1111111111111111111111111111111111111111111111111111111111111111111111

LHX tactics/Walkthrough FAQ
Author: Allan Curtis (Forlornhope)
Version 2.0.5

Hi I'm ForlornHope. You might remember me from such FAQS
as the Streets of Rage 1 General FAQ.

This is my second FAQ for GF and it's for my favourite Genesis flight
sim.

Most people don't seem to like this game for some reason. Sure the
controls take a bit of getting used to, but after learning them they
are very well thought out and take full advantage of the Genesis pad.

This FAQ will hopefully make sense of this game for people and make it
more accessible, because really this is an excellent sim.

Version History

1.0 First Release

1.0.3 3/6/07 Saw this FAQ was getting a few hits so added
contact info, list of allowed sites and copyright.

1.0.4 6/6/07 Was contacted by Neoseeker. Gave them permission to use
my FAQs and added them to Allowed Sites.

1.3 29/10/08 Started adding mission walkthrough submitting now so the
guides available on Gamefaqs again and will finish rest of walkthrough
soon.

2.0 16/08/09 Walkthrough done. Cleaned up other sections and fixed
typos.

2.0.1 Fixed typos, Email change.

2.0.3:19/09/10: Fixed a few missing things in enemy stats and fixed a
lot of typos.

2.0.5: 3/1/14: Fixed a few more typos and soem poor wording.

Copyright
-----------

This document is mine! Do not rip it off, steal fragments of
text, or charge for it without giving me a cut. It must be distributed
in its entirety not in parts.

This FAQ is copyright Allan Curtis AKA ForlornHope. If you want to use
this FAQ on your site I may allow it, email me and ask. If you do not
ask first I will find you.

Contact
--------

If you have something to add to the FAQ or comments about it, feel
free to contact me at [email protected] Any useful
additions/corrections will be credited.

Allowed Sites

This FAQ may only appear on:

www.Gamefaqs.com
www.Neoseeker.com

If you see it anywhere else contact me. If you want it on your site
etc ask me first and chances are I'll say yes. Do NOT edit this file
yourself; I will add you to the allowed sites list. If you use it
please check for new versions now and then at any one of the sites
above. If you're charging for it or access to it in any way, contact
me and we'll make a deal.

Contents

Press Ctrl+F to open Search and search for the section's name.

1.      Controls
               -Pad One
               -Pad Two.
       Piloting
               -Taking Off
               -Navigating
               -Flying
               -Fighting
               -Landing
               -Autorotation
3.      Weapons
               -Guns
               -HellFires
               -Sidewinders
               -Stingers
               -FFAR
               -TOW Missiles

4.      Units
               -Allied
               -Infantry
               -Tanks
               -Sams
               -APC
               -Artillery
               -Anti Aircraft Guns
               -Helicopters
               -Planes
               -Others.

5.      Personal
               -Ranks
               -Medals

6.      Playable Helicopters
               -LHX
               -LHX cockpit description
               -Apache
               -Apache cockpit description
               -Effects of damage

7.      Walkthrough

7.      Credits













1. CONTROLS
--------------------

If you got this game without a manual you might need this section.

1.1     Pad One

Dpad up: Throttle up. Push it longer to go faster and drop the nose
further
Dpad Down: Throttle Down. Push it to lower your speed. When stopped
push it to go backwards. Push it longer to reverse faster and raise
your nose.

Moving backwards can be useful for gettinf helicopters in your line of
sight if they are at a higher altitude than you.

Dpad right: Rotate right Dpad left Rotate left

A: Change weapons
B: Fire selected weapon
C: Fire chain gun

Start: pause

Up+Start: Ascend
Down+Start: Descend
B+Start: Activate winch (below 20 feet)
Start+C: Switch onboard computer between Navigation and Combat mode

A+Start: next waypoint

1.2 Pad two

A: Fire weapon one
B: Fire weapon two

These controls fire the weapons without any kind of lock achieved,
unless you have the weapon selected and locked
they will simply fly straight.

C: Chain gun
Up: Push nose down
Down: Push tail down

Use these controls to line up shots with the FFARs.

Start: Toggle time warp. Time warp makes time pass in game four times
faster  and is useful if you want to get to and from distant waypoints
quickly. Be careful with these controls as steering and landing is
much harder if you're not used to it.

2. PILOTING
------------------

This section explains how to fly from taking off, navigating, fighting
and landing

2.1 Taking Off

Taking off is as simple as flying straight up. Hold start+up till you
get to about 150 feet.

2.2 Navigating

First press start to have a look at your map, if you didn't in the
briefing to see how far you have to go. When back at the cockpit,
press C+Start to switch to nav mode and you can see each waypoint,
their distance and relative heading compared to your current heading.

Your navigation computer is always set to your first mission waypoint,
whatever that may be. Press Start+A to change your current waypoint.
The selected waypoint's text will be bright green.

Look at your compass. Your compass is at the top centre of your Head
Up Display (HUD). In the compass is a small line; that is the
heading to your currently selected waypoint, the arrow on the compass
is your current heading. If you're a long way off course, a large red
arrow will appear indicating the way to rotate to bring the arrow into
the screen and therefore fly towards your destination.

Align your centre arrow with the notch to fly directly toward your
waypoint. Once you get close enough to a waypoint, your Nav Computer
will switch to the next one, even if you haven't finished your work at
the current one. Make sure you've done what you need to do before you
leave.

2.3 Flying

Press forward for a few seconds until your speed reaches maximum
(340 knots for the LHX 270 for the apache). Refer to the controls
section for flying controls

2.4 Fighting

When a target comes into your view it is superimposed by a square.
This means you are currently tracking that target and that it is still
a long way off. Your maximum spotting distance is about 2 miles. Your
targeting computer will beep when a target is being tracked.

The closest target is always chosen to be tracked, though there may be
much more dangerous ones. Press left or right on pad two to change the
tracked target.

The right screen in the LHX is your radar screen. Targets of any
alignment; neutral, allied or enemy are shown as dots; flashing red
dots are units firing at you, bright white dots are missiles in
flight. Use this to keep track of what's going on in a confused
battle.

Listen to your co-pilot. He will alert you to juicy targets or danger
from a direction by telling you to look in that direction, either
"look left" or "look right".

He can also say "behind you" which is an important one because
things behind you are usually enemy choppers.

"Incoming!" means enemy aircraft from any direction, "Lets rock!"
means a lot of enemy targets around you and "Toasted!" is when you
kill an enemy.

He will also say "Mission accomplished" as soon as you complete your
mission, so you can be sure you're finished. Not only is he fun to
have around, his warnings can be very useful.

