
  Theatre Of Death


    CHEATS

Enter "SHED SOFTWARE" as your password. A message will now appear saying
"I hope you're not cheating". This will give you infinite ammo and allow
you to have unlimited use of the air strike option during any mission in
the game.


    LEVEL CODES

------- Grass --------------- Arctic ------

01 - "-------------" | 01 - "6031769A639B2"
02 - "3742D37511750" | 02 - "60314C8348632"
03 - "3743AB043D2C0" | 03 - "6031B00C30482"
04 - "37431939568F0" | 04 - "6033A48515532"
05 - "3747F2D2304E0" | 05 - "603325CA55CA2"
06 - "374EB1C108DF0" | 06 - "6035978F5A312"
07 - "374E0FA058500" | 07 - "60208E233B7D2"
08 - "375218624A9E0" | 08 - "6015C59C3B802"
09 - "3741EE8D68730" | 09 - "606A6C10290C2"
10 - "377E1AAF75510" | 10 - "6020CD847A982"
11 - "37D0B6574FA90" | 11 - "603C522C71302"
12 - "371AD5D760290" | 12 - "63544DD11ECF2"
13 - "3066A48019700" | 13 - "62D6F79E6C862"

------- Desert --------------- Lunar ------

01 - "772B8AF13DEC1" | 01 - "56401FA7612A3"
02 - "772BACDB1A581" | 02 - "564036CC6BB13"
03 - "772BED8B1E0C1" | 03 - "564095586C8F3"
04 - "772A0B160B531" | 04 - "5640836454BF3"
05 - "772E227F5CE01" | 05 - "56441C7D065C3"
06 - "772FF6A419791"
07 - "7739AEB975CA1"
08 - "773D37DB11A41"
09 - "775AFCE94D9A1"
10 - "77821FFA68871"
11 - "776B092A2C571"
12 - "7502584C79311"
13 - "737BF005797E1"


    TIPS


      GRASSLAND LEVELS

MISSION 1: Slaughterhouse
Not exactly hard this one. The enemy are unarmed and seem to positively
enjoy running right in front of your big powerful guns. I won't insult
you by saying any more.

MISSION 2: Greande Test
Easy to complete, of course, but it's worth noticing that grenades can
be thrown over obstacles like sandbags and trees - missiles just bang
into them. Worth remembering for later (honest).

MISSION 3: Tank Test
Forget trying to shoot the enemy - just run them over in your tanks. The
enemy soldiers make a lot more mess that way. Nice squelcy noise too. I
hope these tips are proving hugely helpful so far!

MISSION 4: Chopper Squad
Right, a bit of tricky manoeuvering needed here. First, get a couple of
choppers from the landing point nearby and run your squad to the
sandbagged bunker and ammo dumps in the NE. This should provide cover
and extra ammo for your besieged team. Then send out a chopper to
dispose of as many enemies as possible. When this chopper is destroyed
send out the next one. With a bit of luck there shouldn't be many
enemies left by the time they reach the rest of your team, who should be
able to get rid of the remainder quite easily. Be extremely careful not
to blow the sandbags up with missiles and remember not to blow yourself
up either.

MISSION 5: Air Support
Your first chance to use an airstrike. As soon as the level starts, call
in a strike at 60-50, then jump in the chopper just south of your start
point and set out alone to dispatch the rest of the foe.

MISSION 6: Hot And Bothered
Supposedly an introduction to the considerable joys of flamethrowing,
but due to the flamethrower's limited range it is actually much easier
to just run the enemy down in your APCs. There's also a chopper just
south of where you start if you fancy a bit of shooting action as well.

MISSION 7: Operation Cobra
Chinook time. Your base has been taken over and you need to get it back.
Use your single guy to pick up a chopper from 34-52, quickly call in
your Chinook to 40-20 or thereabouts and set off to engage the enemy
soldiers who are running towards the SE corner of the map. A bit of
sharp shooting from this chap should make life easy for your
reinforcements.

