It Came From The Desert Part II ANTHEADS Days 1 and 2 are spent looking around town and getting aquainted with everyone again. Don't forget to say hi to Elmer in the Service Station. On day two you will fight Jackie's boyfriend (lucky you!) When Jackie comes by on day 3, invite her in and she will change into (E-Gads!) an ANTHEAD! With your revolver, shoot off the antennae. Then remember the number that she tells you. Head down to the Neptune Hall and you should meet another "Anthead" again shoot off the antennae and make note of the number he tells you. Zip on over to the University and look for the little boy. Talk to him and you will get some candy which will allow you to distinguish "Antheads" from real folk. Quickly make your way to the mines where you will find your 3rd "Anthead" and once again shoot off the antennae and get the final number to the combination to the safe in the Hospital. Make your way [36mPlease hit RETURN:[32m -down to the basement and get to the safe. Use the manual to enter the combination and get the documents in the safe. These will give you control over the town. Now find the Queen Ant's nest and once again, use a time bomb under her and blow her to smithereens! U.R. Done! Hi attentive reader !! This little text is about how to play GHOSTBUSTERS II and contains some useful hints that will help you to complete about 95 % of the game. (for the last 5 % use your own brain.....) 1. Level: The Ghostbusters have detected a river of slime floating under Fifth Avenue and leading to the Museum of Art. So they jackhammered a hole into the street to go down and collect a specimen of slime from the underground river. You have to steer Ray (with the Joystick, of course) down to the river to collect some slime. On the way down you have to pick up the 3 little parts which form the Scoop to collect the stuff. The parts are to be found at 7 meters on the left side, at 27 meters on the right side and at 117 meters again on the right. After collecting the Scoop go down to the river. Now the cup will fill itself with red slime and you'll enter the second level. On the way down you can also collect extra weapons and energy. It's useful to pick up one or two bottles to restore your energy. With the space bar you can choose the different weapons but you really don't need them to solve this easy level. 2. Level: The Ghostbusters have climbed the Statue of Liberty which began to move and is now walking down Broadway straight to the Museum of Art. On the way several formations of evil ghosts approach you which you have to shoot down. After being hit, each ghost falls down as a little drop of slime. Some little humans are walking behind the Statue of Liberty who can be used to collect the slime. In the left corner of the screen there's your 'slime-o-meter' which shows your energy. Of course it should always be filled. Press the space bar to force the people to go forward or backward to collect the slimedrops. Right of your energy-pointer there are some units that show you how much of the level you have completed. There are some bigger aliens after 6,9,13 and 16 units. When you have killed the ghosts at the 16 units mark you only have to shoot down one more alien formation to enter the last stage. 3. Level: The master of the evil ghosts, Vigo the Carpatian, who is living in a painting from the 16th century has kidnapped a little baby that he needs to be reborn to rule the world. Your quest is to rescue the baby and to kill the evil lord (as always..). The 4 Ghostbusters, Ray, Pete, Egon and Winston have to descend from their Statue of Liberty down to the floor of the museum. They do this by sliding down a rope. You can control the sliding speed by pressing the joystick up and down. You can start at a high speed but pay attention that the 4 heroes need a soft landing. (and this means a very very soft landing....) Otherwise they will be stunned for a while or be dead. After landing go to the upper right corner to pick up the baby (by pressing fire) that is lying on a little table in front of the painting. Put down the baby on the safe place behind the boxes. Anyway, you can switch the different characters by pressing the space bar. If you press Enter you can transfer the weapons between the four people. Now take Pete and Egon (who have both a anti- ghost-energy-phaser) and let them shot the painting. Now take Winston to shot down Janosz, the slave of Vigo. To kill him you have to hit him several time at his front side. When you have killed Janosz, Vigo will take possession of Ray who will disappear. Now shoot at the painting until the ugly head explodes. After that Ray will appear in front of the painting. Well, now you're very close to the solution of the game. I still heven't found the last step to complete the game. The only further information I can give you is that it's possible to move Ray around by shooting him with an energy-phaser. I saw the movie about 2 months ago so I cannot remember how the evil has been killed in the film. I try to get a copy of the movie again to get the last hint that I