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TOP TOP TOP TOP SECRET
Message to Captain Johnny "Jimbo-Baby McGibbits/AKA The Infiltrator STOP
Re: The destrucion of the world (at least) STOP
We need you STOP The world is on the brink of destruction STOP
Only you can save us STOP The Whizbang Enterprizes Gizmo DHX-3
Attack Helicopter is on the pad STOP The Mad Leader must be stopped
STOP Only you can stop him STOP Stop him at all costs STOP
Enclosed find a Gizmo flight manual, secret communications code
names and other mission info, weapons, film (with pre-paid processing
mailer) and the McGibbits Guide to Ground Installation Infiltration
(Pocket Edition) STOP
Good luck Jimbo-Baby - the fate of the world is in your hands STOP
Brigadier General Bunson "Old Blood 'n' Guts" O'Shaughnessy
And now, the moment you've been waiting for...
You will begin all of your missions from Home Base, just beyond the
boarder of the Mad Leader's country. At the base you will be briefed
about your mission goal just before takeoff. You must successfully
pilot your chopper from Home Base through enemy airspace and reach
one of the Mad Leader's installations to complete the ground mission
assigned during the briefing. There are three missions, each progressively
in keeping with your growing skill, stature, and worldwide acclaim. Good Luck!
Press any button to exit the title screen. You may start your first
mission either at Home Base or at the Enemy Base - press the Select
Button to move the arrow. When the arrow is pointing to the option
you want to select, press any other button to begin. To attempt a higher
level mission, choose ENTER PASSWORD FOR MORE. You will then be asked
for a password, which would have been assigned at the end of the previous
mission. Press Up and Down on the Control Pad to change letters; press
Left and Right on the Control Pad to move the cursor. When the password
is complete, press any button to proceed.
(pic of controller)
OWNER'S FLIGHT MANUAL
Gizmo DHX-3 Attack Chopper
Your new Whizbang Gizmo DHX-3 Attack Chopper is loaded with the
following special features:
* Turbine-Thrust Dual Propulsion Whizbang Whirler engine
* Whizbang Waster air-to-air heat seeking missles
* Anti-heat-seeking missle magnum flares
* Anti-radar guided missle chaff dispenser
* Whizbang Whomper turbo booster
* Ultra-sophisticated communications systems
* State-of-the-art computer guidance, control, and surveilance systems
* Whizbang Whisper silent travel capabilities
Upon entering the cockpit of your Gizmo, you will find yourself facing
an ultra-sophisticated array of controls. At the bottom of the screen,
note your hands holding the control sticks which control the movement
of the helicopter. Take-off procedures are as follows:
1. Press the Start Button to start the engine.
2. When the power exceeds 2300 RPM's, press DOWN on the Control Pad to lift off.
3. To accelerate, hold down the A Button and press UP on the Control Pad.
CLIMB: Press DOWN on the Control Pad
DIVE: Press UP on the Comtrol Pad
ACCELERATE: Hold the A Button and Press UP on the Control Pad
DECELERATE: Hold the A Button and Press DOWN on the control Pad
BANK LEFT: Press LEFT on the Control Pad
BANK RIGHT: Press RIGHT on the Control Pad
SPIN CLOCKWISE: Hold down the A button and press RIGHT on the Control Pad
SPIN COUNTERCLOCKWISE: Hold down the A button and press RIGHT on the Control Pad
Six warning lights are displayed at the top of the cockpit. If a buzzer
sounds and a light is flashing red, it indicates:
E: Engine dammage
B: Battery overheated
O: Oil overheated
F: Fuel low
A: Altitude level below 200 ft.
R: RPM deficiency in engine or rotors
The warning lights will alert you to any status conditions that require
immediate attention. You have some direct control over the B, O, and A
warning lights. The E, F, and R lightes refer to problems that connot be
corrected in mid-flight. In these cases, you should reach your destination
as quickly as possible and avoid any further dammage from air combat.
BATTERY AND OIL TEMPERATURE GAUGES
These gauges are located on either side of the warning lights - the
battery gauge on the left and the oil gauge on the right. When these
gauges reach the danger zone, a continuous beeping will be heard and
the warning lights will begin to flash. If this happens, you must
immediately slow your speed to reduce strain on the battery and
turn off the Turbo to conserve oil.
