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Flight of the Intruder for NES

Version 1.0 (10/3/2005)

Version History:
-3/27/2006, added 1up as a host.
1.0: Basic Guide Complete - (10/3/2005)

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Legality:
This Guide is Copyright, 2005, Matthew McIntyre

This guide may not be used on a website or in any public forum
where it is protected by copyright without the consent of the author.

To contact me: entropiclobo(at)yahoo(dot)ca or chaos(dot)wolf(at)gmail(dot)com

Websites with permission to use this Guide:
www.GameFAQS.com
www.neoseeker.com
faqs.IGN.com
www.1up.com

Flight of the Intruder by Stephen Coonts
Game by Midscape
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*                            Table of Contents                               *
******************************************************************************

*To jump to a section, hold the Control Key and press F, then type in the
section number as it appears (ie type FI1)

FI1: Intro
FI2: GamePlay
    FIG1: Take Off
    FIG2: Dogfight
    FIG3: Bombing
    FIG4: Landing
FI3: Missions
    FIM01: Mission 1
    FIM02: Mission 2
    FIM03: Mission 3
    FIM04: Mission 4
    FIM05: Mission 5
    FIM06: Mission 6
    FIM07: Mission 7
    FIM08: Mission 8
    FIM09: Mission 9
    FIM10: Mission 10
    FIM11: Mission 11
    FIM12: Mission 12
FI4: Credits

Flight of the Intruder is rated "A" for "Airplane." It contains scenes of
brief landing gear. Player discretion is advised.

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|                                  FI1: Intro                                |
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No, it;s not Intruder from Life Force, but rather a game with ties to a book by
Stephen Coonts. Now, having never read that I can't comment on the connection
but I can assure you this is a good game. Although titled Flight of the
intruder, the F4 Phantom levels are more technically impressive than the A6
Intruder levels. However, both are enjoyable.

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|                                 FI2: Gameplay                              |
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**************
FIG1: Take Off

The mission begins with take off. All you really need to do is hold forward to
bring your thrust up to 100%. You can press A/B to adjust your landing gear and
arrestor hook, but the game will bring them in when you are off.

**************
FIG2: Dogfight

Dogfigthing takes place in your F4 Phantom. You have to shoot down the Mig 21s
of the enemy. You can do this with a missile or gun, and you can switch between
weapons with the select button. I recommend using missiles on the Migs. You
will always have at least one more missile than there are Migs.

When you are in missile mode, a reticule will follow the enemy. Let it beep and
then fire the missile. If the enemy was far enough away the missile should
connect.

For enemy missiles, they can be destroyed with your gun. Don't use the gun for
too long or it will overheat.

You can bank left by holding left or bank right by holding right. Where you
release this will determine how sharp the phantom will be banking. In the
bottom left of your instruments you will see how the plane is leveled. Level
the wingspan of the plane to make a green hemisphere to even your plane out.

Also note that if you press up you will drop in altitude and if you press
down you will rise. This is just pointing your nose in the direction you want
to go. You can only go so high and if you go too low you will crash. You will
need to employ these if you are trying to dodge a missile, however. You can
also pull a u-turn if you continue to hold up/down in but it is quite slow.

You can judge the position and amount of Migs based on your radar. Always try
to keep track of their positions.

You have a fuel limit, if you take too long you will crash from lack of fuel.

On the right side of the equipment you will get messages, including notices
of enemy threat, low fuel, and more.

Enemy missiles: Dodge or shoot them.
  |      They will hit you if they look like this, not if you can see them in
_/ \_    profile.
 \ /
  |

*************
FIG3: Bombing

The A6 Intruder mission, bombing takes place from a behind the bomber view.

The Intruder has guns, missiles, and bombs. The number of missiles is tracked
in the upper right corner.

You can tilt the Intruder's nose up/down to fire at enemies farther/closer
away from you. The missiles are kept limited but you can launch many bombs.

If you are dodging missiles, you may need to duck across the screen. You can
also tilt the intruder up to get a little extra space.

