On Camera:
Fucking ay! It's Carrier Aces! I played this game all the time back in the day!
VO:
I don't hear a lot of people talking about it, and this is a great game for the Super Nintendo that I think is often overlooked. In 1995, near the end of the SNES' life cycle, cybersoft came out with what I think is a gem of a combat sim game if you are a fan of those types of games. There are two ways to play the game: 1 player versus the computer and 1 player versus 2 player. You can be either the Americans or the Japanese.
There are 7 campaigns to choose from in addition to a training mission, which lets you practice the different aspects of the game: dogfights, strafing, dive bombing, torpedo runs, and landing the planes. None of these campaigns look familiar to me in any way- and when I say that I don't recall any of those campaigns being realistic battles fought in World War II. For what ever reason they made up their own names I suppose. The only thing close to a real battle I think was the defense of the buppa oil fields which may have occurred in the Phillipines.
We need to clarify one thing off the bat. When you select the first campaign, the Americans claim that the Yamato is speeding ahead, and that it is a destroyer. The Yamato was not a destroyer. It was not a frigate. It was a mother fucking battleship, ok? The in game representation is wrong too. Being a kid though- I wouldn't have known the difference.
This game will let you build your squadrons. In general you will receive options for two fighters, a dive bomber and a torpedo bomber. I like the dive bombers- and you'll see why in a bit. Generally I like to divy it up into 5 dive bombers and three fighters. Don't forget to load your planes with ordinance- I forget to do it all the time and wonder why my Dauntless isn't dropping its bomb. Woops. Forgot to have the crew tie a bomb to my plane! hurpty durr!
You will get a quick cutscene showing your planes taking off. After that, the game resorts to a sort of board game fashion which shows you the layout of the area. The enemy is nearby and they have one to eight fighters as well. You'll have to dogfight them in order to move onto your target.
Dogfighting on the super nintendo is one big turning fight. That's all it really is- and the computer is VERY, VERY good at doing it. This is why I prefer the dauntless- you can press the right shoulder pad and enter rear gunner mode. I set my speed to medium, get my altitude dangerously low and open fire when the enemy catches up. He is going to get behind you anyways. If you manage to shoot out the enemies fuel tank or oil tank- they will slowly plummet into the ocean- probably to be eaten by sharks. It's possible Genesis' Ecco the Dolphin saves them; I dunno.
Do your best to shoot him down and that should minimalize casualties for your side. Unlike other sim games that are nice to the pilots when you blow their planes up, when your plane explodes in this game- the pilot inside dies. There are no ejection seats in world war II. Dogfighting is fun for a time- but after the third protracted dance it really begins to get tedius. Maybe it would be better against a player opponent- but not on the campaigns.
When you reach your target- whatever it is- one player gets to attack it and the other defends with a 5mm cannon or a 40mm bofors. fighters and torpedo bombers will strafe while the Dauntless will dive bomb. The farther away you are from your target, the less accurate you will be. However- the closer you get to your target, the more likely your planes will sustain damage. It takes a lot of practice to get really good at this game- and it can be a ton of fun between two players.
Basically- destroy your target and move on. You'll win- but then you need to land your planes. Unlike Top Gun for the NES, landing planes in this title is easy- follow the flag man's instructions and slow your speed upon touchdown. It's that easy.
The controls are solid- but often I second guess myself. It can be tricky to learn how to dogfight- but in order to succeed at the game you have to become good at this skill. Again, this is why I pick the Dauntless or the japanese dive bomber equivalent. The music, although good- gets monotonous with time, and that ties in with the extended dogfights. As a kid- and even now as an adult- extended dog fights put me to sleep. I'm not joking. The real fun is in dodging stationary guns- especially with a good friend. The campaigns may be repetitive but back in the day this was a good source of fun. Not for $50 mind you, if you can believe that SNES games sold for that much back then. It's an OK versus game in today's market of retro gaming, but some other folks who don't fit the niche of Carrier Aces will want to look elsewhere for a fix.
RGN gives this game a [/]. Even if it was mediocre at best, Carrier Aces will always have a place in my heart. Until the enemy shoots my oil tank.
