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    FAQ/Walkthrough by Apathetic Aardvark

    Version: 1.0 | Updated: 12/21/04 | Search Guide | Bookmark Guide

                                    Jungle Strike
    Copyright 2004, Apathetic Aardvark            Email: sinenomine@gmail.com
    All rights reserved                           Version 1.0      12/21/2004
                             Index/Table of Contents
       Before You Start...................................................ii
       Walkthrough and Story..............................................iii
    At this point this walkthrough is not complete.  Only the first four levels
    complete with any amount of depth.  Most enemies are listed, not all vehicles
    and their weaponry are yet.
                           i)  Disclaimer (Legal stuff)
    Copyright 2004, Apathetic Aardvark
    All rights reserved.
    The following sites have my permission to post this;
    Any site, magazine, or other form of media, that is not included on this list
    caught hosting this guide without my written consent is in violation of
    copyright laws and will be prosecuted to the full extent of the laws.  In
    addition, a terrible curse will be placed upon you and any subsequent
    generations of your family.
                                ii) Before You Start
    Jungle Strike takes place in a helicopter for the most part, however, other
    vehicles will be used throughout the game.  The controls remain very similar,
    but I will spell out the various types of weaponry and then list the vehicles
    and which weapons each carries.  Some vehicles can also carry people around, in
    events of rescue or capture.
    Weapons List
    Hellfire [Missile]: Hellfire's are huge missiles which the Comanche may fire.
    They have a slow reload rate and do not travel very fast, making them quite
    ineffective against moving targets.  They are bulky, and because of this very
    few can be held.  They do 100 damage to anything which they hit.  They are also
    the most powerful projectile weapon in your arsenal.
    Hydra [Missile]: Hydras are probably the best all around weapon in the game.
    They can be fired in quick succession and travel fast.  They do 25 damage, but
    can be held in much larger quantities than the hellfire's.  These make
    excellent choice against most enemy ground vehicles.
    Chain Gun [Bullet]: The chain gun is the standard weapon of most vehicles.
    They fire extremely quickly, but do very little damage.  As bullets take up
    almost no space, chain guns have a very large supply of them.
    Sea Mines: Holy God, these things rock.  They do 1000 damage.  Use them to sink
    the Nuclear Subs.  Once deployed, they can not move, so just get directly in
    front of whatever is following you and lay one.  Unmatched power.  You get a
    very limited supply of them though.  They will detonate a few seconds after
    they are deployed.  The Hovercraft seems to be immune to the explosion of them.
    Rockets: Rockets are fired by both the XL-9 Hovercraft and the Motorcycle.
    They are virtually identical to hydra missiles, doing the same damage at
    roughly the same speed.  They do come in smaller quantities though.  They are
    also a bit harder to aim, possibly because they shoot on the same altitude as
    the target.
    Land Mines: similar to sea mines, except they are on the motorcycle for use on
    the ground.  They deal 1000 damage, which is more than a match for the poor
    armored cars.
    Iron Bombs: These are hellfire-like bomb/missiles fired by the stealth.  They
    move quite slow, but pack an amazing punch.  500 damage or more, and they come
    in unlimited supplies.
    AIM-92: These are the faster, smaller missiles of the stealth.  They deal 25
    damage and move like hydra missiles, though fire more rapidly.  These weapons
    are great.  And as an added bonus, unlimited supply!
    Comanche - This is the vehicle in which you will spend the most time in.  It is
    a chopper as you may have noticed.  This vehicle is extremely mobile and should
    rarely if ever stop moving.  It has a large arsenal of weapons to fire with.
    Armor: 1000
    Hellfire: 9
    Hydra: 60
    Guns: 1000
    Maximum Load: 6
    XL-9 Hovercraft - This baby is fun.  It takes a bit of getting used to though.
    For one, the "winch" is merely the back of the craft.  You have to go slow in
    order to use it though, or you will blow up the item you are trying to grab.
    The Hovercraft packs a mean punch, though aiming the rockets is much harder
    than aiming a hydra missile.
    Armor: 800
    Sea Mines: 9
    Rockets: 50
    Guns: 1000
    Maximum Load: Beats me, not many people to rescue in the level you can use it.
    Motorcycle: The bike takes some getting used to.  It steers like a slug at
    first and obviously has no ability to move backwards at a pace faster than a
    man walking it backwards.  To pick things up, run them over at a slow speed.
    Once learned well, the bike quickly becomes a great vehicle since it is fast,
    small and very destructive.
    Armor: 500
    Land Mines: 9
    Missile: 30
    Guns: 1000
    F-117 Stealth: This is a great vehicle.  It has unlimited fuel and weapons,
    which make for some real fun adventures.  It also has no winch, but as you need
    to pick nothing up, I suppose it does not matter.  A collision will blow this
    vehicle up, which makes it very touchy at first.  Firing from high elevation
    increases the range of projectiles and makes it easier to avoid things.
    However, at the speed the stealth moves, you will need to fly low frequently to
    hit close targets, though you run a high risk of collision by doing so.
    Armor: 1200
    Ironbombs: 9 [Unlimited]
    AIM-92: 99 [Unlimited]
    Guns: 1000 [Unlimited]
    AAA: Anti-Aircraft Gun.  This weapon's rapid firing rate compensates for its
    low accuracy.  the Armscor G4 155MM Howitzer is stationed on a rotating turret.
    They have only 50 armor, but deal 25 damage per shot.  The rapid firing rate
    which the game says it has is less rapid than Halley's Comet coming around the
    solar system.  They barely ever shoot, especially when you engage them in the
    Abrams M1 Battle Tank: M1 Abrams tanks are terrifying opponents, panther quick
    and armored like rhinos.  They hit you three ways -- Quick, hard, and often.
    They have 250 armor and deal 75 damage per shot.  Their only real weakness is
    having to point the gun at you.  Use your mobility to sneak up behind them and
    then spin around them at super close range.
    AK-47: These are just units which hold the Semi-Automatic AK-47 guns.  They
    have only ten armor, so nearly anything will kill them.  They only do ten
    damage back to you.  They do fire fast, but unless they appear in bulk pose no
    real threat.
    Apache Helicopter: These are enemy helicopters.  They have 300 armor and do 150
    damage per shot with their hydra-like missiles.  They shoot fast and often.
    Consider these to be very dangerous, as they are about a third as good as your
    APHID:  These nice people fire rocket launchers shots at you.  The projectiles
    they fire are slightly less powerful than hellfire missiles, but still do a
    solid 75 damage.  As they are just people standing in the streets though, they
    have very little armor, only 25, and die quickly.  If blowing up enemies is an
    objective, these guys can help if you get behind the enemy and they hit it
    Armored Car: Tires in place of tank treads make these ideal urban assault
    vehicles.  Good armor, damage, and fire rate, too.
    These are heavily modified tanks.  They move around at a good speed and fire
    very fast shots dealing 35 damage.  They are not as armored as some tanks, but
    nevertheless they can take 150 damage before blowing up.
    Attack Van: These innocent looking vans have infiltrated Washington and
    converged on the Jefferson Memorial.  They must be stopped!
    Attack Van's remind me a lot of the larger HARV's.  They only have 100 armor
    and do only 20 damage, though they fire faster, are much smaller, and are able
    to move with relative ease.  These do not pose much of a threat though.
    Gatling Gun: Gatling guns are automatic Anti-Aircraft guns which spin on a
    platform attacking you if you get to close.  They only do ten damage, but they
    fire fairly quickly and their projectiles are often difficult to dodge.  Avoid
    them if you can, fight them if you must, they have 150 armor.
