I had a hard time giving up my old Windows 98 system, so I picked up this game,
along with ValuSoft's NORMANDY and NAVY SEALS first person shooters (FPSs) for
about $8 apiece in the discount bin. Although the games were SUPPOSED to run
under Win98 they didn't, requiring upgrades my system didn't have and I didn't
want to make. They gathered dust until I finally got a new system and dusted
'em off. However this game, at least, has problems under XP!!!
NORMANDY was ok but SEALS sucked - this game is so-so. NORMANDY is so
straightforward it doesn't really need any explanation, but the VIETNAM 2
levels ramble A LOT and the exits aren't always clear, plus there are quite a
few tedious levels that a few concise hints will clear up, so here goes!
"Young but proven, you have the natural instincts of a silent warrior
and Flak will never see you coming."
Well, SORT of...
You're a U.S. commando wandering through narrow and wide-open landscapes,
facing a fairly limited range of enemies on the way to a 'boss' baddie. Layout
is based on the conceit that it's fun to get killed unexpectedly so you can do
it right NEXT time! The theme is an obvious "Apocalypse Now" ripoff.
This is an old budget FPS but has a 3-D engine (LithTech?) allowing you to
cross different levels and climb a few slopes. It's obviously intended to be
played with a joystick although you'll get by with a mouse. It's sort-of high
physics so you DO have to aim your weapons.
The graphics are just OK. I would have liked a little more attention to
historical detail, which obviously isn't the creators' strong suit. I prefer
sprites to these jointed 3-D baddies (who are simple but OK). There are a few
scripted events. You can wander around a bit but there's usually only "one
true way" to complete each level. There's a relative lack of those "stupid pet
tricks" you have to repeat endlessly to get right to move forward - with
certain exceptions...
Some wooden barriers (beams) and crates can be broken by rifle fire or
explosion. There are a few exploding 'barrels' (black octagons) but in useless
locations.
Falling from heights hurts you and can be deadly. Usually you can swim, though
not in the "River of Death" (Level 8).
You can press the TAB key to pause the game and display game time, your
accuracy, the number of shots you've fired and missed, and the number of
enemies you've killed.
Note that there is no level map, so pay attention to where you've been to get
to where you're going!
To sum it all up, you get what you pay for, and this clunky game doesn't come
CLOSE to the playability of other Win98-compatible games like DARK FORCES, DUKE
NUKEM, or even good old DOOM. If you're still living with Win98 you can
probably find those games and others like RISE OF THE TRIAD etc etc for sale
cheap. Get NORMANDY before this if you're really desperate.
After picking up weapons you may select 'em using the number keys, or press the
SHIFT key to cycle through what you've got:
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1: You start with an M16 assault rifle. It has a 30-round clip and
the game lets you carry 90 extra rounds. It seemed to me to be
MORE accurate than the AK47, but some say otherwise. Its only
real shortcoming is that it's often hard to find its ammo.
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2: Level 1 introduces the AK47 assault rifle. Carried by most of
your opponents its ammo is plentiful and it has a slightly
larger magazine (36 rounds) than the M16 - but you can only
carry a total of 72 rounds!
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3: Level 4 introduces the M60 light machine gun. It has a high
rate of fire but is the least accurate gun in the game. It
can deal out lots of damage fast due to its 100-round belt
magazine. It also reloads rapidly, but you can only carry
one spare belt. It never jams... ;-)
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4: Level 4 also introduces the Assault Shotgun. As always it's
the game's most effective weapon at either close-quarters or
medium range. Most enemies will go down with one shot. You can
pump out 7 shells before reloading and can carry up to 14 extra,
but shells are somewhat rare. It is VERY useful in all levels.
Note that it takes a while to reload the shotgun, so pay attention
to the ammo monitor - don't get caught reloading in heavy combat!
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5: The Rambo-esque Compound Bow is a great weapon since it's quite
accurate at distance shots and one hit kills anyone (except
Flak!) You can reuse arrows plucked from dead enemies (they
appear as a bunch), but if you miss you've lost the arrow.
You can carry 15 with one on the bowstring. I think there's
one in Level 2 somewhere but it's easily found in Level 8.
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6: Level 1 also introduces Hand Grenades; you can carry 10. Note
that enemies dodge them in the open - they're best used for
clearing small areas. It takes practice to throw them accurately
- but the NVA are good at it!
