Double Dragon 2: The Revenge FAQ/Walkthrough v.1.12

All information contained in this FAQ is copyright 2000 by Ezra
Poetker(Epoetker).  No using it on your page without my
permission(which I will probably give, as long as you e-mail me
nicely.)  All requests go to [email protected].

Version History

9/14/2000 v.1.12: Fixed oddities, added new E-mail addy.
4/8/2000 v 1.1: Added a revised copyright notice, and added the
"thanks" section.
1/29/2000 v 1.0: First version.

Welcome to my FAQ on Double Dragon 2!  Since my first FAQ on number 3
was successful, I decided to have a go at it once more! Billy and
Jimmy's girlfriend, Marion, has been killed, and the two dudes want
nothing more than to avenge her death!  So strap on your karate gear
and
ge ready for the...

Moves list:(Note: in DD2, there is no single button dedicated to
"punch"
or "kick." A attacks right, B attacks left.  If you are facing right, A
will be punch and B kick, and if facing left, just the opposite.  It's
a
rather important thing to remember.)

A&B: Jump.
Jump, then A or B as you fall: Jump Kick.
Jump, then A or B AT THE HEIGHT OF YOUR JUMP: Cyclone Spin Kick(most
useful move, master immediately.)
Punch 3 times, or kick once, then move forward into enemy: Hair grab(as
in all Double Dragons, enemies secretly hate each other so they won't
attack when you have their companion in a Hair Grab.  Another useful
tidbit.)

While in Hair Grab:
Punch: Knee Bash.
Kick: Throw(preferably off ledges;)
Down and Punch: Elbow Bash(more painful than Knee Bash)
Up and Punch: High Kick(that HAD to hurt>:)
As the game advances, enemies will grow more durable, so knocking them
out in one sequence becomes much more important.  Sooo, to do the most
damage to an enemy, just punch three times, THEN do a Hair grab, two
Elbow Bashes, and finish off with a High Kick.  Let's see an enemy that
survives THAT! (Unfortunately, there are a few such enemies on Supreme
Master mode.  Doh!)

Super Moves:
These moves are done when crouching. "But I can't crouch!" Sure you
can,
right after you're A)getting up from a fall or B)landing from a jump.
These moves will save your sorry butt in many situations, so learn to
pull them out from the same posthaste.
Punch: Hyper Uppercut.
Jump: Hyper Knee.

Now, on to the Walkthrough!

Level 1:
Where did these dudes learn gymnastics? Maybe they should have learned
karate instead, because they fall VERY easily to your fists of fury.
Same with the second set.  And those girls coming down the
ladder...sorry ladies.  Their friends on the top are carrying ball n'
chains(Subtle socio-cultural comment?  I think so.) Knock 'em out of
their hands and beat them down with it.  Be careful not to fall off the
edge and lose a valuable life.  Advance cautiously, learning the ways
of
knives and crowbars as you hit them out of the enemies' hands.  Note on
crowbars: Punch just swings it, Kick throws it for a whole lot more
damage.  Throw when you can.  You eventually come to...A big dude with
a mask!  Don't let him grab you, as the attack he does looks painful
and hurts bad.  The Hyper uppercut and Cyclone spin kick are your best
friends(although this boss and all the enemies have an annoying habit
of ducking, which for some reason enables them to avoid all attacks.
Possibly the most frustrating practice in the game.) After he
disappears once(cool dissolving effects) you know he's about to die.
Punch him a few more times and he disappears for good.