    Gun Boat: These armored boats patrol the Drug Lord's coastline, seeking
    intruders.  They attack with shoulder-launched rockets.
    The boats have 100 armor and deal 75 damage with hellfire-like missiles.  Sink
    them quickly!
    HARV: Facing these RVs is no vacation.  Good armor combined with strong
    firepower.  But fire rate is slow.  Catch 'em while they reload.
    HARV's have 150 armor and attack with hellfire missiles.  They are ground based
    and look like large trailer homes.  Do not be fooled, these things, while
    virtually immobile, pack one hell of a punch.
    Humvee: Humvee's are brown cars which fire hydra-like missiles at you.  They
    have 100 armor and deal 30 damage per shot.
    MLRS 23MM Cannon: MLRS are very quick, even with their thick armor and their
    rocket launchers fire with intimidating speed and accuracy.  They have 300
    armor and deal 30 damage per shot.
    Mobile Battle Cannon: Not very speedy, and fire rate is slow.  But they do
    near-critical damage when they hit and they're armored like bank vaults.
    Mobile Battle Cannons have 400 armor and do 200 damage per shot.  As with most
    tank vehicles, they have a rotating turret up top, take advantage of this.
    Sheridan: Sheridan's are speedy, tough-skinned behemoths.  They don't do
    exceptional damage, but their rapid fire rate makes up for it. They have a 23MM
    Sheridan's are tanks.  They have 150 armor and fire off very fast moving shots
    which will cause 30 damage.  They do however use a turret type gun, meaning, if
    you get behind it, the gun will need to spin before it may lock onto you.
    Speedboat: These boats are not as deadly as gunboats, but are still a threat.
    They fire quick shots and have 150 armor.  They still do twenty damage, which
    can stack up pretty quickly.
    Tactical: Pickup [trucks] with an attitude, full of trigger-happy terrorists.
    Mediocre armor, but don't take them lightly!  They have 100 armor and deal 30
    damage per shot.
    The captain needs to have a co-pilot, who will control shooting the weapons and
    dropping the winch and ladders.  All co-pilots are different with their
    abilities, so choose one which fits your style of play.  However, at the start
    of the game, most of them are missing in action.
    Mike Sierra: Mr. 3-D
    Still smells like the academy.  Mr. 3-D can pluck the pimento out of an olive
    with the winch, but can't hit a white whale on a black background.
    Scott Antonio: Ego
    Ego is the most focused copilot of the group.  He doesn't have a life, doesn't
    want one.  He's average with the gun and winch.  Always ready, Ego never
    Grant Foster: Faceman [MIA]
    He's a hot gunner but his winch skills could freeze a campfire.  Recruited from
    a local arcade: Every mission is a game to him.  He was last seen off the coast
    of South America.
    Rosalind D: Annihilator [MIA]
    She's a tough, tenacious copilot that's a force to reckon with.  Roz is good at
    everything except her aim's shaky.  She was last heard from over a dark jungle.
    J. W. Fennel: Wild Bill [MIA]
    Wild Bill's the best of bunch, just ask him.  He's the top gunner and he uses
    the winch like a lasso.  He learned the rules so he could break them.
    As you only get two pilots available at the start of the game, I recommend Ego,
    as target acquisition is a lot more important than using the winch in the first
    Hey, got any passwords?
    Sure, here's a few from www.gamefaqs.com
    Start the level of your choice.
    Level 2: RL6GYKBX6GG
    Level 3: 9V6CR9WNMCZ
    Level 4: XTMDR9WNMCJ
    Level 5: VNPDTL6HDB6
    Level 6: WSDWHFKB7SS
    Level 7: THGR7NS6MCJ
    Level 8: 7GRSD9WT7SS
    Level 9: N4SF3X7NLMS
    Start the level of your choice with 10 lives.
    Level 2: RXVWT74S6KB
    Level 3: 9WT7NL6MHBV
    Level 4: X7NL4SHPG94
    Level 5: VL4S6MGCZVH
    Level 6: W6JB9TL4SYW
    Level 7: TMHPGCFDYN3
    Level 8: 7PGCZJYK34X
    Level 9: NCZJFD3BR67
    Start at the beginning of the game with 23 lives for every level and access to
    all copilots other than Faceman.
                               iii) Walkthrough and Story
    All the levels are always exactly the same, in terms of where things are.  As
    such, most useful items are able to be spotted on a map, such as fuel, ammo and
    armor.  Because of this, I find no need to tell you where to get it, as it is
    easily seeable.  Also, missions which are presently active for the most part
    show you exactly where to go.  Because of this, I will expect you to read the
    map instead of me trying to futilely describe it.  Missions which are not yet
    available, do not show a particular spot on the map.
    Also, some buildings must be kept in tact during the level.  If, for instance,
    you, or something else, blows up the White House, you will be called back to
    base.  Otherwise failing any mission in a level will fail the entire level.
    Jungle Strike is the sequel to Desert Strike, thus the events of this game take
    place after the events of that one.
    Somewhere in the Pacific.  On an island of monkeys and other animals.  Carlos
    Ortega watches from afar.
    Three... Two... One... Fire!  The island is encompassed in a nuclear explosion.
    Carlos Ortega: Impressive
    Ibn Kilbaba: As I said, I still have nuclear resources.
    Carlos Ortega: So, can you deliver the components to my jungle fortress?
    Ibn Kilbaba: With ease.  Is 72 hours soon enough? I cannot wait to avenge my
    father's death.
    Carlos Ortega: Destroying Washington D.C. will teach the yankees to stay out of
    my drug trade.  At least they will suffer greatly for the trouble they've
    caused us!
    The scene switches to a news cast on EANN.
    Anchor: We interrupt this broadcast for a special report...  Moments ago, a
    nuclear explosion was detected off the coast of South America.  As of yet, no
    one has claimed responsibility for the blast.  We will keep you informed as the
    story develops.
    In the home of the pilot, who is watching the newscast, the phone rings.
    Captain: Hello...
    Voice on the line: Captain, There's been an incident.
    Captain: I saw it.  Somebody's showing off.
    Voice on the line: There's a special forces briefing at the White House at
    08:00 hours.
    Captain: I'm there.
    Level 1: Washington D.C.
    The scene shifts to the briefing at the White House.  The Captain is in a
    meeting with some sort of General.
    General: Here's the situation: We have spy satellite photos of the blast area
    simultaneous with the detonation.
    Captain: Good thing Congress didn't cut the space program.  Much.
    General: This imperial yacht was spotted near the destroyed island.
    Captain: Any idea whose toy boat that is?
    General: We further enhanced the picture and identified these two suspects.
    Captain: Boy, these guys look familiar... Ugly, but familiar.
    General: They should.  Carlos Ortega, the notorious South American drug lord.
    His huge private army just sprung him from a Florida Prison.  A lot of good men
    died to put him in that prison.  This is Ibn Kilbaba, son of the Desert Strike
    Madman, and more ruthless than his father ever was.
    Captain: Birds of a feather.  What's the Plan?
    General: You will take command of the super Comanche Attack Chopper.  Your
    first mission is to stop the terrorists threatening the capitol.
    Captain: Good.  I was afraid this was gonna be easy.
    General: Next, the President's motorcade will arrive soon.  Make sure it's
    safe.  And last, Ibn Kilbaba's men in D.C. know where the drug lord's jungle
    fortress is.  Find them.
