Last Action Hero
Game Boy
Developer: Bit Studios Publisher: Sony Imagesoft
By: GammaBetaAlpha
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Table of Contents
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How to Play [HELP]
Scene One [SCN1]
Scene Two [SCN2]
Scene Three [SCN3]
Scene Four [SCN4]
Scene Five [SCN5]
Scene Six [SCN6]
Scene Seven [SCN7]
Scene Eight [SCN8]
Scene Nine [SCN9]
Donations/Amazon [DONT]
Contact Info [CONT]
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How to Play
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[HELP]
Last Action Hero is a short platformer game, with focus on a little bit
each of both exploration and fighting. Thankfully, you do not have to deal with
any preteen boys in this game. Instead, as Jack Slater, you must travel around
fairly linear levels fighting thugs and criminals to collect ticket stubs that
are hanging around. When you find a specific number of ticket stubs, you get a
special level-use item that allows you to continue through the level or complete
the level.
There are also two driving levels with a top-down view. The road in each
scene are straight bottom-to-top with no curves or a full race track.
You start off with only a part-full life bar. At the end of each of the
first few scenes, you can get a Heart that increases your total life bar by one.
There is only one known regular recovery heart in the game at a point where it
does not really matter (right at the end of a level after having defeated all
enemies). Your health is automatically refilled completely at the start of each
level.
Falling from long distances in a couple of climbing segments will kill
Jack Slater.
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Controls
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A - Punch
+Up - Roundhouse Kick
+Down - Use a Special Item
B - Jump
+Left/Right (Running) - Long Jump
D-Pad - Move around
Down - Crouch
Start - Pause the game
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Driving Controls
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B - Accelerate
A - Break
Boost Speed (When you have the Booster Special Item)
D-Pad - Steer
Start - Pause the Game
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Scene One
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[SCN1]
The very first part of the game starts with a major roadblock. Grab the
two pieces of ticket stub floating in the air at the start. Head right, grabbing
another floating ticket stub, until you get to a fire wall, making sure to dodge
two pieces of debris falling from above just prior to the fire wall. You will
find a fourth ticket stub here.
Grabbing all four (4) pieces of ticket stub shall give you a fire
extinguisher automatically. Use the A button to use the extinguisher on the
flaming wall until the fires die down.
Head right past the now safe wall and you will encounter the first thug
Jack must take on. For a Game Boy game, the common criminal has a surprising
number of moves - if you get too close to him, he can punch you back (and moving
too close to him regardless will damage Jack since the author presumes he runs
into the criminal's upright fist).
Additionally, he can also roll a firebomb along the floor that explodes
if it hits Jack, or take out a gun and shoot at you twice (press and hold the
Down button here to crouch). You can punch him, but you can also use a
Roundhouse kick with the Up + A buttons which gives you very slightly more
distance but does not you out of punching distance. It does deal more damage,
however (6 units of health per gangster, a kick causes 2 damage, a punch 1). You
can typically get two punches off on a criminal to start but only one every time
subsequently before he starts punching back. A common strategy you can do is to
rush in, punch once, then rush back out. You can always wait for them to move
you and then kick multiple times.
Once you defeat the enemy, grab a ticket stub. Head right, grabbing
another ticket stub, and you will come to encounter a second goon. Take him out
for a third ticket stub, the take a final ticket stub from where you encountered
the foe. Use the fire extinguisher on the flaming wall in front of you.
Watch out for the hole in the floor and instead make a running jump over
it. Grab your first ticket stub before coming to the stairs, then climb up the
stairwell. Jump to the right of the stairs next to the vending machine for your
second ticket stub, then head right, retrieving the third ticket stub out of the
air. Head right and take out another thug, before grabbing your last ticket
stub.
Use the extinguisher to smother the flames at the next wall, and hop
over the hole in the floor. Grab a ticket stub and then defeat the thug for a
second ticket stub. Head left and you should see a large pit in the floor with
one ticket stub hanging over to the right. Jump to grab the ticket stub and then
immediately move back right while in mid-air to land where you launched off
from.
Next, take a running jump over the long hole to the other side, and
immediately move left some more to dodge falling debris and to grab the fourth
and final ticket stub. From here, use the extinguisher to eliminate another fire
and move on leftwards. Leap over another long hole, grabbing the first ticket
stub, then take out a thug for the second ticket stub. The third and fourth
pieces are located right behind him.