MISSION 8: Flush 'Em Out
Enemies at 70-70 need waxing. Quite a tough one this. Run both soldiers
to somewhere near the combat point, then send just one of them in to set
fire to the eastern section of the trees surrounding the enemy position
(this gives you more room for manoeuvre if things don't go too well and
you need to chicken out). Then shelter behind one of the remaining trees
waiting for one or two of the enemy to run reasonably close to you so
you can charge out and incinerate them with the flamethrower. If your
soldier gets hit a couple of times, run him up to 63-20, where he should
find a fine range of crates crammed with health and ammo boosters to
restore an ailing hero. The just return to the fray. Of course, if your
first soldier pops his cloggs, you've still got the other one to finish
off the fun.

MISSION 9: Operation Yellow Chickens
Dead easy. Just kill a few bad guys with your APC and they'll be soiling
their trousers, waving their white flags and running to your prisons in
no time. As soon as this happens, you just, erm, basically stand there.

MISSION 10: Operation Wildgoose
Large HQ at 90-60 needs cleaning up. You'll need all your weapons here.
First run some men over to the ammo dumps on the right hand side of the
map, and stock up on missiles. These can be used to wipe out enemy
helicopters in the SW and more importantly, destroy incoming enemy
chinooks before they can drop their cargo of soldiers (each chinook
needs to be hit by 8-10 missiles). The chinooks are called in when the
enemy gets to under 10 soldiers. So you'll need to attack the base with
grenades and guns blazing first, and then scroll the screen frantically
round to spot the incoming chinook as soon as you hear the sinister
laugh which tells you it's on its way.

MISSION 11: Operation Freedom Part 1
Easy. Rescue your trapped squards by grenading the prison in the bottom
right of the map, keeping a close eye on the grenade towers nearby. Once
your squad are released (move them away from the grenade towers pronto),
they should make fairly light work of the opposition.

MISSION 12: Operation Freedom Part 2
Your stupid men have been captured again, there's a load or enemy
choppers on the way and you've got a spy in your midst. The spy is
actually the guy you control when you start the mission, so quickly
switch to another soldier and waste the traitor. Then find the prison at
78-81 and destroy it to rescue your team. Kill any marauding enemies and
retire one squad to the north edge of the map. Equip the other squad
with missiles from 55-81 and send them out one at a time to wipe out the
plundering helicopters. Try and separate the men you leave behind so
they aren't all killed at once if they suffer a surprise attack whilst
you are away.

MISSION 13: Operation Certain Death
Unaccountably easy. Just attack opposition with tanks or helicopters to
make them surrender. Drop your helpers in at 10-10 because it's
particularly scenic just there. Air strikes are available if you want
them, but you probably won't.

MISSION 14: The Ambush
First, lay a trail of mines across the wide paths between two shallow
hills just SE of where you start. The convoy will then hit these, which
prompts the enemy to call in an air strike and a chinook with
reinforcements. Split your team up to avoid the air strike and leave
loads of mines where the chinooks arrive at 24-27 and 32-07. The real
fun starts when the enemy soldiers that manage to land - they run after
you, but instead of attacking when they get near one of your soldiers
they just stand there like total spanners. Then you just run away and
they follow you, so the trick is to try and make them run right over
some of the mines you've left behind!

MISSION 15: Total Anarchy
Very difficult - avoid. The enemy has loads of chinooks which they
generally deploy men from where your leaders are standing. Just try and
spot them early and get an APC there to run the soldiers over as soon as
they drop to the ground. If you let any chinooks drop their load then
you can kiss your troops goodbye.


      DESERT LEVELS

MISSION 1: Operation Mantrap
Quick and easy. Stop the transporter carrying the official to base at
10-90 by planting loads of mines on the transporter's route along the
bottom of the map, near the row of red flags. No trouble. Well, as long
as you remember your chaps drop mines just NW of where they are standing
and don't walk straight into the one you've just dropped.