    Captain: No sweat.
    General: Just select your copilot and you're ready to go.
    This level is actually quite hard considering it is the first level in a game.
    There are a great deal of ammunition, fuel and armor pickups around the map
    though, making it a very safe level.  Blowing up buildings such as the White
    House is not a good idea.  The streets of the city make navigation easy, you
    should only need to glance at the map every so often.
    Mission 1: Monuments
    Protect the Washington Monument, The Library of Congress & The Jefferson
    Memorial from Terrorist Attacks.  These buildings are historical shrines and
    must be saved!
    The monuments are spread out fairly well across the entire city.  They are
    under attack from HARV's and Attack Van's.  Both of these enemy types can cause
    a lot of damage considering it is the very first mission.  Most of the
    monuments can take a fair amount of punishment, but do not take too much time
    in saving them.  The Washington Monument is guarded by Attack Vans, however,
    the last two seem to appear only after the first three are defeated.  Make sure
    not to rush off before all the enemies around one monument are defeated.  It is
    also a very good idea to NOT fly behind a monument when an enemy is aiming for
    Mission 2: Terrorist HQ
    Locate and destroy the terrorist headquarters.  They've occupied several
    government buildings.  Capture the leaders for information about future
    terrorist plots.
    There around four buildings around the town which are all guarded by some type
    of soldier with anti-aircraft weaponry.  Also, there are a lot of vehicles to
    aid them.  Once the building is destroyed, a few more soldiers will come out
    along with one unarmed man.  The unarmed ones are the leaders, do not kill
    them!  Defeat all four of the HQ's and this mission will be complete.
    Only one of the leaders actually has information, he'll tell you the following:
    I know how the embassies are going to be attacked....  The carbombs you are
    looking for are green station wagons.
    While car bombers may seem urgent and you may think to break off this mission
    at this point, there is not a need to.  The bombers will not start moving
    towards their target until you get very near them.
    Mission 3: Car Bombs
    Find and Neutralized the terrorist car bombs before they detonate in front of
    the 5 embassy buildings.  Model car used is unknown [Green Station Wagon].
    Don't target innocent cars!
    As stated above, the car bombers will not start driving until you get near
    them.  After that, should you die, you are probably going to lose because they
    start very close to their targets.  People in the car will shoot at you as you
    go after them, so make sure you're well armed and NOT low on fuel before you
    engage one. This is probably the hardest mission of this level.
    Mission 4: Agent Akbar
    Once the bomb threat has been stopped, the next mission will open itself up.
    Find and rescue Akbar, our secret informant.  We believe he is being held
    captive in a basement.  He knows how and when the President will be attacked.
    Akbar is being held in the residential part of town in one of the many
    identical houses.  As you may have guessed, it is the house in which people are
    shooting at the police cars.  Make sure to clear the area before blowing up the
    house and saving Akbar.  You will also get a fuel drum for blowing up the house
    in which he was held.
    He will have some information for you:
    I found out that the President's Limo is going to be attacked!  It will be
    entering the city from the south-west corner at any moment.
    Mission 5: Motorcade
    Protect Presidential Motorcade from terrorist incidents.  Defeat any attacks
    along the route and assure that the presidential limousine reaches the White
    This one is also quite hard.  The limo will enter at the lowest yellow dot and
    proceed on a very round about path to the White House.  Other yellow dots along
    the way are places where the limo will be attacked.  If you hover over the limo
    it will stop moving.  If you leave the screen it will also stop moving.  Note:
    if you clear all the yellow dots before the limo ever moves, enemies will still
    come up and attack the limo as you make your way with it to the White House.
    Mission 6: Enemy Sniper
    Capture the sniper to learn details of the Madman's plan.  He will attack from
    a U-Shaped Government building.  Blast the building, but capture him alive!
    This mission is simple.  The building they speak of is the C.I.A. Building,
    which is directly along the path you took in mission 5, and probably killed
    everyone else around the area and let this guy get into the open.  Just make
    sure you do not kill him, this is a long level to do over again due to
    After you pick him up, he'll tell you:
    Don't shoot me, I'm just a patsy.  The Drug lord gave me a map and told me to
    meet him in his Jungle Fortress...
    Return to the landing pad at the White House.  Inside, your General and the
    President, who looks very much like Bill Clinton, are waiting for you in a
    General: Good work Captain. Your mission was a success. You saved the
    President Clinton: Which I appreciate. Sorry about those defense cuts.
    General: You helped us locate the Drug Lord's jungle fortress, too.
    The General brings up the information onto a nearby monitor.
    General: The sniper you captured had this map that details the area's main
    Captain: I love what he's done with the place.
    General: While you attack the fortress, I'll be flying overhead in the AWAC
    feeding you the latest mission briefing.
    Captain: Let me know if you see any good surf up there.
    Level 2: Sub Hunt
    In the helicopter, the captain receives a transmission from the General's AWAC.
    General's AWAC: How are we feeling this morning? Here's our mission:
    There are two Navy SEALs stranded on an island south of the bridge. Rescue them
    for intelligence info. The sector is also covered by a large number of anti-
    aircraft guns. Our downed F-15 pilot is proof of this. Luckily we've spotted a
    prototype hovercraft in the area that may aid you in beating these weapons.
    We've also learned that the Madman is smuggling stolen crates of plutonium into
    the jungle fortress. Get them before they're shipped inland. And we believe
    that the Drug Lord's fleet of nuclear submarines is stationed nearby. Destroy
    them before they are armed for attack.
    This level is blocked by a huge bridge, which does not allow the Comanche to
    fly over.  It is possible to use some glitches to get over and back, thus doing
    the entire level in the Comanche.  I honestly don't see the point in it.  Yes,
    it is slightly better armed and is easier to move around, but it lacks the
    sheer fun factor of ramming into ground troops shooting at you as you can in
    the Hovercraft.  The missions in this level are quite easy and there is not
    much in the way of enemies.
    Mission 1: Navy Seals
    Rescue the 2 Navy Seals and fly them to our Coast Guard Chopper.  They have
    spotted the the [that's a double word in the game, not on my part] stolen XL-9
    Hovercraft and have a cod to jam the alter zone.
    These soldiers are stranded on a small island being held by a few people with
    guns.  Rescuing them is a breeze.  Once you bring them on board, they will have
    information for you:
    We have the code to jam the alert zone on the Hovercraft.  And we've spotted
    the plutonium shipments.  Fly us to our chopper and we'll punch in the
    Their helicopter is about a half inch from where you started the level, so fly
    over to their copter and let them off near the landing pad.
    Mission 2: Elec Fence
    Wipe out all the enemy weapons protecting the Hovercraft.  Once the island is
    secure, land the Comanche to take control of the XL-9.
    Another heavily guarded area...  Four guys with rocket launchers protect this
    godly XL-9 Hovercraft.  Take them out and land on the nearby pad.  You will now
    have control of the Hovercraft.
    Mission 3: Plutonium
    Stop the Drug Lord's speedboats from reaching the trucks on the shore.  Then
    pick up at least 8 plutonium crates.  Do not destroy the Crates or a
    catastrophe will follow!
