Rolling Thunder 2 FAQ V2.01
For the Sega Genesis
Last updated 1/24/04
Ryu Hayabusa
<
[email protected]>
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FAQ copyright 2000 Johnnie Montgomery Jr. aka Ryu Hayabusa
Legal Stuff
This FAQ is for private and personal use only. It can only be reproduced
electronically, and if placed on a web page or site, may be altered as
long as this disclaimer and the above copyright notice appears in full.
This FAQ is not to be used for profitable/promotional purposes; this
includes being used by publishers of magazines, guides, books, etc. or
being incorporated into magazines, etc. in ANY way. This FAQ was created
and is owned by me, Johnnie Montgomery Jr. All copyrights and
trademarks are acknowledged that are not specifically mentioned in this
FAQ. Please give credit where it is due.
Rolling Thunder 2, and all other related elements copyright Namco.
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Version History
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V2.01
Changed email address to one that works. I also will be attempting to actually
finish this FAQ soon.
V2.00
Big update! Minor cosmetic changes. Lots of really dumb errors that I made
have been corrected. Also added strategies for the rest of the rounds! Sorry
it took me so long!
V1.00
First Version.
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Contents
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1. Controls
2. Introduction
3. General Strategies
4. Enemy Descriptions
5. Weapons
6. Round Summaries and Tricks
7. Passwords
8. Contributions
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Controls
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D-Pad Left/Right - Walk to the left and right and to veer to the left
and right during jumps.
D-Pad Down - Duck.
D-Pad Up - Look up. Have no idea what this is for. I use it to look
cool by looking at high up enemies before I destroy them.
Button A - Used in two-player mode to "jump in" if you have exhausted
all of your extra lives.
Button B - Used to fire shots.
Button C - Used to jump.
D-Pad Up+C - Used to super jump. If under an overpass, your agent will
flip up and stand on the overpass.
D-Pad Down+C - Used to jump down from an overpass to get onto the floor.
You cannot jump and shoot.
=-=-=-=-=-=-
Introduction
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Rolling Thunder 2 is the sequel to the hit Arcade/NES title Rolling
Thunder. You can play as a male spy (Albatross) or a female spy
(Leila). You must clear 11 rounds to complete the game. After this is
done, an extra 11 rounds is unlocked (the previous 11 rounds with
swapped color palettes and enemies with more energy). After these
rounds are completed you are awarded with the real ending. The game was
released by Namco for the Sega Genesis in 1990.
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General Strategies
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>>>It dosen't matter which agent you select, they both have the exact
same abilities. You are given an extra life after each round is
cleared. In two player mode, if one player loses all of their lives,
then he/she can jump in by pressing the A button. This will take one of
the living players lives. If the living player only has one life left,
the player cannot come in. If the dead player just waits until the next
level, then the extra life that the living player would have got will go
to the dead player thus bringing him/her back in the next round.
>>>In two player mode, players have to share ammo that they get when
they go into a door that houses extra ammo. This is done by having both
players go into the door at almost the same time.
>>>Just because a door dosen't have a symbol on it, dosen't mean there
isn't anything behind it! Go behind any and every door. There is at
least one door in each level that isn't marked but has special things
behind it. These range from extra time, extra energy, and extra ammo!
>>>There are, believe it or not, invisible doors! You have no way of
knowing they are there except for the fact that you remember where they
are. All known hidden doors will be revealed in the Round Summaries and
Tricks section.
>>>Some levels have hidden 1-ups as well. In order to get them, you
have to shoot at a specific area of the screen. These, also, will be
explained in the Round Summaries and Tricks section.
>>>Every time you approach an enemy, develop the habit of crouching and
shooting, no matter who it is. Most enemies cannot shoot you here
unless they have a height advantage.
>>>When there is no overpass for you to super jump onto, your evasion
from enemies will be limited. If you don't know what's coming up ahead
in these types of areas, walk slowly by just walking a few steps and
waiting for enemies, then walk a few more steps, repeat. If you walk to
fast, you will be swarmed by enemies that will shoot low and high making
it hard to dodge bullets. Also, try shooting off a few shots and then
following your bullets. As this will take out a couple of enemies as soon as
they appear. That was a good strategy I used in the first Rolling Thunder, and
it still works pretty well.
>>>Watch out for grenades, the fire they leave can hurt you as well.
The same goes for the flames after you defeat a boss. Don't walk into
it (I made the mistake of doing that myself, and died. Then I had to
fight the boss again.)!
>>>You don't lose energy from jumping on top of the enemies head, you
are just stunned for a second. The enemy is as well. Do this to get an
enemy out of the way or to immobilize him so you can position yourself
better. You can also walk right into an enemy as well to bump them away. But
just be careful that they don't shoot you while you are doing this!
>>>Don't get trigger happy unless you are fighting a boss. Kill enemies
with precision, if he takes two hits, don't fire six bullets! Just fire
twice! If there is a row of Green Maskers, fire four times exactly. It
is OK to waste a couple of bullets on accident but never do it on
purpose. Because you may run out later and wish you had saved them.
