Wargames: Defcon 1 Walkthrough
By: Scott Dumblauskas
icmann at hotmail dot com
Version 1.1 (First and Final)

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Table of Contents
1. Introduction
2. Controls
3. Force overview
   a) NORAD  [NORFO]
   b) WOPR   [WOPFO]
4. General Strategies
5. Walkthrough
   a) NORAD  [NOR01~15]
   b) WOPR   [WOP01~15]
6. Multiplayer
   a) Co-op strategies
   b) Versus strategies
7. Mini-review
8. Ending and such


1. Introduction

Congratulations on your successful log in to the network.  This field guide
will help you survive enemy encounters for the mission you are about to
undertake.  If you need help on a specific mission, use CTRL + F to pull up the
find command, then type in NOR/WOR (depending on the side you are on) then the
mission number (01 through 15... and yes, the 0 does need to be in there for
single digits).  There will be a short briefing on how to control your troops
effectively, as well as an overview of what each side has to offer.  General
strategies will cover good things to do for either side, as well as tactics
that this game has unique to it.  Mission walkthroughs will list all
objectives, as well as tips to make missions easier and shortcuts to save on
frustration.  Multiplayer will delve into tips for both co-op and versus, and a
mini-review of the game will follow all that up.  Please note that the only
place you should be reading this is www.gamefaqs.com.

2. Controls

   D-pad up/down - forwards and backwards
   D-pad left/right - turns the vehicle
   Triangle - brings up command menu
   Circle - secondary weapon (if available)
   Cross - primary weapon (always available)
   Square - toggle between top down and behind view
   L1/R1 - cycle through units
   L2/R2 - changes camera angle up/down
   Select - brings up the briefing screen (objectives, intel, etc.)
   Start - pause and in-game options (sound, etc.)

3. Force Overview

[NORFO]
NORAD - The North American Defense forces are comprised of humans controlling
tanks, plans and ships in an effort to thwart the WOPR's strive for world
domination.  Their main infantry force is clones trained with bazookas and
machine guns, and some troops with portable laser guns.  While the missions for
NORAD are easier in some respects (they get their best unit earlier), in other
respects the missions themselves prove to be a little more of a challenge for
the mind (the Saudi Arabia mission if you lose the Slayer and don't want to
retry it).  They are a well balanced force, and should be the starting point
for those people new to the game.

Jeep
   A lightly armored scout vehicle mainly used for the designation of air
strikes, the jeep is best used as a quick-in, quick-out fast attack vehicle.
While only having a machine gun as a primary weapon, it can drop flares that
can be used to call in devastating air strikes upon enemy positions.  Drop the
flare, press triangle to pull up the command menu, select 'Call Air Strike',
and then vamoose from the area as fast as possible.  The NORAD air strike is a
B2 cluster bomb strike which deals considerable damage to all buildings, ground
vehicles and infantry.  However, light armor will make this an easy target to
destroy before the air strike is approved.  Note that unlike other units,
flares will regenerate themselves.

Dragoon Tank
   The main tank of the NORAD forces throughout the early game, it uses an
80mm gun that fires at a pretty good rate.  The flamethrower for a secondary
attachment makes the Dragoon tank a very formidable force when going up against
structures and infantry.  Best used in numbers due to armor that is not quite
comparable to the Slayer tank, however it is still a force to be noted when
going against a lightly defended WOPR compound.

APC (Armored Personnel Carrier)
   The second fastest way to get infantry to the battlefield, the APC can hold
six infantry units under about as much armor as the Dragoon tank.  However, the
infantry may also be called upon to defend the APC as the machine gun it is
equipped with will do little damage to many hostile units.  To load troopers,
simply go up to a grouping of them and press the circle button.  To unload,
find a place to let them out and hit circle.  The APC is speedy enough to for a
fast assault, but also not very effective due to the lack of intelligence on
the part of the infantry.

Slayer Tank
   The most important tank NORAD has to offer comes in the shape of the Slayer
tank.  It is equipped with twin 105mm cannons for its primary weapon and FFAR
HE Rockets for the secondary.  The armor on this tank is the thickest it can be
without sacrificing too much mobility, but speed is the tank's weakness.
However, in the face of even a moderately defended WOPR base, the Slayer tank
can easily smash everything to the ground, leaving nothing but rubble in its
wake. This will be the key to winning missions late game, use it wisely and you
will be unstoppable.

Gunship
   A helicopter gunship armed with a machine gun and FFAR HE Rockets.  The
gunship is deemed as a close quarters, close air support vehicle with the
ability to create havoc on unprepared bases.  However, bases with SAM (surface
to air missile) emplacements will have easy pickings if things are not properly
done.  Make SAM killing a priority with your ground units and the Gunship can
take care of the rest.  Note that Gunships can still be shot at by ground
units, especially those with missiles or rockets, so while all SAM sites may be
destroyed, the Gunship is not invincible.

Missile Tank
   Long range support has always been a mainstay of winning wars, and this is
what the Missile tank is good at.  Armed primarily with a machine gun, the
secondary fire unleashes a hail of rockets at a target that will deal massive
damage to it with only the most hardened structures and units surviving.  Lack
of armor, however, will keep this unit off the front lines and away from enemy
fire.  Used effectively, this unit can decimate a small encampment, but be wary
of aerial units and long range defenses.

VTOL (Vertical Take-Off and Landing) Jet
   An upgraded Gunship equipped with two machine guns, FFAR HE Rockets, better
armor and better speed.  However, this does not make the VTOL invincible as SAM
sites will still do very good damage to the jet.  Hit and run tactics are best
employed against defensive emplacements, with fly-overs when no aerial defenses
are present.

Truck
   The Truck carries within it a powerful turret to deploy anywhere on the
map.  The good point is that this can be a real asset to deal with a large
number of WOPR forces by giving them a hardened target to shoot at.  However,
since WOPR units don't launch offensives, the usefulness of this unit is in
question.

Otter
   An amphibious APC with less carrying capacity than the regular APC, the
Otter can still be a force to be feared.  The ability of this vehicle to cross
streams and rivers to deploy troops is valuable on more than a few missions.
However, with only a machine gun to support the troops, this should not be a
main battle force.  It is less armored than the APC, but the extra mobility
will serve you well.

Transport Chopper
   The fastest way to get infantry to a hot zone, the Transport chopper can
deliver troops quickly and safely anywhere on a map.  However, the troopers
will be vulnerable in their drop and the chopper is sure to attract the
attention of every SAM site in a WOPR base.  Proper use of this vehicle will
create havoc within a WOPR base, but with only a machine gun to support the
troops, any paratrooper drop should be quickly followed by ground forces or
more air support.

Patrol Boat
   A fast attack boat, the Patrol boat will be able to hold its own on the
waves.  Armed with a machine gun and FFAR HE Rockets, it can hit and run larger
ships without much fear.  However, it is lightly armored and is most suited for
scouting or attacks in large groups.

Destroyer
   The workhorse of the NORAD naval forces, the Destroyer is armed with a
105mm cannon and FFAR HE Rockets for attacking both naval and ground targets.
The armor on the Destroyer will also allow it to take a few hits from ground
batteries while a beachhead is established by other units.

Hovercraft
   An all terrain, fast attack vehicle, the Hovercraft will allow for speedy
assaults across terrain that may prevent heavier units from crossing at a good
pace.  However, light armor and armaments only consisting of a single machine
gun and FFAR HE Rockets make this a poor choice for attacking a WOPR base
alone.  However, with proper support, Hovercrafts can quickly overwhelm base
defenses.

Laser Tank
   The crowning achievement of NORAD R&D, the Laser tank is armed with a
powerful pulse laser and (in some missions) a cloaking device.  The laser is
powerful enough to destroy most vehicles in less than three shots, with most
buildings falling in less than 5.  The cloaking device will also allow the
Laser tank to slip past defenses to cut off WOPR supplies and to create
ambushes for WOPR advances.  Extremely light armor makes this cloak a necessity
as a few shots from anything other than a machine gun will destroy this tank.
Guard this when you have it, its invaluable.

Bazooka troop
   A combat infantryman armed with mini FFAR HE Rockets, a group of Bazooka
troops can quickly overwhelm WOPR forces.  However, as they are easily
destroyed, it is not prudent to lay the fate of an offensive solely on Bazooka
troops.

Infantry
   The basic infantry man of NORAD is armed with a machine gun that is useful
for attacking other infantry and little else.  A large swarm of infantry can be
difficult to deal with, but is most times overlooked for tanks and aircraft.


[WOPFO]
WOPR - The War Operations Planned Response computer has become sentient and is
now set on the destruction of the human race.  Giving up conventional tanks for
walking mechs, WOPR shows great technical prowess early in the campaign.
However, the missions WOPR faces usually involve a lot of run and gun, quick
destroy or be destroyed missions.  The DEFCON meter is slightly faster when
playing as WOPR, especially in the later missions.  This makes efficient use of
units and planning head essential to succeed.  Players who wish to have a
harder game should play WOPR missions.

Tri-bike
   The equivalent of the NORAD jeep, the Tri-Bike serves as a quick-in/quick-
out recon scout.  Armed with flares that will call in a devastating bomb strike
and dual machine guns that will allow it to deal with infantry, the Tri-Bike
should not be on the front lines.  It is lightly armored, but makes up for that
with speed.

MKI Walker
   The MKI walker is the mainstay of the WOPR war machine.  Armed with dual
80mm cannons and dual Anti-Air Rockets (which can be used for anti-surface), it
is a force to be feared.  The dual 80mm cannons can deal damage very quickly to
enemy structures and vehicles, and the rockets can add a load of damage very
quickly.  However, the speed is just slightly below what would be expected, and
the armor value is also appears lower than the Dragoon Tank.

Armored Drone Carrier (ADC)
    Since WOPR is a robotic force, their personnel are robotic drones.  The
basic equivalent of the NORAD APC, it is equipped with a machine gun and the
capacity to carry 6 drones.

MKIII Walker
    The heavy assault walker of WOPR, the MKIII carries FFAR HE Rockets as
primary weapons with Hellfire Rockets as a secondary fire.  The MKIII is
heavily armored, but pays for that luxury in speed as it is the slowest WOPR
unit.  However, when deployed properly it is an unstoppable force with the
capability to destroy even a moderately defended NORAD base.

Phoenix
    The air force of WOPR consists of only one jet, the Phoenix VTOL jet.  The
Phoenix is equipped with a single machine gun and FFAR HE Rockets for assault.
The speed and armor of the Phoenix is equivalent to the VTOL jet NORAD has, and
should be mainly used for hit and run attacks.  It is vulnerable to SAM sites,
but can still provide much needed close air support to advancing WOPR forces.

Turret Carrier
    The WOPR equivalent to the NORAD Truck, the only difference is that the
Turret Carrier is the different type of laser turret.  However, outside of
those differences, the Turret Carrier is a WOPR Truck.