    This mission can be a real pain in the ass, especially if you are not used to
    the Hovercraft yet.  There are ten boats moving around the far end of the map
    which carry plutonium.  They will slowly make their way to shore and unload
    into some trucks.  If the trucks make it off the map with the plutonium, it is
    gone.  You only need to get eight of the ten crates, so there is some margin
    for error.  Remember, you need to back the Hovercraft into items slowly to pick
    them up.  The plutonium will appear once the vehicle in question has been
    Mission 4: F-15 Pilot
    Rescue our downed F-15 fighter pilot.  He knows the secret locations of the
    Drug Lord's nuclear attack submarines.  Don't delay, his plane may sink at any
    This mission seems to make it sound like it is urgent.  In my experience, I
    have never seen the plane sink, but hey, maybe you ought to rush.  Anyway, the
    island will be guarded by an AAA and an enemy soldier.  Once clear, slowly back
    into the pilot.  There will be a short scene.
    Captain: Looks like we found Faceman.  Now let's see how fast a top gun he
    really is.
    Mission 5: Nuke Subs
    The Drug Lord's fleet of 4 nuclear subs is in this sector.  Destroy the subs to
    eliminate their threat of attack.  Caution: They are well armored and
    The subs have 500 armor, making them weaker than your Hovercraft <_<.  They
    fire Rockets at you which do 25 damage.  One sea mine will take each of the
    four subs out.  Lay them on the near side of the sub, otherwise they tend to
    miss, oddly enough.  Once they are sunk, the mission will be complete.
    Return to the Hovercraft area and pick up your Comanche, then fly back to the
    pad you started the level on.
    Ibn Kilbaba: You told me your army could protect my plutonium!  One pilot stole
    most of it back from me and sank your subs like they were rubber rafts!
    Carlos Ortega: It is beyond explaining!  My gunships should have neutralized
    him before he even came near the transfer zone.
    Ibn Kilbaba: He must not interfere any further!  I want him to be obliterated,
    burned like the trash he is.  I want the jungle vermin to feed on his charred
    Carlos Ortega: I will put my ground troops on alert.  If he dares to attack my
    camp, he will be greeted by a sky full of fire!
    Level 3: Training Grounds
    The scene shifts to the plane carrying the General.  He and the captain are
    talking over monitors again.
    General: Good to hear from you, Captain.  Continue your progress inland!
    Unfortunately, the enemy has been tracking you on their radar, so most of this
    sector will be alerted to your presence.  The headquarters here is a listening
    outpost for the Drug Lord.  We need to establish a wire tap to track his
    movement.  The communications expert we sent in on this mission has been
    captured and is being held in a POW barrack.  Rescue this expert and airlift
    him to his objective.  Then capture the enemy commanders to get their radio
    passcodes.  Once the area is secure, recover the nuclear reactors that the
    Madman is planning to use to make his weapons of destruction.
    This level is somewhat hard.  It introduces danger zones.  In a danger zone,
    all enemies have double armor, fire much faster and do increased damage.  In
    addition, they get greatly improved range.  This makes them all the more
    deadly.  There are many Sheridan Tanks in this level, it is best to stay very
    mobile while confronting them so that their turret gun can not get a weapon
    lock on you.
    Mission 1: Training Camp
    Wipe out the enemy training camps.  Eliminate any enemy guard towers and troops
    you encounter.  Tents may hold supplies.
    There are four training camp areas.  They mostly have troops and towers, which
    are manned by troops.  Nothing here does a huge amount of damage, but mass
    little things = instant win.... or something like that.  You only need to
    destroy the towers to complete the mission, but the tents will give you a great
    deal of supplies and they are easy to destroy as well.
    Mission 2: Landing Zone
    Secure the enemy landing zone.  You must clear the area, then airlift a green
    beret to defend the zone.  Look for your man in the jungle clearing.
    Okay, you should have no problems finding him, but, on your way to him, there
    are two tents near a tower and an oasis.  DO NOT BLOW THEM UP.  Once you have
    him, land at these tents and the mission will be complete.
    Mission 3: Mobile Radar 1
    Knock out the 3 radar sites protecting the tank depot and barracks.  These
    radar units are mobile, so they may be hard to track on your map.
    You can see all six mobile radars on your map, but you only need to be
    concerned with the three in the left region of the screen.  They are well
    guarded by Sheridan's, so be careful.  You can usually attack them from the
    back and kill them with hydras before they are able to turn their guns on you.
    Mission 4: Comm. Expert
    Rescue the communications expert from his barrack jail and airlift him to the
    telephone poles.  He'll establish a wire-tap to monitor the Drug Lord's calls.
    The communications expert is in one of the barracks buildings.  There are
    however many buildings and many people.  They take up room quickly, but you can
    always return them to the area you set up in the end of mission 2 in order to
    get some extra armor.  Along the way to the communications expert, you will be
    attacked by Sheridan's, towers and Gatling Gun's.
    Once you have him, take him to the telephone lines, but be careful, there are
    some danger zones on this map and you will not last long in them.
    Mission 5: Tank Depot
    Destroy the Sheridan tanks as they prepare for battle.  Knock out these weapons
    before they become operational.
    There are several tanks in the area.  Most of them are not yet operational, but
    some are.  Also, a few cars will attack you as you blow up the tanks.
    Some people will run from the tanks as you blow them up.  You can save them and
    return them to the oasis tents for extra armor.  Also, the tank depot will keep
    flashing on your map if you do not.
    Mission 6: Mobile Radar 2
    Knock out the 3 radar units protecting the enemy HQ and warehouse.  This will
    provide you with undetected access to these two areas.
    Similar to the first mobile radar mission.  This one has cars helping
    to defend the mobile radars as well as Sheridan's.  If you play anything like
    me, taking the shortest distance between two points.  You will actually
    traverse the next two missions, probably blowing up most of the things there,
    getting from radar to radar, completely eliminating the point of going in
    Mission 7: Training HQ
    Destroy the Training HQ.  The mobile forces receive their orders from this
    station.  Capture the 3 field commanders to get their radio passwords.
    It is probably best to allow the turrets and soldiers to blow up their own base
    while you hide behind the buildings.  That way, you can make certain you do not
    kill the commanders you are going to save.  Once you have all three commanders
    and have smashed the place up real well, the mission will be complete.
    Mission 8: Nuke Reactor
    Retrieve the nuclear reactor from the enemy warehouse.  Watch for ground troops
    inside.  Do not destroy this reactor!    It must be returned safely.
    The reactor areas are not guarded all that well.  The buildings they are in
    have about 250 armor, the crates another hundred or so.  Each building has
    either troops or Gatling guns inside of them.  Do not blow up the reactor and
    do not blow up with the reactor.  Recover the plutonium from the lower
    warehouse as well and then return to the pad you began the level at.  The
    mission will end and the scene will shift to Ortega's place.  A scientist is
    being held in front of Kilbaba and Ortega by a terrorist soldier.
    Ibn Kilbaba: So Dr. Fowler, how are you finding conditions in the newly unified
    Dr. Fowler: I was enjoying my new freedom before you storm troopers abducted me
    and brought me here.  I demand to know: What is this place?
    Carlos Ortega: You're in my jungle fortress.  We are giving you a chance to be
    helpful and build nuclear weapons for us.  We will be generous...
    Dr. Fowler: Ach!  That can never be!  I shudder to think what rabid beasts like
    you would do with such destructive power!
    Ibn Kilbaba: Fool!  You will waltz with the tarantulas in the jungle pits until
    you bend to our will!  I'll teach you to shudder!  Several of your colleagues
    await you in the darkness.  One of you may change your mind...  The rest of you
    will rot!
    Level 4: Night Strike
    Word spreads quickly to the United States though, before long an attack plan
    has been formed.  They wait until night to discuss it.  The General contacts
    the Captain over their famous chat monitor.