Your fuel gauge is located on the right side of the cockpit. As your fuel
decreases, the red bar will move from right to left. The talk is empty
when the red bar disappears.
Your airspeed indicator is located in the upper left corner of the Control
Panel; it shows your present airspeed in knots. Maximum speed is 450
knots, or 900 knots with the Turbo engaged.
AUTOMATIC DIRECTION FINDER (ADF)
The ADF gauge is located at the top center of the Control Panel, and will
aid you in arriving at the proper destination. Therefore, you may want to
program it immediately after takeoff (see Communications). Once programmed,
the ADF always points towards your destination. If the ADF is pointing
straight up, you are on course and will eventually reach your target regardless
of the compass heading. Moving off course will cause the ADF to turn,
adjusting itself to the Gizmo's orientation. To correct the orientation of
the Gizmo so that it is heading toward your destination, turn in the direction
the ADF is pointing until the ADF points straight up again. If the ADF is
turning randomly, it has not been properly programmed at the Communications
Terminal. If the ADF is flashing and spinning rapidly, you are directly over
your distination. In this case, you shouyld slow down and proceed to
The altimiter gauge is located in the uppernright corner of the Control
Panel, and displays your present altitude in feet. Each time the dial
sweeps past 12 o'clock, it registers 1000 ft. Maximum altitude is limited
to 9999 ft. If your altitude is below 200 ft., the low altitude warning
light will begin to flash and a buzzer will sound.
The RPM (revolutions per minute) indicator is located in the lower left
corner of the Control Panel, and displays the rate at which the blades
are spinning. Helicopter blades do not speed up or slow down to maintain
a conatant rate, since it's the tilt of the blades that causes the movement.
The onboard computer system monitors and maintains steady RPM.
Optimum RPM is 2300, and no flying can take place until the RPM is
at or above optimum.
The artificial horizon gauge is located at the bottom center of the Control
Panel. It indicates the Gizmo'd degree of tilt or bank and wheather you
are climbing or diving by the location of the horizon line in relation to
the stabilization point. If the artificial horizon is level and centered in
the gauge, you are flying straight and level.
The compass is located in the lower right corner of the Control Panel,
and displays the heading of the Gizmo in degrees.
Other helicopter functions are displayed in two columns on either side of the
G: Gun (Cannons)
R: Radio (Communications)
S: Status (Computer Terminal)
The letter of the active option is highlighted. Once you are airborne, you
will be able to switch options by pressing the Select Button to scroll
down or the Start Button to scroll up through the options. To select an
option, press the B Button when the letter is highlighted. All of these
options can be damaged by enemy fire.
To fire a Whizbang Waster air-to-air heat-seeking missle, highlight the
"M" option and then press the B Button. You have a limited number of
missles per mission.
To fire the Whizbang Whizzer 20mm cannons, highlight the "G" option
and then press the B Button. You have unlimited ammunition.
To drop chaff, highlight the "C" option and press the B Button.
Radar-guided enemy missles can be decieived by dropping the chaff
(strips of metal) into the sky, creating a fake radar image of Gizmo.
If a radar-guided missle is heading toward the Gizmo, the "C" option
will begin to flash to indicate that chaff should be used.
To set a flare, highlight the "F" option and press the B Button. Flares
are made of magnesium, and are used as decoys to fool enemy heat-seeking
missles into thinking that the flare is actually your exhaust. If a
heat-seeking missle is heading toward the Gizmo, the "F" option will begin
to flash to indicate that a flare should be used.
See the selection below titled "Communications."
See the section below titles "The Computer Terminal."
To activate the Whizbang Whomper Turbo Booster, highlight the "T" option
and press the B Button. Once activated, the "T" will flash continuously.
The Turbo Booster doubles your present airspeed to a maximum of 900
knots. It also causes the oil to heat up at a very fast rate, so it should
be used sparingly. To deactivate the Turbo, highlight the flashing "T"
option and press the B Button.