This part isn't as technical as the Phantom, but it requires more raw skill on
your part.

*************
FIG4: Landing

Truly the hardest thing to get used to in the game. Press left/right to adjust
your thrust and A/B to release the landing gear and arrestor hook.

There are two things you must keep track of: Thrust, Altitude, Distance, and
Vertical Velocity.

Thrust: At 50% you fly even, greater makes the plane rise and lower makes it
drop.

Altitude: How far you are above seawater. The landing takes place at 70.

Distance: How far away the ship is.

Vertical VElocity: How fast you are rising/dropping. It must be less than 10
but greater than -10 (ie -1) in order for you not to crash.

Okay, to start drop your thrust to 45. Raise it to 55 or 56 when you approach
an altitude of 250. If you start to rise around 80-140, great. Even your plane
out. Now, get your landing gear out. As the distance counts down, start to drop
the plane slowly but not so that you are exceeding 10 on the vertical velocity.
Touch down on the deck and deploy your arrestor hook.

Now, there are four lines, you bust get hooked on one. The game recommends you
go for the third, as it has the most points. So, deploy your hook so it hitches
the third. If you miss the lines you will need to try again.

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|                                 FI3: Missions                              |
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Flight of the Intruder plays out over twelve missions.

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                                FIM01: Mission 1
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**Take Off and Dogfight**

Alright, you're going to be starting the game in the phantom. Increase your
thrust to 100% and retract all of your gear. You'll be taken into the cockpit
view and you'll be immediately alerted to the fact that there's enemies around.

So we get ready to commence our first dogfight. The radar should display a dot
near the top left. Bank left until the dot is at the top of your radar. While
doing this press select to turn on your targeting reticule, another dot will
appear near the first. Fire off some missiles at the enemies and change your
altitude if you notice a missile firing towards you. In the event you miss one
of the Mig-21's on your first pass, level the phantom out, then turn back
towards the foe.

It will likely get out of range of your radar so pay attention! It will likely
appear again towards the top of the radar if it were banking towards you. So,
get ready to strike it as soon as you see it. Clear two Mig-21's and you'll
proceed to the next waypoint.

**Bombing and Landing**

You're in the A-6 Intruder now. Pressing the B and A buttons will launch your
assault on the boats. At first, you can do a simple left/right firing pattern
on the boats as that's the pattern they'll appear in. However, towards the end
they tend to group towards one side. This may get a little more difficult for
you to contend with as they will be launching missiles at you. Keep your fire
rapid at this point and be prepared to duck out if the going gets rough. Once
you are finished, and it finishes without you destroying everything - you will
need to land the Intruder.

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                                FIM02: Mission 2
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**Take Off and Dogfight**

Again, take off and you'll be in control of the Phantom. The Migs are to the
left on the radar but lower than in the previous dogfight. You can probably
only get one on your first go, they are close but spaced enough that one will
slip by while you destroy the next one. Be careful, the next encounter you have
with a Mig will involve a missile being fired at you! Basically, clear out the
next Mig while dodging its missile. You'll likely be banking when you go in for
the second assault so don't waste time trying to level before you dodge.

**Primary Target**

You're flying the Intruder over a grassland, start from the right and destroy
the tanks right-to-left for the first two waves. Use your rapid fire. The third
wave goes left to right to left. Then, you'll hear a beeping noise. Employ your
heavy firepower here. Blast the four SAMs then revert to rapid fire for the
houses. Waypoint clear.

**Gunboats**

Still in the Intruder, except back out over the water. Use rapid fire on the
first two targets then use your missiles on the next two (when you hear the
beeping). The next enemies will appear in lines and you can basically rely on
your rapid fire as you strafe them. You'll hear some more beeping, most of
these can be taken out with rapid, save your missiles for the next beeping
after this one. If you run out of missiles use your bombs.

Now, land your plane.