    General: Beautiful night, isn't it?  Here's our plan of attack: The Madman has
    taken seven of our troops and is holding them in some prison pits.  He has also
    captured three nuclear scientists.  All of these people must be saved.  The
    Drug Lord's weapon assembly plant is also nearby and must be destroyed before
    his attack planes are built.  But keep a sharp eye: There are enemy choppers on
    alert and troops with night sight goggles [they do nothing, ah!] defending the
    area.  Stay cool.
    This level takes place at night.  As such, most things are very dark.  Enemy
    armored cars are very difficult to see and can cream you in a fast hurry.  The
    left side of the map is damn near pitch black as there are not many trees over
    there.  Because of this, you may have to fire the occasional hydra missile to
    light up the map.  Supplies are no where to be found on this map.  Only the
    enemy commander can tell you where to find them.  He is actually part of the
    final mission of this level.  If you would like to skip ahead, he is hidden in
    a barracks on the mid/lower left area of the map, it is well fortified though.
    Most of the missions are so easy, until you get to the Weapon Plants, at which
    time you fly near or through many danger zones... Bad.
    Mission 1: Watch Towers
    Destroy the 8 enemy guard towers surrounding your position.  This'll keep the
    enemy choppers from detecting your attack.  Look for their infrared night
    This mission is easy as pie.  You only need to kill the troop on each tower
    rather than destroying the tower if you so desire.  A couple of bullets will
    take them out.  Also, the mission completes once the seventh one has been
    Mission 2: Green Beret
    A Green Beret scout is waiting to guard the landing zone.  Look for his flare
    in the jungle then fly him to the LZ at the village.  Secure the landing area
    Alright, this one may seem simple, take the Green Beret from the left to the
    pad on the right.  You could not be more wrong.  The pad in the village is a
    danger zone.  As such, the Armored Car guarding it will have insane range and
    firing rate.  Since you will barely be able to see it, the damn thing will
    probably kick your ass.  The improved armor and damage they have is not very
    fun either.  If you manage to secure it, the mission will be complete.
    Mission 3: Chopper Pads
    The Drug Lord has hijacked a squadron of Apache Choppers and is hiding them in
    the jungle.  Ice them & their helipads before they hunt you down.
    As I said in the enemy list, these things are quite deadly.  They do 150 damage
    and have a boatload of life.  However, thanks to poor visibility, you can
    usually kill them without them firing back.  It takes great use of the map and
    sneaking just into sight range for yourself, and then just pound away on the
    Apache's with whatever.  Once gone, the pads will be easy targets.  To do this,
    you need to attack from the bottom, and start shooting when you see the pad.
    If you get any closer the choppers will fire back.
    As with before, it only seems to be necessary to blow up the choppers, but the
    pads take very little ammunition to destroy.  Also, a couple pads are within
    range of armored cars.
    Mission 4: Scientists
    Three Kidnapped German nuclear scientists are being help in sweltering prison
    pits.  Blast open their bamboo cages and fly them to the secured LZ.
    Mission 5: POWs
    These American troops are being held prisoner in the other 7 pits in the area.
    Blast them out and fly them to freedom.
    As these two missions are in the exact same place, it seemed wise to discuss
    them as one.  There are ten people in total whom need saving, you can carry
    only six at a time.  Do the math, two trips.  Remember, you will get your army
    replenished as you take them to the landing zone which the Green Beret secured
    All ten prison cells are poorly guarded, by one to four ground units.  They are
    not even that hard to spot either.  Once you have the last of the POWs, a
    friendly face will greet you, it will be Annihilator.
    Look here, it's Roz.  Now we can annihilate the Weapon Plants!
    Annihilator takes the old adage of shooting, if you fire enough, you're bound
    to hit something.  She has no shortage of firing rate!
    Mission 6: Weap Plant
    The Drug Lord has taken over a complex of 11 buildings to assemble fighter
    planes.  Destroy these structures and the planes and parts before they become
    I recommend starting from the northern end of the chain of plants and working
    your way down.  This will also put you right in the area you need to be in for
    the final mission, provided you did not read ahead to find out that would have
    been a good starting one.
    Anyway, all of these areas are dangers zones and they are guarded heavily by
    armored cars.  This means you are quite like to die as they will lock on and
    start blasting away before you can even get a weapons lock.  Try to avoid them
    if you can, fighting the unnecessary ones is just not worth it.  Other than
    them, there are just a few troops standing around to shoot at you.
    The Weapon Plants have different designs.  Most are buildings, some are fields
    of planes and boxes containing engines.
    Mission 7: Commander
    Capture the armaments expert from his enemy barrack.  He knows the locations of
    the ammo and fuel supplies in this area.
    Once you are near his area, blow up the barracks and rescue him.
    This commander cracked like a safe.  He gave us the locations of all the fuel
    and ammo.
    Once they are all completed, head back to the pad you started the level at.
    The EANN news is on again, the anchor explains the situation.
    Anchor: Help will arrive today for the besieged residents of San Puloso.  A
    lone special forces pilot has cleared the way for United Nations supply trucks
    to bring relief supplies to the residents who have been living under the
    oppressive rule of the infamous Drug Lord, Carlos Ortega.
    Level 5: Puloso City
    The General and Captain are talking in the way they always do.
    General: I hope you get enough rest last night. [ha, ha] Here's out situation:
    The Drug Lord has taken over the city of San Puloso, his warlords are ruling
    the city and are holding the local civilians hostage in a group of missions.
    Your success has cleared the way for our United Nations vans to bring food and
    medical supplies to these people.  But we need you to free them from captivity.
    [Seems like a minor detail, don't it?].  The Drug Lord has counterfeiting
    operations and drug processing factories in the city as well.  They must be
    shut down and the Madman will be transporting nuclear detonators out of the
    city in armored cars.  We've spotted these cars near two lab buildings.  These
    detonators must be recovered!
    Puloso City is my favorite of all the levels.  I'm not sure why, the missions
    are fairly easy, the map is spread out with very little action.  I suppose I
    like the view of things.  Anyway, this mission features a lot of danger zones,
    but often with low damaging enemies, so they aren't a huge concern.  This
    mission is the only one to feature the motorcycle, probably the coolest vehicle
    in the game.
    Mission 1: U.N. Rescue
    Innocent civilians are being held prisoner in the three missions.  Blast them
    free and airlift them to the safety of the U.N. Supply trucks.
    There are 20 total civilians being held in three different missions, you only
    need to save 18 of them.  That's three full loads though.  Guarding the
    missions are tactical pickups and troops, some of which have assumed cover in
    towers.  They are not too much to take out, though, you may wish to use them to
    blow up the missions so you can save a bit of ammo.  Once destroyed, the
    civilians will run out one or two at a time, continue picking them up until no
    more come out of the building.  They sometimes like to stand very close to the
    remains, which means you may bump off, especially if you have momentum on.
    This mission is quite easy.
    Mission 2: Drug Plant
    Seek and destroy the Drug Lord's processing plants.  Blast the drugs &
    processing equipment but rescue any friendly scientists you find working
    There are three drug plants which need to be blown up.  There are three
    friendly scientists who need to be saved.  The plants are guarded by tactical
    trucks, gatling guns and some troops.  They do not pose much of a threat, just
    make sure not to mow down the scientists while taking out the ground troops
    inside of the buildings.
    Mission 3: Counterfeiting
    The Drug Lord is running an international counterfeiting operation in his new
    downtown buildings.  Stop the presses permanently.