Note that if you throw a 2nd grenade before the first has exploded, both
detonate simultaneously!
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7: The "M14" is actually the single-shot bolt-action M40 SNIPER
RIFLE and NOT the M-14 sniper or assault rifle. It's fairly
quick to reload and will kill most enemies with one round, so
it's typically more useful than the RPG! You can only carry
20 rounds but you'll find more in most levels. Maybe crouching
improves accuracy?
The M14 appears in Level 1 but you can't get one until Level 5.
It is absolutely required in Level 8. Conserve your ammo to
pick those mortars off the bridges!
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8: The RPG fires a straight-line rocket grenade. It can do lots
of damage to your enemies - or to YOU if you're not careful.
It's most useful busting the bunkers of M60 gunners. It is
KEY against the 2 Mortar bridges in Level 8 - you can only
carry a total of 3 rockets (with one in chamber) anyway.
Aiming at your enemies' feet is the best strategy in the open -
its splash damage is very effective while if you miss a body
shot the rocket explodes harmlessly in the distance.
The RPG can be found on a Level 1 rooftop, but you can't really
use it 'til Level 4 where it's more easily obtained anyway.
Over all: I would have liked something more inventive. Why two assault
rifles? The explosives are also disappointing: the RPG is OK but sometimes the
grenades can't be thrown very far.
Note that although you can carry extra ammo for all weapons you reload
(automatically) when the clip runs out.
>> NOTE that pressing the X key removes or returns the crosshairs! << Since
you need near-perfect accuracy to hit anybody at long distance you need those
crosshairs!!! This is a HUGE pain in Level 8 when you're hitting C constantly!
GENERAL TIPS:
* Reloading is slow and leaves you vulnerable: keep track of your ammo!
* Switch weapons BEFORE you run out in combat.
* Limit your M16 use after Level 7. M60 ammo remains plentiful.
* Headshots may be more effective than body hits.
* Use the Compound Bow ONLY where you can recover the arrows.
* If the crosshairs disappear, press X *immediately*.
* Save often, snipe from a crouch, and strafe when in the open.
There are 9 different enemies but their characteristics are almost identical,
with the key exception of Flak. You'll also encounter some U.S. commandos
running through the game - they ONLY shoot at enemy soldiers (despite
appearances!) and I would leave them to it, although killing them will give you
M16 rounds.
All enemies get tougher (and more accurate) at higher difficulty settings but a
shotgun blast can always take out two at once! A nice challenge is that all
but Mortars move around when you shoot at 'em and will try to maneuver around
to get at you. Again, they dodge grenades in the open. They must also stop to
reload but have unlimited extra ammo. After you kill them you get as much as
you can carry.
Grenadiers can quite easily kill themselves by accident. In Level 5 (a wide,
open level) you first encounter enemies using RPGs, M60s, and sniper rifles.
These are heavy-hitting weapons which need to be addressed as quickly as
possible.
Mortars only appear in Level 8. They MUST be destroyed quickly.
The really nasty baddies are the Suicide bombers (Sbs) - one
(difficulty-depending) appears early in Level 1. These guys want to get up
close and personal and the blast will kill you, so you need to pick 'em off at
long to medium range.
Flak Johnson, the boss baddie, appears in Level 12. He has only a regular
AK-47, but a high level of invulnerability. You have to weaken him to defeat
him.
The frustration starts here because although fairly simple it isn't clear that
you have to do some ledgework and jumping to get inside to reach the next level.
You start at a dockhouse and must cross a body of water to reach the
temple. You can't go right in since the front entrance is booby-trapped. (Note
that all OTHER booby traps can be detonated with a grenade!) To get in you must
go left, climb three flights of stairs, (look out for that Suicide bomber) exit
a window, traverse a ledge (left!!!), jump down to another ledge, and hop down
a series of blocks. Take the healthpack there before going downstairs.
Before doing all this, though, you'll want to explore a bit as there's lots of
ammo (and a sentry or two) off to the right of the inner courtyard. An RPG is
on a rooftop to the right of the exit window: jump with caution as you can fall
to your death, but if your health is good move to your right and drop (C) down
to get the RPG, then drop to the rectangle slanted against the wall - you have
to go all the way 'round again to get back in, !*?*!
This level is a potentially confusing maze which begins after you enter a room
where group of marines is battling the NVA. (E)xplore the wall to the right
there (patiently) because there's a secret area with arrows for the Compound
Bow. Proceeding forward (look out for Sbs!) keep turning left and you'll
eventually reach a large ruined room with a pool and sofa-shaped(?) waterfall.