Don't fly at high altitudes (1000 feet and above). Doing so makes you
extremely easy to see and show up on tbe enemy's radar.

Aircraft are dispatched to your area when you have been detected by
enemy units by as flying near them so they track or fire at you. They
take off from the nearest enemy airbase and fly to your area. All
aircraft have limited fuel and if they are not shot down and you stay
alive, they will eventually fly back to their airbase and land and
disappear.

Flying at high altitudes like around 2000ft causes
aircraft to scramble at the nearest airbase as they see you coming
on radar. You'll see the message "Scramble at (name of airbase)."
Scrambling is quickly getting as many aircraft in the air as possible
the intercept an incoming attack, rather than waiting to be caught on
the ground and you'll start getting a lot more aircraft after you.
This is only recommended if you really want to fight aircraft and
aren't badly damaged.

Use your chain gun and save your precious missiles. Targets only need
a second or two of chaingun fire to die.

Never use your Sidewinder missiles for anything but aircraft. They are
ineffective against armour and are your only dedicated anti aircraft
weapon.

If you aren't after a fight with aircraft, stay away from enemy
airfields. Allied airfields are yellow, enemy ones are black on the
map.

It's possible to use your chain gun to down helicopters. Enter nav
mode and when you fire your chain gun you'll notice it fires straight
and not at a target. Climb until you are on the same level as the
aircraft, get the heli in your centre crosshair and fire your guns.
Just a small burst will down a helicopter and it really saves
missiles.

Take out Command and Control (C&C) vehicles before anything else if
possible. They support the surrounding unit's tracking and targeting
abilities. Taking them out will break all nearby unit's tracking and
make it harder for them to get a lock.

2.5 Landing

You can land anywhere there is clear ground, but you should always try
to land at your assigned destination on your map unless your
helicopter's shot to bits, or you're wounded.

Landing at another airbase gives you fewer points since you disobeyed
orders. Landing on the ground in friendly territory can result in you
being picked up by a friendly chopper or captured and taken to a POW
camp and escaping. Both of these let you continue the game as normal;
you will be told what happened and sent to the debrief.

Landing in enemy territory will almost always result in you
disappearing without trace, which is a game over or rarely being
captured and escaping or traded for another POW which lets you
continue. On difficulties higher than very easy moving too fast when
you hit the ground will make you crash. Press and release down+start
in the last 20 feet to touch down gently.

2.6 Auto Rotation

If you lose your engines for whatever reason you can still land safely
using a technique called Autorotation. When your engines stop, if
you're not moving at maximum speed do so ASAP as the speed keeps you
main rotor spinning. Then as you approach the ground, press Up and
Start like you were trying to climb, pressing and releasing to try to
touch down safely. It's very easily to hit the ground too hard and
crash and it can be hard to actually touch down as you'll keep going
up a little sometimes. The higher the difficulty level, the less
leeway is given to how hard you can hit the ground without crashing.

3. WEAPONS
------------------

This section contains descriptions of the weaponry available and how
best to use it.

3.1 Guns

Your chaingun is effective against everything, even aircraft if you
know what you're doing. It has by far the most ammo and should always
be used instead of missiles if possible. The chaingun also has a
white tracer to show the path of your shots.

Keep advancing on the target until the % under it starts to
rise. This is the chance that a shot from the currently armed weapon
will connect with the target. You should wait until the target is 100%
or close to it before firing.

3.2 HellFires

Hellfires are highly effective against  all kinds of amour and are the
most powerful missiles you have. They aren't too good against
buildings. They are too slow to hit jets but work fine against slow
moving helicopters, if you can keep the heli in your view until
impact.

When you first see a target it will have a tracking square over it
like any weapon. As you close in the percent count will start to rise.
Once it reaches about 70% a diamond will appear over the square and
the targeting computer will hum. The camera view will also confirm a
missile lock has been achieved. If you fire now the hellfire will
track the target as long as you hold it in view.

Hellfires are laser guided missiles: a laser designator is fired at
the target, the missile then homes in on the laser's reflection. This
means you must hold the target lock until impact. If you change
targets while the missile is in flight it will attempt to turn and go
after the new target. If the target goes out of view, you switch to
navigation mode or you switch weapons, the missiles lose their
guidance. They will simply fly straight into the ground, or if you're
lucky the target if the missle is already closing in. You cannot fire
multiple Hellfires at different targets, since they will all go to the
currently designated target. Firing multiple Hellfires at one target
is fine; they will all be guided.

3.3 Sidewinders

Sidewinders are anti air missiles and are your longest range missiles.
They are extremely effective against aircraft and unarmoured ground
targets such as SAMS. Sidewinders are next to useless against amour;
three sidewinders are needed to destroy a T-72.

Sidewinders are heatseeking fire and forget missiles. You just get a
target lock and fire and the missiles will track the target without
your help. You can change targets, change your view or do anything
else and the missile will still independently track the target. This
makes it possible to quickly nail individual targets at once. Try to
use Hellfires or your chain gun against helicopters and save
sidewinders for airplanes.

3.4 Stingers

Stingers are air to air missiles found only in crates. They are
smaller than Sidewinders and you can carry twice as many of them. They
still take down aircraft in a single hit. Always use Stingers when you
can, as the greater carrying capacity is a real boon.

3.5 FFAR

Folding Fin Aerial Rockets are unguided rockets designed for
destroying buildings. You can carry a lot of them and they fire fast,
but they are completely unguided. If you want to use them against
anything you have to perfectly align you centreline crosshair with the
target and use the pitch controls to line yourself up before firing,
or simply lower or raise your altitude to line yourself up. You
occasionally get FFARs in a few selected missions oneasier
difficulties and you'll often find them in crates.

3.6 TOW missiles

Tube launched Optically tracked Wire command link guided missiles or
TOW missiles are the rarest type of missile in LHX. If you pause and
turn on missile view you can directly steer the missile using the D-
pad. This also works in the standard cockpit view when you fire but
it's almost impossible to see and control the missile. TOWs are
effective against all targets, but are too slow to hit airplanes. You
sometimes get them in missions on easy difficulties and can find them
in crates.

4. UNITS
--------------

This section has descriptions of enemy units, what tactics they use
and how to wipe them out.

4.1 Allied

Don't attack these troops. They won't hurt you and doing so will
reduce
your score.

M2 Bradley Armoured Personal Carrier

M1 Abrahams Main Battle Tank

UH-60 Blackhawk Transport Helicopter

Infantry with solid green (not camo) clothes on are allies and are
always called "Man" rather than "Man with AK-47" etc.

Any buildings at allied airfields obviously.

