******************************CONTENT DISCLAIMER*******************************
Cobra Mission is an adult game, meaning it contains nudity. Therefore it
is intended solely for people over the age of 18. If you are of age and
still find such material objectionable, then you probably have no interest in
playing this game or reading this FAQ.
*******************************************************************************
Easy Navigation System
......................
To quickly jump to the desired section,
hit CTRL+F and type in the section's shorthand code.
i. Introduction.....................................................INT1
ii. Characters.......................................................CHR2
iii. Controls.........................................................CTR3
iv. Enemy/Player Stats...............................................EPS4
v. Item List........................................................ITL5
a. Power-ups/Miscellaneous
b. Clothing
vi. Weapons List.....................................................WPL6
a. Permanent
b. One-use Only
vii. Enemy List.......................................................ENL7
a. Regular
b. Bosses
viii. Central Cobra Walkthrough........................................CC08
ix. West Cobra Walkthrough...........................................WC09
x. South Cobra Walkthrough..........................................SC10
xi. East Cobra Walkthrough...........................................EC11
xii. Cemetery Walkthrough.............................................CW12
xiii. Kaiser's Castle Walkthrough......................................KC13
xiv. JR's Guide to Women..............................................JW14
xv. Version History..................................................VH15
xvi. Copyright Information............................................CI16
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i. INTRODUCTION CODE : INT1
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There's trouble in Cobra City! Gangs are running rampant through the streets,
women are disappearing, and the police aren't doing a thing about it. All the
citizens are worried, including Faythe Watson, a lifelong resident of Cobra
Island. Her friend Donna has disappeared, and she might be next!
Faythe has to find her friend, but she can't do it alone. Enter JR Knight, a
childhood frined of Faythe's. JR's not just some ordinary guy though, he's the
hottest private investigator in Florida. As soon as he gets the call, JR hops
the first boat to Cobra Island. Its up to you to help JR and Faythe find out
who's behind the crime wave that has engulfed Cobra City!
Cobra Mission is an adventure/RPG game. As JR, your job is to comb the streets
of the city, putting together the pieces of the puzzle in order to rid Cobra
City of the influence of the evil Kaiser. As JR and Faythe clean up the city
section by section, they will become stronger and find better equipment, until
they are finally ready to face the Kaiser himself.
The game runs in DOS, and you need both a keyboard and mouse to play
effectively.
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ii. CHARACTERS CODE : CHR2
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JR Knight - The hottest P.I. in South Florida, and I don't mean just at his
job! He loves the ladies, and they love him. When a problem
arises, he's more than happy to apply his mind and muscle to reach
a resolution.
Faythe Watson - JR's faithful companion, she's the main love interest. She
must be the most understanding girl in the world to put up with
all his philandering!
Kaiser - The game gives him the title of "Psychotic Master Criminal Overlord."
He's the bad guy, no need to say more.
*You can change the names of JR, Faythe, or Kaiser in the beginning of
the game.*
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iii. CONTROLS CODE : CTR3
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There are three basic states in the game; normal, combat, and "seduction".
Here's what the keys do in each one.
__________________
\Normal State\
Arrow Keys - Move around the world with these. JR will keep moving
until you either change direction or run into something.
Space - Stops JR from walking.
Enter - Makes JR move in the current direction if he's standing still.
Used for selecting menu options.
Esc - Toggles between normal play and the menu(pause).
Used to exit a menu without choosing an option.
___________________
\Combat State\
Mouse - Use this to choose where to hit your enemy. Drag your weapon to the
spot and right click.
Esc - Toggles to the menu.
Enter - Use to select menu options.
______________________
\Seduction State\
Use the mouse to move the cursor to your desired area.
Right click - Takes action.
Select a menu option.
Left click - Brings up/Takes away the option menu.
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iv. ENEMY/PLAYER STATS CODE : EPS4
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The right side of the screen contains the JR and Faythe's HP/Max HP at
all times.
During battle it also displays two vital enemy stats.
Energy Bar - The enemy's energy bar is displayed above the player stats. Most
enemy's HP is represented by a yellow bar. However, a
particularly strong enemy will have a white bar. Once all his
"white energy" is taken away, the bar will change to yellow,
like any other enemy.
Attack Timer - This tells you when the opponent will unleash an attack. When
the meter reaches the rightmost position, the enemy will attack.
The speed the meter fills is dependent on the enemy, some are
faster than others.
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v. ITEM LIST CODE : ITL5
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Hidden in bushes and trees, sold in shops, and stolen from people's homes, the
following items will get JR and Faythe through the game by giving them an
energy boost, or, in the case of clothing, extra protection from enemy attacks.
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vi. WEAPON LIST CODE : WPL6
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Well, you can't fight without any weapons! Lucky for you, the game provides
plenty of ways for you to wail on your opponents.
________________________
\Permanent Weapons\
The tables show how each weapon affects each character's relevant stats.
Both JR and Faythe can handle most weapons. I've noted any special cases in
the tables. The statistics in question:
Stat | Definition
----------|----------------------------------------------------------|
Attack | Attack Power |
| |
Speed | Attack Speed |
| |
Stability | Balance, etc. - goes into figuring Evade % |
| |
Hit % | The percentage of your attacks that damage the opponent |
| |
Evade % | The percentage of time you evade an opponent's attack |
----------|----------------------------------------------------------|
The point differentials here are relative to each character's stats
when unarmed.
These weapons pack quite a punch and should be used sparingly(i.e. only against
bosses). You can find them almost anywhere: laying on the ground, on defeated
enemies, in shops. Just make sure to hang onto them once you get them.
Poisonous Dart
Fire Cracker ________\ These items heavily damage an enemy.
M-80 /
Ninja Star
Molotov Cocktail
Hand Grenade
Tear Gas Spray - This item should make an enemy retreat.
SHERR Spray - Makes the opponent less dextrous; the enemy's attacks
will connect less frequently.
Shanel No. 555 - Enrages your enemy. He'll attack more often but
also become more careless, connecting less and
lowering his defenses.
Megatech Torch - Temporarily blinds the enemy, disabling both his
attacks and defenses.
Magic Spray - Drives the enemy mad and causes him to attack himself.
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vii. ENEMY LIST CODE : ENL7
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You didn't think you would be able to stroll around a crime infested island
without a few incidents, did you? Enemies will pop up to attack you anytime,
anywhere. Fortunately, all the fights are one on one and all the regular
enemies are pushovers. If you know their weak spots, your job will be that
much easier. Time to clean up!
_____________________
\Regular Enemies\
_______________
\ /
+------------------------------@ Central Cobra @------------------------------+
/_______________\
In Central Cobra, you'll run into the weakest of the weak. At least they
carry cash.
Karoshic(1 EXP) : What a wimp! This guy "attacks" you by stealing
money or items. At least I think that's what he
does, he's so slow that the attack timer has to fill
up twice before he attacks. By that time he should
be long dead.
Weakness : Aim for the face or left shoulder area; really
anywhere is effective.
Aerobee(2 EXP) : This blond bombshell bewitches you, then steals
either HP's or money. She's relatively fast,
especially if you waste valuable time gawking at her.
Weakness : Attack her exposed armpit or right shoulder. Even
her cleavage is vulnerable.
Karate Gang(3 EXP) : The karate gang member is fierce, sporting a mask
(Red Version) and colored tights. You might've guessed, the
red clad ones are the novices. They're still
pretty fast, though.
Weakness : Aim for the mask, or even the neck area.
The Bugee(4 EXP) : This boxer is wicked fast, but he has no stamina.
He can easily be knocked out before he unleashes
his strike.
Weakness : Hit his wrapped hand, he'll die in one shot.
The Abnormal(2 EXP) : This Velma clone attacks you with a Barbie doll
and a paper bag. At least, she might, JR always
seems to kill her before she can unleash her
mighty strike.
Weakness : Anywhere.
Karate Gang(5 EXP) : Quicker and more powerful than his red
(Green Version) counterpart. By the end of the stage JR should
be able to kill him in one shot.
Weakness : The weakness remains the same, his mask.
