Introducing the...
Double Dragon Advance
FAQ/Walkthrough, Version 1.08 - FINAL
Author: ThunderFist (
[email protected])
Date Written: November 16, 2003
Updated: February 20, 2005
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Table of Contents
1.0: Introduction
1.1: Disclaimer
1.2: Revision History
1.3: History and overview
1.4: Story
1.5: Characters
1.6: Controls
1.7: Weapons
1.8: Moves
1.9: Play Modes
2.0: Missions
2.1: Mission 1: The Slum
2.2: Mission 2: The Factory
2.3: Mission 3: Chinatown
2.4: Mission 4: Truck Ride
2.5: Mission 5: The Forest
2.6: Mission 6: The Cave
2.7: Mission 7: The Fortress
2.8: Mission 8: Willy’s Hideout
3.0: Intermissions
3.1: Mission 1 Intermission
3.2: Mission 2 Intermission
3.3: Mission 3 Intermission
3.4: Mission 4 Intermission
3.5: Mission 5 Intermission
3.6: Mission 6 Intermission
3.7: Mission 7 Intermission
3.8: Ending
4.0: Secrets
5.0: Copyright Notice
6.0: Acknowledgements
7.0: Closing
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1.0 Introduction
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Hello out there! Thunderfist here, with my second FAQ ever! I am really excited
about doing a FAQ on the latest installment of one of my all-time favorite video
game series - Double Dragon! I hope to share a history lesson with all out there
who may be new to the series, and hopefully the veterans out there will enjoy
reading it also. Now then, off to memory lane!
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1.1 Disclaimer
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The contents of this document are based on a video game produced by Atlus. I
have no ownership of the game or its parent companies.
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1.2 Revision History
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Version 1.00 was completed on Nov. 16, 2003. For version 1.01, the only changes
to this document are an added bat/axe strategy, a small change to the mission 2
walkthrough, and an acknowledgements section to more easily give credit to
contributors.
For version 1.02, I added a statement to the acknowledgements,
which acknowledges that the name "Secret Agent Man" does not originally
belong to me. These changes were made on Nov. 17, 2003. On Nov. 24, 2003,
I made a few changes to ensure that this document can be better displayed in
ASCII format.
Version 1.04 was completed on Nov. 27, 2003 (Thanksgiving this year), and
includes a small change brought to my attention by Richard Reinblatt, who
reminded me that S is the highest rank in survival mode rather than A.
I knew about that, but apparently overlooked it amidst getting the FAQ ready
for submission. I decided to add a chart based on ranking to show how many
enemies must be beaten to achieve higher ranks.
Version 1.05 has come about through the work of Brian Taylor, a fellow
contributor at gamefaqs.com, who felt that the experience of reading this
document was not what it could have been. He made a few adjustments that
he felt would make it better for others to read, and then sent it to me. I do
not know why the faq showed up the way it did on the site, because it was
not the same way it appeared in notepad, and I did not know how to fix it, but
thanks to Mr. Taylor, hopefully it will show up much better now.
For version 1.06, I have reflected a change in my email address, which I
should have done long before, for readers to make submissions.
Thank you to all my readers, and I am sorry for not making this update sooner.
In version 1.07, I changed the name of the suit wearing enemy. Originally, I did
not think he had been given an official name, but thanks to posts made on
the gamefaqs forum, I learned that this enemy is Steve from Super Double
Dragon. I did not think this was Steve, since Steve did not have a tie and
sunglasses in Super Double Dragon, but according to posts by Crash
Overide9207 and Johnny Undaunted, a creator of the game stated that this
enemy is indeed Steve, which explains why he has a spin kick just like Steve
used in Super Double Dragon.
The current version, version 1.08, is the final, completed version. I added the
ending for the Double Dragon mode, which I had needed for so long. The
reader who originally submitted is mentioned below, though I do not know
his last name or his email address, so I hope he is reading, or someone is
reading this who may know him, as I would like to give him proper credit for
submitting this ending to me originally. Once again, thank you to all my
readers, and I hope that this faq has helped to add to the enjoyment of
Double Dragon Advance!
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1.3 History and overview
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In 1986, the world got its first taste of what would become a major genre: the
beat-em-up style of game. A Japan-based company by the name of Technos released
a game called Nekketsu (Hot blood) Kouha (rough elements) Kunio-kun, which is
known to fans in the US and the UK (and most likely the rest of the world
outside Japan) as Renegade. Kunio and Renegade did pretty well in Japan and the
UK, respectively, but it never caught on quite so well in the US. The next year,
Technos unleashed Double Dragon, which would become a hit the world over. For
its time, the original Double Dragon had sensational graphics, and the fighting
was considered pretty realistic. Twin brothers Billy and Jimmy Lee (nicknamed
Hammer and Spike in the US) set out to rescue Billy’s girlfriend, Marian, who
was kidnapped by the Shadow Warriors, the meanest street gang ever.
One thing that set Double Dragon apart from Renegade is the fact that many of
the Shadow Warriors who were armed could be disarmed, and you could use their
weapons against them (with the exception of Willy, the final boss). Double
Dragon is also well known for its memorable characters and outstanding music.
Aside from its phenomenal success in the arcade and on home consoles (including
PC), Double Dragon went on to spawn a cartoon series and a movie, which,
unfortunately, were not so successful, since they got away from the premise of
the original games. 16 years later, although Technos went belly-up in 1995,
Atlus has picked up the rights to Double Dragon and has done a revamp of the
original arcade game for GameBoy Advance, with a few added levels and characters
specific to this version. Atlus is planning more Double Dragon sequels in the
near future, and if done right, these games could be remarkably successful!
Welcome back, Double Dragon! We missed you!!!
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1.4 Story
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World War III has been and gone. The nuclear attacks have left the world in
shambles, and the world is now a lawless and violent place. Many street gangs
formed as a result and laid waste to the streets. One gang in New York was
particularly dangerous. Known as the Shadow Warriors, they were a sizeable gang
with members from practically every walk of the fighting life. Led by a machine
gun toting psychopath named Willy, the Shadow Warriors had the population of
New York held tight in a grip of fear. As hopeless as things may seem for the
citizens of New York, however, they are also very fortunate, for in their midst
were a pair of twins who still believed that freedom of the people was worth
standing up for.
These twins, Billy and Jimmy Lee by name, owned a dojo in New York, where they
trained the citizens in their fighting art, Sou-Setsu-Ken, so that they could
protect themselves against danger. One day, Willy decided to turn up the heat on
the Lee brothers, and kidnapped Billy’s girlfriend, Marian. Not long after that,
they received a letter, which said, "We have Marian. If you want to see her
alive again, bring to us the book which contains the secrets of Sou-Setsu-Ken."
Both enraged and baffled by the action the Shadow Warriors had committed, Billy
set off with Jimmy at his side to liberate Marian from the clutches of Willy and
his Shadow Warriors. However, unbeknownst to Billy, Jimmy also harbors feelings
for Marian in his own heart, and secretly has his own agenda...
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1.5 Characters
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BILLY LEE
The younger of the Double Dragons, Billy training began in various forms of
martial arts at the age of 12, and at age 20, he formed Sou-Setsu-Ken,
a fighting style that combines techniques from various styles of martial arts,
along with his brother Jimmy. Billy is a kind hearted man, but when enraged,
it is said that the only one who stands a chance against him is Jimmy.
