Hogs of War Game Guide version 3(.5 - Paul) Iain Noble (Iain_Noble@compuserve.com) (Mission annotations by Paul Varley) I don't care what you do with this guide. Post it on your web site, rip it off, charge other people to use it. As long as it gets them playing this fun game that is OK with me. All comments, suggestions and additional hints and tips welcomed. It is not really possible to write a step by step walk through for this game as the strategy you use for each mission will depend on what type of specialists you have in your team, what promotion level they have reached and how good you are at using the various types of weapons. So I will just try to give some additional information about the ranks, the weapons, some hints on how to tackle the missions and some general tips on how best to knock seven shades of swill out of the opposition. Because I am a solitary games player I haven't covered the various multiplayer options. If anyone wants to send me information on these that would be great. Career Paths and Ranks As you play the missions you will be awarded promotion points which can be used to advance your grunts through the ranks of 4 different specialists. It is important to collect all the promotion points in each level as the number of points required to advance to the next rank increases and you will need a crack squad of top level swine for the final levels. You get 1 PP for completing the level, 1 PP for keeping all your squad alive and there are bonus PPS for completing special tasks during a level. At the end of each area on the map (5 missions) you get extra PPS as well. Grunt Basic rank with 50 HP and a limited range of weapons Knife, Rifle, Grenade X3 Heavy Weapons Specialist These guys are able to use long range weapons like bazookas and mortars. Excellent for attacking from long range. Gunner 75 HP Trotter, Pistol, Bazooka Bombardier 90 HP Trotter, Pistol, Mortar X3, Bazooka Pyrotech 120 HP Trotter, Pistol, Flamethrower X1, Mortar X3, Bazooka, Airburst X1. Engineer Close range explosives experts who can detect mine fields. Sapper 80 HP Trotter, Shotgun, Mine X3, TNT X1 Engineer 100 HP Trotter, Shotgun, Shrapnel Grenade X3, Mine X3, TNT X2, Suicide Saboteur 120 HP Trotter, Super Shotgun, Shrapnel Grenade X3, Mine X3, TNT X3, Suicide Espionage Not visible on the map and able to hide, they use stealth weapons such as poison gas and sniper rifles. They can also hide disguised as crates or trees. Scout 75 HP Knife, Rifle, Poison Gas X1, Pick Pocket X1, Hide Sniper 90 HP Knife, Sniper Rifle, Poison Gas X1, Suicide, Pick Pocket X2, Hide Spy 120 HP Knife, Cattle Prod X3, Sniper Rifle, Poison Gas X1, TNT X1, Pick Pocket X3, Hide Medic They can cure and heal other pigs. They only have a few standard weapons. Orderly 60 HP Knife, Rifle, Grenade X3, Healing Hands X3 Medic 80 HP Knife, Rifle, Medicine Dart X3, Grenade X3, Medicine Ball X3, Healing Hands X3 Surgeon 120 HP Knife, Rifle, Rifle Burst X3, Medicine Dart X3, Tranquiliser X1, Grenade X3, Medicine Ball X3, Healing Hands X3 All paths lead to the final two ranks Commando They can use jet packs to reach inaccessible areas and they can swim. 130 HP Knife, Machine Gun X1, Sniper Rifle, Medicine Dart X3, Cluster Grenade X1, Poison Gas X1, Bazooka, Airburst X1, TNT X1, Jetpack X1, Hide Hero The top rank. They have the most health points and can call in powerful air attacks and parachute into remote areas using special ops. They can also heal themselves. 150 HP Sword, Heavy Machine Gun X1, Sniper Rifle, Medicine Dart X3, Cluster Grenade X1, Poison Gas X1, Bazooka, Airburst X1, TNT X1, Jetpack X1, Self Heal X1, Hide, Special Ops X1, Airstrike X1. Weapons As with all war toys there is the potential for 'friendly fire.' Take care that one of your own side is not on the receiving end of a badly placed shot or explosion. Close Range Knife Bayonet Sword Cattle Prod Shoot To Kill Pistol Rifle Rifle Burst X3 Sniper Rifle Shotgun Super Shotgun Flamethrower Machine Gun Heavy Machine Gun Fire in the Hold! Grenade Poison Gas Cluster Grenade Shrapnel Grenade High Explosive Grenade Long Range Mortar Bazooka Air Cluster Homing Missile Rocket Launcher Guided Missile Super Air burst Explosives TNT Super TNT (save this to demolish pill boxes and reinforced boxes) Mines Anti-P Mines Call In Reinforcements Air Strike (aim using the cross hairs and use the R1 and R2 buttons to rotate the direction in which the airship arrives.) Special Ops (parachute into remote areas.) F-Rain Air Strike (napalm.) Drugs and Cures