Showing posts with label SNES. Show all posts
Showing posts with label SNES. Show all posts
February 16, 2014
December 31, 2013
December 6, 2013
November 2, 2013
May 8, 2013
God Awful Games: The 15 Worst Games of All Time; 2013 Edition [Part 1 of 3]
Some games should have never seen the light of the day. Some are so bad that they reserve a special place at the bottom of the shit barrel. I'm digging into the game vault to see what games are the best and the worst of a culture that spans close to 40 years now. Few can top the best, Few can do worse than the absolute worst. So, let's get our hands deep down into the warm, steaming manure to see what we have.
15th worst game of all time- Bible Adventures (NES)
Guilty Party: Wisdom Tree
This game shouldn't have existed. Back when the NES came out in 1985- you needed to pay a royalty to Nintendo in order to sell games. Wisdom Tree got around this and sold unlicensed copies as a "Christian" game company. These games were meant to keep kids occupied for 5 fucking minutes during Sunday School and feature some of the worst controls, indoctrination schemes and horribly sounding music I have ever heard in my life. It's worth checking out if you get the ROM or a copy of the game- but you're a sadist to even play this pile of shit.
14th worst game of all time- Lester the Unlikely (Super Nintendo)
Guilty Party: Visual Concepts
I had the unfortunate misfortune to play this half assed game. It's a sloppy platformer that literally takes control of the character from the player- inputs won't work and Lester does stuff on his own. The controls are sloppy, gameplay is cryptic, horrible and downright boring. Not to mention it tries to enshrine a common stereotype of the programming 'computer nerd'.
13th worst game of all time- Bugs Bunny Crazy Castle (NES)
Guilty Party: KEMCO (Warner Bros.)
When I was three years old in 1991, my parents got me an NES. I played Super Mario Bros and Duck Hunt a ton, but my parents thought it would be cool if they bought a game for me with the Looney Toons on it. The controls are horrible. If you don't preplan for glitches and piss controls- you're fucked in a corner. There are no attacks and no way to save yourself. Do it wrong and you start all over. Fuck that.
12th worst game of all time- Beat 'Em and Eat 'Em (Atari 2600)
Guilty Party: Mystique
Seriously. You've fucked up as a human being if you're game is any worse than this. It's exactly like what it sounds- if you don't know the intracacies of adult jokes... don't worry about it. It's a poorly made atari porn game designed to make a quick buck off of horny perverts. Something is definitely "beat" and "eated" alright.He beats em, she eats em.
11th worst game of all time- Giggolo (Atari 2600)
Guilty Party: Mystique
Jiggolo is actually urban slang (old school) for a pimp. This game has you going around and fucking a bunch of women. Be careful- the po-po are out to get you as well as a criminal! Like breaking and entering for a good fuck wasn't a crime enough, this game... doesn't suck. It's FUCKING HORRIBLE.
15th worst game of all time- Bible Adventures (NES)
Guilty Party: Wisdom Tree
This game shouldn't have existed. Back when the NES came out in 1985- you needed to pay a royalty to Nintendo in order to sell games. Wisdom Tree got around this and sold unlicensed copies as a "Christian" game company. These games were meant to keep kids occupied for 5 fucking minutes during Sunday School and feature some of the worst controls, indoctrination schemes and horribly sounding music I have ever heard in my life. It's worth checking out if you get the ROM or a copy of the game- but you're a sadist to even play this pile of shit.
14th worst game of all time- Lester the Unlikely (Super Nintendo)
Guilty Party: Visual Concepts
I had the unfortunate misfortune to play this half assed game. It's a sloppy platformer that literally takes control of the character from the player- inputs won't work and Lester does stuff on his own. The controls are sloppy, gameplay is cryptic, horrible and downright boring. Not to mention it tries to enshrine a common stereotype of the programming 'computer nerd'.
13th worst game of all time- Bugs Bunny Crazy Castle (NES)
Guilty Party: KEMCO (Warner Bros.)
When I was three years old in 1991, my parents got me an NES. I played Super Mario Bros and Duck Hunt a ton, but my parents thought it would be cool if they bought a game for me with the Looney Toons on it. The controls are horrible. If you don't preplan for glitches and piss controls- you're fucked in a corner. There are no attacks and no way to save yourself. Do it wrong and you start all over. Fuck that.