After killing the NVA sentries, shoot away the boards barricading the
passageway at the rear left and go in to exit.
You now proceed into what is supposed to be a cavern entrance to a mine. Stay
alert in the circular area since the klaxon calls NVA in behind you. (E)xit
the door into the big cavern and eliminate the opposition, crossing the bridge
quickly since parts fall out. Break the boards at rear right to enter a stream
that eventually leads to a large storage area. Fight your way to the stairwell
and go up and outside, keeping alert for Sbs and NVA in the cutting just ahead
of the mine exit (drop a grenade or two in before passing!) Kill the sniper
and enter the ravine to exit.
An M60 and shotgun are lying together with a lot of ammo and health resources
in the mist. Stock up but don't overstock as there is a LOT of opposition
waiting for you and they can see better than YOU can! Keep to the side,
continually shooting (aim at the blood puffs) and strafing (grenades from cover
are good.) Try to kill everyone and restock before exiting, which just happens
as you move ahead.
Now at a gated bridge you must perform a stupid pet trick (OK, a 'jumping
puzzle') to cross the gorge. Kill any visible NVA on the other side first,
then cross, kill the M60 gunner in his bunker, and climb (SPACEBAR up, C down)
the sentry tower to retrieve the "M14," which you will need to kill the sniper
on the mountainside across from you. Then proceed with caution down the valley
as a couple of Sbs are there, as well as some other NVA. Keep alert for the
RPG grenadier - he is actually being engaged by some Marines shooting from the
mountainside. Wait to see if they get him (he may kill himself!)
Passing a series of barriers and a bunker you reach a large bridge with two
sniper towers. Eliminate the opposition, then wait by the towers until a plane
blows up the other end of the bridge. Jump down onto the bridge's lower level
and (C)rawl into the octagonal pipe.
From the top of the waterfall kill the sentry and jump down into the pool
below. Ahead are 3 openings; take the middle one. Fighting your way forward
(beware the Sb) head first right then left. After fighting through the caverns
head left. When the floor collapses you land in a sewer; you can only go one
way, passing a barred-off corridor with sentries to the left. Go past to
(E)ngage the wheel ahead, returning to the previously barred-off corridor which
is now open - hopefully you already killed the sentries! Pick up some health
before climbing the ladder to exit.
This WOULD have been a highly enjoyable level but for the confusing part I
exit. Starting from a flooded sewer you must climb a ladder and (E)levate a
hatch to exit, entering a firefight between U.S. and NVA troops. Keep alert
for bunkered M60 gunners in the lower parts of the ruins and snipers in the
upper areas. And save your RPG ammo for the next level!
You must exit the first (4 sector) neighborhood by descending into the
sub-basement of a building and following a tunnel up into the final sector.
The building is actually behind and to the right of where you first climb out
of the sewer. You must climb into a nearby building, cross some naked beams
into the upper floor, then descend three stairways to the tunnel to the final
sector.
There you must (carefully!) enter the church (an initial grenade and the
shotgun are good ideas) then go right into the wood-floor room. The exit's
downstairs but shoot carefully through the collapsing floorboards first as
there are suicide bombers down there.
This is the most difficult level. You are a sitting duck in an NVA shooting
gallery and must save CONSTANTLY. The key to the level is to eliminate the
mortar and sniper enemies, be behind the right crate at the right time, and
keep track of your health!
You begin by entering a small warehouse guarded by two NVA. After disposing of
them stock up on the ammunition and health packs IN THE WAREHOUSE but NOT those
on the nearby raft - yet! Jump on the raft and 'cast off' the bow line - by
shooting it!
The raft now drifts down the river until it goes over the waterfall or is
destroyed. Meanwhile you are shot at from all sides. Initially you will want
to crouch behind the boxes, shooting back at enemy snipers. Alternate between
the M16, AK47, and M60 at first.
Be careful when moving around the crates as you can fall off and will drown
immediately. You have 3 large health packs - be careful not to pick up more
than one at once. You must husband your health carefully. The crates can be
broken by gunfire - there's a little more ammo and health within two.
When Wild Man (your character) shouts "Mortars" switch to either the RPG (best)
or the M14 and shoot the mortar off the bridge ahead of you. Anytime you see a
bridge you MUST clear the mortar BEFORE reaching it or you're dead. When Wild
Man mentions a village ahead the second mortar is coming up.
