River City Ransom retroguide by Magna Maduin maduin@crosswinds.net http://www.crosswinds.net/~maduin/ Ya got trouble right here in River City with a capital 'T'... I hold your city captive and Ryan's girlfriend hostage. With my gangs of students and evil bosses, no one can stop me now. Meet my demands- or else! ...P.S. Alex and Ryan if you interfere, you'll be in for the fight of your lives! ...Slick Index 1. Controls 2. Stat Descriptions 3. Weapons 4. Willpower and Death 5. Shop and Item Guide 6. Techniques 7. Shoes 8. Gangs 9. Bosses 10. River City Walkthrough 11. Credits 1. Controls Non Combat A button: selects B button: cancels Start: brings up menu, starts at title Select: switched display between reaming stamina and money Arrows: moves around, double tap left or right to run, up and down steer while running. Tap the opposite direction to stop. If you run into an object, you are damaged (depending on how long you were running) and knocked down. This can kill you, so be careful. Also, the longer you run, the longer you can jump by holding the jump buttons. Unarmed A button: punch B button: kick Either: picks up a weapon or fallen person Both: jump Armed A button: swing weapon B button: throw weapon If you attack when an enemy is attacking, you block instead. This can also be use to deflect thrown weapons. Just remember that the enemies can do this too. 2. Stat Descriptions Maximum score for stats is 63, maximum max power is 127 Punch: Attack power of your punches Kick: Attack power of your kicks Weapon: Attack power with a weapon Throwing: Attack power when you throw a weapon or person Agility: Your basic movement speed Defense: Ability to take less damage from an attack Strength: Not entirely sure Willpower: Ability to recover from a normally fatal blow Stamina: Current hit points Max Power: Maximum hit points, gained from eating a stamina restoring food that restores more stamina than you need. Each 4 points of restored stamina over max gives 1 additional point of max power. 3. Weapons These are the weapons found in RCR, with a brief description of each. They are either already on the ground of a screen, or brought by an enemy. Some weapons can cause harm if you are hit by them when they move after hitting the ground. If you throw a weapon against a wall or a dead end, it will rebound and most likely smack you one. I base the power of a weapon on how many hits it takes to beat the same boss. They are roughly listed in order of power. Wood Bar- brought by an enemy Chain- brought by an enemy Cestus- brought by an enemy Rock- on ground Iron Bar- brought by an enemy, dangerous when moving Tire- on ground, dangerous when moving Trash can- on ground, dangerous when moving Crate-on ground, dangerous when moving 4. Willpower and Death Death can sometimes be avoided by willpower. When that occurs, you gain about 12 stamina, and lose that much willpower. When you die, you lose half of your money, rounded down to the nearest 5 cents. In a one player game, you are returned to the closest mall before the area you are in (if you go back an area from a mall and die, you'll be sent to the mall before it). In a two player game, the dead character comes back to life when the living player reaches a new area. If both die before this happens, you are sent to a mall the same way as a one player game. Either way, you restart at full stamina and with all your items and powered up stats. 