>>>When you (hopefully you don't), run out of bullets, your character has to
load in the bullets one at a time. Also, they are very cheap bullets because
they are really slow. And only one bullet can be on the screen at once...
Don't waste those bullets!
>>>Hold Up on the D-Pad while behind doors to stay behind it even after
you've gotten you items. This way you can hide from enemies, you are
invincible while behind the door.
>>>If there are a lot of enemies and you feel as though you about to be
shot, walk into an enemy. You won't take any damage, but you will gain
invisible time so you can avoid death.
>>>Crank up the volume, because the music kicks!!!
=-=-=-=-=-=-=-=-=-
Enemy Descriptions
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These are brief descriptions of the characteristics of the enemies you
encounter in the game. (Does not include bosses)
Green Masker - Takes two bullets (three on second mission). Only shoots
you while standing, duck to avoid his bullets.
Yellow Masker - Takes one bullet (two on second mission). Only shoots
you while standing, duck to avoid his bullets.
Black Masker with purple gloves and boots - Takes 3 bullets (4 in second
mission), can transport, and otherwise acts the same as the green and
yellow maskers.
Black Masker with red gloves and boots - Takes 4 bullets (5 in second
mission), can transport, and otherwise acts the same as the green and
yellow maskers.
Gray Enemy, pink gloves and boots - Takes one bullet (two on second
mission). Only shoots you while ducking, jump to avoid his bullets.
Gray Enemy, purple gloves and boots - Takes two bullets (three on second
mission). Only shoots while ducking, jump to avoid his bullets.
Roach Roller (Round 7) - Takes three bullets in both missions. The
pattern is pretty simple. Stand a good distance away, shoot it when it
tries to attack with its drill arm, and prepare jump over it when it
rolls toward you. Repeat until it is dead. You can also just duck
behind something that is near it and shoot when it is done attacking.
It won't be able to roll into you.
Yellow enemies with force field around them (Radioactive Masker) - Takes one
bullet. Must be shot from behind. Any enemies onscreen when he is defeated
will be stunned for a few seconds and take one hit.
Blue enemy - This guy walks around in circles rolling bombs at you if you get
too close.
Tall Pink Enemy - Appears in levels where there you can hide in the
background. Takes four bullets in both missions.
Bats - Takes one bullet in both missions. Appears in Round 8 to make
you mad.
Dogs - Takes one bullet in both missions. Appears in Round 2.
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Weapons
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Bullets - These are the weapons you always have. If you run out, every
time you fire, your agent has to load the bullets in one by one and on
top of that, the bullets will go much slower. You won't be able to have
more than one bullet on the screen either.
Arms - This will give you some rapid fire bullets. All you have to do
is hold down the button for a continuous stream of bullets. Do not hold
down the button if you are single groups of one or two enemies. Just
tap the button. This will save bullets.
Shot - This is a blue mega laser gun. If you see a line of five
enemies. Press the button once. They will all die! It goes through
enemies. No need for multiple taps of the button, one tap for each
group will do.
Fire - This is a cool flamethrower. Does massive damage to enemies and
bosses. Kills enemies in one hit just like the Shot weapon.
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Round Summaries and Tricks
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Round 1 - Music Track: "Main Theme"
Pretty straight forward level. When you get to the stairway of boxes
that lead you to the top of the truck, get right behind the bottom box
and shoot it to score a 1-up. Watch out for the masker hiding in the
pipe of the truck. The yellow masker to the left of the "Club Rush"
sign hurls grenades so shoot him quickly. The door behind him hides
some extra energy. Near the end of this level, there will be no
overpass. Get ready for mixture of gray enemies and maskers! Kill them
before they have a chance to shoot!
Round 2 - Music Track: "Residence of Terrible"
Beware of enemies coming from behind. To kill the maskers behind the
statues, get right in front of it and fire and you will destroy the
masker. When you reach the sewcond masker hiding behind the statue, you
will see two doors in front of him, enter both for extra energy. To
dispose of the dogs that are above you, slowly approach and when they
jump down try to hit them before they hit the ground. If they are on
the ground, walk up and wait for them to growl, then shoot when they
jump. You can hide by pressing up in the right spots.
Boss - Get the flamethrower weapon and use it on the boss. It is a big
walking robot. The crosshairs will lock on to you and try to shoot you.
Start off by getting close, when he gets ready to fire, simply duck so
he shoots the ground. After a ducking under a few of the shots, you
will notice that the line of fire has dropped down a bit. It is time to
start jumping over the shots! After he has walked for a while, you will
be able to simply walk away from the crosshairs to avoid them. He
should be just about dead by then.
Round 3 - Music Track: "Main Theme"
When you reach the yellow enemy with force field (will later
be referred to as Omega Yellow, I lost the manual...) behind the statue,
press Down+C to jump down on top of the statue and walk down to enter
the door for a bonus. When you reach the very top of the screen, keep
walking all the way to the right without jumping down. Enter the door
on the far right for a bonus. When you reach the bottom of the level
you will encounter lots of maskers launching grenades, so try to take
them out from a high level.