The Ka-34 Hokum in one of the last missions.

Buildings can be allied or enemy depending on where you are.

4.2 Infantry

Infantry are almost completely harmless to you. They are awful at
finding you, take forever to track you and have weak, slow weapons. It
seems they are more scouts than anything. If you encounter infantry
and they manage to track you before you kill them, you'll almost
always encounter aircraft later on. They seem to be good at reporting
your position and do so faster than other units. One burst of 10 chain
will kill them.

AK-47 infantry
Man in grey shirt and camo pants holding an assault rifle
Common
Threat assessment: As close to zero as you can get without being zero.
Guidance: None
Hits to kill: 10 chain

As you'd imagine rifle infantry is no match for an attack helicopter.
They take a very long time to track you and even after they achieve a
tracking lock they often lose you again and have to find you. When
they fire they do so slowly and their shots do almost no damage. They
also have a rather limited amount of ammo. After about ten shots they
will stop firing and sit there helplessly.

SA-7 infantry
Man in fatigues with RPG
Common
Threat assessment: A tiny bit more than the AK-47 soldier.
Guidance: Radar
Hits to kill: 10 chain

These are infantry with man portable SAM launchers. Like other
infantry they take a long, long time to track you and tend to lose
their tracking often. When they fire, the missile is very inaccurate
and will almost always be fooled by chaff. They only have one rocket;
I have never seen them fire twice.

SA-14
Looks the same as SA-7 infantry
Common
Threat assessment: Same as SA-7
Guidance: IR
Hits to kill: 10 chain

This is just like the other SAM infantry, but uses IR tracking.

4.3 Tanks

Tanks aren't all that effective in fighting aircraft. After all that
isn't their job. The T-80's Songster can be a pain though.

T-72
Brown tank with white turret
Common
Threat assessment: Very, very low.
Brown tank with white turret
Guidance: None
Hits to kill: One hellfire, two FFAR, three sidewinders, 40 rounds
chain.

These are easy to deal with. Their only weapon is their main gun which
must be pointing directly at you to be able to fire. They rotate
slowly, take a while to track you, have a low rate of fire and can't
take much punishment, so just wipe them out. Don't waste Hellfires on
them, use your chaingun. If you stay still long enough they will shoot
you with their main gun doing a fair amount of damage.

T-80
Black tank with white turret
Rare
Threat assessment: Dangerous if not taken out quickly.
Guidance: Laser guided missiles
Hits to kill: 2 Hellfires, too many sidewinders, about 120 chain

Much more dangerous than the older and cheaper T-72, the T-80 has the
toughest amour of any enemy unit, fast tracking and a laser guided
Songster missile that none of your countermeasures have any effect on.
The main gun must be pointing in your general direction to achieve a
target lock, so if possible approach these tanks from behind so they
have to turn around slowly. Always take them out first in a firefight
and don't stop moving.

4.4 SAMs

SAMS are one of your biggest threats. Obviously made solely for taking
out aircraft, you'd be wise to wipe them out first in a firefight. If
your chaff/flare dispensers are damaged or if you're out of them,
don't fight SAMS because they will shoot you down very easily.

SA-6 Gainful
Yellow SAM launcher with large white missiles
Common
Threat assessment: Low
Guidance: Radar
Hits to kill: One of any missile, 30 chain

This SAM launcher isn't much of a threat. It takes ages to fire and I
don't think I've ever seen it hit me. Just shoot it.

Sa-9 Gaskin
Grey SAM launcher with small rack of SAMS
Common
Threat assessment: Low
Guidance: IR
Hits to kill: One of any missile, 30 chain

These fire rather weak and very inaccurate heat seeking missiles. They
take forever to track you by day, and by night they will probably
never find you. Even without flares, their missile often won't hit.
Just shoot them.

Sa-8 Gecko
Yellow SAM launcher with rack of SAMS, rotating antenna and six
wheels
Uncommon
Threat assessment: High
Guidance: IR
Hits to kill: one missile or 30 chain

These are very accurate; often hitting you even you have jammers and
flares. They also do a fair amount of damage. Always take them out
quickly in a firefight.

Sa-11 Godfly
Green SAM launcher with large blue windscreen and large grey
missiles
Rare
Threat assessment Average
Guidance: Radar

This is a rare SAM, you'll hardly ever see it, but it's really nothing
special, much like the Gladiator and you should have no trouble with
it.

Sa-12 Gladiator
Purple and white SAM launcher with huge white missiles on
rack
Very Rare
Threat assessment: average
Guidance: ?
hits to kill: ?

Sa-12s are very rare; you see them only as a mission objective in a
few missions. Despite their rarity they aren't anything special and
should pose no problem to destroy.

Sa-13 Gopher
Dark yellow SAM launcher with treads
Uncommon
Threat Assessment: High
Guidance: IR
Hits to kill: any missile 30 chain

These don't seem to be as accurate as the Gecko, but they can still
hit you very easily and they do a ton of damage. Take them out without
any hesitation.

4.5 APCs and IFVs

APCs and IFVs are a pretty pathetic collection of enemies. They aren't
equipped at all to fight aircraft and they are armed with weak machine
guns that can barely hurt you.

BRDM-2 Armoured Car
Grey APC with flat top
Common
Threat Assessment: Almost harmless
Guidance: None
Hits to kill: One of any missile, 40 chain

This is probably the most pathetic excuse for an enemy in the game.
They are fragile vehicles with weak 7.62mm guns that won't even faze
your amour. Since they use no tracking they will fire directly at you:
if you keep moving they will never hit you. Even if you're hit they
will do next to no damage. The only way to be killed by one of these
is to stop and sit there while it shoots dozens of bullets at you. If
you want a purple heart you can try hovering near one of these and
hope it gets a bullet into your cockpit.

BTR-70 Armoured car
Grey, eight wheeled vehicle with large gun on top
Common
Threat assessment: almost harmless
Guidance: No missiles

As above these are almost defenceless against aerial threats. They
pack a larger 12.7mm gun but it's still completely ineffective against
you and they won't hit you if you're moving.

4.6 Artillery

These are dangerous only if you stop moving. They don't track your
movements and flying across their field of fire will prevent them from
hitting you. If they manage to nail you though they do a lot of
damage. Just a few hits can pierce your amour

S-60
Large free standing artillery gun
Common
Threat assessment Low
Guidance: None
Hits to kill: 30 chain any missile

The only artillery capable of firing, it's very quick to track you and
fires very quickly. As said above its unguided, so fly across its
field of view to avoid being hit. Try not to approach them head on or
they can hit you and they hurt.