Smother another fire, then head up the stairs at the end, grabbing the
first ticket stub. Take the second ticket stub at the top of the stairs, jump to
the left to grab the third ticket stub from high up in the air, then take the
final ticket stub on the floor opposite the stairs.
Jump back over to the top of the stairs and use the extinguisher on the
fire wall here. Grab the first two pieces of ticket stub in front of the door,
then keep running past the vending machine to dodge two pieces of debris from
above. Snag the remaining two pieces of ticket stub a little further on, and use
them to take out the next fire.
For the next item, you will need to collect 14 pieces of ticket stub, as
opposed to four. Moving right, you should be able to grab 5 pieces of ticket
stub (your countdown counter will say x09 to indicate how many left you have to
collect). Hop up and right then to go and get another ticket stub to the far
right, then start moving left along the higher row of platforms.
Once you make it to the left end of the room, you should have another 3
pieces of ticket stub at hand, leaving you with 6 pieces of ticket stub to go.
Jump through the hole in the wall to the next room. Quickly double-hop over the
middle small floor to avoid falling debris, and take out a thug who leaves
behind a ticket stub (x5). Dash left from here, avoiding more debris, and snatch
another ticket stub before jumping over a small hole (x4).
Climb up the stairs, and hop to the left for two pieces of ticket stub
(x2). For one of the pieces, you may have to wait several seconds for it to
float down low enough that Jack can actually grab it. When you have received
both, hop back over right and run right to take out one last thug, who leaves
behind a ticket stub. Along with the ticket stub behind him you should finally
have all the pieces you need.
Head right, and stop just shy of the door at the end. Move a decent
distance from the door, face the door, then press Down + A to ignite a door
destroyer missile that will allow you to pass. Head right, pick up a Ticket
Stub, and defeat another goon who will drop a ticket stub. Combined with the
third ticket stub behind him (you only need three for this next item), you can
set off another door destroyer missile to break down the door in front of you.
Eliminate the next thug in line, then jump up the platforms at the end,
being certain to grab the Heart before continuing up and ending the first level
(scene).
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Scene Two
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[SCN2]
Immediately run to the right once the screen starts up to avoid getting
bashed in the head by an enemy boss called Ripper. Ripper has a couple moves up
his head, and they both involve swinging his grenade gun. The exact same
animation effect is used at the start - he will swing his grenade gun up
diagonally. However, depending on how close your avatar Jack is to Ripper,
Ripper may just use it to bash Jack over the head with it, or he may fire a
grenade that jumps out a short distance.
To defeat Ripper, you need to push him towards the edge of the roof and
then knock him off. This can be achieved with either punches or kicks that send
him reeling backwards with every hit. However, you can skip most of the work
involved with luring Ripper by moving far away enough from him that he will jump
over your head, moving a huge distance. Do this once to lure him to the right
side.
From there on, you need to kick him or punch him backwards to the edge
of the roof. When Ripper gets back up, he immediately makes a 'bash-in' effort.
If you are close enough but not right next to him, he will bring out his grenade
gun again to shoot a grenade up into the sky and land. When his gun is out and
being held out an angle, you should have enough time and room to run in and
punch him while he is firing away (being right in front of him will not cause
you to take damage from the grenade).
Repeat until he is knocked off the rooftop. Note that you cannot go too
far away from the Ripper, or else he will walk towards you or just hop over your
head.
If your timing is good, you can actually punch him back, retreat enough
to avoid his bash-in punch, then move forward and punch again, ad infinitum.
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Scene Three
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[SCN3]
This can easily be one of the more frustrating segments of the game as,
after two levels of platforming, you suddenly get into a top-down driving
segment. To accelerate, use the B button, and to break use the A button. After
you get all the tickets you need from this level, using the A button will
instead speed you up further than the B button will with the Boost item. The
Boost item is not a one-time item, so you can hold A and continue.
First things first, you need to collect 24 ticket stubs while driving
through this level. There are not EXACTLY 24 ticket stubs - there are plenty
more than that. Several ticket stubs can be found floating around the driving
area. By ramming into other vehicles and blowing them up (and slowing down and
waiting for the explosion to subside), some but not all of them will drop ticket
stubs, and there does not appear to be any variance in the odds between the
different models of vehicles. Again, after you get all 24 tickets, again,
pressing and holding the A button will make you actively use the Booster item.