To activate the Whizbang Whisper, highlight the "W" option and press
the B Button. Once activated, the "W" will flash continiously. Whisper
mode silences the Gizmo, and must be activated when attempting to make
a secret landing; otherwise, the noise of the helicopter could alert enemy
ground personnel. To deactivate Whisper mode, highlight the flashing "W"
option and press the B Button.
The Whizbang Gizmo DHX-3 is equipped with highly sophisticated
communications equipment. To display the Communications Terminal
(which is located to the left of the cockpit screen), highlight the "R"
option (RADIO) and press the B Button. The Communications Terminal
has a message area along the top, and indicators for the ADF (Automatic
Direction Finder), Send Message (S), and Receive Message (R). The default
selection is Receive.
The required ADF value can be found in the lower left corner of the
Computer Terminal. To program the ADF, press the Select Button
until "ADF" negins to flash. Then press UP or DOWN on the Control
Pad until the correst value is displayed. Your ADF will not function
properly if the correct value is not entered.
SENDING AND RECEIVING MESSAGES
You will encounter other aircraft as you fly to your estination; these
may be other infiltrators also trying to stop the Mad Leader, or enemies
staunchly loyal to the Mad Leader and his evil goals. When you encounter
another aircraft, you should immediately request identification from the
pilot to determine wheather he is a friend or an enemy. Since there are
no distinguishing markings on your chopper, other pilots will also try to
determine your loyalties and intentions. Your may safely reveal your
identy (INFILTRATOR) to a friend, but you should conceal you real identity
from enemy pilots by giving them a false I.D. (OVERLORD). It is important
that you request the other pilot's I.D. first - once you know which side he's
on, you'll be able to respond correctly.
You may send one of three messages to another aircraft:
INFILTRATOR (your I.D. to a friend)
OVERLORD (your I.D. to an enemy)
To send one of these messages, press the Select Button until the
correct message is displayed, then press the B Button. This will send
your message to the other aircraft and return you to the cockpit view.
When the other pilot responds, you will be returned to the Communications
Terminal automatucally and his message will be displayed at the top of
the screen. Examine his code name; with experience, you should be able
to distinguish friendly code names (WHIPPLE, HAYMISH) from those of
your enemies (BOOMER, SCUM).
If you give the other pilot the correct I.D., you will be allowed to
continue on your mission. Give the wrong I.D. and you'll end up in a
battle that will last until one of you is destroyed. By the way, there
are a few maniacs out there... other infiltrators who have snapped from
the strain. These pilots will attack no matter how you respond, so be prepared!
You: REQUEST ID
Other: WHIPPLE REQUESTING IDENTIFICATION
Other: GOOD LUCK JONNY
You: REQUEST ID
Other: SCUM REQUESTING IDENTIFICATION
Other: YOU ARE CLEARED TO PROCEED
To return to the cockpit view without sending a message, press the Select
Button until either ADF or R (Receive) is flashing, then press the B Button.
THE COMPUTER TERMINAL
To display the Computer Terminal (which is located to the right of the
cockpit screen), highlight the "S" option (Status) and press the B Button.
The Computer Terminal shows a Tactical Map of the area, the compass
heading which should be programmed into the ADF, a status panel that
shows any dammage sustained in battle, and inventories for Missles,
Flares, and Chaff.
The large gridded map shows the Mad Leader's country; your position
is displayed by a flashing circle. If you have programmed the ADF
correctly, a flashing square will appear to indicate your destination.
This panel displayd status lights for a variety of chopper finctions:
DEFENSES (Chaff and Flares)
If dammage is sustained in battle, the green light next to any dammage
function will begin to flash red. Below the status lights are bar indicators
for remaining Missles, Flares, and Chaff. As your supple of each decreases,
the black bar for that item will gradually disappear. When the bar is entirely
gone, you have used up your supply of that item.
Press either the A or the B Button to return to the cockpit view.
