Mon, 02 Dec 2002 13:48:29 -0500 (EST) **** *** * * **** * ***** **** **** * *** *** * * * * * * * * * * * * * * * * * * * * * ** * * * * * * * **** * **** * * **** ***** * *** * * * * * # # # # # # # # # # # # # # # # # # # # # ## #### ### ### #### ##### ##### #### # # # # ### ### # # _____________ |_ _ _ _| | | | | | | | | | | | | | | | | | | | | | | | | _| |_| |_| |_ |_____________| DOUBLE DRAGON III: THE SACRED STONES FAQ/WALKTHROUGH version 1.00 for NES by Wilson Lau Copyright © 2002 Wilson Lau This FAQ is best viewed in Courier, 10 point font. This FAQ may be distributed FREELY so long as it remains unaltered AND is the latest version (see above for where to obtain the latest version). It is intended for PRIVATE USE and may NOT be reproduced for commercial or non-commercial purposes by mechanical, electronic, or any other means. Do not try to sell it even if no profit is made off this work. In addition, this FAQ may not be used for personal gain by submission to game magazines, web sites, etc. It may not be used as part of any archive, compilation, or anything similar without prior consent by me. Email any changes, typos, etc. to me at darktoshi@yahoo.com. Make sure that you are reading the latest version BEFORE you email me. Double Dragon III: The Sacred Stones is copyright © 1990 Technos Japan Corp and Acclaim Entertainment Inc. ----------------------------------------------------------------------------- You may find this FAQ and all future revisions at: ----------------------------------------------------------------------------- Dark Toshi's Home Page (me) www.geocities.com/TimesSquare/Realm/4610/ GameFAQS www.gamefaqs.com ----------------------------------------------------------------------------- CREDITS ----------------------------------------------------------------------------- DeMaria, Rusel and Zach Meston. "Nintendo Games Secrets 2" Prima Publishing. 1991. Infinite Pain trick Double Dragon Dojo Japanese names of characters, "hard mode" trick. Ezra Poetker his Double Dragon III FAQ prompted me to make my own The NES Files Game Genie codes and instruction manual in PDF format World of Nintendo Instruction manual information. ============================================================================= CONTENTS ============================================================================= I. FAQ History II. Story III. Controls and Moves IV. Gameplay V. Characters VI. Walkthrough VII. Secrets, Codes, and Misc VIII. Frequently Asked Questions IX. Credits X. Disclaimer ============================================================================= I. FAQ HISTORY ============================================================================= Version 1.00 (12/02/02) [100k] Initial release ============================================================================= II. STORY ============================================================================= (from instruction manual) A Year Ago... You did it. You crashed the super-complex of the Black Shadow Warriors in Double Dragon II, penetrating the heavily guarded Mansion of Terror. But your final -- and most impressive -- triumph was against the Supreme Black Shadow Sensei. He had the agility of a cat, the eye of a hawk and the raw strength of a superbeast. (Note the word "had"!!!). Yet the battle wasn't over -- because your beloved Marion lay still as a mountain stone. But suddenly... the color returned to her lips. Marion lives. And you are now a Supreme Master, with a sense of power greater than you ever imagined possible... Today... Double Dragon III: The Sacred Stones (TM) Life has returned to normal. Your famous Double Dragon dojo is doing well. Your students are learning the ways of the ancient masters and building their strengths. Brett, one of your top students tries to tell you what happened. But he is cut down before he has a chance... But then it happens. Suddenly, Marion has disappeared again. And you know that it can't be the Black Shadow Warriors...so who is behind it this time? The Five Missions You meet Hiruko, a soothsayer and a friend. She explains that the only way to get Marion back is to produce, as ransom, the three Sacred Stones. Hiruko promises to lead you to them, but they are scattered from one end of the world to the other. And each is heavily guarded. As you travel the globe, you'll fend off Ninpou masters, Ninja warriors, and hordes of others. You'll use your incredible cyclone spin kick and your newest achievement, the "mid-air somer-assault." Follow Hiruko to Marion. And discover the truth behind the Sacred Stones. ============================================================================= III. CONTROLS AND MOVES ============================================================================= Basic controls -------------- These are the controls used by all the fighters (Billy/Jimmy/Chin/Ranzou). Up : walk up, enter doorway Down : walk down Left : walk left, stop running (when running to the right) Right : walk right, stop running (when running to the left) B : kick, pick up weapon A : punch, use weapon, pick up weapon Select : change weapons/fighters Start : start game, pause/resume game Left 2x: press LEFT twice to start running Right 2x: press RIGHT twice to start running A+B : jump Advanced controls and descriptions ---------------------------------- These are the moves that are specific to each fighter. Each fighter's movelist has been separated. (Billy/Jimmy Lee) ----------------- You'll begin with the game with these two (Jimmy is controlled by player 2). The Lee Brothers are overall good fighters and can mop the floor with any opponent that you face. They have a wide variety of moves which are described below. The amount of damage each move inflicts is listed in parentheses next to the name of the move. *** Punch *** (2 damage single, 4 damage double) Your basic punch attack. It comes in two forms. One is a single punch. The other is a quick double punch. The double punch will do twice as much damage as a single punch. Press A repeatedly to alternate between the single and double punches. You can continuously do single or double punches by first punching in one direction. Then turn around and punch in the opposite direction quickly. Then turn around and punch again. While this has no practical application in the game, it is interesting to point out nonetheless. *** Elbow *** (4 damage) A quick smash to your opponent's back. Press A while your opponent is bent over to give him/her an elbow to the back. Instantly knocks your opponent down. *** Side Kick *** (3 damage) Your basic kick attack. Press B to kick. One kick will cause your opponent to bend over. A second kick will knock him/her down. Kicking your opponent in the back will immediately knock him/her down. *** High Kick *** (4 damage) A more advanced kick that hits the opponent in his/her head and causes more damage than a normal kick would. Quickly press B after causing an opponent to bend over to execute this move. If you are not fast enough you will end up doing a regular kick instead. Note that it is easier to kick an opponent to cause him to bend over rather than using punches to cause him to bend over. *** Flying Jump Kick *** (5 damage) Give your opponent a face full of feet with this maneuver. Press LEFT or RIGHT to walk in the direction of your opponent. Then press A & B to jump. Now press B deliver a jump kick. *** Reverse Flying Jump Kick *** (5 damage) When space is tight, regular jump kicks are hard to do. Here's an easy way to fix this problem. Most enemies will dodge your jump kick by crouching. However, few will crouch against a well placed reverse jump kick. Execute it by jumping towards your opponent. Then turn in the opposite direction while you're still in the air. Then quickly press B to jump kick. You'll jump past your opponent and kick them in his/her back. *** Running Flying Jump Kick *** (8 damage) Give your opponent even more pain with this deadlier jump kick. Start running at your opponent. Then do a jump kick while running to send your opponent flying. The sound made by the impact will be noticeably different than the one made by a regular jump kick. *** Reverse Running Flying Jump Kick *** (8 damage) This move is similar in idea to the reverse jump kick. It's a little tougher to do since you have to run. Just do everything you would for a normal running jump kick. The only difference is that you press in the opposite direction after you jump. Then kick as normal. *** Off the Wall Jump Kick *** (10 damage) The deadliest jump kick of them all. You'll utilize a wall to perform this move. Get a running start and jump kick against any wall. If done correctly, you'll grab the wall, push off it, and do a jump kick in the opposite direction. This move is useful when you have enemies chasing after you. *** Reverse Off the Wall Jump Kick *** (10 damage) Identical to the off the wall jump kick except that you do a reverse running jump kick against the wall. You will still go in the direction that a normal off the wall jump kick would send you to. *** Cyclone Spin Kick *** (12 damage) The best move in the game by far. To spin 360 degrees in mid-air with your leg extended, jump by pressing both A & B buttons simultaneously (make sure you're not moving), then immediately press the B button again. This move may only be executed when you jump straight upward. You may not jump forward. *** Double Cyclone Spin Kick *** (25 damage) The Lee Brothers' ultimate move. This requires both Billy and Jimmy Lee. Both players must do cyclone spin kicks simultaneously. Instead of doing a regular spin kick, both players will link up and do a double cyclone kick. The range is twice that of a regular spin kick. The damage inflicted is even greater than that of a spin kick. Hands down the deadliest move in the game. *** Mid-air Somer-assault *** (9 damage) Devastating! Use this one to do a full flip and send your opponent flying through the air. With the D-pad pressed in the direction of your opponent, press the A & B buttons simultaneously, then immediately press the A button again. *** Reverse Mid-air Somer-assault *** (9 damage) The second most effective move in the game (better than a regular somersault). This move is executed just like a regular somersault. The only different is to press in the opposite direction after you jump. To make it easier, you can press both the opposite direction and the A button simultaneously. This move will be very effective in Egypt where space is limited. *** Running Mid-air Somer-assault *** (9 damage) Not a very useful move to do because of the difficulty in catching an opponent. It is performed by doing a normal somer-assault while running. *** Reverse Running Mid-air Somer-assault *** (9 damage) Not a very useful move to do because of the difficulty in catching an opponent. It is performed by doing a reverse somer-assault while running. *** Headlock *** (0 damage) This is a setup move. As such it does no damage. It simply allows you to deliver elbow smashes or kneelifts to an opponent. To get an opponent in a headlock, you'll need to get him/her to bend over. This is achieved with a single kick to their body or with 3 punches (3 single or 1 single and 1 double). Then push LEFT or RIGHT towards the opponent to grab them. Then you can do your choice from the knee and elbow specialties below. *** Knee and Elbow Specialties *** (4 damage per hit) With the D-pad pressed in the direction of your opponent, deliver a series of kicks and/or punches until his head drops. Then you can