o----------------------------------------------------------------------------o
| Cobra Command |
| NES Edition |
| |
| FAQ/WALKTHROUGH |
| Version 1.0 (January 25, 2007) |
| |
| By The Admiral |
| Email:
[email protected] |
o----------------------------------------------------------------------------o
Introduction
------------
Lost in the flood of great NES actions games is Cobra Command, a surprisingly
entertaining helicopter-based side-scroller. Set in Southeast Asia during the
mid-twentieth century, Cobra Command takes you through numerous islands and
other locations to rescue hostages and destroy enemy strongholds. This game
stands out in that it combines a traditional action game with some adventure
elements, like customizing your helicopter with different gear and piecing
together clues from hostages to find enemy locations. The customization
element of the game was somewhat ahead of its time, allowing players to vary
their weapons and accessories to meet the changing terrain or enemy mix.
If you are reading this guide, you are probably playing Cobra Command without
access to an instruction manual or any other source of information. As was
the problem with many NES games, it can sometimes be extremely difficult to
figure out what to do or how things should work. In addition, Cobra Command
can be very challenging if you do not have good combat strategies or cannot
locate the enemy depots where valuable equipment upgrades are held. That's
where this guide comes in. Whether being used to learn the bare basics, find
the location of every hidden item, or refine a strategy at a particular stage,
this guide should help you.
==============================================================================
D I S C L A I M E R CC01
==============================================================================
This FAQ is meant for personal use only and cannot be reproduced for
commercial use under any circumstances. No portions of this guide may be
reproduced, in part or in entirety, without the written consent of the author.
If you would like to use any part of this guide in your FAQ or website, I will
probably give you permission if you ask, but you must ask first (Email:
[email protected]). The Cobra Command title, as well as all contents
within, is copyright of Data East.
==============================================================================
T A B L E O F C O N T E N T S CC02
==============================================================================
To jump to any section of this guide quickly, click the Edit option on the
toolbar, then go to Find and type in the index number listed in the right
column. You can also press Ctrl+F to bring up the search box in most browsers
and text editors.
DISCLAIMER................................................................CC01
TABLE OF CONTENTS.........................................................CC02
STORY AND OBJECTIVE.......................................................CC03
THE BASICS................................................................CC04
CONTROLS..................................................................CC05
MAIN MENU.................................................................CC06
HELICOPTER UPGRADES.......................................................CC07
TIPS AND STRATEGIES.......................................................CC08
WALKTHROUGH
STAGE 1 - SUMATRA.........................................................CC0A
STAGE 2 - JAVA............................................................CC0B
STAGE 3 – BORNEO..........................................................CC0C
STAGE 4 – SOUTH CHINA SEA.................................................CC04
STAGE 5 – SIAM............................................................CC05
STAGE 6 – ENEMY HEADQUARTERS..............................................CC06
ENEMIES...................................................................CC09
LOCATIONS IN THE GAME.....................................................CC10
CONTACT INFORMATION.......................................................CC11
REVISION HISTORY..........................................................CC12
CREDITS...................................................................CC13
==============================================================================
S T O R Y A N D O B J E C T I V E CC03
==============================================================================
It is the mid-twentieth century and the United States is at war in Southeast
Asia. Many hostages have been taken by the enemy and brought to hidden
underground bases. You are General Steven Power. You command the attack-
helicopter that will single-handedly take on the entire South Asian military
force. No pressure there. Your primary mission is to rescue all the hostages
captured in each stage. Your secondary mission is to raid enemy supply depots
for helicopter upgrades.
==============================================================================
T H E B A S I C S CC04
==============================================================================
The following are some of the basic items and statistics in the game. These
terms will be referred to throughout this guide and are essential to
understanding the game. This section is useful if you are playing through the
game for the first time and do not have the instruction manual.
MENU ITEMS
==========
SCORE You receive points for each enemy you kill. Other than
for personal competition purposes, the Score has no effect
on the game.
LIVES This is number of lives you have remaining. You begin the
game with 4 lives. Once all 4 lives are lost, you will
receive a Game Over and the option to continue (you can
continue up to three times). You Score is reset to zero
when you continue. You receive an additional life each
time you raid an enemy depot.
DAMAGE The Damage total shows the number of hits you can sustain
from bullets and projectiles before crashing. When Damage
gets to one, the helicopter will catch on fire and slowly
descend if left on its own. When damage gets to zero, the
helicopter will engulf in flames and begin to crash –
losing a life at that point is unavoidable. Your maximum
damage can be boosted by collecting Armour upgrades.
Note that collisions with any enemy/wall/surface will
destroy your helicopter regardless of Damage remaining.
HOSTAGES The Hostages total on the menu shows the number of
hostages rescued, missing, and in total for the current
stage.
GAME OBJECTS
============
HOSTAGES The Hostages appear as a little gold men who wave their
arm to signal you. Some hostages will be above ground,
while most will be hidden in underground enemy fortresses.
To rescue a hostage, simply fly down towards him and a
rope will descend from the helicopter, allowing him to
climb onboard.
UNDERGROUND BASES The enemy is sophisticated enough not to leave its bases
and weapon depots above ground, where there are easy
target for an air attack. Instead, most bases are hidden
and covered by some external structure. Finding these
bases is one of the goals of each stage. Note that some
bases cannot be uncovered unless you have rescued the
hostages that are above ground first.
ENEMY FORTRESSES Hidden deep within the underground bases are enemy
fortresses. These are the command centers where many
hostages are kept. In most cases, fortresses contain an
abundant supply of attack vehicles that will emerge after
rescuing three hostages. You will need to eliminate the
attacking force before saving any additional hostages.
ENEMY DEPOTS Also within underground bases are enemy depots. These
depots contain enemy weapon caches that can be used to
upgrade your helicopter. Depots are usually flat surfaces
within the base that stand out from the surroundings,
often times with different colors or texture types. You
need to land the helicopter on top of the depot to obtain
the upgrades. It is easy to miss the depots if you are
not looking out for them, so try to find one in every
underground area. There are two enemy depots in each
stage.
=============================================================================
C O N T R O L S CC05
=============================================================================
The controls for Cobra Command can take some getting used to, particularly
when it comes to horizontal movement. See the Tips and Strategies section for
a few useful tricks on how to move around more effectively.
||
_______||____________________________
| |
| _ Nintendo |
| _| |_ |
| | O | SELECT START |
| ¯|_|¯ (¯¯) (¯¯) ( ) ( ) |
| ¯¯ ¯¯ B A |
| |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
UP
Moves the helicopter vertically upward.
DOWN
Moves the helicopter vertically downward. You can move the helicopter all the
way down and "land" on any surface. When attempting this, you need to perform
a stationary descent so that the helicopter remains parallel to the ground.
LEFT/RIGHT
Moves forwards and backwards, depending on which direction the helicopter is
pointed. A couple of things to note about movement. First, when moving
forward, the helicopter's nose will point downward (as will your gun shots).
Conversely, the nose will point up when moving backwards. You will have to
take this into account when attacking enemies. Second, when moving forward,
the game will slow the helicopter movement when you approach the middle of the
screen as the screen scrolls. This is referred to as "scroll drag" and can
make it very difficult to get past quick moving objects. You can bypass this
by flying backwards.
SELECT
This brings up the main menu. See the next section for more information.
START
Causes the helicopter to turn around. This can be used to backtrack or move
quickly through certain areas.
B-BUTTON
The B-button is used to fire the helicopter's main guns. You need to
repeatedly press the B-button to shoot for all weapons except the Rapid Fire
Gun, which fires as long as the B-button is depressed.
A-BUTTON
The A-button is used to fire the helicopter's missiles.
==============================================================================
M A I N M E N U CC06
==============================================================================
The main menu allows you to configure your helicopter's equipment and receive
useful status information. The box on the left lists equipment and the box on
the right leads to additional screens with more information.
o-------------------------------------------------o
| |
| o---------------------o |
| | | |
| o------------o | | |
| | | | | |
| | | | Helicopter | |
| | Soldier's | | Picture | |
| | Picture | | | |
| | | | | |
| | | | | |
| o------------o o---------------------o |
| |
| o===========o o---------------------o |
| []| GUN | []| SCORE | |
| |===========| | | |
| []| MISSILE | []| HOSTAGES | |
| |===========| | | |
| []| ARMOUR | []| MESSAGES | |
| |===========| | | |
| []| ENGINE | []| EXIT | |
| |===========| | | |
| []| RESCUE | | | |
| o-----------o o---------------------o |
| |
o-------------------------------------------------o
EQUIPMENT STATUS
================
The box on the left displays your current equipment. You can select each item
and toggle through the list of available gear by pressing the A-button. The
location of each piece of equipment will be highlighted on the helicopter
picture when selected. More detailed information on these items is presented
in the next section.
