakehead will try to form. It's clear enough to destroy
    it before it forms but if you want to take out the silos first, destroy them as
    they form.
    
    Stay low to avoid the silkworm missile. Destroy the silos as they appear. When
    you see a missile tunnel destroy the robohead just past it before you move
    across. Take out a few bombers then re-concentrate on the silos to the east.
    
    Stay low after the next missile tunnel so as to avoid the large volley of
    silkworms headed your way. Boss is just ahead!
    
    *******************************************************************************
                                BOSS 7 C2 BATTLE CRUISER
    *******************************************************************************
    
    Resistance:
    As Helicopter: 35
    As Jeep: 45
    2-Player: 55
    
    Alright, the Battle Cruiser. This is much like the bumblebee - a dodge party.
    You must wait for the battle cruiser to open its front cannon. After a
    reasonable count of three it launches a silkworm missile. The key, of course,
    is to get a few hits in and dodge away.
    
    As a helicopter, you can stay roughly in front of it destroying the missiles
    and dodging the shot.
    
    The Jeep can always stay aimed at the core and contunally fire as it moves
    back and forth with some jumps to avoid fire.
    
    -------------------------------------------------------------------------------
                                  SW4.8: Stage 8
    -------------------------------------------------------------------------------
    Snakeheads: 1
    
    Stage 8 seems to take place in a mechanical base. This is not a pleasant
    vacation, so buckle up mes amis!
    
    The C2 Arrows up ahead are very similar to the MH Ravens. They are big targets,
    a little faster. Just wipe them out as they appear onscreen.
    
    After this first wave of enemies, stay low to avoid the silkworm missiles.
    
    This next section is hairy. As the jeep, focus on the C2 lasershines. They are
    mobile turrets. As the helicopter, fire above the lasershines to hit some
    stealthships, then arc your shots down into the lasershines. The turrets up
    ahead are C2 turrets, as either vehicle clear out the bottom two from a
    a distance. If you can't, stay low to avoid the silkworm missile and dodge on
    past. Watch out for their bullet assault on the other side.
    
    On the other side, there will be the introduction of the C2 Fish Hook. It is
    similar to the MH Sharkbite. It stays on the right side of the screen moving
    up and down, firing. Destroy it with extreme prejudice. 3 Steel Heads will fly
    onscreen now. Rip them up then prepare for the turrets.
    
    Shoot the turrets then focus on the C2 Greysnakes just afterwards. They are
    like the White Dogs before them. They fly down through the screen in a curving
    motion. They will be interspersed with C2 Metalsnakes, which fly down, then
    offscreen while firing. Destroy them as they appear and if you are the copter
    default to the midpoint of the screen between each wave.
    
    The C2 Bounders to the east are just like MH Hoppers. If you are a jeep, you
    will focus on that lasershine anyways and probably destroy the bounders in the
    process. The helicopter should aim down at the lasershine and destroy some of
    the bounders in the process. Stay low as some silkworms will streak across the
    sky. They seem to launch smaller missiles at you so be on your guard.
    
    3 Fish Hooks appear on the right. Spray the lot of them as soon as they appear.
    Some arrows and steel heads appear next. Destroy them then stay low to avoid
    the silkworms and do not stay in one place as they launch a payload of missiles
    themselves.
    
    Some enemies will follow - components of the new Snakehead - C2 Snakehead. The
    actual Snakehead is not much different from the MH... the arena is tough,
    however. Concentrate on those greysnakes when they appear then re-focus on the
    Snakehead. Stay far left and midscreen if you are a helicopter because there
    are a lot of silkworm missiles in this scene. Remember - they fire now too!
    
    It's best to drop to the top or bottom when the missiles scream by, then move
    along the surface to avoid their own shots.
    
    If you can manage to take out the Snakehead (ie, you didn't have to dodge too
    far away and he was hit by your stream enough) grab the pick-up.
    
    After the volleys of missiles, there will be some stealthships. Now, just look
    for where the shots originate and fire there. This will stop them before they
    can reveal themselves.
    
    There are some turrets and a lasershine up ahead. The lasershine is the easier
    target. Take it out, then meet the coming greysnakes with some shots as well.
    After the metal snakes, watch out for the silkworm missiles. Dodge as best you
    can as a jeep, as a copter stay in the centre for more elbow room. The jeep
    should start on one end and inch its way to the other, keeping the shots to one
    side of it.
    