do one of two things. - For an overhead elbow smash, continuously press the A button. - For a face kneelift, continuously press the B button. Elbow smashes or kneelifts may be used in any combination for up to 3 hits maximum. Be sure to hit your opponent quickly or he/she will break out of your hold. *** Nunchaku (weapon) *** (15 damage) Nunchuks are the weapon of choice for Billy and Jimmy Lee. These weapons will inflict heavy damage on any opponent. They have decent range and should only be used against major enemies. You have 5 nunchaku to use per mission so use them wisely. *** Partner Jump Kick *** (10 damage) Your partner will throw you at the opponent letting you deliver a quick jump kick to him/her. To perform this move, just do a jump kick or running jump kick at the other player. The other player MUST BE FACING you or you will miss him (in 2P A game) or hit him (in 2P B Game). You may not use an off the wall jump kick. *** Reverse Partner Jump Kick *** (10 damage) This is one of the best two-player moves as well as one of the more difficult ones to perform. You'll need to do a reverse jump kick at the other player so that you face the other player after you reverse. So if the other player is facing the right, you'll need to jump to the right and reverse to the left before you kick. Reverse the directions if the player was facing the left side. The result is that you get thrown in the direction that you faced after doing the reverse jump kick. This move lets both players assist each other without having one player face the other. (Chin Seimei) ------------- Chin is a master of kung-fu. His punches are strong. You'll be able to use him after you defeat him. *** Upper Punch *** (7 damage) Chin has an iron fist and his punches back that reputation up. Press A to punch. His punches do heavy damage to opponents. In fact, a full combo of punches (4 hits) will inflict 28 damage which is enough to kill most enemies in the game. *** High Kick *** (3 damage) Chin's basic kick attack targets the opponent's head. Press B to kick. One kick will cause your opponent to bend over. A second kick will knock him/her down. Kicking your opponent in the back will immediately knock him/her down. *** Jump Kick *** (6 damage) Give your opponent a face full of feet with this maneuver. Press LEFT or RIGHT to walk in the direction of your opponent. Then press A & B to jump. Now press B deliver a jump kick. *** Reverse Jump Kick *** (6 damage) When space is tight, regular jump kicks are hard to do. Here's an easy way to fix this problem. Most enemies will dodge your jump kick by crouching. However, few will crouch against a well placed reverse jump kick. Execute it by jumping towards your opponent. Then turn in the opposite direction while you're still in the air. Then quickly press B to jump kick. You'll jump past your opponent and kick them in his/her back. *** Running Jump Kick *** (7 damage) Give your opponent even more pain with this deadlier jump kick. Start running at your opponent. Then do a jump kick while running to send your opponent flying. The sound made by the impact will be noticeably different than the one made by a regular jump kick. This is one of Chin's best moves. *** Reverse Running Jump Kick *** (7 damage) This move is similar in idea to the reverse jump kick. It's a little tougher to do since you have to run. Just do everything you would for a normal running jump kick. The only difference is that you press in the opposite direction after you jump. Then kick as normal. *** Off the Wall Jump Kick *** (12 damage) The deadliest jump kick of them all. You'll utilize a wall to perform this move. Get a running start and jump kick against any wall. If done correctly, you'll grab the wall, push off it, and do a jump kick in the opposite direction. This move is useful when you have enemies chasing after you. *** Reverse Off the Wall Jump Kick *** (12 damage) Identical to the off the wall jump kick except that you do a reverse running jump kick against the wall. You will still go in the direction that a normal off the wall jump kick would send you to. *** Leaping Double-kick *** (12 damage total, 6 damage per hit) Deliver a quick one-two knockout kick to your opponent by first jumping straight up (press A & B simultaneously) and then pressing A or B afterwards. Up to two kicks will be executed. Each kick will do 6 damage. Both kicks must hit to knock an opponent down. Only one kick is needed if you hit the opponent in the back. This move may only be executed when you jump straight upward. You may not jump forward. *** Diving Head Butt *** (6 damage) Crack your opponents' skulls with your own. Press LEFT or RIGHT to walk in the direction of your opponent. Then jump (press A & B simultaneously) and press A to do a diving head butt. *** Reverse Diving Head Butt *** (6 damage) Catch an opponent off guard with this move. Execute a regular diving head butt as normal. The only difference is that you press in the opposite direction after you jump. *** Running Diving Head Butt *** (6 damage) Performed just like a diving head butt except that you must be running first. This move is somewhat useful as some opponents tend to avoid this attack. *** Reverse Running Diving Head Butt *** (6 damage) Perform this move in the same manner as a reverse diving head butt except that you must be running first. More likely to hit than a regular running diving head butt but opponents still avoid this attack as well. *** Iron Claw (weapon) *** (18 damage) Chin uses claws and these will really hurt an opponent. The range is the same as the range for Chin's normal punches. The claws will not knock an opponent down if they hit. It is recommended that you first stun the opponent with another move then use the claw to knock the opponent down. You have 5 iron claws to use per mission so use them wisely. *** Partner Jump Kick *** (10 damage) Your partner will throw you at the opponent letting you deliver a quick jump kick to him/her. To perform this move, just do a jump kick or running jump kick at the other player. The other player MUST BE FACING you or you will miss him (in 2P A game) or hit him (in 2P B Game). You may not use an off the wall jump kick. *** Reverse Partner Jump Kick *** (10 damage) This is one of the best two-player moves as well as one of the more difficult ones to perform. You'll need to do a reverse jump kick at the other player so that you face the other player after you reverse. So if the other player is facing the right, you'll need to jump to the right and reverse to the left before you kick. Reverse the directions if the player was facing the left side. The result is that you get thrown in the direction that you faced after doing the reverse jump kick. This move lets both players assist each other without having one player face the other. (Yagyu Ranzou) -------------- A ninja master. He carries a sword and uses traditional ninja attacks. You'll be able to use him after you defeat him. *** Sword Attack *** (4 damage) Ranzou's sword will make short work of any opponent. Press A to attack with your sword. One slice will cause an opponent to bend over. A second attack while the opponent is bent over will knock him/her down. *** Round House Jump Kick *** (5 damage) Ranzou will flip around and do a quick jump kick to an opponent. Press B to do this move. This move will knock any opponent down regardless of the direction that he/she is facing. This move is best used after an opponent is stunned. *** Tumble High-Jump Kick *** (15 damage) A devastating kick with the same power as Billy Lee's nunchuks. Jump straight up (press A & B simultaneously) and press B afterwards. This move may only be executed when you jump straight upward. You may not jump forward. *** Flying Sword Attack *** (5 damage) A more painful sword attack. Press LEFT or RIGHT to walk in the direction of your opponent. Then press A & B to jump. Now press A deliver attack with your sword. *** Reverse Flying Sword Attack *** (5 damage) Surprise an opponent with this move. It is performed exactly like a flying sword attack except that you press in the opposite direction after you jump. *** Running Flying Sword Attack *** (5 damage) This move is identical to a flying sword attack except that you must be running first. *** Reverse Running Flying Sword Attack *** (5 damage) This move is identical to a running flying sword attack except that you press in the opposite direction after you jump. *** Lunging Knee Drop *** (8 damage) Give your opponents a quick knee to their faces with this move. Press LEFT or RIGHT to walk in the direction of your opponent. Then press A & B to jump. Now press B to do a knee drop. *** Reverse Lunging Knee Drop *** (8 damage) Similar to a lunging knee drop except that you press in the opposite direction after you jump. Useful in tight situations. *** Running Lunging Knee Drop *** (8 damage) Identical to the lunging knee drop except that you must be running first. Useful when utilized in a hit and run strategy. *** Reverse Running Lunging Knee Drop *** (8 damage) Identical to the reverse lunging knee drop except that you must be running first. More effective than a regular running knee drop. *** Off the Wall Lunging Knee Drop *** (10 damage) The deadliest knee drop that you can do. Run towards any wall and do a lunging knee drop. You will use the wall to spring back at your opponent. This is very useful when enemies are chasing after you. *** Reverse Off the Wall Lunging Knee Drop *** (10 damage) Identical to the off the wall knee drop except that you press in the opposite direction after jumping. You will still attack in the direction that you would go to if you had done an off the wall knee drop. *** Shuriken *** (3 damage) Long range ninja stars that do minor damage. The range is the width of the screen. Most opponents will crouch to avoid the stars if they are thrown while you are close to the opponent. The key is to time your shurikens from far away. Then time the remaining shuriken tosses so that they hit the opponent as they get up. The opponent will not be able to avoid the shuriken most of the time if it is thrown this way. You have 20 shuriken to use per mission. Not too useful against bosses. *** Partner Jump Kick *** (10 damage) Your partner will throw you at the opponent letting you deliver a quick knee drop to him/her. To perform this move, just do a lunging knee drop or running lunging knee drop at the other player. The other player MUST BE FACING you or you will miss him (in 2P A game) or hit him (in 2P B Game). You may not use an off the wall knee drop. *** Reverse Partner Jump Kick *** (10 damage) This is one of the best two-player moves as well as one of the more difficult ones to perform. You'll need to do a reverse lunging knee drop at the other player so that you face the other player after you reverse. So if the other player is facing the right, you'll need to jump to the right and reverse to the left before you drop. Reverse the directions if the player was facing the left side. The result is that you get thrown in the direction that you faced after doing the reverse knee drop. This move lets both players assist each other without having one player face the other. Movelist Table -------------- Here is a summary of each fighter's movelist. Note 1: "+" means to press the button afterwards. Note 2: "AB" means to press A & B buttons simultaneously. Note 3: "Walk" means that you must be walking. Note 4: "Run" means that you must be running. Note 5: (R) means you can do the