Height: 5'9"
Weight: 159 lbs.
Style: Sou-Setsu-Ken
Specialties: Kicks, Nunchakus
Hobby: Training
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JIMMY LEE
The elder of the Double Dragons, Jimmy is a powerful martial artist whose skills
are rumored to surpass even those of his brother Billy. At the time of the war,
Jimmy was the instructor at the dojo. In his spare time, Jimmy enjoys studying
Eastern philosophy.
Height: 5'9"
Weight: 165 lbs.
Style: Sou-Setsu-Ken
Specialty: Punches, Kali sticks
Hobbies: Reading, weight training
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MARIAN
Marian is Billy’s girlfriend, and the latest victim of the Shadow Warriors. The
affection that both Billy and Jimmy hold for her seems to be creating tension
between the brothers lately...
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WILLIAMS
Easily recognized by his T-shirt and pants, Williams is your average street
punk, often seen wielding some sort of weapon. He is the most often seen member
of the Shadow Warriors.
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ROPER
Wearing an open vest with spikes on the sleeves, Roper is very similar to
Williams.
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LINDA
Although she is the weakest member of the Shadow Warriors, Linda is not to be
underestimated. She is often seen with a whip or flail, but sometimes carries
knives, too.
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ABOBO
There’s not an old school Double Dragon fan in the world who doesn't know Abobo.
This giant of a man with rippling muscles is known to decimate his enemies with
his brute strength, be it slapping them to the ground, tossing them over his
shoulder, or hurling heavy objects their way.
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BURNOV
Another big man in the Shadow Warriors' ranks, Burnov wears a mask and armor and
likes to pick up his enemies and pound them to a pulp. Burnov seems to think he
is a magician of sorts - he pulls a disappearing act when he thinks he is going
to lose. Sometimes he reappears, and sometimes not.
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CHIN TAIMEI
Chin is one of the most dangerous fighters in the Shadow Warriors' ranks. Agile
and armed with a pair of fighting sticks, he tends to drain his opponents'
energy quickly.
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STEVE
Steve's appearance may be that of a secret service agent, but he's certainly
not on the side of good. His expertise in the martial arts makes him a very
formidable foe, especially when he attacks in groups, which he tends to do
often.
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HONG
An acrobatic fighter in Chinese attire, Hong and his brother are known as the
Two Tigers. He often attacks in pairs with open palm punches and whirling
handstand kicks.
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KIKUCHO
Kikucho and his men dress like samurais and attack with swords.
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MIBOBO
A green variation of Abobo who guards the entrance to Willy's fortress in the
forest. A bit faster than your average Abobo, Mibobo is otherwise just like
Abobo.
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RAYMOND
Raymond is the dreaded leader of the Five Emperors of Gen-Setsu-Ken (Fist of
Assassination). Considered by most to be the most dangerous fighter in the
Shadow Warriors, he seems like a likely candidate for the reason the word Shadow
is used in the gang’s name. He has a very deceptive technique that he has taught
to his disciples, which includes becoming a shadow on the ground and popping up
right under his opposition to attack, as well as generating many clones of
himself, which surround and attack his enemy.
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WILLY
The big boss of the Shadow Warriors, Willy is not the greatest of fighters in
terms of technique. The machine gun he carries, however, makes anyone think
twice about calling him a pushover.
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1.6 Controls
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Control pad: Self-explanatory. This moves your character in the direction you
press. Press 2 directions at once to move diagonally.
B button: Kick
A button: Punch, or if you have one, use a weapon
Start: Start the game or pause a game in progress. When the game is over, press
to continue if you have credits remaining.
Select: Switch between Billy and Jimmy in 1 Player Double Dragon mode
L Button: Block or drop a weapon
R button: Jump
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1.7 Weapons
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WHIP
Linda carries the whip. It takes 2 hits to knock an enemy down with a whip, but
it has a very good range, and is a much more useful weapon than it was in past
games.
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FLAIL
Similar to the whip, except it consists of a chain and spiked ball.
The flail is only found in missions 5. As with the whip, Linda carries
the flail.
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BAT
This weapon was a favorite of many players of the original. Press A to swing and
knock the enemy down in a single hit, or A and B together to throw the bat. The
bat knocks down enemies in one hit, but has a slightly shorter range than the
whip and flail. A single kick leaves the enemy wide open to a swing of the bat,
however, and can prove to be the safest way to use the bat in this game.
Williams usually carries the bat to battle, though Roper might also pick it up
if it's lying around.
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AXE
Very interesting addition to the Double Dragon weapons catalog. Appropriately
enough, the axe is only found in mission 5, which is the forest. Have the Shadow
Warriors now stooped to robbing well-meaning lumberjacks of their tools? That’s
low even for them. Same controls apply as with the bat.
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KNIFE
Another favorite weapon of fans, the knife is still as useful as it ever was.
When thrown, the knife flies straight forward and does great damage to anyone
who is hit by it. Williams, Roper, and Linda are known to carry knives. If a
knife is thrown at you and you time it just right, you can kick it out of the
air, or knock it back at the enemy with a bat. Line drive!! Oooh, that's gonna
leave a mark!
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DYNAMITE
Overall, stay away from dynamite. When dropped by the enemy, it lies on the
ground, then flickers after a few seconds, after which it explodes, doing
massive damage to anyone in the blast radius. If an enemy throws the dynamite,
it will explode as soon as it hits the ground, so don't stick around too long!
Dynamite is usually carried by Williams or Roper. If the enemy picks it up, the
dynamite's explosion time is reset, but if you pick it up, you'd better throw it
quickly before it explodes in your hand! The best way to make use of dynamite is
to lure an enemy into the explosion.
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OIL DRUM
The oil drum is one of two weapons that are picked up and thrown at enemies.
Formerly, only Roper and Abobo would use it against you, but now Williams does,
too. Be careful when hitting an enemy with an oil drum over his head, as it will
fall in your direction and hit you if you are not fast enough to avoid it. You
can pick it up over your head and throw it with the A button (once to pick it
up, and a second time to throw it), or use it as a bowling ball by pressing down
and B to kick it at enemies. Strike!!!
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BOULDER
Very similar to the oil drum, the boulder is found only in missions 5 and 6, the
forest and cave. Same controls and strategies apply.
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NUNCHAKUS
Apparently, Bruce wasn't the only Lee good with nunchakus. Billy's a whiz with
them himself. Nunchakus are a great weapon. They're not as powerful as they were
in Super Double Dragon, but with the nunchakus, you can unleash some great
looking combos that are not only fast, but are easy to hit multiple enemies
with. In my opinion, the nunchakus are one of the two best weapons in the game.
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KALI STICKS
These babies are my favorite weapon in the game. It's funny that I feel that way
when Billy is my favorite Dragon and it's Jimmy who likes the kali sticks. These
are Filipino weapons, used in one or more of the martial arts of the
Philippines. These operate much like the nunchakus, and are the other best
weapon in the game. It’s all a matter of preference between the weapons that
operate the same. I prefer the sticks over the nunchakus because I plan to
visit the Philippines someday, but that’s just me.
