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    FAQ/Walkthrough by WLau

    Version: 1.00 | Updated: 12/02/02 | Printable Version | Search This Guide

    Mon, 02 Dec 2002  13:48:29  -0500 (EST)
    
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               DOUBLE DRAGON III:  THE SACRED STONES FAQ/WALKTHROUGH
                                version 1.00
                                for NES
                                by Wilson Lau <darktoshi@yahoo.com>
    
    
    Copyright  2002 Wilson Lau
    
    This FAQ is best viewed in Courier, 10 point font.  This FAQ may be 
    distributed FREELY so long as it remains unaltered AND is the latest version 
    (see above for where to obtain the latest version).  It is intended for 
    PRIVATE USE and may NOT be reproduced for commercial or non-commercial 
    purposes by mechanical, electronic, or any other means.  Do not try to sell 
    it even if no profit is made off this work.  In addition, this FAQ may not be 
    used for personal gain by submission to game magazines, web sites, etc.  It 
    may not be used as part of any archive, compilation, or anything similar 
    without prior consent by me.  Email any changes, typos, etc. to me at 
    darktoshi@yahoo.com.  Make sure that you are reading the latest version 
    BEFORE you email me.
    
    Double Dragon III:  The Sacred Stones is copyright  1990 Technos Japan Corp 
    and Acclaim Entertainment Inc.
    
    
    -----------------------------------------------------------------------------
     You may find this FAQ and all future revisions at:
    -----------------------------------------------------------------------------
    Dark Toshi's Home Page (me)        www.geocities.com/TimesSquare/Realm/4610/
    GameFAQS                           www.gamefaqs.com
    
    
    -----------------------------------------------------------------------------
       CREDITS
    -----------------------------------------------------------------------------
    DeMaria, Rusel and Zach Meston.  "Nintendo Games Secrets 2"  Prima 
    Publishing.  1991.  
       Infinite Pain trick
    
    Double Dragon Dojo  <http://www.classicgaming.com/doubledragon/>
       Japanese names of characters, "hard mode" trick.
    
    Ezra Poetker
       his Double Dragon III FAQ prompted me to make my own
    
    The NES Files  <http://www.nesfiles.com/>
       Game Genie codes and instruction manual in PDF format
    
    World of Nintendo   <http://www.world-of-nintendo.com/>
       Instruction manual information.
    
    
    =============================================================================
       CONTENTS
    =============================================================================
    I.         FAQ History
    II.        Story
    III.       Controls and Moves
    IV.        Gameplay
    V.         Characters
    VI.        Walkthrough
    VII.       Secrets, Codes, and Misc
    VIII.      Frequently Asked Questions
    IX.        Credits
    X.         Disclaimer
    
    
    =============================================================================
     I.  FAQ HISTORY
    =============================================================================
    Version 1.00 (12/02/02) [100k]
         Initial release
    
    
    =============================================================================
     II.  STORY
    =============================================================================
    (from instruction manual)
    
    A Year Ago...
    
    You did it.  You crashed the super-complex of the Black Shadow Warriors in 
    Double Dragon II, penetrating the heavily guarded Mansion of Terror.
    
    But your final -- and most impressive -- triumph was against the Supreme 
    Black Shadow Sensei.  He had the agility of a cat, the eye of a hawk and the 
    raw strength of a superbeast.  (Note the word "had"!!!).
    
    Yet the battle wasn't over -- because your beloved Marion lay still as a 
    mountain stone.  But suddenly... the color returned to her lips.
    
    Marion lives.  And you are now a Supreme Master, with a sense of power 
    greater than you ever imagined possible...
    
    Today...
    Double Dragon III:  The Sacred Stones (TM)
    
    Life has returned to normal.
    
    Your famous Double Dragon dojo is doing well.  Your students are learning the 
    ways of the ancient masters and building their strengths. 
    
    Brett, one of your top students tries to tell you what happened.  But he is 
    cut down before he has a chance...
    
    But then it happens.
    
    Suddenly, Marion has disappeared again.
    
    And you know that it can't be the Black Shadow Warriors...so who is behind it 
    this time?
    
    The Five Missions
    
    You meet Hiruko, a soothsayer and a friend.  She explains that the only way 
    to get Marion back is to produce, as ransom, the three Sacred Stones.
    
    Hiruko promises to lead you to them, but they are scattered from one end of 
    the world to the other.  And each is heavily guarded. 
    
    As you travel the globe, you'll fend off Ninpou masters, Ninja warriors, and 
    hordes of others.  You'll use your incredible cyclone spin kick and your 
    newest achievement, the "mid-air somer-assault."
    
    Follow Hiruko to Marion.  And discover the truth behind the Sacred Stones.
    
    
    =============================================================================
     III.  CONTROLS AND MOVES
    =============================================================================
    Basic controls
    --------------
    These are the controls used by all the fighters (Billy/Jimmy/Chin/Ranzou).
    