Once you have arrived at your assigned destination, follow these procedures
to land safely:
1. Reduce your speed to between 0 and 20 knots.
2. Make sure that the artificial horizon is level and that you are not banking.
3. Decrease your rate od descent to a minimum.
Once you have descended below 200 ft., you will hear a low altitude
warning buzzer. Turn on the Whizbang Whisper silent travel feature
and decrease your rate of descent. When your altitude is reduced to 0,
the Gizmo will land (it shakes and thumps loundly as it hits the ground).
If you have landed at the propper destination, the ADF gauge will be
flashing and spinning rapidly. While on the ground, do not bank accelerate,
or spin; if you do, you'll crash.
Any number of other problems can lean to a crash; incorrect takeoff or
landing, too much dammage, engine dammage, overheated oil or battery,
or running out of fuel. If you crash while flying or landing, you will start
the same mission again from the begining. If you stop playing after having
successfully completed a mission, you will have the choice of starting from
scratch or starting a new mission. You cannot embark on a new mission
before completeing the rpevious one.
To pause the game, switch to either Computer Terminal ("S") or the
Communications Terminal ("R"). The game will pause until you're ready
to proceed; simply return to the main screen to continue.
THE McGIBBITS GUIDE TO
GROUND INSTALLATION INFILTRATION
Avoiding (or fooling) the enemy is the key to a successful ground mission.
With this in mind, you have disguised yourself as an enemy gaurd. Your
abjective is to complete the mission displayed in the briefing without
being captured, blown up, or running out of time. You get five chances - after
that, you're out of luck. There are three increasingly difficult missions.
Once you finish a mission, you will get your next assignment.
Mission One: Your first mission is to neutralize a vat of deadly nerve
gas in the Mad Leader's coumpound. To do this, you must find the four
chemical containers hidden in the coumpound and bring them to the lab,
where they will be analyzed. (You will need to find the security card to
unlock the doors to important rooms.) Determine which chemical is the
nerve gas neutralizer. Then locate the Mad Leader's vet of deadly nerve
gas, use the neutralizer on it, and get out of there fast.
Mission Two: Your second mission is to find the famous scientist Dr.
Phineas Gump and rescue him from the clutches of the Mad Leader.
Again, you'll need to find the security card to unlock the doors to
important rooms. To get Dr. Phineas out of the compound, you must find
the invisibility pill and give it to him - then make your excape.
Mission Three: Your third and most difficult mission is to locate and
destroy the Mad Leader's missle control rooms by planting explosives.
To open the control rooms, you must find the hidden security card. Once
the last bomb is set, you've got only a short time to get out before the
whole place blows sky high.
YOU are the small figure on the screen standing next to your trusty Gizmo.
Press UP, DOWN, LEFT and RIGHT on the Control Pad to move in the corresponding
direction. The time remaining for your mission is displayed in the bottom
right corner of the screen. If time runs out, your mission will end and
you'll have to start over. You have 20 minutes of real time for each
mission once you have landed. To pause the game, press the Select Button
to go to the Inventory Screen. The game will pause untill you're ready to
proceed; simply press the Select Button and return to the Main Screen to continue.
You have been provided with a number of special items to help you
complete your missions. The active item is indicated at the bottom of
the screen; press either the A Button or the B Button to use the active
item. Items are displayed on an Inventory Screen; to view your inventory,
press the Select Button. The active item is surrounded by a flashing white
box, and the name of that item appears in the middle of the screen. At
the beginning of each mission, PAPERS is the active item. Press LEFT or
RIGHT on the Cnotrol Panel to activate a different item.
The Inventory Screen alsao shows your remaining supply of Sleeping Gas
(SPRAY), Grenades, and Explosives. If you find an important item during
your search of the Enemy Base, this will be indicated at the bottom of the
Inventory Screen. Press the Select Button to return to the Main Screen.
The Inventory items include:
You have a hidden canister strapped inside your jacket which contains
a colorless, odorless sleeping gas. Anyone sprayed will fall to sleep
for several seconds and forget what has happened. When the sleeping
gas is active, press either the A or B Button to spray the gas. (You have
specially treated nose plugs which allow you to breath the gas without harm.)
These have the same effest as the sleeping gas canister, except that
they have greater range. When used inside, all gaurds in the room
where the gas grenade is dropped will fall asleep.