S-23 180mm gun
Big gun with a large yellow shield
Uncommon
Threat assessment: They never fire so it's harmless
Guidance: unknown since they don't fire, but I'd assume none
Hits to kill: 50 chain 1 of any missile

180mm! Whoa this thing could rip a hole the size of your head in you!
Don't let the size of the gun worry you these things never shoot. I
don't know if it's a bug or what, but they never fire ever. This is
simply fodder.

4.7 Anti Aircraft Guns

These are some of the most dangerous foes since they are designed
solely for taking out aircraft. The Shilkas are exceedingly deadly.

ZSU-23 Shilka
Green vehicle with four gun barrels
Common
Threat assessment: One of the biggest threats. Extremely deadly if not
taken out fast.
Guidance: Movement prediction
Hits to kill: 50 Chain

The Shilka is the most consistently annoying and dangerous enemy in
the game. They are very common and use a system where they aim their
quad 23mm guns at where you are going rather than where you are.
The makes flying across their field of view completely ineffective.
When approaching a Shilka keep zigzagging, never fly in a straight
line. This confuses its tracking and it won't be able to hit you. It
takes a fair bit of practice to do this well. They fire quickly and do
decent damage so take them out quickly.

ZSU-30
Looks just like a Shilka
Threat assessment: Same as ZSU-23
Rare
Guidance: Movement prediction
Hits to kill: 50 or so chain

This is exactly like a Shilka in every way. I'd assume the name change
means it has 30mm guns instead of 23mm, but it seems no different.
It's a rare unit and you won't see it often at all.

ZSU-57
Yellow and green vehicle with two gun barrels
Threat assessment: Low, you'd have to sit in front of it to get hit.
Uncommon
Guidance: None

Much less of a threat than its newer and more advanced brethren, the
ZSU-57 takes a while to track and when it does it has a very slow
firing rate and simply fires straight at you. It's rare for these
things to even fire at you let alone hit you.

BMP-2
Large yellow tank like vehicle
Threat assessment: Low its lack of path prediction and useless SAM
make it a pretty sad opponent.
Rare
Guidance: Radar for missile
Hits To kill: 50 Chain, One of any missile

I'm not sure what these are but they aren't much chop. They have a
single SAM that they will fire first which has never hit me and them
follow up with their main gun which is just fired at where you are.
While it's one of the few enemies to have both missiles and guns it's
not much of a threat. You only see these in Central Europe.

4.8 Helicopters

Helicopters are by far your deadliest foes. They are fast and mobile
and often have accurate weapons. Helicopters are at their most
dangerous after you've completed a mission and are flying home, likely
damaged and running low on ammo. They can chase you and unload their
accurate missiles on you, blasting you out of the sky. Some
helicopters will try to kamikaze you, doing a lot of damage. Even the
Mi-8 Hip can do damage if you're not careful. Helicopters have a
limited amount of fuel. If you watch them in target view you'll see
they eventually retreat and land at a nearby enemy airfield.
Helicopters like to fly at about 1000 feet and you should gain
altitude to get a clean shot.

Mi8 Hip
Black, boxy helicopter
Uncommon
Threat assessment: Can be deadly if it gets close, but otherwise it
has a hard time getting in a good position to shoot you.
Guidance: none
Hits to kill: One Hellfire or Sidewinder, short burst of chain

The Mi8 Hip is a slow helicopter with optical tracking which uses
large barrages of unguided rockets. They may not be accurate, but if
allowed to get close enough they will hammer you with multiple
rockets, causing a lot of damage.

Since their rockets are unguided, Hips must be very clsoe and lined up
with you perfectly to have any hope of hitting you. Unless you fly
very slowly or remain stationary they wont have much of a chance of
hitting you.

Hips are no threat at night because of their optical tracking. They
will have a hard time even finding you and you can shoot them
down easily.

Hind A, D or F
Yellow sleek helicopter with vent above canopy
Common
Threat assessment: Dangerous, even more so if you're already damaged
Guidance: Radar
Hits to kill: One Hellfire or sidewinder short burst of chain

The Hind A is the weakest among the Hinds with the weakest weapons and
the F is the toughest with very accurate and deadly weapons and a very
effective tracking system. The D is somewhere in the middle. Take them
out fast.

Mi-24 Havoc
Rare
Threat assessment: Medium It's a very tough helicopter and very
agile.
Guidance: ?
Hits to kill: Two sidewinders, one hellfire

The Havoc is a Russian built rip off of the AH-64 Apache. It's not
anywhere near as deadly as the playable Apache, but it's the toughest
air unit in the game, needing two sidewinders to take down. It's very
agile and it is constantly moving and evading your fire and it
looks almost the same as the Apache.

Because it's so rare it's hard to tell how dangerous the Havoc is, but
because of it being like the Apache, I suggest you take it out ASAP.

4.9 Airplanes

Mig 27 Flogger
Black jet with red nose
Common
Threat assessment: Really only dangerous if you're completely out of
countermeasures. Its weapons are too inaccurate. If you have no chaff
it's extremely deadly since it's so fast and will rip you apart.
Guidance: IR
Hits to kill: One Sidewinder, don't even bother with chain, one
Hellfire

Floggers are the most common airplanes you'll see. They are very fast;
you usually won't see them coming until they begin to circle you,
trying to achieve a weapons lock. As a plane, they are much faster
than you and its impossible to run from them. They usually
can't chase you for long before heading back to base to refuel, so if
you can't kill them, just try to stay alive until it's forced to
retreat.

The Flogger is very inaccurate, meaning it will usually never hit you
if you have any flares left and takes forever to track you. If you're
out of flares however they are utterly deadly, able to  keep up with
you and hammer you with missiles until you're dead. They are too fast
to hit with the chaingun, use Sidewinders if you can, but don't use
them when the Flogger is flying across your view as the missile
usually can't turn fast enough and will shoot right past it and miss.

Wait till the Flogger is flying straight towards you or away from you
or at a less extreme angle, so the missile has a chance to turn.

If you're forced to use Hellfires, use them only when the plane is
flying straight towards you and turn or climb to keep them in your
view. Hellfires can outrun Floggers over very short distances.

Su-27 Frogfoot (Wrong name, should be Flanker)
Yellow jet
Rare
Threat assessment: Very dangerous. It can fly slowly enough to pound
you with its powerful cannon thanks to its low minimum air speed and
it has a large load of accurate missiles.
Guidance: IR
Hits to kill: One Sidewinder, don't even bother with chain, one
Hellfire

The Frogfoot is the deadliest plane in LHX. It has powerful missiles
as well as a strong nose mounted cannon. It's capable of flying very
slowly without stalling and raining ordnance down on you and it is
very agile. The Frogfoot has more fuel than the Flogger and when it's
out of missiles it will fly behind you and hammer you with its cannon,
which you are too slow to escape from. You don't have a hope of
escaping it, so the best you can do is destroy it with a Sidewinder or
Hellfire, which is easier since its slower than the Flogger and thus
much better at staying behidn you out of your view. You can also evade
its fire (much easier said than done) until it hits bingo fuel.