12th worst game of all time- Beat 'Em and Eat 'Em (Atari 2600)
Guilty Party: Mystique
Seriously. You've fucked up as a human being if you're game is any worse than this. It's exactly like what it sounds- if you don't know the intracacies of adult jokes... don't worry about it. It's a poorly made atari porn game designed to make a quick buck off of horny perverts. Something is definitely "beat" and "eated" alright.He beats em, she eats em.
11th worst game of all time- Giggolo (Atari 2600)
Guilty Party: Mystique
Jiggolo is actually urban slang (old school) for a pimp. This game has you going around and fucking a bunch of women. Be careful- the po-po are out to get you as well as a criminal! Like breaking and entering for a good fuck wasn't a crime enough, this game... doesn't suck. It's FUCKING HORRIBLE.
February 11, 2012
Desert Strike, Return to the Gulf: Part I
Desert Strike: Return to the Gulf (you can use this guide, but give The Guy With Not Enough Time On His Hands credit).
Introduction
Desert Strike is a helicopter shoot em' up title that was released in the mid 90's for the Super Nintendo and Sega Genesis platforms. I have played both versions and they are nearly identical. However- and I say this after playing the SNES version for years; I prefer the Sega Genesis version. The sequel's sequel, Urban Strike, suffers from lag on the SNES because the hardware cannot process it as fast as the Genesis. In that respect (playing Urban Strike) the Genesis has more raw processing power. The game is about a madman during the events of Desert Storm, and came out a while after. The madman is out to cause mayhem in the Middle East by taking over a "small country" *COUGHkuwaitCOUGH, and you are being called to thwart his plans.
One amusing difference is in the introduction: in the Genesis version a soldier is seen drowning someone with an apparatus. In the SNES version, he is just in a cage. I would suspect Nintendo had some kind of say in that. I digress. This game has four levels with each one getting incrementally harder. This game is played with three key points in mind: Survival, fuel management and flight planning. Differences between Strikes Here are the differences between SNES and Genesis. Genesis is more synthesized and has a lot more processing power while the SNES version is more mono/stereo than synthesized. Also, before the debriefing while it shows your score, on the Genesis it is a round port hole. On the SNES, it is a square port hole. On the Genesis version the terrorist is drowning a guy in a torture device. In the SNES version he is in a cage. Genesis also offers less lag than the SNES due to raw processing power. Other than that, and a cool missile on the menu screen of the Genesis, there isn't much of a difference. Also, the SNES version uses numbers in the password. The Genesis uses letters only, passwords between the platforms are NOT interchangeable.
The Three Key Aspects of the Strike Games
Survival- This game is about survival. You survive by using two methods: managing your ammo consumption and dodging attacks. A common way to avoid enemy fire is to quickly back up, fly right past a target, or circle around it. Also- pick up friendlies when you can. Your apache is equipped with a winch which allows it to collect 1 ups, ammo, fuel, and personnel. The apache has a full load of 6 people (keep in mind, in real life this is not true). You want to land at a designated landing zone with people when you are low on armor- one person replenishes 100 armor, and you only have 600 in Desert Strike. Also remember that missions MUST be completed in order. If you don't, you will run into a "danger zone" with twice as powerful and twice as accurate enemies. Unless something is directly in your way, just ignore it. For objectives that are guarded, it may be wise to take out the defenses first to save heartache from happening later.
Fuel Management- That apache burns fuel like no tomorrow. If I recall correctly, you consume fuel at a rate of one point per second- so you will need to pick up gas roughly every 2 minutes. When your fuel gauge reads below 30, it is time to get fuel. If you don't, you will crash and waste a life.
Flight Planning- After level 1, flight planning is key. You want to leave certain ammo crates and fuel drums in place in the event you will need them later. Only take what you need when you need it. If you plan accordingly, you will save ammo, armor and especially fuel. Know where targets are beforehand, get in there, and get out. Don't dawdle around. This also includes knowing where secret items are located (usually hidden in structures). I'll do my best to point out where some of them are.