5. Store and Item Guide This section lists the stores in the game in the order they appear. The items within, their prices, and effects are listed as well. Stores with a star after the title sell items that go into your inventory and are not immediately used. *Grotto Mall* Rise and Shine Cafe Coffee: $.95 +2 willpower, +16 stamina Tea: $.95 +4 willpower Hot Cocoa: $1.25 +1 defense, +24 stamina Pancakes: $3.30 +38 stamina Waffles: $4.10 +4 agility, +1 strength, +7 stamina Metro Bakery* Donut: $.80 +6 willpower Muffin: $.90 +1 agility, +6 stamina Bagel: $.90 +1 defense, +6 stamina Honey bun: $.90 +1 strength, +6 stamina Croissant: $1.00 +8 stamina Sushi Bar Cheep Sushi Egg: $2.25 +1 punch, +10 stamina Octopus: $2.25 +1 weapon, +8 stamina Squid: $2.25 +2 throw power, +4 stamina Conger Eel: $3.75 +2 defense, +16 stamina Prawn: $6.00 +2 strength, +16 stamina Expensive Sushi Salmon: $8.25 +1 punch, +2 willpower, +40 stamina Ark Shell: $9.00 +1 weapon, +2 willpower, +50 stamina Sea Urchin: $11.50 +2 throw power, +2 willpower. +64 stamina Halibut: $18.50 +3 defense, +7 willpower, +58 stamina Swordfish: $28.75 +4 punch, +4 throw power, +4 strength, +5 willpower, +54 stamina Rolls Salad roll: $2.00 +20 stamina Tuna roll: $3.75 +32 stamina Shrimp roll: $6.25 +41 stamina Mixed roll: $10.50 +54 stamina Grotto Book Store* Stone Hands: $26.95, see Techniques Dragon Feet: $26.95, see Techniques Aero Circus: $26.95, see Techniques *Waterfront Mall* Waterfront Books Scandal Rag: $4.50, +2 defense, +3 willpower, UFO lands on Toys Galore! Alien kidnaps teddy bear! Comic Times: $6.50, +2 weapon, +1 defense, +4 willpower Mystic Seer: $15.00, +2 agility, +13 willpower, "Your destiny awaits at River City High" Nuclear Spy: $9.95, +4 strength, +5 willpower Indian Lore: $28.75, +30 willpower, Alex opened Indian Lore and discovered ancient secrets. Standing up, a great aura surrounded Alex. Awesome! Chez Walle's Salade Paris: $2.35, +10 stamina Onion Soup: $3.50, +12 stamina Cornish Hen: $27.75, +4 throw power, +23 willpower Veal Walle: $36.00, +5 strength, +28 willpower, +96 stamina Mao's Place Egg Roll: $3.50, +3 defense, +24 stamina Fried Rice: $5.95, +1 throw power, +40 stamina Garlic Pork: $5.75, +1 weapon, +32 stamina Pepper Beef: $5.95, +52 stamina Chow Mein: $5.95 +1 kick, +40 stamina Merv's Burger Joint* (here/go) Sandwiches Merv Burger: $2.00, +1 weapon, +8 stamina Cheese Merv: $2.25, +1 throw power, +10 stamina Fish Merv: $2.50, +1 agility, +12 stamina Mondo Merv: $3.45, +2 willpower, +16 stamina Drinks Milk: $.85, +10 stamina Iced Tea: $.95, +2 willpower Soda: $1.10, +1 weapon, +8 stamina Merv Melt: $2.00, +1 defense, +10 stamina Side Orders Merv Fries: $1.50, +14 stamina Merv Rings: $1.50, +1 strength, +12 stamina Apple pie: $2.00, +1 agility, +10 stamina Spicy Chill: $2.75, +1 defense, +16 stamina (service with a)Smile: Free, causes blush Jone's Pharmacy* Vita-mints: $2.10, +1 willpower, +8 stamina Digestol: $4.95, +2 willpower, +24 stamina Recharge!: $9.75, +1 strength, +2 willpower, +56 stamina Karma Jolt: $15.25, +3 throw power, +99 stamina Omni Elixir: $19.25, +2 punch, +8 Willpower, +80 stamina *Armstrong Thruway* (under 4th light) Merlin's Mystery Shop* Excalibur: $100.00, +30 weapon, +48 willpower, +99 stamina, But Alex could not swing the powerful and heavy sword Zeus's Wand: $200.00, +48 throw power, +48 strength, +48 willpower, +99 stamina, Alex held the mystic power of Olympus. What a rush! Rodan Wing: $100.00, +30 defense, +48 willpower, +99 stamina, Feathers started flying everywhere! Gold Medal: $100.00, +30 punch, +48 willpower, +99 stamina, And was allowed to keep it after passing a drug test Isis Scroll: $20.00, +20 throw power, "What am I supposed to do with this thing?" *Flatirons Mall* Flatirons Books* Stone Hands: $26.95, see techniques Dragon Feet: $26.95, see techniques Fatal Steps: $37.50, see techniques The Roman Cow Ice Cream: $3.50, +2 agility, +16 stamina Roman Shake: $4.25, +2 weapon, +24 stamina Cola Float: $4.75, +2 defense, +32 stamina Nero Pizza: $6.25, +50 stamina Lasagna: $6.25, +48 stamina Amy's Sweet Tooth* Mint Gum: $.95, +1 strength, +1 willpower Lollipop: $.95, +1 throw power, +1 willpower Jaw Breaker: $.95, +1 weapon, +1 