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Fort Dix[edit]

Fort Dix is your main hometown, where you control both spies and view the status of the war.

  • The efficiency shows the rate at which the Germans advance. It starts at 80%, and can be reduced by attacking some bases (but the Germans will recover). If Barnstorff gets captured, it will rise to 100%.
  • Spies are used to locate secret bases on the map, and can give clues on the location of secret bases if none are located.
  • You can load or unload Lunarium to your rocket pack and the rocket ship.

The first thing you should do is enter the war room, and position all five agents to infiltrate possible locations of enemy bases. For the lunarium supply, you will need two specific bases, one in South America, and the second in Africa. When you find the base, you can organize resistance in order to get a supply, but you should also attack the base yourself to also get the lunarium.

Aside from the failed copy protection or endgame mission, failing a mission only puts you back a few months.

Take off[edit]

When you are ready to launch to a destination, select Takeoff from Fort Dix. You will be shown a world map displaying your current location, and any special destinations (e.g. a Zeppelin, bomb factory, etc.) You can only travel to marked locations - attempting to travel elsewhere (or putting an incorrect quantity in the fuel tank) will cause you to fall into the ocean. Note the takeoff minigame is more difficult if you are carrying too much Lunarium - to be safe, you shouldn't carry more than 90 on the first take off. If you fail three times, you will spend two months practicing the launch before continuing on the journey.

For each trip, the amount of fuel required is determined by using the code wheel.

Each time you try taking off at Fort Dodge, you will go through a take off sequence. During this, press the fire button in synchronization with your steps to speed up, and when you hear a beeping sound (indicating you are moving fast enough) push the stick forward to take off. The sweet spot appears to be when the foot visually contacts the ground - if timed correctly, it should either have a higher-pitched audio response or an obvious visual advancement.

When abroad, you can carry as much Lunarium as you want by collecting it from various factories. If you do not have enough Lunarium, you can send an S.O.S and take three months to return to the USA.

If proximity alert is blinking, you must fuel the rocket quickly. This will happen if you make a mistake on the dialog tree when trying to save Jane and Otto Barnstorff.

Zeppelin[edit]

When there's an accouncement that Jane and Otto Barnstorff were kidnapped, there will be a Zeppelin located over the Atlantic. You don't need to rescue them, but it will cause the enemy to speed up in their conquests. There are three stages to this section.

  • At first, you will need to shoot torpedoes that are launched at you. Destroy or dodge enough of them, and you will be able to approach the Zeppelin.
  • When you get close, you need to snipe the gunner located at the back of the gondola. There is only a small target area which you can hit, and it's best to approach it slowly from below. Hitting the Zeppelin itself causes it to explode, and have the two prisoners parachute down to the ground.
  • Once you board the Zeppelin, you need to convince Jane Barnstorff to let you take control of the Zeppelin. If you choose the wrong path in the dialogue tree, you will be driven out, and will need to quickly fuel your rocket before you hit the ground.

On the first rescue, choose "Loosen up Dollface", "I like your style", "I oughtta teach you", "I took the scenic route", "Can you use some help?"

On the second rescue: "I'm glad to see you too", "I just want to help you","Can you use some help?"

The third rescue: "I'd be happy to leave", "I just want to help you", "Can you use some help?"

Rocket Lab[edit]

There's five rocket labs, and they all involve a punch out with an enemy guard. These guards shouldn't pose difficulty, but if they do, you can still hold the joystick up and press fire as soon as the guard uncovers his head for an attack.

Desert Base[edit]

This is a simply fly over enemy AA batteries. There's a small delay between your shots and when they hit the ground, thus you will need to significantly lead the targets, but at least you can see exactly when the shots land.

Getting hit three times causes the mission to fail.

Temple Base[edit]

The temple has several gun ports that will open, then make a burst of fire. To be safe, you can wait for a specific port to open, then quickly make a shot against it before it fires. If you don't hit the gun port in time, duck.

Taking three hits causes the mission to fail.

Moonbase[edit]

Once you obtained the five rocket parts and 500 units of lunarium, you should return to Fort Dix. Load the 500 lunarium into the rocket, and visit the rocket lab to have the rocket assembled. This will launch you to the moon, and the final mission.

Combat in here is similar to the desert base - simply aim at the eight enemies that drop from the ceiling, and duck if you don't get to hit them on time. Also, there is a time limit, due to exposure to Lunarium. Finally, getting hit three times is a game over.

The game isn't over after defeating all eight enemies. During the next text screen, an alien will tear the screen in half and attack. Hit the two eyes to defeat it for good.