TURN
BOMB
FIRE
II

ROTOR
RESCUE

Choplifter Tribute · MK VII
CADET
PILOT
ACE
LEGEND
Start Mission
Mission Select
Briefing & Controls
Field Codex
Commendations

Flight Record

Best Score0
Rescued0
Missions0
Sectors Open1
Audio on · headphones recommended

BRIEFING

Objective

Sixty-four hostages are held in enemy barracks across the border. Fly your VTOL gunship out, crack the barracks open, land beside the survivors, load up to 8 at a time and ferry them home to the landing pad at base. Lose all lives — or all hostages — and the mission fails.

Controls · Touch

Left half of the screen is a virtual stick — drag to fly. FIRE shoots, hold to keep shooting. The nose now swings automatically toward the way you fly, and your cannon fires along the chopper's actual inclination — dive slightly to rake ground targets. BOMB (or C) releases a free-falling bomb straight down — huge blast radius, so keep hostages clear. TURN toggles the facing forward stance that fires straight up at jets. Hover low and steady over hostages to load them.

Controls · Keyboard

WASD or arrows — fly · C / B — drop bomb · SPACE — fire · SHIFT — rotate · E — flare · P — pause · M — mute

Mission Clock

Every sector runs on a hard clock shown at the top of the HUD. Sector 01 gives you the most room; each sector after it tightens the window while the hostage count climbs. At 90, 60, 30 and 10 seconds command calls it out. Hit zero and the run is scrubbed. Every second left on the clock is worth 8 points, so a fast, clean sweep pays.

Terrain

No two sectors share a skyline. Prisons sit on hilltops, on cliff ledges, inside quarry terraces and down sinkhole shafts you must descend into. Watch the ground line — it climbs, drops away and undercuts, and a hard contact still breaks your gear.

Field Notes

BarracksShoot the doors to free hostages
TanksLob shells — strafe low & fast
JetsFace forward to hit them
Flak towersPredictive aim — keep moving
DronesHome in — use flares
Friendly fireHostages die. Aim carefully.

Sector 13 · Terminus

The final mission plays by its own rules. A coolant flood rises behind the containment dam for the whole run: cells on low ground drown first, so work uphill and leave the high cells for last. The flood takes their armour too — anything left in the trench goes under with it. Sentinel pylons replace shells with a tracking beam; when the emitter glows you have about a second before it fires, and ridgelines cut it. The Architect cannot be damaged at all until its three orbiting shield nodes are destroyed, and they rebuild until its core is nearly gone.

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MISSIONS

01 DUNE OUTPOST
A quiet border post on rolling dunes. Learn the stick.
READY
02 SALT FLATS
Mirror-flat pans, salt mounds and rogue gusts. First interceptor.
LOCKED
03 RUSTED VALLEY
Flat-topped mesas hold the cells. Climb — and mind the flak.
LOCKED
04 NIGHT CROSSING
Blind hills and hollows in the dark. Fly by instinct.
LOCKED
05 MONSOON RIDGE
Saw-tooth ridges and sinking air between them. Trim your hover.
LOCKED
06 IRON QUARRY
Cut terraces and a flooded shaft. Some cells are below grade.
LOCKED
07 COLD HARBOR
Pack ice split by crevasses. Drop into the blue to reach them.
LOCKED
08 EMBER BASIN
Fissure vents blast thermals straight up. Ride them or fight them.
LOCKED
09 STORM CORRIDOR
A slot canyon under saturation fire. Deep cells, thin sky.
LOCKED
10 OBSIDIAN LINE
Glass spires and mine shafts. Vertical work, searchlights below.
LOCKED
11 ASHFALL CITADEL
A citadel built into a live caldera. Fire from above and below.
LOCKED
12 THE WARDEN
Broken ground and buried vaults beneath a gravity vortex.
LOCKED
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CODEX

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COMMENDATIONS

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PAUSED

Score0
Saved0
Sector1
Resume
Sound: On
Abort Mission
SECTOR CLEAR
All hostages recovered
Hostages rescued0
Hostages lost0
Enemies destroyed0
Accuracy0%
Time0:00
Rank
Time remaining0:00
Final score0
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