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                                FIM03: Mission 3
------------------------------------------------------------------------------

**Take Off and Dogfight**

This mission's at night, doesn't your Phantom look nifty? Right, take off. This
can be a tricky time to fight, for one thing it is more difficult to see your
foes but it is much easier to see their missiles. Start banking left from the
start but not too severely. Turn on your missile reticule and attempt to get
that first Phantom with a homed shot. You'll notice two more are around, if one
is too close to you spray your gun until you can fire another missile. Let them
pass then take them on one at a time. If you need to use your gun at the end,
and chances are you will, give the Migs a good spray and remember to shoot the
missiles if you're able. But, mke each of your missiles count and you will make
your life a lot easier.

*Gun Boats*

Alright, you're in the Intruder. The enemies start from the left, you can see
how they come even in this darkness, it's a lot clearer than the Phantom's
mission. Use your rapid fire for now. Use your heavier weapons to take out the
oil platforms more easily. Towards the end of the stage, concentrate on dodging
the enemy assault while returning their fire. Their shots home in on you so you
need to dodge at the last second.

*Primary Target*

The first line of tanks can be taken out with a right-left strafe with the
rapid fire. The same can be said about the radar towers but you will have more
luck with a heavy weapon. Afterwards, there's plenty of tanks but they all
arrive in the centre of the screen. It's a simple matter to destroy them and to
dodge the shots. Use your rapid fire on the tanks and when you get to the next
set of radars use a heavy weapon. Their shots will tack you so be careful. Use
your bombs for the houses and targets afterwards.

*Dogfight*

Yep, another one. You're back in the Phantom and it's lighter out. The first
Mig can probably be attacked head on without any initial banking. However, if
you begin banking right from the get go it is possible to get all three in one
pass with missiles. Keep in mind that this is a dangerous tactic and depending
on how they fire their missiles at you, you may have to let one by. They each
appear shortly after another each new one slightly more right on the radar. So
if you're feeling dangerous, try the one fell swoop!

Now you will need to land your Phantom. It shouldn't be any harder than the
Intruder.

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                                FIM04: Mission 4
------------------------------------------------------------------------------

**Take Off and Dogfight**

Daylight again. Alright, your radar can throw you off early. You get a few more
missiles in this round since you have to deal with four Migs. I usually start
by keeping straight. This way, you can lock onto at least two Migs from missile
hittable distance. Get a Mig, two if possible, then get the other two on the
next encounters.

**Dogfight**

We start right off into another dogfight. It is possible to get all four in a
row with very litle banking, however, the second Mig usually launches a fairly
accurate missile that I recommend treating as priority. If you have to turn
away, no big deal.

**Gun Boats**

Intruder in the daytime. This is a fairly straightforward mission and there's
less pattern to how the enemies arrive though you will see lines. You can use
your bombs to your heart's content here, no target really calls for special
tactics. There's too many platforms for your missiles and they can readily be
taken out with your rapid fire or bombs.

**Primary Target**

Intruder over grass. This starts off with three waves of tanks, right to left
line style. Then the line becomes wiggly with a few heavier enemies thrown into
the mix. When you get to the houses, use heavy weaponry if you want. Following
the houses will be a line of tanks up the middle of the screen. After these
tanks you'll face many SAMs, use a combination heavy fire/rapid fire. This gets
very difficult, try not to let them get in past you or they'll send a missile
straight up at your Intruder. In the event head up and at a diagonal away from
and missiles. Afterwards, destroy as many of those houses as possible as they
also shoot missiles. Then it's landing time.

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                                FIM05: Mission 5
------------------------------------------------------------------------------

**Take Off and Gun Boats**

Yes, you are actually taking off with an Intruder this time! It is no different
than with the phantom, just do it up. The first lines of boats and platforms
will be easy enough to down with your rapid fire. When the beeping starts you
can continue to use rapid fire but watch out for the missiles as they do track
you. That said, when the music changes and the helicopters arrive, still be
careful of the missiles, they shoot more often than your previous targets. You
will proceed to the next waypoint after the choppers.