There are also numerous obstacles to keep in mind. Most of these are
manholes that are around. If you run over one from the front (but not from the
side), you lose a heart (any time your car blows up, you lose a heart). There
are also lots of cement islands and splits in the road, so if you crash into one
of those, you again lose a heart. There are also numerous ramps in the road. If
you go over one of these, you do not crash, but you do lose speed and time.
Near the end of the level, a large mechanical contraption will appear at
the top of the screen and start firing slow missiles at you. You CANNOT fight
this 'boss', nor can you destroy the missiles. Instead, simply move left and
right to dodge the missiles. After some time, the mechanical contraption will
move away.
Once the road after the boss starts to widen, make sure to hold the A
button to use your item, a Booster, to speed your car up. Of the six 'lanes' the
road widens to, take one of the middle two, and try to take the left of the two.
If you Boosted properly, you should drive off a ramp at the end and go over a
valley to the other side of the road. Landing on the left side will also net you
a Heart.
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Scene Four
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[SCN4]
Snatch a ticket stub out of the air, then jump left and up a couple of
platforms for a second ticket stub. Drop back down again and head left, and jump
up a couple of platforms for a third ticket stub, then drop down and progress
left further. Jump across the platforms hanging above the pit for your fourth
ticket stub. Continue and hop onto some crates for a fifth ticket stub.
The sixth and final ticket stub you should see to your left is a bit
tricky. You may need to make a very precise jump off the edge of the crate
depending on how high the ticket stub is hanging in the air to grab it. Once you
come in contact with it, however, IMMEDIATELY press back right to avoid falling
into a gap below.
Head left over the first gap, and you will come to a far larger gap with
a hanging platform near the left end. Stand back a bit, face left, and press
Down + A to lay a detonator. The hanging platform will drop down, allowing you
to make a running jump for Jack to jump over onto the platform. Grab the Heart,
then head left to end the very short level.
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Scene Five
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[SCN5]
Grab the first of 7 required ticket stubs at the start, then continue
left down along the storefront for a second ticket stub. Dash left some more
past the stores for a third ticket stub, then hop up the nearby crates and grab
a fourth ticket stub (x3 to go).
Stay on top of the crates, and eventually an elevator will drop down the
left side of the building. Jump on TOP of the elevator. Once it goes back up,
hop up to snag a ticket stub (x2). From this elevator, jump right to the next
one, and you can get another ticket stub. Hop onto the next elevator right, and
when it goes up higher up the skyscraper, wait for one to the left to come down
to jump onto it.
Once it goes up, jump right onto the top of a broken elevator, then
right to another elevator. When this final elevator moves up, hop onto the
ladder above and climb up (you have to actually jump up the steps of the
ladder).
Head left and grab a final ticket stub, with two more still beyond that
if you missed an earlier one, but you will also encounter a helicopter boss.
The helicopter boss will alternate between sending two missiles straight
down from its centre and two missiles out at 45 degree angles from its sides,
and will occasionally move, especially the further away Jack gets from the
helicopter. To destroy the helicopter, you need to press Down + A to set a
rocket box and launch a rocket at the helicopter. It takes approximately 8
rocket hits to destroy the helicopter.
One trick to try is to face away from the helicopter, then arm your
rocket before backing away slightly. Once the helicopter moves, it likes to go
to the opposite side of where Jack is, so doing this will help you get some more
hits off before the helicopter moves away and dodges a rocket before it is set
off.
When the helicopter is finally destroyed, wait around several seconds
for the level to end.
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Scene Six
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[SCN6]
This is another driving level like Scene Three. The same controls apply
here - B to speed up, A to brake. Once you get enough tickets, you can again use
the Booster.
Unlike Scene 3 (except for the end), you basically MUST use the Booster
as soon as you get it, and hold the A button down to be constantly using it.
Once you get to the end of the level where it begins to narrow, you can snatch a
Heart from the left side of the road.
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Scene Seven
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[SCN7]
Take out the first enemy at the start with a kick - these guys only
swing a baseball bat, so run in and punch them right after he swings.