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1.8 Moves
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Like I said earlier, the fighting in the original arcade game was considered
very realistic for its time, although by today's standards, the range of moves
seems rather limited. Many new moves have been added for this game. There are so
many that they take up 3 and 1/2 pages in the instruction booklet! See for
yourself what Double Dragon Advance has to offer.
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Standing Moves:
Punch: A button
Kick: B button
Low Kick: Down + B
Head Butt: Left or Right + A and B
Elbow: R + A
Back Kick: R + B
Block: L button
Parry: Press L the moment the enemy’s punch hits you. When you parry, you will
also throw the enemy automatically.
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Power Moves:
Crouch: A + B while standing.
Hyper Uppercut: Press A while crouching.
Hyper Knee: Press B while crouching.
Run: Press left or right twice to run in that direction. While running, you can
perform a hook punch, side kick, or an impressive jumping spin kick, depending
on which button(s) you press.
Dragon Hook: Press A while running.
Side Kick: Press B while running.
Jumping Spin Kick: Press A + B while running.
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Enemy keeling over:
Uppercut: Press A while the enemy is keeling over.
Roundhouse Kick: Press B while the enemy is keeling over.
Tae Kwon Do Kick: Press down + B while the enemy is keeling over.
Hair Grab: Press the control pad in the direction of your enemy while they are
keeled over. You can even do this and the following 3 moves on Abobo and Burnov!
Judo Throw: Press A while grabbing the enemy’s hair. Any enemy they fall into on
the way down will fall, too.
Muay Thai Knee: Press B while grabbing the enemy’s hair. You can do up to 3 of
these in a row.
High Kick: Press up + B while grabbing the enemy’s hair.
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Jumping Moves:
Jump Kick: Press R to jump, then B while in the air.
Jumping Back Kick: While jumping, press the direction opposite the one you are
facing, and press B.
Cyclone Kick: Press A + B while jumping.
Dive Kick: Press down + B while jumping.
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Grab/Being Grabbed:
Grabbing: When you approach your enemy from behind, you will grab their arms and
trap them. This leaves the enemy at your mercy, but it is rather useless unless
you have a second player to pummel the enemy while you have them trapped.
Escape A Grab: When the enemy grabs you from behind, press R to break loose.
Front Kick: While the enemy is grabbing you, press B to kick forward. This is a
good way to keep enemies at bay until you can break free.
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Down And Out:
Get Up: When you find yourself on the ground, press A and B rapidly to get up
faster.
Stomp: Press A + B when near a downed enemy.
Pin: When facing an enemy's head who is down, press down when you are at their
torso. You can now pin Abobo and Burnov, too!
Jujitsu Punch: Press A while pinning an enemy. You will only land a few of these
before the enemy kicks out of the pin, so try to follow up with a punch combo
when the enemy kicks out... if they kick out.
Stand: Press up while pinning an enemy to get off them.
Kick Out: When the enemy pins you, press A and B rapidly.
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Other:
Off The Wall: When you jump toward a wall, press R again to leap away from it,
toward the enemy. Good setup for a jump kick.
Climb: Press up if at the bottom of, or down at the top of, a ladder, fence, or
climbable rock wall.
Oil Drum Kick: Press down + B when near an oil drum or boulder.
Pick Up Weapon: Press A when standing over a weapon.
Use Weapon: Press A for conventional use of any weapon (see weapon descriptions
for any additional uses of weapons).
Drop Weapon: L button. Do not underestimate the value of dropping a weapon when
you are about to die. If you die while holding a weapon, it goes away with you,
whereas if you drop it just before you die, you may be able to pick it back up
in your next life.
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Combos:
Experiment to find combos. Here are three fun combos that the instruction book
suggests (see move description for instructions on doing each move in these
combos).
Head Butt Juggle: When you knock the enemy into the air with a hyper knee or
uppercut, you can head butt them while they are in the air.
Stomp And Pin: You can stomp a downed enemy, and then pin them.
Hyper Uppercut/Hyper Knee Juggle: Execute a hyper uppercut to knock the enemy
into the air, then a hyper knee while the enemy is in the air.
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1.9 Play Modes
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There are 4 different modes of play and an option screen.
1 Player Dragon Mode: One player guides Billy through the 8 missions to attempt
Marian’s rescue.
1 Player Double Dragon Mode: One player guides both Billy and Jimmy through the
8 missions, switching between them as necessary.
2 Player Double Dragon Mode: Two players work as a team to get through the 8
missions. Billy and Jimmy can hurt each other as well as their enemies, so be
careful about where you aim your attacks. If both players reach the end of this
mode, the climax will be interesting.
Survival Mode: Enemies pour into the dojo, 2 or more at a time. Defeat as many
as you can before you are defeated yourself. You are given a letter grade (S-E)
depending on how well you did. The required number of defeated foes to attain
each rank are as follows:
S: 100 or more
A: 80-99
B: 60-79
C: 40-59
D: 20-39
E: 19 or less
My personal best so far is 104. It was quite a struggle, but I am proud to say
that at long last, I finally got my S!
Options: Here, you can change the difficulty (easy, normal or hard, normal by
default), the number of lives (3 by default), and the number of credits, or
continues (5 by default) that you get. There are also three hidden
options, which you can obtain the code for by beating the game in a higher
difficulty than easy (see secrets).
On a final note, the first 4 modes have a timer at the top of the screen. You
must complete each mission before this timer runs out, or else you will
lose a life. In survival mode, 30 seconds are added to the timer each time
you defeat all enemies in the room.
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2.0 Missions
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Double Dragon Advance consists of 8 stages, which are called missions. See the
outline at the top for the order of the stages. Included here is a walkthrough,
with the number of enemies you will face in each area, along with my preferred
way to handle them. You can always use a different method than I have here, but
my methods are designed with point scoring in mind, which means more extra
lives. Believe me - extra lives are a major help in this game. You get your
first extra life at 20,000 points, another at 50,000 points, and also for every
50,000 you score thereafter. This walkthrough is based on normal difficulty. At
higher levels, enemies will take more damage, but overall, the same strategies
will apply to all difficulty levels.
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2.1 Mission 1: City Slum
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This is where it all started. All Double Dragon veterans know the opening well:
Marian stands helplessly as she is approached by 4 members of the Shadow
Warriors: Williams, Roper, Burnov (Jeff, a fighter who does not appear in this
game, used to have the space that Burnov now takes), and Willy. Williams
approaches Marian and punches her in the stomach. Marian falls over, knocked
out, and Williams drapes her over his shoulder and walks off. After a few steps,
the other gang members do the same. Seconds later, the metallic door in the
background opens up and reveals a nice looking car, along with Billy (and Jimmy
in Double Dragon mode). Your first opponent will be Williams. Taking it slow is
the key to winning this game. That way, you will find yourself facing not so
many enemies.
Williams is a pushover. I recommend kicking him down twice for maximum points
(you will get about 800), but you can also do something like kicking him once,
grabbing his hair, giving him two knees, and throwing him over your shoulder.