**Dogfight**

Well, ah there's only two Migs to take care of here. However, they can launch
missiles at you from a greater range than previous (ie, you are scrolling one
off teh radar and you see a missile coming but not a Mig). Anyways, bank to the
right from the get go and eliminate that Mig. If you're good you may get the
other to the left shortly afterwards, but it could need another pass.

**Primary Target**

Intruder mission to destroy ammo dumps. The enemies aren't too difficult until
the second beeping, where the missiles will track you. There isn't a high
incidence of missiles though so you can dodge them fairly easily. After these
enemies you will find the ammo dump. Use bombs/rapid fire. There will be a ton
of helicopters after this and then some more dumps. Three of them, so hit them
with what you've got and then you get to the next waypoint.

**Dogfight**

Huh, could this one be more difficult than the last? Well, not really. Turn
your missile reticule on and fly straight. Take out the two Migs and then land
your Phantom.

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                                FIM06: Mission 6
------------------------------------------------------------------------------
Before this mission, I hope you've mastered how to land your plane.

**Take Off and Gun Boats**

Night time Intruder mission, take off and begin. The mission can mostly be won
with your rapid fire, take out the boats and platforms as they appear and dodge
the missiles. When the music changes, you will want to use heavier weaponry and
look out for the tracking missiles which will be coming rapidly.

**Dogfight**

Two Migs again, bank to the right and take out the first then get ready for the
second to arrive towards the north. Well, a missile will likely be flying at
you so dodge it as you prepare for the second Mig.

**Landing**

Just a special note here, you will need to land the Phantom and then the
Intruder. Now, land another Phantom. Next, another Intruder. Alright, now
another Phantom. Next up is another Intruder. Next up... the mission summary
screen!

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                                FIM07: Mission 7
------------------------------------------------------------------------------

**Take Off and Dogfight**

Right on, there's only two Migs again but this is a very dangerous mission. You
will need to bank hard to the left from the start if you hope to get one of the
Migs on the first pass. As you get ready for the second, you will need to dodge
multiple missiles. Try to squeeze off a missile at the Mig while's you are
evading.

**Gun Boats**

Follow the lines of enemies with your rapid fire until you hear the beeping.
Employ your bombs for this part to cope with the tracking missiles messing up
your aim. Rapid fire until the next beeping, then throw bombs into the mix
again. When the music changes, you will fight the helicopters again. Dodge
them to the best of your ability and then you'll progress to the next waypoint.

**Primary Target**

After a few easy waves of tanks, you should hear some beeping. This means some
SAMs will be thrown intot he mix and their missiles are tracking. When you get
to the houses employ bomb to assist in hitting them - they will fire a missile
at you if they get offscreen. Do not let the line of tanks up next get
offscreen for the same reason. When the music changes you'll face many SAMs. To
be honest, this can amount to dodging from the left to right, from right to
left. Use bombs and missiles if you have them. Remember, they fire a missile as
they leave the screen too. If you have to dodge four missiles at once, stay on
one side of the screen then dodge to the other. After this, there are a couple
of houses that are easy enough to hit with rapid fire, then you move onto the
next waypoint.

**Dogfight**

Another dogfight with two Migs. Banking to the right at the start will get you
in position to destroy one of them. The other will likely be on the next pass
but again be prepared as it will fire many missiles. You only have three
missiles so use them wisely, you don't want to use the gun now if you can help
it. After destroying both, land the Phantom.

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                                FIM08: Mission 8
------------------------------------------------------------------------------

**Take Off and Dogfight**

Well, it's in the night so at least the missiles are easier to see. The first
guy can be gotten pretty much flying straight ahead. the second is a lot more
trick and will be firing a multitude of missiles your way. Make sure you can
hit him before firing your missile.

**Dogfight**

Three Mig21s. You can fly straight and take out at least two from the get go.
However, any survivors will be acting as they have these last few missions.
Make sure not to waste any missiles.

