Cannon Fodder [ENGL. HINWEISE] ------------------------------ SPOILERS OF WAR - Tactics for Virgin's CANNON FODDER by Jason Kapalka Following are pointers to help you get through the first 12 missions. General tips: become familiar with the mouse controls, so that you can quickly twitch off a grenade or bazooka and then run for cover before return fire is forthcoming. Note that you don't need to have the crosshairs on an enemy grunt to hit him with gunfire. Beware chain-reaction explosions, and watch the shadow of airborne shrapnel to see where it's going to land. Don't waste grenades and bazookas on common foot-soldiers-- save 'em for bazookateers and enemy installations. Consider splitting off one trooper to act as a scout in dangerous areas. And above all, remember to save the game every time you finish a mission, but don't write over an old slot if you've only got a few troops left--you may want to go back and finish the mission more efficiently so you have more reinforcements available later. MISSION 1: The Sensible Initiation If you need help with this one, maybe you're better off playing Pong and Jai-Alai on your old Telstar home entertainment system. MISSION 2: Onward Virgin Soldiers Ditto. However, this is a good place to learn the dangers and advantages of water. Troops in deep (dark blue) water cannot fire, so pick off swimming enemies and avoid swimming yourself while there are better-grounded foes nearby. MISSION 3: Antarctic Adventure Pretty easy. Just make sure you don't shoot the grenade stockpiles, and avoid running towards them until you're sure there are no enemies nearby; one stray bullet into a stack of explosives and you can kiss your squad goodbye. MISSION 4: Super Smashing Namtastic Phase 2: Pier Pressure Note that all your soldiers now start off with two grenades. Use 'em. Phase 3: Village People The natives are harmless, unless you start shooting them, after which they graduate to mostly harmless. Still, it gets annoying dodging their little spears. Also note that not all buildings are enemy strongholds. Look for the ones that have doors. Phase 4: Quicksand There's an unreachable barrel surrounded by quicksand--don't go for it. Also in this level, the booby trap makes its first appearance: there's a little white thing by the first quicksand patch. Stand back and shoot it. DO NOT walk over it. MISSION 5: Those Vicious Vikings Phase 1: The Valley of Ice An introduction to the bazookateer--your worst enemy. They can sometimes blast you while out of sight; remember that you can scroll the view window around by moving the pointer to the extreme edges of the screen. Phase 2: Barmy Bazookas At first, this phase may seem like a real canine of the feminine persuasion. Time to brush up on your anti-bazooka tactics. There are two classic techniques: 1) split off a single guy from your squad and have him run straight at the bazookateer. Most of the time his missiles will explode just behind you. Don't do this with a whole train of troopers or you'll most definitely lose 'em. 2) Get good at bazooka-ing the bazookateer before he bazookas YOU. It's wise to move your guy or guys immediately after firing, just in case your target gets off a shot before his vaporization. Phase 3: My Beautiful Skidoo Your first vehicle. It takes a while to get the hang of driving, and watch out for the bazookateer on the other side of the river. Note that you don't have to kill all the enemy grunts in this mission; just destroy their buildings. MISSION 6: Westward Ho Phase 1: The Grand Canyon The first time you try to cross that bridge, you're going to notice that less troops arrive on the opposite side than started out. Notice the big gaping holes in that there bridge? Delicate footwork is called for. There's a pile of extra weapons behind a fence, but be careful not to blow them up- -breach the fence from the western side. Phase 2: Trigger Happy You'll notice some of the houses are now disgorging black troopers who are noticeably more aggressive than the usual variety. Blow up their houses quickly. Ignore the bazookas perched on a very dangerous strip of cliff-- likewise ignore the hangar and other distractions. Your mission here is just to blow up the enemy buildings. MISSION 7: Greenland Redblood Phase 1: The Slippery Stairway This one's a pain until you get used to anti-bazooka tactics. Split off one guy and use him to pick off the snipers, and keep moving at all times. Use your own bazookas to take out the guys beyond rifle range. Be careful not to waste too many