This, however, gives you no points. Whether you do the kick/hair pull, 2 knees,
and throw once, or the kick/roundhouse combo twice, this is all it takes to get
rid of Williams. Go a little over to the right, and you will find the first
Roper. Handle him the same way you did Williams, and Roper will go down just
as easily. Now, you will face a Williams and 2 Ropers. The best way to handle
this situation is to go to the bottom, where usually only one enemy is, and
knock him down with a kick combo. While he is down, find one of the hoods you
didn't knock down, approach him slightly, but not directly, and wait for him
to come into your range. Kick him down also.
By now, the original enemy should be up. Kick him down again, and he will
stay down this time. If the third adversary comes at you, knock him down
the same way. Go to the original one you knocked down, when there are
2 left, and knock him down again. He, too, will be gone. The last
opponent will then be a piece of cake. Remember: any time you do a
roundhouse kick, it knocks down anyone it hits, so if an enemy you did not
hit comes down or up into your line of sight, and you can do a roundhouse
kick, go ahead and do it rather than backing away from the fresh enemy.
The roundhouse will knock them both down. The uppercut works, too, but
go with a roundhouse kick since it has a wider reach. Also, never grab an
enemy’s hair if he is not the only one on the screen, as you will leave
yourself open to attack from the rest.
Two knockdowns with standards techniques is all it takes. A thumb will appear,
telling you to go right. Go right until you see Williams perched. Go right a
little more, and he will jump down. At that point, back up and don't go any
farther right until you deal with Williams. When Williams is gone, go past the
door, and Linda will come out, armed with a whip. Kick her down and take her
whip. A Roper may approach. If he does, don't worry. With the whip, you will
have no trouble at all dealing with him and Linda. The whip has great range, and
2 snaps is all it takes to knock them down. Go a little farther right until
Williams approaches from behind. Deal with him as before, preferably with the
whip. A little farther right again, and a Williams will come with a bat.
Do not stand in front of Williams, as he may throw the bat at you. Instead,
stand just above his line of sight and wait for him to get in front of you, then
let him have it with the whip. Without his bat, he’s a pushover as usual. If you
went too far over, you will also have to deal with Abobo, who makes a very
dramatic entrance by breaking through a brick wall. Abobo can be a pain without
the whip, but if you still have your whip, he’s easy. Stand far enough away
where Abobo can't hit you, and he will fall like a ton of bricks. When you beat
Abobo and Williams, get to the bottom and move forward. Roper will approach,
and you do not want to be in front of him - he has a knife! If you stay to the
bottom, he can't hit you with it. When he gets in range, crack the whip at him
as usual.
Roper will fall easily. A Williams will approach from behind, but is easily
handled as before. At this point, you will face the boss of this level: another
Abobo. Simply deal with him as you did the first, and you should be okay. If
you no longer have the whip, carefully get just above or below Abobo and wait
for him to come into your range, then kick him to the ground. This is dangerous,
but it’s better than approaching him head on, where you will definitely get hit
or thrown. If Abobo picked up the oil drum, get in his line of sight, but far
away, and let him throw it, then deal with him. If you are unarmed and Roper’s
knife is lying around, try to get to it, then use it on Abobo. You can go
farther right and fight more enemies for more points while dealing with Abobo,
but only try this if you have good experience. It is safer to just deal with the
final Abobo, because once he is down and out, you are done with this level. Take
your 3,000 bonus points and prepare for the Factory.
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2.2 Mission 2: The Factory
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The opening Williams is a piece of cake (as usual). If you don't feel like
dealing with him, you can now knock him into the pit. Just make sure you don't
fall in yourself. Be careful to defeat Williams before moving forward. That's a
Roper perched on the fence, and he is armed with dynamite. Get a little above or
below Roper and let him come into your sight line. Kick him twice, and then back
up, since he drops dynamite each time he is hit. You can face Roper and kick,
and you will make him duck if you are close enough, but don't get too close: the
dynamite won't kill you if it explodes on you and you have full energy, but it
will come close. You can make the dynamite blow up Roper without much trouble,
though, with a little practice.
From here, jump onto the concrete platform and Williams will approach, also
armed with dynamite. Deal with him as any other Williams, just watching out for
the dynamite, and you will be fine. Jump to the girders, and Williams and Roper
will appear. Go back to the concrete platform and let them follow, then deal
with them as usual. The next Williams on the girders will have a bat. Once
again, do not stand directly in front of him, or he might throw the bat.
Instead, let him come into your line of sight, then kick him down, pick up the
bat, and use it against him. The bat doesn't quite have the range of the whip,
but one hit with a bat will knock an enemy to the ground. Jumping from girder
to girder, you will meet another Williams and Roper.
Roper has dynamite, but otherwise, they can be handled as normal. When you reach
the end of the girders, you will see Abobo standing with his arms crossed,
tapping his foot. Leave him alone for now. Roper will jump down from above, and
without Abobo to worry about, Roper is no problem. Once you beat Roper, go over
a little bit, keeping a bit of distance between yourself and Abobo, and hit him
with the bat if you still have it. Since Abobo is not attacking yet, the bat
will catch him off guard and knock him down. From here, you can kick Abobo, and
then use the bat when he keels over. This is the safest tactic to use. If you
don't have it, do the just above or just below Abobo's sight line thing, and let
him come into yours, then kick him. Go for a hair pull if you'd like, but be
prepared in case he breaks free.
Go to the right after beating Abobo, and there will be another one.
Interestingly enough, this one has an afro, which is a hairstyle Abobo never had
before. If you have the bat, once again, stand a small distance from Abobo and
hit him with it, then back up and fight him when he comes after you. This is the
safest way to fight Abobo, since you will not have to deal with any other
fighters who are hiding behind the door. Fight Abobo as you did the one before
him, then go toward the door and fight the Steves who come out. From there,
follow the strategies below. If you do not have the bat, go right just enough to
make Abobo come after you. Unfortunately, the two Steves will also come out.
Try to stay out of everyone’s reach, and do the usual line of sight deal. Steve,
however is rather quick, and will get into a combo that will hit you multiple
times if you let him.
The best way to deal with any Steve is to stand in his line of sight some
distance away, and wait until he starts his combo. Back away after he
throws a few hits, and you will not be hit. When Steve finishes his combo,
he will start fixing his tie, which is your cue to attack. Usually 3 to 4
knockdowns will take care of Steve. Here at the factory, too, you can try
to knock your enemies down onto the conveyor belt, if you are close
enough to it and can knock them onto it. If any enemy gets on the
conveyor belt, knock them down so that they land back on the
conveyor belt. Most times, they will not get up in time, and will be
carried to the end of the conveyor belt, and out of your way. As you start
taking care of enemies, Williams, Roper, and Linda will come out. Linda
has a whip, which is the best weapon you can have here. Disarm her,
then get one enemy in your line of sight, crack the whip on them twice,
and repeat as necessary.
Also, try to knock down Williams and Roper by the line of sight tactic as soon
as possible - they have knives, and you do not want to stand far away from
them in their sight line. If you do, they will throw the knife, and unless
you're quick, you will be one hurt Dragon when it strikes. 3 more
Steves come out of the door next. Try to keep them at a distance
with the whip, and deal with them as quickly as possible. One more
Steve will come up on an elevator, and alone, he is easy. After all
enemies are gone, it will be time to ride the elevator, but unarmed.