MKIV Walker
   A major upgrade for the WOPR offensive front, the MKIV sports twin FFAR HE
rockets and twin Hellfire Rockets for weapons.  The speed of the MKIV is better
than the MKIII, with only slightly lighter armor.  This is the vehicle that
should be feared by NORAD forces, and can easily take out a NORAD base with
little support.  However, it can still be overwhelmed and is best used with
other units.

Dreadnought
   The main naval assault vehicle for WOPR, the Dreadnought is armed with a
105mm cannon and FFAR HE Rockets.  Best used for shelling coastal positions and
supporting landings.  The main weakness is speed, but with enough armor to
withstand most naval assaults it is not a full disadvantage.

Hydrofoil
    A fast attack boat, the Hydrofoil is a lightly armored boat with a machine
gun and anti-air/anti-surface rockets as armaments.  This is basically the WOPR
equivalent to the NORAD patrol boat.

Shuttle
    This is the WOPR equivalent to the NORAD Transport Helicopter.

Scout Drone
    A unique WOPR unit, the Scout Drone is a significant upgrade to the Tri-
Bike.  It is still only armed with a machine gun and flare markers, but the
main upgrade is the ability for the Scout Drone to hover across terrain.  This
makes every base vulnerable to a quick air strike.  It has slightly better
armor than the Tri-Bike, and only slightly slower speed.

Amphibious Transporter
    A copy of the NORAD Otter transport craft.

Mantis
    A state of the art weapon produced for fast and hard hitting at the cost
of survivability.  However, in later missions, the Mantis is equipped with a
stealth field generator to compliment the dual lasers.  The stealth field will
be the only protection this vehicle has while attacking a base, and can be
useful if you can pull off a hack for supplies while inside an enemy base.

Hovertank
    A Mantis without the stealth field and able to traverse any terrain, the
Hovertank can decimate an enemy base with hit and run attacks with little
retaliation possible.  Used best as a precursor to a land assault, they can
attack what a base commander thought to be a secure section of a base.  Used
wisely, this can easily hit and run a naval base without taking a single hit.


4. General Strategies

    First and foremost, keep and eye on your health.  The circular bar in the
top left is our health. Try not to let it fall too far down, or else you will
lose the unit.  Note that there is no way to recover a unit, so once it is
gone; it is gone for the rest of the mission.  The DEFCON meter will slowly
move from 5 to 1.  When it reaches 1, an air strike will be called against your
base, ending operations in that sector and failing your mission.  This meter
can be moved back towards 5 by destroying enemy forces and buildings.
Furthering this, in later missions it will advance quickly towards DEFCON 1,
creating a strict time limit for operations.  Power-ups will also appear from
time to time after destroying an enemy vehicle or structure, they are as
follows:
    Circle with a wrench - restores some health to the current unit
    Box with ammunition - restores some secondary ammunition to the current
unit
    Circle with a blue cross - a shield will take a given amount of damage
    Shining bullet - all damage dealt by the unit will be far greater than
before
These power-ups can be extremely helpful (especially the shining bullet) when
attacking an enemy base.  The super bullet will allow the VTOL and Phoenix jets
to deal quick damage to a lot of structures, while allowing the Slayer tank and
the MK V Walker to destroy any base that stands in front of it.  Calling units
is a useful strategy for many missions that require a quick jump from objective
to objective, but the AI tends to get stuck on walls and buildings.  Uplinking
is a key to winning the later missions; refrain from destroying any buildings
that are glowing blue (enemy uplink centers do not count towards base
destruction objectives).  A good tactic for taking on large bases is to hack in
to order a set of supplies, and then go assault the base without ceasing to
move.  The transport will not get shot down and you will have an instant health
and ammo refill when you need it.  This is probably one of the best tactics for
late game, especially when the DEFCON meter is advancing very quickly or the
base is very far from any other uplink spot.  When you are ordered to destroy a
base, many times you need only destroy the main structures in it.  This is to
say that defensive structures and units need not be destroyed.  This can save
time and effort if you are nearly dead and down to your last unit.  Lastly, as
a general tip, aircraft can be deadly when used properly.  Move towards a
target so you can damage it with your guns, fire rockets, move backwards out of
the range of everything and repeat (hereto the 'in and out' maneuver). It may
be slow, but it will get the job done.

General note: I have played this game extensively and use one or two units for
a mission, rather than trying to keep bringing units up and such.  Hence, I
will try to allow this guide to cover all types of players, but a few missions
I will not be able to guide you any other way than with a tactic I know works
very effectively.  This means that losing that unit (e.g. the Slayer Tank in
NORAD mission 12) may make my guide extremely hard to follow, and possible
require a restart of the mission.

5. Mission walkthroughs

NORAD 1 [NOR01]
Location: South Carolina, USA
Number of Objectives: 2
Units available: Jeep x 1
                Dragoon Tank x 1

General Overview: Your first assignment is to prevent WOPR forces from
establishing a foothold on the United States.  They are attempting to create a
beachhead on the coast of the Carolinas.

Objective 1: Recapture the bridge
    There is a vital bridge to the northeast of your position, WOPR forces
have taken both sides of it and you need to take it back.  Start by switching
to your Dragoon tank and moving towards the objective.  You will meet a MKI
Walker unit, a gun tower and some light infantry on your side of the bridge;
destroy them all to complete this objective.  The MKI Walker may do some damage
to your tank, but the mission is still very easy to complete.  If any power-up
dropped, pick it up and answer the email for objective 2.

Objective 2: Destroy WOPR base
    Another MKI Walker and gun tower are guarding a two structure WOPR base.
Destroy the MKI, then the tower, and then bring up your jeep to call in an air
strike.  Drop the flare, move both units away and call for the air strike, this
will eliminate the base and familiarize you with how long it takes the air
strike to reach the target.  Mission accomplished.

NORAD 2 [NOR02]
Location: Czech Republic
Number of Objectives: 4
Units available: Jeep x 1
                Dragoon Tank x 2

General Overview: A WOPR base has been established in the Czech Republic,
encompassing a few local villages in the process.  Destroy the base, and
liberate the villages.

Objective 1:  A WOPR listening post is located to the north-east of your
current location.  The existence of this station will make an assault on the
main base difficult.  Guarding this post are 2 gun towers and a MKI.  Lure the
MKI away from the towers and destroy it with a Dragoon tank.  Then either air
strike the encampment or just blow it up with a tank.

Objective 2: A village near the listening post is under attack from WOPR
forces; destroy these forces to restore peace to the village.  Keep the same
Dragoon tank you have now and head over there.  In the village there is one MKI
Walker, with another one to the north that is not part of the objective.
Destroy all troops and the MKI to complete this objective.

Objective 3: A village to the north is under the control of WOPR forces, free
the village. Call up the other Dragoon tank for this objective (unless your
current tank has not taken much/any damage).  There is an MKI on the near side
of the bridge and a single gun tower on the far side.  In the village there are
a pair of gun towers and a whole slew of infantry.  Destroy all these and bring
up your other Dragoon tank.  Note that there is an uplink center in the village
(blue building that is glowing) so don't destroy that building.  Uplink both
tanks to it (either by running into it or by pulling up the command menu) and
make sure at least one tank has full supplies.

Objective 4: The WOPR base in the area must be destroyed.  Take one of your
fully powered Dragoons and head across the bridge, destroying the Tri-Bike on
the way.  Guarding the bridge there is an MKI and a gun tower on the east side
and another gun tower on the west side.  In the base there are 3 MKI Walkers, 2
gun towers and 1 Tri-Bike.  You may lose a Dragoon tank if you get overwhelmed,
but that's why you have two of them.  The base isn't that large and should not
be that much of a problem.  Just try to lure one walker away to destroy it, and
then repeat for all the walkers.

NORAD 3 [NOR03]
Location: Russian Urals
Number of Objectives: 4
Units available: Jeep x 1
                Dragoon Tank x 1
                Slayer Tank x 1
                APC x 1

Mission Overview: A set of scientists have broken a vital code within WOPR and
have been captured.  They have been taken to a Russian prison camp to await
execution.  Free them, before they are lost.

Objective 1:  WOPR has set up a small checkpoint to the north of your position;
this will hinder any rescue operation.  First and foremost, switch to the
Slayer tank.  Treated correctly, this tank will be all that you need.  Move
towards the checkpoint, destroying the MKI on the way.  At the checkpoint there
are a number of infantry and a MKI, destroy everything and complete the
objective.

Objective 2:  There is an industrial sector close to the prison that WOPR has
taken a hold of.  On the path from the checkpoint to the industrial sector,
there is a 1 MKI and a gun tower.  The industrial sector has 3 MKI Walkers and
2 gun towers in the area, as well as a number of infantry.  Destroy them all,
making sure not to damage the uplink center that is also located in the area.
If needed, uplink to the building before going on to your next objective.

Objective 3:  A WOPR base is also in the sector, this is the main guarding
force for the prison camp.  The base itself is guarded by 1 Tri-Bike, 2 MKI
Walkers and 3 gun towers.  This may be a little difficult, even with a Slayer
tank, to destroy, so lure the MKIs away before trying to assault the base.
Destroying the base will finish this objective, but you may wish to refill your
supplies before going on to the next objective.

Objective 4:  Free the scientists by destroying all units around the prison,
without destroying the prison itself.  There is a MKI on the far side of the
bridge leading to the prison camp, as well as 2 MKIs and 2 gun towers guarding
the prison itself.  Also note that you need to destroy the infantry around the
camp to finish the mission.

NORAD 4 [NOR04]
Location: Cairo, Egypt
Number of Objectives: 5
Units available: Jeep x 1
                Dragoon Tank x 1
                Slayer Tank x 1
                APC x 1

Mission overview:  The scientists you rescued have exploited WOPR code to be
able to win this war.  We need you to escort the scientists to a WOPR uplink
terminal to get vital data, then extradite the scientists via a 747 located on
the airfield.  Note that your APC must survive the mission or the scientists
will not be able to get around (I guess no one heard of walking) and the
mission will fail.

Objective 1:  WOPR has captured the 2 bridges to get into the city.  You must
reclaim these bridges in order to get the scientists across the river and into
the WOPR base.  Each bridge is guarded by a pair of MKI Walkers and a gun
tower, as well as some infantry.  Destroy the towers and the walkers and the
objective will be complete.

Objective 2: Assault the main WOPR base in the area, WITHOUT destroying the
WOPR command center (the pulsing blue building).  There are 5 MKIs and 3 gun
towers for guards, so don't get too trigger happy.  After the guarders are
destroyed, begin a hack with whatever unit you used for your assault (mostly
likely the Slayer), switch to the APC, load the scientists and bring them up.
Just make sure the unit you are hacking with is facing away from the WOPR
command center, otherwise the unit may attack and destroy it, failing the
mission.  When the APC is up, unload the scientists, let them hack and then
load them back into the APC and switch vehicles.

Objective 3:  Cairo city is under attack from WOPR forces.  Destroy the 3 MKI
walkers and the Tri-Bike, as well as any infantry to complete this objective.
Note that there is an uplink building in the city, and some of the infantry
will be around that, so watch your shots.