Level 2:
You start out on a ledge overlooking two guys, just sitting there
waiting for a visit from Mr. Foot.  Try to jump kick right in the
middle
of them, because if they duck and you land near the edge, they may
decide to knock you off.  Climb down the poles and make your way up the
second set of platforms, being careful not to fall off when battling
the
enemies.  Soon you come up to...a helicopter?  As SOON as you hear the
first bullets being fired, IMMEDIATELY go back down the ladder to dodge
them.  Wait at the bottom platform for the bullet storm to cease, then
beat up the enemies that come out.  The girls have grenades(will
refrain
from suggesting connotations) and there's a new enemy you'll soon
become
familiar with: the boxers in blue!  These guys are strong; they take
six
punches before they're even weakened enough to be head grabbed! After
them and the other enemies are defeated, you reach...The NINJAS!  I
HATE
THE NINJAS!  Seriously, next to the end boss, these guys are the
hardest
and most frustrating enemies in the game.  However, they have one major
blind spot...THEY CAN'T DUCK!  Jump kicks and Cyclone kicks are your
best friend here.  Try to stay in the air, because these two purple
dudes will just tackle you on the ground.  After they're defeated, the
helicopter will take off and you'll just *barely* make it on.

Level 3:
There are only two things that need to be noted for level 3: One is the
door.  It leads to a 1000-foot drop and the loss of one of your lives.
STAY AWAY FROM IT.  If you're a really awesome player you can have some
fun with the door, though.  Lure your enemies near it when it's closed
and watch 'em fall to their deaths when it opens.  The second thing
that
needs to be covered is the Abobo twins, brought back from the original
Double Dragon at no cost to you.  Abobo is big, mean, and nasty.  Try
to
approach him from the side on where the helicopter door is at, because
if he throws you, you'll be on the other side of where the door is and
he'll(hopefully) be falling out the door with that classic Abobo
expression on his face.

Level 4:
Green dudes with spiked overalls are throwing boomerangs at you.
Dodge, but be careful, because if you go down too far you'll fall into
the sea.  After beating the chick brigade, go into the elevator and
down into the undersea base.  IMMEDIATELY start punching the boxers,
then, when they're defeated, go as far right as you can and start
punching as fast as you can.  If you don't, some over-developed
California beach bum will start whaling on you.  And by the way, you
HAVE to face him with physical attacks, because the low ceiling here
makes jumping impossible.  Go through the mashers carefully; you need
as much energy as you can get.  Beat up all the enemies which fall down
the hole.  Then be prepared for the hardest Abobo battle yet!  At least
the hole gives you a LITTLE space to jump.  If you haven't been using
the Hyper Uppercut yet, now's the time to learn.  After you beat Abobo,
the fun isn't over.  The door which you entered put you on a conveyor
belt leading to(surprise!) another drop.  Push down as soon as you
enter the door and you'll go down to floor that doesn't move.  Jump
over to the next door, go through it and you've beaten the level.

Level 5:
Make your way down to the river and proceed to do some careful jumping
to get across it.  Take out Green Brigade #1, then go up the ladder.
Green Brigade #2 has a new weapon-firebombs!  After having fun with
them, Abobo comes out.  He's easier now that you can jump, but make
SURE
he doesn't throw you off a cliff.  Jump down and beat a couple of guys
with swords, then face...the bulldozer!  The steam that comes out of
the
sides hurts you, so again, time your jumps carefully.  If you're lucky,
the steam will knock you farther up than before.  Defeat the bunch of
enemies that comes out of the door once you reach the top and the level
is done.

Level 6:
All of a sudden you're thrown into an evil mansion-and this isn't even
the last level!  Flames are falling from the ceiling, platforms are
disappearing and reappearing all over the place, so you need to be UP
on
your jumping skills to get past this first screen.  After this, a pair
of diabolical-looking eyes watches as you dispatch another army of
goons.  What horrid traps has this mansion to offer you next?  Another
set of disappearing platforms...well, it IS a little anticlimatic.
Don't start jumping right away, go forward a little and watch so you
can
see where the platforms are going to appear when you jump up to the
door.  Spikes can be hazardous to your health.  After you enter the
door, you face...