Level 1:
Briefing: To begin, the defense forces on the coast need to be wiped out, along with their power, air fields and radar stations. You also need to rescue your mole, who has information regarding the madman's nuclear activities.
Radar Stations
On the way to your first radar station is a friendly being shot at. Help him out and pick him up. AAA reside right by the first dish. Fly around and fire two medium missiles into each of them. Bring out your small gun and blow up that radar dish. Fly northwest and repeat the process to knock out all radar stations.
Bonus F15 rescue
Further to the northeast is a downed US air force pilot being shot at. Help him out, winch him into the copter, then blow up the F15. Power Station After rescuing the downed pilot, continue east. You will see a village under attack- rescue the woman and continue east. Then you will encounter an ambush where three army personnel are in trouble. Free them and wench them up.
Power Station
Look a little to your right and you will see power lines. Follow them southwest until you reach the power station. You will encounter two AAA and a rapier. Light up the AAA's with medium missiles and the Rapier with a hellfire. Try not to get hit by the rapier; it hurts. At this point you should be full on personnel- so you can't rescue the two by the power station. Light up the power plant to finish objective 2. When you blow up the station, a repair crate will spawn. Take it if you need it, but at this point I had 525/600 armor. Avoid the M3VDA on the way to the air field to the west.
Air fields
After the power plant you should be running low on gas. Take the drum at the station and move west. You will encounter two rapiers and three AAAs at the airfield. Dispatch them, and kill the pilots running for the MIGs. Be careful blowing up the control tower: a guy with a SAM is inside. As you blow up the hangars, an M3VDA will join the party. Launch a hellfire into it and continue your work. The far right hangar has fuel in it- and a guy with a SAM. Take the fuel crate, blow up the MIGs, and move southeast. There is an ammo crate down here- I found that I was low on ammo. You will see a set of small mini-warehouses. The ammo crate is in the upper right most one. Grab it and move southwest. Light up this airfield to complete objective 3. Again, watch out for hidden SAM guys.
Command Center
At this point I am sitting at 20/600 armor. Head directly west and follow the coastline up to the landing zone where a small barge is waiting to take the folks you rescued. This will replenish your armor; 100 per person. Let 'em out then pick up the fuel and the ammo crate nearby. Your next objective is a command center in the upper right corner of the map. There are two of them: you need to take out only one and get the commander. At this point you had to unload anyways- because if you tried to pick up the commander with a full load; the copilot will yell that you are full. You can't just chuck someone out the chopper to make room.
Target the watch tower to the far left of the compound and pick up the armor kit if you need it. Take out the rapier and two AAA's, along with any watch towers in the way and nab your commander.
Secret Agent
Then fly to the green dot on your map. Pump some lead into that AAA and grab the fuel tank. The building you want to blow up is on the far left side. Watch the little cinematic and prepare for four M3VDA's to pounce on you. Avoid their fire and blow 'em up with a hellfire each. Get the agent and your copilot and return to base for a mission complete.
PASSWORD TO LEVEL 2: OQAHRAY (Genesis)
Debriefing: The madman is not happy with his generals. In retaliation, the madman prepars his scuds for an attack on the populace. The agent we rescued told us of the location of generals who know where the SCUDs are, and the location of several prisons where political prisoners are being held.
Enemy Guide
Level 2:
Briefing: The madman has retaliated for your efforts in level 1 by preparing the SCUDs for immediate launch, missiles that are powerful enough to cause major damage to the populace. Your job will be to destroy the majority of these SCUDs as well as knock out the power station, radar sites that will track incoming aircraft, and a chemical weapons facility. Also, the agent told us of a POW camp location. We need to get our men out of there.
Radar Sites
These sites are a lot like the previous level: pump lead into the AAAs and then destroy the dishes. Start at the highest station near the top of the map and work your way down. After this mission is complete, we will work our way back up, rescuing the political prisoners. Watch out at the center radar dish- it has a AAA and a rapier guarding it. Blow it up to reveal an ammo crate. Leave it there for later. The final dish will have two rapiers guarding it. Blow them up and begin work on the prisons.