    There are three factories printing fake money.  There are also some scientists
    you can save here if you want to.  The areas near the factories are danger
    zones, filled with humvee's, tactical's and MLRS.  Take caution, this mission
    may take a while.  It seems easiest to attack from the top side of everything.
    Mission 4: Power Grid
    Short out the power grid.  Destroy the transformer towers.  This will take down
    the power to the downtown labs.
    This one is quite easy.  The power lines are guarded by ground forces with
    rocket launchers.  They are considered danger zones though, so you will take
    150 damage a pop should you be hit.  Other than that, they are entirely
    unguarded.  The lines themselves take very little punishment before falling.
    5. Armored Cars
    Blast the 2 tall labs in the center of the downtown area to flush out 5 armored
    cars.  These cars have special armor for invincibility against air attacks.
    Now, you may have noticed that invincible word.  Yeah... about that.  Blow up
    the buildings at least, then go to the police station which you may have
    noticed between the power lines you just smashed and your landing zone.
    6. Detonators
    Take command of the attack motorcycle at the police station north of your LZ.
    Use the cycle to stop at least 4 armored cars, then pick up the nuke
    Ah, so this is how you smash the cars in mission five.  Why they didn't have
    you get this first is anyone's best guess...  There aren't many enemies guarded
    the armored cars, nor do they post much of a threat themselves.  Use the land
    mines, literally bump into the armored cars and drop them, it will die
    immediately and you will pick up the detonators.  Once you have them all, or
    only the four you need, it's time for the next mission.
    Mission 7: C4 Explosives
    You'll need plastic explosive to destroy the Drug Lord's warroom.  Peel open
    the armory and take what you need.
    Well, you have to return the motorcycle now *sob sob*.  Get in the copter and
    be careful as you approached the explosives area, the place is a danger zone
    with a tactical and two MLRS.  Let the upper MLRS blow up the building by
    hiding behind it, then pick up the C4.  The mission completes with one, but as
    all three are right there...
    Mission 8: DL's Warroom.
    Drop off your copilot to set the plastic explosive charges at the Drug Lord's
    warroom.  Keep the area clear of enemy weapons to assure his safe escape.
    The complex has three buildings, initially guarded by about five tactical's.
    Once you let the copilot in, another tactical and some soldiers around the
    buildings will appear.  Make short work of them, pick up your copilot.
    Mission complete, head back to the start of the level!
    The scene shifts to Ortega and Kilbaba with a Soviet General.
    Carlos Ortega - Congratulations, General.  Your deliveries of Soviet technology
    have been orderly and on time.
    General - You're welcome, comrades.  Or should I say, partners?  This has been
    a profitable transaction for all of us, nyet?
    Ibn Kilbaba - And my nuclear warheads?  I trust they have arrived?
    General - They are being transported to the underground snow fortress as we
    Carlos Ortega - Excellent.  Go oversee the operation and make sure everything
    is secure.  If this Yankee pilot appears, bring me his head packed in snow!
    Level 6: Snow Fortress
    The U.S. General and the Captain are having their daily chat once again.
    General: There's a chill in the air.  Here's our first move: Our best pilot,
    Wild Bill was shot down by a group of M-1 battle tanks.  The wild one is now a
    prisoner in one of the nearby snow barracks.  After rescuing Wild Bill, you
    need to find the Russian weapons general.  We believe he has the locations of
    all incoming weapons technology.  Our agents believe that the Drug Lord has
    built an underground snow fortress where he is hiding these weapons.  But be
    careful, we've spotted some gainful rockets that look ready to launch.  And
    keep moving.  We wouldn't want your guns to freeze up.
    The Abrams Battle Tanks are strong.  Combating them is damn near suicide.
    Because of the sheer quantity of them, this is the hardest level in the game,
    by quite a bit.  If you insist on fighting them, I recommend going in from the
    direction their turret is not pointing and blasting them, then stopping
    directly above them and spin tight circles while finishing them off with
    whatever.  The rescue helipad is guarded with a small force, including a battle
    tank.  The buildings near by all give some sort of power up, a winch speed one
    included.  Just about everything on this map can be blown up, so do not hold
    back shooting.
    Mission 1: Wild Bill
    Wild Bill's been shot down by enemy fire!  He's being held prisoner in a nearby
    icy prison camp.  Rescue him & at least 5 other POW's.
    The area around the POW camp has many towers and gatling guns.  It is also
    apparently a danger zone, but if you enter it from the southern side the alarm
    never goes off and the units do not receive their bonuses.  Many of the
    barracks also contain supplies.
    Howdy, Wild Bill!  You look a little frozen... Lucky for you the guns are
    warmed up.  good to have you aboard!
    Mission 2: Radar Sites
    Knock out the 3 radar sites.  This will clear the way for your next mission.
    This one isn't so bad.  Two of three radars are protected by Gatling Guns and
    towers.  The third is protected by a battle tank which is in a danger zone.
    Though, you do not actually have to fight your way past it, you can sneak
    Mission 3: Missile Depot
    Blast open the five missile depots.  Then destroy any missiles you find.  This
    will limit the number of reloads available for the gainfuls.
    This mission is in the fence which was near the radars you just blew out.
    There are five buildings, each containing two missiles.  All of it needs to be
    destroyed.  There are two battle tanks inside of the fence as well as some
    towers.  Most of the buildings can be hit from outside of the fence.  Those
    that can not, will be in range of the towers, but avoiding the battle tanks is
    very possible.  It is highly recommended to play it safe rather than get caught
    in the crossfire between two battle tanks.
    Mission 4: Sovt General
    Rescue the Soviet weapons specialist who's working for the Madman.  He knows
    the locations of the gainful missile launchers in this area.
    Oh joy, another danger zone with battle tanks and gatling guns.  Noticing a
    trend yet?  Anyway, this one isn't so bad, once the defenses are gone, blow up
    the buildings nearby and pickup anything you need... and obviously the people.
    Try not to shoot them on accident.  You'll get the Soviet General, and he'll
    have something to say:
    I request political asylum!  Take me back to the U.S. of A!  Here... I can give
    you the locations of the incoming shipments of gainful missile launchers...
    Mission 5: Launchers
    Hunt down and destroy the 6 gainful missile launchers.  The Madman must be
    deprived of this valuable technology before it is used against Washington D.C.
    Well, once again the game only makes you do a half assed job and blow up five
    of them.  They are for the most part heavily guarded, often by tanks.  They are
    also quite spread out, making you run the entire map to get them.
    Mission 6: Power Lines
    Knock out the enemy's sub station and four power towers.  This will cut the
    power to the underground complex and shut down their air ventilation system!
    Yeah, um, about knocking them down.  This is in my opinion the hardest mission
    in the game.  Something like eight battle tanks are cruising along the power
    lines, in a danger zone no less.  If you can sneak around them as long as
    possible, you may only lose a life.  The lines themselves do not take that
    long, the power station does though.  Once everything is down, run out of their
    like a snowball leaving hell.
    Mission 7: Fortress
    The Drug Lord has built an underground fortress in this snow-covered mountain.
    Located at least six sub-level chambers and destroy any weapons.
    Mission 8: Warheads
    The Madman is hiding stolen soviet nuclear warheads in underground sectors of
    the snow fortress.  Locate at least six of them and reel them in.