need to complete the game. But I hope nevertheless that this text has helped you to go through the game. ALTERED BEAST- TIPS The thing to remember about the monsters in Altered Beast is: for anything thats coming along the ground, hit with a squatting punch. Airborne or jumping enemy should be hit with the fall back and kick routine. Level 1 The exploding zombie doesn't require anything special as long as you destroy it before it explodes. Use long range moves. The ghoul punches out at you but he is easy to deal with. Duck under his punches then give him one back to kill him. The grave master can't be defeated quickly or easily. Keep hitting on him until he fall. The gargoyle is out of reach much of the time. Wait until he comes down low before kicking up at him. The end of level boss can be dealt with by getting in close, getting down on your hands and knees, and punching at the base. Level 2 The snake is best encountered by striking at it's rattle. If you can't kick it before it rises up out of reach, stay away and kick up to knock off it's head as it comes down. The whiptail doesn't require any special moves, just give it a strong kick. The guardian is best dealt with in dragon mode. Fly underneath the cup and do a field burst continually. Level 3 The ants can be dealt with by hitting them with a squatting punch. The snail is best left alone until you have two power orbs. At that point, a kick in the head will kill it. When you get to the guardian, keep breathing onto it's base and push it back as far as it will go. When it fires at you, walk back into the center and spin into them. Level 4 When you get to the hammer devil, wait for him to start coming down, then move slightly to the left and do standing punches to the right. The boar requires no special tactic, just keep punching away at it. The guardian on this level is easily destroyed. Just keep throwing fireballs at him until he coughs. Level 5 The brew can be killed with a couple of squatting punches. The fish are similar to the ant's so if possible stay out of their way. The unicorn can be destroyed by kicking up at him while he jumps at you. The rhino is difficult. Wait for him to charge, then do a low jump followed by a horizontal burn. Repeat until he dies. CONQUERER- HINTS German tanks have a worse hill climbing ability than both American or Russian tanks. If your playing as the Germans, a good tactic is to wait at the top of hills and rush down on the enemy as they approach. If you are playing the Allies, you can escape the germans by heading up a steep grade. In this game, an oblique shot will have more armor to penetrate than a square on blast. So if you are being attacked, try to only give the enemy angled shots. If you are attacking, of course, try to get a good 90 degree shot. The frontal armor is the strongest on all tanks so try to face the enemy from the front. Vice-versa when attacking, try the flank or rear. A tactic the computer uses which is often successful is to use the light tanks as reconnaissance troops, sent out individually to report back to your groupings of heavy armor. When map firing, shells will take about 30 seconds to hit the ground. Try to calculate where the enemy tanks will be when the missiles strike. Be careful and don't get just heavy tanks. Heavy tanks are good for head to head combat but light tanks are good for reconnaissance and emergencies. Medium tanks are a good balance between the two. Use your drone tanks to your advantage. Have one hold the enemy tanks attention while you attack from their rear. Be aware that the computer will turn towards the tank with the strongest gun. TANKS- Panzer III - Cheap but no outstanding features. Panther - Good front armor, a good gun, and average mobility. Tiger - Excellent armor and good gun. Chaffee - cheap and fast. M36 GMC - Fast and has a good gun, weak armor. Sherman - Good gun, medium speed, adequate armor. Pershing - Medium speed, good armor. T34 - Good armor, good gun, average speed. KV1S - Good armor, good gun. KV85 - Excellent gun JSII - Excellent armor and gun, good mobility. DRAGON'S BREATH- HINTS Dragons Don't worry about the lizard's intelligence. If you're playing the arcade game, the dragon's I.Q. is equivalent to your skill with the joystick. If you're raids are computer controlled, though, make sure you have a high intelligence rating. Having a potion handy to heal a dragon is a better idea than waiting for them to heal naturally. The strength potion will have a side effect of decreasing intelligence but this can be corrected with another potion. Spells Spells are one of the most difficult parts of the game. The best way to mix a spell is to write it out on paper. First, write down the proper ingredients, then, how they are applied and whether or not they are heated. Try to figure out several useful formulas which will increase the strength and health of your dragons. It is also a good idea to work up a potion which will counteract any side effects. General Search every location in an effort to find the pieces of the talisman. Think out every move and