4.10 Other

C&C (Command and Control?) vehicle
Flat vehicle with rotating yellow radar dish.
Common
Threat assessment: It has no weapons but supports the units in the
local area.
Guidance: N/A
Hits to kill: 30 chain, one of any missile

These units can't attack you directly, but while active they seem to
support the surrounding unit's tracking, making it much easier for
them to find and hit you, even at night. Make sure to silence these
units whenever you see them.

Radar Vehicle
Looks exactly like a C&C Vehicle.
Uncommon
Threat assessment: No weapons.
Guidance: N/A
Hits to kill: 30 chain, one missile

These are seemingly just like C&C vehicles and should be destroyed
whenever you see them.

SSC-4 Sepal Cruise missile launcher
Large brown missile platform with very large missiles.
Very rare. There's just one as a mission objective.
Threat assessment: It never fires. Cruise missiles aren't meant for
close range combat.
Guidance: Unknown
Hits to kill: ?

This isn't a threat, it doesn't even fire at you and it is just there
to be destroyed for a mission objective

5. PERSONAL
--------------------

5.1 Ranks

You earn points for completing objectives and destroying the enemy.
Killing friendlies and other actions such as going to the wrong
airfield or landing on the ground somewhere costs you points. When you
get enough points you are promoted. Promotion doesn't do anything in
game though but it's nice to see.

You start as a 2nd Lieutenant

1st Lieutenant: 2000

Captain: 6000

Major: 10000

Lieutenant Colonel: 16000

Colonel: 25000

5.2 Medals

You can be awarded medals for accomplishing certain things in
missions. Medals have no effect on game play but you can see them and
at the end of the campagin you are shown all medals you have received.

Air Medal: Finish a mission and shoot down six helicopters or planes.
It can be a mix of both types. The missions where you shoot down a
helicopter and its escorts are best for this.

Good Conduct: Complete four missions in a row without restoring you
status with a password, i.e. dying or turning the game off.

Purple Heart: Be directly injured by enemy fire by having it come
through your cockpit's window and make it back to base alive. You
don't have to complete the mission. Can be hard to get as getting shot
is rare.

Armed forces Executory Medal

I'm m not sure what you get this for. It looks to be for finishing a
lot of missions, I.E. most of the game, without dying or using a
password.

6. PLAYABLE HELICOPTERS
---------------------------------------

This is a description of each helicopter and cockpit.

6.1 LHX

The LHX or Light Helicopter Experimental is the more modern and
simpler of the two helicopters. It has a much simpler cockpit with
electrical instruments and readouts that can be easier for rookies to
understand. It's faster than the Apache at 340 knots max, but can't
carry as many weapons. Its tail fan is less susceptible to damage than
the Apache's tail rotor. Rhe LHX is better for players who like to
stay mobile and prefer the faster speed.

6.1.1 LHX Cockpit Description

From the left:

IR/Radar sensor: This consists of two lights for Infrared and Radar
based attacks. When you're tracked by an enemy unit the appropriate
light will turn yellow and you'll hear a warning sound. When you're
fired at the light will flash and you'll hear another sound. It will
turn red to signify your helicopter's engaging countermeasures. If
they are successful and the missile tracking is broken, the light goes
out and the missile harmlessly impacts the ground. If they aren't, the
light returns to yellow, the misslie closes in and you'd better try
some dodging.

Left screen: In combat mode this shows weapon and countermeasure
status. In navigation mode it shows levels for fluid systems and your
fuel and throttle level. Falling fluid levels are flashing red. Your
fuel % turns red when you are below 20%.

Centre screen: This shows a camera view of the target in combat view.
If there are no targets it shows navigation status. In nav mode it
always shows the status.

Right screen: This is your RWR or Radar Warning Receiver. It shows
surrounding units as grey dots, firing units as red flashing dots and
missiles as bright white dots. It is identical in both computer modes.

HUD: The Heads up display is made up of the compass, (see navigating
in the piloting section for use) the altimeter on the right, the
Vertical speed indicator on the middle left and the air speed on the
top left. The target's name is also in the bottom centre.

6.2 AH-64 Apache

The Apache is the helicopter for players that like a lot of weapons.
It has 16 HellFires compared to the LHX's maximum load of 8, though it
can only carry 2 sidewinders, comapred to four on the LHX. The Apache
is slower than the LHX, with a max speed of 270 knots, though it's
more than fast enough to get around. Its tail rotor is much more
vulnerable to enemy attacks, which can be very annoying The Apache has
a somewhat more complicated cockpit and is generally lower tech.

6.2.1 Description of Apache Cockpit

From the left top:

Chaff/Flare count: How many chaff cartridges and flares you have left
for defence against missiles.

Fire Control panel:  A list of remaining weapons, but it's less
intuitive than the LHX, since you have to select the weapon to see its
remaining ammo.

Throttle level: The green dial is your throttle setting. The green
area is for forward throttle and the red area for backward throttle.
This is useful for getting an idea of your speed if you HUD is
damaged.

Artificial Horizon: The white and black dial is your relative position
to the horizon. When you turn it will change to show it. It's really
not much use since you can just see out the canopy when you're turning
and is just for show.

Screen: This is just like the LHX screen. Target view in combat mode,
nav status in nav mode.

Altimeter: The black dial with the number is your altimeter. The
number is in hundreds of feet so 11 would be 1100 feet. The dial is
the percent of 100 feet so 11 with the hand straight down would be
1150 feet. You don't really need it since the altitude is on the HUD,
but if that's damaged it can be handy.

Vertical Speed Indicator: This is the green and red dial below your
altimeter and shows the rate of decent or ascent. Red is descending,
green is ascending. It's not all that necessary, since it's easy to
judge vertical speed, but it can be handy when landing.

Fluid levels: These are the green bars to the left of the altimeter
and show the levels of your helicopter's fluid systems: Falling levels
are red.

T: Throttle
F: Fuel
O: Oil
H: Hydraulics

Radar Warning Receiver: This is the black circle below the fluid
levels and works just like the one in the LHX.

HUD: The heads up display is made up of the compass at the top, (see
navigating in the piloting section for use) the altimeter on the top
right and the airspeed and Vertical Speed Indicator on the top left.

