Russki Duck FAQ/Walkthrough
Version 1.0.0
copyright 2001 by Andrew Schultz [email protected]

Please do not distribute this document for profit without my permission.
Note however that a poilte request, asking me by name, will probably
result in permission to use this FAQ.  It is part of my efforts to help
preserve memories of Apple games that I feel are noteworthy.

****AD SPACE****

My page for other classic apple games is at:
http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm

********

     OUTLINE

 INTRO/CONTROLS

 MAP OF THE TOWN

 WALKTHROUGH

 WHY DID THE AGENT CROSS THE ROAD?

 LIKE, WHY BOTHER, DUDE?

 THE SIMPLISTIC AND THE WEIRD

 VERSION/CREDITS

********

 INTRO/CONTROLS

   Your objective is to get the MX plans and return them to behind the
laser barrier in the CIA building, where you start out.  You must avoid
what I originally guessed might be enemy agents but may be [Rush
Limbaugh]weenie anti-nuke Libertarians[/Rush Limbaugh] or, more likely,
anarchists as they just steal everything that isn't nailed down.

   Controls default as follows although they can be controlled with
ctrl-c(thanks to textfiles.com for pointing this out.  I would have
liked to have approval for this info but could not find a way to contact
them and will take this info. down if they object:)
       Up
       A    S = use an item
Left  <- -> Right
       Z
       Down
   Pushing a key once moves you one square in that direction.  Pushing
it twice in a row makes you "run."  When you are not in a building,
hitting a red(bad guy) stops you.  When in a building, being touched by
an orange face(bad guy) elicits a noise, and then you die.  Also,
entering a building is annoying because you have to be on exactly the
right pixel to get in.  You have five lives to start out the game.
There seem to be eight bad guys scattered throughout the game.
   Opening most crates(blue or orange boxes with X's on them) will make
a bomb appear, except for that special one where the Russki Duck shows
up(see walkthrough.)  If you stay too long in a room with a bomb(a
buzzing sound indicates it is starting to detonate) it blows you up and
all the items with it--the items are knocked by explosion (very
conveniently, I might add) into other business establishments in the
game.  You'll just need to track them down.
   You receive $100 for each stolen item you return to the proper
store(even the stinkin' nickel.  But if the game were _truly realistic_
you'd get $900 for bringing a hammer to the Pentagon :). )  You receive
$2500 for bringing the MX plans back to the CIA.  Cheap ***'s.

 MAP OF THE TOWN

   There are sixteen buildings.  The CIA building is in the upper
right, and the foreign embassy is in the lower left.  The embassy, like
the Auto Emporium, seems to be there for Local Flavor.  Which still
tastes like sugar-free NyQuil.  Ahh well.

Auto Emporium         || |       | ||CIA Building
[2 autos]             || |   +---|=||[see map]
Costume shop          || |   |   | ||Hardware store
[5 masks]             || |--++   | ||[screwdriver, hammer]
Post office           || |  |    | ||Natural foods
[2 boxes]             || |  |    | ||[grapes, peach]
Warehouse             || |  |    | ||Key duplicator
[2 boxes]             ||v|  | +* |^||[key, template]
Jewelry               || |  +-+  | ||Warehouse
[diamonds-green,white]|| |  |    | ||[2 boxes]
Hardware store        || |  |    | ||Computer City
[screwdriver, hammer] || |  +-+  | ||[IBN computer, disk]
======================|| |    |  | ||======================
======================|| |    |  | ||======================
1st national bank     || | +--+  | ||Florist
[5 cents, $10]        || | |  +--| ||[2 flowers]
Foreign embassy       ||=|-+     | ||Electric Equipment
[see map]             || |       | ||[CIA pass, 1 box]

* = t-shirt transfer stand
+ = intersection
-, =, | = places you can walk.
V, ^ indicate which way the traffic goes.
All shops can be entered only from the east/west, and the map wraps.

