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Theatre Of Death
Hersteller : Psygnosis
Genre : Abenteuer
Jahr : 1989
Bewertung : 62 %

GRASSLAND LEVELS

MISSION 1: Slaughterhouse

Not exactly hard this one. The enemy are unarmed and seem to positively enjoy running right in front of your big powerful guns. I won't insult you by saying any more.

MISSION 2: Greande Test

Easy to complete, of course, but it's worth noticing that grenades can be thrown over obstacles like sandbags and trees - missiles just bang into them. Worth remembering for later (honest).

MISSION 3: Tank Test

Forget trying to shoot the enemy - just run them over in your tanks. The enemy soldiers make a lot more mess that way. Nice squelcy noise too. I hope these tips are proving hugely helpful so far!

MISSION 4: Chopper Squad

Right, a bit of tricky manoeuvering needed here. First, get a couple of choppers from the landing point nearby and run your squad to the sandbagged bunker and ammo dumps in the NE. This should provide cover and extra ammo for your besieged team. Then send out a chopper to dispose of as many enemies as possible. When this chopper is destroyed send out the next one. With a bit of luck there shouldn't be many enemies left by the time they reach the rest of your team, who should be able to get rid of the remainder quite easily. Be extremely careful not to blow the sandbags up with missiles and remember not to blow yourself up either.

MISSION 5: Air Support

Your first chance to use an airstrike. As soon as the level starts, call in a strike at 60-50, then jump in the chopper just south of your start point and set out alone to dispatch the rest of the foe.

MISSION 6: Hot And Bothered

Supposedly an introduction to the considerable joys of flamethrowing, but due to the flamethrower's limited range it is actually much easier to just run the enemy down in your APCs. There's also a chopper just south of where you start if you fancy a bit of shooting action as well.

MISSION 7: Operation Cobra

Chinook time. Your base has been taken over and you need to get it back. Use your single guy to pick up a chopper from 34-52, quickly call in your Chinook to 40-20 or thereabouts and set off to engage the enemy soldiers who are running towards the SE corner of the map. A bit of sharp shooting from this chap should make life easy for your reinforcements.

MISSION 8: Flush 'Em Out

Enemies at 70-70 need waxing. Quite a tough one this. Run both soldiers to somewhere near the combat point, then send just one of them in to set fire to the eastern section of the trees surrounding the enemy position (this gives you more room for manoeuvre if things don't go too well and you need to chicken out). Then shelter behind one of the remaining trees waiting for one or two of the enemy to run reasonably close to you so you can charge out and incinerate them with the flamethrower. If your soldier gets hit a couple of times, run him up to 63-20, where he should find a fine range of crates crammed with health and ammo boosters to restore an ailing hero. The just return to the fray. Of course, if your first soldier pops his cloggs, you've still got the other one to finish off the fun.

MISSION 9: Operation Yellow Chickens

Dead easy. Just kill a few bad guys with your APC and they'll be soiling their trousers, waving their white flags and running to your prisons in no time. As soon as this happens, you just, erm, basically stand there.

MISSION 10: Operation Wildgoose

Large HQ at 90-60 needs cleaning up. You'll need all your weapons here. First run some men over to the ammo dumps on the right hand side of the map, and stock up on missiles. These can be used to wipe out enemy helicopters in the SW and more importantly, destroy incoming enemy chinooks before they can drop their cargo of soldiers (each chinook needs to be hit by 8-10 missiles). The chinooks are called in when the enemy gets to under 10 soldiers. So you'll need to attack the base with grenades and guns blazing first, and then scroll the screen frantically round to spot the incoming chinook as soon as you hear the sinister laugh which tells you it's on its way.

MISSION 11: Operation Freedom Part 1

Easy. Rescue your trapped squards by grenading the prison in the bottom right of the map, keeping a close eye on the grenade towers nearby. Once your squad are released (move them away from the grenade towers pronto), they should make fairly light work of the opposition.

MISSION 12: Operation Freedom Part 2

Your stupid men have been captured again, there's a load or enemy choppers on the way and you've got a spy in your midst. The spy is actually the guy you control when you start the mission, so quickly switch to another soldier and waste the traitor. Then find the prison at 78-81 and destroy it to rescue your team. Kill any marauding enemies and retire one squad to the north edge of the map. Equip the other squad with missiles from 55-81 and send them out one at a time to wipe out the plundering helicopters. Try and separate the men you leave behind so they aren't all killed at once if they suffer a surprise attack whilst you are away.