how it will effect your cash flow. Don't be soft on anyone either. Because a town has a similar name to a place up the road from you is no reason not to burn it down or threaten it. Arcade Game You don't actually have to play this but it helps break the game up. Aim mainly for houses and barns, avoiding defense points or flying objects. Don't double back in a heavily defended area. Be careful, don't stop, and don't overuse your flame. Profit Profit is mandatory. Early in the game, conquer a few small villages and set a low tax rate. When you have enough dragons, conquer a large village and leave a guard there. Then, you can set a high tax rate without a revolt. If you become low on money, check through your news files and find villages that are at war with each other. Send a dragon out to attack the smallest village and, if successful, you will claim the village and the reward. BATMAN- HINTS LEVEL 1 Beware of the bomb throwers on level 1. Even if the grenades don't hit you, you can be thrown off your rope causing injury. The best idea is to keep as close to the wall as possible. That way the bombs will explode against the wall and not you. After it impacts, move as fast as you can towards the grenade thrower. Strike him before he has time to aim. Swinging across gaps is not advisable unless absolutely necessary. Try to limit hanging or swinging from the rope as much as possible. LEVEL 2 As soon as the arrows appear, get onto the side of the road that the arrow is pointing. While hooking the third and last lamp-post is more dangerous, it does rake in the points. The most important thing is to cover a distance of 50 without crashing. When you crash, you are sent back half the way traveled. LEVEL 4 Keep your speed between 100-120. Cut the ropes by clipping them with your wings rather than the main plane body. If you get too close to a balloon and are not on target, evade it and go to the next one. LEVEL 5 The Cathedral is vertical in shape. It is a good idea to map it as you go. You will encounter spikes and disappearing floors on this level, along with deadly rats. You will not be able to stick to some areas of the ceiling which have pointed hanging structures from them. Take your time and work your way up. When you get to the Joker hit him with your bat rope and watch him fall off of the tower. INTERPHASE_- The first level is solved in the manual. On level two, a security droid is the puzzle. Turn the first and second turntables up and send KAF-E over the pressure pad. This will cause the robot to destroy itself and will deactivate the electrified floor. Level three is a little more difficult. When you reach the first turntable, go down, and as soon as you get to the one below, go back up. Now go right but leave the turntable facing left. Repeat this to get thru the second set of turntables. Go left at the next turntable you reach, but leave the turntable facing right. The security camera must be switched off by the time you reach it. When you reach the last turntable, go down into the exit lift. As soon as you enter the forth level, destroy the security camera. Go thru the level opening all the doors that you come to. Destroy any of the green cubes that you spot along the way. KAF-E will then make it's own way to the lift. On level five, go to the first turntable then left. Set the turntable in the bottom left hand corner of the map to face up. The turntable right above it should also be set up. Go back to KAF-E and send it left at the next two turntables. Go to the turntable at the top of the map and set it to go up, and the turntable to it's right to face right. Send KAF-E up twice then right. The down-pointing turntable below the robot should be set to the right. Send KAF-E right, then down, then right again. Set the left pointing turntable to face down. Send KAF-E down then up again. Then go left, then down, then up the lift. On level six, destroy the open door below KAF-E. Go to the workshop, build a close door, and replace it in the circuit. The next door should not be hit until the patrolling robot is as far away as possible. After you go through, close the door on the left hand side. On the grid above the door, there is a turntable facing left. Set it to face right. Go to the up lift. The turntable on the right should be made to face right, into the lift. Now send KAF-E left. Once the robot has passed, repair and open the door. Now go right twice, then left, then right again. Reverse this next turntable to face left, then go right, into the lift. On level seven, the first thing is to set all the turntables between the rooms to face up. Send KAF-E up, then reverse the turntable soon as you exit it. Keep repeating this, reversing them as you go until you reach the turntable at the top. Set the turntable outside this lift to face down. When the two robots inside are grouped together, release them by turning the turntable back up, Send KAF-E down the left hand arm of the loop to bypass them and allow them into the lift. MIDWINTER- When the game begins, you will find yourself in the middle of the