    Phew. Following this, there will be some metal snakes and metal heads.
    Sometimes C2 arrows willc ome from behind - be ready. There are some hoppers
    to the right. Destroy them then loop to the spots on the wall that are firing.
    Take out these stealthships.
    
    Just after them, there will be three silkworm missiles. They take up the whole
    centre of the screen so as a copter - stay at the top, as a jeep - don't jump.
    There will be a second volley along with those hoppers and you should stay
    low for this one.
    
    Focus on destroying the next stealthship, but stay low if it appears because
    multiple silkworms wiill arrive once more, and you would be advised to focus on
    dodging at that point.
    
    The boss of the area is just ahead.
    
    *******************************************************************************
                                    BOSS 8: MHC2
    *******************************************************************************
    
    Resistance: Read on.
    
    The large main system that looms ahead is the last part of this stage. It does
    not have much life, but it has many defenses. You will see it start shuttling
    turrets forward. Stay low until the last volley of silkworms has passed. The
    turrets may be too far left now to take on. This is fine, focus on dodging
    their shots as you attack the electrified centre of that big core.
    
    If you CAN get the jump on the turrets then you should focus on keeping them
    down.
    
    The fight is just that. Focus on the central core until it explodes as you
    fight off an endless stream of turrets and dodge silkworm missiles that appear
    at random heights. If you are destroyed, use the sudden invincibility to get
    some solid shots in on the core.
    
    The silkworms are the biggest problem. Unless you learn to listen for their
    soundeffect, you may not be able to react in time. As soon as you see the flash
    of white, get out of the way.
    
    -------------------------------------------------------------------------------
                                  SW4.9: Stage 9
    -------------------------------------------------------------------------------
    Snakeheads: 0
    
    After a short scene, the final encounter begins...
    
    *******************************************************************************
                                    FINAL BOSS
    *******************************************************************************
    
    The final boss is a large purple dude who rapidly fires missiles and shots at
    you. His hide is extremely tough and deflects bullets. Make no mistake - the
    blue shots coming off of him are your shots being deflected and they cannot
    harm you.
    
    He can fire a silkworm missile from his outstetched hand. You can only count
    "1...2..." before he fires this missile. When his arm goes up you can hit him
    in the guts to score some damage. Get out of the way of the missile then try
    to get him again. Attacking him on a diagonal will eliminate most of the danger
    of the silkworm missile.
    
    Though I suggest counting 1..2.., this is a very fast count. It is probably
    best for the copter to attack on the diagonal and then swoop down after the big
    missile fires.
    
    I prefer move back and forth. As a helicopter, move from one side of him to the
    other, passing overhead. As a jeep, you will be moving back and forth switching
    your turret's aim.
    
    As always, focus mostly on surviving. He is quick, but at least there's more
    room to dodge than in the previous battle.
    
    If you die, don't lose heart. While you flash he will not attack, so get a few
    solid hits in on his chest. The wilkworm shouldn't hurt you with your temp.
    invincibility.
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                               SW5: Enemies                                 |
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies are a fact of shmup life. They're just oozing with them!
    
                              ****SW5.1: Snakeheads****
    
    There are 1 to 2 Snakeheads in every stage except the ninth. They are akin to
    minibosses. When four small aircraft fly in and combine, a snakehead is born.
    
    There are two variets: MH and C2. MH appears in 1-7 and C2 appears only in 8.
    MH requires 8 shots until Wave 5, at which point it requires 12. C2 always
    requires 12.
    
    It is usually the environment that causes more trouble than the Snakehead, or
    rather the other enemies that keep attacking.
    
    The best way to attack them is to stay slighlty off-centre and fire rapidly.
    This will let you destroy or avoid their missiles. The Jeep has it a little
    easier actually fighting a snakehead. It has no choice but to be offcentre.
    The snakehead will have more trouble hitting the Jeep.
    
    But the Helicopter has one marked advantage over the Jeep. It is easier to
    destroy a Snakehead before it forms with a chopper. When the four copters fly
    in, only the second in line is vulnerable. If you hit this enough, you can drop
    the Snakehead before the fight ever really begins in earnest.
    
    The Jeep CAN do this, but even its TWIN is so spread out and on such an angle
    that it's hard to get enough hits in.
    