MISSION 13: Operation Certain Death

Unaccountably easy. Just attack opposition with tanks or helicopters to make them surrender. Drop your helpers in at 10-10 because it's particularly scenic just there. Air strikes are available if you want them, but you probably won't.

MISSION 14: The Ambush

First, lay a trail of mines across the wide paths between two shallow hills just SE of where you start. The convoy will then hit these, which prompts the enemy to call in an air strike and a chinook with reinforcements. Split your team up to avoid the air strike and leave loads of mines where the chinooks arrive at 24-27 and 32-07. The real fun starts when the enemy soldiers that manage to land - they run after you, but instead of attacking when they get near one of your soldiers they just stand there like total spanners. Then you just run away and they follow you, so the trick is to try and make them run right over some of the mines you've left behind!

MISSION 15: Total Anarchy

Very difficult - avoid. The enemy has loads of chinooks which they generally deploy men from where your leaders are standing. Just try and spot them early and get an APC there to run the soldiers over as soon as they drop to the ground. If you let any chinooks drop their load then you can kiss your troops goodbye.

DESERT LEVELS

MISSION 1: Operation Mantrap

Quick and easy. Stop the transporter carrying the official to base at 10-90 by planting loads of mines on the transporter's route along the bottom of the map, near the row of red flags. No trouble. Well, as long as you remember your chaps drop mines just NW of where they are standing and don't walk straight into the one you've just dropped.

MISSION 2: Operation Ironside

Send an air strike immediately to 50-20 to wipe out a considerable quantity of the enemy, switch to missiles and take out remaining tanks using a single man at a time. Another easy one.

MISSION 3: Investigation

When you first meet the enemy helicopters they're all nice and friendly, but needless to say they're just trying to win your confidence. Use the 'friendly' time to rearm your troops will missiles from 54-74 so you can be ready to retaliate as soon as the foes open fire. They can call in a troop assist, so as usual you should try and blow up the chinook before it drops its soldiers. It lands somewhere around 40-40, I think.

MISSION 4: Warzone

Plenty of air strikes and chinooks at your disposal - make use of them. Call in an early airstrike on the bridge at 60-30 for good results and save chinook calls until youtr existing troops are on the edge of extinction. Also get in as many tanks and helicopters as you can. They are littered all over the place and improve the average soldier's life expectancy no end, as well as his killing power (both these vehicles have a far greater firing range than your standard gun-wielding soldier, so you can eradicate enemies from a safe distance). Your soldiers seem perfectly capable of finishing this one without too much help from you, as long as you get the odds in their favour at the start.

MISSION 5: Operation Blitzkrieg

The village is at 30-80, just to the left of your start point. But after one minute and ten seconds (precisely!) your first leader unaccountably gets blown to high heaven, so make sure you've moved your other chaps a reasonable distance away from him before. Use the remainder of this squad to run to 22-51 to pick up a couple of helicopters and leave them hovering there while you send your second squad into the village to take out as many of the twenty enemies who suddenly appear there. As soon as your second squad leader is killed one of your helicopters starts moving towards the village, so find and take control of it as quickly as possible. Then just hover and make full use of the helicopter's long range firing capabilities to pick off the enemy as they run towards you.

MISSION 6: Hell Hath No Fury

You need missiles to take out the enemy chopper squad, so quickly rearm from the dump at 51-13. Spread your men out a bit to minimize the effects of enemy missile strikes, and use the helicopters at 59-61 and 78-46. Really easy that one.

MISSION 7: Operation Destroy

First, take control of your leader so that the amphibian transporter comes across to you and you can get your team over the river. Send your helicopter towards the prison at 73-25 and take out as many guards as you can. Then rearm some soldiers with grenades and missiles from the ammo dump at 78-13. Send them in one at a time to blow up the prison (this must be done within 5 minutes) and start taking out the rest of the baddies. Leave the rest in defensive mode at the bunker round the prison, just sending them out one at a time if they are needed. There's a whole hoarde of tanks at 04-72 if you want them.

MISSION 8: Operation Judas

Shoot the soldier who shoots at you, but don't kill him. Then engage the enemy and - well, that's all you have to do somehow. I don't know how it works, it just does.