    These two go together.  Now, you may notice, the map does not know where they
    are!  Luckily, terrorists are not too bright.  They stationed a fleet of
    choppers in the area, so search for choppers on the map.  The Fortress
    entrances are mounds of snow which stick out of the ground.  The ones with
    chimney's are the ones with the Warheads.  The others have supplies in them.
    Make sure you do not smash the warheads with a crazy attack, as most of the
    fortress areas do have ground troops.  Use bullets on them if possible, the
    missiles have too large of a splash range!
    Once you have finished both of the missions, head back to the place you started
    the level.
    Level 7: River Raid
    The General and Captain start their briefing again.
    General: Glad to see you made it back from the cold.  The Drug Lord's secret
    airstrip is located in this jungle sector.  Reclaim the stolen F-117 Stealth
    Fighter from the airstrip and blow away their operations.  The stealth has
    automatic propulsion with a nuclear generator so there's no need to refuel.  It
    is also equipped with unlimited ammo loads.  Once in command of the stealth,
    the enemy's alert zones will stop tracking you.  Then proceed to blast the Drug
    Lord's growing fields and greenhouses.  Our agents have spotted a group of
    stolen patriot missile launchers in the area as well.  We also believe that the
    Madman has set up a missile assembly operation somewhere in the jungle.  Find
    it and destroy it.
    While the stealth is truly kickass, it has one disadvantage compared to every
    other vehicle.  Running into just about anything will cause it to blow up
    instantly, rather than take 15 damage and bounce off.  Fortunately it is the
    first mission, so you can get comfortable flying it and lose as many lives as
    you wish and try again, without wasting too much time.  If you are unable to
    get good with the stealth, it is possible to do the entire level without it, of
    course, you will still have to take off and land in it at some point.  You will
    also have a severe shortage of fuel and ammo, but both are available in
    sufficient quantities, provided you do not keep going from one end of the map
    to the other.  Also, there are a lot of enemy Twin Gun's in totally useless
    positions across the map.  Just an observation.
    Mission 1: F-117 Stealth
    Find the secret airstrip and clear the area of enemies.  Expose the stealth and
    take control of it.  The stealth has unlimited fuel and ammo loads.
    This one is easy enough.  A few troops nearby, a pair of anti air guns.  Mow
    them down, blow the tarp off the stealth and park in the helipad which shows
    up.  Mission complete!
    Mission 2: Troop Bridges
    Take out 6 of 'em.  That'll stop the enemy tanks from reaching your Comanche at
    the secret airstrip.
    Mission 3: Drug Fields
    Burn the Drug Lord's growing fields and greenhouses.  Eradicate this harvest of
    Missions 2 and 3 go hand in hand.  The objectives are located near each other,
    in a large semi-circle around the area you got the stealth.  Only six of the
    eight bridges need to be blown up.  Most are guarded by humvee’s or Sheridan’s,
    neither of which pose any kind of threat to you.  As for the drugs, you only
    need to destroy 10 crops fields/greenhouses for that mission to complete.  The
    fields are hardly defended at all, the greenhouses have some Twin Guns near
    them, but they pose no threat to the stealth.
    Mission 4: Patriots
    Hunt down and destroy the 6 patriot missile launchers.  This valuable
    technology must be taken away from the Madman before it is used against our
    The patriots are also in the same general area as the previous two missions
    were.  They have 500 armor, so you'll want to use iron bombs.  They are still
    not well guarded, often by troops, Twin Guns and Sheridan's.  A couple are
    hardly guarded at all.  Be careful taking out the northern ones on the middle
    island area, there are some tall structures you can easily collide with.
    Mission 5: Fuel Depot
    Destroy the Drug Lord's fuel dump and bring his army to a standstill.  But
    beware: it is heavily defended.
    One of the harder missions of this level.  The fuel tanks only have about 75
    armor or so, but they are very difficult to hit and bunched together in groups
    of three.  Sheridan's, and a lot of them, guard these.  The hard part is not
    colliding with the fuel tanks.  Try circling in front of them and launching the
    B-button missiles at them as you fly in your circle.  This will keep you from
    crashing into them as well as make you a bit harder to hit.  If you really can
    not do this one, remember where it is on the map and start the level over and
    take them out with the Comanche before doing mission 1.  There is fuel and ammo
    here, once you blow out the Sheridan's, so the helicopter should be able to do
    this mission.
    Mission 6: Nuke Missiles
    The Madman has components to build nuclear missiles.  They're concealed in
    pyramids the Drug Lord has erected to look like the ancient ruins.
    There are five ruins which are man made and hold the nuke supplies.  They are
    small ruins compared to the huge pyramids.  They do not take much to destroy
    and are guarded mostly by Sheridan's, who pose no threat to you.  Blow up the
    detonators, plutonium and reactors if you like, though I do not think it is
    necessary.  Killing the scientists will lose you some points.
    Mission 7: Stealth Hangar
    Return the steal to the airstrip.  Transfer back to the Comanche and head back
    to home base.
    Probably the hardest mission to do correctly on the first try.  You must go
    back to the airstrip and land the stealth.  Start from the end of the airstrip
    furthest from the Comanche, though.  Watch out for the ruins as you come in,
    they're bad news.  Anyway, to land the stealth, you must be moving along the
    airstrip perfectly parallel to it and a very minor bit to its left side.  As
    you approach, lower your altitude and hopefully your F-117 will land.  Aside
    from prayer, there seems to be no sure way of doing this.
    Once done, take the Comanche to the start of the level.
    Kilbaba is rather upset with Ortega with this turn of events.
    Ibn Kilbaba: That pilot has the Devil's own luck!  Thanks to him, what is left
    of your private army could fit in a phone booth.
    Carlos Ortega: Entire regiments have been unable to defeat my forces.  Now one
    pilot crushes them... This can't be happening!
    Ibn Kilbaba: Your last line of defense just melted before him like ice
    scattered in the desert.  Now he comes for us!  We must take refuge in the
    secure shelters we have prepared.
    Carlos Ortega: I agree.  I will retreat to my villa.  My guards will keep me
    safe there.
    Ibn Kilbaba: Bah!  Your famous guards have protected nothing so far!  I shall
    go to the reinforced bunker in the mountains.  I doubt that even this accursed
    pilot has enough firepower to blast open that iron oasis!
    Level 8: Mountains
    Guess who's talking to who?
    General: Ready to do some mountain climbing, Captain?  The Drug Lord and Madman
    have fled to their hideouts.  The Soviet Commander you captured gave us their
    locations.  But first you'll have to knock out the control towers at the
    entrance to the hideouts.  We are still scanning the area for clues to your
    remaining missions.  We will send status info as soon as we get it.  But
    whatever happens, the Drug Lord and Madman must be captured alive!  Good luck.
    What a waste of a level, it seems the Snow Fortress was the last real challenge
    of the game.  The first mission is the only difficult one here, but it has some
    bugs which allow you to make it through almost entirely untouched.  The layout
    of this place is cool, many ancient pyramids offer supplies inside of them.
    There are also a lot of ground forces in this level.
    Mission 1: Control Tower
    Knock out the control tower.  This will drop the alert zone around the bunker
    and decrease the enemy's ability to track you.
    There are four control towers and they are all guarded by our old friends, the
    battle tanks.  Most of these are danger zones and each tower is guarded by two
    or three tanks.  Sneaking around is a great option, as three of the four towers
    can be blown up without the tanks ever seeing you.