Muscle Crow(6 EXP) : This beast of a woman shows off her muscles, but
she attacks you with her tongue!
Weakness : Her breasts or armpit are vulnerable.
Street Killer(7 EXP) : The street killer is like an advanced version
of the karate gang. He's quicker and more
powerful. I'm just jealous of his beret,
though.
Weakness : As always, his face, but especially his mask.
Around his gut is also a soft spot.
Rockster(10 EXP) : This guy is huge, and he gets extra protection from
massive chest armor. Forget about attacking there;
its almost invulnerable. He's fairly quick, and
does the greatest damage of any enemy in this area.
Weakness : Hitting his head takes away the most HP. If you
weapon starts at the bottom of the screen, you
might want to get a quick strike at his abdomen,
right below the very middle of his armor.
_______________
\ /
+------------------------------@ South Cobra @------------------------------+
/_______________\
In South Cobra, the enemies are very challenging at first. They're all fast,
and the stronger one's attacks can do 40+ HP damage. Get too carless in this
area and JR or Faythe could easily die.
The Armie(5 EXP) : A female army recruit; she's the weakest enemy in
South Cobra. In fact, her attacks usually miss.
Weakness : Just aim for the body; one or two shots will take
her down.
Karate Gang(7 EXP) : By this time, the karate gang should not scare
(Purple Version) you at all. He now seems slower, and his attacks
don't amount to much.
Weakness : You know the drill, hit his mask.
Muscle Crow(8 EXP) : Another recycled enemy, this version of the
Muscle Crow has graduated from the lick attack.
Still, she's slow and easy to dispatch.
Weakness : She still has the same physiche; hit her breasts.
The Zamuri(12 EXP) : Finally, a worthy opponent! The Zamuri's blade
is quick and powerful. Most of the time he'll
get at least one 40+ damage attack before you
take him down. These are not enemies to take
lightly.
Weakness : Aim for the little area between his sword and his
arm, or even better, his hands.
Dark Knight(25 EXP) : Lucky for you, knights are only found inside the
boss's lair in this stage. On one hand, these
opponents are slow and have atrocious hit rates,
so you can feel some ease when facing them.
However, when they connect, OUCH! 50+ damage.
The sticking point: he'll get many attacks, as
his armor is extremely strong.
Weakness : You must aim for the exposed chainmail on his
neck. Attack the area between his adam's apple
and collarbones to have any hope. Even these
attacks sometimes only do pitiful damage; you
must keep wailing away at him. If you get
impatient, he is susceptible to M10 rounds, but
use them sparingly.
_______________
\ /
+------------------------------@ East Cobra @------------------------------+
/_______________\
The enemies in East Cobra are tough, all are stronger and have more HP than
any JR has seen before. Even so, they really need to learn how to aim, it's
awful(for them anyway)!
Muscle Crow(12 EXP) : She's back again, this time she's bleached her
hair. She's resorted to attacking with her
mouth, though.
Weakness : Same as always, her breasts.
The Yakusa(12 EXP) : Yeah, young guys with greased hair and cheap
suits. He packs a punch, but goes down easy.
Weakness : Hit him in the head, but be precise, he's easy to
miss.
Street Killer(15 EXP) : Wow, his outfit is even more impressive this
(Purple Version) time, violet spandex shorts.
Weakness : Same as before, but this is one slippery
little bugger. Be very careful when lining up
your shots.
The Robot Girl(18 EXP) : Wow, she's cute. She's quick, but her
attacks don't do major damage.
Weakness : She's wearing some impenetrable armor, but
her stomach is exposed. Attack it! Her face
is less vulnerable, but still an option.
Iron Crow(15 EXP) : This mechannical version of the Muscle Crow only
appears once you enter the Cobra Pharmacy Research
Center.
Weakness : Same as her fleshy counterpart.
The Guardian(25 EXP) : Yeah, one of these guys was actually guarding
the train station in Central Cobra. He's
nothing special, slow and huge.
Weakness : Anywhere on his massive profile. Faythe's stun
gun immobilizes him.
The Ghost Fighter(25 EXP) : A slipperly little guy with a sword; he'll
acutally absorb your HP. It doesn't help
him much, though, he'll still go down in
one or two hits.
Weakness : Aim for his hands to be sure you hit him.
He dodges well, and even Faythe's stun gun
won't land a blow every time. His attacks
are pretty weak, so just keep hammering
away.
The Combat(32 EXP) : One of these machine-gun toting thugs is guarding
The Mayor. Don't be scared.
Weakness : Immobilize with the stun gun and hit him
anywhere.
The Witch(24 EXP) : Three Muskateers, anyone? The poofy shirt does
look good on her, though. Her attack is not
powerful, but it will harm both JR and Faythe.
Weakness : Keep her frozen with the stun gun. I like to hit
her cleavage but most anyplace does fine.
Electric Killer(30 EXP) : Our beret wearing killers were so effective,
Kaiser decided to make a mechanical
version. These machines are lightning quick
and deal out a good amount of damage.
Weakness : Same as always.
- All I can say is, I'm jealous of his gorgeous yellow headband.
That said, he can kill you in just a few attacks. The easiest
way to kill him is to use the M10 Revolver, three or four shots
to the chest will do the trick. Try any other way at your own
risk.
- Continuing my clothing envy, this guy's suspenders are simply the
sexiest thing ever. The first step to beating him is using the
"Bottle of Gin" on his whip. Derek is quick as anything, and his
whip is lethal; each shot does 50+ damage(after the gin), three
could mean death.
He has a lot of energy, over one full bar. Start out shooting
him with the M10 Revolver, you should have a few rounds left from
Central Cobra, plus any you might pick up in West Cobra. Hope
that attack does major damage, attacking Derek with regular
weapons is extremely frustrating. Stay away from the body, JR
and Faythe's attacks will only take away a few of Derek's HP, so
it's not even worth it. The only real weak spot he has is in
between his eyes(or even a little above, on his hair). Still,
the battle may take many HP out of your characters, be ready to
use some of those Vitamax+ you've saved.
- He's the right hand man of General Fist and the top recruiter for
the military force forming in South Cobra. Don't worry about
him; he's old and doesn't put up much of a fight. Just hit him
in the body a few times and he'll die.
General Fist(---) - Leader of the South Cobra Militia
- If you thought Geppel was a wimp, wait till you see this guy!
He's short and fat, and he makes his men fight for him. In fact,
you need not worry about him at all, he doesn't actually fight
you.
The Robot(50 EXP) - Cobra Pharmacy Research Center Mini-Boss
- Two of these machines block your way in the Research Center. They might
be powerful, I wouldn't know though. Use the stun gun to short circuit
the robot, and you'll never see them attack you either. The Robot has a
lot of HP, going into the white range. Attacking the three lights on his
head does moderate damage, but a more effective method is to attack its,
ahem, "groin" area.
- He's in charge of the Research Center, which naturally makes him the boss
of East Cobra. He's incredibly tough. Fire from his cannons damages
both JR and Faythe, and lasers from his eyes takes off 50+ HP also.
Even worse, he's got a ton of HP and the stun gun has NO EFFECT on him.
Equip JR with the ax and Faythe with the ancient sword, then wail away
at the robot's face. You shouldn't have to break out any Vitamax
varieties, but be ready just in case.
- Kaiser's head of security, he's confident that he can take you out all
by himself. His attacks are powerful, taking off around 75 HP, but JR
and Faythe should have high enough levels to take the beating. The only
exposed places on his body are his biceps; attack them furiously. The
Sword of Gaia will make short work of him. As far as Faythe goes, her
stun gun will do damage, but it won't stun him. If it's worth it to you
to equip her with the Esper Rod, go for it.
- The big boss himself. He's strong, his energy bar is filled to the
max(full white). Kaiser starts out pretty weak, his attacks will do
little damage. When you get him down to about 3/4 of his energy though,
he'll rip his shirt off, enabling him to become quicker and more powerful.
Watch out, his attacks in this state can do 100-150 HP damage. You'll
definitely want to keep your eye on your stats and use all those Vitamax
varieties you've stored up.