Objective 4:  WOPR has established a base of operations; destroy it to allow
access to the 747 and the airfield.  On approach, you will be greeted by a
single MKI and gun tower on the south (city) side of the bridge.  The base
actually has decent defenses with 6 gun towers, a few MKI walkers and 3 Tri-
Bikes.  This should still be no match for a Slayer tank, but if you only have a
Dragoon it may take a few re-supplies.  Level the base and begin to mop up any
and all WOPR units around the airfield.

Objective 5: Extradite the scientist from the sector via the 747 at the
airfield.  WOPR has patrols around the plane in the form of a few infantry, but
they will prove no match for even the APC and its machine gun.   Drive up to
the plane and unload all the scientists (all = number left alive if one or two
got killed randomly).

NORAD 5 [NOR05]
Location: Cambodia
Number of Objectives: 5
Units available: Jeep x 1
                Slayer Tank x 2
                Dragoon Tank x 1
                Gunship x 1

General overview:  WOPR's main alloy production facility is in this region.
The destruction of this plant will give NORAD a great strategic advantage as
the production of new WOPR units will slow greatly.  Destroy this plant by any
means necessary.  Note that the Jeep will be needed straight away to destroy a
bridge, losing it after the first mission objective will not result in a
mission failure.

Objective 1:  WOPR is closing in on your position; use the jeep to call in an
air strike on the bridge to prevent WOPR forces from flanking you later in the
operation.  There is a MKI Walker guarding the bridge, so bring up a heavier
unit to destroy it.  Switch to the Jeep, place a flare on the bridge... then
make a decision.  You can either a) perform the rest of the mission with the
Gunship (what I do) or bring all your units across and then blow the bridge.  I
only recommend the Gunship method because later on it is vital you are
proficient with the ability to destroy large bases with only air power.  If you
do bring your units across make sure they are far away from the bridge before
you blow it.

Objective 2:  There is a small NORAD base that is under attack from WOPR
forces, support this base and it will become your forward operations center.
There are at least 5 MKI Walkers in attacking the base, and numerous infantry.
Make sure that the Command Center survives so you have an easy, and secure,
hack point.  Also, watch your shots if you are in the Gunship, sometimes the
computer targets friendlies, which is bad.  The sheer number of MKIs will make
Slayers a prime choice, but the Gunship will still take them out quickly
enough.

Objective 3:  There is a WOPR aircraft facility nearby that is delivering
reinforcements to the region.  It is heavily guarded by 7 MKIs, 2 MKIIIs, 3
laser turrets, 2 SAM sites and 2 gun towers.  This alone makes aerial assault
iffy, but doable if you use the in and out method.  If you need to rearm or get
health, there is a hack point to the east of the base, just make sure you don't
cut it too close as the SAM sites have a good range on them.  If you just wish
to blow by this, destroy the two main WOPR structures and move on.

Objective 4:  WOPR has set up a guarding base for the Alloy Production
Facility.  This is the largest and most heavily guarded base thus far.  The
numerous laser turrets will destroy Slayers if they are not taken down
methodically, and Gunships may also be targeted by them.  When attacking this
base, don't ever stop moving, especially if you are in a Gunship.  Take it
slowly and it will fall quickly.

Objective 5:  With the defensive position taken care of, destruction of the
Alloy Plant can commence.  There are still a good deal of defenses in the way
of a few walkers and turrets, but after the last offensive it is not much to
deal with.  Destroy all the buildings (even the small shack like ones) and you
will complete the mission.

-----Interlude-----
WOPR has sensed that its initial attack has failed, and now realizes that it
needs a new plan of action.  It finds a flaw in the genetic code of humans and
now plans to launch a chemical warfare offensive.
-----End Interlude-----

NORAD 6 [NOR06]
Location: Swiss Alps
Number of Objectives: 4
Units available: Jeep x 1
                APC x 1
                Slayer Tank x 2
                Gunship x 1
                Missile Tank x 1

General overview:  First and foremost, your jeep will be needed for a mission
objective half way through the mission.  Keep it in the base until further
noted.  WOPR is using the Swiss Alps as a distribution point for its new
chemical weapon.  There is a large train depot that is serving this purpose
right now.  The bulk of this mission will be spent shutting this portion of the
chemical weapons offensive down, before millions of people are killed.

Objective 1:  WOPR has a repair base for its aerial operations in this sector.
If they lose this, distribution of the chemical product will be limited to land
routes.  Take a Slayer tank and head off towards the repair depot, destroying
the MKI on the way.  Guarding the depot there are 3 MKIs and 2 SAM sites,
destroy them all before attacking the grounded air fleet.  When the grounded
air fleet is destroyed, turn to your next objective.

Objective 2:  WOPR has loaded a great deal of chemicals onto a train that is
set to leave the station in the next few minutes.  However, there is only one
bridge out of the sector and it is forced to take that route.  First, take the
Gunship and scout ahead of the Jeep, destroying the one MKI near the bridge.
Then proceed to place a flare on the bridge.  If you wish to have a ground
assault, you will need to have units cross this bridge, but either assault will
be difficult.  Air strike approved, objective complete.

Objective 3:  The train is now stuck in the station; now make sure it can't
move at all.  Destruction of the engine is all that is needed to complete this
objective, which is nice considering WOPR has numerous defensive installations
as well as a number of MKIs guarding this facility.  Destroy the engine and
move on, unless you have the time and get lucky with a few power-ups.

Objective 4:  Now that the train is stalled in the station, destruction of the
WOPR base in the area is your primary objective.  It is heavily guarded by
numerous MKIs, laser turrets and SAM sites, but is still easily taken down by a
Gunship or Slayer.  There are only two critical buildings anyway, so if you
just bee line past the defenses, it becomes a quick destruction.

NORAD 7 [NOR07]

Location: Libya
Number of Objectives: 4
Units available: Jeep x 1
                Slayer Tank x 2
                Missile Tank x 1
                VTOL Jet x 1
                Truck x 1

General Overview:  Even with the Swiss Alps transport facility, and with it the
delivery system for the chemical weapon, in ruins, WOPR is still transporting
the chemical weapon to a launch site.  This convoy will be heavily guarded, and
numerous WOPR bases are in the region.  This will be a hard hitting mission,
and the VTOL will be your main weapon.

Objective 1:  WOPR is transporting the chemical weapon via truck across the
desert.  This convoy is slated to refuel at a small encampment close to our
main base.  Hop in your favorite vehicle and take off towards the refueling
depot.  It is defended by a pair of laser turrets, MKIIIs and an MKI.  However,
this should prove to be little resistance for a Slayer or a skilled VTOL pilot.
Note that the MKIII is a powerful machine and should be made a priority over
the MKI.

Objective 2:  There is a WOPR listening post nearby that may try to alert the
convoy of your attack.  Take a vehicle and head off towards it with full
intention on its destruction.  There are a number of MKIIIs, as well as a WOPR
Phoenix, guarding this post and any assault should be made in force.  Note that
the easiest way to deal with the Phoenix is to attack it with the VTOL and then
fly backwards shooting your machine gun.  The MKIIIs should be dealt with in
kind with a Slayer or VTOL with missiles.  There is a hack point to the south
if you need it, and with a VTOL attack it will be nearly necessary.

Objective 3:  The main WOPR base in this area has been located and must be
destroyed.  However, it is heavily entrenched with numerous gun towers, laser
turrets, SAM sites and MKI and MKIII Walkers.  There is a very easy way to
destroy this base, however.  If you still have your VTOL jet, fly over the base
towards the northwest corner of the map.  In the back corner of the base, there
is a hack point.  Use that as your staging area and pick away the defenses and
buildings.  If you only have ground units, be aware that some of the gun towers
are elevated and will be hard to hit.  Ground assaults are also vulnerable to
multiple turrets firing on a Slayer at once, which will lead to its destruction
very quickly.  If you are pressed for units or time, destroy the main
structures and move on.

Objective 4:  The convoy of chemical weapons has been sighted and its
destruction is imperative.  You need only destroy the convoy trucks, but they
are guarded by a Phoenix and a few MKI and MKIII Walkers.  The Phoenix will
make life difficult if it is not taken care of, and the walkers will deal heavy
damage while you are attacking the convoy.  Be careful while attacking, but the
convoys don't have that much armor so blast them quick.  Also note that they
don't move.

NORAD 8 [NOR08]
Location: Channel Islands
Number of Objectives: 4
Units available: VTOL Jet x 3
                Gunship x 3
                Destroyer x 1

General overview:  Failing a ground transport, WOPR is now utilizing naval
tankers to transport its chemical across the globe.  However, reports of
strange vessels in the Channel Islands have tipped us off to the base of
operations.  Note that use of air power will be critical in this mission, as
will the use of one plane while another is resupplied.  This will save on time
and keep your casualty rate zero.  There are two uplink points that are
critical, the one near your base and the one outlined in objective one.

Objective 1: Numerous reports of odd looking ships have led us to find WOPR's
main naval distribution facility.  There are numerous Hydrofoils in the water,
as well as Dreadnaughts.  WOPR is also using a new weapon, the Mantis, in this
sector.  Use caution as the aircraft are vulnerable to its powerful lasers.
There are SAM sites near the naval base as well, so destroy them.  Make sure
you do not destroy the uplink building and secure a good area around it before
bringing your air units around the island.  DO NOT attack the other base on
this island yet, it will cause you to fail the mission (much like Jungle
Strike, doing mission objectives out of order will fail the mission).

Objective 2:  WOPR still wishes to further its chemical weapon on POWs.  They
have set up a testing facility on the same island as their distribution point.
Watch for the numerous SAM sites and 2 Mantis assault vehicles as they will
quickly destroy aerial targets.  Furthering this, there are some laser turrets
around, so be very aware of how much health you have left at all times.
Destroy everything on the island to complete the objective.

Objective 3:  There is a second WOPR harbor with another tanker in it.  The
destruction of this base will help shut down operations in this region.  There
are numerous ships near the harbor, as well as another Dreadnaught.  Ground
defenses consist of a few turrets and one Mantis, but the ships will be a main
concern.  Make sure to keep switching up your planes to keep them fully armed
and armored, this will be critical going into the next objective.

Objective 4:  The main WOPR base in this region is located close to here,
destroy it.  It's quite heavily guarded both by static and mobile defenses.
The good thing is that with a hack location so close, it's nearly impossible
not to have a constant assault going on.  Watch for the numerous defenses, and
try to cut a path to the back of the base if at all possible.  After the last
key structure is a crater, move to the next mission.

NORAD 9 [NOR09]
Location: Grenadines
Number of Objectives: 4
Units available: Otter x 2
                Patrol Boat x 2
                Gunship x 2
                Destroyer x 2

General overview: Even though you succeeded in destroying the naval base in the
Channel Island, WOPR still succeeded in getting a few tankers out to sea that
were loaded with the chemical agent.  These tankers have been spotted near the
Grenadines, which is also a large WOPR naval base.  Also, there are a large
number of ships surrounding your initial base, so you may want to sanitize your
waters before going on to the objectives.