MISSION STATUS
==============
The box on the right provides information on your mission and game status.
Each option displays the following information:
SCORE Shows the number of points you have collected, number of
remaining lives, and amount of damage your armor can still
sustain.
HOSTAGES Shows the number of total, collected, and remaining hostages in
the current stage.
MESSAGES Occasionally hostages will give you messages about the current
stage when rescued. This usually occurs when rescuing outdoor
hostages and is signaled by a small sound once the hostage is
aboard the helicopter. Almost all messages are something like
"the enemy base is nearby." You never need to listen to them
to proceed in the game.
EXIT Exits the main menu and returns to the game.
==============================================================================
H E L I C O P T E R U P G R A D E S CC07
==============================================================================
Below are the different upgrades you can collect in the game. All upgrades
are found in enemy supply depots within the underground bases.
GUNS
====
Yoru most basic offensive equipment is the primary helicopter guns. The guns
can be upgraded to fire in different spreads and directions to improve your
ability to combat enemies.
SINGLE You begin the game with the Single gun. This is a pretty basic
machine gun that will suffice for a short time, but should be
abandoned once an upgrade is found.
DUAL The Dual guns are a very nice upgrade from the Single, as they
widen the range of your attack and make it much easier to kill
moving enemies. Once obtained, you can probably use these guns
for the remainder of the game.
ATG ATG is an abbreviation for Anti-Tank Gun. This gun takes out
all tanks and vehicles in one shot. It is an extremely useful
indoor weapon and excellent at enemy fortresses. However, it
is not as useful outdoors where tanks are less numerous.
RAPID Rapid is similar to Single, except that it fires continuously
while the B-button is held down. This is a pretty crummy
upgrade that offers less killing potential than the Dual Guns
or ATG. There is never really a compelling point in the game
to use this weapon.
3-WAY The 3-Way gun fires 3 shots simultaneously, with one going
straight and the other two at roughly 45 degree angles to the
first. The 3-way allows you to kill targets at a decent
distance above and below your helicopter. The 3-Way
is better used as a short range weapon since it becomes
difficult to hit targets with the top or bottom bullets from
afar. This gun has some decent uses indoors, but is probably
no better than the Dual guns. No clear cut verdict, so use
whichever weapon you feel more comfortable with.
------------------------------------------------------------------------------
MISSILES
========
Missiles (which included air-to-ground bombs) are the "knock out" punch in
your arsenal. Missiles fire slower than guns but pack a much harder blow. In
general, all missiles (except the Firebomb) are equivalent to 3-4 shots from
your gun. They are also much more specialized, and should be changed
frequently to match the stage environment. You have an unlimited supply of
missiles, so use them very liberally.
MONO You begin the game with Mono missiles. These missiles fire
in a straight path and launch from just below your
helicopter. These missiles make a good compliment to your
Single gun at the start of the first stage, as using the two
in tandem helps increase the width of your attack. Still,
this weapon is inferior to all other missile types.
TWIN Twin Missiles are similar to the Mono missiles, except you
can have two on the screen at once. This is a good weapon to
have if you want to destroy an object directly beneath your
helicopter. For example, these can be used to hit tanks and
land infantry while you hover slightly off the ground.
FIREBOMB The Firebomb is the most powerful weapon in the game. It is
equivalent to more than 10 regular bullets and is more than
twice as powerful as all other missiles. The firebomb is an
excellent air-to-ground attack, which is invaluable in taking
out artillery cannons and tanks. The one downside to the
Firebomb is that it's relatively slow. You can only have one
on the screen at a time, so this limits your ability to
quickly destroy ground targets.
HOMING These Homing missiles don't exactly work the way you might
expect from the name. They do not home in on enemies, but
they do allow you some control over where their trajectory.
Hold down the A-button and the missile will descend from the
bottom of the helicopter. Once you release the A-button, the
missile quickly blasts forward. The Homing missiles allow you
to precisely attack any target in front and below your
helicopter, as well as enemies directly below. These missiles
have great strategic uses but are too slow for the majority of
combat.
MINES The Mines are similar to the Firebomb, though not quite as
powerful. The advantage is that you can fire two mines at
once, which make for an excellent way to combat land units.
By the time you acquire these you will be under heavy fire
from both ground and air targets, so they come in very handy.
One downside to the Mines is that they float in water, making
them a poor choice in Stage 4. You are better off using the
Firebomb or Homing 1 missiles in that instance.
HOMING 1 The Homing 1 missiles actually live up to their name. When
fired, a single missile will move about the screen until it
finds a target. The homing is not perfect (the missile will
occasionally circle an enemy without killing it), but it makes
for a great way to kill enemies that are outside the reach of
your gun. The Homing 1 missiles can "feel" slow since it
sometimes takes a while for the missile to find a target.
Still, this is the best missile you can use at the time it's
acquired.
HOMING 2 Homing 2 missiles are similar to Homing 1 missiles, except you
can have two on screen at once. This additional missile makes
a huge difference as far as effectiveness goes. Once
acquired, these should be your missile of choice for the
remainder of the game.
------------------------------------------------------------------------------
ARMOUR
======
Armour (note that the game uses the British spelling) refers to the protective
plating that covers your helicopter. It protects you from bullets and
projectiles, but collisions with enemy targets or terrain will still destroy
your helicopter instantly. Unlike the other upgrades, you cannot choose which
type of armour you want to use. The most protective armour is the default
once it has been acquired.
NORMAL This is the standard plating that covers your helicopter at the
beginning of the game. It allows you to sustain 4 attacks from
enemy bullets.
ARMOUR By the time you receive this upgrade, you will appreciate the
additional protection. The Armour allows you to endure 5
attacks from enemy fire.
SUPER The Super Armour is another great step up in defense, allowing
you to receive 7 attacks from bullets and projectiles before
crashing.
HYPER The Hyper Armour offers you the best protection in the game.
It blocks an incredible 9 attacks from enemy fire. This
upgrade is available near the end of the game and should not be
missed, as its added protection is invaluable.
------------------------------------------------------------------------------
ENGINE
======
The type of engine you use controls your movement speed. The higher the
upgrade, the faster you move. More speed is not always better, however.
There is a fine balance between moving fast enough to evade enemies and moving
too fast that you lose control. This is especially the case in underground
bases, where the narrow passageways are easy to crash into if you're moving
too fast. As with your guns and missiles, adjust your engine to match the
environment
NORMAL You begin the game with Normal engines. These engines are fast
enough to evade the slow moving enemies in the first stage, but
they become outdated very quickly. You may occasionally want
to switch back to this engine when underground if your are
navigating very tight passageways.
TURBO Turbo engines are a great upgrade, offering enough speed and
maneuverability to escape most enemies and projectiles. This
is probably a good default engine for underground movement as
well.
SUPER The Super engines add a noticeable burst of speed that allows
for quick maneuvers between numerous moving targets. They are
excellent outdoor engines, but might be too powerful for
underground levels.
HYPER The Hyper engines provide you with an incredible amount of
speed. Some players may find that this causes the helicopter
to move too quickly to control when outdoors, but others will
find it just right. This engine is probably too powerful for
underground use, as you will end up smashing into walls and
ceilings with light taps to the control pad. The one exception
to this is the final stage, which requires a lot of speed to
evade traps and obstacles.
------------------------------------------------------------------------------
RESCUE
Rescue devices are lowered from the helicopter to rescue hostages.
ROPE The Rope is your beginning rescue device. When you near a
hostage, the Rope will be dropped and the hostage will climb up
onto the helicopter once he has hold.
LADDER The Ladder is not much different from the Rope and does not
make a significant difference when rescuing hostages. On the
downside, the ladder is shorter than the rope, so you will need
to move closer to the ground for hostages to board. However,
the Ladder is also wider than the Rope, which allows hostages
to board from a larger area. This difference is pretty
insignificant, however. The Ladder also seems to lower faster
than the Rope, but, again, not by much. The choice is yours as
to which rescue device you want to use. Neither one is clearly
better than the other.
==============================================================================
T I P S A N D S T R A T E G I E S CC08
==============================================================================
Cobra Command can have a very steep learning curve if you are unfamiliar with
some of the game's nuances. Below are a few tips that can make the game much
easier to handle.
1. FIRE GUN AND MISSILES SIMULTANEOUSLY
You should get into the habit of tapping the A- and B-buttons at the same
time, as this is the best way to attack enemies in the game. This widens your
firing path and gives you the greatest chance to kill any oncoming foes. The
exception to this is when you are using air-to-ground missiles (the Firebomb
and Mines), as you may wish to time these to kill specific ground targets.