Political Prisoners
Be very careful loading up the prisoners: a ZSU is going to waltz in on your parade and begin firing. These guys HURT, avoid them at all costs. It will take two hellfires to take one out. Fly northeast to the landing zone at the M2 Bradley IFV and unload your cargo, giving you more armor. If you need the fuel, take the drum here. When you are working on the center prison, a building to the left holds a fuel drum and to the northwest an ammo crate. Grab them if you need them. When you finish the objective, you should have four or five prisoners. You will need to unload them to make room for the SCUD commanders. Fly back and drop them off at the Bradley for some armor.
Power Station
Next we want to knock out the power station. Fly northwest of the Bradley to reach the station. It will be guarded by two gunmen and three SAM guys. Take out two of the SAM guys on the ground and the gunmen, and avoid the fire of the one on top of the plant. Pump lead into it to complete the objective. Leave the fuel drum here.
Chemical Weapons
Next we need to knock out the plant and the storage domes. Fly to the southeast corner of the map. If you are low on gas, fly down to the coast and pick up that fuel drum. Prepare for another M3VDA party and watch out for the three AAA guns. Some medium rockets should dispatch them. Quickly blow everything up, including the domes and the plant itself. If you need ammo, there is a crate to the north.
SCUDs
Bring up your map and look for the Scud commanders. This is where flight planning is going to come in handy- fly in the right order to save some fuel. Head for the closest commander in your vicinity. They are all in double hutted barracks. Blow it up carefully and capture your man in red. Watch out for surprise SAM guys. When you capture a commander, he will tell you where a SCUD is on your map: it is a solid red dot. Some players choose to pick up all of the commanders first, then attack the SCUDs. You can certainly do this to save time and fuel, but I foolishly found my guy then blew up the SCUD, rinse and repeat. Watch out for AAA near the SCUD and send 3 hellfires into it, or whatever you have left. Some are allowed to get away- but if too many do, you fail the mission. To follow the most efficient strategy, continually head to your closest target and move upwards, then to the nearest SCUD and go downwards. do NOT get too close or they will fire off their weapons! Only engage them when ready.
POW Camp
By now fuel is getting scarce. I engaged the POW camp from the south and hit the first watch tower. Blow all the other ones up and send some lead into the cabins. Make sure you are clear to pick these guys up, or else you will be fired on collecting them. Carry your cargo to the Bradley and repeat the process. Watch out for ZSU that want to rain on the parade. The second you complete the objective, head straight for the frigate, unless you can make it to a fuel drum, then to the frigate. Good job!
Introduction
Desert Strike is a helicopter shoot em' up title that was released in the mid 90's for the Super Nintendo and Sega Genesis platforms. I have played both versions and they are nearly identical. However- and I say this after playing the SNES version for years; I prefer the Sega Genesis version. The sequel's sequel, Urban Strike, suffers from lag on the SNES because the hardware cannot process it as fast as the Genesis. In that respect (playing Urban Strike) the Genesis has more raw processing power. The game is about a madman during the events of Desert Storm, and came out a while after. The madman is out to cause mayhem in the Middle East by taking over a "small country" *COUGHkuwaitCOUGH, and you are being called to thwart his plans.
One amusing difference is in the introduction: in the Genesis version a soldier is seen drowning someone with an apparatus. In the SNES version, he is just in a cage. I would suspect Nintendo had some kind of say in that. I digress. This game has four levels with each one getting incrementally harder. This game is played with three key points in mind: Survival, fuel management and flight planning. Differences between Strikes Here are the differences between SNES and Genesis. Genesis is more synthesized and has a lot more processing power while the SNES version is more mono/stereo than synthesized. Also, before the debriefing while it shows your score, on the Genesis it is a round port hole. On the SNES, it is a square port hole. On the Genesis version the terrorist is drowning a guy in a torture device. In the SNES version he is in a cage. Genesis also offers less lag than the SNES due to raw processing power. Other than that, and a cool missile on the menu screen of the Genesis, there isn't much of a difference. Also, the SNES version uses numbers in the password. The Genesis uses letters only, passwords between the platforms are NOT interchangeable.