After the first bridge an RPG gunner takes the raft under fire from a beach on
the right. Get behind a forward crate, switch to the shotgun, and eliminate
this guy while he reloads. His buddy in the nearby shack can be dealt with in
the same way.
If you survive the 2nd bridge, Wild Man says that he hears a waterfall. Get
ready to jump off the raft onto the dock on your right, dealing with the two
sentries as best you may. If you fail to jump you go over the waterfall and
die. There're health packs and ammo under the roofed part of the dock; the
Compound Bow is on a crate to the right. Having restocked and rearmed enter
the mine entrance to complete the rest of the level. Look out for suicide
bombers in the ravine ahead.
Continuing up the ravine you deal with a few NVA, then pass a tunnel on your
left. It leads to a jungle area where you will find huts, NVA, ammo, and
health. It's a cul-de-sac, though, so you can skip it.
Sticking to the main ravine curve around past the not-particularly-well-placed
punji-stick pit and (E)nable the bamboo door. Get ready for trouble! Once
inside dogleg left into the mine, then bear right to reach a building
overlooking a valley. The M60 is best here - stay alert as the floor gives way
to drop you in front of an Sb - run forward IMMEDIATELY turning as you do to
shoot him to blazes. Continue forward, eventually walking through the
waterfall. When the path forks, switch to the shotgun and go right as left
takes you to an inescapable pool. Cut your way past gunners and SBs to exit.
Suspense may be the point of this open and rambling level, as long empty
stretches are punctuated by heavy fighting. The Compound Bow is very useful
here - but don't use it on Sbs! The shotgun is best for them - even at long
range. Search the huts CAREFULLY for ammo and health as the one in the gully
is heavily boobytrapped.
Starting from the cave go ahead and out past the abandoned huts to a trail
leading to an NVA camp. Keep the level short by turning off just BEFORE the
camp, into the gulch with the pyramidal rock in the middle. Stick to the
right, passing directly across the valley with the waterfall and bridge, then
uphill and right. Once you've eliminated the M60 bunker pass it on the right
and head towards the campfire to exit the level.
This is probably the most straight-forward level: you just wind around and hack
your way forward to complete it. The object is to wear you down before you
face Flak. Husband your health and armor as there is little to be found.
Towards the end you reach a small NVA camp with an RPG grenadier in a sentry
tower. Kill him but don't take his grenades - yet! You want 'em for Flak -
but there are suicide bombers in the gorge ahead. After eliminating the sniper
on the ledge move SLOWLY ahead looking for the Sbs beyond the last turn of the
ravine. Drop an RPG amoung 'em, then once they're gone return to the tower for
more RPGs before going forward to exit the level.
You've entered a cave containing boxes, health and ammo. Stock up because
you'll need to! Follow a trail out that leads to a large open building on a
platform by the riverside.
Flak Johnson, the boss baddie, is inside with a few NVA. Eliminate the NVA
saving your RPG and M60 for Flak, who is standing on the far side of the
building. As his weapon is only an AK-47 the threat is from his high level of
health. Weaken him by RPG- and M60-ing him from a distance.
You don't actually kill Flak: he dies (?) during a short cutscene. NVA now
begin to spawn in the cavern. Return (the cave reopens) to kill 'em - the
quicker you do the fewer you have to deal with at once. After killing a certain
amount (difficulty-dependant) the spawning ends. Go back to Flak's place - a
helicopter is waiting on the opposite side. Jump onto its ladder and climb up
to end the game.
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5. - Cheat Codes
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A few of these codes, perhaps all, are references to Vietnam War movies. I've
only tested the first 3, so I can't confirm that the others work.
To activate them press the T key, type the code, and press ENTER. Repeat to
disable.
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johnwayne = Invulnerability, though your health/armor level is unchanged.
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ghost = No Clipping ("Spectator") mode. Note that you can't be seen or kill
anyone in this mode; instead you can fly up and down as well as through! When
you disable it you can fall to your death if too high.
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getsome = Full ammunition.
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retreat = Skip a level.
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rocknroll = All weapons and infinite ammo.
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fullmetaljacket = Full armor.
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didnthurt = Full health.
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onemanarmy = All Weapons.
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almighty = Full armor, health, ammunition, and all weapons.
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6. FAQ History
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