2. UNDERSTAND HOW THE HELICOPTER MOVES
The helicopter will tilt downward when moving forward and upward when moving
backwards. This alters the direction in which your guns (and possibly
missiles) will shoot. It is important to adjust for this when attacking
enemies. If you need to kill an enemy directly in front, stop moving forward
so that the helicopter levels out and gives you a clear shot. Also, do not
move forwards or backwards when attempting to land. If the cockpit or tail
hit the ground, the helicopter will be destroyed. Go straight down so that
the landing rig is all that makes contact with the surface.
3. SLOW SPEED INDOORS
Outdoor levels are fast-paced and throw enemies at you constantly. There is a
huge advantage to additional speed offered by engine upgrades in helping dodge
bullets and maneuver between enemies. However, underground levels are much
slower paced and more tightly packed. When inside, change your engine to
Normal or Turbo. If you move too quickly, it is easy to crash into the walls
or accidentally hit the enemy fortress. Since the enemies are much more
limited, control is more important than blazing speed.
4. LEARN HOW TO MOVE BACKWARDS EFFECTIVELY
It can take a while to understand and adjust to how your helicopter moves
relative to the screen scroll. The game is designed so that you cannot move
beyond mid-screen during forward movement. Behind mid-screen you can move
around as fast as your engines will let you, but, once you hit mid-screen, the
scroll will seem to "drag" you along. This makes it very difficult to get
past certain areas where missiles or projectiles are being shot up in a
continuous interval. The trick is to turn around and move backwards. Since
you are facing the other direction, the game does not count this as moving
forward and does not drag your motion. This can be risky if you are flying
low, as it is possible to collide with objects. Learning how to effectively
fly backwards is an excellent skill that will allow you to get past many of
the trickier parts in the game.
5. CHOOSE WEAPONS TO MATCH THE TERRAIN
Cobra Command allows you a great deal of freedom in customizing the helicopter
as you wish. While some equipment choices are a matter of taste, others are
clearly more effective in certain areas than others. For example, the Dual
Guns are excellent outdoors as they allow you to better handle the numerous
enemies that approach, whereas the ATG is preferred inside when powerful tanks
guard the enemy fortress. Similarly, it does not make sense to use Mines on
the sea levels since they float, but they are a good choice on land levels
with heavy ground unit concentrations. Never be afraid to mix up your gear,
and always think of ways a different piece of equipment can benefit you in the
current area.
______________________________________________________________________________
W A L K T H R O U G H
______________________________________________________________________________
The following section includes a full walkthrough for all six stages of the
game. Before each stage, there is a description listing the number of
hostages, available upgrades, and types of enemies.
==============================================================================
S T A G E 1 - S U M A T R A CC0A
==============================================================================
Hostages: 20
Upgrades: Dual Guns, Turbo Engines, Twin Missiles
Enemies:
Damage Points
------ ------
Artillery Cannon 2 100
Helicopter 1 100
ICBM F N/A
Missile Launcher 1 150
Truck (Missiles)
Missile Launcher 2 200
Truck (Red Missiles)
Soldier (Grenade) 1 100
Soldier (Gun) 1 100
Tank (Cannon) 2 200
Turret Gun 2 200
------------------------------------------------------------------------------
Sumatra begins with a relatively light attack of individual helicopters. Use
this time to get used to the movement and firing rate of your helicopter. The
best place to position the helicopter is in the top left corner. You should
be able to take out most enemy choppers as they enter the screen. Move up or
down as needed to dodge any stray bullets.
You will face all enemy helicopters until the first small cliff, where an
enemy soldier is stationed. The easiest way to kill soldiers, as well as most
land enemies, is to land your helicopter on the ground and fire your main
guns. You need to be careful when doing this to make sure you descend without
moving forward. If any part of your helicopter hits the ground other than the
landing rig, it will crash and be destroyed.
On top of the cliff, you will find the first hostage. Once he is aboard the
helicopter, you will hear a small signal, indicating that he has a message.
Go to main menu and select Messages. He informs you that another hostage is
hiding in the marsh and has information on the enemy location. As with almost
all hostage messages, this tip is fairly useless (there are no hostages in the
swamp).
Pass over the aforementioned swamp and take out the enemy helicopters from the
top left corner again. At the end of the swamp is another small cliff with
another hostage. This hostage informs you that the enemy base is nearby. The
structure he is referring to is the building half a screen away. To enter the
base, blast the top of the building (the circle) with 5-6 missiles until the
structure is leveled. You will know you are hitting the right spot when the
screen shakes slightly. This will open a giant hole in the ground. Land your
helicopter on the hole and you will descend into the underground base.
Once inside the underground base, the music will change and the surroundings
become much more claustrophobic. Unlike the aboveground fire fights, you can
be much slower and more deliberate in these underground passages. After
descending into the base, move to the right, then turn around and head
downward. A wall will be blocking your path, but a steady stream of missiles
into the window will take it down quickly. The window stands out against the
bricks and is more brightly colored. There is an artillery cannon and soldier
after the wall that can be taken out by staying low and near the back of the
screen.
Once the cave opens up, a powerful missile launcher truck will be nearing.
You can avoid danger by flying backwards, bypassing the truck directly. You
can also point downwards with guns blazing in attempts to destroy it before it
launches missiles your way. Once cleared, there is a large, bright orange
platform just before another pitfall. This platform is an enemy depot. Land
on it to receive some equipment upgrades. In addition to the following
upgrades, you will receive an extra life and have any damage repaired.
o---------------------o
| ENEMY DEPOT 1 |
| ============= |
| DUAL GUNS |
| TURBO ENGINES |
o---------------------o
Equip both new upgrades immediately on the main menu. The Dual Guns are an
excellent improvement over your relatively narrow Single Gun. They should
become your default weapon while aboveground. The Turbo Engines also offer a
nice speed boost. If you find that they make the helicopter a little too hard
to control while underground, hold off on using them until you leave the base.
Turn around again so that you are facing right and descend down the hole just
past the depot. Begin firing immediately, as two turret guns will attack you.
There is also a large tank along the ground that will fire bullets in your
direction. Take it out by landing on the ground and firing your dual guns.
The structure against the far wall is an enemy fortress. Approach the
platform and hostages will begin emerging. Once you rescue three, an enemy
tank will come out of the bottom of the base and begin attacking. No
additional hostages will surface until the tank is destroyed. This is a
pattern you will see a lot at enemy fortresses: three hostages, enemy, three
hostages, enemy, etc. Destroy the tank once again by landing on the ground
level. You can be preemptive and begin moving while the third hostage is
still climbing the rope. This will allow you to be in offensive position
before the tank even emerges. There are a total of seven hostage in this
enemy fortress. You will know you have rescued them all because the music
tempo will increase.
Head back through the caves towards the surface. You will need to handle all
the enemies again, but they can be killed in similar ways as before. Exit the
base and proceed to the right. A steady influx of helicopters will attack you
and there will also be a missile truck along the way. Just after the truck,
you will find another hostage in front of a small lookout tower. This hostage
has no message but needs to be rescued before you can enter the next
underground base.
Head past a few more watch towers until you come to the radar dishes in the
background. Just after this point, there will be three missile bays on the
ground that launch a stream of ICBMs into the sky. These missiles are fatal
if you make contact. This can be very difficult to navigate, since you are
slowed by the screen's scroll drag. The easiest way to bypass this section is
to fly backwards until all the missile bays are cleared.
Once past the ICBMs, you will be at another structure that covers the
underground base. Try to take out the two turret cannons quickly by firing
the dual guns and missiles, then aim for the star decoration on top of the
building. A few missile blasts will clear the way to the underground.
Head left once you arrive underground. The first enemy will be a large tank
with heavy armor. It will take several gun blasts to take it out. Either
land on the ground and fire quickly, or position yourself above and drop
missiles. Once defeated, concentrate your attention on the large missile
silo. Fire missiles at the small circle just below the round of the silo.
Once destroyed, head back and a new hole will have opened in the previous
room.
After descending, you will see a large enemy depot against the right wall and
another tank guarding the way. If you have a few damage points left, take out
the tank first and then land on the depot. Once again, you pick up an
additional life and repair any damage.
o---------------------o
| ENEMY DEPOT 2 |
| ============= |
| TWIN MISSILES |
o---------------------o
Equip the new Twin Missiles right away. They are similar to your current
missiles, but can be fired two at a time. The enemy fortress is just after
the supply depot. A large missile launcher truck is guarding the structure.
This one fires red missiles and is a bit tougher than the other missile
trucks. You can still take it out by landing and blasting with guns or
hovering just above ground a shooting missiles. Once destroyed, near the
platform and rescue three hostages. The same events will transpire as at the
other fortress where a new tank will emerge after every three hostages have
been rescued. This time, the missile launcher truck with red missiles
appears. Take it out with missiles of your own and repeat until all the
remaining hostages are saved. The stage ends when the final hostage is aboard
the helicopter.