6.3 Effects of damage

Camera: You lose your view of the target, distance, heading etc. This
shouldn't be a problem, as long as you don't lose your HUD in the LHX,
as target names appear in the bottom centre also. In the Apache you
won't be able to tell what things are, except by direct visual contact
and sound. If you don't know what you're shooting at use the target
view.

Chaff/Flare dispensers: You can no longer release chaff or flares.
This is very serious and leaves you with just your jammers for anti
missle defence. If damage to your dispensers happens early in a
mission it's a good idea to head back to base before you're killed.

Engine: Doesn't seem to do anything but make the motor sound diffrent,
you still seem to move at full speed.

Fuel Tank: Your fuel tank got holed. You'll start to lose fuel very
quickly. Return to a friendly base immediately.

HUD Your entire head up display - targeting system, compass, airspeed,
everything - disappears. Can be very annoying. Use the nav mode's main
screen for judging direction - the headings near each waypoint are how
far you have to turn to face that waypoint - watch if the distance to
that location goes up or down and turn accordingly. Off course arrow
still appears. You can also use your map.

Hydraulic Lines: Your hydraulic systems are leaking. Hydraulics are
used for steering your aircraft. You can see the pressure percentage
on the nav mode left screen on the LHX and the engine status on the
centre left in the Apache. If you're still in the air when hydraulic
pressure is completely lost you will crash, so return to base ASAP, as
you lose hydraulic pressure very quickly and in a few minutes it will
be drained. If you're too far away from your base, try a friendly
airfield or at least in friendly territory, though you might have to
land anywhere.

IR/radar sensors: The IR panel of the left of the LHX stops
working, as do the sound alerts. You have no idea when you're being
fired upon, except for the actual sound, nor a way of knowing if it's
an IR or radar attack.

Jammers: Your radar jammers, your first line of defence against
missiles are inoperative. You can still survive with chaff and flares.
If you lose both however you're a sitting duck.

Main rotor: Your main rotor is damaged. Makes the aircraft bounce up
and down all the time. Doesn't affect its performance, but looks
pretty unsettling.

Oil lines: You are leaking oil. The percent remaining is shown in the
engine status. When you run completely out of oil your engine will be
fine for a while, but suddenly sometime later your engine will burn
out and stop. As soon as you get an oil leak you should head back to
base, unless you can finish your objective and get back in the next 5
minutes or so.

Monitors: It's possible for any of your cockpit screens to be
destroyed, making it go completely blank and denying you information.
this cna be deadly in the LHx as you will not be aware of fluid
levels. watch for notifications of hydraulic system or fuel tank
damage, otherwise you might not know, which can be deadly.

Steering lines: Your steering controls are damaged. The helicopter
will randomly wander off course and you won't be able to fly very
straight. Can be annoying, but it's still perfectly possible to
complete a mission like this.

Tail fan/rotor: Your tail rotor/fan is wrecked. This is one of the
worst things that can happen. Without the torque to counteract the
main rotor spinning, the helicopter will just circle around and
around. Trying to move results in flying in circles.

The only possible way of flying is to try to move forward when facing
your destination and stopping when you're not. It is very time
consuming, but it's possible to return to base like this.

You: You are hit by a shell or bullet that came through the canopy.
You'll know for sure by the bullethole in the glass. If you get shot
you'll usually be able to stay alive for another ten minutes or so.
Get back to a base! When you're getting close to death, the game will
say "You are about to die from your wounds", from then you have about
30 seconds to land in a friendly base or you'll simply crash and die.

Sometimes just after you're shot you'll get a warning: "You've been
seriously injured". If that happens you have about 2 minutes or less
before you get the warning you are about to die. You must land in a
friendly base! If you land anywhere else you'll die before you can get
to a hospital. Getting injured and living earns you the Purple Heart.

Walkthrough

LHX's campaign is randomized. The enemies are always in different
spots and you'll receive missions in different orders. The order here
might not match the one you have. If not, just search for the mission
objective.

Say for the Armoured Group mission search group. The objectives for
the codenames might be different to yours but the codenames still
count for that mission of the game you're on. Some missions like Green
Rain and Rainbow Veil are fixed and always have the same objectives.

Majestic Twelve: Destroy Command and Control Vehicle. Password:
DAAAAGA

Fly to the vehicle marked on your map and wipe out the SA-13 and
ZSU-23 guarding it. Blow the helpless vehicle up, then head to your
landing point, blowing up anything you can on the way back for more
points. You will probably meet aircraft en route to your landing, so
don't waste your sidewinders.

Anterior Nova Destroy the bunkers. Password: DAAAIHA

Simply go to the objective and destroy the Shilka guarding
them and then use your chain gun on the bunkers as they resist missile
attacks. It takes quite a bit of gunfire to kill them, so make sure
not to use it up.

Reindeer Flotilla Rescue the pilot. Password: DAAAQEA

Go to the pilot and get him. There's a guy with an AK near him, but
it's not like he's a threat. Get near the pilot and reduce your
altitude to less than 20 feet. Then slowly inch forward at say 15
knots and get within about 60 feet of the pilot to have him climb on
board. Then shoot your way to your landing point.

Phoenix: Destroy the truck convoy. Password: DAAAYFA

Go to the convoy orgin,  and then fly from there in a straight line to
the convoy destination. On the way you'll find the convoy of trucks.
Simply shoot them all up and head to your landing airfield. The trucks
are moving and you will fail if they make it to their destination, so
wipe them out quickly.

Rainbow Veil: Rescue the POWs. Password: DCIAASG

Another rescue mission. Go to the POW camp, but don't start shooting
randomly. The POWs are interspersed with other targets there and it's
all too easy to be shooting at something, destroy it and without
noticing start shooting at a POW, killing him and failing your
mission. Carefully kill off any infantry firing at you and any enemy
units close to the camp as there are sometimes units right near the
camp. Make sure no helicopters are firing at you and carefully pick up
the POWs destroying any tents that are in the way of the pickup point.
After you have all three on board feel free to wipe out the entire
camp, before heading back to base.

Chess: Rescue The Rangers. Password: DCIAITG

Yep, more saving the grunts. Go to the pickup points in any order,
sometimes the second is closer to your takeoff point than the first.
It's fine to go to that one first. When approaching the landing zones
don't shoot the green clothed guys with rifles; they are the rest of
the ranger squad that wasn't injured. Simply pick up the causalities
then go to the other point and get the others. Then head back to base.