Objective 1: There is a listening post near your location that will alert WOPR
forces and make life difficult for you.  WOPR gets a new unit in this mission,
the MKIV Walker.  It is a faster variant of the MKIII with more firepower.  A
pair of those and a pair of SAM sites surround the listening post.  You may
actually want to destroy everything so that you don't have to worry about stray
missiles hitting you in transit.  A quick objective and also the easiest of the
mission.

Objective 2:  WOPR has a naval supply facility in this region and its
destruction would make it very hard for naval operations to continue in this
area.  Guarding this facility are a few MKIVs and MKIs, so be wary.  There are
also numerous naval units in the waters, so be careful on any front.  Note that
keeping your Gunships alive is a key to this mission, so do not forget to keep
up on their health.

Objective 3:  There is another harbor that is also a repair point for WOPR
naval operations.  There is a Dreadnaught, SAM sites and a few MKIVs nearby, so
attacking in force is recommended.  Gunships will be very vulnerable from
multiple directions, so I recommended bringing up your Destroyer to do a lot of
the work.  Otters can be used to do a little of the clean up, but are not
required if you managed you Gunships well.

Objective 4:  The main chemical processing plant has been located and must be
destroyed.  Furthering this, two tankers filled with the chemical have already
set to sea that must also be destroyed.  This base is heavily guarded, and is
defended by WOPR's new missile silo.  This defensive structure allows heavy
assault on both land and air vehicles with extreme range.  Find this structure
and destroy it before attempting to assault the base.  Outside of that, the
main base also has Hydrofoils for its defense, as well as a few turrets.  The
tankers are defended by 2 Juggernaughts and numerous Hydrofoils, so lead a
target away before engaging.

NORAD 10 [NOR10]
Location: Louisiana Bayou
Number of Objectives: 4
Units available: Hovercraft x 5
                Gunship x 2

General overview: A plane carrying captured agents was shot down and crashed in
the Louisiana Bayou.  The agents had vital information not only on the
distribution of the chemical agent, but also WOPR plans in general.  The
recapture of these agents is imperative, but if it can not be accomplished, the
elimination of the agents is a must.  Due to terrain impediments, vehicle's are
mainly light assault and able to traverse swampy terrain.

Objective 1:  Investigate the crash site and look for the agents.  There are a
few attack vehicles around, most notably a Mantis and a few Amphibious
Carriers, but nothing too hard.  Make sure to secure a good deal around the
crash site, killing infantry is a must.  Also, try to keep your Gunships alive
as they make the mission much quicker.

Objective 2:  Locate the prison camp that the agents are thought to have been
taken to and destroy the guards.  Note that you face another new WOPR unit.
The Hovertank is about as armored as the Mantis, but can follow you over any
terrain with its dual laser cannons.  This will pose a problem; make these a
priority in destruction whenever you see them.  Beyond that, the camp is
guarded by a few SAMs and gun towers, but nothing too heavy.  Hit and run and
don't attack the prison building.

Objective 3:  A village near to the prison camp may hold the key to where the
agents were taken, eliminate the WOPR occupation there and see if anything
turns up.  The main concern here is the numerous Hovertanks, not the gun towers
that are around the village.  Also take the time to fill up any health and
ammo, as well as regroup, if needed.

Objective 4:  We can no longer risk extraction of the agents alive.  We know
they have been taken to a WOPR base in this region, destroy it all to ensure
the agents, and their knowledge, are eradicated.  The base is fortified by
numerous turrets, SAMs and Hovertanks, so be very careful while assaulting the
base.  You may wish to call in a set of supplies and have it hover above you
(as detailed in section 5) for safety sake.  Take this methodically and the
base will fall, bull-rush it and you will not succeed.

-----Interlude-----
Failing the chemical attack, WOPR switches its tactics yet again.  It now
focuses on a political and economical axis of attack, trying to cripple
humanity and its normal way of life.  It seems poised to attack the economic
center of southern China first.
-----End of Interlude-----

NORAD 11 [NOR11]
Location: Southern China, near Beijing
Number of Objectives: 3
Units available: Jeep x 1
                Slayer Tank x 2
                Missile Tank x 2
                Gunship x 2

General Overview:  WOPR is poised to attack Beijing in an attempt to cripple
economic stability throughout the world.  This cannot be allowed to occur, and
will be stopped just south of the Great Wall.  Guard your Gunships well and
this mission gets slightly easier, ground assault is not recommended due to a
large contingent of MKIV Walkers and turrets.  Aerial assault will be tough due
to numerous defenses.

Objective 1:  Rush to the aid of a village near our base that is under heavy
assault from WOPR units.  Get in a tank and head over there, destroying the 3
MK IVs, the Mantis and the Tri-Bike that are attacking structures.  Try to
limit damage on your units if at all possible.

Objective 2:  There is a WOPR camp in the region that needs to be eliminated
before an assault on the main WOPR base can be carried out.  This base is
heavily entrenched, but it is possible to carry out an aerial raid on the base.
If you do use an aerial assault, defiantly use the in and out technique to
attack the defenses.  If you do carry out a ground assault, do so in force.
Slayers should take on the mobile stuff, with missile tanks to take out the
defenses.  Be patient, but also don't let up too much.

Objective 3:  The main WOPR base needs to be destroyed to finalize the counter
attack on WOPR.  Numerous SAMs, MKIVs, lasers and gun towers await any assault.
There is a hack point to the west of the base, so make that your staging point
for any assault.  If you are pressed for time and have the units, just rush in
and destroy everything.  If you don't have the units (and I didn't my first
time though the mission), just take it slow and have a set of supplies above
you at all times.  It may take some time, but it should be enough to keep the
DEFCON level low and make some progress on the destruction of the base.

NORAD 12 [NOR12]
Location: Saudi Arabia
Number of Objectives: 3
Units available: Jeep x 1
                APC x 6
                Slayer Tank x 1

General overview:  In its quest to destroy the economic stability of the world,
WOPR has taken over the oil fields of Saudi Arabia, effectively stopping our
offensive in the process.  We need to take back the oil fields as soon as
possible with as little loss to production as possible.  You may need to make
excellent use of your troops, of which you have an infinite supply.

Note:  This mission is dependant on you keeping your Slayer tank alive.
Always... always keep a set of supplies above you at all times.  There are two
uplink points, beyond the one at your base, both of which are very well placed.
While the briefing states you can do this mission with nothing but infantry,
you can't.  It takes too long and they get killed way too often.  If you lose
the Slayer tank, restart the mission.  If you play it safe, this mission is
cake, if you don't... prepare to be frustrated beyond belief.

Objective 1:  WOPR has captured a large number of oil rigs in this sector and
the human race needs them back.  Head out and recapture three oil rigs in an
attempt to stabilize the global economy.  Switch to your Slayer and head out.
There is a MKI, MKIV and a Tri-Bike on the way, so be aware of those.  Each oil
rig is guarded well, with at least a MKIV and gun tower at each, with a Mantis
at the first and 2 MKIs at the second to re-enforce them.  Near the third oil
rig, there is a vital uplink spot, so check your fire before attacking the
MKIV.  Resupply and call in another set of supplies to hover over you.

Objective 2:  The global economy has stabilized a little, but more oil is
necessary to prevent its collapse.  Make sure you are set to go and head out.
There is a pair of gun towers on the way to the oil rigs, so destroy them.  At
the first rig there is a gun tower, MKI, MKIV and a Tri-Bike.  On the way to
the second, there is an uplink spot, so take full advantage of it if you need
to.  The second rig is guarded by 2 MKIs, 1 MKI, a gun tower and a Tri-Bike.
Clear them all out and move on to the last objective.

Objective 3:   WOPR is going to destroy the oil refinery in this region in an
attempt to cripple the global supply of oil.  To prevent this, destroy every
single WOPR unit near the refinery.  Make sure you have a set of supplies
hovering over you through this.  On the way there, there is a final oil rig
with a MKI, MKIV, Mantis and gun tower near it.  This can be a real tough
position as all the units will try to hit you at once.  Near the refinery, 2
laser turrets, 2 MKIVs, 1 Mantis and a gun tower await you.  Make it a priority
to kill off the MKIV, the Mantis and some of the infantry if your Slayer is
near death.  This will prevent, or at least slow, the destruction of the
refinery.  Destroy all other buildings to complete the mission.

NORAD 13 [NOR13]
Location: Artic Circle
Number of Objectives: 5
Units available: Otter x 2
                Transport Chopper x 1
                VTOL Jet x 2
                Hovercraft x 1
                Patrol Boat x 1

General overview:  WOPR is planning to launch a Magnetic Wave Gun into orbit.
This weapon serves the same purpose as an EMP, destroying all electrical
devices in a given radius.  This launch cannot be allowed to happen as it would
be a huge strategic shift of power.  Stop this launch and remove WOPR's ability
to use this weapon.

Note:  Do not let your VTOLS be destroyed and follow the objectives closely, it
will help you greatly.

Objective 1:  WOPR has a naval base in the region that needs to be flattened.
A simple objective complicated only by the Dreadnaught and Hydrofoil right off
your shore.  Deal with them via a VTOL, go back to rearm and switch to the next
one.  At the base, a SAM, MKI and a MKIV await you.  Take them out, making sure
not to destroy the uplink building.  Also, try to not blow up the WOPR sea dock
before bringing up your other VTOL and rearming the both of them.

Objective 2:  WOPR has a satellite tracking station that will be used to
control the weapon.  Capture it by destroying all units surrounding it.  There
is a pair of MKIVs, 3 MKIs a Tri-Bike and a Mantis around the building that
must be destroyed before this objective is complete.  However, before pressing
select and moving on, weaken (I stress weaken) the uplink station down to about
one-eight of its health via machine guns.  Trust me, just weaken it to really
low but don't destroy it.

Objective 3:  Failing finding the information in that tracking station, the
back-up station must be captured.  Same type of objective, destroy the MKIV, 3
MKIs, Tri-Bike and 2 Mantis that are around the objective.  Again, before
hitting select and moving on, weaken the satellite tracking station.
</pre><pre id="faqspan-2">
Objective 4:  WOPR's main base must be destroyed before you can assault the
silo.  The base is heavily guarded, so either keep a set of supplies with you
or be selective with your assaults.  Even though the mission brief says to
hurry up, you don't need to.  Take your time and make sure before you destroy
that last building that at least one of your VTOLs has full health and ammo.
You're going to need it.

Objective 5:  Don't worry, there's no way you can be any faster in destroying
the base to prevent the launch.  The silo itself is heavily guarded with
numerous SAMs, laser turrets and Mantis vehicles.  If you simply use the VTOL
you used to assault the other base, you may only have one shot at destroying
the silo.  Target the silo and move back and forth to avoid some of the flak
and hopefully you'll be able to destroy it fast.  If you lose a VTOL, use the
other one and continue the assault.  Once the silo is destroyed, fly off to the
satellite tracking stations and finish them off.