Ride it down and fight Burnov, the boss of this level. One important
thing to remember is that you must stay slightly close to Burnov,
but not too close. If you get too far away and are in Burnov's line of
sight, he will shoulder tackle you. Too close, and he will pick you up
and punch you in the head a few times.
Do the line of sight thing, then attack the Linda and take her whip. Linda
stands completely still unless you attack her, but Linda is always easy to beat,
and her whip will make Burnov much easier than he would be otherwise. Once
again, you can go farther left and fight more enemies for points, if you think
you need the points, but it is much safer to just deal with Burnov. If you do
fight the other enemies, take into consideration the dynamite one of the two
other Lindas has. Try to sucker Burnov into being blown up by it. Also, beware
of the 2 Steves that will appear when all the Lindas are gone. When Burnov
makes the defeated enemy sound, he raises his arms and disappears, leaving
his mask and armor behind. He will reappear this time, though, so beat on him
a little bit more, and the second time he disappears, he won't be back.
================================================================================
2.3 Mission 3: Chinatown
================================================================================
Your first enemies here are 2 Ropers and Chin Taimei. Get one enemy at a time in
your line of sight and do your thing. One thing to remember, though, is that
with Chin Taimei, he who hesitates is lost. Chin, like Steve, has a nasty combo
with his sticks, and also does jump kicks and sweeps. The line of sight strategy
is good to use on him, but make sure you can devote your full attention to Chin
and do not have other enemies around you, especially not another Chin. In
general, go one on one with Chin, and don't worry if you have to dance around to
have Chin, or any other enemy, for that matter, being the only one you have to
deal with for the moment. That is a big key to survival in this game. Go to the
right after defeating the initial enemies, and 2 more Williams will come out.
Deal with them as you always have. You will then be met by 2 Williams and a
Chin. Keep your eye on the Williams in the red shirt - he has kali sticks. Get
those and do the line of sight thing, and you will be throwing quick combos. As
long as the enemies do not surround you, you can easily take on more than one
enemy that is in front of you with nunchakus or kali sticks. So you see, Chin
never drops his sticks. When you get sticks of your own, it will be from someone
like Williams or Roper (as usual). A little farther right, and you will find 2
Chins and 2 Williams. Once again, the one in red has a good weapon, this time
being nunchakus. Take care of the enemies first, then if you want to swap out
your sticks for the nunchakus, go for it. It will take a while to get everyone
on one side of you here, but a good jump kick may help.
When everyone is on one side of you, give them a dose of kali stick (or
nunchaku) combo power. 2 Abobos will come out next, but they aren't so hard
either. Notice how far away the Abobos get before trying to hit you. When they
are that distance, start your combo. They may take a little bit longer than
usual to defeat since you will most likely not get all your hits in a combo in,
but better to be safe than sorry. 2 Chins and a Linda will greet you at the dojo
with 2 dragons on it. Be careful of Linda, since she has a knife. Try to disarm
her first, then you can deal with her and the 2 Chins as usual. 2 more Chins and
2 more Lindas appear now. Once again, it gets a little hectic, and both Lindas
carry knives.
Try a jump kick if you feel that it is getting too crowded with these 4 enemies
around, and once again, get one or two in front of you, and do your thing. When
you see 3 Chins coming, go no farther until you deal with them. They tend to
stick together, so getting them where you want them shouldn't be too tough. 3 or
4 knockdowns apiece and they will be out of your way. Hong will appear now with
his brother. These are the Two Tigers that the intermission mentioned. They have
2 Williams with them. Knock down the Hongs as necessary, but try to take down
the Williams as quickly as you can. The Hongs are difficult enough to deal with
without the Williams, so you will want to get them alone as soon as possible.
When the Hongs are alone, the usual line of sight tactic works well with them.
The two Hongs seem to operate on the same energy level - if you attack one of
them, the other will fall just as soon as the one you attacked will. When one
Hong falls, the other goes down with him.
================================================================================
2.4 Mission 4: Truck Ride
================================================================================
This stage is where things get really hectic. You will see later as I explain
the numbers of enemies that tend to be present in this stage. Your first few
enemies are 2 Steves and a Williams. Forget about points here - survival is the
main objective, so any chance you get, knock or throw an enemy off the truck.
Grab their hair at your first opportunity and throw them. Fighting the usual way
will be fine if you have just one enemy to deal with, but otherwise, there are
too many enemies here, and you have too little space to work with. It can be
easy to get knocked off the truck if you are not careful. And above all else,
watch how far down you go. If you go too far, you will fall off the truck
and lose a life.
Take the bat the first Williams has and use it at your leisure for the battles
to come. 2 more Steves show up with a Williams. Usual methods apply, only be
mindful of the dynamite Williams carries. Now, it starts to get crazy - 3 Steves
and a Williams come out to play. As I have said before, try to knock them off
the truck quickly, so it will be less crowded, which means you will live to
fight another day. Williams once again has dynamite, so be careful of it. Are
you ready for this? Another dynamite toting Williams comes out now -
with 5 Steves in tow! Remember that you can knock your enemies off the right
side of the screen, too, and that will get rid of them just the same as if you
watched them fall off the left side of the truck.
As you start taking the enemies down to one, 4 more Steves and a Hong come in,
bringing the total enemies on the screen to six! By all means, clear the air
with a cyclone kick if it gets too crowded. Once again, try to knock enemies off
the side of the truck. Strangely, it seems harder for you to be knocked off the
right side than it is for your enemies to be knocked off this side. Use this to
your advantage. Thank goodness - after all enemies are gone, this is the end of
the truck ride. The truck crashes, and you are sent to the street. Go left a
little at a time, and you will confront Kikucho and his students. Do the line of
sight thing with Kikucho and company, only you will definitely want to take on
as few of them at a time as possible. The swords do massive damage. One on one,
none of these guys are a problem, but you will have to fight at least 2 at once
at one point. When this happens, just make sure one gets in your line of sight
at a time, and deal with both as they come to you. You shouldn't have much
trouble winning this battle.
================================================================================
2.5 Mission 5: The Forest
================================================================================
You are greeted here by a Williams and a Roper. Williams has an axe, and you
will want to get it as soon as possible. Use the normal line of sight strategy
and disarm Williams, then use the axe at your leisure to get rid of himself and
Roper. Although the axe may seem like a devastatingly powerful weapon, it
functions no differently from the bat, except that it makes a cool flesh cutting
sound when it hits someone, and blood flies forth when someone is hit by a
thrown axe. Out of the door ahead will come first 2 Ropers and a Williams. The
Williams has dynamite, but otherwise handle these goons as you would normally.
Go a little farther to the right, and you will meet another Williams and Roper.
At the same time, Linda and Abobo will come through the door to fight you.
Williams has an axe, Linda has a flail, and Roper has a knife. Try to disarm
them all as soon as possible, and if you lose the axe, take the flail, since it
is a better weapon anyway. Once again, it looks cooler than the whip, but
functions no differently. It has a wider range than the axe, though, which makes
it the better weapon in my opinion. 2 snaps are nothing to get off for one enemy
anyway. Watch for the oil drum if anyone picks it up, and use the normal
strategy for dealing with anyone with oil drums. Go a little farther right and
Williams will jump down from a tree. Deal with him as normal, and trade whatever
weapon you have for his kali sticks. The next Williams is sitting over a hole.