The Three Key Aspects of the Strike Games
Survival- This game is about survival. You survive by using two methods: managing your ammo consumption and dodging attacks. A common way to avoid enemy fire is to quickly back up, fly right past a target, or circle around it. Also- pick up friendlies when you can. Your apache is equipped with a winch which allows it to collect 1 ups, ammo, fuel, and personnel. The apache has a full load of 6 people (keep in mind, in real life this is not true). You want to land at a designated landing zone with people when you are low on armor- one person replenishes 100 armor, and you only have 600 in Desert Strike. Also remember that missions MUST be completed in order. If you don't, you will run into a "danger zone" with twice as powerful and twice as accurate enemies. Unless something is directly in your way, just ignore it. For objectives that are guarded, it may be wise to take out the defenses first to save heartache from happening later.
Fuel Management- That apache burns fuel like no tomorrow. If I recall correctly, you consume fuel at a rate of one point per second- so you will need to pick up gas roughly every 2 minutes. When your fuel gauge reads below 30, it is time to get fuel. If you don't, you will crash and waste a life.
Flight Planning- After level 1, flight planning is key. You want to leave certain ammo crates and fuel drums in place in the event you will need them later. Only take what you need when you need it. If you plan accordingly, you will save ammo, armor and especially fuel. Know where targets are beforehand, get in there, and get out. Don't dawdle around. This also includes knowing where secret items are located (usually hidden in structures). I'll do my best to point out where some of them are.
Level 1:
Briefing: To begin, the defense forces on the coast need to be wiped out, along with their power, air fields and radar stations. You also need to rescue your mole, who has information regarding the madman's nuclear activities.
Radar Stations
On the way to your first radar station is a friendly being shot at. Help him out and pick him up. AAA reside right by the first dish. Fly around and fire two medium missiles into each of them. Bring out your small gun and blow up that radar dish. Fly northwest and repeat the process to knock out all radar stations.
Bonus F15 rescue
Further to the northeast is a downed US air force pilot being shot at. Help him out, winch him into the copter, then blow up the F15. Power Station After rescuing the downed pilot, continue east. You will see a village under attack- rescue the woman and continue east. Then you will encounter an ambush where three army personnel are in trouble. Free them and wench them up.
Power Station
Look a little to your right and you will see power lines. Follow them southwest until you reach the power station. You will encounter two AAA and a rapier. Light up the AAA's with medium missiles and the Rapier with a hellfire. Try not to get hit by the rapier; it hurts. At this point you should be full on personnel- so you can't rescue the two by the power station. Light up the power plant to finish objective 2. When you blow up the station, a repair crate will spawn. Take it if you need it, but at this point I had 525/600 armor. Avoid the M3VDA on the way to the air field to the west.
Air fields
After the power plant you should be running low on gas. Take the drum at the station and move west. You will encounter two rapiers and three AAAs at the airfield. Dispatch them, and kill the pilots running for the MIGs. Be careful blowing up the control tower: a guy with a SAM is inside. As you blow up the hangars, an M3VDA will join the party. Launch a hellfire into it and continue your work. The far right hangar has fuel in it- and a guy with a SAM. Take the fuel crate, blow up the MIGs, and move southeast. There is an ammo crate down here- I found that I was low on ammo. You will see a set of small mini-warehouses. The ammo crate is in the upper right most one. Grab it and move southwest. Light up this airfield to complete objective 3. Again, watch out for hidden SAM guys.
Command Center
At this point I am sitting at 20/600 armor. Head directly west and follow the coastline up to the landing zone where a small barge is waiting to take the folks you rescued. This will replenish your armor; 100 per person. Let 'em out then pick up the fuel and the ammo crate nearby. Your next objective is a command center in the upper right corner of the map. There are two of them: you need to take out only one and get the commander. At this point you had to unload anyways- because if you tried to pick up the commander with a full load; the copilot will yell that you are full. You can't just chuck someone out the chopper to make room.
Target the watch tower to the far left of the compound and pick up the armor kit if you need it. Take out the rapier and two AAA's, along with any watch towers in the way and nab your commander.