==============================================================================
S T A G E 2 - J A V A CC0B
==============================================================================
Hostages: 28
Upgrades: Super Engines Firebomb, Armour, Homing Missile
Enemies:
Damage Points
------ ------
Artillery Cannon 2 100
Helicopter 1 100
Kamikaze Fighter 1 150
Mini-Tank (Red Missiles) 2 150
Mini-Tank (Homing Missiles) 2 200
Missile Launcher 1 150
Truck (Missiles)
Moving Artillery Cannon 2 150
Soldier (Grenade) 1 100
Soldier (Gun) 1 100
Soldier (Rocket) 1 100
Turret Gun 2 200
------------------------------------------------------------------------------
The terrain in Java is rocky and more arid than the previous stage.
Helicopters will still be the staple enemy for a while, but pesky artillery
cannons now provide ground support. Their shots are lobbed into the sky and
then return downward, making them very difficult to avoid. You can breeze
right by them by flying backwards. Fortunately, these cannons cannot turn
around once they are on the screen, so you are completely safe once behind
them.
The first hostage can be found at the gold ruins a few screens into the stage.
There are artillery cannons just before and after these ruins, so be careful
when moving down the collect the hostage. This hostage tells you that an
enemy base is close by. After this hostage is rescued, Kamikaze Fighters will
start to attack. Kamikaze fighters move quickly across the screen and will
either fire a bullet or attempt to crash into you, making them very dangerous
aerial foes. They always start by moving straight before veering up or down.
This first portion of their movement is the best time to attack; once they
start veering towards you, it may be too late to avoid a fatal collision.
About one screen after the hostage, you will see a large gold building. Blast
the orb on top with missiles and the underground base will be revealed.
Proceed downward into an enclosed room with a patrolling mini-tank. Do not be
fooled by this tank's small size; its red missiles can inflict two units of
damage. Land on the ground and take it out quickly. Once destroyed, blast
the orb on the right-hand wall to clear the way.
Stay very close to the ground after the wall is destroyed, as this gives you
the upper hand against the couple of soldiers and additional mini-tank.
Again, shoot the orb to clear the structure blocking the end of the passageway
and head down. A mini-tank awaits you at the bottom, followed by another
enemy depot. Be sure not to overlook this depot, as the landing zone is small
and blends in somewhat.
o---------------------o
| ENEMY DEPOT 1 |
| ============= |
| SUPER ENGINES |
| FIREBOMB |
o---------------------o
Equip the Firebomb right away. It provides an excellent ground attack that
you have been lacking. You might want to wait before equipping the Super
Engines, as they make it a little hard to control the helicopter when indoors.
The enemy fortress is just beyond the depot. The resident guardian is the
powerful mini-tank. You can use the Firebomb to take the tank out relatively
safely. Rescue all ten hostages from the fortress and head back. The
Firebomb will make the return trip a bit easier, as you no longer need to land
the helicopter to get a good shot.
At the surface, be prepared for a flurry of Kamikaze Fighters from the air and
mini-tanks along the ground. This upcoming stretch can be quite difficult if
you do not take out the enemies as soon as they appear. If the Kamikazes
begin to veer towards you and attempt a collision, stop moving forward and
focus you firepower straight ahead to thwart them.
After a few screens, a blue structure will rise out of the ground. There is
nothing special about this building, so ignore it and proceed onward. The
enemy mix now changes a little. You will be attacked by moving artillery
cannons and missile launcher trucks. These are trickier than the mini-tanks,
as their firing pattern is more aggressive. You will eventually see a red
tower with a hostage on the roof. This hostage tells you that enemy base is
nearby (what a surprise).
At this point, keep near the top left corner and keep unleashing Firebombs and
Dual Gun blasts. Pass by the gold columns and you will come to a large fort.
The defenses include a soldier firing rockets and a couple of turrets. All of
them can be neutralized with a steady bombardment of Firebombs. Once the
stationary enemies are removed, Blast the orb on top of the fort to reveal the
underground base.
You will descend into an enclosed room with a mini-tank and winged statue.
Firebomb the mini-tank from the left side of the screen, then blast the statue
until it opens a new passageway. Land on the blue platform and you will be
transported into another enclosed room with a mini-tank. On the left side of
this room is an enemy depot. Take out the tank first, then make a landing.
o---------------------o
| ENEMY DEPOT 2 |
| ============= |
| ARMOUR |
| HOMING MISSILE |
o---------------------o
The Armour is an excellent upgrade and is auto-equipped once you pick it up.
This increases your damage allowance to five. The Homing Missiles do not live
true to their name -- they do not actually home in on the enemies. Instead,
these missiles allow you to control how far they drop before firing ahead.
They have some strategic uses later on, but are far too slow and manual to be
the default. Keep your Firebomb.
Bomb the barricade on the right wall and proceed into the next room, which
contains the enemy fortress. Once inside the room, the wall collapses behind
you and ceiling begins dropping. In addition, the room is patrolled by a
mini-tank that fires homing missiles. That's right, these missiles will
actively chase you around, and there is little room to maneuver. Do not waste
any time in heading to the platform and rescuing the hostages. You will need
to be fast, as you will be killed if you wait too long and the ceiling
collapses all the way. Once the third hostage is climbing the rope,
preemptively move back and get in position to destroy the tank with a well
timed Firebomb. If the tank does get off a homing missile, you can probably
avoid contact by quickly moving towards the ground. Continue until all the
hostages are recovered. If the ceiling gets too low, remember, you can land
on the platform and the hostages will still climb on board.
==============================================================================
S T A G E 3 - B O R N E O CC0C
==============================================================================
Hostages: 20
Upgrades: Hyper Engines, Mines, Ladder, ATG, Homing Missile 1
Enemies:
Damage Points
------ ------
Armored Truck (3-Way Guns) 1 150
Artillery Cannon 2 100
Helicopter 1 100
Helicopter (Red Missiles) 2 200
Homing Missile Launcher 1 N/A
Mini-Tank (Red Missiles) 2 150
Moving Artillery Cannon 2 150
Retracting Columns F N/A
Soldier (Gun) 1 100
Soldier (Rocket) 1 100
Turret Gun 2 200
------------------------------------------------------------------------------
Borneo takes you into the heated jungles at nighttime and throws some of the
game's toughest challenges your way. At the outset of the stage, you are told
in that a secret weapons facility is located underground. In case you are
wondering, this does not refer to any hidden supply depots. It is in
reference to a helicopter manufacturing plant.
This stage begins with helicopters as the primary aerial attacker. Unlike the
previous stages, these helicopters are a bit faster and move aggressive. The
best way to kill them is to fire guns and missiles continuously and try to
destroy them as soon as they appear. The ground assault will consist of some
soldiers, artillery cannons, and mini-tanks. All can be taken out using
Firebombs. A decent position is in the center left side of the screen.
Continue hitting both A- and B-button repeatedly as you fly to get the heads
up.
When you see a large palace in the background, it's time to slow down and fly
towards the bottom of the screen. Just ahead of this point is a large homing
missile launcher. If you are in the sky, it will unleash a wave of missiles
that are very hard to evade. If you stay low, you can (usually) fly right
over the launcher without coming under fire. Stay near the ground until the
launcher is off the screen.
Helicopters will continue to assault you, but you will soon come to a large
log cabin. Just after the cabin, there is an artillery cannon on the ground.
This cannon can be quite tricky to defeat given the obstacle in front of it,
so move back slightly and try to line up an angle from just above the log
cabin. Once defeated, a hostage will pop on the screen. Swoop down to rescue
him, but be ready to move back up in a hurry.
Now, this part usually confuses most players. You need to turn around and
head back. Beyond the log cabin as you head left, there is a small, red
building. Take out the turret on top of it and a hostage will emerge. Once
this hostage has been recovered, you will now be able to uncover the enemy
base. Turn around again (you should be heading right) and proceed past the
log cabin. You will soon come to a large red deployment structure that keeps
spawning helicopters. These helicopters are even tougher than the usual, as
they fire red missiles that inflict two points of damage. This building can
be destroyed by targeting the outer lip on the right side (aim for the edge
with the Firebomb). You will be under constant fire from emerging
helicopters, so focus primarily on avoiding them while dropping Firebombs. A
few well placed hits and the structure will collapse, ending the immediate
helicopter threat.
Descend into the underground base. You enter into a small room with a mini-
tank, but the tank usually moves away through the wall on the left. Bomb the
small platform on the floor on the right to open a path leading down. The
room below contains an armored truck that fires a 3-way cannon. Its shots are
not very damaging but are difficult to avoid. Land on the enemy depot on the
left once the threat is removed.
o---------------------o
| ENEMY DEPOT 1 |
| ============= |
| HYPER ENGINES |
| MINES |
| LADDER |
o---------------------o
This is the only depot to contain three upgrades. Switch to the Mines right
away, as they provide a similar ground attack as the Firebomb but can be fired
two at a time. The Ladder is no better or worse than the rope, so you may or
may not wish to use it. Finally, the Hyper Engines are great but make it very
difficult to navigate while inside. Wait until leaving this base to equip it.