Healing Hands (close up cure) Medicine Ball (a healing grenade) Medicine Rifle (long distance first aid) Tranquilliser (puts the enemy to sleep so they miss a turn) Self heal (only for heroes) Espionage Pick Pocket (steal an opponent's weapon) Hide (makes you invisible to the enemy) Airborne Jet Pack (remember to press X to eject the pack before you parachute to the ground. The pack can damage anything on the ground so it can be used as a weapon but can also destroy valuable crates you may be trying to reach) Last Resort All pigs explode when they die, so beware but if all else fails use the Suicide option to take them with you. Miscellaneous There are shelters where you can take refuge, tanks that you can use to move around and attack the enemy, pill boxes and gun turrets can be occupied if they are empty and used against the opposition. Artillery Long Range Shell Mine Shell. Fire the shell and detonate it to release a shower of mines. Gas Shell. Fires a short range shell that's loaded with poison gas. F-Rain Shell. Shock Shell. Stuns a pig for one round as well as damaging him. 1000LBS Shell. Guaranteed to knock off 90 HP. Pillbox Heavy Machine Gun Flamethrower Tanks Airburst Bazooka Hints and Tips Early in the game water is harmful as the pigs can't swim. Use TNT or mines to send pigs into the water so that they drown or lose HP whilst swimming to safety. If possible shoot or knife pigs next to minefields so that they are pushed into the mines. Cluster grenades can be deadly on a group of pigs. Press X to detonate the grenade and X again to explode the cluster. Plan of Action Make sure you have a plan before you start each pig off on their turn, Time is limited and gets shorter in later missions. To see all the FMV scenes on the game use the team name PRYING PIGS, use the team name WATTA PORK to see an extra scene. Use MARDY PIGS to unlock the secret Team Lard. THERE ARE NO CHEATS FOR THIS GAME (Note from Paul: Wrong! See the Advanced Tactics section on my Hogs of War page.) The Missions Boot Camp Follow the instructions to get used to the basic controls and use of weapons HOGSHEAD (Note from Paul: The first island is very much a tutorial in some of the more basic arts of war (water, minefields, how to use the weapons, etc). You should breeze through this island, but ideally you should also aim to keep all your pigs intact. These first promotion points are crucial to you getting much further than Mission 6.) 1. War Foundation (99 Seconds. 3 Grunts - Paul) Just find and kill the 3 enemy pigs. Use grenades for practice and try to blow them into the water. (Note from Paul - Well, you're evenly matched (3 on 3), so it's not quite as easy as it sounds. Try to use the water to your advantage) 2. Routine Patrol (99 Seconds. 2 Grunts and a Gunner - Paul) Lots of stuff to pick up and if you have an engineer you can practice using the TNT to blow up the enemy. (Note from Paul - You've got plenty of time, so use the bridges to get up close and personal with the enemy [a tactic that pays for most of the game]. Collect as many crates as you can, particularly the vital TNT on the hill. 3. Trench Warfare (60 Seconds. 2 Grunts and 2 Gunners - Paul) Keep away from the skull and crossbones signs as these indicate a minefield. Try using your engineer and his mines to blow pigs up and onto the minefields. There are some cluster grenades in the crates. (Note from Paul - Again, best to get up close and personal. Use your weapons judiciously, a well placed TNT can cause havoc) 4. Morning Glory (60 Seconds. 2 Grunts and 3 Gunners - Paul) There is only one way across the river to your right. Try to blow pigs onto the mines using bazookas or grenades. Don't stand close to the water or in a group as the enemy will do the same to you (this is good general advice throughout the game.) There are mortars in the crates. (Note from Paul: Up close attacks + Enemy + Water/Minefield = Good) 5. Island Invasion (60 Seconds. 2 Gunners, a Sapper, an Orderly and a Scout - Paul) You can't reach the island so you will need to do some accurate long range shooting. There is a spy hidden in a crate. (Note from Paul: Sadly up-close attacks don't work on this one. If you can, have a Sniper ready as ordinary guns can be somewhat unreliable against those islanders...) SAUSTRALIA (Note from Paul: A bit of an increment in difficulty here. By now most of your squad should be at least "Sergeants", ie promoted with a bar after their career path. The opposition are somewhat tougher, often holding the high ground. You'll get your first major taste of machinery [i.e. Pillboxes, Artillery, etc] on this isle. The concept of additional PPs will also be introduced, as well as minefield navigation and the "paradropping" of extra enemy pigs). 