reverse version of the move. Note 6: (2P) means both players must do the move simultaneously. Note 7: OTW means off the wall +---------------+--------------------+------------------+-------------------+ | Controls | Billy & Jimmy Lee | Chin Seimei | Yagyu Ranzou | +---------------+--------------------+------------------+-------------------+ | A | Punch / Elbow / | Upper Punch / | Sword Attack / | | | use weapon / | use weapon | use weapon | | | overhead elbowsmash| | | | | / knee facelift | | | +---------------+--------------------+------------------+-------------------+ | B | Side Kick / | High Kick | Round House Jump | | | Chin Kick | | Kick | +---------------+--------------------+------------------+-------------------+ | AB | Jump | Jump | Tumble High-Jump | +---------------+--------------------+------------------+-------------------+ | AB + B | Cyclone Spin Kick | Leaping Double- | Tumble High-Jump | | | / Double Cyclone | Kick | Kick | | | Spin Kick (2P) | | | +---------------+--------------------+------------------+-------------------+ | Walk + AB + A | Mid-Air Somer- | Diving Head Butt | Flying Sword | | | Assault / (R) | / (R) | Attack / (R) | +---------------+--------------------+------------------+-------------------+ | Run + AB + A | Running Mid-Air | Running Diving | Running Flying | | | Somer-Assault / (R)| Head Butt / (R) | Sword Attack / (R)| +---------------+--------------------+------------------+-------------------+ | Walk + AB + B | Flying Jump Kick | Jump Kick / (R) | Lunging Knee | | | / Rev. Flying Jump | / Partner Jump | Drop / (R) / | | | Kick / Partner Jump| Kick / (R) | Partner Jump Kick | | | Kick / (R) | | / (R) | +---------------+--------------------+------------------+-------------------+ | Run + AB + B | Running Flying | Running Jump Kick| Running Lunging | | | Jump Kick / (R) | / (R) / OTW Jump | Knee Drop / (R) | | | / OTW Jump Kick | Kick / (R) | / OTW Knee Drop | | | / (R) | | / (R) | +---------------+--------------------+------------------+-------------------+ Movelist Damage Table --------------------- Here is a summary of the damage inflicted by each fighter's moves. Moves that are comparable to each other are separated by a forward slash (/). +---------------------------------------------------+-------+------+--------+ | Move (B/C/R) | Billy | Chin | Ranzou | +---------------------------------------------------+-------+------+--------+ | Punch / Upper Punch / Sword Attack | 2 | 7 | 4 | | Double Punch | 4 | -- | -- | | Elbow | 4 | -- | -- | | Side Kick / High Kick / Round House Jump Kick | 3 | 3 | 5 | | High Kick | 4 | -- | -- | | | | | | | Flying Jump Kick / Jump Kick / Lunging Knee Drop | 5 | 6 | 8 | | [Running] Jump Kick / Jump Kick / Knee Drop | 8 | 7 | 8 | | Somersault / Dive Head Butt / Flying Sword Attack | 9 | 6 | 5 | | [Running] Somersault / Head Butt / Sword Attack | 9 | 6 | 5 | | [Off the Wall] Jump Kick / Knee Drop | 10 | 6-12 | 10 | | Cyclone Kick / Double Kick / High-Jump Kick | 12 | 12 | 15 | | [Weapons] Nunchuk / Iron Claw / Shuriken | 15 | 18 | 3 | | | | | | | Partner Jump Kick / Knee Drop | 10 | 10 | 10 | | Knee Facelift (Billy) | 4-12 | -- | -- | | Overhead Elbow Smash (Billy) (per hit) | 4-12 | -- | -- | | Double Cyclone Spin Kick (Billy & Jimmy) | 25 | -- | -- | | | | | | +---------------------------------------------------+-------+------+--------+ ============================================================================= IV. GAMEPLAY ============================================================================= Selecting Mode of Play ====================== There are three different types of game modes to choose from. Here is a description of each mode. 1P PLAY This is the one player mode. You will play as Billy Lee alone. Additional characters may be found later in the game. A second player may not join the game. 2P PLAY A This is the two player mode. The first player controls Billy Lee. The second player will control Jimmy Lee. Additional characters may be found later in the game. Players will not be able to hit each other. 2P PLAY B This is the two player mode. The first player controls Billy Lee. The second player will control Jimmy Lee. Additional characters may be found later in the game. Players will be able to hit each other. Use the D-pad to move up and down until you find the choice that you desire. Then press the START button to begin playing. Game Play Screen ================ The action is conducted on the main screen. Below the screen is a black area. The area is split into two parts. The left side is information for player one. The right side is information for player two. Objective --------- The goal is to beat up everyone in sight and fight the boss of each mission. The game ends when you have no more life and no more players to choose from. Name and Life Meter ------------------- The first piece of information is the name of the player you are controlling and his remaining hit points shown as bars (see life meter table below for exact numerical values). Weapon in Use ------------- The second piece of information is the weapon being used. Possible weapons are bare hands (no weapon), ninja blade (Ranzou only), bottle, army knife, sai, nunchuks, iron claw, or shuriken. Nunchuks, iron claws, and shurikens have numbers to the right which show how many times the weapon may be used before it can no longer be used. Bottles and sais may be used unlimited times until the owner is killed. The army knife may only be used once. Life Meter Table ---------------- Here is a table listing the numerical values for each bar of life. Bars HP --------------- 0 0 1 1-7 2 8-16 3 17-23 4 24-32 5 33-39 6 40-48 7 49-55 8 56-64 9 65-71 10 72-80 11 81-87 12 88-100 Player Select Screen ==================== After you complete Mission 2, you will be able to switch players. To do so, press SELECT. On the screen will be shown each fighter's name, power level (P), and weapons available (W). Below that will be the name of the weapons available for that fighter. The player that you are currently controlling is shown with a "1P" for player one and "2P" for player two. To change players press B to remove the arrow (if present) and press LEFT or RIGHT to select the player you wish to control. The press A to confirm the selection. Press B to cancel the selection. Now press UP or DOWN to select the fighter's weapon. Press SELECT to resume play (in 2P game, both players must select a fighter first). ============================================================================= V. CHARACTERS ============================================================================= Main Characters --------------- Here are the main characters in the game. Characters that you can control have their maximum hit points listed next to their names. Billy & Jimmy Lee (84 HP each) The Lee Brothers run their own dojo teaching new students until the day Marion disappears. Chin Seimei (100 HP) Master of kung-fu. His iron claw is feared by many. Ranzou Yagyu (74 HP) A ninja sensei who has completely mastered ninpou. Hiroku A mysterious soothsayer who seems to know the location of Marion. Marion Billy's girlfriend who has mysteriously vanished. Brett A student from the Lee Brothers' dojo who is killed before he can identify Marion's captors. Enemies ------- There are many enemies that you'll meet in the game. Here are their names and a brief description of them. Then their movelist is shown. Next to each move is the amount of damage it will inflict. Note that some of the names are my own unofficial names. Williams A former Shadow Warriors member who is sporting a new bald look. Williams is back for more and can sometimes be seen carrying army knives. Moves Damage ------------------------------- Punch 2 damage Kick 2 damage Jump Kick 3 damage Running Jump Kick 4 damage Partner Jump Kick 5 damage Army Knife 12 damage Longhair This long haired guy likes using kicks and broken bottles on his opponents. He fights dirty so give him a taste of his own medicine. Moves Damage ------------------------------ Punch 1 damage Kick 3 damage Jump Kick 3 damage Running Jump Kick 4 damage Partner Jump Kick 5 damage Broken Bottle 8 damage Linda The former lone female member of the Shadow Warriors is still causing trouble. She's given up the whip and now uses throwing knives instead. Moves Damage ------------------------------ Punch 2 damage Kick 2 damage Jump Kick 3 damage Running Jump Kick 5 damage Partner Jump Kick 3 damage Throwing Knife 4 damage Bruce This guy knows his martial arts. His skills include a sliding jump kick and the ability to use sais. Moves Damage ------------------------------- Punch 3 damage Kick 3 damage Jump Kick 5 damage Running Jump Kick 5 damage Sliding Jump Kick 6 damage Partner Jump Kick 6 damage Sai 10 damage Light Ninja One of Ranzou's men who dons a brown uniform. He carries a sword and shuriken. Moves Damage ------------------------------ Sword Attack 4 damage Jump Kick 4 damage Running Jump Kick 5 damage Sliding Jump Kick 8 damage Off the Wall Kick 8 damage Shuriken 3 damage Dark Ninja One of Ranzou's men who dons a purple uniform. He carries a sword and shuriken. His moves do more damage than his light counterpart. Moves Damage ------------------------------- Sword Attack 4 damage Jump Kick 4 damage Running Jump Kick 7 damage Sliding Jump Kick 10 damage Off the Wall Kick 8 damage Shuriken 3 damage Gladiator A Roman warrior who uses his muscles to really hurt his enemies. He also carries throwing spears. Moves Damage ------------------------------- Punch 3 damage Kick 6 damage Jump Kick 6 damage Running Jump Kick 7 damage Sliding Jump Kick 10 damage Partner Jump Kick 6 damage Throwing Spear 15 damage Other ----- Floor Spikes Made of bamboo, these sharp spikes will impale intruders to Ranzou's dojo. Each hit will cause 3 damage. Bosses ====== Here are the bosses that you will encounter in the game. Their names and a brief description follows. Then their movelist is shown. Next to each move is the amount of damage it will inflict. Note that some of the names are my own unofficial names. Biker Gang Leader A leather clad man with a beard who wants to stop the Lee Brothers from leaving the US. His specialty is a flying knee that can knock anyone down with a single hit. Moves Damage ------------------------------- Punch 4 damage Kick 10 damage Flying Knee 15 damage Chin Seimei You killed his brother in your fight with the Shadow Warriors. Now he's out for revenge. He guards the first sacred stone. His kung-fu is top notch. Moves Damage --------------------------------------------- Punch 7 damage Kick 4 damage Jump Kick 3 damage Running Jump Kick 5 damage Diving Head Butt 6 damage Leaping Double Kick 12 damage (6 per hit) Yagyu Ranzou A ninja sensei who guards the second sacred stone in Japan. He has never tasted defeat before. Will you be his first defeat? Moves Damage ----------------------------------------- Sword Attack 4 damage Round House Jump Kick 5 damage Running Flying Sword Attack 5 damage Running Lunging Knee Drop 8 damage Off the Wall Knee Drop 10 damage Shuriken 3 damage Muscle Man The leader of the Coliseum in Italy who has a body that is entirely muscle. His deadly moves can easily take out any opponent. His specialty is a flying big boot kick. Moves Damage ---------------------------------- Straight Punch 8 damage Uppercut Punch 8 damage Kick 10 damage Flying Big Boot Kick 18 damage Mummy A bandaged undead monster that will kill any intruders in the tomb. It may move slowly but its choke hold's range makes up for this lack of