grenades... there aren't very many lying around. Phase 2: Return to Reykjavik Not too tough. Stand away from the house in the enclosure when you blow it up... the fence has a tendency to explode as well. Phase 3: Evil Knievel A massive pain. First, you have to get good at skidoo-jumping. Make sure you hit the ramps squarely, or your skidoo will land on the tree-tops with predictably explosive results. Next, you have to make it across a river guarded on the other side by multiple bazookateers. Finally, you have to destroy the enemy houses--the igloo's theirs too--without harming the lone Eskimo wandering about. Be very careful where you toss your grenades. MISSION 8: Guerilla Warfare Phase 1: Have a Nice Trip Your introduction to pungee sticks. You'll know 'em when you see'em. If you look closely, you can sometimes see a tiny hole in the ground where the trap is; also, if you move very slowly, you can sometimes set it off without getting impaled. Phase 2: Bang Bang You're Dead You can't destroy the enemy bunkers with grenades or bazookas--only Big Gun shells will do. Take out all the enemy bazookateers before jumping into the turret, and jump out again to mow down grunts if you get surrounded. Or position the rest of your squad nearby to lay down covering fire. DO NOT fire the turret at point-blank range. Phase 3: Deliverance Pungee sticks and grenade traps galore. If you sidle south down the extreme eastern edge of the map, you'll come to a small clearing with a big plant. Blow up the plant and grab the heat-seeking missiles under it. These missiles will fly right over obstacles. Also, if you follow the path north of the enemy encampment, there's another plant concealing a power-up that'll promote your lead guy to general. Phase 4: Jeep Jump There's no ramp to jump off, and jeeps don't have the suspension to handle a four-storey drop. The key is to drive off the cliff on the eastern side of the map that drops straight down into the water. Bail your guys out of the jeep before it sinks. It's a good idea to kill the bazookateer on the south side of the river before you try this little stunt. MISSION 9: Great Scott Good Shot Phase 1: Round the Garden Running out of ammo is the real problem here. Be careful which houses you destroy--many of them are empty and harmless. One tactic is to get the turrets to blow up houses for you, but this is hazardous. It is, however, a good idea to dispose of the enemy skidoo before you take your own out for a spin, since the bad guy will try to pull a kamikaze run at you. Phase 2: In at the Deep End This is tricky. I had the most success by swimming north-east, blasting the first turret from the tiny island, then zig-zagging my way onto the mainland and grenading the second. Pick up the bazookas and dispose of the far western turret; the one next to it is empty, and you can use it to blow up the bunker and the other two Big Guns. Next, swim south. Lure the enemy grunts away from the island, then swim to it and pick them off. Use bazookas to take out the nearest two turrets, then make a mad dash at the last two with grenades a'flyin'. MISSION 10: One Gigantic Dust Bowl Phase 1: The Square Dance The grunts start to get much meaner now, particularly the ones disgorged by the chopper, which can only be destroyed while it's on the ground. The tactic that worked best for me here was to split off one trooper with 4 bazookas, then to run him clockwise around the enclosure, blasting all 4 houses before getting overwhelmed by the grunts. Bring in the rest of the squad to mop up. Phase 2: Penny for the Guy Move fast when you enter this level, or you'll be eating high-explosive artillery shells. Send one guy back west to take out the houses, and be careful crossing the bridge, which is trapped with pungee sticks. Phase 3: Tanky in the Middle Don't bother trying to kill the tank or the various turrets. Blow up the two houses to the east, then pile into your jeep, make the two ramp jumps north, hop out and blow the remaining two houses. Watch out for the civilians. Phase 4: If It Moves, Kill It A real nightmare. The trickiest bit is destroying the bunker--try to get the tank to blast it for you. Hide your squad in a corner, split off one guy, and have him make a suicide run up the center, hopefully taking out the cluster of bazookateers and turrets. Remember, you don't have to kill everything, just the enemy houses, so focus your efforts to this end. Phase 5: A Good Hard Tank You start out right next to an enemy turret, and unless you're very lucky