MISSION 9: The Defector

By some means you have to kill the defector on this level, but he's wearing a bullet-proof vest and can't be shot. In fact, I'm afraid I don't know how to do this one. It probably has something to do with hand-to-hand combat or the ammo dump with the electric fence round it at 31-56, but my only advice is to make this one of the two missions you don't bother with in this section.

MISSION 10: Operation Crater Maker

Easy-peasy. Do away with all incoming chinooks with a missile burst before they can drop their soldiers. Then collect more missiles from any of the dumps lying around and blast the ornate building behind the electric fence in the NE corner of the map.

MISSION 11: No Chance

Take out the enemy scout A.S.A.P., then make for the helicopters on the right hand side of the map. Use these to take out the chinooks - in fact, if you destroy the first one before it drops its troops you win the level without having to face any more.

MISSION 12: Operation F.O.T. Part 1

Obliterate any enemies that are around (there are quite a few) and check out the big tank doobridge at 80-80 - perhaps having a go with the jetpack found in the mini-compound nearby on the way - and try and destroy it. Albeit you don't win, this will end the mission.

MISSION 13: Operation F.O.T. Part 2

A total cinch. Just drop all your available air strikes in the 7-80, 69-77 area and hey presto, you've finished.

MISSION 14: Operation F.O.T. Part 3

Take out all enemy forces with the help of choppers to be found just north of your start point - send in one at a time and kill soldiers from a distance. You've got two troop assisstants to use when things start to look desperate. There's also a stash of useful crate at 56-18. The enemy chinooks generally drop off more troops in the bottom right corner of the map, so try and keep forces there in readiness.

MISSION 15: Operation F.O.T. Final Chapter

First, move your squad down from their starting point to give yourself longer to react to the incoming enemy chinook, which tries to drop troops right on the head of your squad leader. There's some extra ammo at 20-66 where you can pick up grenades to blow up the pyramid concealing the scientist you need to kidnap at 64-60. The scientist tells you the F.O.T.s can be destroyed with acid from an enemy hut. Find this over on the west side, and use a flamethrower with it on the F.O.T. at 80-80. Then before you know it, you'll be freezing your butt off in the ice missions.

ARTIC LEVELS

MISSION 1: Operation Polaris

Another piddlingly easy one. Kill the bad guys (there is a tank fleet at 05-75 and a helicopter pad at 00-12 to help you) and prepare for an enemy chinook at around 46-21. Wipe it out and take in the orders about the nuclear device you've got to neutralise. Go to the prison at 72-27, blow it up and them blow up the submarine hidden underneath.

MISSION 2: Swapping Sides

Needless to say, the supposed deserters to your side are all pulling your pilsner and open fire on you as soon as they reach your start point. Just get in a chopper and do you worst.

MISSION 3: It's A Secret

Frankly a right tough one. Use your two airstrikes well - if you don't kill enough with these to get the enemy chinook called in, you will almost certainly find yourself up a certain creek without a certain water-propelling device. Run from the start point to the ammo dump at 78-09, merrily dropping mines as you go. Restock on mines and barricade yourself into the NE corner of the screen. Remember to have a couple of half-circles of mines emanating from the bunker round the ammo dump and going up to the edge of the map. Then stand in the corner with your gun at the ready to pick off any reds who do sneak through the minefield. Keep a particlularly close eye on the sneaky devils who come up the very right hand side of the map - drop a few mines there if you can.

MISSION 4: If It Bleeds, You Can Kill It

Kill the measly enemies and check out the strange craft at 30-30. It turns out it's a UFO, which must be destroyed by a massive missile and grenade bombardment. Keep off the iced water or The Thing will get you.

MISSION 5: War Zone

A ruddy great battle, as the name suggests. Quite easy though, as long as you save eack of your chinooks until the last possible moment. This way you should always be on top, which frequently leads to the enemy surrendering as soon as a single shot whizzes past their easr. Use your air strikes as well, preferably wherever the opposition bring in a chinook and keep healing yourself with the crates that can be found at 29-27 and 00-60.

MISSION 6: The Great Escape

This one gives you the chance to jump on a motorbike and re-live Steve McQueen's finest moment. You have to kill all the baddies to escape and you can only do this by running over them. Only attack in an open space so you don't get stuck against trees, and don't chase after soldiers - only go for ones running straight towards you. Once they're all dead, head for the fence in the bottom right corner of the map, take a run up at one of the ramps next to the fence and watch yourself leap to freedom.