NORAD 14 [NOR14]
Location: New York City, USA
Number of Objectives: 4
Units available: Jeep x 1
                Gunship x 2
                Slayer Tank x 2
                Missile Tank x 1
                Laser Tank x 1

General overview:  WOPR has turned its attention to destroying world leaders at
the United Nations meeting in NYC.  You must prevent their assassination and
allow their rescue.  The new Laser Tank is very powerful, but also very
fragile.  Try not to base an offensive off it on its own, but tactical use once
a Slayer draws fire can be devastating to any unit or structure.  Numerous SAM
sites and silos make use of the Gunships not recommended, but if you wish to
still use them just be aware of the number of threats.

Objective 1:  WOPR is holding a bridge that will be one of the vital ways into
NYC.  Recapture this bridge and prevent WOPR from launching a two fronted
attack.  Hop in a Slayer (or the Laser Tank) and head over there.  There are 3
MKIVs, 3 gun towers, a Mantis and a SAM site, as well as a silo across the
road, near the bridge.  Destroy them all (not the silo, just the walkers and
towers) and the objective will be complete.

Objective 2:  Numerous SAM sites will make aerial rescue impossible.  The
destruction of the SAM sites near the river will allow a rescue chopper to
enter the region and extradite the U.N. delegates.  Each SAM site is guarded by
(primarily) a few MKIVs and a set of infantry.  A few of them have laser
turrets or gun towers near them (most notably the ones near the other bridge).
There are also Mantis patrols and a silo to worry about.  The uplink point east
of the first objective will be critical in surviving.

Objective 3:  WOPR has given up on assaulting you and turned its attention to
destroying the U.N. delegate building.  The problem is that WOPR is in firm
control of the land around it.  Numerous MKIVs, silos, laser turrets, SAM sites
and Mantis are around the building and will make _any_ assault very difficult.
If you are in a Slayer, ignore the SAM sites and try to stay out of the range
of the silos, picking apart the defenders slowly and methodically.  If you lose
your Slayers, switch to your Gunships or your Laser Tank.  The Missile tank
will get ripped apart by the defenses.  There is no actual time limit, just
make sure you don't destroy the U.N. building.

Objective 4:  The final foothold on the U.S. WOPR has is located nearby.
Destroy this base and WOPR will be on its heels.  The base is heavily guarded
by numerous laser turrets, gun towers, SAMs and silos.  This is just the
beginning though.  There are also numerous MKIVs and Mantis.  Air assault is
not recommended due to the density of missiles and twin lasers that can be
fired at you.  A Slayer will be able to slowly pick away at the defenses and
units.  Take this slowly, being left only with a Missile tank will mean
constant rearms, and being left only with a Jeep means a very slim chance of
success.

NORAD 15 [NOR15]
Location: Omaha Desert
Number of Objectives: 1
Units available: Slayer Tank x 3
                Missile Tank x 2
                Laser Tank x 3

General overview:  This is it commander, the last push against WOPR.  There is
little intel to go on as recon flights have been shot down, leading us to
believe that a heavy amount of anti air defenses are in place.  WOPR has also
constructed a maze around itself to delay any attack on its mainframe.  This
assault will prove to be very difficult but must also be carried out swiftly.

Note:  This is, without a doubt, the hardest NORAD mission.  Not because it's a
maze, not because you're not given air units, but due to the large number of
stuff that can kill you quickly.  Getting a shield or super bullet power-up
will allow you to go forward very quickly, but make sure you take out enough on
the way so that if you are destroyed, you don't need to get lucky again.

Objective 1: Enter the maze to begin the assault.  Note that the DEFCON meter
is moving at a good clip; that will keep you moving through this mission.
There is a Mantis, a few MKIV walkers and a pair of laser turrets you need to
deal with before moving into the maze.  Try not to take too much damage by
using a Missile tank to secure this region.  Save your Slayers for later.

Objective 2:  Destroy the WOPR mainframe.  While you will get emails during the
mission, none of them are new objectives, they are just (nice) cinematic
touches.  Now, take this assault quickly, but destroying enough to make life
easy.  There is the only uplink point to the north, make sure to call in
supplies to hover.  The main concern is that WOPR units can fire through the
walls, and numerous silos can strike you from afar.  Stick to the outer wall,
destroying the silo on the way in.  Sticking to the outside wall leads to the
easiest route to follow, although you will still encounter laser turrets,
silos, MKIVs and Mantis in large numbers.  If you do happen to get a golden
bullet, destroy all you can in case you are destroyed.  Same thing goes for the
shield.  If you still have your supplies over you when you reach a very narrow
path where you can see a ramp off to your west, you are in good shape.  The
final assault has tough guards in the form of a pair of laser turrets and a
pair of MKIVs, both of which can destroy a worn down Slayer tank.  The DEFCON
meter is ticking, and if you get destroyed late it may fail the mission (via
air WOPR air strike).  If you need to buy some time of the DEFCON meter,
destroy some of the base that WOPR has set up near the uplink point (if you
haven't already).  This is a very frustrating mission due to the length and the
amount of gunfire being pointed in your general direction, but once you learn
the right path (which is very tough to detail), the mission gets easier.  Keep
moving, fire at what you can safely and have patience.  Losing all your Slayers
will not fail your mission, but Laser tanks are easily destroyed by any WOPR
unit and Missile tanks are vulnerable to running out of ammo.  When you clear
the final defenders, drive up the ramp.

-----Interlude-----
Commandos move in to destroy the WOPR mainframe, barely making it in before a
MKIV walker is able to fire on them.  WOPR detects the intruders and begins its
search for the nuclear launch codes to destroy humanity.  The commandoes place
a demolition charge and rush out, just as WOPR is starting to upload it self to
the internet to escape destruction.  On the way out, one of the commandos trips
and is blown away after firing on a MKIV walker (poor guy).  Just before WOPR
finds the launch codes and uploads itself to the internet, the demolition
charge blows and the threat is neutralized.
-----End of Interlude-----



WOPR 1 [WOP01]
Location: Falkland Islands
Number of Objectives: 2
Units available: Tri-bike x 1
                MKI Walker x 1

General overview:  The effectiveness of WOPR walkers and vehicles must be
tested before a full scale assault on the United States mainland can be carried
out.  There is a small, isolated NORAD defense post on the Falkland Islands
that will prove to be the best proving ground.

Objective 1: There is a radar and command station located close to the main
NORAD base.  The destruction of this base will ensure that no communications to
warn the mainland of an impending assault is sent.  Furthering this, it will
keep the main base unaware of our presence.  It is lightly guarded by three
Jeeps and nothing else.  Take a MKI and proceed to level the command post.

Objective 2:  The main base on the island can now be destroyed.  It is guarded
by a pair of Dragoon tanks and one guard tower.  There should prove to be no
match for a MKI.  Level the structures to complete this mission.

WOPR 2 [WOP02]
Location: Florida Keys
Number of Objectives: 2
Units available: Tri-bike x 1
                MKI Walker x 2

General overview: NORAD is operating a Strategic Air Command post and training
camp in this region.  Both of these are guarding a nuclear test facility that
will prove to be a key asset in the first blow to the U.S. mainland.

Objective 1:  The SAC tracking post is guarded by the NORAD training camp for
this region.  Capture the SAC tracking post and destroy everything else.  There
are a Dragoon tank and a Jeep right outside the base, so destroy those before
going much further.  The base itself actually has decent defenses for this
early in the game, with 4 Jeeps, 4 Dragoons and 2 guard towers.  Still, a MKI
walker is more than a match for these defenses, and some of the units are
displaced to the north and west of the base and will not affect your assault
until after the objective is completed.

Objective 2:  Using the SAC tracking post, the location of a nuclear test
facility has been found.  Destroying this test facility will cause a nuclear
accident that will be the first major blow to NORAD forces.  On the way to this
facility, you will be met by a pair of Jeeps and Dragoons.  Destroy them both
and move towards the test site.  AT the site there is a pair of Jeeps, 5
Dragoons and a pair of guard towers.  You may need to call in your other MKI to
take care of the forces, especially if you were hit hard and forgot to
resupply.  Destroy the test facility to end the mission.

WOPR 3 [WOP03]
Location: Irian Jaya
Number of Objectives: 4
Units available: Tri-bike x 1
                MKI Walker x 2
                ADC x 1

General overview:  NORAD is developing an anti-satellite weapon that they will
be launching out of the Irian Islands.  This weapon would tip the strategic
scale heavily towards NORAD.  This missile launch must be stopped and the NORAD
presence removed from the sector.

Objective 1:  Human forces are using a bridge to your north as a control point
for access into the region.  Take a MKI and head off to the bridge, destroying
the Jeep and Dragoon on the way.  The bridge itself is guarded by 2 Dragoons, 2
guard towers, a Jeep and a Slayer tank.  The Slayer should be made a
destruction priority as it can deal great amounts of damage to a walker.  If
you need to resupply, go back to base and do so, taking the other walker to
proceed to the next objective.

Objective 2:  There are people against the creation of the rocket base in their
lands.  Human forces are rounding up these people so they cannot form a
resistance against them.  Go to the villages and remove the human oppression.
There are two villages, not too terribly defended, mainly infantry with a tank
or two at each.  In between the first village and the second, there is a pair
of Jeeps and a Dragoon tank.  There is also a Slayer tank at the second
village.  Note that the DEFCON meter will dip into the 4 here, but don't worry
about it.

Objective 3:  NORAD has a base that is serving to guard the launch facility.
Since it is on the way to the facilities, you are authorized to level it.  The
base is not heavily guarded with only a Jeep, 2 Dragoons and 2 guard towers.
This should prove to be no match for your walker and you should move through
the base with ease.

Objective 4:  The launch facility is in sight, destroy it.  On the way to the
site, there are a Jeep and a Dragoon waiting for you to slow your progress.  At
the launch site, there are 3 guard towers and a Slayer; however, this should
prove to be little more than an inconvenience.  You can fire down from the top
of the cliff and sometimes never even take a hit from the Slayer.

WOPR 4 [WOP04]
Location: New England
Number of Objectives: 4
Units available: Tri-bike x 1
                MKI Walker x 1
                ADC x 1
                MKIII x 1

General overview:  There is a company called Joshua Information Systems that
holds a very important chip for WOPR operations.  The recovery of this chip
will allow WOPR war plans to move forward rapidly.  Recover this chip at all
costs.

Objective 1:  NORAD is in control of a small village to the north of your
position.  Liberating it may gain us enough trust with the people to gain the
location of the JIS headquarters.  North of your base a pair of Dragoons and a
Slayer are on patrol, so take either your MKI or the new MKIII and head that
way.  In the village proper, 4 Dragoons and a Slayer, along with infantry, must
be destroyed in order to complete the mission objective.