willpower Rock Candy: $.95, +1 punch, +1 willpower Fudge Bar: $.95, +1 kick, +1 willpower (don't you think that giving in to your sweet tooth would LOWER your willpower?) Happy Feet Shoes* Shoes Sneakers: $28.00, see Shoes Boat Shoes: $37.95, see Shoes Loafers: $45.50, see Shoes Army Boots: $58.75, see Shoes Texas Boots: $99.95, see Shoes Others Slippers: $4.95, see Shoes Insoles: $8.20, +7 strength Thongs: $9.75, see Shoes Sandals: $19.95, see Shoes Mod Boots: $59.75, see Shoes Butcher Shop* Sirloin: $4.95, +2 punch, +3 throw power Rib-eye: $5.95, +1 punch, +4 agility T-bone: $6.95, +3 punch, +3 defense Lamb Leg: $11.95, +2 punch, +48 willpower Toys Galore* Maze Craze: $52.75, +1 kick, +40 willpower, +99 stamina Decathlete: $57.50, +3 strength, +43 willpower, +99 stamina Hyper Ball: $57.50, +4 weapon, +4 throw power, +38 willpower, +99 stamina Techno Belt: $27.25, +18 strength, +80 stamina, The belt was quite amazing, but not too fashionable Teddy Bear: $28.00, +20 strength, +80 stamina, While nobody was watching, Alex hugged the teddy bear CD Cellar* R&B: $9.95, +3 strength, +56 stamina, Alex started jamming Rock: $9.95, +4 punch, +48 stamina Pop: $9.95, +4 defense, +48 stamina Soul: $9.95, +4 agility, +48 stamina Classical: $9.95, +4 willpower, +48 stamina *Oak Hill Mall* The Tea Bag Fresh Juice: $1.85, +2 willpower, +16 stamina Lemon Tea: $2.35, +4 willpower Herbal Tea: $2.35, +1 strength, +16 stamina Carrot Cake: $4.15, +2 weapon, +24 stamina Pound Cake: $4.15, +1 punch, +1 kick, +28 stamina Katie's Cookies* Sugar: $1.00, +1 willpower, +6 stamina Toll House: $1.00, +1 defense, +6 stamina Maple Pecan: $1.00, +1 strength, +6 stamina Oatmeal: $1.00, +1 punch, +6 stamina Brownie: $1.00, +1 weapon, +6 stamina Oak Hill Book Store* Stone Hands: $26.95, see techniques Dragon Feet: $26.95, see techniques Grand Slam: $57.50, see techniques Read All About It* Stone Hands: $26.95, see techniques Dragon Feet: $26.95, see techniques Javelin Man: $78.25, see techniques Hack's Chicken Shack* (here/go) Chicken Chickwich: $2.10, +1 weapon, +8 stamina Dark Meat: $2.65, +1 throw, +10 stamina White Meat: $3.25, +1 agility, +12 stamina Combination: $4.00, +2 willpower, +16 stamina Beverages Milk: $.85, +10 stamina Iced Tea: $.95, +2 willpower Soda: $1.10, +1 weapon, +8 stamina Lemonade: $1.85, +1 defense, +10 stamina Fixin's Gravy: $1.50, +14 stamina Biscuits: $1.50, +1 strength, +12 stamina Corn Cobbler: $2.25, +1 agility, +10 stamina Cole Slaw: $2.85, +1 defense, +16 stamina (service with a)Smile: Free, causes blush Cedar Street Drugs* Vita-mints: $2.10, +1 willpower, +8 stamina Date Saver: $7.95, +3 willpower, +40 stamina Love Potion: $9.95, +80 stamina Antidote 12: $10.00, +1 strength, +3 willpower, +48 stamina Karma Jolt: $15.25, +3 throw power, +99 stamina Pop's Health Club Sauna: $3.50, +15 willpower, +30 stamina, Alex was very uptight and the sauna was so relaxing (note: this provides you with a nude shot of your hero's back porch... you have been warned) 6. Techniques New techniques can be found by purchasing books in various stores. There is no limit to the number of different techniques that you can learn. To use these techniques, go to the belongings screen and 'use' the books. If you throw away the book, you can no longer use the technique. Stone Hands: $26.95, first, third and fourth malls, press the punch button to unleash a fierce pummel that will KO most enemies in one hit. Quickly tap the punch button to do a normal punch instead. Dragon Feet: $26.95, first, third, and fourth malls, press the kick button to make like a kick boxer and KO most enemies in one hit. Quickly tap the kick button to do a normal kick instead. Aero Circus: $26.95, first and third mall, this technique makes you flip and spin when you run and jump, making you impervious to attack and