MISSION 7: It's Free-zing

Once again the enemy spring a surprise on you, when the troops you are supposedly rescuing by blowing up the prison at 64-13 turn out to be much more hostile than expected. Use one guy to blow up the prison, and keep him pumping missiles into the red crowd which emerges even though this means certain death for him. The enemy also call in a chinook which heads for your other men - move them south (but no further than the river, unless you like seeing your people eated by sharks) to give them chance to react with missiles. There's a helicopter and some ammo at 22-09 if you want them.

MISSION 8: No Morale Values

Very hard. Call in a chinook immediately to boost morale and an air strike, and make full use of the crates and ammo at 78-59 and 10-16, and the tanks at 04-03. The game is over if you let more than three deserters reach a prison, so try and collect your yellow-bellies in your APC (or kill them) to stop them surrendering. Putting said APC next to said prison is therefore not a bad idea.

MISSION 9: Trojan Horse

When you take a look at the strange object in the SW with a single soldier, it naturally explodes, killing the poor chap standing nearby and disgorges a veritable army of red scum. The key to this level, as with many others, is to destroy incoming chinooks. On this level they come in around the 41-30 area, so just scroll the screen round to find them. There are jetpacks at 43-38, ammo dumps at 65-23 and 01-34, and a chopper at 59-48.

MISSION 10: Operation Wolf

Takes a long time this one, but is still pretty easy to complete. They have absolutely loads of chinook reinforcements - well, at least three anway - which they usually drop somewhere in the vicinity of your squad 1 leader. So move him to the south end of the map and as soon as an enemy chinook appears at the top of the map, move your leader away from where he was standing. The chinook will continue travelling towards the place where he was when it first appeared on the map. So, if you have made a note of your leader's coordinates before you moved him you can call in an air strike to that point just as the chinook is about to drop its soldiers off. Oh, you've also got a couple of chinooks yourself.

MISSION 11: Trouble And Strafe

Wipe out the enemy with the help of the helicopters you can pick up at 31-51 and 62-42, and take out all incoming enemy chinooks as they arrive at 00-00 (so you've got to be quick) near your second squad. But just killing the enemy is not enough - you've got to blow up all the helicopters and stuff as well. Call air strikes at 31-56 and 78-72 to speed this along. There are some ammo dumps at 54-12 when you need them.

MISSION 12: Driving Them Mad

You've just got a load of APCs here, and so your only option is to run your foe down. Drive one van straight to 26-37 and take out as many as you can as they run towards you. Then an enemy chinook should be called, depositing its soldiers somewhere around 01-15, always at a point where one of your APCs is standing. Just suss out from the direction of the chinook's travel which APC it's heading for, move another APC as near to the targeted one as possible (taking care not to crash into it) and take control of the targeted one. Just move backwards and forwards under the chinook as the soldiers drop out of it. If you miss any, the other APC might take them out, that is if you're lucky. Also remember the golden running over people rule - don't chase after soldiers because they will constantly fire at you and you can't pick up extra health to replenish yourselves.

MISSION 13: Silence Is Golden

The scientist you need to rescue is in the very bottom left of the map in an igloo. Send down choppers one at a time to obliterate the enemy guards. When they call for reinforcements, switch back to the rest of your team at the start point and take out the chinkooks with the rest of your helicopters. Then blow up the igloo at your leisure.

MISSION 14: Vice Versa

After you've bumped off a couple of your rogue generals the enemy call in reinforcements big time - and these little devils are a bit tricky to get rid off. The best policy is to deposit most of your squad in defensive mode behind the buildings at 33-83 and make use of the ammo dump there too. Then send out one soldier to pick up a chopper from 71-81 or 25-17. When he is the only man left alive, call in your reinforcements and leave them to it as you fly the helicopter around, taking out as many enemy as you can from as safe a distance as you can.

MISSION 15: Operation Genocide

A massive and rather smart battle. Success here depends on taking an early advantage. Just call in everything you've got whenever you feel the urge and make full use of any long-range weapons you can find. This mission takes a long time and is very hard to begin with, but it isn't too bad if you're prepared to use just about every trick you've learnt up to this point.

( Autor: Unbekannt )



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