    Now, Snakeheads are desireable targets because they drop power-ups when
    destroyed. They float down for Jeeps and UP for Copters. Don't miss out. If you
    destroy the Snakehead before it forms, you will earn TWO bonus items instead of
    one. Might be difficult until you have TWIN and TURBO though.
    
                           ****SW5.2: Standard Enemies****
    
    Resistance refers to the amount of hits it usually takes to destroy this target
    with your shots.
    
    *Antigrav Mine:
    Points: 500
    Resistance: 10
    
    Floats in the air. Takes a pounding - best to just avoid them.
    
    *Arrow "C2 Arrow"
    Points: 200
    Reistance: 1
    
    Bulky grey ships.
    It's flight is simple and forward. Large targets, wipe them out. They have some
    vertical motion and they do fire a lot because theya re a stage 8 enemy, but
    they are not the highest priority.
    
    *Barracuda "MH Barracuda"
    Points: 200
    Resistance: 1
    
    The barracuda is a large helicopter with a 'ribbed' tail. It flies straight
    forward so it is best to ashoot them as they appear.
    
    *Bomber "C12 Bomber"
    Points: 200
    Resistance: 1
    
    Moves slowly forward to drop its payload. Priority if you have to go beneath.
    
    *C2 Bounder:
    Points: 200
    Resistance: 1
    
    Leaps forward constantly firing. If they are far away, try to spray them and
    another target at once.
    
    *C2 Fish Hook:
    Points: 400
    Resistance: 1
    
    Persists on the righthand side of the screen, moving up and downw hile firing.
    A priority target when there are no turret installations.
    
    *C2 Greysnake:
    Points: 100
    Resistance: 1
    
    Easy triangular ship. It's motion is to slope across the screen in groups. Easy
    to down, they can fire but are lower priority than some.
    
    *C2 Hank
    Points: 100
    Resistance: 6
    
    Stationary tank. Takes a beating, so hang back and destroy it at max distance.
    
    *C2 Lasershine
    Points: 100
    Resistance: 4, I think
    
    Moves across the ground firing at you. A mobile turret, often priority.
    
    *C2 Metal Snake
    Points: 100
    Resistance: 1
    
    ====
    |  >  An oddly shaped enemy.
    ====
    
    Flies down while firing, then offscreen. Dangerous, but easy to avoid if you
    know they are coming, and another target will probably be priority.
    
    *C2 Stealthship
    Points: 400
    Resistance: 1
    
    An invisible turret until they get about halfway across the screen, then they
    reveal the saucer shap and rush forward. Look for shots coming from nowhere.
    Fire at these spots to get them before it's too late.
    
    *C2 Steel Head
    Points: 100
    Resistance: 1
    
    Flies onscreen, then towards you a little, then offscreen. Low priority.
    
    *C2 Transport:
    
    Invincible and immobile, fly around it. It releases Stingers.
    
    *C2 Turret:
    Points: 200
    Resistance: 8
    
    A transparent turret that can take a pounding. You often have to destroy one to
    make elbow room. Stationary targetm easy to destroy.
    
    *Compact Green Copter "MH Mad Dog"
    Points: 100
    Resistance: 1
    
    Kind of has a rounded bottom to the front of its cockpit. This does not fire,
    just moves onscreen then flies away. Lowest priority, but watch out for their
    arrival.
    
    By Wave 3 they will have shots, so the priority increases.
    
    *Defense Wall:
    Points: 5000
    
    Knock off all of the components on top of the wall, the shoot the wall a few
    times to destroy it. It's worth a lot of points.
    
    ()
    () \
    ()  - Components
    () /
    []  - Base/Defense Wall
    
    *Land Mine:
    Points: 200
    Resistance: 2
    
    They look like a large grey container with spinning top in the ground... easy
    to spot. You should destroy these when you see 'em. They will produce a shield
    to protect your vehicle.
    
    *Large Light Green Helicopter "Sharkbite"
    Points: 400
    Resistance: 1
    
    they move up and down at one end of the screen and fire missiles. They persist,
    so they are a priority target.
    
    *Light Green Helicoper "MH Hawk"
    Points: 200
    Resistance: 1
    
    A fairly plain copter, it flies forward and can launch two shots at once. A big
    target, and fragile, so be sure to take them out.
    
    *Long Green Helicopter "MH Vulture"
    Points: 400
    Resistance: 1
    
    These long copters fly up and down - easy points. Big targets, so don't ignore
    them for risk of running into them. But you can take them out quickly and focus
    on more pressing matters.
    