6. Under Siege (45 Seconds. 2 Snipers, 2 Bombadiers - Paul) Use grenades to blow the pigs up on the hills into the minefield. Use your engineer to negotiate the mine field to pick up the crate. Watch out for the enemy snipers. Pick up all the health crates in the camp. (Note from Paul: You _must_ have two Snipers in your squad to deal with these guys. And a Medic. And a Bombadier as well, if you can.) 7. Communications Breakdown (45 Seconds. 1 Bombadier, 1 Scout, 1 Orderly, 2 Grunts in Pillboxes - Paul) Use the high ground to bombard the pill boxes or you can make a daring dash to grab the Super TNT in the crates and blow them up. Keep well out of range of the pill box guns. (Note from Paul: Make sure you get rid of that Bombadier ASAP. He can be annoying...) 8. The Spying Game (45 Seconds. 2 Snipers, 1 Medic. 2 Spies paradrop in later - Paul) Practice your jumping skills using the Square button to get your squad over to the mainland. Watch out for spies hidden in the foliage and use the MASH tent to heal yourself if necessary. (Note from Paul: Careful, two Spies will drop in if you can't finish 'em off fast enough). 9. The Village People. (45 Seconds. 2 Bombadiers, 1 Pyrotech. Another Pyrotech drops in later - Paul) Use your engineer to get through the minefield to pick up the PP and a jet pack that will get him to the island and an air strike. Accurate use of the mortar is essential on this level. (Note from Paul: Watch out for the other Pyrotech who paras in later. Grabbing the Airstrike is key.) 10. Bangers 'N Mash (45 Seconds. 2 Gunners in 100HP Artilleries, 1 Scout - Paul) You need to take the long scenic route to get to the gun turrets. Use super TNT to blow the crate with the extra PP and the MASH tent if required. (Note from Paul: This one can be nasty. It appears only Super TNT can take out a reinforced box [I hate them boxes]. And you've got those flippin' artillery to deal with! What did we do to deserve this? Anyway... careful use of the mortar is necessary to soften up the Artilleries, before going in for the kill with an Engineering pig and his TNT...) TROTSVILLE (Note from Paul: Another notch up the difficulty level. More introductions to the concept of machinery. By now you should have at least one Commando, or I don't think you'll get past mission 16.) 11. Saving Private Rind (45 Seconds. 4 Snipers, 1 Bombadier) Use an Engineer to get the PP in the minefield and the jet pack from the prison camp to get to the air strike on the tall pillar. (Note from Paul: The Jetpacks only arrive once you blow down the prison wall with a Bazooka or something.) 12. Just Deserts (45 Seconds. 3 Pyrotechs, 2 Spies - both sides have 3 Tanks - Paul) Try to cause as much damage to the enemy tanks using air bursts when they are all grouped together. Once they are all gone you can use an engineer to get the PP from the minefield. Try to grab the air strike that drops down as a crate on the left of the battlefield before they do. (Note from Paul: this is the hardest mission yet. But if you can grab that Airstrike before they do, and keep your health up, you should pull through. That PP is almost impossible to get :-(.) 13. Glacier Guns (45 Seconds. 5 Gunners, all in Pillboxes - Paul) You need to get rid of all the gun turrets (anti-p mines are good for this.) Use a jet pack to reach the extra PP on the ledge and collect the goodies that are dropped each time you destroy a turret. (Note from Paul: Actually, Anti-P mines aren't that good. Keep your pigs healthy, this can be a tough one. If you don't have any commandoes by this stage, you're not going to cut the mustard.) 14. Battle Stations (45 Seconds. 4 Pyrotechs - Paul) It is relatively easy to mortar the enemy bases but before you destroy them completely use an engineer to negotiate the minefield to get to the extra PP and the homing missiles on the very top of the hill. (Note from Paul: Or hey, use a Commando with a Jetpack to get the PP and an insane 100 HEALTH! This one isn't too bad as long as you stay away from the minefield) 15. Fortified Swine (45 Seconds. 