MISSION 2: Operation Ironside
Send an air strike immediately to 50-20 to wipe out a considerable
quantity of the enemy, switch to missiles and take out remaining tanks
using a single man at a time. Another easy one.

MISSION 3: Investigation
When you first meet the enemy helicopters they're all nice and friendly,
but needless to say they're just trying to win your confidence. Use the
'friendly' time to rearm your troops will missiles from 54-74 so you can
be ready to retaliate as soon as the foes open fire. They can call in a
troop assist, so as usual you should try and blow up the chinook before
it drops its soldiers. It lands somewhere around 40-40, I think.

MISSION 4: Warzone
Plenty of air strikes and chinooks at your disposal - make use of them.
Call in an early airstrike on the bridge at 60-30 for good results and
save chinook calls until youtr existing troops are on the edge of
extinction. Also get in as many tanks and helicopters as you can. They
are littered all over the place and improve the average soldier's life
expectancy no end, as well as his killing power (both these vehicles
have a far greater firing range than your standard gun-wielding soldier,
so you can eradicate enemies from a safe distance). Your soldiers seem
perfectly capable of finishing this one without too much help from you,
as long as you get the odds in their favour at the start.

MISSION 5: Operation Blitzkrieg
The village is at 30-80, just to the left of your start point. But after
one minute and ten seconds (precisely!) your first leader unaccountably
gets blown to high heaven, so make sure you've moved your other chaps a
reasonable distance away from him before. Use the remainder of this
squad to run to 22-51 to pick up a couple of helicopters and leave them
hovering there while you send your second squad into the village to take
out as many of the twenty enemies who suddenly appear there. As soon as
your second squad leader is killed one of your helicopters starts moving
towards the village, so find and take control of it as quickly as
possible. Then just hover and make full use of the helicopter's long
range firing capabilities to pick off the enemy as they run towards you.

MISSION 6: Hell Hath No Fury
You need missiles to take out the enemy chopper squad, so quickly rearm
from the dump at 51-13. Spread your men out a bit to minimize the
effects of enemy missile strikes, and use the helicopters at 59-61 and
78-46. Really easy that one.

MISSION 7: Operation Destroy
First, take control of your leader so that the amphibian transporter
comes across to you and you can get your team over the river. Send your
helicopter towards the prison at 73-25 and take out as many guards as
you can. Then rearm some soldiers with grenades and missiles from the
ammo dump at 78-13. Send them in one at a time to blow up the prison
(this must be done within 5 minutes) and start taking out the rest of
the baddies. Leave the rest in defensive mode at the bunker round the
prison, just sending them out one at a time if they are needed. There's
a whole hoarde of tanks at 04-72 if you want them.

MISSION 8: Operation Judas
Shoot the soldier who shoots at you, but don't kill him. Then engage the
enemy and - well, that's all you have to do somehow. I don't know how it
works, it just does.

MISSION 9: The Defector
By some means you have to kill the defector on this level, but he's
wearing a bullet-proof vest and can't be shot. In fact, I'm afraid I
don't know how to do this one. It probably has something to do with
hand-to-hand combat or the ammo dump with the electric fence round it at
31-56, but my only advice is to make this one of the two missions you
don't bother with in this section.

MISSION 10: Operation Crater Maker
Easy-peasy. Do away with all incoming chinooks with a missile burst
before they can drop their soldiers. Then collect more missiles from any
of the dumps lying around and blast the ornate building behind the
electric fence in the NE corner of the map.

MISSION 11: No Chance
Take out the enemy scout A.S.A.P., then make for the helicopters on the
right hand side of the map. Use these to take out the chinooks - in
fact, if you destroy the first one before it drops its troops you win
the level without having to face any more.

MISSION 12: Operation F.O.T. Part 1
Obliterate any enemies that are around (there are quite a few) and check
out the big tank doobridge at 80-80 - perhaps having a go with the
jetpack found in the mini-compound nearby on the way - and try and
destroy it. Albeit you don't win, this will end the mission.