Afterwards, grab the ticket stub he leaves behind and the three ticket stubs to
your left and right before heading right past the stairs (ignore them for now)
and striking another criminal for a one-hit kill. Grabbing the ticket stub from
his body and the one floating in the air, dash right between the curtains for
still another ticket stub (x27 to go).
Continue right, and you will encounter one of the regular thugs who
takes 6 punches/3 kicks to defeat, and can use a gun and roll a grenade along
the floor. Take him out, then rush right for two more ticket stubs hanging in
the air (x24). Return all the way back left to where the stairs are and head up.
Take out the first normal thug up top, then head right and eliminate a
baseball swinger. Continue right to grab two more ticket stubs (x20), then you
should encounter another normal thug. After you demolish him and take his ticket
stub, go right for another ticket stub and follow it off with another one-hit
kill on another baseball wielder (x17).
Head back all the way to the top of the stairs and jump left over the
staircase, grabbing another ticket stub in the process. Continue left,
eliminating another thug and grabbing five more ticket stubs hanging around up
in the air and at the base of the stairs (x10).
Run up the staircase and jump to the left at the end to get another
ticket stub up on top of a crate. Head right and eliminate a thug, and grab
another pair of ticket stubs floating around where he is (x6). Continue from
here to fight another regular baseball-wielding foe, and grab two ticket stubs
hanging up in the air, one that you may have to wait to float down a bit first
(x3).
Proceed further, taking out one last regular thug, grabbing one final
ticket stub in the air, and eliminating a final baseball wielder to get all the
tickets you need. With all the tickets in hand, run left all the way to the left
end and hop over the platforms. A small elevator platform should appear. Hop
onto it and it will lift you up, ending this level.
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Scene Eight
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[SCN8]
Scene Eight is nearly the same as Scene Two, with Ripper the tough enemy
who needs to be pushed away from you. This time, however, you cannot push him
off to the left: rather, you need to push him right some distance, and after
some time he will just fall off apparently. The below is mostly copy-and-paste
from above.
Ripper has a couple moves up his head, and they both involve swinging
his grenade gun. The exact same animation effect is used at the start - he will
swing his grenade gun up diagonally. However, depending on how close your avatar
Jack is to Ripper, Ripper may just use it to bash Jack over the head with it, or
he may fire a grenade that jumps out a short distance.
To defeat Ripper, you need to push him RIGHT (the left side does not
work). This can be achieved with either punches or kicks that send him reeling
backwards with every hit.
From there on, you need to kick him or punch him backwards to the edge
of the roof. When Ripper gets back up, he immediately makes a 'bash-in' effort.
If you are close enough but not right next to him, he will bring out his grenade
gun again to shoot a grenade up into the sky and land. When his gun is out and
being held out an angle, you should have enough time and room to run in and
punch him while he is firing away (being right in front of him will not cause
you to take damage from the grenade).
If your timing is good, you can actually punch him back, retreat enough
to avoid his bash-in punch, then move forward and punch again, ad infinitum.
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Scene Nine
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[SCN9]
After a short scene, you will have to take on the boss, a mutated
outline of a cinema screen.
The Ripper-as-cinema-screen has a pair of attacks. The first is to spit
out several bullets at Jack, going from far left to far right on the screen. Yuo
can usually nimbly move between the centre-left and centre-right bullets, or
stay at the back and either jump or move right and duck to avoid the far left
bullet. Ripper typically spits out two rounds of four bullets each, but after it
has been damaged several times, it will move to less steady patterns, such as
two - three - three.
After the cinema screen has sent out 8 bullets, it will then spit out a
rock or something diagonally down-left. If you stand slightly left of where the
crates are and do a roundhouse kick, you can return the rock back at the cinema
screen. This is the only way to damage the cinema screen. As mentioned before,
after you deal some damage to the cinema screen, it will change up its bullets
pattern, but the rock will always be shot at the precise same angle.
When you kick back the rock a total of twelve (12) times, the cinema
screen is finally destroyed and you win the game. Enjoy your ending.
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Contact Info
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[CONT]
Although I believe I have found everything there is to find in this
game, there is occasionally the possibility of some super secret level in an
obscure game that was never found because it was too obscure, or the like. If
you have anything that you feel needs to be includes, feel free to email me at
gammabetaalphafaqs AT gmail DOT com
If you have any other information to contribute or notice any errors,
again, shoot me a notice at gammabetaalphafaqs AT gmail DOT com