That said, the battle is not that difficult. The Sword of Gaia does its
magic; have JR attack Kaiser's head with it to extract chunks of energy
from Kaiser. Conversely, Faythe can't dent the guy, neither with the
Esper Rod nor a gun. However, the tossable one-time use weapons
(cocktails, grenades, M-80s) will do as much damage as JR's sword.
You should have some of these stockpiled, as you don't need to use them
at any other time in the entire game. Have Faythe use these, and you can
defeat Kaiser in little time.
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viii. CENTRAL COBRA WALKTHROUGH CODE : CC08
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JR starts his mission with no leads. All Faythe can tell him is that her
friend Donna is missing. Who? What? When? Where? Why? How? Not a clue. The
only way JR can learn what's going on is to talk to the locals, so get ready
for some walking. Once you learn what task JR needs to complete, the game
isn't that hard. Here's some help with that first part.
Legend:
A. Faythe's House F. J Class' House K. Photo Junkie's House
B. Old Man's Garden G. O. Pow's House L. City Hall
C. ROCKET Deliveries H. K. Stien's House M. Club 10
D. Bar BJ I. Angel Drugs N. Motel Rose
E. B. Thompson's House J. Estrille Shop O. Train Station
P. Cobra Pharmacy
1. $20 under a tree 5. $10 in the bottom right tree
2. M10 Revolver Ammo in the fountain 6. M10 Revolver Ammo in the fountain
3. M10 Revolver Ammo in a tree 7. M10 Revolver Ammo in a bush
4. M10 Revolver Ammo in a tree 8. Fire Cracker in the bush*
*The path to this item begins at the *arrow in the map.
|_____________________________________________________________________________|
A. Faythe's House - You don't actually go in; its just a "home base".
The best feature is you use the phone here,
i.e. its how you hook up with the ladies.
B. Old Man's Garden - There are some good items in his garden.
Metallic Bat - In a bush in the upper right corner.
$20 - In a bush in the upper left corner.
C. ROCKET Deliveries - You must get hired as a delivery man, plus you
have to return here to get paid! Its $40 a
job, an adequate income for early in the game.
D. Bar BJ - Amazingly, all the knowledgeable people in town are
barflies. The fountains of information in this dive are
Beck, Hugo, and Joe. Also find these items:
$20 - Behind the plant in the lower left corner.
Poisonous Dart - In the lower right corner.
Vitamax+ - Under the middle table in the upper left row.
Pocket Knife - Under the plant in the upper right corner.
E. B. Thompson's House - One of your delivery destinations. No real
useful info, but a few items:
Steel Pipe - Bottom middle of the carpet.
Fire Cracker - Behind the plant in the
kitchen.
F. J. Class' House - Another delivery stop, unfortunately this guy is
a mean old man.
Poisonous Dart - Simply walk straight from the
doorway.
Lady's Bra - First wardrobe in the bedroom.
Vitamax+ - On the shelf in the kitchen.
G. O. Pow's House - This little old lady gives you some encouragement.
$20 - Under the carpet in the right bedroom.
Lady's panty - In the bathtub.</pre><pre id="faqspan-2">
Vitamax - First row, the non-empty table.
H. K. Stein's House - Last delivery but certainly not least.
Lady's lingerie - Wardrobe in the right bedroom.
Poisonous Dart - Nook between bedroom and
kitchen.
20% off coupon - Talk to K. twice and he'll give
you a coupon for the Estrille
Shop.
I. Angel Drugs - You really don't need to buy anything here, but if
you're curious, the prices:
Vitamax - $10
Vitamax+ - $50
Fire Cracker - $30
Poisonous Dart - $50
SHERR Spray - $35
J. Estrille Shop - Such a "convenient" store, they sell mostly
weapons. Don't forget to use the coupon!
Regular 20% Off
Pocket Knife $20 $16
Baseball Bat $60 $48
Bull Whip $75 $60
M10 Revolver $3000 $2400
Vitamax $10 $8
Vitamax+ $55 $44
K. Photo Junkie's House - Yeah, the guy's a perv, but aren't you?
He'll trade you pics for any lady's
undergarments you happen to find.
L. City Hall - Not much to do here now. You'll come here later in the
game, though.
M. Club 10 - This place seems pretty shady, they won't let any men
inside. The boss of Central Cobra's lair.
N. Motel Rose - None of the actual game takes place here; this is
where you have all your dates. Try to walk in with
Faythe; she flat out refuses!
O. Train Station - The only way to get to South Cobra, unfortunately
the engineer is missing for now.
P. Cobra Pharmacy - A source of income and agony. Hidden items are on
the second floor.
VitaUp - Under the table by the computers.
Pocket Knife - Hidden in the bottom right corner.
Vitamax - In front of the scientist on the right.
Vitamax+ - Hidden in the bottom left corner.
____________________
\Walkthrough\
The game begins with JR arriving on Cobra Island. He proceeds to
immediately find a telescope focused on a nude beach and, naturally,
takes a long look. When a gang demands a fee in exchange for his
eyefull, JR has no choice but to fight!
In the first fight JR is up against three gang members, but he has a
gun! Unload the clip into the enemies; you won't be able to use it
again for a while anyway. After the fight JR will proceed to Faythe's
house, where you will really take control of him.
There are several tasks you should complete before taking on the
boss. In fact, you have to complete them. If you ever get stuck, the
best place to go is the bar; the guys there prompt JR by giving him
valuable information.
For some of these the order doesn't matter, but this one is recommended.
-Go down the street to ROCKET Deliveries(C) and accept a job.
-Visit Bar BJ(D), search it and talk to each barfly.
-Go to the Old Man's Garden(B) and accept his job. Find the items and
leave(you rip a lot of people in this game). Equip JR with the
metallic bat, its his best weapon on this level.
-Deliver the package to B. Thompson's house(E). Important tip: to
actually deliver the package, make sure you put on the ROCKET cap.
Otherwise, JR forgets he actually has a job to do and won't hand
the goods over to the proper recipient. Next, search and equip
Faythe with the steel pipe for now. Return to ROCKET Deliveries
for your pay and the next package.
-While you're here, try and go through the railroad gate. JR will
fail.
-Deliver the next package to J. Class(F). Search his house. Return
and get the next package.
-Deliver the next package to O. Pow(G). Search and go back to
ROCKET for the next package.
-Deliver the next package to K. Stein(H). After you give him the
package, talk to him again; he'll give you a coupon for the
Estrille Shop. Return to ROCKET Deliveries to get paid. They'll
give you another package(for B. Thompson). You can deliver as many
packages as you want, but you don't have to deliver any more.
Also, equip Faythe with the pocket knife.
-Return to the bridge from whence you came at the beginning of the
game. (You can look through the telescopes again.) Walk up to the
destroyed portion and JR will boast that he can jump it.
-Go to City Hall(L) to report the bridge is out.
-Go up to the Cobra Pharmacy(P). Accept the scientist's offer to
participate in a test. Search the place. Go back outside and walk
around, but STICK CLOSE. That drug makes JR sick, and walking
depletes his energy. If you're too far away you could die before
getting back. Talk to the scientist again and he'll give you an
antidote.
-Now is the time to train, both to get EXP and money. You need
$2400 to buy the M10 Revolver, even with the coupon. Now would be
a good time to collect hidden items.
-Once you get enough money, go to the Estrille Shop(J) and buy the M10
Revolver. Buy the bull whip for Faythe if you want; it doesn't
make a noticeable difference.
-Now, visit the train station(O) and the Motel Rose(N), before going
to Club 10(M). They shouldn't let you in.
-Go back to the bar and talk to the guys again; they should have
different things to say.
-BE READY FOR A FIGHT!
Return to Club 10, this time Tacker takes Faythe prisoner, and
sicks his karate students on you! Five karate "gangs" in total:
Red, Green, Red, Green, Purple. The green gangs are tougher than
red, and purple is the toughest. If you screw up here, you could
die, so save in advance.
-After the brawl, return to Bar BJ. Beck and Hugo will offer you
some insight.
-Return to Club 10; you should be able to get in with your ROCKET
cap. Talk to the speaker at the door, she'll tell you to go in
through the door up on the right side. Talk to the receptionist;
she'll open a door for you.