mobility. Moves Damage -------------------------------- Chop 9 damage Choke Hold & Throw 12 damage Princess Noiram An ancient Egyptian princess with great magical powers. She looks familiar. Perhaps you have met in a previous life... Moves Damage ------------------------------- Aerial Fireball 8 damage Flame Bird 10 damage Ground Wave 10 damage Telekinetic Lift 10 damage Snake Flame Rise 16 damage ============================================================================= VI. WALKTHROUGH ============================================================================= This walkthrough will guide you through the entire game. I assume that you know to attack all your enemies. The walkthrough will cover both the 1P and 2P games. The walkthrough is split among the five missions. Each mission is subdivided into corresponding areas. Each area lists all the enemies encountered in the order that they will appear. In addition, their hit points are listed and strategies to win. My strategy is not the only method to win so feel free to deviate at any time. Use as much/little as you need. Notation -------- I have assigned each enemy a number in parentheses to distinguish between copies of the same enemy. So Williams (3) means the third Williams of that particular area. Some enemies carry weapons. These enemies will have the name of the weapon next to the their name. The order of the enemy names are the exact order that they will appear on the screen. The 2P game has all the enemies found in the 1P game as well as some extra ones. Extra enemies that appear in the 2P game will have a (2P only) suffix after their names. The move names have been shortened for brevity. The mid-air somer-assault is now simply the somersault. Cyclone spin kicks are just cyclone kicks. Additional moves that have been shortened will use the long name first before using the shorter name in parentheses. Mission One: U.S.A. ==================== Home of Billy and Jimmy Lee -- world-famous martial artists and teachers. They're in their renowned dojo when the trouble breaks out. And they waste no time in following Hiruko's lead: to China. However, there are some don't want the Lee brothers to go to China and they'll do anything to stop them. Dojo Interior ------------- Enemies: 3 (1P) / 6 (2P) Williams (1) 20 HP Williams (2) 22 HP Longhair (1) 20 HP Williams (3) 22 HP (2P only) Longhair (2) 20 HP (2P only) Williams (4) 22 HP (2P only) You'll start off in the dojo. Brett is hurt and lying on the ground. There's a Williams here that you'll need to take care of first. Move up and down to avoid his attacks. Then give him 2 quick cyclone kicks to kill him. Then go to Brett. He'll try to warn you about someone but he dies before he can reveal the name. Now another Williams and a Longhair enters. They'll try to gang up on you. Utilize what I will refer to as the "Up and Down Strategy." This strategy relies on you moving up and down to get away from your enemies. Then you do a cyclone kick as the enemy walks to your level. Keep Williams and Longhair from surrounding you or they could do a partner jump kick on you. Using a kick to stun one of them while you do a quick attack to the other is another solid strategy that you can use. (2P strategy) Have one player attack the Williams. Have the other player go down to the bottom of the screen. Talk to Brett afterwards. Now get next to each other and do cyclone kicks simultaneously to do a double cyclone kick. Continuously doing this will take out the Williams and Longhairs that appear. You can also split up and have one player fight at the top of the screen and the other fight at the bottom. This will help reduce the flickering that appears. Don't be afraid to help each other out. Utilize the off the wall moves as well. The dojo will be empty after you kill everyone. Don't leave immediately. Take the time now to practice all of your moves, particularly the double cyclone kick. I strongly advise that both players master the cyclone kick (single or double) before exiting. Perfecting the somersault will also be an added bonus. Exit the dojo after you feel you have done enough practicing. Outside the Dojo (ground level) ------------------------------- Enemies: 9 (1P) / 12 (2P) Williams (1) 15 HP Longhair (1) 13 HP Williams (2) 15 HP Linda (1) 17 HP Longhair (2) w/bottle 20 HP Williams (3) 15 HP Williams (4) w/knife 22 HP Linda (2) 17 HP Longhair (3) 13 HP Linda (3) 17 HP (2P only) Longhair (4) 13 HP (2P only) Williams (5) w/knife 22 HP (2P only) Move all the way up and then stand still. Wait a few seconds. Enemies will run at you. Quickly move down to avoid getting hit by their jump kicks. Now use the up and down strategy with cyclone kicks. A few of the enemies have weapons. Get the bottle from one of the Longhair and use it. Watch out for the Williams that carries a knife. If you see him moving backwards, quickly move up or down to avoid getting hit by his knife. It may be wise to run to the right after the enemies come out because there is more space for you to go up and down. If enemies chase after you, you can quickly do a jump kick to counter their jump kicks. Your jump kicks will always beat theirs if you time it correctly. Go to the right after everyone is dead. A door will open. Enter the door. (2P strategy) Have both players quickly move up and stand still. Wait for the enemies to run out at you. Quickly move down to avoid their attacks. Now you do double cyclone kicks or split up. If you choose to split up, I recommend going to the right for more space to use the up and down strategy. A good tactic is to have one player get the bottle from the Longhair. Then have the other player use the up and down strategy while the first player uses the bottle to hit the second player's enemy. You can do a double cyclone kick to knock your enemies out of their jump kicks but it may be risky depending on how skilled both players are at doing cyclone kicks. If one player misses, both can get hit by the enemies' jump kicks so use the move at your own preference. Outside the Dojo (upper level) ------------------------------ Enemies: 5 (1P) / 8 (2P) Williams (1) 15 HP Linda (1) 17 HP Longhair (1) w/bottle 20 HP Williams (2) 15 HP Linda (2) w/knives 25 HP Longhair (2) 13 HP (2P only) Linda (3) 17 HP (2P only) Linda (4) 17 HP (2P only) Space is very tight here. If you fall off the edge, you will die. You can capitalize on this fact as well. Stay by the door and stand there waiting for the enemies to appear. This next part depends entirely on your ability to pull off reverse somersaults or somersaults for that matter. The idea here is to somersault your enemies to the left where they'll fall off and die. It's easier to use a reverse somersault here but you run the risk of getting jump kicked off yourself. Always leave yourself enough room to do a somersault without falling in yourself after you finish the move. You may also elect to give yourself enough room so that you can get hit by a jump kick afterwards and still not fall in. As you can imagine, this tactic works best if you somersault the enemy as quickly as possible. Do it fast enough and you won't get double teamed by both enemies. If you can't do somersaults, then jump kick your way to the right. Now you'll have some more room to work with but do not walk off the left or right edges. Also you can fall off the platform if you walk too far down so keep that in mind when doing the up and down strategy. I suggest that you stand close enough to the edge so that you can cyclone kick your enemies into the pit. Watch out for one of the Lindas. She has throwing knives that she'll use if you walk too far away from her. These can cause you to fall into the pit if you get careless. After you kill everyone, the door to Warehouse No.1 opens up. Go right and enter. (2P strategy) Space is very tight here. Do not fall off the edge or you will die. Both players should do a double cyclone kick here. Somersaults are also good, but it may be hard to see if both players use somersaults. Therefore, only have one player do somersaults while the other player moves around, preferably to the right to split the enemies up. Don't try the up and down strategy here unless you are sure you won't fall off. It's easier to use the up and down strategy to the right where there is more room for you to fight. Split the enemies up or you'll get double teamed quickly. One player should stay by the door while the other goes to the right. The player by the door should do somersaults or cyclone kicks. As always, try your best to keep away from the edge. One of the Lindas has throwing knives so don't get too far away from her or she'll use them. Go right after you kill everyone. Enter the door to Warehouse No.1 after it opens. Warehouse No.1 Interior ----------------------- Enemies: 6 (1P) / 9 (2P) Williams (1) w/knife 22 HP Linda (1) 17 HP Longhair (1) w/bottle 20 HP Williams (2) 15 HP Williams (3) w/knife 22 HP Linda (2) 17 HP Longhair (2) w/bottle 20 HP (2P only) Linda (3) w/knives 25 HP (2P only) Williams (4) 15 HP (2P only) Stand still and let the enemies rush out. Then move away to avoid them. Now be careful of the Williams. He has a knife. Linda is weak so concentrate on Williams first. The Longhair has a bottle so use it. Keep your distance from the enemies and continue using the up and down strategy. Keep away from the top of the screen near the door. I suggest you fight on the left side of the warehouse so that the door is as far to the right as possible. The music will change after everyone is killed. Go right and the door will open and out comes the boss of the mission. (2P strategy) By now I think you know what to do. Split the enemies up and use the up and down strategy. Stay on the left side of the warehouse so that the door is kept as far to the right as possible. Double teaming the enemies is up to you. Partner jump kicks won't be effective here because the enemies carry too many weapons like knives. A Linda here also has knives so be on your guard. The music will change after everyone is killed. Go right and the door will open and out comes the boss of the mission. Boss: Biker Gang Leader HP: 66 (1P) / 76 (2P) This guy will come out of the door after you killed everyone else. His moves all hurt so go up and down to avoid them. Be careful not to run away from him or get far away for that matter or he'll use his flying knee attack. He will use this attack if you try to jump kick him. He also uses it when he gets up from an attack. The easiest method to win is to use all 5 nunchuks on him. Move up and down to avoid his attacks. Then use a nunchuk just as he approaches. Then move up and down again and repeat the process until he's dead. The other method is to go up and down and use cyclone kicks instead. Don't get careless because he can crouch to avoid your attacks and retaliate with a flying knee. (2P strategy) This boss will have more life so 5 nunchuks is not enough to win. However, 6 nunchuks will win. So both players should get their nunchuks out and nunchuk the boss to death using the up and down strategy. If you don't have enough nunchuks, you can try to double team the boss. Be careful though because he can quickly overcome even two players. The best strategy would be to surround him and have both players go up and down. Then one player can attack the boss in the back. Cyclone kicks are the key to victory here. Jump kicks are ok but tend to provoke the boss into his flying knee attack. A double cyclone kick is powerful but the boss will dodge