Go to the right, and he will leap from it. Any time you see a hole in this
stage, make every effort to knock your enemies into it and get rid of them
quickly.
Go a little above the hole so you will not fall in while luring the Williams
out. When he comes out, work him back over to your right and go down on line
with the hole. When Williams gets into your line of sight, knock him into the
hole. Be careful of the knife he carries. A dynamite carrying Roper appears
next. Deal with him as you did the Williams, being careful to avoid the
dynamite. A little farther to the right, you will come to a bridge with Abobo,
who this time looks like Mr. T. Back off the bridge and keep Abobo on your
right. Let him get into your line of sight, then knock him into the water. Like
with the holes, knock your enemy into the water whenever you can. Apparently,
the Shadow Warriors were not taught how to swim, as knocking anyone into the
water gets rid of them instantly.
This includes you, however, so be careful. Once you get rid of Abobo, jump
across the hole in the bridge, and another Abobo will greet you on the other
side. Handle him as you did the first. Williams is waiting on the right to jump
out of a tree and stick his knife in you. When you get rid of Abobo, go to the
right and let Williams jump down. Stand at the bottom of the screen and let
Williams get to your left, then knock him in the water. Roper comes now, armed
with nunchakus or a knife. Either way, he is easy to get rid of. Just use
normal tactics. Go toward the right so that Williams jumps out of the hole, and
Chin and Roper will accompany him. If you have trouble getting them to your
right to knock them into the hole, no problem. If you have the nunchakus or kali
sticks, Williams and Roper can be dealt with just as easily on your left.
Same goes for Chin, only try to keep him away while you are dealing with
Williams and Roper. Advance a little farther and fight Williams, Linda, and
Hong. Linda has a flail and Williams has dynamite, but if you still have your
nunchakus or kali sticks, you are better off sticking with those. Just avoid the
dynamite and deal with these hoods as usual. There is a hole to your right at
the bottom. If you can knock any enemies into it without alerting the Williams
crouched there, go for it! 2 Lindas appear next, one of whom has a knife. Handle
them as usual, and try to knock them into the hole if possible, but do not alert
Williams in the process. Save Williams for after the others are gone, and
handle him as normally, taking the knife he has into consideration.
Advance forward, and Williams, Roper, and Chin will attack. Williams has
dynamite, and Roper may come after you with a boulder. Attack them as usual,
taking these weapons into consideration. Remember also that knocking enemies off
the ridge on the right side of the screen will get rid of them, so try to do
this if possible. You may even want to get the boulder off the screen, so that
it cannot be used against you later. Roper will come with another boulder, along
with 2 Burnovs. Try to knock them off the right side if possible, but if not,
they come back after their first disappearance. They must disappear a second
time for you to move on. After you have dealt with your enemies, jump off
the ridge. There is a bridge underneath. Linda will attack you first, but she,
as always, is easy pickings.
If you lost your nunchakus/kali sticks at one point, take her whip with you.
Advance just far enough to the right to bring Hong onto the screen, and deal
with him as usual. Linda comes with a knife now. You know the routine. Hong
comes again, but once again, you know how to deal with him. There is a ravine
you can knock your enemies off of to the right of the bridge, but it is safer to
take them out one at a time until you get to that point. When you get to the
ravine, 2 Chins and a Roper with dynamite will approach. Now is a good time to
start knocking them to their deaths. When all enemies are defeated, if you have
a weapon, you will drop it and climb up the rock wall. To your left is another
cliff.
Stay away from it for now, but when Mibobo and Burnov come, remember it, if you
think you would feel safer knocking them off the cliff than fighting them in the
standard way. Go to the right, and 2 Hongs, Williams, and Roper will come out of
the door. Be mindful of Roper's boulder and Williams's dynamite, and lure them
to the left. Throw or knock them off the cliff if you can. You can also use
standard kick combos if you are down to one or two enemies. Linda will come out
now, with a knife, along with 2 Burnovs. Now is definitely a good time to
introduce them to the Tom Petty song, "Free Fallin'", if you catch my drift. If
you choose to fight the Burnovs as normal, they will not reappear once they
disappear.
Once they are all gone, Williams, Roper, and 2 Burnovs show up again. Williams
has a boulder and Roper has dynamite. Lure them to the left, towards the cliff,
and once again knock or throw them off. If you don't, Mibobo will come out while
you are fighting, which will make him much tougher. Once again, the Burnovs are
gone after disappearing once. When they have all been dealt with, go back to the
right and fight Mibobo. Maybe he is trying to imitate the Hulk? Lord knows he
has the muscle for it. Mibobo is a bit faster than your average Abobo in terms
of walking speed, but can be dealt with in much the same fashion, especially if
you fight him alone.
================================================================================
2.6 Mission 6: The Cave
================================================================================
3 Williams and 1 Roper with a boulder greet you here. What a welcoming
committee! The Williams in yellow have dynamite, so watch out for that. The one
in red has kali sticks, which you will want to pick up. Try to knock these hoods
into the water as quickly as possible. Once you dispatch these 4, back up from
the upper edge, get a running start, and jump across the water to the other
side. If you do not get a running start, you will fall in the water and die. A
Williams in red and a Roper with a boulder attack you here. Williams has
nunchakus, so grab those if you prefer nunchakus over kali sticks. Above all,
knock these guys into the water as soon as possible. Get a running start and
jump across, then fight 2 Abobos and 2 Lindas. Take the flail one Linda has if
you lose a weapon.
Otherwise, these 4 are surprisingly easy to knock into the water. Be careful
how far you go down here, because there is more water at the bottom of the
screen, and you do not want to fall in. Get a running start and fight the next 3
Lindas and Abobo. One Linda will have a knife, and one will have a flail. Once
again, knock them into the water. Going right a little bit more will lead you to
another Linda and Abobo. Deal with them as before in this level. Williams,
Roper, and 2 Abobos will fight you now. Williams has a knife. Deal with these 4
as before. There is water off the right side of the screen, so try to knock them
in.
Five Kikuchos will approach now. It is surprisingly easy to get one in front of
you to knock into the water. If 2 of them get together, great! Get them both in
front of you and knock them in together. A little farther right, Abobos will
come out of the door, 3 at a time. Go to the lower left, near the water, and as
usual, knock the Abobos in one by one. Try to get rid of the green one first, as
he is faster than the other 2. The rest move at approximately the same speed.
After a total of 8 Abobos, one final Abobo will come out. This is the boss of
the mission. Go ahead and fight him normally for points (not knocking him into
the water), or if you would feel safer, knock him into the water. Either way, he
is not very difficult. Just watch your time, as it may be running low.
================================================================================
2.7 Mission 7: The Fortress
================================================================================
Three Chins attack right away here. Knock one or two back if you must, and drop
down to the floor below. You will see spikes nearby. Get to the right of the
spikes and knock your enemies onto them, one by one. You will also want to stay
to the bottom so you can avoid the fire breathed by the dragon statues on the
wall. When only one enemy is left, 2 more Chins come with a red shirted
Williams, who has nunchakus. Do not knock Williams onto the spikes until you
have his nunchakus. As you kill enemies, another Chin and Williams will come
out. Once they are all gone, go to the right, and 2 Hongs and Burnov will come
after you. Once again, Go down to the lower right, to the right of the spikes,
and knock them in one by one. Two more Hongs and another Burnov will attack.