! - There's a hidden key in the plant; it unlocks the very
next door. Tacker is inside.
! - Equip your M10 Revolver.(You should have five shots)
-Go in the door and face Tacker. A few shots to the chest and he'll
die. You'll get Tacker's keys and meet Steffie. Also, get the
Lady's Lingerie behind the sofa.
-Faythe is in the last unsearched room of Club 10; Tacker's keys
will open it. Search the room after you save her; there's another
lingerie in front of the window.
-Faythe suggests you return to her apartment. Go back there if you
want to call Steffie right away. Swing by the otaku's house(K) on
the way to trade in your goods. You can also skip this part and
proceed directly to West Cobra, but why would you?
-Call Steffie(optional)
Now its time to tackle West Cobra!!
-=-=-==-=-=--=-==--=-=--=-=--==-=-==-==--=-=-=--=-=-=--=--==-==-=-=--=-=-=-==-=
ix. WEST COBRA WALKTHROUGH CODE : WC09
--=--==-=-=----==-==-=-=--==-=-=-==-=-=-=-=-=--==-=--=-=-=-=-=-=-==-=--==--==-=
You've defeated Tacker, but there's still no sign of Faythe's friend Donna.
JR needs to get to East Cobra to investigate her lab, but the bridge is out.
The workers needed to fix the bridge are in South Cobra, but they can't get to
Central Cobra because the engineer is looking for his missing daughter in West
Cobra.... Make sense? Well, even if it doesn't, its time to go to West Cobra
and kick a little ass.
Legend:
A. To Central Cobra F. C. Bettime's House K. Engineer in the park
B. ROCKET Deliveries G. E. Owen's House L. Dowzing Club
C. Fritz's Pub H. Proven Shop M. House of Leather & Chains
D. V. Witt's House I. Textas Drug Store N. Garden Maze
E. T Winter's House J. Adult Toy Shop/ O. Old Woman's House
Keller's Shop
1. Poisonous Dart in bush 6. $10 in the fountain
2. M10 Revolver Ammo in bush 7. Hidden passage(four trees over)
3. M10 Revolver Ammo under tree 8. $100 in the bush
4. $25 under the tree 9. $5 in the bush
5. $20 behind the store 10. Sapphire Ring in the fountain
*Entrances to paths leading to certain objects are highlighted by an
arrow or an asterik.
A. To Central Cobra - The road to Central Cobra, in case you forgot
anything. By the way, there won't be any
enemies around there anymore.
B. ROCKET Deliveries - JR needs to make some more deliveries, but this
time around JR gets paid $50 for each one.
C. Fritz's Pub - Once again, the bar is the main place to gather
information. This time JR's new best friends will be
Guile, Monty, and Wendell. Also, the bartender will
offer to sell you a drink, and there's a pretty young
thing named Dominique waiting for you in the back.
M-80 - Behind the plant in the bathroom.
Rotary vibrator - On the floor in the bottom right
corner.
Vitamax+ - Under the second row of tables on the
right.
$50 - Behind the plant in the upper right corner.
D. V. Witt's House - Take your first delivery here.
Poisonous Dart - Under the carpet in the kid's
room.
Lady's panty - On the bed in the right bedroom.
Vitamax+ - Under the middle table in the row.
E. T. Winter's House - Winter plays a big role in this stage of the
game. Second delivery spot.
M-80 - Behind the plant in the upper right
corner.
F. C. Bettime's House - Third delivery stop.
The cat mystery : the owner of the house is
standing in front of a room, and complains
about losing the cat. JR can find the cat,
but never tell the owner about it.
Intuitively, one might think that
communicating the cat information would get JR
in the room, but apparently its just a teaser.
Lady's bra - In the bathtub.
Vitamax+ - On the shelf in the kitchen.
G. E. Owen's House - Final house in the delivery rotation.
Vitamax+ - On the sofa in front of the TV.
Leather Coat - Middle wardrobe in the bedroom.
H. Proven Shop - Another convenience store that sells DEADLY WEAPONS!
Metallic Bat - $80
Dagger - $90
Bamboo Cutter - $150
Fire Cracker - $30
Poisonous Dart - $50
I. Textas Drug Store - The girl claims she'll give you a discount if
you buy a lot. Liar.
Vitamax - $10
Vitamax+ - $50
Leather Hat - $70
Thick Coat - $120
Jean Jacket - $95
Cotton Pants - $60
Cotton Skirt - $75
J. Adult Toy Shop - Remember, this is an adult game, you might want to
buy some stuff here.
Candle - $10
Bull Whip - $140
Rotary Vibrator - $150
Vibrator - $160
Keller's Shop - After you beat this level, the poor shop owner
changes his place back to a normal store.
Vitamax - $8
Vitamax+ - $40
Vitamax++ - $200
K. Engineer - The missing train engineer from Central Cobra. He's
looking for his daughter, not with much effort though,
as all he does is stand in the park.
Poisonous Dart - In bush in upper left corner.
L. Dowzing Club - A place where people learn to tap their extra
sensory powers.
M. House of Leather & Chains - Could you think of a more appropriate
name for an S&M club. Probably.
Derek, the boss, is here.
N. Garden Maze - Another old man needing help with his yard work. You
can find some good stuff in his garden.
O. Old Woman's House - This old lady confuses you for her grandson;
she'll give you $1 every time you talk to her.
As far as I know she nevers runs out of cash,
so if you're desperate, visit her.
$50 - On floor in lower left corner.
____________________
\Walkthrough\
Alright, so JR blazes into West Cobra looking to save the engineer's
daughter, but he doesn't know where to start. Follow these directions
to make it easy.
!- Tasks to complete at no particular time in the walkthrough, but
definitely before you complete the level.
A. Collect the items lying around in the open.
B. Visit Textas' Drug Store(I) to buy the stronger clothing.
C. Visit the Proven Shop(H) to buy the bamboo cutter(Optional,
the metallic bat does fine, but doesn't wielding a BAMBOO
CUTTER just sound too cool?). Buy the Dagger for Faythe and
equip it.
D. Visit the Old Woman's House(O) to get money.
E. Scour the Garden Maze(N)
-Visit ROCKET Delivery(B). JR will get a map of West Cobra and his
first delivery job.
-Go to Fritz's Pub(C) to meet everyone. Search and get the items
there.
-Visit the Adult Toy Shop(J), buy the vibrator if you want.
-Deliver the package to V. Witt's house(D) and search it. Return to
ROCKET to get paid and the next delivery.
-Go to T. Winter's(E) to deliver his package. Search his house then
give him the package. Faythe will break his bottle of cognac,
which sets you off on your first task. Ignore it for now, just
return to ROCKET and get the next job.
-Deliver to C. Bettime's(F), search, return to ROCKET and get paid.
-Take a break from running around to go to the park(K). Talk to the
engineer, then search the area.
-Deliver the package to E. Owen's house(G), get his booty, and return
to ROCKET to get paid.
-Go to the Adult Toy Shop. JR will ask for some liquor, the owner
will say he'll give you some if you can find it, which you can't.
-Take Faythe to the Dowzing Club(L) so she can enhance her seeking
abilities. She tells you to go wait at Fritz's Pub, so...
-Go to the pub. This is JR's opportunity to give Dominique a spin,
for $100 of course. You can spare the money, so give her a good
whirl, or two, or three,....
-After you've had your fill of Dominique, pick Faythe up at the
Dowzing Club.
-Return to the Adult Toy Shop, Faythe will find a secret passage in
the top wardrobe on the left. Once inside, go in the room above
the stairs. You'll find : SHERR spray on the TV.
Poisonous Dart behind the plant on the
right.
Go up the next set of stairs and search any shelf to get the
cognac. Remember to get TWO bottles! Return to the owner and talk
to him; he'll give you a special bottle of gin, an item very
important to beating the boss of this level.
-Return to Fritz's Pub. Give Wendell one of the bottles of cognac
to get him drunk. Keep talking to him until JR steals his
membership card to the House of Leather and Chains.
-Go to T. Winter's and give him the other bottle of cognac. He'll
give you a girly magazine for your troubles.