MISSION 13: Operation F.O.T. Part 2
A total cinch. Just drop all your available air strikes in the 7-80,
69-77 area and hey presto, you've finished.

MISSION 14: Operation F.O.T. Part 3
Take out all enemy forces with the help of choppers to be found just
north of your start point - send in one at a time and kill soldiers from
a distance. You've got two troop assisstants to use when things start to
look desperate. There's also a stash of useful crate at 56-18. The enemy
chinooks generally drop off more troops in the bottom right corner of
the map, so try and keep forces there in readiness.

MISSION 15: Operation F.O.T. Final Chapter
First, move your squad down from their starting point to give yourself
longer to react to the incoming enemy chinook, which tries to drop
troops right on the head of your squad leader. There's some extra ammo
at 20-66 where you can pick up grenades to blow up the pyramid
concealing the scientist you need to kidnap at 64-60. The scientist
tells you the F.O.T.s can be destroyed with acid from an enemy hut. Find
this over on the west side, and use a flamethrower with it on the F.O.T.
at 80-80. Then before you know it, you'll be freezing your butt off in
the ice missions.


      ARTIC LEVELS

MISSION 1: Operation Polaris
Another piddlingly easy one. Kill the bad guys (there is a tank fleet at
05-75 and a helicopter pad at 00-12 to help you) and prepare for an
enemy chinook at around 46-21. Wipe it out and take in the orders about
the nuclear device you've got to neutralise. Go to the prison at 72-27,
blow it up and them blow up the submarine hidden underneath.

MISSION 2: Swapping Sides
Needless to say, the supposed deserters to your side are all pulling
your pilsner and open fire on you as soon as they reach your start
point. Just get in a chopper and do you worst.

MISSION 3: It's A Secret
Frankly a right tough one. Use your two airstrikes well - if you don't
kill enough with these to get the enemy chinook called in, you will
almost certainly find yourself up a certain creek without a certain
water-propelling device. Run from the start point to the ammo dump at
78-09, merrily dropping mines as you go. Restock on mines and barricade
yourself into the NE corner of the screen. Remember to have a couple of
half-circles of mines emanating from the bunker round the ammo dump and
going up to the edge of the map. Then stand in the corner with your gun
at the ready to pick off any reds who do sneak through the minefield.
Keep a particlularly close eye on the sneaky devils who come up the very
right hand side of the map - drop a few mines there if you can.

MISSION 4: If It Bleeds, You Can Kill It
Kill the measly enemies and check out the strange craft at 30-30. It
turns out it's a UFO, which must be destroyed by a massive missile and
grenade bombardment. Keep off the iced water or The Thing will get you.

MISSION 5: War Zone
A ruddy great battle, as the name suggests. Quite easy though, as long
as you save eack of your chinooks until the last possible moment. This
way you should always be on top, which frequently leads to the enemy
surrendering as soon as a single shot whizzes past their easr. Use your
air strikes as well, preferably wherever the opposition bring in a
chinook and keep healing yourself with the crates that can be found at
29-27 and 00-60.

MISSION 6: The Great Escape
This one gives you the chance to jump on a motorbike and re-live Steve
McQueen's finest moment. You have to kill all the baddies to escape and
you can only do this by running over them. Only attack in an open space
so you don't get stuck against trees, and don't chase after soldiers -
only go for ones running straight towards you. Once they're all dead,
head for the fence in the bottom right corner of the map, take a run up
at one of the ramps next to the fence and watch yourself leap to freedom.

MISSION 7: It's Free-zing
Once again the enemy spring a surprise on you, when the troops you are
supposedly rescuing by blowing up the prison at 64-13 turn out to be
much more hostile than expected. Use one guy to blow up the prison, and
keep him pumping missiles into the red crowd which emerges even though
this means certain death for him. The enemy also call in a chinook which
heads for your other men - move them south (but no further than the
river, unless you like seeing your people eated by sharks) to give them
chance to react with missiles. There's a helicopter and some ammo at
22-09 if you want them.