    *Grey Turret "C2 AA Cannon"
    Points: 200
    Resistance: 3
    
    This stationary enemy will fire at your vehicle. It is priority when most other
    enemies can be easily dodged. This is the turret that looks like this:
    
       |
    ( |+| )
     __|__
    
    They often fire sloping missiles so the odd trajectory can be confusing. This
    makes them priority.
    
    
    *Hopping Helicopter "MH Hopper"
    Points: 200
    Resistance: 1
    
    A slow-moving helicopter that moves forward in a sinusoid. Not the biggest
    priority, it should be destroyed by your shots as you focus on other targets.
    
    *Hoverblade "MH Hoverblade"
    Points: 400
    Resistance: 8
    
    A strong, stationary vehicle which will fire at you. It's best to focus first
    on those that might block your path.
    
    *Hornet "MH Hornet"
    Points: 200
    Resistance: 1
    
    Tiny helicopter sthat often attack in groups. They fire at you so take heed.
    Destroy most of their group with a good strafe.
    
    *Jackal "MH Jackal"
    Points: 100
    Resistance: 1
    
    They lower from the top of the screen like mad dogs, but more slowly. Take
    advantage of this and shred them before they make it too far down the screen.
    
    *Multigun "MH Multigun"
    Points: 500
    Resistance: 8
    
    When you can hit it, it's a top priority. It will fire a five-way spread shot.
    Avoid the shots and return fire. If it comes up behind you, you will want to
    simply focus on avoiding its shots.
    
    *Plow "MH1 AV"
    Points: 300
    Resistance: 6
    
    Often parachuted down to the ground, they will rush forward when they hit the
    ground, or backwards when their chute is destroyed. It's best to avoid them if
    possible (jump with jeep).
    
    The 'front' is the flat side of the vehicle.
    
    *Red Helicopter "MH Red Dog"
    Points: 400
    Resistance: 1
    
    A slow helicopter that flies forward then loops back tof ly forward again. Easy
    target, easy points.
    
    
    *Robot "C2 Robohead"
    Points: 700
    Resistance: 6
    
    This robot lumbers forward. Often best avoided for juicier targets as the
    copter, but required reading for the jeep.
    
    *Shielded Silo
    Points: 100
    Resistance: 6 or 1 when open
    
    Opens up to lob missiles at our intrepid vehicle. High priority in the face of
    less than aggressive enemies but focus on it when open.
    
    *Small Green Copter "MH Green Dog"
    Points: 100
    Resistance: 3
    
    A small green copter with a rounded cockpit. The Green Dog flies toward youy
    and will take a couple of shots to be destroyed. When they appear, they are
    often going to be priority due to their aggressive movements.
    
    *Small White Copter "MH White Dog"
    Points: 100
    Resistance: 1
    
    A small craft that will fly down to meet you at a pretty brisk speed. Fire at
    them, but dodge them if you miss them at the first part of their journey across
    the screen.
    
    *Stingers "MH Stingers"
    Points: 100
    Resistance: 1
    
    Tiny copters released from C2 Transports. They are frail but you want to
    destroy them as they appear to keep their numbers down.
    
    
    *Swatter "MH Snapper"
    Points: 200
    Resistance: 6
    
    Moves forward swatting with a giant flyswatter-like appendage. It should be a
    priority target for the jeep.
    
    *Tank "MH1 Tank"
    Points: 200
    Resistance: 6
    
    Moves back while aligning its turret toward you. Keep your distance and
    pulverise it with impunity.
    
    *Tricannon "C2 Tricannon"
    Points: 100
    Resistance: 3
    
    A turret with increased range of fire. Destroy them as priority targets when
    you first see them.
    
    *Weak Green Copter "MH Raven"
    Points: 200
    Resistance: 1
    
    The ravens fly with their noses pointed down. One shot will put them away,
    though they are fast. Their less aggressive attack patterns puts them at a low
    priority, however.
    
    *White Plane "C2 Streaker"
    Points: 400
    Resistance: 1
    
    These whites planes fly on a horizontal (sometimes a slight diagonal). They
    are very fast so when you know they're coming you should hit the lefthand wall
    so you can respond to them with room to spare.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                                SW6: Bosses                                 |
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    All of the bosses are collected here for quick convenience.
    