enemy. Look at the map to find the nearest garage and head for it immediately. Don't fight the enemy vehicles. Stop occasionally to shoot at the aircraft that follow you. When you get to the garage, get into the snow buggy and leave. If no garage is readily available, hang glide to the nearest cable car station and ride up the mountain. Use the early part of the game to recruit as large a team as possible. Use each new member of the team to recruit others, keeping in mind that each person has their own personality and might only be recruited by one or two other players. (For instance use one of the women to recruit the grumpy hand glider pilot Grazzini) Professor Kristianson is the only character who can transmit on the radio distress signals. Use his grandson or his grandsons's girlfriend to recruit him. Take Kristianson to a radio station using a snow buggy. Have someone else drive him to avoid enemy air attacks. When hang gliding, watch for enemy aircraft. Don't make any sudden turns or dives and look at the ground only briefly. Keep your eyes on the horizon. Fire off your air to air missiles as soon as you see the enemy aircraft. If an aircraft gets close in, then use the sharp turns to bring him back into your sights. You can gain more speed by flying close to the ground but it also obscures the horizon. Try to compromise between speed and safety. Try to stick to the mountain ridges when hang gliding. If you cross a valley, you will loose much of your air current and probably have to land. The coastline is also a good place to hang glide. The huge cliffs on the shoreline give excellent lift. Flying across water, on the other hand, is very difficult. It provides no lift so you must obtain maximum altitude before crossing it. If islands are available, use them to gain altitude before continuing. Cross country skiing is a good form of transportation over fairly gentle terrain. When you can, head for the smoothest route, even if you have to detour. In the mountain areas, don't try to sky uphill. When going downhill, try to ski along the gullies rather than over the ridges to keep up your speed. Zig-Zag down deep slopes to keep from gaining too much speed. If aircraft harass you while skiing, you can use several tactics. If on a flat section, use your rifle to shoot at them.If you are on a downhill section just keep going. If you can get up to 70 miles an hour, you can outrun the aircraft. When you find a snow buggy, be careful not to damage it. Don't go down any steep slopes or the buggy will dump over. You can however go upwards on a slope. You should be able to spot and target enemy snow buggies before they can fire on you. Try to make your first show accurate because it will make you an easier target. You can throw off enemy missiles by violent maneuvering. Be careful what maneuvers you try match the terrain you are cruising in. In attacking the enemy headquarters, there is several important hints. First of all, bring dynamite as none will be available. Second, don't try to sky the entire distance. It takes too long and you will exhaust your party. You can approach the enemy headquarters by hang glider. Air attacks are frequent as you get closer to the base and you will probably have to land at cable car stations to replenish your supply of missiles. Approaching the base by snow buggy seems to work best for me. Approach via low ground, taking care to avoid armored units. (The coastal approach works well) Finally, take good care in choosing a driver. Choose someone who is not a prime target for air attack but who has the necessary skills to handle the high speed drive. Good luck! STUNT CAR RACER- HINTS Take the first corner full steam and tackle the ramp going 150 MPH. Accelerate around to the hump, so you can reach about 200 MPH by the time you get half way up. This should give you a fairly even jump and landing. On the other ramps, go either below 130 or above 180 MPH. The rest of the track should be kept to about 170 MPH. On approaching the big ramp, take the first two small ramps at 170 MPH then get up to about 210 for the main one. The rest of the course is no problem. On the track with stepping stones, head down the start straight at 110 MPH. Take the second gap about 100 MPH. When you get to the steps, speed up to about 140 , not letting it fall below 110. When facing the high jump, get up to 210 MPh from the start to clear the jump. Keep it under 200 for the small jump. On the slanted road, keep at the top and keep the speed up. On the rollercoaster like track, keep under 110 MPH on the first hill, and take the bumps fairly easily. On the track with the big jump, keep below 100 up the first hill and on the second, stay around 140. Slow down after the jump. When approaching the big jump, get your speed up to about 220. When you get to the drawbridge, floor it when the bridge has gone down about halfway. Hit all the hills till the next ramp at 140, then on the bumpy section, go down the middle at 170. Get up to top speed for the last down hill jump. ROCKET RANGER - THE COMPLETE GUIDE STARTING THE GAME