it almost every time so it's not worth the effort. Mission Two: China =================== Ahh... The lush forests and graceful mountains -- it seems so peaceful. At first. But suddenly you're up against some of the fiercest martial artists you've ever encountered. They're strong. They're relentless. And they're not afraid to die. They stand between you and the first stone. Great Wall Area --------------- Enemies: 11 (1P) / 15 (2P) Bruce (1) 20 HP Williams (1) 19 HP Bruce (2) 20 HP Williams (2) 19 HP Bruce (3) 20 HP Bruce (4) 20 HP Williams (3) w/knife 26 HP Bruce (5) w/sai 28 HP Williams (4) 19 HP Bruce (6) w/sai 28 HP Bruce (7) 20 HP Williams (5) 19 HP (2P only) Bruce (8) w/sai 28 HP (2P only) Bruce (9) 20 HP (2P only) Williams (6) 19 HP (2P only) You'll face a new opponent here, Bruce. He fights like Williams except that he has an extra move, the sliding jump kick. Bruce likes to use the kick when you're busy fighting another person so always avoid the double team. Use the up and down strategy. You can also use the sais that Bruce carries. They have the same range as a broken bottle with a little more damage inflicted. Keep your distance is use cyclone kicks. Try not to get too far from Bruce or he'll be tempted to use a jump kick or sliding jump kick. Enter the house to the right after you kill everyone. (2P strategy) Both players can elect to help each other out or fight separately. Use the usual tactic of up and down or double cyclone kicks. A double cyclone kick will not kill all the enemies with one hit. It's not a tightly spaced area so it's not as critical that you do the move. Enter the house to the right after you kill everyone. Inside House ------------ Enemies: 10 (1P) / 14 (2P) Linda (1) 19 HP Longhair (1) w/bottle 22 HP Williams (1) w/knife 26 HP Bruce (1) 20 HP Linda (2) w/knives 27 HP Bruce (2) w/sai 28 HP Longhair (2) w/bottle 22 HP Bruce (3) w/sai 28 HP Bruce (4) 20 HP Linda (3) 19 HP Williams (2) 19 HP (2P only) Bruce (5) w/sai 28 HP (2P only) Bruce (6) 20 HP (2P only) Williams (3) 19 HP (2P only) Ok, Linda and Longhair join the ranks of Williams and Bruce. They'll all emerge from the door. Use this to your advantage by staying near the door and using cyclone kicks. You can also stay near the door and keep swinging the bottles or sais from Longhair or Bruce. Eventually everyone will be killed and you'll face the boss of the mission. (2P strategy) The tactic here is to either split up and keep away from the door or to use double cyclone kicks by the door. As always, be sure to keep out of each other's way if you're going to split up. Use the same up and down strategy that's been effective so far. The boss of the mission will appear after you kill everyone else. Boss: Chin Seimei HP: 120 (1P) / 132 (2P) Chin is strong BUT he is slow. Capitalize on this by keeping away from him. Use your nunchuks first if you still have them. Then you have two choices. The first is to use the up and down strategy in which you nail Chin with cyclone kicks as he approaches you from above or below. The other tactic is to keep Chin far away enough so that he starts to run at you. Then run and jump kick him before he gets to you. Then run away and repeat the process. This second tactic is safer to use than the first because Chin can hit you with a 4-hit punch combo that takes one third of your life if you miss the cyclone kick. Chin's punches will overpower yours so just stick with jump kicks or cyclone kicks for this fight. (2P strategy) The easy way to win is to double team Chin with your nunchuks if you have them. 9 nunchuks will kill him. The hard way will require you to use cyclone kicks. You can try to double cyclone kick him but Chin will dodge it unless you use the move with the up and down strategy. The most effective tactic is to double team Chin and use jump kicks or cyclone kicks. Do not try to engage Chin in up close combat because his punches and kicks will most likely beat out yours. Just keep your distance from Chin and he'll go down without major difficulty. Mission Three: Japan ===================== The most fearsome Ninja fighters ever to reside in the Land of the Rising Sun await you. They're fast on their feet and quick to spot your weaknesses. Be very careful and think about every move...for if you defeat them, the second Sacred Stone is yours. Outside ------- Enemies: 11 (1P) / 15 (2P) Light Ninja (1) 14 HP Dark Ninja (1) 18 HP Light Ninja (2) 18 HP Dark Ninja (2) 22 HP Light Ninja (3) 14 HP Dark Ninja (3) 18 HP Light Ninja (4) 18 HP Dark Ninja (4) 22 HP Light Ninja (5) 14 HP Dark Ninja (5) 18 HP Dark Ninja (6) 18 HP Light Ninja (6) 18 HP (2P only) Dark Ninja (7) 22 HP (2P only) Dark Ninja (8) 18 HP (2P only) Light Ninja (7) 18 HP (2P only) Ok, you'll face a new enemy here, ninjas. There are two kinds, dark and light. For the most part, just think of them being the same enemy except dark ninjas have a little more life than light ninjas. They'll rush out at you VERY quickly so try your best to avoid their jump kicks. You can try to jump kick them out of the sky first but it is risky. Now unlike the other enemies that you've encountered so far, ninjas carry long distance weapons, shurikens. To make matters worse, they have an unlimited amount of them. They'll throw the shurikens after they jump backwards or when you get too far away from them. Move out of the way to avoid getting hit. Now that you know how powerful the ninjas are, you can learn the secret to winning. That secret is to use Chin. Recall how powerful his punches were during your fight with him. Well now you'll use them for good. Four punches from Chin will do 28 damage which is enough to kill all the ninjas that will appear in this area. So just use the up and down strategy. Instead of using cyclone kicks, just use punches. A 4-hit punch combo will fell any ninja but the other ninja will probably hit you before you can finish all four hits. Therefore, be sure to follow up with a quick jump kick if your punch combo gets interrupted. Go right after you kill everyone and a door will open. Switch to Billy before you enter the door. (2P strategy) You'll face ninjas. They're fast so be quick on your feet and use the up and down strategy. One player should switch to Chin while the other uses Billy or Jimmy. Chin will be the main ninja killer here while the other player backs him up. Chin should use an up and down strategy with punches while Billy should use cyclone kicks. It may be wise to stay close together so Chin can double team both ninjas. Just watch out for the shuriken thrown at each of you by the ninjas and you should have no problem winning. Go right after you kill everyone and a door will open. Have both players control Billy and Jimmy before you enter the door. Inside (lower level) -------------------- Enemies: 11 (1P) / 15 (2P) Light Ninja (1) 14 HP Dark Ninja (1) 18 HP Williams (1) 14 HP Light Ninja (2) 14 HP Williams (2) 14 HP Dark Ninja (2) 18 HP Williams (3) 14 HP Light Ninja (3) 14 HP Dark Ninja (3) 18 HP Williams (4) 14 HP Dark Ninja (4) 18 HP Light Ninja (4) 14 HP (2P only) Williams (5) 14 HP (2P only) Light Ninja (5) 14 HP (2P only) Williams (6) 14 HP (2P only) Floor spikes pop up immediately. Constantly jump to the right to avoid them. You'll probably get hit but keep jumping until you pass the spikes. They'll stop after you go far enough to the right. Enemies show up and there's not much room to work with. Switch to Chin and run to the right until you reach the wall. Now turn around and face your enemies. Use the up and down strategy with punches to take out the ninjas and the Williams. Don't get distracted punching one enemy only to let the other hit you. This is important since the ninjas will use shurikens. They can also use an off the wall jump kick on you so stay near the wall to reduce the chance of this move being used on you. You should be able to kill 2 enemies at a time with one punch combo. Kill everyone and a ladder will appear on the wall to the right. Climb up. (2P strategy) Floor spikes will pop up. Do not move up or down at all. You will not get hit as long as you do not move up or down. Simply walk to the right until you pass the spikes. If you do get hit by the spikes, simply jump continuously until you go far enough to the right. You'll face enemies now. One player should switch back to Chin and use a punch combo. The other player should use cyclone kicks or jump kicks on his enemy. Having Chin double team both enemies is a good idea so stay close to each other. Keep using the up and down strategy and you will kill everyone in no time. A ladder will then appear on the wall to the right. Climb up. Inside (upper level) -------------------- Enemies: 11 (1P) / 15 (2P) Williams (1) 14 HP Dark Ninja (1) 18 HP Dark Ninja (2) 18 HP Williams (2) 14 HP Light Ninja (1) 14 HP Dark Ninja (3) 18 HP Light Ninja (2) 14 HP Williams (3) 14 HP Dark Ninja (4) 18 HP Williams (4) 14 HP Williams (5) 14 HP Dark Ninja (5) 18 HP (2P only) Light Ninja (3) 14 HP (2P only) Williams (6) 14 HP (2P only) Dark Ninja (6) 18 HP (2P only) Enemies will appear from both doors. Run to the right side of the room. Now use Chin and punch everyone to death. Keep your distance with the up and down strategy. Don't move too far from the wall or the ninjas could use an off the wall jump kick on you. Don't be afraid to only use 3 punches if you think you're going to get hit. Just don't forget to follow up with a jump kick or any move that knocks the enemy down afterwards. The music will change after everyone is dead. Go to the left and you'll face the boss of the mission. (2P strategy) Enemies come out from both doors. Run to the right side and fight there. One player should use Chin. Use the same strategy of punches with the up and down tactic. The other player will be backing up Chin with cyclone kicks and jump kicks. Double team the enemies if you wish. You'll soon kill everyone. The music will change. Go to the left and you'll face the boss of the mission. Boss: Ranzou HP: 86 (1P) / 98 (2P) Ranzou is fast but his attacks don't do much damage. He also doesn't have much life. You can choose to use Billy or Chin. Use the nunchuks along with cyclone kicks if you use Billy. Picking Chin requires a little more effort on your part to win. You'll use the iron claw. Move up and down as always. Now kick Ranzou as he approaches. Then quickly nail him with an iron claw. This 2-hit combo will do 21 damage to him. So repeat with all 5 iron claws until Ranzou is dead. You can also just hit Ranzou with the claws and then just switch to Billy and use the nunchuks for victory. If you have no weapons to use, then keep your distance from Ranzou. He'll run at you. Quickly jump kick him out of the sky and then retreat. Ranzou should either run at you again or leap back first before running at you. Jump kick him in both cases and repeat this process until he's dead. Mission Four: Italy ==================== Are there Sacred Stones in Italy? No. But Hiruko has whisked you here to introduce you to some of the fiercest fighters ever to guard an ancient ruin. By defeating these world-class fighters, you'll hone your skills before the final confrontation. So when in Rome, do as the Romans do. And on this trip that means...fight! Outside Coliseum ---------------- Enemies: 13 (1P) / 17 (2P) Gladiator (1) 24 HP Gladiator (2) w/spears 26 HP Williams (1) 24 HP Williams (2) w/knife 31 HP Gladiator (3) w/spears 26 HP Gladiator (4) 24 HP Williams (3) w/knife 31 HP Gladiator (5) w/spears 26 HP Gladiator (6) 24 HP Williams (4) 24 HP Gladiator (7) w/spears 26 HP Williams (5) w/knife 31 HP Gladiator (8) 24 HP Williams (6) 24 HP (2P only) Gladiator (9) w/spears 26 HP (2P only) Williams (7) w/knife 31 HP (2P only) Gladiator (10) 24 HP (2P only) You'll fight a new enemy here, the Gladiator. Consider him a beefed up Bruce who can also throw spears. Two Gladiators run out at you. Move out of the way to avoid their attacks. Now run to the right. One of the Gladiators will throw a spear at you. Push UP or DOWN while running to avoid the spear. Now stop running when you get to the end of the platform. Somersault one of the Gladiators off to the pit to the right. He won't die but remain offscreen to the right. This will make the fights just one-on-one. Now it's just you and the other Gladiator. Switch to Chin and give him a punch combo. Only 1 enemy will appear each time now. Give them punch combos while avoiding their attacks with the up and down strategy to kill them. Some of the Williams will drop knives after the punch combo. Pick them up and use them on Williams. Be sure not to jump off the platform or knock enemies to the right or you'll have to fight two enemies at the same time again. After you kill everyone, jump off to the right. You'll fight the Gladiator that you somersaulted off earlier. Kill him and run to the right where the Coliseum doors will open. Enter. (2P strategy) Both players should start running to the right. Dodge the Gladiators and go to the end of the platform. Now one player should somersault a Gladiator off to the pit to the right. Now only one enemy remains. Do NOT knock him off to the right. Don't jump off to the right either. Now one player will switch to Chin. The other should stick with Billy or Jimmy. Now double team the lone enemy. Chin will be the main attacker so you probably can have the second player stay to the right side while Chin stays closer to the left side. Kill everyone off until no one else shows up. Now switch back to Billy and Jimmy. Player one will walk off the platform and land on the lower one below. Then player two will do the same thing. Do not rush off or you'll die. Now player one will walk off to the right and land on the ground below. Player two should do the same thing afterwards. Both players can move at the same time but player one will die if player two drops down first. You'll fight the Gladiator that you somersaulted off earlier. Kill him and run to the right where the Coliseum doors will open. Enter. Inside Coliseum --------------- Enemies: 14 (1P) / 19 (2P) Longhair (1) w/bottle 24 HP Gladiator (1) w/spears 26 HP Williams (1) w/knife 31 HP Gladiator (2) w/spears 26 HP Longhair (2) w/bottle 24 HP Gladiator (3) 24 HP Longhair (3) 18 HP Williams (2) 24 HP Gladiator (4) 24 HP Longhair (4) 18 HP Gladiator (5) w/spears 26 HP Longhair (5) w/bottle 24 HP Williams (3) w/knife 31 HP Gladiator (6) w/spears 26 HP Longhair (6) w/bottle 24 HP (2P only) Gladiator (7) w/spears 26 HP (2P only) Williams (4) w/knife 31 HP (2P only) Gladiator (8) w/spears 26 HP (2P only) Longhair (7) w/bottle 24 HP (2P only) Stick with Chin and go up and down like usual. Watch out for the Longhair and Williams since some of them carry weapons. Use the 4-hit punch combo to kill everyone but I suggest that you disarm any enemy of their weapon before doing a combo or you might get hit by the weapon when you try to punch them. Try to stay in the doorway between the two statues at the top of the screen. Kill everyone and the boss will appear. Boss: Muscle Man HP: 132 (1P) / 152 (2P) The boss comes out from behind the statues. He will not attack as he comes out but that doesn't mean you can't. He will get hit by any attack that you do to him as he comes out. So switch to Chin and give him 3 quick hits of the iron claw. Now be careful since this boss's moves all do heavy damage. You can use Ranzou to sword attack the boss once and quickly switch to Chin and use his iron claw to hit the boss while he's stunned. This will knock him down. Switch to Billy after you finish using all of your claws and use nunchuks. Now stick with Billy and use the up and down strategy along with cyclone kicks. Keep doing cyclone kicks until the boss dies. You can also use Ranzou and throw shurikens from a distance but the boss will avoid them if you don't properly time the throws. The only thing to really worry about from this boss is his flying big boot kick which does 18 damage. He'll use this move as he gets up or if you're too far away from him. Dodge it or jump kick him out of it. (2P strategy) Have Chin run up and hit the boss with 3 quick iron claws as he is coming out. Now double team the boss with Billy and Chin. Billy should be using nunchuks while Chin uses the kick and iron claw combo. Switch to Jimmy after Chin finishes his iron claws. Now nunchuk the boss until you run out. If you hit him with all 10 nunchuks and any other attack, he will be dead. Otherwise stick with Billy and Jimmy and use cyclone kicks to kill the boss. A double cyclone kick is most likely going to be dodged so just use regular cyclone kicks. Double teaming the boss is not necessary but do try to watch each other's backs or the boss could really do some heavy damage with his punch and kick combo. His flying big boot kick can hit both players if you're not careful. Mission Five: Egypt ==================== Amid the magnificent ruins of the ancient Egypt, you embark on the last leg of your mission. You know that Marion is here somewhere. But will you recognize her? Or she, you? Outside (top area) ------------------ Enemies: 2 (1P) / 2 (2P) Williams (1) 31 HP Williams (2) 24 HP Ok you start off on a platform. There is no vertical space for you to move up and down with. Two Williams will quickly run and jump kick over to your position. Take one step forward from your initial position and do a quick cyclone kick as the Williams are jumping to your platform. If done correctly, you will catch both Williams with your cyclone kick and knock them both into the pit. Otherwise just cyclone kick the Williams until both are dead. Now you'll need to jump over the pit to the platform to the right. Ranzou may be the best choice since he jumps so high. Jump across all the platforms and go to the right. Follow the steps down below. Now switch back to Billy or Chin and drop down to the ground. (2P strategy) Both players should control Billy and Jimmy. Now quickly do a double cyclone kick and you should knock both Williams into the pit. Otherwise continue using double cyclone kicks until both are dead. Now you'll need to jump across the platforms. The easiest way to do it is for each player to jump individually. Have one player switch to Ranzou and jump across the platforms. Switch characters with the other player when you get across. Now the other player can use Ranzou to jump across as well. Switch back to your favorite characters afterwards. Run to the right and follow the steps down below. Outside (lower area) -------------------- Enemies: 10 (1P) / 13 (2P) Williams (1) w/knife 31 HP Williams (2) 24 HP Longhair (1) 26 HP Williams (3) 24 HP Longhair (2) 26 HP Gladiator (1) 26 HP Williams (4) w/knife 31 HP Longhair (3) w/bottle 32 HP Williams (5) 24 HP Williams (6) w/knife 31 HP Williams (7) w/knife 31 HP (2P only) Longhair (4) w/bottle 32 HP (2P only) Williams (8) w/knife 31 HP (2P only) Chin is not the best choice here because his punch combo will no longer kill the majority of your enemies in this mission. You can still use him so you can conserve Billy's life. You can also use Ranzou but it will take longer to kill all the enemies if you do so. The best bet is to use Billy and cyclone kick everyone. Keep using the up and down strategy. If Billy gets down to 35 HP, quickly switch and use someone else. Keep Billy alive as long as you can. Kill everyone and then run to the right and enter the door to the pyramid. (2P strategy) You'll want to keep using the up and down strategy to avoid the enemies' attacks. Double cyclone kicks are useful but not necessary. Splitting up is probably your best tactic here. Stick with the usual cyclone kicks and jump kicks to win. If either Billy or Jimmy get reduced to 35 HP, quickly switch to someone else. You'll want to keep them both alive as long as possible. Kill off everyone and run to the right and enter the door to the pyramid. Inside Pyramid (lower area) --------------------------- Enemies: 4 (1P) / 4 (2P) Gladiator (1) w/spears 32 HP Gladiator (2) 30 HP Gladiator (3) w/spears 26 HP Gladiator (4) 32 HP You'll be on the left side and there's a pit in front of you. Gladiators will run at you from the right. Jump kick them as you jump over the pit. Now cyclone kick and somersault the Gladiators. You might get lucky and knock them into the spikes below. More Gladiators will appear from the left. Keep close to them and use cyclone kicks or somersaults. You can't use the up and down strategy since you can't go up and down so jump kicks will be very effective here. After you kill everyone, the screen will scroll to the right. Jump over the pits and wait on the edge of the right platform. The screen will stop scrolling and a moving platform will appear. Let it come completely out and watch how it moves. Jump on the platform as it comes towards you. Time your jump carefully or you'll fall in the pit. Jump too early and you'll die. Jump too late and you'll die. The jump must be perfect. Billy is easy to time the jump for. Ride the platform up. Keep walking to the right. Don't worry, you won't fall off. As soon as you get near the top, jump off. Don't jump too early or you'll die. Jump too late and you'll fall off from the platform. (2P strategy) Both players should be controlling Billy and Jimmy. Stay where you are and do a double cyclone kick as the Gladiators jump to you. Now jump to the platform to the right and continue doing double cyclone kicks and jump kicks. You'll kill everyone in no time. Now the screen will start to scroll. Jump as far as you can to the right and wait. The screen will stop scrolling and a moving platform will appear. Wait for it to come out completely and watch how it moves. Now this part is best done with Billy and Jimmy. Only one player should jump at a time. Jump as the platform approaches. Timing is critical here as one mistimed jump will lead to death. The platform will rise up after both players have jumped onto it. Now jump off the platform when it gets near the top. Inside Pyramid (top of elevator) -------------------------------- Enemies: 1 (1P) / 1 (2P) Gladiator (1) 32 HP A Gladiator awaits at the top. Do a reverse somersault to toss him into the pit. Otherwise use cyclone kicks or jump kicks to win. (2P strategy) Do a double cyclone kick to the Gladiator on the platform and repeat until he's dead or just have one player reverse somersault him into the pit. Inside Pyramid (Outer Chamber) ------------------------------ Enemies: 10 (1P) / 14 (2P) Gladiator (1) w/spears 32 HP Gladiator (2) 30 HP Williams (1) w/knife 31 HP Williams (2) w/knife 31 HP Gladiator (3) w/spears 32 HP Gladiator (4) 30 HP Williams (3) 24 HP Gladiator (5) 30 HP Williams (4) 24 HP Gladiator (6) w/spears 32 HP Gladiator (7) w/spears 32 HP (2P only) Gladiator (8) w/spears 32 HP (2P only) Williams (5) w/knife 31 HP (2P only) Gladiator (9) w/spears 32 HP (2P only) This room is loaded with Gladiators and Williams. Some have spears and knives. It is critical that you constantly move up and down to avoid any attacks. Do cyclone kicks and jump kicks on your opponents. Try not to somersault