Lobster Quadrille: Escort the Blackhawks. Password: DCIAQQG

In this mission you have to escort two UH-60 Blackhawks as they
airlift equipment to a team of Rangers. Start heading to LZ Alpha,
wiping out every single enemy capable of shooting you see. If you can
see any looking left or right from your path to the LZ, blow them up
too so the route is clear. When you get to the LZ blast the enemies
there and watch out for the tough T-80 there.

Make sure you don't take too much damage as you do this to try to
minimize the  chances you'll get something serious like a fuel or
hydraulic leak or get yourself wounded that will force you to land
before you crash, as you need to be able to hang around.

Head back to your landing base and wait there, still in the air for
the Blackhawks to make it to LZ Alpha. They are slower than both
playable helicopters and will take a while to get there. Ending the
mission before the Blackhawks complete theirs get them both destroyed
always. You need to wait at the base.

After a while you'll get the warning that the Blackhawks are
approaching LZ Alpha. Soon after you'll be told they are leaving LZ
Alpha then get the "mission accomplished" quote from your co-pilot.
You can land now and the mission will be complete. Don't worry about
your fuel, you have enough to hang around till they complete their
mission. You can then land and complete the mission.

You can also follow them to watch as they do their thing. Head back to
your takeoff point, after crushing the enemies at the LZ and on the
way as described above. On the way you'll see the  Blackhawks on the
way to to the LZ. Match your speed to theirs and you can follow them
to the LZ. When they get there if there aren't any enemies you'll see
them land and stay on the ground for a while. They will then take off
and start heading to your landing point, though you probably won't
have time to escort them there as you'll be running out of fuel and
they won't be shot down anyways. You will be running on fumes by the
time you make it back to base afterwards.

Hen House: Deliver equipment to the Rangers. Password: DCIAYRG

In this mission you have to airdrop a crate full of supplies to Delta
Company; a group of friendly troops deep in enemy territory. Head to
Delta Company and when you get there you'll see a group of friendly
units and infantry. Hover above the four guys in a square and drop the
crate in the target area. Make sure not to shoot any of the
friendlies, then head back to base. Oddly blowing up the crate and
even Delta Company after dropping the crate still completes the
mission, though you'll get almost no points since you lose points for
killing friendlies.

Desert Two: Execute the high ranking terrorist. Password DCIABCA

This mission is rather dumb since the briefing says they were going to
send B2 bombers to wipe out the camp, but they are all broken (what?
broken how? and all of them??) and the service techs don't have
clearance to read their repair manuals. (what?)

This is a very easy mission. Just fly to the tent complex and
perforate the useless infantry guards. The large brown tent is the
only building you need to blow up; once you do you'll accomplish the
mission, evidently killing the terrorist in the collapsing
building/explosion. This is the only thing at the camp that needs to
be destroyed; the units in the area and other buildings can be left if
you wish; though I like to flatten the entire camp.

Flaming Arrow: Shoot down the document carrying helicopter. Password
DCIAJDA

The briefing in this mission is sort of ambiguous. Are the US
government helping to cover up African government terrorist activities
or simply stopping false propaganda about them being terrorists from
being circulated and ruining their reputation? Hmmm.

Anyways head to the convoy origin. If you've been fast enough you'll
see the helicopters still on the ground and can target the black Mi-8
Hip and blow it up, accomplishing the mission. As soon as you get
close/start shooting the helicopters will attempt to take off. While
they are on the ground they can be targeted with the chaingun and
hellfires will select them as ground targets. As soon as they start to
lift off they won't be treated as ground targets. So take out as many
as you can before they scramble and take off. When I got to the origin
there were two Hinds and the Hip on the ground, one Hind taking off
and two hinds in the air, but they could have been aircraft sent in to
intercept me, not part of the mission. This mission is a great chance
to get the Air Medal as you'll bag a few heli kills and any others you
encounter should be enough to get the six you need for the medal.
Simply fly back to base and congrats you're a pawn of the government's
corruption/the saviour of your ally's reputation.

Plain Aria: Stop the Green Rain dropping helicopter. Password DCIERAC

This mission is an interesting one. Your mission is to shoot down
another Mi-8 Hip carrying a deadly biological weapon called Green
Rain; a smoke like substance the Libyan government plan to use to kill
off a village full of US Rangers as a final show of defiance, even
though they have lost the fight, thanks to you.

Don't fly to the Chem Drop on your map. That's just the village where
the Green Rain is going to be dispensed. Instead use your map to
navigate to the Chem Flight's origin and if you're fast enough you'll
see the helis still on the ground, like in the Flaming Arrow mission.
If you took a while getting here they may be airborne or gone. If they
are gone, quickly start heading towards the Chem Drop from the Chem
Flight Origin and you'll find them. Shoot down the Mi-8 Hip to
complete the mission and wipe out its guard Hinds.

If you follow them to the village you'll get a message saying that the
Green Rain is being dispensed, and the Hip will start dropping
circular smoke like green stuff. If you get that message the mission
is failed as the biological agent has been dropped and the village is
doomed.

This is the last mission in Libya. Now it's time to head to America's
favourite place: Vietnam.

VIETNAM

Lobster Quadrille: Escort the BlackHawks. Password: DAYEZBG

Welcome to Vietnam. Whee another annoying escort mission. This is
exactly the same as the last one. Just go to LZ Alpha, killing off
anything you see on the way. Annihilate the stuff at the LZ, then wait
by your base/follow the Blackhawks until they leave the LZ and your
mission is complete.

Reindeer Flotilla: Rescue the Glider Pilot. Password: DAYEBSE

Another rescue mission. The briefing says that the downed pilot has
the means to avoid being a POW but would prefer not to use them, but
if you fail to rescue him he becomes a POW anyways...

Anyways this is another easy rescue mission. Just go to the pilot,
kill the AK toting solider near him, pick him up and head back to
base.

Flaming Arrow: Destroy the Khmer Rebel General's helicopter. Password:
DAYEJTE

Another "destroy the gunship" mission. As before, just go to the enemy
origin quickly and you'll find the helos still on the ground. Simply
detonate them with chain or Hellfires on the ground or Sidewinders in
the air and try to kill six to get the Air Medal, if you haven't
already got it.

Hen House: Deliver water to the GIs. Password: DAYERQE

Another Delivery mission. Just fly to Delta Company which is a group
of friendly units and infantry and drop the crate in the middle of the
infantry guys. Head back to base

Lava Lamp: Destroy the Artillery Site. Password: DAYEZRE

And now for something completely different. Fly to the artillery site.
There you will find a group of Sa-23 180mm guns and a few other units
like Shilkas. Kill off the guards and then wipe out the guns. Sa-23s
don't actually shoot either because the devs didn't want them to, or
because of a bug. You only have to take out the Sa-23s to complete the
mission.