After refueling, destroy the platform on the left wall and navigate through
the small tunnel. Use the mines to take out the boxes at the bottom. An
artillery cannon is against the far left wall. Move down the tunnel in
between the cannon's shots and take it out using your dual guns while
positioned on the ground. Move to the end of the screen, then head up the
shaft. You will enter a small room with the enemy fortress at the right. The
local guard is a mini-tank, so use the mines to take it out. There are twelve
hostages in this fortress.
Head back down the shaft and proceed to the surface. The only really threat
on the way out is the artillery cannon at the bottom of the shaft again. If
you move close to the left side wall before you descend, you can get the
cannon to face left when you pass between screens. This renders it harmless
and allows you to exit safely.
Once up top, be sure to equip the Hyper Engines if you did not do so below.
Shortly after the moving right, the entire bottom of the screen fills with
fire. Needless to say, the fire is fatal, so you are left with only a third
of the screen for maneuvering. Fortunately, you will only be facing
helicopters until the blaze clears. Once you see solid land again, you are
almost at the next underground base. Make judicious use of mines to take out
the two artillery cannons and mini-tank. The large research facility rests on
top of the underground base. Bomb the tallest part of the structure to bring
it down.
Once underground, blast the red platform against the left wall to open the
passageway. Proceed forward very carefully, as three retracting columns will
attempt to crush you. You can edge forward enough that they will retract
before you get there, allowing you to pass safely. It's a very good idea at
this point for you to switch to Normal or Turbo engines to help navigate the
tight passages.
Proceed down the shaft and blast the small red platform on the left again.
This opens a VERY narrow passage that you need to navigate carefully. You
enter into a small room that has a mini-tank and two turrets. There is also a
red gate at the top right side of the screen. Move up and into the gate and
you will enter an enemy supply depot. This is the most often missed depot in
the game.
o---------------------o
| ENEMY DEPOT 2 |
| ============= |
| ATG |
| HOMING MISSILES 1 |
o---------------------o
The ATG (Anti-Tank Gun) is an excellent indoor weapon. It allows you to
destroy tanks and vehicles in a single shot. Equip it right away, but switch
back to Dual Guns when back outdoors. Homing Missiles 1 are another great
find. This version lives up to its name and will actively target enemies when
fired. It should now be your default missile until the next upgrade.
For some reason, you do not get an extra life or armour repair at this depot.
Even worse, you are placed back in the middle of the room with all enemies
revived. Make use of your new homing missiles right away to destroy the
turrets. Once cleared, land next to the mini-tank and blast it away with the
ATG. Hostages will emerge at about the center of the stage. The mini-tank
will reappear after every three hostages, but it can be handled easily with
your new gear.
==============================================================================
S T A G E 4 - S O U T H C H I N A S E A CC0D
==============================================================================
Hostages: 27
Upgrades: Rapid Fire, Homing Missiles 2, Super Armour
Enemies:
Damage Points
------ ------
Artillery Cannon 2 100
Armored Truck (3-Way Guns) 1 150
Battleship (Cannon) 2 200
Battleship (Homing Missiles) 2 200
Destroyer (Red Missiles) 2 200
Frigate Cannon 2 N/A
Homing Missile Launcher 1 N/A
Kamikaze Fighter 1 150
Mini-Tank (Red Missiles) 2 150
Molten Volcano Rocks 2 N/A
Soldier (Grenade) 1 100
Soldier (Rocket) 1 100
Submarine 2 200
Tank (3-Way Guns) 1 200
Turret Gun 2 200
------------------------------------------------------------------------------
South Sea China is a big departure from the previous stages. Combat will now
take place over water, and you will need to deal with the enemy's navy in
addition to its aerial attackers.
You will be bombarded with Kamikaze Fighters in this stage, and they approach
you right from the start. Equip the Dual Guns and Homing Missile 1 to take
them out most easily. Ground units have been replaced by equally deadly
nautical ones. You will initially encounter a couple of small destroyers and
a battleship. All can be taken out with the homing missiles.
The first enemy base is only a few screens away from the start. Once you
approach the first large frigate, blast the back to blow open the ship's cargo
hold. Proceed inside. There are a couple of mini-tanks and an artillery
cannon on the floor. Switch to the ATG for a slightly easier time. When
rescuing the hostages, you can hover the helicopter directly over the enemy
fortress and face left. When the guardian tanks emerge, just use the homing
missiles to take them out before they even fire a shot. You can save all the
hostages here without even needing to move. Exit once all 10 are safely
rescued.
Upon exiting the ship, proceed above the large frigate. You will continue to
be bombarded by Kamikazes and may run into a turret gun on the deck. The
Homing missiles will help a lot at this point, but they cannot help avoid a
collision with the Kamikazes. Once you have cleared the frigate, slow down
and move forward inch by inch until a submerged ship comes into view. This is
an enemy submarine. At this point, it can be killed while underwater and you
will be safe -- a homing missile will do the job. If you let it surface, it
will fire homing missiles of its own at you, which can be very difficult to
avoid.
After three submarines, you will come to a small outpost on an isolated
island. This seemingly abandon structure is covering an underground base.
Blast the green shutter with missiles until the building crumbles and head
down.
You will pass into a sea cave and will be met by an artillery cannon and
soldier. The artillery cannon will be able to hit you from your initial
position, so move quickly back or forward once you enter. Homing missiles
work well here. Just ahead, there is a powerful Tank armed with a 3-way gun
and strong armor. It might make sense to use the ATG here. Head to the end
of the screen and descend once more.
This next room has an enemy supply depot and a large submarine in the water
that will launch homing missiles from numerous bays. This is one of the
toughest parts of the game to avoid receiving damage. You may wish to attempt
the hostage rescue first if you have full Damage remaining. Otherwise, land
on the depot and collect the upgrades.
o---------------------o
| ENEMY DEPOT 1 |
| ============= |
| RAPID FIRE |
| HOMING MISSILES 2 |
o---------------------o
Homing Missiles 2 are the real gem here. These are the same as Homing
Missiles 1, but allow you to fire two missiles at the same time. This is an
amazing offensive weapon that should remain your default missile for the rest
of the game. The Rapid Fire Gun is essentially the same as the Single Gun,
only it will fire by holding the B-button instead of having to press it
repeatedly. It is an utter waste that should not be used.
The submarine in front of the depot will launch homing missiles from three
separate missile bays. It is almost impossible to avoid taking damage here
without incredible luck. The past way to avoid getting hit it to start with
your helicopter landed on the supply depot. Press left and you begin flying
at about the mid point in the screen. For some reason, this puts you at the
proper altitude so that the missiles will sail just over the top of your
helicopter. Once across, move down slightly and begin saving the three
hostages located here. As soon as they are all aboard, move away as fast as
you can. Flying backwards works very well for a quikc exit. This may take a
few attempts, but head back to the surface once the room is clear. The new
homing missiles should handle all the foes in the first cavern.
A slew of Kamikazes will once again attack as you leave the enemy base. The
seas will be occupied by a couple of regular battleships, a destroyer, a new
battleship that fires homing missiles. This battleship will be the second or
third ship you come upon, so have the homing missiles ready as soon as it
creeps onto the screen. After passing a small destroyer, you will come to
another frigate. This ship is armed with onboard cannons that attempt to
blast you as you past overhead. If you stay in the top left corner, you
should be able to bypass them all without being hit.
Just after the ship is a new island. Unfortunately, this island is volcanic
and begins spewing molten rocks in into the air when come inland. Use the
homing missiles to take out the turrets and proceed until you come to a couple
of green radar towers. The second, larger tower is vulnerable to attack.
Creep forward enough until you notice this structure is taking damage, then
unleash. You need to be quick so as to avoid the falling debris. The
eruption stops once you destroy the structure.
Descend into the enemy base. You emerge in a small room with an armored
truck. Use the homing missiles quickly before it has the chance to fire its
3-way gun. Blast the red structure on the lower left to open the passageway
downward. Do a bit of a U-turn and blast the two orb-like structures on the
bottom wall to continue. After a couple more armored trucks, you will be at
the enemy depot. There is no other way to proceed without landing, so touch
down and pick up the upgrade.
o---------------------o
| ENEMY DEPOT 2 |
| ============= |
| SUPER ARMOUR |
o---------------------o
The Super Armour is a great find, increasing you maximum damage to 7. You are
automatically transported up the shaft into the room above. Fire a couple of
homing missile right away to take out the artillery cannon and rocket soldier.