These are your fake I.D. papers. You should show your papers whenever
a guard asks to see them. Activate PAPERS on your Inventory Screen
(if they are not already active), then stand next to the guard and press
either the A or B Button. The guard will examine your papers and decide
wheather or not they are "In order" and valid. If they are in order, you
will be allowed to go about your business undetected. If they are out of
order, you have a short time to gas the guard or run away before he tries
to take you in for "questioning." Be forewarned that running away will
cause the guard to sound an alert throughout the compound.
The Mad Leader's guards have placed land mines at various locations
throughout the compound and surrounding region - particularly in wooded
areas. To use the mine detector, select this item on the Inventory Screen
and hold down either the A or B Button as you walk around; the mine detector
beeps to let you know you it is working. If you step near a mine when
the detector is sctivated, the mine will be exposed but will not detonate.
Stepping on a mine without the detector activated is fatal - and stupid.
In Mission Three, you'll need to set explosives in the missle control rooms.
To do this, select EXPLOSIVES on the Inventory Screen; when you're in
front of the main control panel in a control room, press UP on the Control
Pad to plant the explosives. Only one bomb is permitted in each room.
After setting your last bomb, an automatic countdown timer will go
off - you then have about 20 seconds to leave the building before the
Enemy guards within the compound are fanatically loyal to the Mad
Leader. They're assigned to patrol certain areas of the compound, and
will carry out their orders unfailingly. If one of the guards spots you,
he will most likely ask to see your papers (a talking guard's face and
hands turn red). The guard's speech will appear in the middle of the
screen. If you do not comply with his orders, he'll set off an alert and
guards throughout the compound will chase after you. If you gas a guard
while he is talking to you, he'll fall asleep and forget ever having seen you.
While you are inside a building, a mini-mapping unit will appear at the
bottom of the screen. Rooms are shown as boxes - the room you are in
is represented by a flashing box. Moving into a new room adds it to the
map.. Rooms are color-coded as follows:
Red:Designates a room of great importance (prison, control room, etc.)
Yellow: Designates a room of no special importance
SEARCHING THE BUILDING
Once inside a building, you may search any of the cabinets on the top far
wall of each room (cabinets on the side walls seem to be empty...). Inside,
you may find gas grenades, security cards, and other useful (and not so
useful) items. To search a cabinet, stand in front of it and press UP on
the Control Pad; text in the middle of the screen will let you know what
you find. Clothing disguises may be of some helf in fooling enemy guards.
To change uniforms, stand directly in front of a uniform hanging on a coat
rack and press UP on the Control Pad until you have finished changing. An
audible tone and accompanying text will indicate when you have finished.
SILENCING THE ALARMS
Inside the compound buildings, an electronic alarm card will turn off the
alarms temporarily. If you find the alarm card, a line of text at the bottom
of the Inventory Screen will note this. Once you have it, make your way to
the alarm control center; stand directly in front of the card slot in the wall
and press UP on the Control Pad. This will cause the electronis card in your
possesion to be inserted into the slot, temporarily silencing the alarms.
Note that you do not have to activate the elctronic card (or any
other item you find) to use it. If you have it in your possesion, it will
be activated automatically. The card will work only once during a mission.
Locked doors must be deactivated before you can enter these rooms.
To open all of the locked doors in the enemy compound, you must first
find the security card. Once you have found it, a line of text will appear
on the bottom of the Inventory Screen to indicate this. Next, you must
find the security room (it is the room with the lock status indicator
light on the wall and a passcard slot directly below it). To unlock all
the doors, stand directly in front of the security card slot and press Up
on the Control Pad. The lock status indicator light will turn from red
to green to indicate that all of the locked doors are now open. Note
that you do not have to activate the security card to use it. If you
have it in your possession, it will be activated automatically.
MAKING YOUR ESCAPE
If you successfully complete your ground mission, make your way back
to the helicopter. Moving into the cockpit section will take you inside
so that you can return home. If you yaven't completed your mission, you
won't be allowed to enter the helicopter. You can check to verify that
your mission has been completed by going to the Inventory Screen. A
message will be displayed when you have completed the assignment,
to let you know it's time to get out of there.
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