Deal with them in the same way. Once again, staying low protects you from the
dragon statues' fire. Once they are gone and the thumb appears, go to the upper
area of the lower platform, get a running start for added height, and jump back
onto the upper platform. Go right and face Roper and 2 Chins. Roper has
Dynamite, so be mindful of it. Try to get the Chins blown up if possible. Try to
knock them off the lower left side. There are spikes down there, and if you
knock the enemies off properly, they will not return. You will hear a stabbing
sound if they hit the spikes. Otherwise, remember the tactics you used in
Mission 3, and they still will be no problem. 2 Hongs and a Roper, once again
with dynamite, will attack now. Handle them as before. Ditto the two Abobos who
will appear next.
Go to the right, and you will find yourself in the heart of the Grand Hall. Two
of Raymond’s disciples will come out and attack. Fighting these 2 is standard
business, except that the one with the long hair will sometimes leave a shadow
when he is knocked down, and it, too, will attack you. Attack it when he leaves
one, and it will die after being knocked down once. Once these two are taken
care of, two more will come out. Just call the one in purple Multiple Man - he
will make up to five or six clones of himself, while the other turns into a
shadow on the floor and goes around a bit, then comes right at you. When he
darts at you, jump, or you will take damage. This will be by far the most
crowded area of the game, except perhaps for mission 4.
Once again, if you need to clear the air with a cyclone kick, by all means do
so. The purple goon’s clones, like the shadows of his predecessor, die after one
knockdown, but he can split many more times than the other did, so try to leave
at least one clone, until it really becomes an annoyance. As long as there is at
least one clone on the screen, the original will not split again. When the
original is gone, all his clones follow. When both goons are taken care of,
Raymond will show up. I must give the title of hardest boss in the game to
Raymond. He does everything his students did - the clone producing, the shadow
on the floor trick, and creating shadows of himself when knocked down. If you
still have your kali sticks or nunchakus, neither Raymond nor his disciples will
give you any problems.
If not, for the most part, treat Raymond the same way that you did the original
clone producer, making sure to be in the air when he darts toward you in shadow
form. Another great method to employ is pinning Raymond when you have dealt with
all of his clones. Punch him as many times as you can while pinning, and when he
kicks out, start punching. Most times, you will catch Raymond’s shadow with the
punches, and knocking it down kills it immediately. When Raymond falls back
down, pin him again, get in your punches, then punch him when he kicks out, and
repeat as necessary. This will put a quick end to the battle. You are treated
with a cool slow motion effect as Raymond falls for the last time, reminiscent
of Double Dragon 2 for NES.
================================================================================
2.8 Mission 8: Willy’s hideout
================================================================================
This is it! The final showdown! Two Ropers and two Williams will greet you as
you enter the hideout of the Shadow Warriors. One Roper is armed with dynamite,
so compensate for it as usual. The Williams carry nunchakus and kali sticks.
Grab whichever suits your fancy and dispatch your foes. Keep an eye on the
bricks in the wall ahead, as they will pop out and try to hit you. Unlike the
games in the past, you can see the blocks move before they actually pop out, so
just watch the ones that move and go through. At the third wall, you will also
have to contend with a gargoyle statue. The statue isn't the problem - it's
the spear in the statue's hands that's the problem! Stay to the top of the
screen and stand by the final wall, watching for the statue to thrust the spear.
When the statue pulls the spear back after jabbing, make a run for it. Jumping
will get you stabbed for sure. Beware of dynamite from the Williams and Roper
ahead, and deal with them and the Chins as usual. Wait until all dynamite has
exploded before moving on. Going toward the right, two more statues will be
jabbing spears, one in each direction. You will need to run through once both
spears have been thrusted and withdrawn. You are not guaranteed to make it
through unscathed, but this will give you the best chance of doing so. When you
are past these statues, move to the right, but remember where the ledge is next
to the spikes. When Abobo breaks through the wall, go back to the left of the
spikes, lure Abobo toward you, and knock him to the spikes.
Abobo number 2 cannot be defeated this way, but he is still pretty easy on his
own. Use the normal tactic. Two more Abobos will come out of the holes in the
wall, and though they are faster than the first two, if you can keep them
together, using the line of sight tactics, you should have no trouble. Move to
the right, and you will be in Willy's chamber. 2 Williams, a Roper, and 2 Abobos
will come out. Watch for flying bats, knives, and dynamite! Many times, the
dynamite wielder may inadvertently kill one or two of his comrades. Just stay
away from the dynamite, and you will be fine. When only 2 enemies are left, 2
Chins and a Williams will come down. Make sure you still have your nunchakus or
kali sticks for this area.
If you get low on life while holding them, go ahead and drop them if you think
you will die. You can then pick them back up in your next life. Kill the
enemies as before, taking Williams's knife into account. Once again, when you
are down to two enemies, 2 Hongs will appear. When all enemies are taken care
of, 3 Steves will appear. You know how to handle them. When only one Steve
is left, 2 Burnovs and Roper will show up. Roper has a knife, so keep it in
mind. The Burnovs will be gone once they disappear once. Go right to expose
the door, and Willy will at last come out, flanked by 2 Abobos. Willy is
amazingly easy to take out if you have nunchakus or kali sticks. Just don't
stand too far away while you are in each other's line of sight, or he will
riddle you with bullets from his machine gun.
Remember, though, that if Willy does fire, his bullets will injure the Abobos
who are with him as well. When Willy is beaten, you once again see the cool slow
motion falling effect, and the Abobos will fall with him. Congratulations! Take
Marian and go home! Unless Jimmy is with you. If you were playing 2 player
Double Dragon mode, an interesting surprise is in store for you. Remember when I
said Jimmy has feelings for Marian also? They are so strong that he now wants to
fight Billy for her. Winner takes it all, boys! Let’s have a good, clean fight!
Begin!
================================================================================
3.0 Intermissions
WARNING: This area contains content that may spoil the story of the game.
Please read no further if you do not already know these intermissions and
do not want the story spoiled for you. Thank you!
================================================================================
3.1 Mission 1 Intermission
================================================================================
Billy stands, pointing at the defeated Abobo, and says, "Where is your boss, the
head of the Shadow Warriors!?"
Abobo is shown, crying and with a bump on his head and 2 teeth knocked out. He
says, "I, I only... work for him... I don't know where he is. There's a monster
wearing a mask in the factory up ahead...ask him..."
Find the monster wearing a mask in the rundown factory!
================================================================================
3.2 Mission 2 Intermission
================================================================================
Burnov, with a cracked mask and bumps on his head, tells Billy, "Mwahahaha. I
admit that you've got some unbelievable skills! You should go to Willy's martial
arts gym in Chinatown. It’s not far from here. But... I won't say anymore.
Mwahahaha!"
Billy points at Burnov and says, "You talk too much. That’s all the information
I need."
The sun has set in Chinatown, the dangerous area also known as "The Town of Two
Tigers."
================================================================================
3.3 Mission 3 Intermission
================================================================================
Hong kneels on the ground, looking up at Billy and says, "The twin masters of
Sou-Setsu-Ken... You're stronger than I thought. You may even be able to defeat
the Five Emperors using your powerful martial art style."