-Time to take down the boss of West Cobra! You should be ready;
make sure you have a few Vitamax+ before heading into the House of
Leather and Chains(M).
----House of Leather and Chains-----
-First search the empty rooms.
~First room on the left - M10 Ammo under the carpet.
~First room on the right - $20 under the carpet.
~Second room on the left - $50 under the carpet.
~Second room on the right - $50 under the carpet.
~Third room on the right - $20 under the lower left corner of
the carpet.
~Third room on the left - Small key under the lower right corner
of the carpet.
-Proceed upwards to "fight" the S&M girl. The thing is, she's in
the mood for M, so you'll just beat on her for a while before
moving on.
-The small key you found will open the door on the right. Go in to
find:
~Vitamax+ in the nook in the upper left of the room.
~Lady's bra under the second bed.
-Talk to the girl, she's the engineer's daughter. She'll escape,
but when JR tries to leave, he's attacked by Derek. Equip your
M10 Revolver beforehand and don't forget the bottle of gin!
(Look in the boss section for more detail on how to beat Derek).
-Once you've won, go into the opposite room on the left side of the
building. Find:
~Shanel No. 555 on the TV.
~M10 Ammo in the nook in the upper right of the room.
~Vitamax++ on the shelf on the left.
~Lady's lingerie on the lower left sofa.
------------------------------------
-You still have some stuff to do after you beat up Derek. Go get
the sapphire ring in the fountain behind where the engineer was
standing.
-Visit ROCKET Deliveries; the boss gives you a map of South Cobra.
-Now, return to Central Cobra and go to the train station. The
engineer will give you his phone number. You don't want to talk
to him, but you sure do want to talk to his daughter! Another man
will offer to sell you a ticket to South Cobra. You don't have to
go yet.
The mission is now complete. The preferred action here is to return
to Faythe's apartment(stopping by the otaku's on the way) and calling
Yvonne(the engineer's daughter) for some fun. However, if you don't
feel like it now, buy a ticket to South Cobra and get on with the
mission. Tickets are $1 per person.
-=-=-==--=-==--==-=--==---=--==-=-=---==-=-=--==-==-==--=--==-=-=---===--==-==-
x. SOUTH COBRA WALKTHROUGH CODE : SC10
=-=--=-=-==-=--=-=-=--=--==-=-=-=---==-=-=-=-=-=--==-=--==-=-=-=--==-=-===--==-
Well, JR found the engineer, so now he can get to South Cobra. Why?
To find the workers to repair the bridge to East Cobra of course. How
hard could that be? Harder than anything you've faced so far.
Legend:
A. Train Station G. Dog's House L. Army Scout HQ
B. Hal Bros. Pub H. Crying Boy's House M. Mick's House
C. Sacchrus Tools I. Atlas Construction N. Fritz's House
D. Melissa's House J. Life-Plus Drugs O. Exit of Secret Passage
E. Winard House K. Warehouse P. Hidden Room
F. General Fist's
Residence
1. Power Capsule in the bush. 5. $20 in the tree.
2. Box of M10 Ammo in a pipe. 6. 2 M10 Revolver Ammos in the fountain.
3. Box of M10 Ammo in a pipe. 7. Box of M10 Ammo.
4. $25 in the tree. 8. Box of M10 Ammo.
A. Train Station - Pony up a dollar per ticket and you can go back to
Central Cobra anytime you want.
B. Hal Bros. Pub - This pub is more extravagant than any so far; it
actually has TWO bartenders. The bartender on the
left will sell you his special for $15; the one of
the right will sell you whiskey for $5. Neither
drink will do anything for you, it only appeals to
your need to buy imaginary alcohol.
As always, JR will need to spend time talking to
the regulars: Fritz, Mick, and Bo. There's also a
pro working the joint, Chrissy, and she's
immediately offers herself to you for $400. Of
course, Faythe nips that in the bud, you'll just
have to wait for when she's not around...
M-80 - Behind the plant in the bathroom.
Vitamax++ - On the sofa on the left of the
building.
$25 - Behind the 4th plant up on the right side of
the bar.
SHERR spray - On the floor in the lower right
corner.
Lighter - On the first barstool on the right of the
bar.
C. Sacchrus Tools - Buy an ax! No ID required.
Steel Rod - $100
Ax - $160
Edidas Sneakers - $70
Poisonous Dart - $40
SHERR Spray - $35
Box of M10 Ammo - $300
D. Melissa's House - JR and Faythe don't actually enter her home; she
just gives up some useful information.
E. Winard House - This spacious residence is actually the base of a
religious cult. Just loot the place, or talk to the
cult leader for giggles. The house has two areas,
each with a separate entrance.
Left entrance -
Jean Skirt - By the bathtub.
Right entrance -
Vitmax++ - On the shelf.
Poisonous Dart - Behind the next to last highest
tree on the left side of the room.
Several Vitamax in the three rows of tables,
numbering the tables left to right:
1st row - 1st and 6th tables.
2nd row - 3rd and 10th tables.
3rd row - 7th table.
F. General Fist's Residence - General Fist is the boss of this level.
His base is surrounded by an electric
fence; you only get in by finding the
secret passage, which you can only do
after completing the necessary tasks in
the town.
G. Dog's House - That's right, the only living being in this residence
is a dog, which means that the place is begging to be
looted.
Box of M10 Ammo - 4th tree in entranceway on the
right.
$50 - Behind the plant in the large room on the
right.
Vitamax++ - On the floor behind the rightmost toilet.
VitaUp - On the floor in front of the leftmost
toilet.
H. Crying Boy's House - The kid thinks you're there to rob him. Eh,
he's sort of right.
Lady's lingerie - In the upper right room in
the wardrobe.
There's also a room with a line of boxes.
From the bottom to top, there are 2 M10
Revolver Ammos in the 1st, 3rd, and 7th boxes.
I. Atlas Construction - JR can't search the place, but he gets
valuable maps from the hot receptionist(too
bad you can't get her number).
J. Life-Plus Drugs - Meets all your clothing needs.
Vitamax - $10
Vitamax+ - $50
Shanel No. 555 - $35
Orchid Brooch - $25
Jean Skirt - $110
Leather Jacket - $95
Leather Coat - $150
K. Warehouse - Your local army surplus store. "Store" in the sense
that you break in and steal items.
Military Pants - On the right side of the room, these
are in the end box on the top row.
Army Boots - On the left side, in the end box on the
bottom row.
Army Cap - On the left side of the top room, these are
in the middle box.
Army Uniform - In the nook, in the end box.
Also inside the Warehouse, there's a secret room with
four boxes of M10 ammo.
*Tip on the location of the hidden room and the map are
courtesy of Alena.
L. Army Scout HQ - Well, if you're going to take down the leader of an
army, you would logically search their
headquarters. Due to tight security, getting in
here is quite a task.
1. $10 hidden under the carpet.
2. $20 hidden under the carpet.
3. Hidden passage.
4. 4 fire crackers.
5. M10 Revolver.
6. Geppel, don't talk to him until you've searched the entire
place. Once you speak, you have to fight and defeat him, and
then enemies start appearing inside the HQ.
M. Mick's House - This guy should spend more time at home; apparently
his kid just watches porn all day.
On the second floor:
Tear Gas Spray - In the corner behind the bottom row
of sofas.
N. Fritz's House - See what a little parental supervision can do!
Fritz's son studies all day to get into MIT.
Map of East Cobra - In the top row of shelves, it
in the last bookcase on the
right.
Poisonous Dart - On the floor just under the side
entrance.
Girly Magazine - In the library, but only available
if Faythe isn't around.
O. Exit of Secret Passage - JR's only access to General Fist's base.
P. Hidden Room - Some great loot in here, just be ready to keep
fighting.
In the boxes in the lower left corner you'll find:
~2 ninja stars
~$20
~$10
~2 Vitamax+
In the lower right corner you'll discover:
~Vitamax++
~2 M-80s
____________________
\Walkthrough\
Tip: You can walk on the train tracks in South Cobra, but if you stay
on them too long, a train will squish JR and Faythe. Beware!