**Primary Target**

Night Intruder mission. Starts with some simple and easy lines of tanks.
However, these lines are soon mixed up with houses and radar dishes. These will
fire tracking missiles and should be your priority. You'll soon find a few
radar towers which are easy enough to take out with rapid fire as these don't
really attack you. When the music changes, there are some very rapid tracker
missile firing houses. Us ebombs if you need to. Afterwards, there are a few
radar towers. They'll fire missiles if they go offscreen. After these you'll
go to the next waypoint.

**Dogfight**

Similar to what you've been doing. There is a Mig  right in front of you from
the start but don't fire at it yet. This Mig seems to have uncanny missile
dodging abilities on the first pass. Instead, get them as they come afterwards,
they'll be more steady. Destroy the three Migs and you can land the Phantom.

------------------------------------------------------------------------------
                                FIM09: Mission 9
------------------------------------------------------------------------------

**Take Off and Dogfight**

Back to daylight. There's four Migs to destroy. Bank hard right to begin and
destroy a Mig. Level out, you may be able to get another very soon, and maybe
a third. Don't fret otherwise as you can get them on another pass andf the
missiles don't really get heavy until there's only one left.

**Gun Boats**

There are a few helicopters soon after starting so be ready to dodge the
missiles. The boats and platforms afterwards shoot homing missiles as well but
they are eays to hit with rapid fire. The helicopters afterwards guard some
boats that can be eliminated with some well placed rapid fire. There's various
enemies up next but none shooting tracking missiles until the beeping begins
again. There will then be plenty of helicopters - use bombs if you must.

**Dogfight**

Another dogfight out over the grass, a rare thing. Alright, so a Mig should be
coming for you if you just head straight. Destroy it. Keep heading straight
despite the migs on the radar, one should jump into your field of view. Destroy
it. Get the next two on future passes.

**Primary Target**

This starts with a couple of simple tank waves. When the beeping starts, there
will be a few SAMs. Next up, there are a few houses easily destroyable with the
rapid fire. A straight line of tanks, then SAMs. Bomb these next houses if you
need to, they will launch missiles as they go offscreen. Afterwards, the next
waypoint is reached.

**Dogfight**

Interesting, dogfight over the desert. Bank slightly to the left then even out
to get the Mig in your sights, and take it out. You may get another afterwards.
The remaining three, get on the next passes. The last one, you may need to turn
around and go after personally. The good thing is, missiles have a hrder time
finding their mark when you're turning. Take out all five (and there _are_ five
so _do not_ waste a single shot) and land the Phantom.

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                                FIM10: Mission 10
------------------------------------------------------------------------------

**Take Off and Dogfight**

Nightime Phantom mission. There are five Migs. You can get at least the first
by flying straight forward. Then, a missile may be coming that you will need to
dodge, most often I need to head down. Any you don't get are no different than
previous missions, just remember that the missiles come often.

**Gun Boats*

The first line of enemies is just straight up the middle. You don't need to
worry about homing shots until the beeping, but even then you can stick to the
rapid fire. Now, try not to let enemies go offscreen as they will be firing
missiles at you - even when they don't from a distance. When the music changes
employ bombs if you have any. These ships fire very rapidly, and it will most
likely degrade into a back and forth dodgefest.

**Dogfight**

I believe there are six Migs here, but really it isn't too difficult. You can
get up to five by flying straight and taking measures to dodge missiles. If any
are left they will loop the radar, just don't waste any missiles if you can
help it.

**Gun Boats**

Starting with another relativey straight line, homing missiles get thrown into
the mix fairly quickly though most enemies remain simple. Until the music
changes, this is just one big, somewhat random mix of mediums. Always be aware
of enemies shooting missiles as they pass. When the music changes, the ships
fromt he last area return. Most definitely use bombs.

**Gun Boats**

Yes, another. This plays out similar to the last two. Again, when the music
changes be ready for the boats.

**Gun Boats**

Yes, I know what you're thinking and yes this _is_ superfluous. However, this
can be played the same way as the past three gun boat waypoints. There seems
to be many more missile firing enemies, but it ends with the same boats again.

**Dogfight**

Wow, no let up eh? Anyways, it might be best to pass the Migs. The only way you
are hitting the first one is if you get it as it appears onscreen, so it may be
most prudent to line up a better shot. There's only two Migs, it's just a
breather really.