    *******************************************************************************
                                BOSS 1 the DESTRUCTOR
    *******************************************************************************
    
    Resistance:
    As Helicopter: 20
    As Jeep: 10
    2-Player: 35
    
         ____
        (___ )
        A () )    A = Weakspot
      _--''''\
    B|_______/    B = Launch Point
      (______)
    
    The Destructor is a large tank marking the end of the first wave of Silkworm.
    It has a large turret which it uses to periodically fire silkworm missiles.
    You cannot destroy silkworms, so do not line up with this turret. If you are
    the jeep, stay as far away as possible so that you can accurately avoid them.
    
    Its other, more mundane attacks are focused on smaller ordinance. its small
    shots are fired straight ahead - just avoid them. Its small missiles slope
    toward you - these can and should be destroyed.
    
    As the helicopet, blitz the weak point below the upper turret. As a jeep,
    you'll have to jump and fire - but at least it's much quicker!
    
    
    *******************************************************************************
                                BOSS 2 MH HELIDEATH
    *******************************************************************************
    
    Resistance:
    As Helicopter: 45
    As Jeep: 50
    2-Player: 65
    
    The helideath is a large helicopter. It has such a high resistance value
    because if you fire at its front, you are more than likely to damage it.
    
    It fires its missiles forward. You will want to return fire and move up along
    with it if you are the copter, focus on dodging the missiles while aiming up at
    the front end of the Helideath.
    
    Using the helicopter you want to stay near its top half. It only launches its
    silkworms from the lower half. So we want to avoid that because they are very
    hard to react to.
    
    This target is large so as long as we constantly fire we should be doing enough
    damage to do it in. The real winning key of this battle is how well you can
    dodge the Helideath's ammunition. And remember - you can destroy the small
    missiles, but not the shots or silkworms.
    
    
    *******************************************************************************
                                BOSS 3 C2 TURTLESHELL
    *******************************************************************************
    
    Resistance:
    As Helicopter: 30
    As Jeep: 15
    2-Player: 40
    
    The Turtleshell is another tank enemy. It will open up to reveal its glowing
    red weakspot, but it also fires a silkworm out of this spot. I would count "1 2
    3" then get out of the way of the Silkworm, then try to score a few extra hits
    before the shell closes.
    
    One of the major issues is that the Turtleshell slwoly crawls forward. So you
    need to get as many shots in as you can. Avoid or destroy the small missiles
    and avoid the small shots. Stay in a position where you can easily get a few
    good hits in on the core before you have to dodge the Silkworm.
    
    This battle takes an understanding of timing, but once you catch on it is not
    so bad.
    
    *******************************************************************************
                                BOSS 4 MH SCORPION
    *******************************************************************************
    
    Resistance:
    As Helicopter: 55
    As Jeep: 55
    2-Player: 70
    
    *Note that if you fire near the top of the screen and bottom of the screen, you
    can release some eagle emblems. You can only pick up the higher one with the
    copter and the lower with the jeep.
    
    Takes a beating, but that weakpoint at its nose is no small target. You can
    very quickly rack up hits on this boss.
    
    Scorpion fires more frequently and qith quicker shots than previous bosses.
    However, it is still the standard shot (which can fire diagonally) and missiles
    so that if you always fire and dodge you should clear out the missiles while
    avoiding the regular shots.
    
    As the jeep, you will want to aim your turret up and avoid the missiles and
    shots as best as possible.
    
    As the helicopter, you want to stay above the Scorpion's nose so that any
    silkworm missiles it launches can be easily avoided.
    
    
    *******************************************************************************
                                BOSS 5 MH Clamshell
    *******************************************************************************
    
    Resistance:
    As Helicopter: 45
    As Jeep: 25
    2-Player: 55
    
    The Clamshell fight is like a faster Turtleshell fight. You should approach it
    in the same way. You will open fire on its red weakspot when it opens up. Count
    "1..2..3" and dodge the silkworm missile that fires forward.
    
    As a helicopter you can further attack the core by aiming down when you dodge
    up.
    
    You can sneak a few more shots in after it fires the silkworm.
    
    For the rest of the battle, dodge the bullets, shoot the missiles. Just focus
    on evasion until it opens up. It's stronger, and faster, but play it safe and
    it shouldn't be too bad.
    