1 Pyrotech and 3 or 4 Spies - Paul) Don't destroy the wine store by accidentally detonating the barrels next to it. Use a commando with a jet pack to get to the island to destroy the stolen hardware. However you can use it for protection or even as a runabout before you do so. Watch out for mines as you sneak over the bridge. (Note from Paul: It's hard to avoid taking out the wine store, and even harder getting rid of the Duck [the amphibious personnel carrier on that island]. You're meant to be defeating the enemy, for heaven's sake! If you have a Saboteur, get him across the minefield and use his Super Shotgun to blast enemy pigs into the mines and water) BELLYOPOLIS (Note from Paul: Hmm... these are HARD! Full-strength artillery, the introduction of Commandos, and time begins to run short...) 16. Over the Top (45 Seconds. 1 Commando, 1 Grunt, 1 Gunner 3 more Gunners pop in intermittemently - Paul) You need to destroy the guns to get your extra PPS but before you do you can jet pack up there and occupy them. (Note from Paul: Fight fire with fire - a Commando is ESSENTIAL on this mission. In fact, get as many as you can. Jetpack up to the artilleries and use TNT on the Commando and the Grunt - removing the enemy Commando quickly is a top priority. Once the artillery threat [from the Commando and the Grunt] is nullified, it shouldn't go too badly... but Gunners keep paradropping in.) 17. Geneva Convention (45 Seconds. 4 30HP Commandos in Medic Tents - Paul) You must destroy all the MASH tents to get your extra PP (NOTE there is a bug in this level which means you can only ever get 1 bonus PP even though 2 are shown.) (Note from Paul: An easy one to complete, although getting those extra PPs is sometimes a tough task - I blew up a tent, and he said I'd destroyed the wrong thing and that I wouldn't get my PPs. Huh? By the way, don't forget that Commandos can swim - hitting them into the water won't do any good. Mind you, the state they're in, you won't NEED the water!) 18. I Spy (30 Seconds. 5 Spies - Paul) Use the super TNT to blow up the container with the extra PPS in it. Time is short and there are lots of spies hidden in the area. (Note from Paul: A very disorientating mission, with only thirty seconds to find a well-hidden enemy. And, dammit, more reinforced boxes! Definitely not one of my favourites. You'll find the Super TNT on a small ledge at the far end of the map, which you have to Jetpack up to to reach) 19. Chemical Compound (30 Seconds. 1 Pyrotech in a Pillbox, 1 Commando, 1 Surgeon, 1 Spy - another Pyrotech drops in later on - Paul) Take out the chemical transporters (hitting the barrels next to them helps in their destruction.) Use jet packs to reach the air strike in the crate in the minefield and the rocket launcher on the hill top. Make sure you save at least 1 jet pack to reach the final extra PP up on the mountain ledge. (Note from Paul: Don't let your eyes deceive you, this is one of the toughest. The transporters may be easy meat, but there's a Commando and - argh! - a Pyrotech in a Pillbox! Another Pyrotech pops up later on. Those three are really annoying. In comparison, the Spy and Surgeon are relatively easy to deal with - although the Spy's poison gas is also annoying. And just hope that Airstrike doesn't fall into the wrong hands. All in all, a real doozy.) 20. Achilles Heal (30 Seconds. 4 Surgeons, and 4 more Surgeons appear later on - Paul) Just the one MASH tent to destroy but loads of surgeons who can heal each other and are deadly with grenades. Keep one pig back at base to pick up the stuff that drops down and the extra PPS. If some brave soul reaches the drop zone near the tent he will be rewarded with HE grenades. (Note from Paul: Another "harder than it looks" one. The grenades aren't too bad, but what is bad are those damn Rifle Bursts. If you don't get rid of the starting hogs fast enough, four more arrive - making eight enemy pigs in all.) ARSTRIA (Note from Paul: A strange mix of the tough, the maddening and the bizzarely easy. Heroes begin to appear now, making your life a misery with their Airstrikes. Still, it's your duty to outgun them). 21. High and Dry (30 Seconds. 4 or 5 Commandos - Paul) Destroy all the outhouses (including the one on your side of the area) and you will get 3 extra PPS. Blow the door of the storage shed early on with some TNT so you can collect the guided missiles that get dropped. Hide in the shelters if injured. (Note from Paul: Remember, Commandos can swim, so knocking them into the water won't do any good...) 22. Assassination (30 Seconds. 1 Hero in a Shelter, 2 Gunners in Artilleries, 1 Scout near a Pillbox. 