Level 7:
Conveyors.  I hate conveyors.  Jump very carefully down these horrid,
evil conveyors.  By now you should have figured out how the timing
works out on them.  In the next room, the floor starts slowly
disappearing, so beat up those thugs FAST.  At this point some of the
enemies will break out of your head grabs, so punch or spin kick them.
All of a sudden you have to fight that masked dude again! By now most
of the floor will have
disappeared, but it should have stopped, so just try to stay as close
as
possible to the other side of the door.   As you go into the next
room...immediately pray or meditate or jump around like a drunken
monkey, because you will get KILLED the first time in this room if you
aren't relaxed and focused.  Not content with just gears and spikes,
the
makers decided to have some of the spikes shooting up at you.  So by
the
time you FINALLY time the jump right a spike comes up and knocks you
into the floor.  A VERY tough room to get through, but it's possible.
Remotely possible.  But be prepared to throw a few controllers.  After
you pass, you have yet another disappearing floor room(no boss,
thankfully, but a lot of enemies) and then the final room, where you
fight representatives from (almost) all the enemies.

Level 8: Dont walk too far down, the floor's been spiked!  I just
remembered...that last room in level 7 wasn't representing ALL the
enemies...who had they forgotten...THOSE FRIKKIN' NINJAS!  Yep, four of
those guys decided to come back and make your life miserable.
Then...the lights dim...is it the final boss???  No, that "shadowed
hero" thing was done to death in Zelda 2 and 64.  But it doesn't mean
that this guy isn't hard to kill.  He has an annoying habit of
disappearing, then morphing onto you to do some damage.  Use your
entire
reportory of moves on him, as he'll be using them on you too...he's
also
probably the first Nintendo character to do a Ha-Do-Ken move!  Eat
that,
Ryu!

Level 9:
(You have to have been playing on Supreme Master difficulty level to
see
this one.)
Finally comes the climactic battle with the final boss, with the devil
watching over(nice encouragement.)  Make GOOD use of your Cyclone Spin
Kick here, as this dude can punch a wee bit faster than you can.  He
also disappears! GRRRRRRRRRRRR...(but at least this guy has enough of a
brain to press his advantage-a rarity in evil overlords.) When he
disappears, start Cyclone-kicking and Hyper-Uppercutting like never
before-those are the only moves that he really can't counterattack too
well.  After you beat on him for a while, the screen changes to a
temple
and the boss can no longer disappear!  NOW's the time to show him what
you got!  Let the music(which just got a whole lot cooler) drive you to
eventually shoving his face into the mud where it crawled up from!
Having personally beaten this guy without cheats(unlike Double Dragon
3)
I can say that it is a VERY satisfying experience.


That's it!  I don't spoil endings, so you'll just have to find it out
for yourself!  Once more, all information contained within this FAQ is
copyrighted.  Use on your site without my permission and you're in
legal trouble.  "But," you say, "you're already offering this FAQ as a
free service to GameFAQs users; why can't I just use it on my site?"
Number one, I like to be told about these things.  Number two, college
tuitions are up.  And there are many other FAQ writers who have spent a
LOT more time than me upon their work, and any suit I file will
probably be on behalf of them too.  Share the wealth is what I say.  E-
mail me at [email protected] and I'll probably give you permission.
Not that hard.

Ah, my inevitable thanks section...
Vegita, for putting up with all the trouble I caused him and seriously
LISTENING(after a while) to mine and Emptyeye's criticisms.
CjayC, for sending me an E-mail!  Even though it was only a question on
which version of Tetris I was reviewing, I can still say that I was
taken notice of by the webmaster of the 257th(something like that)most
visited site in the world.
Al Amaloo, for asking permission to use the FAQ the RIGHT way!  Nicely,
courteously, and most inportantly, with a promise not to change
anything therein.
J Dog, for being relentlessly supportive in my early reviewing days.
SMcFadden, for choosing me for a review of the day!
Jesus.  Y'know, the guy without whom life would be just an endless,
fruitless search for meaning.  The Creator of the universe.  And an
excellent carpenter, I hear.  Thanks for the writing talent...since
it's on loan, I'll try to take good care of it.