Anterior Nova:  Destroy the grounded MIGs. Password: DAYEAKC

Another easy mission. Just fly to the MIGs and you'll see four of them
parked on the runway. There will also be two Shilkas (guess that light
AA cover mentioned in the briefing WAS actually light AA cover)
Destroy them, then use your chaingun or Hellfires since the jets count
as ground targets. Then just head back to base.

Gemini: Crush the truck convoy. Password: DCYEILG

Another truck destroying mission. Just go to the convoy origin (which
for me was a remote building in the middle of the countryside) and
start heading to the convoy destination. On the way you'll see the
trucks with no guards at all. Blow the idiots away and head back to
base, shaking your head.

Chess: Save more GIs. Password: DCYEQIG

I'm not sure what the briefing is on about for this: A green Looney
with a winning manner than got shot first? Is that an inside joke from
the devs or what?  Anyway this is just another group pickup. Just go
to the two LZs, going to the second pickup first if it's closer and
pick up your guys before heading back to base.

Binary Rainstorm: Stop the chem Drop. Password: DCYEYJG

This is just the same as the other chem drop mission. Just ignore the
chem drop waypoint and use your map to navigate to the chem origin to
find the helos on the ground or on the way to the chem drop and blow
them away. Another good chance to get the air medal.

Freedom Train: Save more POWS! Password: DCYEA4E

More grunt saving? There are three this time, so fly to the POW camp.
Once you have all three on board, feel free to torch the camp since
there's just some AK-47 infantry and no other defenders. This is your
last mission in Vietnam. Now you go to the ambiguous "Central Europe"
for the game's final missions.

CENTRAL EUROPE

Domino Mirror: Destory the Cruise missile launcher. Password: DCYEI6E

Welcome to Central Europe. Letting enemies keep cruise missile
launchers is a big no no, so fly over to where the missile laucher is,
watchig out for the new enemies like the BMP that you'll meet alot of
in Europe and you'll find the launcher with a Shilka guard and two
Radar vehicles. Blow up all idiots at the site then head back to base.
You'd think Russia would protect a cruise missile launcher with more
than one AAA.

Chess: Save MORE GIs! Password: DCYGQYE

Wow another GI saving mission. The end of the game is in sight, so
stay strong and resist the urge to blow them into fleshy bits for
being stupid enough to be captured. They are out in the open with
enemy soldiers, so don't shoot friendlies and airlift them out.

Arc Lite: Save MORE people! Password: DCYGYZE

ANOTHER airlift mission. There is nothing diffrent about this one and
the enemies guarding them are just as weak as always. Pick the guys up
and return home.

Anterior Nova: Destory the bunkers. Password: DIIGBKG

Well after all that its back to one of the first mission types in the
game: destroying the bunkers. Because after all the battle you've
seen, this is really a mission that a pilot of your calibre should be
given. This, as you'd imagine is a very, very easy task. Just remember
the bunkers are resistant to missiles, so blast them with a long
stream of chaingun love and head back to base.

Reindeer Flotilla: Save the pilot. Password: DIIGJLG

Now you have to save another pilot but this time he's the pilot of a
shot down Apache. How come when you're shot down or crash you never
survive but he does? It's a conspiracy! There is nothing different
about this from previous missions of this type, so just go and get
him.

Hop Toad: Drop supplies to the downed pilot. Password: DIIGRIG

Ohh look another Apache that survived the crash and can be REPAIRED
while you always die. Even his co-pilot survived, as the end mission
debrief says that he can treat his injured co-pilot.

Anyway the object is to drop supplies for him, so head out there and
you'll see a man simply called "Man" standing by himself. Drop the
crate next to him and you're finished. Also if you want to be evil,
after you drop the crate you can shoot the guy or even blow up the
supply crate and you'll still complete the mission just fine.

Olympic Torch: Clear the way for the B-2. Password: DIIGZJG

Well here's something different! Your task is to clear the way for a
B-2 stealth plane prototype to complete its test flight. The top brass
in the mission briefing sure don't seem too impressed with it and it
will get blown away by SAMs despite being stealthy, so it's your job
to eliminate the threat.  When you get to the runway you'll see the
bomber take off in front of you. It will then circle the airfield and
head off away from your mission objectives. it is faster than you, but
don't worry because it will take a little while to actually head
towards the SAMs. You still don't have time to waste though, so hurry
over to the SAMs and wipe out the Sa-12s.

Unlike the Blackhawk mission; as soon as you blow up the Sa-12s the
mission is complete, even if you land before the B-2 gets there. If
you like though you can try to follow the B-2. It is faster than you
so this can be diffcult but you can go to one of the SAM sites if you
want to watch it. Its funny that in a previous mission the briefing
said they were going to send B-2s to take out a target, but they were
broken and the tech crews didn't have clearance.

If the B-2 is already in service why does it need a test flight? I
thought this was a prototype?

Lobster Quadrille: Protect the Blackhawks. Password: DIIGB4E

This is another "protect the Blackhawks" mission. Handle it much like
the previous ones and head over and clear out the LZ. Hang around and
follow the Blankhawks or go to your destination and wait for the
mission to be complete before landing.

Grand Theft Hokum: Escort the Ka-34 Hokum. Password: DIIGJ6E

A new mission type, this time you have to escort the defecting Russian
Air Minster in his stolen Ka-38 Hokum to your landing airfield. Take
off and head over to the pickup point and you'll see the Hokum marked
as a mission goal with some tanks next to it marked as mission goals.
Obviously you should destroy the tanks and not the Hokum and wait a
minute or two and it will take off. Then just fly with it to the
destination. Nothing seems to shoot at the Hokum, so as long as you
stay alive and get there with it you should be fine. Of course a
Russian helicopter flying with a US helicopter protecting it is a
commonly seem sight for the Russian troops.

Once it lands at the airfield the mission is complete and you can
land.

Flaming Arrow: Destory the hitsquad's helicopter Password: DIIGRYE

This is it: the last mission in this long game. A hitsquad has been
sent to eliminate the Air Minster you just saved and you have to
intercept their helicopter and stop them. Despite what you may think
this mission is just like the previous helicopter hunting missions.
Just take off, go to the flight origin and wipe them out the same way
you have wiped out other helicopter flights. After burning the
hitsquad, return to base and set your faithful helicopter down for the
last time.

CONGRATULATIONS! you have beaten LHX Attack Chopper!

Credits:

Me for writing this.
Alexander Davidson for making MetaPad, a very useful tool for FAQ
writers.
My sisters and mum for being awesome.
SEGA for making great games and systems in the 8bit and 16bit days
before screwing up again and again.

Fin