!- Tasks to complete sometime before you move onto East Cobra:
A. Collect the items lying in the open.
B. Loot the Dog's House(G).
C. Search the Crying Boy's House(H).
D. Visit Fritz's House(N).
-Right after getting off the train, proceed to the Hal
Bros. Pub(B), get all the items inside and talk to everyone; JR
learns about the new army in South Cobra.
-Stop by the Sacchrus Tools(C) to upgrade your weapons. Equip JR
with the ax and Faythe with the Steel Rod.
-Walk up to Melissa's House(D) by going through the opening
designated by the arrow at the bottom of the screen. She'll fully
explain the situation in South Cobra and give you an antidote to
Accocin, a drug developed by Kaiser's forces.
-Now walk across town to the Army Scout HQ(L). Be sure to walk in
to the left side of the building. JR will be turned away for
being a civilian.
-The guys at the bar told you about an army recruiter wandering the
streets; its time to find him. Wander the area close to Fist's
base and eventually you'll see a man standing in the streets. His
name is Geppel, talk to him and listen to him berate JR.
-Return to Hal Bros. and talk to Mick; he'll tell you about the
goodies hidden in the Warehouse.
-Time to loot the Warehouse(K). You must have the ax to get in,
but you did buy it earlier, right? Get all the stuff inside.
Don't relax though, enemies still appear within the building.
-Once JR has dressed in his new army duds, go back to Army Scout
HQ. JR still can't get in, as he's disguised as a lowly private.
-Once again, return to the Hal Bros. Pub and talk to Mick. This
time he'll tell you about some helpful items hidden in his house.
-On your way to Mick's House(M), stop by Atlas Construction(I).
Talk to the secretary there until she hands you a map of Army
Scout HQ. Once inside Mick's, go directly to the second floor.
You'll see a kid, once JR gets close enough to him he runs away.
Walk up to the TV and turn off the porno, then talk to the kid.
He'll tell you about a hidden key in another room. Find the key
on top of the bottom wardrobe, enter the locked room, and find a
Colonel's insignia in the wardrobe next to the bed. Before you
leave, don't forget to find the other hidden items in the house.
-Stop by Life-Plus Drugs(J). Buy any better clothes(if you haven't
already), but definitely buy an orchid brooch now.
-Time to actually enter the Army Scout HQ, JR can finally get
inside. First, search the place to find all the hidden items.
After you've found everything, talk to and fight Geppel; once he's
defeated enemies will start popping up.
-Go back to Hal Bros. and talk to Bo for some new info.
-Visit Atlas Construction again; the receptionist will give you the
Map of General Fist's Base(1). Immediately go back inside, this
time she'll give you the Map of General Fist's Base(2).
-Go back to Army Scout HQ and enter the far left room. Faythe will
get a strange feeling; search the room but you won't find
anything. At this point Faythe returns to the Dowzing school to
enhance her abilities.
-Since Faythe is no longer by your side, its time for JR to return
to the pub for some action with Crissy. Bump her price down to
$200 by asking for a discount twice. Have fun!
(You can also swing by Fritz's for the girly magazine.)
-Once you've had your exercise, return to West Cobra and pick up
Faythe at the Dowzing Club. Then return to South Cobra.
-Return to the "strange" room in the Army Scout HQ. The trigger
for the secret passage to Fist's base is on the right between the
row of shelves, while the actual passage is on the left side.
Proceed inside if you feel you're ready to face the General.
-Inside the secret passage, find a Megatech Torch at the end of a
dead end alley.
-Once outside the passage, search the grounds around the base and
also the hidden room.
--------General Fist's Base----------
-Once inside, go directly to the second floor; there's no items
hidden in the expanse of the first floor.
-You major task on the second floor is to get to the center room.
At each level there's a locked door leading to the next inner
level and a key to that door. You can tell where the keys are on
the in game map by looking for small shaded blocks. They don't
come without a fight, though; you have to win each one from a
Dark Knight. On top of that other enemies will continue to pop
up, including the occasional extra Dark Knight.
-Once you reach the center room, you must defeat four Dark Knights
and touch the light that each is guarding. After all the lights
are activated, walk into one of them. You'll fall through the
floor down to the first level of the base, losing 106 HP in the
process. Recover these HP before proceeding into the room above!
If you're patient you can try to walk it off, but this may take a
while as enemies continue to appear. Use meds if you're
impatient.
-Proceed into Fist's room when you're ready. You'll immediately
face two Dark Knights. Then you'll converse with Fist; he tries
to have a girl seduce JR. Faythe saves the girl and beats it out
of the place, leaving JR to fight Fist alone. Before that
happens though, JR has to face two more Dark Knights by himself,
then "fight" Fist.
-After Fist is defeated, find the goodies in his room.
Box of M10 Ammo - In the upper right corner of the room.
Power Capsule - Behind the brown tree on the right side of the
room.
M10 Ammo - Lower left corner of the room.
VitaUp - One the left side of the room, behind the green plant in
between the two brown ones.
--------------------------------------
-JR is done in South Cobra, so hop a train back to Central Cobra
and go to Faythe's House. Apparently, the girl you saved is the
mayor's daughter, so you'll immediately go to City Hall to inform
them.
-Go back to Faythe's house(and the otaku's on the way).
Now that this level is complete, you can run to the next stage in East
Cobra, or call up Melissa for a little fun.
-=-==--=-==--==-=--==--==--===-==--==-==-=-==-=-=-=-=--=-==-===-=-=-=-=--==-==-
xi. EAST COBRA WALKTHROUGH CODE : EC11
=--==--==-=--=-=-=--=--==-=-=---===--==-=-=--==-=-=-=-=-=-=-==-=-=-=-=-=-=-=-==
Finally! The goal of JR's mission all along has been to find Faythe's friend
Donna, and now he can finally get to East Cobra to check on her. But, where
the hell is she?!?
_________
| |
|--------------------------------| Map |----------------------------------|
| |_________| |
Legend:
A. To Central Cobra F. Cobra Pharmacy Research Center K. Vinny's House
B. Keywest's Store G. Human Resource Center L. Beach House
C. Nelly's Pub H. Duncan's House M. Dream Club
D. Dolly's Store I. Fortune Teller's House
E. CCC Confectionary J. Mrs. Crissy's House
1. 2 M10 Revolver Ammos in the fountain. 4. Hidden Passage
2. 2 44 Caliber Ammos in the fountain. 5. Map of C.P.R.C.
3. $100 behind the tree.
A. To Central Cobra - Just in case you need to make an emergency
call. Hehe.
B. Keywest's Store - Just curious, but how much protection could an
aluminum helmet really provide?
Steel Rod - $100
Ancient Sword - $160
Aluminum Helmet - $100
Tear Gas Spray - $85
Box of M10 Ammo - $300
C. Nelly's Pub - Amazingly, Clay and Arnie, the local drunks, have no
information to give you. The bartender will sell you
a mineral water for $10, it will restore HP.
Ninja Star - Behind the brown plant on the left side
of the building.
Vitamax++ - On the sofa beside the brown plant.
Ninja Star - Behind the green plant on the right side
of the building.
M-80 - Behind the plant in the bathroom.
$50 - Under the upper right corner of the carpet.
E. CCC Confectionary - How refreshing that, in this time of gang
proliferation, a bakery is able to survive.
Carrot Cake - $2
Cookie - $20
F. Cobra Pharmacy Research Center - Donna is held captive here.
G. Human Resource Bank - You can pay $250 for them to find you a job.
Its a rip-off, don't do it!
H. Duncan's House - Adverturer Duncan; he's quite mean.
Bottle of Gin - On the shelf by the stove.
Tear Gas Spray - On the TV.
I. Fortune Teller's House - Pay him $100 to tell the future. Its
funny, but if you're not in the mood to
laugh, skip it.
J. Mrs. Crissy's House - I believe she's insane.
Vitamax++ - On the shelf.
K. Vinny's House - A red-blooded American male... wait, this game
isn't American.
Vitamax++ - On the shelf in the small room on the
right.
Lady's lingerie - In the wardrobe of the same room.
Shanel No. 555 - On the TV.