For the first time, when you have loaded the game and you are greeted with the option menu, go straight to the War Room. Now move two of your agents to SOUTH AMERICA, and place the other three agents in AFRICA, forget about flashy joe on Germany, move them straight to these areas, then exit. Now takeoff, forget fuel depot. Enter '23' into your tank to get you to the Atlantic. THE ZEPPELIN On the first screen, the zeppelin will move from left to right across the screen. You can not hit it with your gun, but you can destroy the torpedoes that are fired at you. Very easy this, once TEN torps have been fired, regardless of whether you have hit 'em all or not, you go automatically onto the next screen. On the second screen, the zeppelin is much closer, here you have to aim at the gondola just below the main airsack. Torpedoes are also fired at you, try to dodge them, do not bother about destroying them, unless they get in the way. The main objective here is to shoot the gondola below the airsack, if you successfully hit it, a green flash will appear, do not fire anymore, and you will go onto the next screen. If you accidently shoot the airsack on the zeppelin, then it blows up and you have failed this bit, do not worry, as you have not lost the game, see the BARNSTOFF's CAPTURED section for more details. On the third screen, you will now be in the zeppelin gondola, where Jane and the Prof are, after she says something to you, on the FIRST time you successfully rescue them, you reply like this :- LOOSEN UP DOLLFACE, I LIKE YOUR STYLE, I OUGHTTA TEACH YOU, I TOOK THE SCENIC ROUTE, CAN YOU USE SOME HELP. Once this has been entered, you automatically fly back to Fort Dix, with Jane and the Prof. Later in the game, the Nazi's capture Jane and the Prof again, (Typical Americans !!) from the USA, in which you have to attack the Zeppelin again, it happens three times in all. The second time you successfully get into the Gondola your relies are :- I'M GLAD TO SEE YOU TOO, I JUST WANT TO HELP YOU, CAN YOU USE SOME HELP. The third time, your replies are :- I'D BE HAPPY TO LEAVE, I JUST WANT TO HELP YOU, CAN YOU USE SOME HELP. These replies ALWAYS work successfully if you enter them in the correct order, unlike some suggestions that I have seen in magazines concerning this game !! THE WAR ROOM You should return here after you have returned from the first zeppelin raid. Your agents should be flashing so read the reports. Your first objective is to find the Nazi Bases, the next objective is to find the 5 Rocket parts, organize resistance in the west, and knock Nazi efficiency down a bit. The Temple base is nearly always in SOUTH AMERICA, whereas the DESERT BASE is nearly always in AFRICA, try these places for both bases, that seem to be regular haunts of the two bases : SOUTH AMERICA : VENEZUELA, COLUMBIA, etc AFRICA : MID-EAST, KENYA, EAST AFRICA, EGYPT etc. Once a base is found, organize resistance and fly to it straight away. When you go for a fly, try to visit more than one country if possible, ie attack a Rocket Factory, then go to a base. Once resistance is organized, Lunarium comes flooding in. It is also usefull having a bash at a Zeppelin Factory, or a fighter base, or a brain washing plant just to slow the Zeppelins down. Once the two bases are found etc, you must locate the 5 parts of the Rocket. It is also usefull to try and get Canada, and all of South America turned brown, which means resistance organized, as it gives you extra time for locating rocket parts, as the zeppelins take longer to occupy a country with resistance organized in it. Try to keep two agents in the left side of the world, leaving three agents to investigate the right part, if you have less than three agents left, and you are still locating the two bases, FORGET IT, start again !! Once you have all 5 parts, and enough Lunarium, you can construct your rocket and fly to the moon. BARNSTOFF'S CAPTURED If you blow up the zeppelin (silly bod !) then they are first taken to Germany in a sub, when you get back to Fort Dix, you get a message saying shock, horror, they are going to get exterminated, and it suggests you fly to Germany, well I strongly advise you not too. I have completed the game by ignoring this message, it is up to you, but I advise you don't. If you forget about it, you later get another message saying they have been taken to the desert base (one of the Lunarium ones you are trying to find !) if you ignore it again, they just get sent to the moon unharmed. If you want to fly to Germany, when you get the message about Jane and the Prof, then you get the Shoot Planes screen. If you kill them (easy as there are only eight !) you land in Germany, where you get immediately captured, you then get interrogated, and you answer as the zeppelin screen, I never got this right, I once told him that 'HITLER EATS BABIES' in which I escaped to another country, but I did not free Jane and the Prof. If you are unsuccessful, then when you get the next message about them being taken to the Desert Base, fly to it (that is if you have found it !) and