**Gun Boats**

For real, it's another. Ha, well it is very short and has only a few of those
boats. This really isn't a problem. When the music changes, use missiles and
bombs in addition to your rapid fire to take out the missile boats. Then land
your Intruder at last.

------------------------------------------------------------------------------
                                FIM11: Mission 11
------------------------------------------------------------------------------

**Take Off and Dogfight**

Daylight Phantom. There are only teo Migs, let the first one pass as it will be
very difficult to hit at this point. Instead, try and get the second Mig on the
first pass and the first Mig later.

**Dogfight**

You will probably need to point down from the start to hit the first, then just
get ready for the other two.

**Gun Boats**

Oi, here we go again. There's helicopters in the mix from the start. Just use
rapid fire for the time being. The last line is of helicopters. After this is
the next waypoint.

**Enemy Target**

Yes, a new title. Look out first for tanks and then for copters. When you get
to the grey cylinders, destroy them and possibly throw some bombs into the mix.
You will do this twice and then the area ends with helicopters.

**Primary Target**

It starts off with SAMs, get ready for em. When the houses start appearing it's
best to play it safe because getting hit will make you spin out of control. You
will come to this big line of tanks which aren't spaced very far apart. Okay,
try and shoot/bomb these but don't get hit by shots or missiles. The music will
change and there will be SAMs, use missiles and bombs. Afterwards, bomb the
houses.

**Gun Boats**

Starts off pretty early with the helicopters. For the most part you can stick
to your rapid fire but use missiles/bombs when the music changes. This area is
pretty short.

**Dogfight**

This is easy. You can keep straight and hit one Mig, the others may need
another pass. There's three in total, destroy them then land.

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                                FIM12: Mission 12
------------------------------------------------------------------------------
YEAH! THE FINAL LAP!

**Take Off and Dogfight**

Nightime with the Phantom. Bank left until the dot on your radar is at the top,
then even out. You should be able to get at least two Migs on your first pass
this way. Get the other two to win the fight but take care as the missiles come
quickly and with increased accuracy.

**Gun Boats**

Alright, nothing too different from what you're used to. There are a lot of
boats near the end which rapid fire missiles at you. I recommend bombing
constantly because you're going to be doing a lot of dodging.

**Dogfight**

Try to take out a couple on your first go, you don't have to bank much in
either direction. You _will_ have better luck turning to face your enemies
but please note that missiles will be quite deadly here and dodging should be
priority.

**Primary Target**

There's a couple of lines of basic tanks to start it off. Employ your rapid
fire. When you see the radar towers, the houses and radar dishes take the time
to shoot or bomb them as they can get to be quite dangerous foes. The latter
two will fire missiles at you and they will all fire missiles at you as they
pass. When the music changes, houses will come firing missiles at you quite
rapidly. Alright, they're in one line so the missiles they fire as they leave
the screen can be easily predicted. Bomb them. The radar towers are more spaced
but they don't shoot until they leave, take out as many as possible. Use
missiles on the tanks if you want.

**Gun Boats**

Nope, she ain't over yet. This is similar to the last one, again don't let many
enemies pass you. There's missile boats at the end, use missiles then bombs.

**Dogfight**

Just keep your cool. There's five Migs and if you die now: Major bummer,
thummer down! So bank a bit to the left and take out the Mig that should come
into your sights. Destroy any that continue to get in your way and employ the
gun if you must on any missiles that cannot be evaded. You may need to turn to
get the enemy. Land your phantom and you're done.

"Flight of the Intruder? On the Nintendo Entertainment System? I conquered it."


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|                                FI4: Credits                                |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Thanks to Mindscape for the game and Coonts for the material.

Thanks to the hosts for letting you see this guide.

Websites with permission to use this Guide:
www.GameFAQS.com
www.neoseeker.com
faqs.IGN.com
www.1up.com

Flight of the Intruder by Stephen Coonts
Game by Midscape