Lady's lingerie - On the bed in the locked room.
L. Beach House - The man inside appears to be a stoner, but he keeps
some interesting stuff around his place.
M. Dream Club - Oh, what a dream! All the items are in the basement.
Lady's panty - On the bed.
Bottle of Gin - Between the sofas in the bottom right
corner.</pre><pre id="faqspan-3">
Shanel No. 555 - In the box.
Leather Skirt - On the floor behind the bed and tree.
____________________
\Walkthrough\
!- Tasks to complete before leaving the vicinity.
A. Gather scattered items.
B. Search the Fortune Teller's House(I).
C. Loot the Beach House(L).
D. Comb Nelly's Pub for items(C).
-Visit Keywest's Store(B), buy JR the aluminum helmet.
-Search Duncan's house(H). Talk to him; he'll kick you out for now.
-Stop by the CCC Confectionary(E) and buy a carrot cookie. It will
be useful later.
-Visit Mrs. Crissy's House(J). Talk to her until Faythe gives her
the cookie. She'll give Faythe the stun gun; equip her with it
immediately.
-Proceed to the Dream Club(M). JR will have a nice nap, until he's
disturbed(okay, saved) by Faythe. Go down to the basement and
wake up the man(Vinny). Once you've collected all the items,
return to the main floor. Walk up to where the girl(criminal) was
laying, and laugh.
-Walk over to Vinny's(K) to see how he's doing. Steal all his useful
items, then talk to him. Once he promises to call Duncan on your
behalf, its time to leave.
-Back at Duncan's, JR has to negotiate to use Duncan's protective
clothing, but it gets ironed out. Equip the clothes that he gives
you.
-Now that Faythe and JR are toasty, its time to liberate Donna from
the Research Center(F).
-The first task to complete in the research center is to switch off
all seven lamps. The numbers in the map indicate their locations
and a suggested order for tackling them. In order to accomplish
this you'll have to defeat a Robot at (A).
-After the lamps, attack the other Robot at (B), then mess with the
computers behind it. This will give you access to Mechachrome(C).
-Once Mechachrome is defeated, egress through the door behind him
and follow the path to the basement(D).
-In the basement, you'll find a Molotov cocktail in the upper left
corner. Collect it and then mess with the computer in the lower
left corner. This opens the room where Donna is held captive.
-Talk to Donna; she'll give JR some useful information and items.
Exit the building through the darkness. In the darkness, JR will
find:
Vitamax++ - Lower right corner.
Magic Spray - Find the middle green light in Donna's room and
walk down.
Vitamax++ - Upper left corner.
Exit - Right above the lower left corner.
----------------------
-Return to Duncan's house to give him back his clothes.
-Go back to Central Cobra and visit Faythe's.
-Pass some information onto City Hall.
-Now, return to Faythe's. You can call Donna or proceed directly to
the cemetery, where Kaiser is hiding.
-(Don't forget to visit the Otaku!)
-Once you're ready to face Kaiser, go to the Train Station. You'll
face a Guardian, not a difficult opponent. Jump on board, and
you're ready to face the final test!
-=-=-==--=-==--==-=--==---=--==-=-=---==-=-=--==-==-==--=--==-=-=---===--==-==-
xii. CEMETERY WALKTHROUGH CODE : CW12
=-=--=-=-==-=--=-=-=--=--==-=-=-=---==-=-=-=-=-=--==-=--==-=-=-=--==-=-===--==-
Kaiser's up to no good, and only JR can stop him! First, however, you have to
actually find him; he's holed up in his castle, surrounded by a cemetery maze.
Weaving your way through here won't be easy, but these maps should help.
_____________
| |
|------------------------------| Cemetery |--------------------------------|
| |_____________| |
Legend:
A. Train Station F. Exit from 9 K. Exit from 21
B. Red House G. Nude Beach L. Blacksmith Gaia's
C. Entrance to Underground H. Entrance to 10 M. Exit from 22
D. Exit from 5 I. Exit from 13 N. Unused Warehouse
E. Entrace to 7 J. Entrance to 14 O. Exit from 23
P. Kaiser's Castle
*Exit and Entrance nos. refer to points in the Underground Map.
*All hidden passages are under statues.
Legend:
0. Entrance from C 8. Vitamax++ 16. VitaUp
1. Box of 44 Caliber Ammo 9. Exit to F 17. Old Man(Map)
2. Old Man 10. Entrance from H 18. Ninja Star
3. Esper Rod in a box 11. Girly Magazine 19. Potion Inn
4. M-80 in a box 12. Old Man(Map) 20. POLYTHIX Textile
5. Mr. Stanley 13. Exit to I 21. Exit to K
6. Exit to D 14. Entrance from J 22. Exit to M
7. Entrance from E 15. Vitamax++ 23. Exit to O
---These items are in the locked room, which is accessed from Kaiser's
Castle.
24. Super Vitamax 26. SHERR Spray 28. Rusty Key
25. Hand Grenade 27. Power Capsule 29. Dynamite
*Exit and Entrance letters refer to points in the Cemetery Map.
19. Potion Inn - The resistance movement has some great supplies!
Vitamax - $10
Vitamax+ - $50
Vitamax++ - $150
Super Vitamax - $500
Power Capsule - $2000
20. POLYTHIX Textile - Stock up on these items.
POLYTHIX Coat - $200
POLYTHIX Jacket - $200
POLYTHIX Jeans - $200
POLYTHIX Skirt - $200
POLYTHIX Boots - $180
Box of M10 Ammo - $300
Box of 44 Caliber Ammo - $500
____________________
\Walkthrough\
-Gather the 44 Caliber Ammo in the fountain.
-Proceed to the Red House(B) to save the Mayor. After defeating The
Combat, the Mayor will explain about the underground passages,
activating the passage under the statue(C).
-Once in the Underground, talk to the Old Man. He'll tell you about
Mr. Stanley. Get the other items laying around. Go talk to
Mr. Stanley, and he'll explain about Kaiser, the castle, and
someone named Gaia. Emerge from the Underground at (6).
-Go back Underground at (E). JR will emerge at (7). Collect the
Vitamax+ and go up the stairs(9).
-Check out the Nude Beach(G) if you want, then dive Underground at
location (H).
-Collect the Girly Magazine(11), then talk to the Old Man(12).
He'll give you a map to the first floor of Kaiser's Castle. Go up
the stairs at (13).
-Emerging from (I), go back Underground at (J). Collect the items,
and talk to the Old Man at (17). He'll give a map to the second
floor of Kaiser's Castle. Go to the shops, or at least to POLYTHIX
Textile. Purchase all the items and equip you characters.
-Go up the stairs at (22) and ransack the Unused Warehouse(N).
Lighter - Box in the upper left corner.
Hand Grenade - Box nearest the upper right corner.
Poisonous Dart - Box by the entrance.
-Return Underground and this time go up the stairs(21) to Blacksmith
Gaia's(L). After speaking with him he'll give JR the Sword of
Gaia. Equip it.
-Go back Underground and use the stairs(23). Time to enter Kaiser's
Castle.
-=-=--=-=-=-=-=---=--=---=-==-=--=-==-=--==-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-
xiii. KAISER'S CASTLE WALKTHROUGH CODE : KC13
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1. M-80 5. Stairs to D 9. Stairs to H
2. M-80 6. Stairs to E 10. Stairs to N
3. Stairs to A 7. Stairs to F 11. Bronze Key
4. Stairs to B 8. Stairs to G 12. Crystal Ball
A. Stairs to 3 H. Stairs to 9 O. Stairs to 12
B. Stairs to 4 I. Stairs to B2 P. Dark Room
C. Crystal Ball J. Locked Gate Q. Stairs to B3
D. Stairs to 5 K. Box of 44 Caliber Ammo R. Stairs to B5
E. Stairs to 6 L. Stairs to B1 S. Super Vitamax
F. Stairs to 7 M. Stairs to A9 T. Super Vitamax
G. Stairs to 8 N. Stairs to 10 U. Stairs to B6
A1. 44 Caliber Ammo A6. Super Vitamax B2. Stairs to I
A2. Captain Hawk A7. Super Vitamax B3. Stairs to Q
A3. Map of Castle(3rd floor) A8. Crystal Ball B4. Crystal Ball
A4. Vitamax++ A9. Stairs to M B5. Stairs to R
A5. Vitamax++ B1. Stairs to L B6. Stairs to U
-Note - You'll notice little patches of spikes on the floor in the
castle. Walking over one will take off 1 HP from JR.