Billy kneels in his stance, with Jimmy apparently jumping in the background.
Billy says, "So, they're the ones pulling the strings in this town. Those
heartless scumbags! We oughtta teach those villains the power of Sou-Setsu-Ken!
We'll chase them to the edge of the earth!"
The Lee brothers hitch a ride on the Shadow Warriors' truck headed to an unknown
location...
================================================================================
3.4 Mission 4 Intermission
================================================================================
Kikucho lies defeated, holding a Japanese fan with a red dot and the word obbare
written on it, and says, "How can my sword fail me!? This fight is my last! I've
heard that there is a hidden fortress beyond the forest. Continue if you dare.
But remember, your life is at stake."
A dark, menacing path awaits the Lee brothers...
================================================================================
3.5 Mission 5 Intermission
================================================================================
Mibobo lies on the ground, pointing at Billy with both hands, and says, "You'll
die without laying a finger on Willy! You wanna know why? Because first you'll
have to get past the master of the Fist of Assassination!"
Billy gets a thoughtful look to his face and says, "The Fist of Assassination!?
Could it be... ?"
The giant door leads to a vast cave. The air is thick with danger.
================================================================================
3.6 Mission 6 Intermission
================================================================================
Raymond and his 4 cohorts show up to taunt Billy and Jimmy. Raymond says, "We
are the Five Emperors of Gen-Setsu-Ken! We wish to challenge your martial art
style with our own. Come to the Grand Hall!"
Billy and Jimmy glare at their challengers. Billy says, "So it was the Gen-
Setsu-Ken, after all. I guess there’s no other way. We accept your challenge!"
================================================================================
3.7 Mission 7 Intermission
================================================================================
Billy and Jimmy stand over the defeated Raymond, who says, "What great skill...
Sou-Setsu-Ken... I would have liked to meet under different circumstances...
Willy and the girl are both behind that door. We shall meet again... only next
time... I'll..." Billy stands speechless for a second, and then shouts Willy's
name, both he and Jimmy trembling with rage. Prepare yourself, Willy!
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3.8 Ending
================================================================================
Willy is down on his hands and knees, breathing hard after his defeat, as
Marian, who has been tied to the wall, is released, walks over, and kisses Billy
after a battle well fought. Willy says, "Just... a little longer... and the
secrets of that book would've been mine..." Billy replies, "There aren't any
secrets in that book! It’s all in our blood. WE are the secret!"
================================================================================
(From this point, if you have been playing 1 Player Dragon mode, skip this area.
After Billy declares to Willy that he and Jimmy are the secret of Sou-Setsu-Ken,
the following happens in 1 Player Double Dragon and 2 Player Double Dragon
modes.)
Jimmy takes off his vest and looks at Billy, putting a fist up. Jimmy says,
"Billy. I've been thinking... I've always wanted to face you, not as my
brother, but as a martial artist... I think now's the time. How about we fight
for Marian?" Billy replies, "Funny... I was just thinking the same thing!
You're on!"
After this, the fight begins. If you are playing 1 Player Double Dragon mode,
the cpu does not take control of the other character. It is up to you to
determine who will win and who will lose. If you are playing 2 Player Double
Dragon mode, get ready to test your skills against those of your partner!
Each character gets a single life in this contest, and it is purely hand to hand
- no weapons are involved at any time.
When the fight ends, regardless of who wins, Marian shouts, "Please!!
Stop it!!" As they unclenched their tired fists, the twins came to a
realization... the true secret of all martial arts is love. After fighting
bravely, they were filled with a sense of satisfaction... it did not matter
if they had won or lost. When violence threatens a world in darkness,
what is truly necessary for all beings is a spark of hope that shines as
brightly as the warm rays of the sun.
(At this time, the rest of the ending plays out like the 1 Player Dragon mode
ending, though it does not talk about Willy lying still from exhaustion.)
================================================================================
Willy lay still from exhaustion. The Shadow Warriors were decimated
by two brave young men. Peace reigned once again.
The Lee brothers were the talk of the town, but the twins and Marian were
long gone. Where could they have gone? No one knew for certain. The
courage of the Lee brothers grew into a legend. People called them
the "Double Dragon." The credits roll after this, and a picture of Billy and
Jimmy standing by their car, Marian running toward them, with the word END
in the lower right corner, is shown.
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4.0 Secrets
================================================================================
These codes can be discovered by beating the game in normal, hard, and expert
difficulties respectively. Beating the game in easy difficulty will not reveal
a code. All codes are entered in the options menu.
BGM Test: Hold select and press R, L, R, L.
Expert Difficulty: Hold select and press up, up, down, down, left, right, left,
right. Hmm... sounds like Atlus ripped a page out of Konami's book, no?
10 Credits: Hold select and press L, R, down, L, R, down, L, R, right.
================================================================================
5.0 Copyright Notice
================================================================================
This FAQ is copyright 2003 by ThunderFist (Mike Waters). It may not be placed on
any other website, in whole or in part except Gamefaqs, ign.com, and my own
personal websites (www.geocities.com/thunderfist_22 and
www.angelfire.com/ky2/SoulTaker), unless permission is granted, in writing, by
ThunderFist. This document may not be changed if posted on another website.
ThunderFist alone has permission to make necessary changes to this document.
Those to whom permission is granted to post this document will be notified via
e-mail when a change has been made, so that they may update. If this document is
found to be on any site other than the ones listed above, or changed without
authorization, a request will be issued that it be removed immediately. If this
request is not obeyed, further actions will be taken, as deemed necessary by the
author.
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6.0 Acknowledgements
================================================================================
Thanks to ChojinSNK of Gamefaqs for posting the codes on the Double Dragon
Advance general message board.
Thanks to Richard Reinblatt (
[email protected]) for pointing out my error
in the survival mode section.
Thanks to Brian Taylor (
[email protected]) for cleaning up some of the
strange irregularities found throughout this document.
Thanks to Brian Sulpher for rating this document FAQ Of The Day for
Nov. 27, 2003!!
Thanks to Crash Overide9207 and Johnny Undaunted of gamefaqs.com
for their posts that brought to my attention that the enemy I called
Sam for so long is really named Steve.
"Secret Agent Man" is the title of a song performed by Johnny Rivers in 1965.
Before I realized that the suit wearing foe is Steve from Super Double
Dragon, I called him Sam, after the acronym of this cool song, both to pay
tribute to the song, and to make a joke from the song title. ^_^
Multiple Man and the Hulk are characters owned by Marvel Comics.
Thanks to Omar who originally submitted the Double Dragon mode ending!
This ending was originally submitted via email, but I lost it before I was able
to get the ending down, but now at last I have the ending. Omar, if you are
still reading this, please send me your full name and email address so that
I may give you a more proper acknowledgement.
================================================================================
7.0 Closing
================================================================================
Thanks a lot for reading my second video game FAQ ever to be posted! If you know
of anything that needs to be added, or if you'd just like to comment, please
feel free to e-mail me at
[email protected] No game play questions, please.
The FAQ will hopefully answer all questions you may have in regards to playing
the game. Also, please do not send hate mail or flame me. Doing so will only
get all further correspondence from you ignored. Thanks again for reading!
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