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

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

Version History

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

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

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

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

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

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

Now, on to the Walkthrough!

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

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

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

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

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

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

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

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

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


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

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