Objective 2:  We now know where the JIS headquarters is; follow the river to
the crossing and secure the building.  There is a large contingent of units on
patrol between the village and the bridge.  4 Dragoons, 2 Slayers and a Jeep
will try to hinder your progress.  Once you are over the bridge...

Objective 3:  It's a trap.  The location we were given is actually one of a
large human base.  Destroy it to end our activities in this sector.  The base
is well guarded by 3 Slayers, 4 Dragoons and 3 guard towers, as well as
infantry.  It still should not be hard to take down unless you lost both
walkers.  The main threat will come in being overwhelmed by the units, but as
long as you destroy them one after the other, you will survive just fine.  Use
the command center if you need supplies.

Objective 4:  Seems we weren't betrayed, rather that NORAD was wise that we may
try to get this chip.  The JIS headquarters is ahead; capture it by destroying
every human around it.  Note that there is a Gunship, 3 guard towers, 2 Slayers
and 3 Dragoons around the building, so watch your fire.  Destroy all the units,
infantry included to end the mission.

WOPR 5 [WOP05]
Location: Russia
Number of Objectives: 4
Units available: Tri-bike x 1
                MKI Walker x 1
                MKIII Walker x 2
                Phoenix x 1

Mission overview:  With possession of the chip, we need to move it to the State
Computer of the New Truth, G.O.N.V., in Russia to fully utilize it.  However,
NORAD forces are in the area and wish to prevent us from doing that.  You are
to destroy the opposition and capture the G.O.N.V. facility.  Note that you
will need to call in an air strike, so keep your Tri-Bike guarded until further
notice.

Objective 1:  Human forces are using a bridge to funnel in units, recapturing
this bridge will cut off their reinforcements and allow you access to the main
land.  There is a Dragoon tank on the way there, but only infantry beyond that.
I recommend using the Phoenix to do this mission as it is thickly armored and
capable of success on its own.  The bridge has 3 Dragoons, a Jeep, a Slayer, a
guard tower and a Gunship near the bridge.  Take care of the Gunship first, and
then proceed to take out the other guarding units.

Objective 2:  NORAD has set up 3 small bases in this region that should be
destroyed.  There is one base to the south with a guard tower, SAM, laser
turret and a Dragoon.  Also, this base has a command center for resupplying.
On the way to the northern bases, make sure to take out the 4 Dragoons, 1
Slayer and 2 guard towers to make the next objective easy.  The northern bases
are close and contain stiff resistance.  2 guard towers, 1 Dragoon, 1 laser
turret, 2 Slayers and 2 SAM sites.  They are so close that attacking one may
draw fire form the other, so be aware of that.

Objective 3:  Call in an air strike on the bridge NORAD forces are using to
move units into the area and cut off their reinforcements.  The guard towers
and Slayers you took out on the way to the northern bases makes this a drop and
run, just make sure you don't leave the Tri-Bike on the bridge in your hast to
move on.

Objective 4:  Destroying the last NORAD units in the region will secure the
G.O.N.V. connection for our uses.  However, on the way to the base there are 2
Dragoons, a Slayer and 2 Jeeps waiting for you.  You may want a resupply for
your Phoenix (if you are using it).  The G.O.N.V. base is heavily guarded with
3 laser turrets and 3 SAM sites near the building, with patrols of 4 Dragoons,
a Jeep and 2 guard towers near it.  If you do still have the Phoenix you can
creep up on the laser turrets and pummel them from just outside their range.
You cannot be as lucky with the SAM sites as their range is slightly better
than yours, so just attack those.  Do not attack the large central building as
that would fail your mission.

-----Interlude-----
The view switches to a SUV Limo pulling up to a corporate like building,
panning inside showing a bunch of people dressed in all black looking at
various computer displays and charts.
-----End of Interlude-----

WOPR 6 [WOP06]
Location: Brussels
Number of Objectives: 3
Units available: Tri-Bike x 1
                ADC x 1
                MKIII x 1
                Phoenix x 3

General overview:  There is a meeting of the European Military Alliance being
held in this region.  However, the human forces have built a network of tunnels
in order to defend this meeting.  This makes sneak attacks on your units
likely, with no chance to retaliate.  Further note that use of ground units is
going to be tough given the terrain, so a number of Phoenix have been given to
you.

Objective 1:  Fearing an air assault, the humans have set up a number of SAM
sites around the area.  Removal of these will allow your air strikes to go
unhindered in the area.  Proceed to the objective and destroy it.  There is a
pair of Dragoons, 3 Slayers and 3 SAM sites in the objective.  There is also an
uplink point, so make sure you check your fire before just blazing in there.
Once everything is destroyed, uplink and read the next objective.

Objective 2:  The tunnel network would be far less effective if units can not
breathe in them, so destroying the oxygen pumping facility will complete this
task.  However, NORAD has hidden it in a village close to the river, with only
one way into it.  There is a guard tower at the close side of the bridge, with
heavy resistance at the far side.  A pair of Slayers, 3 Dragoons, 2 laser
turrets and 3 SAM sites await you in the village.  However, you need only
destroy the oxygen pumping facilities to succeed this objective, but try to at
least destroy some of the defenses to help you along your way.

Objective 3:  The location of the EMA meeting has been confirmed; wipe them out
to end resistance in this portion of the world.  On the outskirts of the
village there are a laser turret, Slayer tank and a SAM site, so be wary of
those.  The meeting itself is heavily guarded by a Gunship, VTOL, 2 Dragoons, 4
Slayers, 4 SAM sites and a laser turret.  Tough stuff to go up against with
only a set of Phoenix and a MKIII, but it is possible if you isolate the units
then slowly encroach the range of the static defenses.

WOPR 7 [WOP07]
Location: South Africa
Number of Objectives: 4
Units available: Tri-Bike x 1
                MKI x 2
                Phoenix x 2
                Turret Carrier x 1

General Overview:  WOPR is now looking into economic destruction of the human
race as a means to shut down their war machine.  The beginnings of this will be
set into motion by destroying the gold and diamond mines in South Africa.  The
human forces, however, have anticipated this move and have heavily fortified
the mines with defenses.

Objective 1:  There is a pair of small storage depots which will start the
gears in motion.  The first one as 2 Slayers, a Dragoon and a Jeep guarding it,
none of this will prove to be a match for a MKI or a Phoenix.  The second one
is guarded by a Laser tank, SAM site (with a few nearby that you might as well
destroy), 2 Slayers and 2 Dragoons.  This second site will take some doing, but
will fall just as quickly if you keep your head about you.  Note that the Laser
tank, while powerful, lacks armor.  It holds slightly higher priority over a
Slayer due to the ease of its destruction.

Objective 2:  Destroy two more outposts that the humans have constructed in the
continued crippling of the human economy.  The first outpost has a pair of
guard towers, a Laser tank, 2 Dragoons and a Slayer for its guard.  The second
outpost is slightly heavier guarded with 2 guard towers, a laser turret, 2
Dragoons, a Slayer and a SAM.  Keep an eye on your health and your ammo as both
will become crucial in the next objectives.  If you can spare the time on the
DEFCON meter, try to get a set of supplies to hover over you.

Objective 3:  More stockpiles, more targets.  Destroy the next storage facility
and mining equipment.  However, it is guarded by a pair of guard towers, 3
Slayers, a Dragoon, a laser turret, 3 SAMs, 2 Jeeps, a Gunship and a Laser
tank, as well as heavy infantry.  This will be a tough assault, and you need to
make sure you clear a path due to the next objective being so close to this
one.  Try to lure units to be alone, or use a Phoenix perched on the top of a
mountain to pick away at units.  Watch your DEFCON meter and continue the
destruction.  If you left a Phoenix at your base, switch to it and get a set of
supplies to hover, if not, go back with your current one and resupply.  If you
don't have a Phoenix, you may have issues with this next objective.

Objective 4:  Destroy the last of the mining equipment, along with the NORAD
base in the area.  The sheer number of units you faced in the last offensive
may have worn you down (or delayed you to risk a DEFCON 1) to the point of a
necessary restart.  However, if you still have a Phoenix, it isn't that bad.
There are a number of laser turrets and SAM sites, as well as other defensive
units, around the main base.  Since (again) you don't need to destroy
everything to succeed in the mission, don't waste your time.

WOPR 8 [WOP08]
Location: Hong Kong
Number of Objectives: 4
Units available: Scout Drone x 1
                Phoenix x 2
                Hydrofoil x 2
                Amphibious Transport x 2

General overview:  Another fatal blow to the human economy is in Hong Kong,
trading capital of the Far East.  Destruction of the financial records here
will be the dagger in the heart of the economy.  However, it is not unprotected
and you will meet stiff resistance on your way to every objective.

Objective 1:  A recon drone was sent out to make sure the island we are
currently on is secure.  However, it has become trapped by human forces and
needs you to escort it back to base.  Hop in a Phoenix and proceed towards the
blip on the radar.  The island is heavily infested with humans, 6 SAMs, 3
Dragoons, 3 Slayers and 3 laser turrets need to be destroyed to create a clear
path for you to go pick the drone up.  Note that the SAMs don't need to be
destroyed, but since you will be doing the brunt of this mission in a Phoenix,
destroy them anyway.  Pick up the drone with your ADC (resupplying your Phoenix
while you're away) and get him back to the command center.

Objective 2:  The human forces have a set of docks that need to be destroyed in
order to make assaulting the satellite uplink possible.  Heavily guarded by
numerous units and defenses, try to work from one end to the other, as opposed
to going into the center of the fray.  Also, try to take out as many Patrol
Boats as you can while you're in transit back and forth.  This makes it way
less dangerous to rearm.

Objective 3:  Another human base is guarding the sat uplink, destroy it as
well.  Again with more defenses, but this is only the start.  Clear out the
naval units and what you can of the close shore emplacements.  If you need to
switch Phoenix in the process, do so, but make sure the other one hacks.  Once
you take out everything, the path is cleared... sort of.

Objective 4:  The humans realize how important the sat uplink and power station
are and have defended them in earnest.  Multiple Laser tanks, Slayers, SAM
sites and laser turrets are around both buildings.  Lure off a unit, blow it
up, and repeat for all moving enemies.  Next, work on one defensive structure
on a time, focusing on one side.  Try to creep up just out of range of the
lasers to destroy them with no retaliatory fire.  Once you have the lasers
down, if you want to make this mission in style, call in an air strike on the
place and move on.

WOPR 9 [WOP09]
Location: Mexico
Number of Objectives: 4
Units available: Tri-Bike x 1
                ADC x 1
                Phoenix x 2
                MKI x 2
                Turret Carrier x 1

General overview:  It appears that the humans may be amassing a large force in
Mexico in an attempt to retake the U.S. Mainland.  This attack must be stopped
to prevent NORAD forces from gaining a foothold on home territory.