    There is an alternate way, which will allow you to combat the enemies.  Sneak
    around all the towers and attack from the southwestern most one [bottom left
    one].  The Danger Zone alarm will not go off, allowing you to battle the battle
    tanks taking far less damage.  If you want to do the combat, this is highly
    Mission 2: Tomahawks
    The Drug Lord has stolen a shipment of tomahawk missiles and is planning to
    launch them without warning.  Hunt them down now before he strikes!
    Oh no!  The map does not know where they are!  Just search for the Mobile
    Cannons.  Near the lower left there is a pack of six or so of them.  The 4
    mountains hiding tomahawks are right there as well.  The cannons are extremely
    slow and have a poor firing range.  Because of this, you should be able to
    cream them without getting hit too much.  If you do get hit, seek repairs, 200
    damage adds up fast.  The mobile cannons tend to drop ammo and armor pickups.
    The mountains and cruise missiles can take quite a bit of punishment before
    blowing up.
    Mission 3: Power Supply
    Destroy the power supply that protects the Drug Lord's villa.  When the power
    source is on, his hideout is indestructible.
    This area is a danger zone, though it houses only a few Gatling Guns.  Aside
    from the extra life and range they will have, they do not pose that large of a
    threat.  Enemy choppers sometimes fly over to aid the plant as well.  They do
    pose an actual threat.
    Mission 4: Villa
    Smash the Drug Lord's Private Villa.  You'll need max firepower, the walls are
    lined with armor plate.
    The villa does take a lot of punishment.  However, there is an ammo truck right
    next to it.  Look at the challenge!  There are a few tactical pickups and
    battle tanks to accompany a large ground army.  Still, this is one of the
    easiest missions in the entire game.
    Mission 5: Drug Lord
    Once you've wasted his Shangri-la.  Capture the Drug Lord so he can be brought
    to justice.  Watch for any escape attempts.  It is crucial you take him alive!
    One would think he would be in the villa... nope.  Follow the river which runs
    along the upper right of the map.  Blow up the only boat you see on it.  A raft
    will appear, airlift Ortega from the raft.  Do not let that boat get out of the
    river!!  Do NOT KILL Ortega, you need him alive!
    Mission 6: Air-Strip
    The Madman's jungle airstrip has planes and choppers readied for take off.
    Knock out these vehicles to cut off his escape.
    Another easy mission.  Two mobile cannons and an enemy copter make up the
    defense in the area.  The strip itself takes about five seconds to destroy.
    The truck nearby has fuel if you need it.  There's an extra life in one of the
    pyramids a bit south of here as well, not as if you will need it, nothing
    shoots back in this level, it seems.
    Mission 7: Bunker
    Once you've breeched the outer shield.  Blast open the underground shelter.
    Well, this ones fun.  Head a bit east [right] of the airstrip.  You'll see a
    huge one floor building with four little ones around it.  One at a time the
    little ones pop up gatling guns. Blow them up first, they leave fuel, ammo and
    armor.  Now blast everything you have on the bunker, you will need to refill
    and continue.  Once it blows up once, head a bit south east [down right] to a
    landing pad.  Clear the area, get the ammo and land.  Your co-pilot will get
    into an ammo truck.  Follow the truck.  When he gets out, pick him up.  Make
    sure you have full armor, health and ammo and then blow up the truck.  The
    building will blow.
    Mission 8: Madman
    Collar this Mad Dog.  He must be capture alive so justice can be satisfied.  Do
    not fail!
    A chopper will leave the building in a hurry.  Shoot it down.  Do not over fire
    though, or you risk killing Kilbaba once the chopper is destroyed, which would
    end the mission.  Once it is gone, pick him up.  Return to where you started
    the level.  In case you forgot, the landing pad is just the patch of dirt next
    to the U.S. Flag.
    Ah, game over... right?  Wrong!
    Level 9: Washington D.C. [Again]
    Back on the EANN newscast, the familiar anchor is summarizing what happened.
    Anchor: We are now live at the White House.  The President is shaking hands
    with our heroic pilot.  Thanks to him, the Drug Lord and the Madman go on trial
    today in the Federal Courthouse down the street.  The President is now
    An Apache Chopper blows in and attack the White House grounds.
    Anchor: Ladies & Gentlemen, the White House is under attack!  I've just been
    told that a small force has entered the city and has helped the Drug Lord and
    Madman to escape from the courthouse.  They are now at large in Washington and
    are terrorizing the city.
    Similar to the first level as it takes place in the same city.  This view of
    the map is more northern and eastern of the previous trip here.  Many more
    weapons and fuel packs sitting around.  Very few of the missions show you were
    to go on the map, unfortunately.  As usual, do not go around letting the IRS
    and Justice departments get blown up.  This is a very simple level on the
    whole.  Most of the time spent is trying for find the contents of mission 2.
    Mission 1: Air Force One
    Protect the President as he flees the city for Camp David.  Assure he has clear
    airspace from the White House to the north-west sector.  He must not perish!
    An easy start, Air Force One has to got about four street blocks.  Not much
    other than bazooka shooting men and a few enemy tanks, most of which will hit
    Mission 2: Enemy Weapons
    Washington is under attack!  Remnants of the Drug Lord's army seized the city,
    busting the Madman & Drug Lord from the courthouse.  They must be eliminated!
    The enemy weapons are all armored cars.  They're all over the place, you will
    probably hit a few protecting Air Force One.  Others attack buildings like the
    IRS or just roll down the streets.  Sadly, they are not on the map so you get
    to piss away fuel finding them all.  There are 13 in all.  You may find some
    overlap between this and mission 3.
    Mission 3: Generals
    Locate and capture these scum alive: They know how the Drug Lord and Madman are
    making their escape from the city.  Look for their armored command cars.
    These cars can take a huge beating.  They also do 50 damage a shot, but they
    take forever to do so.  Once destroyed, pick up the Generals and they'll spill
    what they know.
    "I surrender!  I just saw Carlos Ortega Hijack a tour bus...  He's headed for
    the edge of town."
    "I will tell you what you want to know!  The Madman Kilbaba just commandeered a
    fuel truck and is trying to escape the city!"
    Mission 4: Drug Lord
    Hunt down Ortega and prevent his escape.  The use of extreme force to stop him
    has been sanctioned.  Don't let him get away!
    He's in a large bus.  It takes a few hundred damage so make sure you have some
    heavy weapons.  A few Armored Cars will try to protect it.  Murder him in cold
    blood... it is the best way.
    Mission 5: Madman
    Track the Madman and stop him from escaping.  Use any means necessary to stop
    him cold.  Don't slip up!
    Well, he is trying to escape in a truck full of gasoline.  A few hundred damage
    and he be doused in it for his trip to hell.
    Mission 6: Nuke Missiles
    It's not over yet!  Stop the 4 18-wheelers headed straight for the White House.
    Bring lots of Ammo: These bruisers are reinforced with tank armor.  Stop
    While they can not shoot back, they move awfully quick.  Though, they will not
    start moving their short routes to the White House until you enter visual
    range.  They have 1000 armor, so be certain you can stop them, there will be no
    margin of error.  Once the four rigs are gone, return to the White House Launch
    General: Congratulations!  You've saved the world from nuclear disaster once
    Captain: It gets easier every time I do it.
    President Clinton: Without your heroic efforts, the free world would have been
    forced to submit to the insane demands of a dictatorial Madman.
    Captain: Yeah, I hate that kind of stuff, too.
    General: You and your copilot should head outside.  There's a few people who
    would like to say hello to you...
    They head out into a crowd while the end credits play.  You have one, the end.
                                      iv) Credits
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