MISSION 8: No Morale Values
Very hard. Call in a chinook immediately to boost morale and an air
strike, and make full use of the crates and ammo at 78-59 and 10-16, and
the tanks at 04-03. The game is over if you let more than three
deserters reach a prison, so try and collect your yellow-bellies in your
APC (or kill them) to stop them surrendering. Putting said APC next to
said prison is therefore not a bad idea.

MISSION 9: Trojan Horse
When you take a look at the strange object in the SW with a single
soldier, it naturally explodes, killing the poor chap standing nearby
and disgorges a veritable army of red scum. The key to this level, as
with many others, is to destroy incoming chinooks. On this level they
come in around the 41-30 area, so just scroll the screen round to find
them. There are jetpacks at 43-38, ammo dumps at 65-23 and 01-34, and a
chopper at 59-48.

MISSION 10: Operation Wolf
Takes a long time this one, but is still pretty easy to complete. They
have absolutely loads of chinook reinforcements - well, at least three
anway - which they usually drop somewhere in the vicinity of your squad
1 leader. So move him to the south end of the map and as soon as an
enemy chinook appears at the top of the map, move your leader away from
where he was standing. The chinook will continue travelling towards the
place where he was when it first appeared on the map. So, if you have
made a note of your leader's coordinates before you moved him you can
call in an air strike to that point just as the chinook is about to drop
its soldiers off. Oh, you've also got a couple of chinooks yourself.

MISSION 11: Trouble And Strafe
Wipe out the enemy with the help of the helicopters you can pick up at
31-51 and 62-42, and take out all incoming enemy chinooks as they arrive
at 00-00 (so you've got to be quick) near your second squad. But just
killing the enemy is not enough - you've got to blow up all the
helicopters and stuff as well. Call air strikes at 31-56 and 78-72 to
speed this along. There are some ammo dumps at 54-12 when you need them.

MISSION 12: Driving Them Mad
You've just got a load of APCs here, and so your only option is to run
your foe down. Drive one van straight to 26-37 and take out as many as
you can as they run towards you. Then an enemy chinook should be called,
depositing its soldiers somewhere around 01-15, always at a point where
one of your APCs is standing. Just suss out from the direction of the
chinook's travel which APC it's heading for, move another APC as near to
the targeted one as possible (taking care not to crash into it) and take
control of the targeted one. Just move backwards and forwards under the
chinook as the soldiers drop out of it. If you miss any, the other APC
might take them out, that is if you're lucky. Also remember the golden
running over people rule - don't chase after soldiers because they will
constantly fire at you and you can't pick up extra health to replenish
yourselves.

MISSION 13: Silence Is Golden
The scientist you need to rescue is in the very bottom left of the map
in an igloo. Send down choppers one at a time to obliterate the enemy
guards. When they call for reinforcements, switch back to the rest of
your team at the start point and take out the chinkooks with the rest of
your helicopters. Then blow up the igloo at your leisure.

MISSION 14: Vice Versa
After you've bumped off a couple of your rogue generals the enemy call
in reinforcements big time - and these little devils are a bit tricky to
get rid off. The best policy is to deposit most of your squad in
defensive mode behind the buildings at 33-83 and make use of the ammo
dump there too. Then send out one soldier to pick up a chopper from
71-81 or 25-17. When he is the only man left alive, call in your
reinforcements and leave them to it as you fly the helicopter around,
taking out as many enemy as you can from as safe a distance as you can.

MISSION 15: Operation Genocide
A massive and rather smart battle. Success here depends on taking an
early advantage. Just call in everything you've got whenever you feel
the urge and make full use of any long-range weapons you can find. This
mission takes a long time and is very hard to begin with, but it isn't
too bad if you're prepared to use just about every trick you've learnt
up to this point.