Objective 1:  There is a crashed spy satellite that was monitoring this region
that will have vital information on the human offensive force.  Destroy the
Slayer right outside your base and move to the objective.  Note that there are
a lot of random SAM sites around the map, most of which are just there to annoy
you.  If you are on the ground, these prove to be little more than a quick gun
warmer.  However, since ground units are limited, it would be in your best
interest to destroy any and all SAMs you encounter.  When you near the spy
satellite, destroy the guarding units so WOPR can uplink with it and gain the
advantage.  Guarding it are 3 Laser tanks, 2 Slayers, 1 Sam and a Dragoon.
When you get the email, get ready for a fight.

Objective 2:  While WOPR is analyzing the information, attack the human base in
the region to prevent any real offensive from taking place again.  It has 3
SAMs, 4 laser turrets a Dragoon and a Slayer around it, so take those out
before trying a full out assault.  Again, lure the units away and try to attack
from out of range.

Objective 3:  The location of the human assault force has been found, however,
no life signs are detectable from the location.  Head there immediately and
investigate, we may already be too late.  Fly there as fast as you can,
destroying units on the way and noting the hack point close to the objective...

Objective 4:  The humans are in control of a back-up WOPR CPU that is
controlling a number of robotic units.  Destroy these units and the CPU
building to put an end to this.  The main concern here is the fact that laser
turrets will be firing on you, as well as MKIV walkers.  This combination alone
will make life difficult for any assault, land or ground.  Make full use of the
hack point near the back-up CPU and call in for a hover supply for yourself as
you pick apart the defenses.  Once you have cleared the structures and units,
destroy the mainframe to end the mission.

WOPR 10 [WOP10]
Location: Bering Strait
Number of Objectives: 4
Units available: Amphibious Transport x 2
                Hydrofoil x 2
                Phoenix x 2
                Dreadnaught x 1

General overview:  There is a vital link between the WOPR mainframe and the
G.O.N.V. mainframe in Russia that needs to be defended.  A large contingent of
human forces has made their way close to it and must be destroyed or the two
systems will be isolated from one another.

Note:  Speed is of main concern in this mission.  Destroy only what you need
to, hack once at the start to get a set of supplies.  The first 3 objectives
require speed over total destruction, any lack of speed will fail the mission.
Trust me, just blow up the big stuff and move one.  Details below.  Also, see
the alt strategy for this mission - Objective 3: (revisit).

Objective 1:  The humans are using a weather monitoring station as a front for
a listening post to monitor activities in the region.  Destroy this post and
allow yourself some freedom.  Hop in a Phoenix and go, go, go!!!  Focus only on
the buildings, taking out a unit or two if you must, but do not... I repeat...
DO NOT waste time destroying everything.  If you get lucky enough for a super
bullet, focus on the objective and get back to base, rearming and switching to
your other Phoenix.  If your Phoenix was lost, restart the mission.  Trust me.

Objective 2:  The humans were planning to use a set of explosives to sever the
link between WOPR and G.O.N.V.  They were being carried on a frigate that has
since capsized and is now stranded.  Human forces are attempting to reclaim
these charges, destroy them before they can be recovered.  You should be in
your other Phoenix, which should be fully armed and ready to rock.  Bee line
for the frigate and sink it.  You may need to destroy the sea units around it;
I always do first anyway just to ease the next portion of the mission.  Be
swift, the mission depends on it.  Leave this Phoenix here, taking the other
one and jetting to the next objective (unless you took no hits and used no
missiles or have a super bullet upgrade).

Objective 3:  The humans are now simply attacking the terminal sub-routers in
the region.  Destruction of ANY ONE of these structure will cause a mission
failure.  To make things worse, they are already in some state that has left
them with not full health (depending on how fast you completed other
objectives).  Carefully target the Slayers, Dragoons and infantry around the
routers.  Two notes here... 1) watch your fire as sometimes the brilliant
targeting algorithm will make you fire on a router when an infantry or tank is
nearby.  Always confirm what you are shooting at!!  2) Prioritize.  If
something is shooting at you, don't worry about it.  It can't blow up the sub
router when it's focused on you, so try to target what is shooting at a
structure.  Then proceed to sanitize the entire island of every last human
unit. If you succeed this objective (and I haven't so many times, even with the
alt strategy) move on.

Objective 3 (revisit):  There is a risky, but honest way to complete this
objective.  Since the units do not spawn here on the notification of the
attack, head there at the mission start.  Destroy what you can (namely Slayers
and such) but leave one or two Tanks weakened on the island, and then proceed
with objective 1.  This will allow you much more time to destroy stuff, or just
make the mission easier.  However, since you cannot complete objectives out of
order, do not destroy every unit on the island.  This will fail the mission.

Objective 4:  A human carrier is operating in the region.  Sink it to finalize
the defense of the routers.  The carrier is guarded by a few aircraft, 2
Destroyers and a few Patrol boats.  However, as the carrier possesses no
defenses of its own, sinking it can even be done via naval units alone.

-----Interlude-----
It's Russia and some guy is on his pc hacking away.  He types a command and
uploads a Virus to the WOPR network.
-----End of Interlude-----

WOPR 11 [WOP11]
Location: Kremlin
Number of Objectives: 5
Units available: ADC x 1
                Phoenix x 1
                Tri-Bike x 1
                MKIII x 2
                MKIV x 2

General Overview:  Human scientists are trying to infect the G.O.N.V. computer
with a virus that will destroy it and WOPR.  We have developed an anti-virus to
counter this and have placed it in your capable hands.  Recapture the same
computer terminal the humans used to restore systems to normal capacity.  Note:
DEFCON meter will move fairly fast...

Objective 1:  The humans are holding a checkpoint to the west in an attempt to
cut of re-enforcements to the region.  Destroy the holding force and free up
your forces to their objectives.  First off, you get no re-enforcements for
completing this objective.  Secondly, there are a few laser turrets and Slayers
at the checkpoint, none of which will be a great concern.  While the new MKIV
is powerful, it can still be destroyed if it is swarmed by NORAD laser units.
Be wary of this and use it to level the checkpoint and return it to base,
switching to the other one in the process.

Objective 2:  The humans hold the other bridge in this sector as well, move
north and remove them from it.  This objective is just as hard hitting and
straight forward as the other one, with a few more tricks in the form of more
units.  Again, smart advances on the laser turrets and tanks, trying to isolate
them before attacking.  Return the MKIV to base, keeping an eye on the DEFCON
meter.  Also, as much as it is tempting, don't destroy the base to the north...
objectives and all.  However, place a few units on the bridge, prepped to
strike.

Objective 3:  Here's where the fun starts.  There is a listening post to the
west that will try to alert human forces to the attack, capture it so the same
signal can be used to transmit the anti-virus to WOPR systems.  If you have the
time, take a MKIV or MKIII there and lead in with them.  This will make mop up
with the Phoenix much easier.  However, since both of those units are slow...
and you may lack the time you need to get them over there, you may be forced to
an assault with the Phoenix.  The post is heavily guarded by numerous laser
turrets, Slayers and SAMs, which is why I recommend the ground assault.  Either
way, take it slow and isolate your target.  There is also a hack point, use it
and call in for hover supplies.

Objective 4:  Capture the computer center that humans have used to upload the
virus to upload WOPR's anti-virus.  It is guarded, so just don't load up your
ADC and move out, take out the Slayers and laser turrets, then bring up the
ADC.  Also, hack with whatever vehicle you are using... it will lead the final
assault.

Objective 5:  The human base nearby is jamming the signal.  Destroy it.  Use
whatever fully powered unit you have now to destroy structures.  Focus on quick
destruction over total, even though the base is dug in quite well.  Multiple
laser turrets and SAMs, not to mention ground units will impede your progress,
but try to ignore them if at all possible.  Destroy buildings by whatever means
necessary, sacrificing a unit or two if you have to.  Most of the times I did
this mission, DEFCON got close to 1, so you need to be quick about this
destruction.


WOPR 12 [WOP12]
Location: Polynesia
Number of Objectives: 5
Units available: Hydrofoil x 3
                Shuttle x 1
                Phoenix x 3
                Dreadnaught x 1

General Overview:  WOPR has a secret base in this region that is close to
completing research on a new type of weapon that will equal the Laser Tank of
the humans.  This base has come under attack by hostile forces and must be
defended if this weapon is to be deployed for your use.

Objective 1:  A number of Patrol Boats have been deployed around your position
in an attempt to delay you from supporting the base.  Hope in your Dreadnaught
and head off to destroying the three sets of PT boats.  You may as well destroy
the Destroyer in the area as well to free up some land.  Nothing too hard here.

Objective 2:  There is a small human base that is being used as a staging point
for the offensive against the WOPR facility, destroy it to hinder their
progress.  Not much actually on this base, either.  Fly in with a Phoenix and
wipe it out, taking care to destroy the boats around the base, as well as the
defenses and spare the uplink.  Hack and move on.

Objective 3:  A convoy has been tasked with destroying the facility; sink it
before they reach their destination.  A few Destroyers, PT boats and Hovercraft
are in the water right near the base you just destroyed.  Hurry and blow them
all up, even though they don't move.  The WOPR facility is now under attack by
human forces and time is of the utmost importance.

Objective 4:  It was a trick, buying time for the real demolition team to go to
work on the lab.  Assist the base immediately, destroying all land units on the
island.  Not too tough of an objective, just watch your fire as you can easily
destroy your own building while attacking an enemy unit.  Destroy the tanks and
the boats and the objective is complete... but kill all of the infantry as well.

Objective 5:  There is one final task, destroy the entire human base in this
region.  The base is heavily guarded, but with the island's characteristics it
is easy to avoid multiple defenses.  Just swoop down the island destroying the
buildings as you go, this is actually quite the easy mission compared to the
last few.


WOPR 13 [WOP13]
Location: Congo
Number of Objectives: 4
Units available: MKIV x 2
                MKIII x 1
                Phoenix x 2
                ADC x 1
                Tri-Bike x 1
                Hovertank x 1

General overview:  A second prototype weapon, the Stealth Field Generator
(SFG), has come under occupation by human forces.  If they figure out how to
work this, they will gain a huge advantage in the war.  Prevent this and you
will have a powerful weapon on your side.  You will need your Tri-Bike for a
later objective, do not move it from the base.

Objective 1:  Recapturing the SFG is the primary concern for this mission.
Proceed to the building and destroy everything around it that is not WOPR.
There are 2 laser turrets, 2 Slayers, 2 SAMs and a Dragoon.  Destroy them to
complete the mission.  Note that the Hovertank's lasers have a slightly better
range than that of the laser turret, so exploit this.  Once you have destroyed
all the human units, the objective is complete.

Objective 2:  We need to power the SFG with any of the 4 power stations around
the region. Capture one and we will have control of the SFG once again.  Head
to one of the 2 generators north of your base and free the one on the western
portion of the island.  They are all heavily guarded with multiple SAMs, laser
turrets and Slayers, but this power station will help you in your next
objective.  Head north a little after this and destroy the 2 Dragoons near the
bridge.

Objective 3:  Destroy the bridge to the north of you to prevent the humans from
easily recapturing the power station.  Simply drive your Tri-Bike around to the
bridge (sticking to the west side of the island, if you did free that station),
avoid any fire and blow the bridge.