Secret Agent
Then fly to the green dot on your map. Pump some lead into that AAA and grab the fuel tank. The building you want to blow up is on the far left side. Watch the little cinematic and prepare for four M3VDA's to pounce on you. Avoid their fire and blow 'em up with a hellfire each. Get the agent and your copilot and return to base for a mission complete.
PASSWORD TO LEVEL 2: OQAHRAY (Genesis)
Debriefing: The madman is not happy with his generals. In retaliation, the madman prepars his scuds for an attack on the populace. The agent we rescued told us of the location of generals who know where the SCUDs are, and the location of several prisons where political prisoners are being held.
Enemy Guide
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| AAA (threat out of 5: *) |
![]() |
| MVDVA (threat: * *) |
![]() |
| Rapier (threat: * * *) |
Level 2:
Briefing: The madman has retaliated for your efforts in level 1 by preparing the SCUDs for immediate launch, missiles that are powerful enough to cause major damage to the populace. Your job will be to destroy the majority of these SCUDs as well as knock out the power station, radar sites that will track incoming aircraft, and a chemical weapons facility. Also, the agent told us of a POW camp location. We need to get our men out of there.
Radar Sites
These sites are a lot like the previous level: pump lead into the AAAs and then destroy the dishes. Start at the highest station near the top of the map and work your way down. After this mission is complete, we will work our way back up, rescuing the political prisoners. Watch out at the center radar dish- it has a AAA and a rapier guarding it. Blow it up to reveal an ammo crate. Leave it there for later. The final dish will have two rapiers guarding it. Blow them up and begin work on the prisons.
Political Prisoners
Be very careful loading up the prisoners: a ZSU is going to waltz in on your parade and begin firing. These guys HURT, avoid them at all costs. It will take two hellfires to take one out. Fly northeast to the landing zone at the M2 Bradley IFV and unload your cargo, giving you more armor. If you need the fuel, take the drum here. When you are working on the center prison, a building to the left holds a fuel drum and to the northwest an ammo crate. Grab them if you need them. When you finish the objective, you should have four or five prisoners. You will need to unload them to make room for the SCUD commanders. Fly back and drop them off at the Bradley for some armor.
Power Station
Next we want to knock out the power station. Fly northwest of the Bradley to reach the station. It will be guarded by two gunmen and three SAM guys. Take out two of the SAM guys on the ground and the gunmen, and avoid the fire of the one on top of the plant. Pump lead into it to complete the objective. Leave the fuel drum here.
Chemical Weapons
Next we need to knock out the plant and the storage domes. Fly to the southeast corner of the map. If you are low on gas, fly down to the coast and pick up that fuel drum. Prepare for another M3VDA party and watch out for the three AAA guns. Some medium rockets should dispatch them. Quickly blow everything up, including the domes and the plant itself. If you need ammo, there is a crate to the north.
SCUDs
Bring up your map and look for the Scud commanders. This is where flight planning is going to come in handy- fly in the right order to save some fuel. Head for the closest commander in your vicinity. They are all in double hutted barracks. Blow it up carefully and capture your man in red. Watch out for surprise SAM guys. When you capture a commander, he will tell you where a SCUD is on your map: it is a solid red dot. Some players choose to pick up all of the commanders first, then attack the SCUDs. You can certainly do this to save time and fuel, but I foolishly found my guy then blew up the SCUD, rinse and repeat. Watch out for AAA near the SCUD and send 3 hellfires into it, or whatever you have left. Some are allowed to get away- but if too many do, you fail the mission. To follow the most efficient strategy, continually head to your closest target and move upwards, then to the nearest SCUD and go downwards. do NOT get too close or they will fire off their weapons! Only engage them when ready.
POW Camp
By now fuel is getting scarce. I engaged the POW camp from the south and hit the first watch tower. Blow all the other ones up and send some lead into the cabins. Make sure you are clear to pick these guys up, or else you will be fired on collecting them. Carry your cargo to the Bradley and repeat the process. Watch out for ZSU that want to rain on the parade. The second you complete the objective, head straight for the frigate, unless you can make it to a fuel drum, then to the frigate. Good job!
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| New Enemy Guide: ZSU (threat: 3.5/5) |
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