    
    *******************************************************************************
                                BOSS 6 C2 Bumblebee
    *******************************************************************************
    
    Resistance:
    As Helicopter: 25
    As Jeep: 25
    2-Player: 45
    
    *Note that if you fire near the top of the screen and bottom of the screen, you
    can release some eagle emblems. You can only pick up the higher one with the
    copter and the lower with the jeep.
    
    Really the hardest fight yet. It's like a flying turtle/clamshell enemy. Like
    all previous bosses, it lets loose a volley of shots and missiles. They are
    fast and extremely frequent so you -must- destroy the missiles and always be
    dodging the shots.
    
    When it opens, fire at the core. Count "1..2..3" and get ready for a silkworm
    missile. Avoid this and try to get another shot or two in.
    
    Always be firing, focus on the front centre of the Bumbleee. This is really an
    exercise in dodging - concentrate on staying alive and eventually the Bumblebee
    will have taken so much damage that it will crumble.
    
    
    *******************************************************************************
                                BOSS 7 C2 BATTLE CRUISER
    *******************************************************************************
    
    Resistance:
    As Helicopter: 35
    As Jeep: 45
    2-Player: 55
    
    Alright, the Battle Cruiser. This is much like the bumblebee - a dodge party.
    You must wait for the battle cruiser to open its front cannon. After a
    reasonable count of three it launches a silkworm missile. The key, of course,
    is to get a few hits in and dodge away.
    
    As a helicopter, you can stay roughly in front of it destroying the missiles
    and dodging the shot.
    
    The Jeep can always stay aimed at the core and contunally fire as it moves
    back and forth with some jumps to avoid fire.
    
    
    
    *******************************************************************************
                                    BOSS 8: MHC2
    *******************************************************************************
    
    Resistance: Read on.
    
    The large main system that looms ahead is the last part of this stage. It does
    not have much life, but it has many defenses. You will see it start shuttling
    turrets forward. Stay low until the last volley of silkworms has passed. The
    turrets may be too far left now to take on. This is fine, focus on dodging
    their shots as you attack the electrified centre of that big core.
    
    If you CAN get the jump on the turrets then you should focus on keeping them
    down.
    
    The fight is just that. Focus on the central core until it explodes as you
    fight off an endless stream of turrets and dodge silkworm missiles that appear
    at random heights. If you are destroyed, use the sudden invincibility to get
    some solid shots in on the core.
    
    The silkworms are the biggest problem. Unless you learn to listen for their
    soundeffect, you may not be able to react in time. As soon as you see the flash
    of white, get out of the way.
    
    
    
    *******************************************************************************
                                    FINAL BOSS
    *******************************************************************************
    
    The final boss is a large purple dude who rapidly fires missiles and shots at
    you. His hide is extremely tough and deflects bullets. Make no mistake - the
    blue shots coming off of him are your shots being deflected and they cannot
    harm you.
    
    He can fire a silkworm missile from his outstetched hand. You can only count
    "1...2..." before he fires this missile. When his arm goes up you can hit him
    in the guts to score some damage. Get out of the way of the missile then try
    to get him again. Attacking him on a diagonal will eliminate most of the danger
    of the silkworm missile.
    
    Though I suggest counting 1..2.., this is a very fast count. It is probably
    best for the copter to attack on the diagonal and then swoop down after the big
    missile fires.
    
    I prefer move back and forth. As a helicopter, move from one side of him to the
    other, passing overhead. As a jeep, you will be moving back and forth switching
    your turret's aim.
    
    As always, focus mostly on surviving. He is quick, but at least there's more
    room to dodge than in the previous battle.
    
    If you die, don't lose heart. While you flash he will not attack, so get a few
    solid hits in on his chest. The wilkworm shouldn't hurt you with your temp.
    invincibility.
    
    
    
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                               SW7: Credits                                 |
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Thanks go out to American Sammy for the game. Tremendous! It's a fun,
    challenging game that is often overlooked.
    
    Enemy names were taken from the Manual. Most point and resistance values were
    as well.
    
    Thanks of course go out to my hosts, as without them you would not be reading
    this guide.
    
    Websites with permission to use this Guide:
    www.GameFAQS.com
    www.neoseeker.com
    faqs.IGN.com
    www.1up.com
    www.honestgamer.com
    www.gamesradar.com
    www.cheatplanet.com
    http://www.cheathappens.com
    
    Game by American Sammy