-To get to Kaiser, you first have to deactivate 4 lasers(going
through a laser will reduce JR's HP to 1). The task is done by
finding four crystals and placing each one on the top of a pyramid.
-When you enter, go in the first group of rooms on the left. Gather
the 2 M-80s at 1 and 2. Go up the stairs at 3. On the second
floor, collect the Crystal at C, go down the stairs at B to place
the Crystal on the pyramid. Head back to the "entrance" area on
the first floor.
-Proceed to 6. Once on the second floor go over to G, which will
bring you out at 8 on the first floor. JR is surrounded by holes.
Make sure you have full HP at this point, then drop through any of
the holes. JR and Faythe will fall into the locked room in the
Underground! Once there, collect all the items, especially the
Rusty Key and the Dynamite. Make your way back to Kaiser's Castle.
-Go up the stairs at 5 on the first floor. On the second floor,
walk up to the locked gate. JR will use the dynamite to blow it
up. Make your way to the 3rd floor by using L. Make your way to
A2 to fight Captain Hawk(you must defeat 2 Combats first).
-Now that you've defeated Captain Hawk, use his swastika key to open
the Dark Room(P), on the second floor. Before you enter, SAVE!
You have a choice. Enter directly into the room and you'll be
confronted with a door. If you enter the door, JR will have a sexy
hallucination but the game will end. Watch it, then reload, if you
choose. Otherwise, turn it down, and proceed straight ahead. JR
will find a lever, which will open the Blocked Passage on the third
floor.
-Time to deactivate the other lasers.
~Use the stairs at L to go to the 3rd floor. Get the Crystal at
B4, then go down the stairs at B3. One down.
~Return to the 3rd floor, and go to the stairs at A9. Immediately
go down the stairs at N. Find the Bronze Key at 11, and return
to the stairs at 10. The Bronze Key will open the gate in the
room on the second floor where M & N are located. Use O to get
the crystal ball at 12 on the first floor.
To find a pyramid, go to 6 on the first floor. Go through the
stairs at F on the second floor and find the pyramid. Two down.
~Get the Crystal at A8. Go to the first floor and the stairs at
9. On the second floor use the stairs at I, and voila, there's
the last pyramid. The path to Kaiser is now open.
-On the third floor, go down the stairs at B5
(Remember 5->L->B5 from 1st to 3rd floor). Find the stairs at U,
and you'll emerge at A15.
-Walk into Kaiser's room. Defeat 8 Combats and then Kaiser.
(Details on how to do that in the enemy section)
-Game Over! Enjoy the ending show!
=-=-=--=-=-=-=-==--==-=-==---==-==-=-=-=-=--===-=--=-==-=-=-==-=-==---==-=--=-=
xiv. JR's GUIDE TO WOMEN CODE : JW14
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Throughout the game you'll have the chance to romance four lovely ladies.
Careful, though, none of them will just give it up to the average joe. You
have to caress and kiss a girl in the right way or she'll walk right out on
your sorry ass.
Accomplishing this is rather difficult; you only get a number of chances per
scene(each girl has multiple scenes) to send the girl over the top, and you
have a variety of possible actions to choose. Basically, from the menu, you
make one of these selections:
Hands
Lips
Whisper
Candle
Vibrator
Rotary Vibrator
READY to GO!!
With the mouse you choose where to direct the "attack."
Your task is to select the correct moves, in the correct order. If you get
too frustrated, follow these directions to get exactly what you want.
*Number of opportunities enclosed in parentheses.
*Also note, for most choices the order is unimportant, so rearrange to your
liking, just make sure you keep enough spots available to fix any mistakes
you might make.
*The vibrator and the rotary vibrator are interchangeable.
*Use of the candle will result in immediate termination of sexual activities.
Avoid it at all costs.
_________________
\Steffie\
Steffie's the easiest to please, but she'll still give you problems.
<In the bedroom>(20) <In the bathroom>(20)
-Hand on breasts -Lips on no-no parts
-Lips on mouth _________\ -Repeat
-Lips on neck / -Hand on breasts
-Lips on breast -Repeat
-Lips on breast -Whisper
-Repeat
-Hand on hair
-Hand on thigh
-READY to GO!!
(You know where it goes!)
________________
\Yvonne\
Yvonne is the engineer's daughter, you save her from Derek in West
Cobra. She's young and inexperienced, so be gentle with her.
<Sitting on the bed>(20)
-Hand on hair
-Lips on mouth
-Whisper
-Lips on mouth
<Lying on the bed>(20) <Lying on her back>(20)
-Lips on breasts -Lips on breasts
-Lips on mouth _______\ -Lips on mouth
-Hands breasts / -Hands on hair
-Hands on hair -Hands on breasts
-Lips on no-no place -Rotating vibrator
-Repeat
-READY to GO!!
_________________
\Melissa\
Melissa's is actually not that difficult to get going; have some fun
with her.
<Lying on the bed>(40) <Kneeling on the bed>(40)
-Lips on mouth -Lips on no-no parts
-Repeat -Whisper
-Repeat -Repeat
-Lips on breasts _________\ -Hands on breasts
-Lips on neck / -Repeat
-Repeat -Hands on leg
-Lips on hair -Hands on hair
-Lips on breasts -Vibrator
-Repeat
-Repeat
-Lips on no-no parts
-READY to GO!!
_______________
\Donna\
Donna may be a genius, but she knows how let loose and have fun!
<Kneeling on the bed>(40) <Lying on the bed>(40)
-Lips on neck -Lips on breasts
-Repeat -Repeat
-Lips on mouth __________\ -Hands on no-no parts
-Repeat / -Hands on breasts
-Lips on hair -Repeat
-Lips on breasts -Hands on leg
-Hands on hair
-Whisper
-Repeat
-Lips on no-no parts
-Vibrator
-Rotary Vibrator
-Repeat
-READY to GO!!
-=-=-=-=-=-=-=--=-=-=--=-=-==-=-=-=-=---==-==-=---==-=-=-=-=-=--=-====-=-=-=-=-
xv. VERSION HISTORY CODE : VH15
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v1.0 - Walkthrough complete.
v1.01 - Added easy navigation system.
v1.10 - Inserted the instructions for how to actually deliver a package within
the "Central Cobra Walkthrough" section. Sorry for any confusion
or frustration the omission might have caused.
v1.11 - A little while ago, I told IGN.com I would get around to submitting
my FAQs to them, but I guess someone got impatient. Two weeks ago,
five of my FAQs, including this one, were posted there without my
knowledge. While this irked me a little, I suppose I might as
well officially give them permission to post it. So, congratulations
IGN, you're now listed as an authorized host for a copy of this FAQ.
v1.12 - Reformated several sections for easier navigation.
v1.22 - Added a tip from Alena, who emailed me with the location of a secret
room in the Warehouse (K) in South Cobra, and was also nice enough to
make an ASCII map of it. Thanks for the tip!
-=-=-=-=-=---=--=---=-==-=--=-==-=--==-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=--=-==
xvi. COPYRIGHT INFORMATION CODE : CI16
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All information and work in this document is copyright 2003-2004 by Ben
Woodhouse unless otherwise stated and may be not be reproduced under any
circumstances except for personal, private use. It may not be placed on any
web site or otherwise distributed publicly without advance written permission.
Use of this guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright. Thanks for your cooperation.
-----------===-------=-=-=-=-------------------------------=-
This FAQ is approved for posting on websites:
GameFAQs - www.gamefaqs.com
HonestGamers - www.honestgamers.com
IGN.com - www.ign.com
Any other site or publication posting it has ripped this FAQ.
React according to your own moral standards.
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If you have any additions or corrections that you feel belong in this
document, feel free to let me know!
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-<-EoF->-