you're going to lose a few guys right off the bat. If you try to fight man- to-man you'll get swamped; head north along the western edge of the map and you'll find your first tank. The tank is immune to anything less than an artillery shell, so ignore the grunts and focus on taking out the turrets, and then you can blast the enemy houses at your leisure. MISSION 11: Jungle More Jungle Phase 1: Lord of the Flies Nothing you haven't seen before here, except that many of the enemy grunts will now leap out at you from ambush. Watch the foliage carefully and don't let them sneak up. Phase 2: Whopper Chopper This can be difficult. The enemy chopper will drop bombs on your troopers, so run like hell if it starts to hover overhead, and try to get to your tank in the south-west corner as quickly as possible. To rescue the civilian, you have to blow up the barricade with a tank shell (watch you don't kill the civ while doing this) and then make sure he gets back to his hut in the south-east. He's not exactly grateful and will continue to chuck spears at his liberators, so it's probably a good idea to stay in your tank. It's an even better idea to "kill all enemy" before you free him. Phase 3: Donkeytastic Your first chopper is in a clearing to the southwest of your starting position, but first you better take out the enemy helicopter. Walk west to the crossbones landing pad, stand back and wait for the chopper to land. As soon as it does, blast it with a bazooka. Then get your own chopper and take out the enemy turrets. MISSION 12: Chiller Thriller Killer Phase 1: An Icicle Made for Two The key here is to get to your tank (located in the SE corner of the map) real quick, or the bomber chopper will annihilate you. Try to snuff the enemy skidoo with a bazooka as soon as it appears on screen, before it starts to move. Phase 2: Tank You Very Much The tricky part here is getting across the ocean to the northernmost enemy plateau. It's a good idea to split off one of your guys and use him as a decoy to draw fire from the bazookateer on the plateau... position yourself so that the sniper blows up the wooden blockade on the upward trail. With your next guy, just swim right up to the land, then swiftly mow down all the surrounding enemies. Phase 3: Death and Glory Not too tough. Get the chopper on the island to the NE of your starting position, fly it over the wall to the south, land, get out, go get your tank, which can blow up the barricade. There's a jeep way up in the NE corner, but you don't really need it. Phase 4: North Face of the Eiger Make sure you've taken out ALL the enemy turrets before you try to get in your chopper. Fly to the top of the mountain. There's a bulletproof vest hidden inside one of the snowmen. Don't worry about driving your tank off cliffs--the thing is Dam Tuff, as they say. Phase 5: Rescue El Presidente First hostage mission. Send one guy down south to jump in the turret and take out the enemy tank... odds are good the tank will nuke him even as he fires. Blast your way to the helicopter, but don't bother trying to land on the island with the hostage yet. Swim over and eliminate all the enemies first. Be REAL careful not to smoke the hostage. Once it's clear, land the chopper on top of the hostage. He'll hop in, and all you have to do is fly to the little tent in the SW. Walk over to it and the hostage will follow you. Phase 6: Chill Out Iceman Get ready for some major frustration. It seems there's a minor bug in this phase--or maybe just a really bizarre "feature." In any case, the enemy helicopter will often end up hovering over the small island in the SE forever. It will not land, and cannot (apparently) be destroyed. If this happens, you might as well surrender and try again. The only way I found to deal with the enemy chopper was to send a guy into the turret located on top of the factory right at the beginning of the phase. Wait for the chopper to land nearby and toast it. What are those three green circles for, you ask? Well, split your men into three groups, have one stand on each circle simultaneously, and you'll find out. Too bad the bug--er, feature usually renders this little tactic useless. And how to kill the factory? Try a dozen or so shells from the turret on top of it. Just be careful not to blow yourself up--aim for the doorway. Good luck with the next twelve missions. They don't exactly get easier... This article is Copyright (C) 1994 by Jason Kapalka for Game Bytes Magazine. 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