you get captured again, with the same screen as Germany ! Which is why I ignored it as I could never get the answers right !!, as I mentioned before, it is not necessary to go through this bit. If you fly to Germany when Jane & the Prof are not there, and successfully shoot the planes down, then when you land you get a message saying well done, and Nazi efficiency has gone down by 5% (big wow !) NAZI EFFICIENCY This is where you can knock down the percentage in the top right hand screen, to slow the Zeppelin down. You do this by your agents reporting about a brainwashing plant, or looting of art treasure, zeppelin factory. If you fly to the country, then all it is, is the plane shoot, once this is done you get a suitable message saying efficiency down by 10%. It is only worth doing this in the early stages of the game, as the plane shoot gets much harder later on (it is hard enough at the beginning !!) ME 109'S On this screen you are soaring above the clouds, Me 109's attack in formations, the best way I have found is to stay at the bottom and pick them off. This screen, in my opinion, is the hardest screen of the game, save except for the moon shoot out. Once you have been hit three times, then kaput, you'd better have enough Lunarium to get home !!! TAKEOFF Make sure you have loaded up with enough Lunarium, a heavy load is harder to take off of course, but if you press the button, in time to his legs being directly underneath his body, you should manage it, watch out for the lame seagull, and also watch out for the UFO which appears from time to time on the screen where you soar up through the sky. THE ACK-ACK SCREEN This is the attack on the Desert Base, it is at night, and ack-ack batteries come at you from the top of the screen, if you fire your gun a bit before the batteries, you will destroy them. Once you have hit ten you have done it !! You can only take three hits from Flak !! Very easy. THE TEMPLE SHOOTOUT This is also very, very easy, this places you in front of a temple, where you have to knock out machine guns positioned at the windows. Pull down on the joystick and the bullets miss you, you have three seconds before the machine gun opens up, so rush to the window and fire slightly above it, and KABOOM !! If you get hit three times then you have failed. Once you destroy all guns, the door opens and you have done it !! THE PUNCH UP When you fly to a rocket factory, upon landing you have to bash the pulp out of a guard, there are four moves and two ducks, the ducks are useless, the first three guards are dead easy, the last two can be sorted out if you keep the joystick pressed up, and press the firebutton when his face is uncovered, knock his bar down, and BLAM, you did it !!! THE MOONBASE (& VICTORY !) Once you have the final rocket part, and 500 units of Lunarium, assemble your rocket, load the Lunarium and blast off !! You will then find yourself in the Mine. You have to shoot the women zombie slaves from the platforms in similar fashion to the Temple shoot out. To hit them stay down until the girls cease firing, then move over and shoot them. Be quick as they will escape on ropes and return. Repeat the process carefully, for those on the right. Don't forget that your vision becomes impaired due to the effects of the Lunarium, so hurry. If you have succeeded, the world is saved HURRAY !, if you are to slow, then Nazi's are in the Whitehouse, well, it would have made a change from Rubber Reagan !! NORTH AND SOUTH- HINTS When you play a one player game as the south, choose 1862 or 1863. If you choose the north, select 1864. If you choose 1861, both armies will be equal. Choosing the ship will allow anyone owning South Virginia to gain an extra army every eighth move. To make the game longer, you can choose a raincloud. This will stop an army from moving. To make the game really adventuresome, choose the Indian. At the start of the game, head for the counties with forts in them, this will give you extra cash. Also try to occupy the states between the forts with the train line going through it. Another important place is the port in South Virginia, if you choose the ship option that is. If you chose the indian option, the indians will attack any army that stays north-west of Texas for too long. The Mexican will attack you if you stay in Texas for too long. If you are worried about one of your forts being attacked, leave an army there. The more states you own, the more money you get, so try to defend your states while cornering the enemy. At the start of a battle, press the fire button until the meter at the top of the screen is full. This fires a cannonball full power. If there is a bridge, wait until the enemy is crossing it before firing. If the bridge has been destroyed and you want to get to the other side, follow the path at the bottom or the top of the screen. Remember that it can only be crossed single file, making it dangerous. At the start of the game, a good tactic is to send in your calvary to slaughter the enemy artillery, infantry or calvary as soon as possible. When confronting