Destroy the blockade at the top right by attacking the two orbs and proceed
through the gate.
You pass into a single screen room with the enemy fortress on the far right.
This room is very dangerous, as the top-right, top-left, and bottom-left
corners all have red missile launchers that file continuously. There are
"blind spots" in their firing zone, and you will need to find one of these to
survive. The best one is found right above the enemy fortress platform where
the hostages appear. You should position the helicopter just slightly off the
launch pad and far enough right that all the missiles whiz by you safely. You
should also be facing left, as this will allow you to take out the mini-tank
guardians using the homing missiles. If you move quickly and position
yourself carefully, you can rescue all the hostages without taking any damage.
==============================================================================
S T A G E 5 - S I A M CC0E
==============================================================================
Hostages: 7
Upgrades: 3-Way Guns, Hyper Armour
Enemies:
Damage Points
------ ------
Fireball 2 N/A
Giant Bullets F N/A
Homing Missile Launcher 1 N/A
Kamikaze Fighter 1 150
Mini-Tank (Red Missiles) 2 150
Turret Gun 2 200
Tank (3-Way Guns) 1 200
Zeppelin 4 N/A
------------------------------------------------------------------------------
Siam is the final enemy destination. This stage only contains only 7 hostages
and is relatively straight forward, but the enemy action is extremely intense.
Given the strong anti-air defenses in this region, you begin the stage above
the clouds. You will face numerous Kamikazes Fighters, but the entire section
can be cleared easily from the top left corner.
The ground portion continues throwing Kamikazes at you. These Fighters are a
bit faster and more aggressive than in the last stage. They also seem to
remain on the screen for a longer time, looping back to circle around. This
can make them tricky, but you have homing missiles on your side. There are
mini-tanks all along the ground here, but they are not very dangerous and can
generally be ignored.
You will eventually come to a giant zeppelin floating at the top of the
screen. The zeppelin drops devastating firebombs that hit for four points of
damage. Fortunately, if you blast the zeppelin a few times, it stops dropping
bombs. The Homing Missiles will usually accomplish this for you. Once they
stop targeting the Zeppelin, it's safe to pass underneath.
Located about half a screen after the Zeppelin is a blue Homing Missile
Launcher. As with all such launchers, it is very difficult to avoid damage
due to the scroll drag. Turn backwards and fly right as fast as you can until
the launcher is off the screen. You will soon come across another Zeppelin
and another launcher just behind it. At this point, the stage is nearly over.
There is a large orange palace beyond the launcher that covers the enemy base.
Fire at the orb at the top and descend into the darkness.
The first room in the base has a divider across the middle of the screen and
another hole on the bottom-right. Move down into a small room with a Tank.
This tank fires a 3-way gun when you get near, so stay closer to the top to
allow more room to dodge the bullets. Use homing missiles and move quickly,
especially if you only have a single point in damage remaining. The gray
structure against the left way may look like an enemy depot, but it's not.
Head directly up from this facility and carefully ascend through the shaft on
the next screen. You will definitely want to switch to Normal or Turbo
engines at this point for some added control. Once the passageway breaks
left, there are a couple of poorly-positioned artillery cannons. These can be
difficult to take out even with homing missiles due to the shape of the
passage. You might have some luck by remaining in the shaft and firing homing
missiles as you move up and down; usually, at least one of the missiles will
make contact.
Just beyond this point is another gray structure. This time, the building is
an enemy depot. These are the final upgrades you will get in the game.
o---------------------o
| ENEMY DEPOT 1 |
| ============= |
| 3-WAY GUNS |
| HYPER ARMOUR |
o---------------------o
These last two upgrades are both excellent ones. The 3-Way gun will be very
useful for expanding your radius of attack for the rest of the level. The
Hyper Armour increases the damage you can sustain to 9, which will be an
invaluable boost for the final stretch run.
Descend into the hole on the right. The next room will begin with a few
launchers that hurl giant bullets up and down. Strangely, these bullets seem
to stop as you pass through and are relatively harmless. Just beyond this is
the enemy fortress. The local guardian is a Tank with 3-way gun. It is pesky
but can be defeated by using homing missiles from above the fortress. This
facility contains all seven hostages, but the stage does not end when they are
rescued. Instead, the wall above the fortress collapses, revealing a hidden
passageway. Supposedly General Power believes that this route leads to the
heart of the enemy stronghold...
Proceed down the passageway and you will soon come across a few openings on
the ground and ceiling that look like a pair of ram's horns. These openings
spew fireballs at fixed intervals. Watch the pattern and time your movement
carefully. Slow down once you pass the first stream of fireballs, as a couple
of lion's head statues should begin appearing on the left. Once in view, the
top statue will begin shooting fireballs. At this point, there will be three
streams of fireballs on the screen at once. Fortunately, there are several
safe spots available. The best one is just below the center of the screen.
You should be in between the two vertical fireball streams and just underneath
the lion's stream.
Now that you're safe, you need to shoot the bottom lion head. Make sure you
are over enough to the left so that both lion's heads (and manes) are fully
visible. There are a couple of easy ways to attack the statue. First, you
can use the 3-Way Gun you recently acquired. This will take a little while
but works nicely. Second, you can use the Homing Missiles (no number at the
end). Hold the A-button until they drop to the same level as the statue, then
release. The stage ends once the status is destroyed.
==============================================================================
S T A G E 6 - E N E M Y H E A D Q U A R T E R S CC0F
==============================================================================
Hostages: None
Equipment: None
Enemies:
Damage Points
------ ------
Fire Chain F N/A
Fireball 2 N/A
Giant Fireball F N/A
Helicopter 1 100
Mini-Tank (Red Missiles) 2 150
Molten Volcano Rock 2 N/A
Retractable Gray Ball Chain F N/A
Turret Gun 2 200
------------------------------------------------------------------------------
All the hostages have been saved, but the hidden passage you uncovered in Siam
has revealed the secret location of the enemy headquarters. Seeing the
opportunity to deliver a deathblow to the enemy, your new mission is to
proceed through the stronghold and destroy whatever you can.
This final stage is has a much different setting than all the previous ones.
Gone are the infantry and tanks (mostly). The foes here are much closer to a
final castle in Super Mario Brothers – fireballs, spinning fire chains,
numerous traps, etc. While you usually want to slow down the speed when
indoors, you are best off using the Hyper Engines here to avoid all the
obstacles.
The first floor of this headquarters has three valves that spew giant
fireballs into the air at constant intervals. The fireballs are fatal and
move extremely fast. You can avoid a lot of frustration by turning around as
soon as you enter the stage, moving near the top of the screen, and flying
backwards at full speed. Once you have passed the three fireball traps, slow
down and turn around. Blast the bottom head statue and proceed to the level
below.
This next floor has numerous traps that need to be navigated. You will
immediately come across a difficult stretch that contains a fireball spout and
several fire chains. Fly past the first fireball stream, then head
immediately downward once the tall, red tower has been cleared. You should
see the fire chain rotating near the top of the screen at this point. Pass by
near the ground until you come to a second red tower and fireball stream.
While staying as close to the tower as you can, pass over it then head
immediately back towards the ground. There are a series of three fire chains
ahead of this point. If you stay absolutely on the ground the entire time,
you can pass all three unscathed. Be careful around the middle chain, as this
one will give you the closest call.
There are a few gun turrets along the ceiling that can be taken out with
homing missiles quite easily. At the end of the hallway, there is a tall
column with some kind of statue at the top. Attack this statue while
maintaining some distance, as molten rocks shoot out of the piston on the left
side. Once the statue is destroyed, a hole will open to the level below.
This last floor has some excessively difficult traps involving the retractable
gray ball chains. You will know exactly what this description refers to if
you have ever been here. Long, yo-yo like chains shoot forth from the floor
and ceiling and strike you down immediately. The image below shows the layout
of these chains.
_____ ___ ______ ___ ________
\_/ \_/ \_/ \_/
O O
O O
O O
O O
O O O O
O O
O O
O O
_ _ _ _
________/ \___/ \______/ \___/ \______
The circles (O) represent the chains. They can stretch to little over half
the screen. Also, unlike as shown above, they can travel in a full 180 degree
range of motion. There is a somewhat cheap way to bypass this section safely.
If you line up in the middle of the screen and fly backwards without stopping,
you can clear this entire area unharmed (you need the Hyper Engines equipped
to do this). After clearing the final chain, turn back around. Also, try to
fire off homing missiles every now and again to take out the helicopters,
which have all of a sudden reappeared.
Once these chains are clear, you can take a deep breath for a few seconds
while you face routine helicopters and tanks. When you get to a fireball
stream coming down from the ceiling, it's time to slow down, as the final
"boss" is approaching.