a weapon yourself. If you kick while spinning, you will do a flying kick. Also, when you run off a platform, you will flip as well. This technique will not take effect if you are holding a weapon. Fatal Steps: $37.50, third mall, I have no idea what this is. Grand Slam: $57.50, fourth mall, this technique makes you deadly with a weapon. When you use the punch button for a weapon bash, you will perform several quick hits. This is essentially a Stone Hands or Dragon Feet for a weapon. Javelin Man: $78.25, fourth mall, this technique helps you remove pesky enemies that just won't die, and fall down instead. When you pick them up and throw them, you throw them like a javelin. They will fly spinning in a straight line, knocking down any other gangsters in your path, allowing you to throw them as well. Gangsters will fly off the screen when you use this. This tech is more effective in a two player game when one player can throw the other, and the other player can simply walk back onto the screen. However, this maneuver ends in almost certain death for an enemy (depending on how far he flies), so the other player should be prepared for some massive damage. 7. Shoes Shoes are an extra equipment that takes up one of your inventory spaces that increases both your kick and agility. All of them are available at the Happy Feet Shoes store in the Flatirons Mall. These would be useless save for the relative rarity of items that increase your kick stat. Eventually, through normal stat boosting, your agility and kick will max out anyways. However, if you use a shoe to increase it to the max, you will not gain any extra of the the stat from items, as it would already max out. I would suggest avoiding these. Sneakers: $28.00, +10 Kick, +20 Agility Boat Shoes: $37.95, +10 kick, +30 agility Loafers: $45.50, +30 kick, +15 agility Army Boots: $58.75, +40 kick, +20 agility Texas Boots: $99.95, +48 kick, +48 agility Slippers: $4.95, +2 kick, +2 agility, Unfortunately, Alex looked pretty silly in the slippers Thongs: $9.75, +4 kick, +3 agility, "How am I going to run in these thongs?" Sandals: $19.95, +7 kick, +13 agility, Alex's feet were grateful and jumped for joy Mod Boots: $59.75, +20 kick, +40 agility 8. Gangs When you first enter a new non-mall screen, the name of the gang currently located on the screen is displayed under the location name, e.g: "*The Waterfront Bridge* The FRAT GUY'S turf" Each gang has a distinct color for it's shirt, nine members, a preferred weapon or weapons, and a set amount of money dropped by its members. Most of the gangs also have a member that will throw you, run over, pick you up again, and throw you again, over and over until you are dead. Not terribly convenient. Generic Dudes Color: Light Blue Members: Cory, Ralph, Larry, Gary, Harry, Barry, Terry, Perry, Jerry Weapons: Wood Bar Wealth: 50 cents Frat Guys Color: Pink Members: Trip, Grant, Skip, Clark, Trent, Tyler, Logan, Drake, Biff Weapons: Cestus, Chain Wealth: 55 cents Jocks Color: Green Members: Brad, Jake, Rex, Matt, Mike, Curt, Dirk, Nick, Lance Weapons: Cestus, Wood Bar, Chain, Iron Bar Wealth: 60 cents Home Boys Color: Yellow Members: Steve, Peter, Robby, Bobby, Chip, Brady, Doug (thrower), Greg, Ernie Weapons: none Wealth: 75 cents Mob Color: Grey Members: Vinny, Lefty, Louie, Sid, Manny, Tony, Max, Marco, Mouse Weapons: Iron Bar, Cestus Wealth: 90 cents Squids Color: Red Members: Linus, Berni, Waldo, Byron, Herb, Erwin, Howie, Felix, Morty (thrower) Weapons: Cestus, Chain Wealth: $1.00 Internationals Color: Drak Green Members: Yemi, Fuji, Andre, Wang, Hans, Akbar, Lars, Juan, Boris Weapons: none Wealth: $1.10 Cowboys Color: Dark Blue Members: Jed, Bubba, Slim, Merle, Luke, Dusty, Duke, Shane, Bart Weapons: Iron Bar Wealth: $1.20 Plague Color: Red Members: Ziggy, Sting, Stick, Mooky, Slash, Snake, Edge, Blaze, Tonto Weapons: Iron Bar, Chain Wealth: $1.25 9. Bosses Each boss is located in a normal area, and will appear only when all of the normal enemies are dispatched, only four such enemies will be present instead of the normal nine. The Boss will not appear if there isn't a gang occupying the area. In some cases, the boss is the only enemy in the area, and can only be avoided if you don't enter it to begin with. Some bosses (zombies) do not appear unless you beat one preceding it. Any special requirements for bosses are listed. Some bosses give a clue to the next one you are supposed to meet, and this follows that order. Like gangs, bosses can be fought over and over again. To the best of my knowledge, you must defeat every boss. Mosse Location: Sticksville (construction site) Weapon: none Wealth: $2.25 Notes: An easy fight, especially if you have Stone Hands or Dragon Feet. Just walk up to him using your technique. He won't block too much. Don't toss him into the pit unless you're doing badly, you won't get the money. Benny and Clyde (the twins) Location: Capital Avenue Bridge Weapon: Benny-Wood Bar, Clyde-Cestus Wealth: $3.50 each Notes: They are semi-hidden; you must go north on the left side of the bridge up an alley. Chances are, you aren't powered up enough when you are first able to fight them. The double team usually falls victim to the usual bane faced by two players; they will constantly hit each other, especially with weapons. Take one out quickly, attack while they are still trash talking you. It will make the fight much easier. You can easily continue your life without fighting them. Be careful of the water on the right side of the screen! Of course, you could throw them in there, couldn't you? Rocco (Zombie) Location: W.S.L. Co. Warehouse (inside) Weapon: none Wealth: $3.00 Notes: Rather quick, watch out for the conveniently placed tires. Use the confined space to your advantage. Let him throw a tire, and move up or down to avoid it and have it bounce back at him. Use the crates to drop down teaching him, as he's not a good blocker. Look out for a strong jumping punch. Blade (Zombie) Location: Sherman Park (after defeating Rocco) Weapon: Chain Wealth: $3.50 Notes: Blade appears by himself in the park after you defeat Rocco. He's a VERY strong fighter. He will mercilessly attack you with all his strength. The fight with him is usually determined by the first to get two openings for a major pummel. Turk Location: Armstrong Thru-Way (right side of tunnel) Weapon: Wealth: 2.50 Notes: Just walk up to him and start Dragon Feeting. Don't bother with any fancy maneuvers, just wail on him. Do this, and it will be an easier fight than Rocco. Whatever you do, don't let him pick up a weapon, his weapon power is very high! He also likes to jump and attack. He isn't the best blocker, but will stop some of your attacks. Mojo (zombie) Location: Downtown after Thru-Way Weapon: none Wealth: $2.50 Notes: Don't let him hit you! He can do massive damage with or without a weapon. Fortunately, he isn't a good blocker, so just walk right up and wail on him. Thor (zombie) Location: Vacant 3rd Wheel Factory (back room, after defeating Mojo, Blade, and Rocco) Weapon: Cestus Wealth: $3.75 Notes: He appears alone on the second area inside the factory. A very hard hitter, but if you wail on him he won't get a chance to strike. Once he starts hitting, it's hard to turn the tide back to your favor. His jumping and blocking abilities are mediocre at best, he tries to make up for it with speed and brute strength. Its best to back him up to the wall and repeatedly kick and/or throw him. Benny and Clyde (rematch) Location: Outside Pop's Health Club Weapon: Benny-Wood Bar, Clyde-Cestus Wealth: $3.50 each Notes: Take one out quickly, there is no convenient