the Gladiators or they might be far enough to throw spears at you. Do not use Billy if he has less than 15 HP. Use Ranzou or Chin in that case. Keep attacking and running away until everyone is dead. Now enter the door. (2P strategy) Both players should stay near the top initially and do double cyclone kicks. Keep doing them until the enemies no longer both get hit by the kick. Now split up and focus on only the enemy that's attacking each player. Doing this will prevent any enemy double teams. Don't be afraid to watch each other's backs though. Do not use Billy or Jimmy if either of them has less than 15 HP. Keep using the up and down strategy along with jump kicks. Enter the door after you kill everyone. Inside Pyramid (Inner Chamber) ------------------------------ Enemies: 10 (1P) / 15 (2P) Dark Ninja (1) 24 HP Light Ninja (1) 24 HP Dark Ninja (2) 28 HP Light Ninja (2) 20 HP Dark Ninja (3) 24 HP Dark Ninja (4) 28 HP Light Ninja (3) 20 HP Dark Ninja (5) 24 HP Light Ninja (4) 24 HP Dark Ninja (6) 24 HP Dark Ninja (7) 28 HP (2P only) Light Ninja (5) 24 HP (2P only) Dark Ninja (8) 24 HP (2P only) Light Ninja (6) 24 HP (2P only) Dark Ninja (9) 24 HP (2P only) You'll now be in what I call the "Ninja Room." All you will fight here are ninjas. I suggest that you use someone besides Billy so you can conserve his energy. Ranzou is a good choice. Just have him use his sword attacks to kill everyone. Chin can use his 4-hit punch combo but be careful to avoid getting hit before you can finish your combo. If you choose to use Billy, stick with the old pattern of up and down with cyclone kicks and jump kicks. Hiruko will open the door for you after you kill everyone. Watch what happens and enter the door afterwards. (2P strategy) Split up the enemy and use Chin and Ranzou if you can. Try to avoid using Billy and Jimmy to conserve their life. Chin will stick with his punches while Ranzou uses his sword. Keep the ninjas apart to avoid their double team. Moving up and down is essential. You should be able to defeat them all in no time with this tactic. If you are forced to use Billy and Jimmy then just resort to cyclone kicks and jump kicks. Don't bother with a double cyclone kick because it is hard to time it so both ninjas get hit. Hiruko will open the door for you after you kill everyone. Watch what happens and enter the door afterwards. Inside Pyramid (Tomb) --------------------- Enemies: 4 (1P) / 4 (2P) You're inside the tomb and there's three sarcophaguses against the wall. They each contain mummies that you will have to fight. Boss: Mummy (left side) HP: 80 (1P) / 100 (2P) The mummy is strong but slow (moves as fast as Chin). Its moves consist of a chop and a choke hold & throw. The choke hold has a VERY long range so don't get caught. Don't even bother with any up close punches or kicks because the mummy's chop will beat your moves almost every time. Instead use the up and down strategy to avoid the chops. Then do cyclone kicks with Billy. Use running jump kicks if you're Chin. Ranzou should do either a tumble high- jump kick or a lunging knee drop. It's better to use the tumble high-jump kick because it inflicts the same amount of damage as a nunchuk. While anyone can jump kick the mummy, Chin's running jump kick seems to be the most effective. Try to avoid using the nunchuks if you can. Don't bother using iron claws because you'll get hit if you try. Shuriken should be saved for the upcoming fight. If you get too close to the mummy, just do a quick reverse jump kick or move up and down to get away. This situation occurs most frequently when you miss a cyclone kick or jump kick. (2P strategy) Double teaming the mummy is effective if you do it correctly. Use the up and down strategy to avoid the chops and choke holds. Then use cyclone kicks or jump kicks. The double cyclone kick is not recommended because the mummy will avoid it in many cases. The regular cyclone kick is far more effective. Even more effective are running jump kicks or just plain old jump kicks. If you miss any move and get near the mummy, just simply do a quick reverse jump kick to get out of the way or move up and down. This situation occurs most frequently when you miss a cyclone kick or jump kick. Boss: Mummy (right side) HP: 80 (1P) / 100 (2P) (1P or 2P game) See above strategy Boss: Mummy (middle) HP: 80 (1P) / 100 (2P) (1P or 2P game) See above strategy Boss: Princess Noiram HP: 255 (1P) / 255 (2P) This Egyptian princess will appear after you defeat the third mummy. She has many attacks and is very powerful. Here is a description of her attacks and how to avoid them. Aerial Fireball This move is used when she flies away or towards you. It targets the area you last stood before it fired and can come at a 45-degree angle or vertically depending on where you stood. Simply move up or down or jump to avoid it. Princess Noiram will use this move if you get too far away or close to her. Flame Bird Princess Noiram will create a flame bird in her hand and release at you. Since there is a delay as she creates the bird, you will have ample time to see this move coming. Move up or down to avoid it. This move can travel diagonally and is used mostly when you are close to her. It can also be used when you are at any distance from her horizontally. Ground Wave Princess Noiram will use this move when you are at any distance from her horizontally although she favors using this when you are close to her. This move is similar to the flame bird, but since there is no delay in using the move, it is very hard to avoid when you are in close range. You can either jump over it or just move up and down. You'll need to move up and down a lot more than the other moves because the wave can travel diagonally and how close the wave was fired. Telekinetic Lift This is Noiram's best move. She will extend her hand and flash orange before sending you flying up against the wall. This move can catch you in the air. The only way this move will not work is if you are kneeling after a jump but since the lift lasts so long, you will get blasted after you finish kneeling. The best way to avoid this move is to hit Noiram before she can blast you. You can also move up and down but you must be sufficiently above or below her or else the move will still catch you. Snake Flame Rise Noiram will turn herself into flames and disappear into the floor. She'll reappear about 2 seconds later. This move will do 16 damage if it hits you. This move is primarily used when you are close to her although she can use it at any time. The best way to avoid the move is to wait one second after she disappears and move up and down. You can choose to move up to the top of the room and then down to the bottom until she reappears. She will disappear for just about the same amount of time it takes a character to move from the top of the room to the bottom of it. You can also try to jump out of the way at the last moment but it is harder to do. Ranzou can run and he will be fast enough to avoid getting hit. Only he can run fast enough horizontally to avoid the attack. Everyone else will get hit. You can use an off the wall jump kick to avoid the attack but Noiram will probably use another move after you land so it isn't wise to try this tactic. Ok, the time has come to put your skills to the test. Switch to Billy and get the nunchuks out. Go up and down and hit Noiram with all of them to deal 75 damage. Then switch to Chin and equip his iron claw. Move up and down and use a kick-iron claw combo. If all 5 kick-iron claw combo hits connect, you will have done 105 damage. That means you did 180 damage total so only 75 more to go. Now switch to Ranzou and move up and down. Use his tumble high-jump kick until you win or until he dies. Each kick does the same damage as a nunchuk would. If you don't have everyone alive then have Billy continue to use cyclone kicks. Chin should use a kick-punch combo. Ranzou should just use his sword and the round house jump kick. His shuriken tend to miss Noiram. If Noiram tries to use any of her moves on you, just avoid them (read above on how to avoid). If she tries the telekinetic lift, everyone but Chin should move and up down. Chin should try to hit her before you get blasted. The others can also try to hit her too. Moving diagonally during the fight is not advised since you can get hurt if you move horizontally. Just stick with moving up and down. Move diagonally only if you get far away from Noiram and wish to move closer to her. Be sure to run too. This is especially important for Chin since he moves so slowly. Noiram will try to fly away if you get too close or fly at you if you get too far so don't get too close. Also jump kicking her is risky because she may counter with the snake flame rise and you'll get hit. Jump kicks are reserved for "guaranteed" hits like when she is about to use a telekinetic lift or flame bird attack. Keep up your attacks until Princess Noiram is defeated. (2P strategy) Both players should select Billy and Jimmy and use the nunchuks. Do not forget to move up and down to avoid Noiram's attacks. Switch out to Chin and Ranzou after you use up all the nunchuks. If all 10 hit, you will have done 150 damage with only 105 left to do. Do a double team on Noiram with Ranzou attacking with his sword while Chin uses a kick-iron claw combo or just the iron claw if Ranzou stuns Noiram first. This will be enough to defeat her. However, if not everyone is alive, then have Billy and Jimmy stick with cyclone kicks. Double cyclone kicks are too risky to use since it puts both players close together. Noiram can easily hit both of you with a snake flame rise if you stay close together. Chin will use a kick-punch combo while Ranzou sticks to a sword and round house jump kick combo. Cover each other's backs especially if Noiram tries a telekinetic lift. Noiram will target any player so both players should always be moving up and down to avoid her moves although Noiram tends to favor attacking the player closest to her. Keep up your attacks and Princess Noiram will be defeated. ============================================================================= VII. SECRETS, CODES, AND MISC ============================================================================= Secret Tricks ============= Get rid of the weapon 1 ----------------------- Enemies sometimes carry weapons on them. If you don't want to use the weapon, then you also don't want the enemy to pick it back up. You can solve this problem by making the weapon disappear without using it at all. Just pick up the weapon. Then go to your weapon/fighter select screen (press SELECT). Pick "Bare Fists" and press SELECT to resume game. Now the weapon is no more. This trick is handy against enemies who like using bottles or sais. Ranzou can't do this trick since he is unable to pick up weapons. Get rid of the weapon 2 ----------------------- You can remove the weapon by doing a double cyclone spin kick. Only 1 player may carry a weapon though. Prolong weapons --------------- Normally when you find weapons from the enemy, like sais or broken bottles, they will disappear when you kill the weapon's owner. You can extend your usage of the weapon by only hitting enemies other than the one who owns the weapon. Get Mission 1 Boss Stuck Forever -------------------------------- This trick will make the first boss get stuck in the corner forever or at least until you knock him down/walk away. The trick is to walk to the bottom of the screen as far as you can go. Then run to the left