Before passing the fireball stream, move as close to the top of the screen as
you can. You need to be REALLY close, as in less than one helicopter width
away. This probably means switching gear to the normal engine so you don't
crash. Move past the fireballs (possibly backwards if the scroll drag is bad)
and use homing missiles to take out the ceiling turret. Edge slightly forward
until you see a large statue face. Once enough of it is visible, it begins
blasting huge fireballs. These are insta-kill, so positioning is everything.
One safe spot is the position at the top of the screen just to the right of
the fireball stream. A good indicator for this spot is the small
triangle/pyramid shape sticking out the ceiling..
Once you are in position, you need to attack the statue’s face. It is
important that you have scrolled far enough right so that the entire face and
full chamber behind it are on the screen. You cannot inflict damage until it
is in full view, even though it can begin attacking you well before this.
Switch to the Homing Missile (no number after it). Control this missile so
that it shoots into the statue's forehead. That is the vulnerable spot. It
will take 30 missile blasts to destroy this foe. Once defeated, the game
ends, rather anti-climactically. No idea what that thing was suppose to be,
but apparently it was in charge of the enemy forces.
Congratulations General Power, you must continue your fight for liberty and
peace! Enjoy the ending of Cobra Command.
==============================================================================
E N E M I E S CC09
==============================================================================
Below is a description of all the enemies you encounter in the game along with
strategies for defeating them. These enemies are sorted by order of
appearance in the game.
------------------------------------------------------------------------------
NAME: Helicopter
DAMAGE: 1
POINTS: 100
STAGES: 1, 2, 3, 6
Helicopters are the staple aerial unit in the enemy military. Their movements
are very deliberate once they appear on the screen -- move forward, shoot,
move up or down, fly forward and off the screen. The best way to combat the
helicopters is during their initial movement when they first enter the screen.
You do not want to get pinned in the corner with a bullet heading your way.
The helicopters are also known for some kamikaze maneuvers, so avoid getting
too close once they enter your side of the screen. On later stages, the
helicopters get a speed boost and become slightly more aggressive. You do can
avoid any problems by taking them out on their initial arrival, however.
------------------------------------------------------------------------------
NAME: Soldier (Gun)
DAMAGE: 1
POINTS: 100
STAGES: 1, 2, 3
The basic infantry unit in the enemy army. Solders move along a small area on
the ground and attempt to shoot you. They are not much of a threat but can be
tricky to take out given their small size. In the early stages, the best bet
is to land your helicopter on the ground near them and pick them off with your
guns. In later stages, use Firebombs and Mines instead.
------------------------------------------------------------------------------
NAME: Artillery Cannon
DAMAGE: 2
POINTS: 100
STAGES: 1, 2, 3, 4
Artillery Cannons are probably the most annoying staple enemy, appearing in
every early stage. They launch arcing projectiles from various angles that
can be very difficult to maneuver between. In addition, their projectiles
inflict 2 units of damage. Their biggest weakness is their immobility. These
cannons cannot change direction, so you are safe once you fly past them. In
the early stages, this is most easily done by flying backwards. Once you have
a decent air-to-ground attack (like Firebombs or Mines), you can be more
deliberate in taking out these opponents from afar.
------------------------------------------------------------------------------
NAME: Missile Launcher Truck (Missiles)
DAMAGE: 1
POINTS: 150
STAGES: 1, 2
Missile Launcher Trucks are relatively slow moving foes that drive back and
forth firing a steady stream of missiles. The truck does not have the ability
to turn around, so you are safe once you have passed it. The missiles it
fires can be dodged with some quick maneuvering (though you probably need at
least the Turbo Engines to do so effectively). Defeat these foes by angling
down and firing missiles or moving towards the ground and blasting while
landed or hovering.
------------------------------------------------------------------------------
NAME: Turret Gun
DAMAGE: 2
POINTS: 200
STAGES: 1, 2, 3, 4, 5, 6
Turret Guns commonly guard important enemy structures. Their presence above
ground can sometimes be a good indicator that a hostage or enemy base is very
near. Their projectiles are lobbed at you like the artillery cannon's, but
they can be dodged more easily as the rate of fire is slower. The turret guns
are also quite small, so the toughest part of defeating them is lining up a
shot. Still, using missiles in the early stages or Firebomb/Mines a bit later
is a good strategy.
------------------------------------------------------------------------------
NAME: Tank (Cannon)
DAMAGE: 2
POINTS: 200
STAGES: 1
This Tank version is slow moving and slow firing. It is still heavily plated
and can cause some noticeable damage if contact is made. The easiest way to
combat them is to land the helicopter and attack from ground level. You
should be able to fly out of the way of any shots without too much effort.
------------------------------------------------------------------------------
NAME: Soldier (Grenade)
DAMAGE: 1
POINTS: 100
STAGES: 1, 2, 4
Like their gun-toting brethren, these brave soldiers walk along a small
stretch of ground and throw grenades. Grenades have a similar trajectory to
the projectiles fired by the artillery cannons. Fortunately, the soldier's
attack only inflicts 1 unit of damage. Land the helicopter and take them out
quickly with your guns.
------------------------------------------------------------------------------
NAME: ICBM
DAMAGE: Fatal
POINTS: N/A
STAGES: 1
ICBMs are potent long range missiles that fire from the missile bays in stage
1. They cannot be defeated and are fatal if even slight contact is made. The
only defense is speed. These missiles travel straight upward at regular
intervals. You can fly past the bays by timing your movement, but the biggest
threat will be "scroll drag" as the screen inches forward. You can avoid all
that by flying backwards over all three missiles bays.
------------------------------------------------------------------------------
NAME: Missile Launcher Truck (Red Missiles)
DAMAGE: 2
POINTS: 200
STAGES: 1
These Missile Launcher Trucks have the same speed and movement as the earlier
version. However, they fire more potent red missiles, which inflict two units
of damage. Just as before, land the helicopter on the ground and fire with
your primary guns.
------------------------------------------------------------------------------
NAME: Kamikaze Fighter
DAMAGE: 1
POINTS: 150
STAGES: 2, 4, 5
Kamikaze Fighters are the primary aerial unit in areas that don't contain
helicopters. These jets are very nimble, moving in quickly and veering up or
down to get in better position to attack. The kamikaze will usually fire a
bullet during its upward movement. These fighters are notorious for trying to
collide with you, and this usually happens as they are flying upwards or after
they have straightened out again. They usually appear from the middle of the
screen, so continuously fire in that area to take most out before they become
dangerous. Later in the game, they become much easier if you equip Homing
Missiles.
------------------------------------------------------------------------------
NAME: Moving Artillery Cannon
DAMAGE: 2
POINTS: 150
STAGES: 2, 3
A relatively rare foe, the moving artillery cannon has a similar attack to its
stationary counterpart. This version can slowly move, but still cannot turn.
Also, this cannon is slightly larger than the stationary type, making it
somewhat easier to hit. It's a good idea to fly right over this opponent or
use your air-to-ground missiles.
------------------------------------------------------------------------------
NAME: Mini-Tank (Red Missiles)
DAMAGE: 2
POINTS: 150
STAGES: 2, 3, 4, 5, 6
Mini-tanks become fairly common foes beginning in stage 2. They are quite
maneuverable and fire at a decent rate. They also boast an armament of red
missiles, which inflicts two units of damage. In the early stages, the best
strategy is either to land and attack with guns or to hover slightly and use
missiles. Once you have air-to-ground missiles, swap these for the standard
missiles. Also, switch to the ATG when combating these foes indoors. It
makes a significant difference.
------------------------------------------------------------------------------
NAME: Soldier (Rocket)
DAMAGE: 1
POINTS: 100
STAGES: 2, 3, 4
The RPG wielding soldiers are slightly harder than their combat brethren, as
the rockets fire a bit faster than the other attacks. These soldiers are
usually stationed near an important facility, like the turret guns are. Take
them out using any sort of missile from afar.
------------------------------------------------------------------------------
NAME: Mini-Tank (Homing Missiles)
DAMAGE: 2
POINTS: 200
STAGES: 2
This mini-tank has all the drawbacks of the "red missile" version, but its
arsenal contains the dreaded homing missiles. These missiles make this foe
one of the most lethal in the game. As soon as homing missiles are fired,
move towards the ground and land. This will usually cause them to lose target
lock. From the ground, proceed to take out the tank using your primary guns.
------------------------------------------------------------------------------
NAME: Homing Missile Launcher
POINTS: N/A
DAMAGE: 1
STAGES: 3, 4, 5
Homing missile launchers are platforms that spray deadly homing missiles at
you once you get within half a screen or so. With one exception, they can
sometimes be "tricked" into not firing if you stay close to the ground and
pass right over them. If they do begin firing, turn backwards and fly by as
fast as you can. It is very difficult to avoid damage any other way.
