# Infiltrator II

Infiltrator II (known as Infiltrator on the NES) is a 1987 video game published by Mindscape and developed by Chris Gray Enterprises.

## Gameplay

Infiltrator II is a game in which the player as Johnny "Jimbo Baby" McGibbits must fly a Gizmo DHX2 into enemy air space and infiltrate their ground installation.
The story and gaming strategies continue from Infiltrator published in 1986. The Mad Leader wants new ambition. The player must successfully fly to and from three enemy bases to win the game.

## Flying

Any crash requires starting over the flying mission with no intermediate checkpoint, even if already at the destination.

### Landing

Reaching the destination gets the flashing and wildly spinning ADF (automatic direction finder) dial.
* Zero the horizontal speed, or crash.
* Descend slowly, or crash.
* Keep the artificial horizon level by neither banking nor spinning the chopper, or crash.
* If landing in enemy base, turn on the whisper mode shortly before reaching 200 feet (60 m), or be captured by the enemy for late or omitted use of the whisper mode.

### Instrument panel

The chopper has six warning lights on the top. Steady green lights are normal. Flashing red lights with audible alarm mean troubles:
* The engine damage makes the chopper descend too fast and unstably, eventually crashing as the worst problem.
* The battery overheats if flying too fast. Check the thermometer on the upper left. Slow down to cool to battery down, or the engine will fatally damage.
* The oil overheats if the turbo or the whisper mode is on too long. Check the thermometer on the upper right. Turn off the turbo or the whisper mode to cool the oil down, or the engine will fatally damage.
* The fuel running too low will fatally damage the engine, so do not excessively waste time flying. Check the fuel gauge on the right.
* The altitude is under 200 feet (60 m). Do not be too low until landing at the destination.
* The revolution per minute of the engine is too low.
The ADF is much more important than the compass. The computer terminal has the correct coordinate to be entered in the communication.

### Computer terminal

The status of six vital parts are in steady green if in good condition, or in flashing red if damaged by enemy gunfire:
* Damaged communications computer means no sending nor receiving messages, so hurry to the destination. Nor may the ADF be set, so always set the ADF before taking off.
* Damaged defenses mean no usage of flare nor chaff, nor may approaching missiles be detected. Hurry to the destination.
* Damaged tactical map means no display of the chopper nor the destination. Yet properly set ADF still works.
* Damaged turbo means no doubling the speed. The chopper cannot go faster than 450 knots (834 km/h).
* Damaged engine will crash the chopper. Say goodbye to prepare the next try.
* Damaged weapons may make the missiles and gun unusable.

### Communication

Meeting others in the air is inevitable. Not asking first will receive other's message to "request identification". This is risky by having to guess meeting a friend or foe. Messages sent to indeed no one are replied "no transmissions received". Better quickly send a message to "request ID" when anyone may appear. When answered "(someone) requesting identification", reply with "infiltrator" to friendly flyer or "overload" if hostile flyer. Yet a few flyers always attack the player regardless of your answer, so saving yourself requires taking them down.

## In enemy base

Five lives are not directly displayed. One life is lost if:
* Captured by any enemy guard.
* Stepping onto a landmine without using the mine detector.
* Running out of time.
* Going into the water.
* In mission A, approaching the nerve gas without the neutralizer.
* In mission B, not leaving the building fast after melting down the nuclear reactor.
* In mission C, not using one of the ten strange cards when passing an empty room with two slots on the wall.

### Inventory

For all missions:
* The sleeping gas temporarily subdues enemy guard for some seconds with smaller rage but no noise.
* A gas grenade is noisy with larger range. Using it indoor subdues any enemy guard in the same room. Using it outdoor scares any awake enemy guard in the same screen by causing an alarm.
* The papers are fake to hopefully pass through enemy base, but gassing any enemy guard who finds them not in order is vital to avoid an alarm.
* The mine detector finds any landmines to avoid fatally stepping on them.
For mission B only:
* The missile deactivator is useful only in the rooms with missiles.
* The coolant evaporator is useful only toward the nuclear reactor at the right time. Using it at the wrong time runs its energy out and will fail mission B once.
Vital in mission C only:
* The brain scanner tells if a sitting person is the mad leader or else.
* The brain implant converts the Mad Leader into a good person. Using it toward anyone else runs its energy out and will fail mission C once.