infantry or artillery make sure to keep moving because they will be able to shoot at you before you can hit them. If you see the enemies meter rising, move your artillery to avoid his shot. Capturing more forts means that you'll receive more armies than the enemy so try to take as many as possible at the start of the game. To take a fort move one of your armies into an enemy held state. When you start moving, go to the top of the wall to avoid dogs and explosives. Jump the gaps or you will be killed. If you see an enemy soldier heading for you, either fire a dagger or move to the top of the wall and he'll pass you. When defending forts, you need to get a shot in as soon as you can. So as to appear the same height as an enemy soldier, press either the up or down key. As soon as you appear, throw a dagger to stun him. If he fires one at you, jump over it. After you've stunned him, run up and start punching him to slow him down. At the start, let your men attack him one after another and you will likely keep the fort. As soon as the train sequence starts, push up to climb to the second carriage. Make your way to the right, jumping the gaps and avoiding the guards. After you jump a gap, throw a dagger to stun the guard, When you get to the cab, you will get the gold intended for the enemy. When defending your trains, use the same tactics used to defend forts. Star Command Getting Started The first and most important thing in this game is to put together a party that is well balanced. Select all of your personal to have a minimum attribute of 50. You need 2 good pilots, so make sure they both have hi ratings. The co-pilot should have good code breaking skills. The pilot should have hi ship repair skills. Marines need to be skilled in heavy armaments and scouting. Send them to survival school and on to special forces training in the initial setup. Make sure soldiers are trained in chemical, explosive, heavy and light weapons. You will need to have an Esper in your party. The have ESP and are the only one who can use light Swords. Train them till they have a 3 point esper rating a 1 point light arms and the rest in medical training. Personal equipment should be restricted to the first six members. Equip the Esper one marine and the 2 soldiers with cheap two coil ion guns. The marine who is the most accurate and who has the best heavy weapons rating should be equip with a super nova flame gun. Give 2 of the soldiers caustic mist bombs and nutron grenades. Equip each member with plastic armor. Next you will need a good ship. Go for the hornet. This ship is almost identical to the wasp. Buy hyper velocity rockets for all six positions plus 8 to 10 rounds per station. For protection you need 4 anti-inertial screens and 300 hundred points of armor. Ship Combat If attacked by more than one ship. position your craft between the others. This gives you the advantage of bringing more guns to bear on the other ships If possible try to impersonate a diety and asking for tribute. The easiest ships to defeat are freighters. if you come across a private ship try arrange a truce or run from it, you get no money for destroying it. If you come up against ship that is larger and their seems no hope in destroying it, dock and do combat with it. if you win then tow it back for the bounty. Bases. When you enter a base take a motion detector and a radiation detector. YOu will also need a lock pick and a sonic torch. Interact with all person you come in contact with. Tips When returning to base collect you pay and sell all items not needed. Be sure and buy medic kits. Also spend your money on improved sighting devices. Also spend money on more armor for your ship. Don't forget to spend money on better weapons. TYPHOON THOMPSON-HINTS At the start of the game, a laser cannon will be the only thing you have to aid you in capturing the sprites. If any of the sprites try to make their way back to one of the islands, shoot him once to knock him out and give you enough time to bag him. The scatter bomb is about the same as the laser except for the fact that you can make it explode. Sprite magnets are another useful weapon you will later receive. When a sprite flyer has been shot, just drop a magnet and the sprite will be drawn to it. Another weapon is the freeze bomb. While you are collecting the sprites from the water, drop a load of these and all of the flyers hit by them will be made inactive. There are seven sprite flyers in all. Forcer is the most harmless of them. All he does is float around you pushing on you with his force field. Shoot him last because he can't actually kill you. The bomber is a small round craft that beeps as it patrols the islands. It's tactic is to repeatedly jump you until your jet sled is destroyed, so keep your distance. A larger version of the bumper is the whomper. It uses the same tactic but only has to hit you once. Sucker is a very difficult one and should be avoided at all costs. Spitter has the ability to shoot back. A direct hit from him will cost you one of your lives. Bubbler is the final of the seven.