   MAP OF CIA BUILDING

   Green--Red
   Room   Room
    ||
    ||
    ||
    ||
    ||           Red
    ||           Room[laser]
    ||            ||
    ||            ||
   Blue -------- Blue
   Room          Room

   MAP OF FOREIGN EMBASSY

   Green-------- Blue
   Room[2]       Room[2]
    ||            ||
    ||            ||
   Red            ||
   Room[2]        ||
                  ||
                  ||
                  ||
                  ||
           Red --Blue
        [1]Room--Room[1]

   The brackets tell you how many packages are in each room.

The entry rooms to the shops are colored as follows:
G   B
P   O
O   P
B   G
G G B
P   O

O   P
B   G

 WALKTHROUGH

   Exit the CIA Building.  Go one shop south and pick up the hammer.
Then go north and east off the side of the screen.  Three north is the
warehouse.  There are two boxes, one on top of the other.  Start off
north of them and make your way down hitting the keys one at a time as
follows.  (Left arrow,) Z, (right arrow,) S.  This will allow you to
open the top box without opening the bottom, which will reveal the
Russki Duck.  Drop the hammer and pick up the duck.  Go to the Key
Duplicator, drop the duck, pick up the key and use it on the duck with
the S key.  Take what is now the box saying "MX" (the MX plans) and go
back to the CIA laser room, which is east and then north of the
entry(not north and then east--an entirely different place!)  Then go
north off the screen to Electronic Equipment to get the CIA pass.  Go
back to the laser room, drop the pass, pick up the duck and go across
the barrier.  Bingo.  Whee.
   Naturally, there may be some kinks in this walkthrough.  Items may
get stolen, or you may set off a bomb in a room with an item, putting it
in a random other place.  The best way to proceed in such an event is to
scour the stores one-by-one.  It's not the most exciting thing to do in
the world, but you'll only have to do it a couple of times in the very
worst situation.  Also dropping an item in the laser room seems to
guarantee it won't be stolen.

 WHY DID THE AGENT CROSS THE ROAD?

   Because in many ways it is the most challenging part of the game,
aside from figuring out the controls if you don't know them or didn't
have this handy FAQ, and the cars are certainly the coolest part of the
game.  Crossing the road takes patience.  Cars come at regular intervals
but their position on the road may vary.  You'll probably want to wait
until a car passes by far away from you, followed by one near to you.
Go to the middle of the road, wait for the far car to pass, then cross
completely.
   Note that enemy agents that cross the road and get run over re-
appear.

 THE SIMPLISTIC AND THE WEIRD

   Whatever I haven't pointed out before goes here.
   Once you've returned the MX plans, picking them up and moving them
will immediately get you an extra $2500 bonus.  Easy residual income
from the government, baby!
   Leave a room in the CIA/Embassy and come back, and bad guys may not
re-appear.  They also almost never follow you from one room to the next
even if they are going in your direction.
   They sure picked some dumb items for bad guys to steal.  FLOWERS?!
   FACT:  The cars on the left side are the coolest.  You have cars
with red and green smiley face roofs, cars that look like dogs from
above, red, green, or red/green racecars, and white cars with red or
green candy stripes.  On the right are a bunch of "vintage" cars which
don't look as snazzy.

 LIKE, WHY BOTHER, DUDE?

   Well, I'd solved Copts and Robbers 1/12(Friday) and wrote a FAQ for
it.  Then EPoetker on GameFAQs announced dibs on an obscure game, and I
felt like following suit.  This was another game I felt wouldn't be too
tough that I could solve easily, and it was a lot like C&R, and like C&R
I wasn't able to solve it when I was eight, but I think/hope that was
because I got bored.  I was right about there being an easy and direct
solution if you can plan it in advance.  However, if you don't know how
to solve it, an easy task can become hard and I wanted to help anyone
who didn't want to lose sleep over this.
   After nailing this I went and "solved" Ceiling Zero after that.
Woo-stinking-hoo.

********

[End of FAQ proper]

 VERSION/CREDITS

1.0.0:  sent to GameFAQs.com very early 1/15/2001

Thanks to:
www.textfiles.com for the ctrl-c tip.
ftp://ftp.apple.asimov.net for the disk image.