and get in the left corner. Now let the boss do a flying knee attack. It will hit you but when you get up, half of the boss's body will be offscreen causing him to be stuck in the left corner. He will remain stuck as long as you don't knock him down or away. You can walk a little bit to the right without harm but don't go too far away. Just slowly kick the boss until you do enough damage to kill him. **note for 2P games, just have both players go to the bottom and into the left corner. Get Mission 4 Boss Stuck Forever -------------------------------- This trick will make the Italy boss get stuck in the corner forever or at least until you knock him down/walk away. The trick is to walk to the bottom of the screen as far as you can go. Then run to the left and get in the left corner. Now let the boss do a flying big book kick attack. It will hit you but when you get up, half of the boss's body will be offscreen causing him to be stuck in the left corner. He will remain stuck as long as you don't knock him down or away. You can walk a little bit to the right without harm but don't go too far away. Just slowly kick the boss until you do enough damage to kill him. Chin is the best person to use to do this. Keep punching the boss in series of 3 punches each to avoid knocking him down. **note for 2P games, just have both players go to the bottom and into the left corner. Deflect Projectile Weapons -------------------------- Weapons that are thrown at you like shuriken, army knives, Linda knives, and Gladiator spears can be stopped with a nunchuk, or a kick from Billy, Jimmy, or Chin. Player One controls both Billy and Jimmy aka "Hard Mode" -------------------------------------------------------- Normally you can't play as Jimmy in a one player game. This trick lets you play as Jimmy in a one player game. It is easier to do with two players holding the controllers. First pick the 2P B game. Now kill the first Williams in the dojo. Brett will now wait for you to go to him. Don't go to him yet. First beat up Jimmy so he is down to 1 bar of life or so (or less than 12 HP). Now examine the floor. There should be two horizontal brown lines. Line up with the bottom horizontal line. The floor will also have three lines going vertically. Have Jimmy stand on the middle vertical line. Now Billy should stand to Jimmy's right and cyclone kick him. This will kill Jimmy as well as send him flying over to Brett. Jimmy should be flashing and die but he will get up instead since Brett is talking. Now use Billy and kill the rest of the Williams and Longhair that appear. Do not let Jimmy die here. Kill everyone and the door opens. Have Jimmy exit first. Then Billy. Once you're outside, you'll see that only Billy remains on the screen. However, check the player select screen and you'll see that Jimmy is still alive. Now the first player can control both players. It is advisable to use Billy to complete the rest of the mission since Jimmy is weakened. He will be full power at the start of mission 2. Note that since the game considers you to be playing a 2P game, there will be more enemies than the 1P game. Therefore, you can consider this to be the "hard mode" of the game. Ways to Make the Game Harder ============================ So you think you have mastered the game huh? Well you can try some of these challenges to make the game a little more difficult. 1. Play in "hard mode" (see above section on how to do) 2. Don't use weapons or Chin's punches. 3. Beat the mummies using only basic kicks (ie. no jump kicks) and punches. 4. Defeat Princess Noiram with only the off the wall moves (Very difficult). 5. Beat the game without using weapons OR jump moves of any kind (ie. Cyclone kick, somersault, jump kick, etc). Bugs and Game Glitches ====================== Infinite Pain ------------- An unusual thing can occur in the dojo before Brett even dies. Get in the corner and Williams will continuously punch you. As long as you don't fall down, you will stay alive forever. Slow Closing Sarcophagus ------------------------ When you're fighting the mummies in mission 5, you try this odd trick. Normally, the mummy's sarcophagus will open and it will take a few seconds for the mummy to come out. Then the lid will close afterwards. However you can make the lid stay open for a little while longer. To do this, pick Chin. Now timing is critical here. Do a running jump kick on the mummy just as it comes out. If done right, the mummy will get hit and the lid will stay open for a few seconds longer than normal before it closes. This trick can be done with anyone but Chin seems the easiest to do it with. X-ray Sarcophagus ----------------- When you fight a mummy, its sarcophagus will open first. When the lid opens you'll see the mummy right before it comes out. Quickly press select and leave the player select screen. You'll see the lid will now be closed but you can see the mummy anyway. Get a Sixth Nunchuk ------------------- Normally each hit with a nunchuk will take 1 use away, even if you hit two enemies at once. However, if you are down to your final nunchuk, you are allowed to hit two enemies even though you have just one nunchuk. Odd Fall and Come Back Glitch ----------------------------- This trick only works with two players. When riding the stone platform up in the pyramid in Egypt, do a double cyclone spin kick when the stone reaches the foot of the topmost birdman painting. You'll get hit and fall towards the pit where it looks like you'll die...but! Right when you would "bounce" off the wall and into the pit, you somehow "magically" reappear at the top of the ledge and fall down on it. You'll be at the edge of the ledge when you get up. Odd Weapon Graphic Glitch ------------------------- This trick requires two players. Give Chin the iron claw. Now have the other play do a partner jump kick on Chin (ie. Chin throws the partner). Watch Chin as he throws the partner. His iron claw will now be in between his legs and pointing into his arm. It will stay there only until he throws his partner away. This works for both normal and reverse partner jump kicks. This trick also works for Billy and Jimmy. You can only do regular partner jump kicks. Their nunchuks will appear behind their backs. This lasts only until the partner gets thrown. This glitch does not work for Ranzou since his weapon is not visible until you throw it. Telekinetic Lift to Heaven -------------------------- When Princess Noiram is using the telekinetic lift on you, you may get lifted off the screen and be unable to come back. You can neither enter the player select screen or be killed. This happens extremely rarely. You may have to be doing some move to get lifted off the screen. 4th Stone Disappears -------------------- Sometimes the fourth stone will disappear before Hiruko picks it up. Funny Typo ---------- If you pick the 2P mode, the intro story will read misspell Billy's name as Bimmy. Game Genie Codes (from the NES Files) ===================================== SZUUPAAX Protection for Billy, Jimmy & Chin from punches & kicks only. Weapons, enemy special attacks, and boss moves will still do damage. GVEPXGGI More energy for Billy & Jimmy GVEOXKZG More energy for Ranzou ZXEPXGGS Less energy for Billy & Jimmy IXEOXKZG Less energy for Ranzou ZUEONGGT Less energy for Chin GOOPKGIA Start with 20 special weapons for Billy, Jimmy & Chin AXOPKGIE Start with 40 special weapons for Billy, Jimmy & Chin AXOONGGO Start with 40 special weapons for Ranzou OZVLGASX Punch, high kick, and weapons each do 41 damage AAELIGPA + GZXUPUVS Infinite weapons for Billy, Jimmy, Chin, and Ranzou ============================================================================= VIII. FREQUENTLY ASKED QUESTIONS ============================================================================= This section contains questions that readers may have or have sent to me. It is meant to offer additional aid for those stuck with the game. Other miscellaneous information regarding the game is also found here. Q: Is there a continue code? A: Well the game gives you one continue after you finish the 3rd mission. The Double Dragon Dojo has a continue code that I was unable to get to work. It was to press UP, DOWN, LEFT, RIGHT, B, A, START during the game over screen in the 4th or 5th mission. I believe that I have done a code that did let me continue as much as I wanted but I don't remember the code. Q: Do the first and fourth bosses have real names? A: According to the Double Dragon Dojo , the characters names (and story) were changed for the US version. Here is a summary of them and more. You can find more details at the Double Dragon Dojo's website. US Names Japanese Names =========================================== Brett Aldo Marion Marian Williams Gibson Longhair Robinson Linda Daby Biker Gang Leader Jim (Willy's brother) Muscle Man Roney Urquidez Princess Noiram Cleopatra Q: How do I make the game easier? A: You can't. There's only one difficulty level. Q: I'm having trouble beating the game with 2 players. A: You can beat the first 3 missions with just one player and play as far as you can go. Then select the 2P mode after you game over and continue. Other than that you will have to "tough it out." Q: Any way to make the game harder? A: You can try your own self imposed restrictions. See section VII, subsection "Ways to Make the Game Harder." Q: What other differences are in the US and Japanese versions? A: Well you can find all the differences at the Double Dragon Dojo , but some other differences are that the game is not called "Sacred Stones" but "Rosetta Stones", the first boss had an intro message, and Princess Noiram is really the spirit of Cleopatra (hence the resemblance). Q: What is this "up and down strategy" that you refer to so much? A: It is my name for the tactic of moving up and down constantly and letting the enemy move up and down to follow you. Then you do any attack and you usually hit the enemy as he/she moves up or down to follow you. Think of it as a hit and run tactic. ============================================================================= IX. CREDITS ============================================================================= DeMaria, Rusel and Zach Meston. "Nintendo Games Secrets 2" Prima Publishing. 1991. Infinite Pain trick Double Dragon Dojo Japanese names of characters, "hard mode" trick. Ezra Poetker his Double Dragon III FAQ prompted me to make my own The NES Files Game Genie codes and instruction manual in PDF format World of Nintendo Instruction manual information. ============================================================================= X. DISCLAIMER ============================================================================= This FAQ is neither affiliated nor endorsed by Technos Japan Corp nor Acclaim Entertainment Inc. It may be distributed FREELY so long as it remains unaltered AND is the latest version (see above for where to obtain the latest version). It is intended for PRIVATE USE and may NOT be reproduced for commercial or non-commercial purposes by mechanical, electronic, or any other means. Do not try to sell it even if no profit is made off this work. In addition, this FAQ may not be used for personal gain by submission to game magazines, web sites, etc. It may not be used as part of any archive, compilation, or anything similar without prior consent by me. Email any changes, typos, etc. to me at darktoshi@yahoo.com. Make sure that you are reading the latest version BEFORE you email me. Copyright © 2002 Wilson Lau.