pit to throw them into, and very little room to maneuver. Otherwise, same strategy applies. Ivan Location: River City High School (after defeating Thor) Weapon: none Wealth: $8.55 Notes: Watch out for his headbutt! This will be the toughest fight yet, make sure your willpower is maxed out for it. The best way to win is to back him into the side of the screen and Dragon Feet and throw him repeatedly. Defeating him allows you to enter River City High School. Otis Location: River City High School (gym) Weapon: none Wealth: $4.00 Notes: Prepare for a tedious fight, he'll block almost everything you'll try to hit him with. Your best bet is to be on the top ledge and pick up a weapon. After he appears, drop down 3/4 a screen in front of him, and throw your weapon. This will usually hit him at a distance that the weapon will come right back to you, and you will be able to hit him with kicks too. Tex Location: River City High School (2nd floor) Weapon: Iron Bar Wealth: $9.50 Notes: Quickly disarm him and keep on smacking. If you have Aero Circus, put it to good use in the long hallway, it will make the fight much less painful for you. Randy and Andy (Dragon Twins) Location: River City High School (3rd floor, after defeating Otis and Tex) Weapon: none Wealth: $18.00 each Notes: Benny and Clyde were a walk in the park. These guys are quick, good at teaming up, and hit very very h a r d. You probably won't be able to beat them until one throws you into the corner activating your willpower, at which point you can do the repeated Dragon Kick technique to end the fight. Unless your kick is pumped, this could take a while. Defeating them allows you to go to the roof. Slick Location: River City High School (roof) Weapon: Iron Bar Wealth: none Notes: The easiest boss of the game! What a pathetic excuse for a final boss! Sure, he has a lot of hit points, willpower, agility, and damage dealing, but by a simple trick he succumbs to the player without landing a blow! Stand a screen's length away from him until he finishes his speech. Then quickly jump onto the low ledge. Slick should now be as far north as he can be, right up against the ledge. All enemies stop dead in their tracks after their current action whenever you jump beyond their reach, so you'll be perfectly safe so long as slick doesn't get an attack in. Since he's right up against the platform, you can kick him to your hearts content, easily slaying Slick. 10. River City Walkthrough This describes each area in the game, listing the gangs that prowl the area, the weapons that randomly can be found on the ground, any boss that's there, and some notes on strategy. Cross Town High School Gangs: Generic Dudes, Frat Guys, Jocks Weapons: none Bosses: none Notes: A running jump will allow you to get onto the wall. From there you can easily escape pain or get the drop on your enemies. Stickville Gangs: Generic Dudes, Frat Guys, Mob Weapons: 2 Trash Cans Bosses: none Notes: A normal jump can get you on this wall. Throwing the trash cans onto the wall will keep them out of reach of the gangs. Grotto Mall Notes: Fill up on Hot Chocolate in the first store to quickly raise your max power and defense. It is also the best value for healing stamina in the mall, and the game. Stickville (mailbox) Gangs: Generic Dudes, Frat Guys, Jocks, Home Boys Weapons: none Bosses: none Notes: Go north to enter Sherman Park, or east to continue on. The background wall will not be of much help here, as the gangs can still hit you with weapons and punches. Sherman Park Gangs: Generic Dudes, Frat Guys, Jocks Weapons: 2 Rocks Bosses: Blade Notes: There are several ledges that you can dance around on in the middle of the area. Blade will only appear after you have defeated Rocco. Gangs will stop showing up after Blade moves in. Stickville (construction) Gangs: Generic Dudes, Frat Guys Weapons: Trash Can, Crate Bosses: Moose Notes: the pit spells instant death. From the wall, you can jump down on someone holding a weapon over their head to disorient them for a brief period. The exit is to the north. Waterfront Mall Notes: Best buy for stamina here is the Milk at Merv's Burger Joint. Capitol avenue Bridge Gangs: Generic Dudes, Frat Guys, Jocks, Home Boys Weapons: none Bosses: none Notes: When you first come here, you find Roxy, Slick's girlfriend, who gives you important news depending on which character player one is. Neither of them make much sense grammatically, but you can get the idea. "What's up, Alex? Roxy has news for you. Randy and Andy are Cyndi's kidnappers. She is locked up on River City High School's top floor. I heard she's in the far right room. But to rescue her you must beat the twins. They're both clowns, but are very strong. Power-up or you'll be in terrible danger. Don't take chances. I am Slick's girl, but I'm on your side. be careful... please." "So, you're Ryan. I'm Roxy, Slick's babe. The twins have taken Ryan's girl, Cyndi. Those identical dinks are good kidnappers. And you must get by them to save Cyndi. I hear she's held on River City High School's top floor. Please rescue her. I owe her." There is a path north immediately over where you enter which will take you to an area where you'll fight Benny and Clyde. Naturally, the normal exit's east. Capital Avenue Bridge (underneath) Gangs: none Weapons: none Bosses: Benny and Clyde Notes: The only way out is the way you came in, but it's tricky. You must walk up towards the stairway. Chances are, you are too weak to fight Benny and Clyde at the first chance you can encounter them. the water on the east side is like a pit, instant death. Downtown Gangs: Generic Dudes, Frat Guys, Jocks, Squids Weapons: 2 Tires Bosses: none Notes: Nothing special. Be careful, as there's no wall to hide on from the Tires. They can be quite dangerous, but try jumping onto a rolling one. W. S. L. Co. Warehouse Gangs: Generic Dudes, Jocks, Home Boys, Mob Weapons: 2 Rocks, Crate Bosses: none Notes: Again, pit. Again, wall. Try jumping from the wall to the roof. Nothing special happens, but still... W. S. L. Co. Warehouse (inside) Gangs: Jocks, Home Boys, Mob Weapons: Crate, 2 Tires Bosses: Rocco Notes: Some trick jumping to get through here. Try a running jump to get past the first two jumps at once. The rest is much easier. W. S. L. Co. Warehouse (other side) Gangs: Home Boys, Mob Weapons: Rock, Crate Bosses: none Notes: A one screen area, if you don't want to fight, just casually walk away. No point in jumping onto the little sput of a wall. Armstrong Thru-Way Gangs: Home Boys, Mob, Squids, Internationals Weapons: none Bosses: none Notes: Another short area. Armstrong Thru-Way (inside) Gangs: Home Boys, Mob, Squids, Internationals Weapons: none Bosses: none Notes: Walk up to the fourth light from the left as if you were entering a store to get to Merlin's Mystery Shop, a place with many powerful and expensive items. Armstrong Thru-Way (other side) Gangs: Home Boys, Mob, Squids, Internationals Weapons: Crate Bosses: Turk Notes: Nothing new here. Exit's north, if you couldn't figure that out. Downtown (pipes) Gangs: Home Boys, Mob, Squids, Internationals Weapons: 2 Rocks, Tire Bosses: Mojo Notes: Be careful, as a gangster will occasionally jump onto the wall using the pipes. Flatirons Mall Notes: The Nero Pizza at the Roman Cow is the best buy here for healing stamina. Flatirons Mall Notes: Buy an item at the Butcher Shop for an entertaining message. Downtown Gangs: Jocks, Home Boys, Mob, Squids, Internationals, Cowboys Weapons: 2 Crates, Rock Bosses: none Notes: The small platform in the middle of the screen is a perfect sniping position. The trick is to make it