THE ROCKETEER HINTS
EPISODE #1 - RACE AT THE AIRFIELD
In order for Cliff to win at the airfield, he first has to
choose the right plane for the right race. You need either
a very fast plane or one with great cornering, the Caudron
or the Gee Bee respectively. The Wedell Williams is just ok
at both, and it's real work to win with. Following the tips
for the Gee Bee will help you to win every time!
- With the Gee Bee, clip the first turn close, then just get
into a rhythm of turning and letting up at the last instant
before you come around a pylon. If you watch the lower
window, let up on your turn as soon as the pylon appears,
then begin turning again when it goes by. We recommend
using the keyboard to do this. Press and hold ENTER to keep
maximum speed. Hold the down arrow to keep the plane at
it's maximum altitude. Press the left arrow down to keep
the plane in tight on the pylons. The only key you should
let up on is the left arrow. As you approach a pylon to
turn, let it up for a second to let the plane swing wide
around the pylon, then press it back down in the
straightaway to stay in tight. You should win every time!
- With the Caudron, stay close to the ground, since climbing
seriously undermines your speed. Take the first couple of
turns very wide until the Caudron gets up to speed, then
stay close to the ground and start trying to cut the corners
more.
- With the rocket pack, just be very careful of the other
planes and the pylons in the first couple of laps. Use that
time to climb as high as you can and get a small lead.
Don't worry about crushing the other planes, since the
biggest danger in this arcade is getting hit and crashing.
Just take a half a lap lead and spend the rest of the time
avoiding the other planes.
EPISODE #2 - ATTACK IN THE HANGAR
It's tough to use a mouse in this arcade because the cursor
moves very fast and it's hard to follow sometimes. The
keyboard works well, however. Get used to where the Nazis
pop up, and use the rocket pack to get off the ground
whenever you see a grenade land--they do far more damage
than gunshots. Also, start shooting at the flying Nazis as
soon as you see them. They shoot more often than the others
and they are harder to hit. Not only that, but they score
higher. If you're having a hard time dealing with the AFT,
remember that AFT stands for Armored Flying Tank--it's too
tough for your bullets to do any damage. But every plane
has to have a pilot... Watch without firing one time and
you'll never have a problem again.
EPISODE #3 - BATTLE IN THE SKIES
Stay low on the screen if you can. Your bullets come from
slightly above your body, so you can still be hit from
below. Shoot the Nazi paratroopers one time only and let
them fall. If you rapid-shoot them they can keep coming at
you and do a lot of damage if they hit you. Just let them
fall. Shoot the Nazi rocketmen in the legs--they will be
firing over your head and you can shoot them from the sky
without taking any damage yourself.
EPISODE #4 - THE FINAL FLIGHT
Keep the Locust in the top left corner. This time your
bullets are coming from slightly below you, so you are
vulnerable from above. At all costs avoid being hit by the
airmines and the V-2 rockets--they both do tremendous
amounts of damage. Don't dive around in order to hit the
airmines unless you have to. Just shoot until they start to
fall and then let them pass.
Dive the Locust as you shoot at the German AFT's--they will
follow you downward and run into your bullets but you will
not be hit by theirs.
EPISODE #5 - BOX THE NAZI
Since this arcade is tied to the Locust battle, it's not a
separate episode, but it is a separate arcade. There are
lots of clever ways to defeat the Nazi rocketmen. You can
lead them into the range of the officer's grenades, where
they will take damage as well, or you can just box the heck
out of them. If you keep trying to box with the same fist,
eventually you will lose. The trick is to alternate--one
fist is good for maybe three landed punches before the Nazi
will catch on. If the Nazi does land a punch, duck right
away, then wait to stand until the Nazi is recoiling from a
punch. This is a good maneuver if the Nazi is pushing your
toward the edge of the tail fin (a very frustrating but
circumventable move).
Against the officer, the only issue is moving fast. You
have a very short time to beat him up before the tail fin
burns off completely (don't ask us why the Nazi guy laughs
when you fall--he's doomed too).
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*** The Code Words ***
These will help you proceed to each of the other levels.
Level 1: Pilot
Level 2: Shootout
Level 3: Chase
Level 4: Rescue
Level 5: Banshees
(If you've read in certain trade magazines that level 5 is
"ARMADA", this was the case but has since been removed from
the program.)
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