------------------------------------------------------------------------------
NAME: Helicopter (Red Missile)
DAMAGE: 2
POINTS: 200
STAGES: 3
Ultra-powerful red helicopters are manufactured in a secret weapons lab in
Borneo. Luckily, they only appear in a small area. Unfortunately, they are
still very dangerous. Try to take them out with your primary guns and focus
your ground missiles on destroying the launch facility where they originate.
------------------------------------------------------------------------------
NAME: Armored Truck (3-Way Gun)
DAMAGE: 1
POINTS: 150
STAGES: 3, 4
Armored trucks are rather large, fairly slow moving vehicles armed with a 3-
way cannon. While not especially deadly, it is very difficult to move into
attacking position while avoiding the bullets, especially in tight,
underground rooms. A well timed Firebomb or Mine are probably better than
trying to land and shoot from a horizontal position.
------------------------------------------------------------------------------
NAME: Retracting Columns
DAMAGE: Fatal
POINTS: N/A
Stage: 3
The second underground base in stage 3 has a narrow passageway where three
retractable columns attempt to crush you before you pass. You can avoid any
harm by staying back and letting the screen scroll ahead of you to reveal
them. These columns will only retract once, so, if you've seen them already,
you should be safe.
------------------------------------------------------------------------------
NAME: Destroyer (Red Missile)
DAMAGE: 2
POINTS: 200
STAGES: 4
Destroyers are smallest ships in the fleet guarding the South China Sea. They
launch red missiles at you when you approach and do a nasty two points of
damage. The best defense is an early attack with either a firebomb or homing
missile.
------------------------------------------------------------------------------
NAME: Battleship (Cannon)
DAMAGE: 2
POINTS: 200
STAGES: 4
Battleships are about twice as long as destroyers. The type armed with a
cannon are relatively easy, as they are big enough targets to be hit by most
attacks. As with the Destroyer, Firebombs or Homing Missiles work best.
------------------------------------------------------------------------------
NAME: Submarine
DAMAGE: 2
POINTS: 200
STAGES: 4
Submarines are the most dangerous enemy in the entire navy. They begin
submerged but surface once you approach to unleash potent homing missiles.
The best way to take them out is to move onto the screen slowly and file while
they are still underwater. If they do get off a homing missile, quickly move
downward towards the water and you may be able to shake it. Homing missiles
are definitely your weapon of choice against them.
------------------------------------------------------------------------------
NAME: Tank (3-Way Guns)
DAMAGE: 1
POINTS: 200
STAGES: 4, 5
This variety of tank comes armed with a 3-way gun, capable of firing three
bullets simultaneously (and at 45 degree angles relative to one another). This
foe is quite pesky since the bullets are hard to dodge. Fortunately, they do
not inflict too much damage. Attack this tank using either the ATG or homing
missiles.
------------------------------------------------------------------------------
NAME: Battleship (Homing Missiles)
DAMAGE: 2
POINTS: 200
STAGES: 4
The Battleship armed with homing missiles is the king of the enemy fleet.
This enemy only appears once in the game, but can still make your life
unhappy. The weapon of choice is homing missiles of your own. Try to fire
before the battleship is all the way on screen and you can probably take it
out before it fires a shot.
------------------------------------------------------------------------------
NAME: Frigate Cannon
POINTS: N/A
DAMAGE: 2
STAGES: 4
The last frigate on the South China Sea is armed with a few stationary
cannons. These guns cannot be destroyed but are fairly easy to evade. Just
stay in the top left corner of the screen as you fly forward.
------------------------------------------------------------------------------
NAME: Molten Volcano Rocks
DAMAGE: 2
POINTS: N/A
STAGES: 4, 6
These molten volcano rocks spew forth from the ground. It's always best to
stay away from whatever the source is. These rocks appear twice in the game,
and, in both locations, you can put an end to them by destroying whatever
structure is emitting them.
------------------------------------------------------------------------------
NAME: Zeppelin
DAMAGE: 4
POINTS: 0
STAGES: 5
Zeppelins are large, stationary blimps that drop insanely powerful firebombs
onto anything passing below. The zeppelins themselves cannot be destroyed,
but they do seem to cease attacking if hit with 3-4 homing missiles. It is
definitely recommended that you try to neutralize their attacks before passing
underneath.
------------------------------------------------------------------------------
NAME: Giant Bullets
DAMAGE: Fatal
POINTS: N/A
STAGES: 5
Giant bullets fire from launch pads in the floor and ceiling and try to impede
your passage. Fortunately for you, these bullets do not launch consistently
or aggressively. You can fly right past the launch pads without much fear.
------------------------------------------------------------------------------
NAME: Fireball
DAMAGE: 2
POINTS: N/A
STAGES: 5, 6
Fireball traps become common near the end of the game. A small spout in the
floor or ceiling will shoot fireballs in a continuous stream. There is
nothing you can do to stop this. You will need to time your movement to pass
them at just the right interval. This is easier done if you fly backwards.
------------------------------------------------------------------------------
NAME: Giant Fireball
DAMAGE: Fatal
POINTS: N/A
STAGES: 6
Giant fireballs live up to their name. They are wider than your ship and move
incredibly fast. They only appear in the last stage and shoot from three
large spouts in the ground. The safest (and possibly only) way to pass them
is to fly backwards until all three have been bypassed.
------------------------------------------------------------------------------
NAME: Fire Chain
DAMAGE: Fatal
POINTS: N/A
STAGES: 6
These chains come straight from the dungeon levels of Super Mario Bothers.
Several connected fireballs make up a chain that rotates around a fixed
platform. You will need to navigate around these chains, as they cannot be
destroyed. In all cases, staying near the floor is the ideal route.
------------------------------------------------------------------------------
NAME: Retractable Gray Ball Chain
DAMAGE: Fatal
POINTS: N/A
STAGES: 6
Like a giant yo-yo, these chains shoot from the ceiling in a blink and recoil
just as quickly. They line the floor and ceiling of the final cavern. You
can bypass them all by moving to the center of the screen and flying backwards
until you have cleared all four. There are more deliberate (and less cheap)
approaches, but none work anywhere near as well.
==============================================================================
L O C A T I O N S I N T H E G A M E CC10
==============================================================================
All of the locations mentioned in this game are real places in Southeast Asia.
The game makes a fair attempt at trying to accurately recreate the common
terrain at these places. In case you are not familiar with region, below is a
brief description of the islands and destinations you visit.
SUMATRA
Sumatra is part of Indonesia and is the sixth largest island in the world.
Sumatra is directly south of the city of Singapore. The island is at the
heart of many India-China trade routes, so numerous trading towns have
flourished along its coasts.
JAVA
Java is also part of Indonesia and is the thirteenth largest island in the
world. Java is southeast of Sumatra. The island's capital city of Jakarta is
probably better known than the island itself is. Java is a volcanic island
and is characterized by numerous mountain terrains.
BORNEO
Borneo is part of Indonesia as well and is the third largest island in the
world. Borneo is positioned north of Java and south of the South China Sea.
Borneo has often been at the center of many regional confrontations and fell
under Japanese control during the Second World War. Borneo's terrain is
characterized by large, expansive rain forests.
SOUTH CHINA SEA
The South China Sea is the largest body of water in the world after the five
oceans. It is surrounded by China on the north, Vietnam and Cambodia on the
west, Indonesia on the south, and the Philippines on the east. The Sea is an
integral part of many shipping and trade routes in Asia.
SIAM
Siam was the name given to Thailand until 1949. Thailand is south of China
and northwest of Indonesia and the islands mentioned above. Thailand is the
only country is Southeast Asia not colonized by England or any other European
power.
=============================================================================
C O N T A C T I N F O R M A T I O N CC11
=============================================================================
Thank you for taking the time to read through this guide. I hope you found it
informative and useful in your adventures through Cobra Command. If you have
any comments on the guide, whether they be corrections, suggestions for future
revisions, spelling/grammar mistakes, formatting problems, additional
strategies, or any other type of feedback, please let me know. Anything
contributed will be credited in detail to the sender.
I can be reached regularly at the following email address:
[email protected]. Please include "Cobra Command" or something along
those lines in the email subject heading if you can, so I don't accidentally
delete the email.
=============================================================================
R E V I S I O N H I S T O R Y CC12
=============================================================================
Version 0.99 – January 24, 2007
- Preview Version
Version 1.0 – January 25, 2007
• Initial Release
=============================================================================
C R E D I T S CC13
=============================================================================
This FAQ/Walkthrough was completed as part of the NES Completion Project, an
ongoing effort to make sure every Nintendo game ever created has a useful
guide. Big thanks to everyone at the FAQ General Board at GameFAQs.com for
starting this initiative, without which this guide would not exist.
================================END OF GUIDE=================================