Round 4 - Music Track: "Across the Tube"
Walk to the right killing the two yellow maskers. A gray masker will come up
behind you shortly thereafter so be ready for him. The radioactive masker can
for the most part be ignored because if you just jump up to the railing, he
just seems to vanish. After the door marked "Arms" you will see the Blue enemy
for the first time! Yay! Ok, here is how you deal with him. Get close to
where he is. If he starts rolling bombs at you, then you are too close! Get
just out of his range of vision and what for him to turn around. Then run over
and jump on the lowest platform and let off two quick shots. You may have to
jump over one bomb immediately so be ready. A green masker will be waiting for
you when you are done for him. In the next section, a giant platform will
slide onto the screen as if you were at a BART station. Jump onto and kill the
maskers that come out of the door. Go into the left door on the platform for
extra life. After this, there will be another blue enemy, use the same
strategy as before. The next part is tricky. There will be maskers all over
the place and you don't really have the advantage because of the differing
heights. So just make sure you are out of the line of fire. If you have to
walk back to get out of a heated situation, then do it! On the next sliding
platform that comes in, enter the right door for another life-up. After the
door marked "Bullet" you will enter into a section with a lot of maskers. Just
jump down to the lower floor, duck, and take them out. Watch out for the gray
masker that is shuffled in the mix. This round is clear!
Round 5 - Music Track: "Residence of Terrible"
In this round there are hiding places you can go into by holding Up on the
D-pad. They are marked by the yellow and black strips around them. These will
come into use later. As you walk to the right you will see a radioactive
masker. Jump up to the top floor, take out the masker, and then jump back down
and shoot him in the back. You should see the first pink enemy now. Here is
how you kill them. Jump up into the hiding place. He has an easy pattern. He
will shoot off a blue laser and then hide. As soon as the laser passes you,
come out of hiding, wait a second, then fire off a few shots. If you timed it
right you will hit him, but make sure you hide again! He takes four shots. So
everytime you see this guy, just follow that strategy using the closest and
most logical hiding place. You will come to a door marked "Shot". This is the
best weapon in the game! It kills all enemies (except bosses) with one shot!
And it goes through them all! Now those pink enemies will be a piece of cake!
Right after the door, you will see another pink enemy. He is far away so when
you hide he won't come out. Walk towards him a bit until he comes out then
head back to the hiding place. Then blast him with your shot gun! By the way,
when you green drops of death (GDOD) coming out of the ceiling, just jump to
the top floor and walk over it. Don't waste your time dodging it when you have
a simple detour! The door above the GDOD contains a life-up bonus. In the
next section you will see a radioactive enemy follwed by a pink enemy with no
hiding place! Take him out with your shot gun and jump over his laser. The
door above the GDOD and pink enemy contains another life-up. After the door
marked "Bullet" you won't have a railing to avoid the maskers that drop down,
just take them out and head to the hiding place as quick as you can.
Boss - 100 Masker Battle! There probably aren't that many but it sounds cool.
Anyway, this is tricky only if you lose your cool.
Remember these things:
>>>You are only fighting yellow and green maskers. They never duck to shoot
you. So you are always safe from fire if you duck!
>>>Safely alternate between the top and bottom floor to take out all the
maskers!
>>>Some of the maskers have grenades!
>>>Be wary of the laser gun that is mounted on the ceiling. Unfortunately you
can't take it out! Memorize the spots it shoots at.
Take those things into account and you will be fine! After you kill the last
masker, the round will end.
Round 6 - Music Track: "Where is the Target?"
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Passwords
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First Mission Passwords:
Round 2 - A Magical Thunder Learned the Secret
Round 3 - A Natural Fighter Created the Genius
Round 4 - A Rolling Nucleus Smashed the Neuron
Round 5 - A Curious Program Punched the Powder
Round 6 - A Logical Leopard Blasted the Secret
Round 7 - A Private Isotope Desired the Target
Round 8 - A Natural Rainbow Elected the Future
Round 9 - A Magical Machine Muffled the Killer
Round 10 - A Digital Nucleus Puncehd the Device
Round 11 - A Private Thunder Created the Powder
Second Mission Passwords:
Round 1 - A Rolling Program Smashed the Genius
Round 2 - A Curious Rainbow Learned the Future
Round 3 - A Magical Isotope Blasted the Device
Round 4 - A Private Leopard Punched the Neuron
Round 5 - A Slender Fighter Elected the Genius
Round 6 - A Digital Rainbow Muffled the Secret
Round 7 - A Logical Thunder Smashed the Powder
Round 8 - A Rolling Machine Desired the Future
Round 9 - A Slender Nucleus Blasted the Target
Round 10 - A Curious Isotope Created the Killer
Round 11 - A Natural Program Desired the Nueron
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Contributions
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If you would like to make to contributions to this FAQ (codes, hidden
doors, bonuses, etc.), e-mail me at
[email protected]. I will
put your name or e-mail in this section to credit you.