### Buildings

An alarm control card is randomly in certain building, so the following maps cannot locate it. Avoiding the alarm is much better than wasting time finding the card.
The following maps of the buildings show coordinates with 1 to 6 from bottom to up and A to F from left to right:
Some blue or red rooms:
* Guard: enemy guard
Green rooms:
* WAY OUT: exit
* LIFT1: elevator 1 in a specific building
* LIFT2: elevator 2 in a specific building
Red rooms:
* X: locked doors
* EROOM: electronic control room
* SCARD: security card, required to unlock locked doors, in a red room
* SROOM: security room with a slot to insert the security card, as a red room
* UNIFO: hangar to change the uniform, in a red room: Properly doing so may avoid being asked by enemy guards to show the papers, unless approaching them too closely, which will render the papers useless and require gassing them. Ignore other hangars.
In mission A:
* CHEMI: chemical
* ANALY: analysis computer
* NERVE: nerve gas
In mission B:
* MISSI: missiles
* RCARD: reactor access card
* REACT: reactor control center
In mission C:
* STRAN: ten strange cards, required to pass an empty room with two slots on the wall.
* !!!: empty room with two slots on the wall, requiring a strange card
* DECOY: sitting person not being the Mad Leader
* MLEAD: Mad Leader himself

## Levels

There are up to six starting levels:
* Press '1' to begin flying mission one. (Unlocked at the beginning)
* Press 'A' to start at enemy base one. (Unlocked at the beginning)
* Press '2' to begin flying mission two. (Unlocked after beating enemy base one and safely landing at Home Base)
* Press 'B' to start at enemy base two. (Unlocked after beating enemy base two and safely landing at Home Base)
* Press '3' to begin flying mission three. (Unlocked after beating enemy base two and safely landing at Home Base)
* Press 'C' to begin flying mission three. (Unlocked after beating enemy base three and safely landing at Home Base)

### Mission 1

Set the ADF to 50.6.

### Mission A

Start from the upper-left screen. Buildings in this base resembles those in enemy base 1 in Infiltrator I.
Go to the mid-left building to change the uniform (F6) if seeking to avoid the guards.
Go to the upper-right building to get the security card (A1).
Go to the lower-right building to use the security card in the security room (C4).
If lucky enough in the central building in the analysis computer, getting the neutralizer may need just one chemical from the mid-lower, lower-left, mid-left, or upper-right building. Otherwise, get the second chemical to try again in the central building. Having the neutralizer allows neutralizing the nerve gas to finish the mission.
Central building
Mid-lower building
Lower-left building

### Mission 2

Set the ADF to 82.9.

### Mission B

Start from the lower-right screen. Use the mine detector whenever there is any doubt, especially in the forest. Stay away from the lonely guard in the forest with landmines in the mid-upper screen.
Go to the mid-left building to change the uniform (F6). Get the security card (D5).
Go to the upper-left building to get the reactor access card (B4).
Go to the upper-right building to use the security card in the security room (B2, non-ground level). Then deactivate the missiles (B3, D1, E3, non-ground level).
Go to the lower-left building. Deactivate the missiles (B2, non-ground level). Melt down the nuclear reactor (C4, non-ground level) in its with the coolant evaporator only at the right time. Then hurry out of the building before being killed by the overheat!

### Mission 3

Set the ADF to 10.2.

### Mission C

Start from the upper-right screen.
Go to the lower-left building to change the uniform (B6, ground level) if seeking to avoid the guards. Get ten strange cards (F5, non-ground level) that are vital to pass some empty rooms with two slots.
Go to the mid-left building and get the security card (F1).
Go to the lower-right building to use the security card in the security room (B6, E6, ground level).
The mid-lower building has a brain wave readout (E6).
Go to the upper-left building to use the brain scanner and the brain implant to convert the Mad Leader (E2, ground level) into a good person. This building has six elevators, but hang on as the victory is near. Finishing this mission and successfully flying back wins this game.

## References

* ↑ Brooks, M. Evan (February 1988). "Choppers!: Evan's Fighting Gunships". Computer Gaming World. 1 (44): 14.
* 1 2 3 Infiltrator – Guide and Walkthrough, GameFAQs.