2 Commnados drop in later - Paul) You need to blow the gates or use a jet pack to get out of the fortress. Try to hi-jack the gun turret when its occupant leaves. Make sure you pick up the air strikes in the far left of the area. Keep some jet packs or special ops in reserve to collect the extra PPS when they arrive. (Note from Paul: this one's HARD. You've gotta get rid of that Hero of course, but that means taking your eye off those artillery, and often the inept AI isn't enough to carry you through. An essential grab is that Airstrike x3 crate - the enemy get that, you're as good as dead. Also, be wary of those two Commandos who pop in later to make your life a misery.) 23. Hero Worship (30 Seconds. 4 Heroes - Paul) Get away from your landing zone as soon as possible as they enemy are all heroes and can call in air strikes. Swim and hide. Long range attacks and air strikes should destroy their base and the enemy themselves. Use jet packs and special ops to reach the extra PPS at the far end of the level and on the hilltop when they get dropped. (Note from Paul: Like Iain said, spreading out is a VERY good idea here. Don't be afraid to use those Pillboxes to mop up the remains. This is a tough mission. You may take a hammering on this level... Don't forget that there are only four Heroes, so only four Airstrikes (only???) will come and hit you. After that, provided you keep a certain distance, they're just like Commandoes) 24. Hamburger Hill (15 Seconds. 8 Pyrotechs - Paul) Loads of enemies. As you get rid of them extra PPS arrive. (Note from Paul - If you've managed to get this far, then Hamburger Hill will be _easy_. Okay, there's a lot of enemies, but they're all close together. Send 'em flying with airstrikes, and watch as they end up in "chain reactions" of deaths. Basically, the tables are pretty much turned on the previous mission. One problem, though - only 15 seconds to make your move) THE ISLE OF SWILL 25. Well, Well, Well (30 Seconds. 1 Gunner in a 200HP Pillbox. Some Legends pop along later - Paul) You are up against Legends here who can call up Air Strikes and F-Rain Air Strikes. You can grab the health crates near the wells if necessary, if you manage to destroy a well you will get some extra supplies. Watch out for the green pools which are poisonous (use this to your advantage if you blow an enemy pig into them.) There are lots of different strategies for completing this challenging mission. If you have the patience you can use poison gas grenades on each of the legends and then hide your pigs and wait for the opposition to pop their trotters. This takes a LOOOOOOONG time! Or you can go for a quick strike and complete the mission even before the legends arrive. To do this use a jet pack to put a pig on top of the pill box. The gunner inside will pop out and shoot him. Next turn call in an air strike to knock the gunner off the pill box into a convenient pool of swill. Most times he will sustain enough damage to die. Mission complete! (Note from Paul: The latter method works to a T. In fact, land in the right place and the Gunner will fall off the pillbox and slip into a poisoned pool of his own volition, making him even easier to Airstrike. Blimey, the last two missions were a bit easy, really.) (Note from Paul: Check out the FMVs! There's a Peace: The Least You Need To Know and a piece about how armies and wars will always be around, so chin up, soldier! [hmm... leaves it open for a sequel]) After you complete the game for the first time you get to save the game and then you get to take control of the Mardy pigs. Their mission: To take back the land that you just took off them with your last hogs. The difficulty is now notched up and it makes for a really good challenge. (Note from Paul: An example of Mardy Pigs difficulty: in the first mission, you're now up against three Gunners rather than three Grunts. That's tougher than it sounds, as you still have only three Grunts. In the second mission, you're up against two Gunners and - a Bombadier??? Mercy!) After you complete it a second time you can save it then you get to choose the Watto Hogs. Once chosen you get to see an amusing piece of FMV: The story of a hog that goes to war. The game then goes to the start menu and you have to start all over again. (Note from Paul: I find this FMV a bit sad, actually. The pig's got a Northern accent, and at the end he gets killed by a shell on Christmas Day, four years after the war started. Last words: "Still, a nice cup of tea...") Many thanks to all the kind people who sent me email messages with suggestions on how to complete the last mission.