Objective 4:  Destruction of the human base in the region will allow WOPR to
fully utilize the SFG.  Furthering this, a few agents who know this technology
best were captured by human forces.  Free the units by destroying all the units
around the shack (without destroying the shack) to complete one half of the
objective.  Destroying the base is just like clockwork and proves no real
challenges, save a few laser turrets.

WOPR 14 [WOP14]
Location: Washington D.C.
Number of Objectives: 4
Units available: MKIV x 2
                Turret Carrier x 1
                ADC x 1
                Scout Drone x 1
                Mantis x 1
                Hovertank x 1

General overview:  The U.N. leader is going to make a speech, urging the world
to rise up and fight against WOPR forces.  While futile, it is still something
that is exploitable for our favor.  You are to kill the U.N. leader, then
replace him with a clone who will send a message to try and get humans to lay
down arms.

Objective 1:  An agent has become trapped on the far side of the river and
human forces have heavily guarded the only bridge to get to them.  The bridge
is defended by 2 guard towers, a Laser tank, a Slayer and a Dragoon, all of
which will fall quickly to a Mantis or Hovertank.  Try to keep the Mantis alive
though, as it makes the next set of objectives easy.  Once you have cleared the
bridge, get the ADC to the unit and bring it back to the command center.

Objective 2:  The U.N. leader has been spotted and must be eliminated.  Take
your Mantis and head over there.  Note that the Mantis has far greater range
than any other unit, so use that to your advantage as you hit and back away.
Laser turrets will fall fastest from this as you can fire from well beyond
their range.  Just watch your fire and don't blow up the large building in the
middle that is civilian.  The leader is surrounded by a set of infantry, so
call up the ADC (with the clone inside) to clean them up and start the next
objective.

Objective 3:  The time has come, bring the clone to the transmission station
and let him send the message.  It's as simple as bringing the clone up,
unloading him and switching back to the Mantis.

Objective 4:  The humans are blocking transmission of our signal via three TV
trucks nearby.  Using the Mantis for its range, destroy them all.  Note that
they are each guarded by a laser turret and a few units, but they should prove
to be no match for a Mantis with its great range.  If you do get destroyed,
just bring up another unit.  Use the Mantis wisely, and the DEFCON meter will
never go below 5.

WOPR 15 [WOP15]
Location: Tokyo, Japan
Number of Objectives: 5
Units available: MKIV x 3
                Phoenix x 2
                Mantis x 2
                Turret carrier x 1

Objective 1:  There is a human base on the same island as you that must be
destroyed.  This base is heavily guarded by numerous laser troops, laser
turrets and Slayers.  The clock is ticking, so get to work.  Use a Mantis to
outrange the laser turrets, cloaking if you need to get away.  Keep the Mantis
alive for a later objective, mix it up with a Walker if you need to.  Make sure
to leave the uplink site in place and destroy all units around there (ignoring
the ones on the water to the north).  Base one of your Phoenix near the hack
point for a later objective.

Objective 2:  Another human base in this region needs to be destroyed in order
to further flush out the last human resistance.  Numerous Slayers, laser
turrets and SAM sites are scattered about.  Destroy what you can with a Mantis
(cloaking if you need to rearm) and try not to destroy the uplink spot.  If you
have the time, move all your ground units to here and go north a little.  You
will see a dock that goes no where... place your units near there, but a little
way off.  Plant a turret while you're at it as well.

Objective 3:  One of your listening posts is under naval assault and must be
rescued.  Fly there with a Phoenix (hopefully you still have the one you left
there) and set to destroying the attackers.  A Destroyer, a few PT and
Hovercraft are all that exist here, so destroy them all and complete the
objective.

Objective 4:  A small human base is receiving the wandering people and wounded
units from the previous fights.  Destroying this base will deal a crippling
blow to the humans.  This island is deadly if you are not too smart.  Numerous
laser tanks, laser turrets, SAM sites and Slayer tanks inhabit the island,
making your only assault choice (Phoenix) very difficult.  There is a hack
point on the west side of the island, capture it for your use and you will have
a slightly easier time with this and the next objective.  Multiple lasers will
kill a Phoenix quickly, so keep an eye on your surroundings and keep destroying
units one at a time.  Even though the DEFCON meter may be ticking down, it
still isn't that fast.  Before you destroy your last building, refill both
Phoenix and hover supply the one you're in (in that order).  Destroy the
building and move on.

Objective 5:  The humans are crafty, placing their final base underwater.
However, now it stands above the waves, beckoning you to attack it and finish
this war.  There are two ways to go about this...

a) Ground assault via every unit you have.  If you positioned them all near
that dock, you are in good shape.  Use a Mantis to outrange the 4 laser turrets
at the entrance, and force your way in.  Note that the humans have defenses
above you, as well at ground level.  I recommend just blowing up the vital
structures once you are in the base, losing a Mantis or MKIV in the process is
more than acceptable.

b) Air assault is harder, but can also be faster, once you get past the initial
phase.  The weakness is the west side of the base, not in defenses, but due to
a hack point.  Destroy the SAM sites and laser turrets (there is one hidden, so
use overhead view) and then hack at the station.  You may use a hover supply,
but do not lose the Phoenix.  This assault is way faster once you secure this
hack point.  Once you have this hack point secured, hack for more supplies and
make a bee line for one of the structures, keep moving to avoid some of the
fire.  Rinse and repeat for the other building and you will win.  If you still
cannot compete the objective, see part a.


-----Interlude-----
A number of MKIV Walkers converge on the White House, with a single Secret
Service agent defending it with a heavy machine gun.  A MKIV blows him away
with a rocket.  Two Devastators (WOPR Bombers) move in and begin bombarding the
White House with lasers.  It is finally destroyed, and a new WOPR House is
established.
-----End of Interlude-----

6. Multiplayer

Co-op:  This is where the game really shines.  In later missions, the ability
to have two people control two different units can be a real time saver.  For
instance, there is a WOPR mission where you need to defend a set of network
hubs.  With two people, this objective can be taken care of in half the time.
Furthering this, assaulting an enemy base can be a breeze with one person in a
heavier unit (a Slayer or MKIV) with another unit in a weaker armored, but more
destructive unit (like a Missile Tank, Laser Tank or Mantis).  The type of
cooperation can lead to missions becoming very easy.  Another great thing is if
there is only one aircraft available for a mission.  One person can eliminate
the SAM sites to allow an aircraft to give close air support, or the person in
the aircraft can help destroy defenses while a heavily armored unit takes the
hits.  However, lack of coordination can hurt the team as well.  One person
hogging a favored unit can sometimes stir up bad situations, as can one person
rushing in to something better taken on by two.  Accidental destruction of
mission objectives ahead of their time can also lead to bad situations.
However, the pros far outweigh the cons in this, and any time you are having a
tough time with a mission, try getting a friend to join in the fun.

Versus: 4 versus 4 goodness.  That's 4 units versus 4 units, not 8 player, so
don't mis-quote me.  The maps are small, with fast, high-explosive game play
being advertised. There are three modes.

a) Standard Deathmatch - Simple, destroy them before they destroy you.  You
only have your 4 units, and there is no respawn.  There are, however, hack
points.  Controlling one of them can win you the game (hover supplies), so make
sure to seek them out (they are hard to miss).

b) Capture the Flare - Because flags are so 19th century.  Go to the base, pick
up the flare and return it to your base.  However, air units cannot pick up the
flare (for obvious reasons).  Note that any destroyed unit will respawn (after
some time) so it's possible to lose a unit and still be in the fight.

c) Deathmatch Regeneration - Not satisfied because your friend got lucky with
an air strike and left you with your Jeep against an MKIV??  Now you can get
back with this mode.  Any and all units destroyed will respawn, and the only
way to end the game is to quit.

There are a few things that make this mode fun.  Sure, you control one unit...
but the others will defend themselves, making it possible to have a huge 4 on 4
battle in the middle of the field.  It also allows for active defense of your
base in CTF.  However, computer units seem to over pursue, getting into
situations that will get them destroyed easily.  Note this well as you can lure
a unit off with an air unit and lead it into a heavy ambush.  This works the
other way as well.  Let's say you lure a unit to you, and it runs.  Guess
what??  Your units will follow it!!  Yeah, it can be pretty stupid to see a
Tri-Bike running after a Gunship, only to be blasted by your friend's Laser
tank.

Unit match-ups - even though you can just look on your friend's screen side,
this just lets you know what matches up with what on the field of battle.

Tri-Bike/Scout Drone - Jeep
Phoenix - Gunship
MKI - Dragoon
MKIII - Missile Tank
MKIV - Slayer
Mantis - Laser Tank
Dreadnaught - Destroyer
Hydrofoil - Patrol Boat

I'm sure there are more, but you get the drift.  Whatever they have, you have.
Just note that to change the map; you need to go to options -> select mission.
Kind of annoying, but necessary.

7. Mini-review

    This game is quite the little gem, if you can find it.  While the graphics
are not amazing (even for the time) and the sounds aren't all that impressive,
Wargames: DEFCON 1 proves to be a fun little shooter that can provide at least
a weekend worth of fun.  The missions are designed with destruction in mind,
rather than intense overall planning.  This allows a gradual learning curve,
which turns hard only on a few missions.  Game play is simple to pick up, </pre><pre id="faqspan-3">
although the advanced players will pine over a lack of fine tuning to the A.I.
Called units will become stuck plotting a straight line route to you if you
call them, often leading to their destruction. This takes away from the war
aspect of the game, but with co-op mode available to anyone with two
controllers, it can still have that all out feel.  There is also a lack of
interaction with the game, objectives are linear and the computer will just
defend the objective, no matter how many times a briefing states that an
offensive has been launched.  However, the actual assaults on an enemy base can
be fast paced with many targets firing on you.  The music is not quite stellar,
but has its moments and does throw back to the movie a few times.  You really
won't notice it over the explosions, however, as the only stop in the action is
either moving from point to point or when you are getting supplies.  I do not
know why more people haven't heard of this game, and if you get your chance to
play it, do so.

8. Closing

    All questions, concerns, and general inquiries may be sent to icmann at
hotmail dot com with Wargames: Defcon 1 in the subject line.  I will get back
to your question as soon as possible, but give me time as I have a job and
such.  Any flames and comments about how 'I could write a better guide' or
'Your guide sucks' may be referred to the dead letter office.  If you want a
better guide, you write one.

    This FAQ/Strategy Guide is Copyright 2006 by Scott Dumblauskas.  Please
feel free to print this guide so long as you do not redistribute it for money
or change anything here within.  Also, the only site I will allow hosting to is
www.gamefaqs.com. I have had a ton of bad experiences with sites asking for my
guide, and then giving it to other sites without my permission.  Hence, no site
other than the above listed will be given permission to host it and any
unauthorized hosting of it will be considered a violation of international
Copyright laws.  I may sound like a jerk, but I've been burned before.