there unscratched when the Squids or Cowboys are around. Vacant 3rd Wheel Factory Gangs: Home Boys, Mob, Squids, Internationals Weapons: Tire, Crate Bosses: none Notes: The exit is into the factory. Beware the tires. Vacant 3rd Wheel Factory (inside) Gangs: Mob, Squids, Internationals Weapons: Crate Bosses: none Notes: There is a direct path between the two open doors, an a pit along the bottom of the area. In order to get back to the previous areas, you will need to make use of the large running space provided on the lower floor and liberally holding onto the up button as soon as the jump takes you in front of the wall. It's a trick at first, but you'll catch on quick enough. Vacant 3rd Wheel Factory (back room) Gangs: Mob, Squids, Internationals Weapons: none Bosses: Thor Notes: Thor appears after you beat the other 3 Zombies. After he does appear, gangs don't. Try not to get thrown into the large pit if you encounter the Squids here. Downtown (alley) Gangs: none Weapons: Rock, Trash Can Bosses: none Notes: Northern exit, no gangs Oak Hill Mall Notes: The mall stretches in both directions and the exit is east. The best buy for stamina here is the Milk at Hack's Chicken Shack. Oak Hill Mall (second) Notes: The best value for on the run stamina recovery is the Love Potion, but same may prefer the more expensive Karma Jolt as it bestows 19 stamina more. Burb Village (Pop's Health Club) Bosses: Benny and Clyde Notes: The health club is set up for a very affordable boost to your stamina and willpower, the two attributes that will drop very quickly in the trials that wait down the road. Benny and Clyde appear here after defeating them by the bridge and beating Ivan, and you can fight them at both locations. *WARNING!* If you buy a trip to the sauna, you WILL see your character's second set of cheeks. Burb Village Gangs: Squids, Internationals, Cowboys, Plague Weapons: 2 Trash Cans, Crate Bosses: none Notes: Good wall, northern exit, nothing you can't figure out for yourself by now. River City High School (outside) Gangs: Mob, Squids, Internationals, Cowboys, Plague Weapons: none Bosses: Ivan Notes: The music changes here. You cannot enter the school if you don't beat Ivan, and Ivan won't appear until you've bested the 3 zombies and Thor. River City High School (gym) Gangs: Mob, Squids, Internationals, Cowboys, Plague Weapons: none Bosses: Otis Notes: To get to the exit, jump on the balance beams, and follow them to the basketball hoop. Jump and hold up to get on the hoop, repeat to get on the high ledge where the exit is. Be careful come back here. The gangsters can start on ANY platform if you enter this area from the top, including the platform you're on. River City High School (1st floor) Gangs: Squids, Internationals, Cowboys, Plague Weapons: none Bosses: none Notes: No reason to stick around here, just go up the stairs. River City High School (2nd floor) Gangs: Squids, Internationals, Cowboys, Plague Weapons: none Bosses: Tex Notes: No reason to have extended visits after you've iced Tex. River City High School (3rd floor) Gangs: Squids, Internationals, Cowboys, Plague Weapons: none Bosses: Randy and Andy Notes: The top floor. Randy and Andy appear at the far end, but only if you've thrashed all of the other bosses in the game. Now, you're gonna hurt. River City High School (roof) Gangs: none Weapons: none Bosses: Slick Notes: This is the end. But you CAN escape the battle if you need to. See Slick's notes in the Boss listings. 11. Credits Programmed By Tommy. Tani S. Kuma F. Gen Shin Character Design M. Shiroto Background Design M. Yazaki K. Tohgoh Sound Composer K. Sawa Sound programmer M. Hirasawa Manual and Package Design K. Mukai Special Thanks S. Saito M. Ohata K. Yamane Director H. Sekimoto M. Yoshida W. S. Little M. Kido Technos Japan corp. The End