    Up      :  walk up, enter doorway
    Down    :  walk down
    Left    :  walk left, stop running (when running to the right)
    Right   :  walk right, stop running (when running to the left)
    B       :  kick, pick up weapon
    A       :  punch, use weapon, pick up weapon
    Select  :  change weapons/fighters
    Start   :  start game, pause/resume game
    
    Left  2x:  press LEFT twice to start running
    Right 2x:  press RIGHT twice to start running
    A+B     :  jump
    
    
    Advanced controls and descriptions
    ----------------------------------
    These are the moves that are specific to each fighter.  Each fighter's 
    movelist has been separated.
    
    
    (Billy/Jimmy Lee)
    -----------------
    You'll begin with the game with these two (Jimmy is controlled by player 2).  
    The Lee Brothers are overall good fighters and can mop the floor with any 
    opponent that you face.  They have a wide variety of moves which are 
    described below.  The amount of damage each move inflicts is listed in 
    parentheses next to the name of the move.
    
    *** Punch ***  (2 damage single, 4 damage double)
    Your basic punch attack.  It comes in two forms.  One is a single punch.  The 
    other is a quick double punch.  The double punch will do twice as much damage 
    as a single punch.  Press A repeatedly to alternate between the single and 
    double punches.  You can continuously do single or double punches by first 
    punching in one direction.  Then turn around and punch in the opposite 
    direction quickly.  Then turn around and punch again.  While this has no 
    practical application in the game, it is interesting to point out 
    nonetheless.
    
    *** Elbow ***  (4 damage)
    A quick smash to your opponent's back.  Press A while your opponent is bent 
    over to give him/her an elbow to the back.  Instantly knocks your opponent 
    down.
    
    *** Side Kick ***  (3 damage)
    Your basic kick attack.  Press B to kick.  One kick will cause your opponent 
    to bend over.  A second kick will knock him/her down.  Kicking your opponent 
    in the back will immediately knock him/her down.  
    
    *** High Kick ***  (4 damage)
    A more advanced kick that hits the opponent in his/her head and causes more 
    damage than a normal kick would.  Quickly press B after causing an opponent 
    to bend over to execute this move.  If you are not fast enough you will end 
    up doing a regular kick instead.  Note that it is easier to kick an opponent 
    to cause him to bend over rather than using punches to cause him to bend 
    over.
    
    *** Flying Jump Kick ***  (5 damage)
    Give your opponent a face full of feet with this maneuver.  Press LEFT or 
    RIGHT to walk in the direction of your opponent.  Then press A & B to jump.  
    Now press B deliver a jump kick.
    
    *** Reverse Flying Jump Kick ***  (5 damage)
    When space is tight, regular jump kicks are hard to do.  Here's an easy way 
    to fix this problem.  Most enemies will dodge your jump kick by crouching.  
    However, few will crouch against a well placed reverse jump kick.  Execute it 
    by jumping towards your opponent.  Then turn in the opposite direction while 
    you're still in the air.  Then quickly press B to jump kick.  You'll jump 
    past your opponent and kick them in his/her back.
    
    *** Running Flying Jump Kick ***  (8 damage)
    Give your opponent even more pain with this deadlier jump kick.  Start 
    running at your opponent.  Then do a jump kick while running to send your 
    opponent flying.  The sound made by the impact will be noticeably different 
    than the one made by a regular jump kick.
    
    *** Reverse Running Flying Jump Kick ***  (8 damage)
    This move is similar in idea to the reverse jump kick.  It's a little tougher 
    to do since you have to run.  Just do everything you would for a normal 
    running jump kick.  The only difference is that you press in the opposite 
    direction after you jump.  Then kick as normal.
    
    *** Off the Wall Jump Kick ***  (10 damage)
    The deadliest jump kick of them all.  You'll utilize a wall to perform this 
    move.  Get a running start and jump kick against any wall.  If done 
    correctly, you'll grab the wall, push off it, and do a jump kick in the 
    opposite direction.  This move is useful when you have enemies chasing after 
    you.
    
    *** Reverse Off the Wall Jump Kick ***  (10 damage)
    Identical to the off the wall jump kick except that you do a reverse running 
    jump kick against the wall.  You will still go in the direction that a normal 
    off the wall jump kick would send you to.
    
    *** Cyclone Spin Kick ***  (12 damage)
    The best move in the game by far.  To spin 360 degrees in mid-air with your 
    leg extended, jump by pressing both A & B buttons simultaneously (make sure 
    you're not moving), then immediately press the B button again.  This move may 
    only be executed when you jump straight upward.  You may not jump forward.
    
    *** Double Cyclone Spin Kick ***  (25 damage)
    The Lee Brothers' ultimate move.  This requires both Billy and Jimmy Lee.  
    Both players must do cyclone spin kicks simultaneously.  Instead of doing a 
    regular spin kick, both players will link up and do a double cyclone kick.  
    The range is twice that of a regular spin kick.  The damage inflicted is even 
    greater than that of a spin kick.  Hands down the deadliest move in the game.
    
    *** Mid-air Somer-assault ***  (9 damage)
    Devastating! Use this one to do a full flip and send your opponent flying 
    through the air. With the D-pad pressed in the direction of your opponent, 
    press the A & B buttons simultaneously, then immediately press the A button 
    again.
    
    *** Reverse Mid-air Somer-assault ***  (9 damage)
    The second most effective move in the game (better than a regular 
    somersault).  This move is executed just like a regular somersault.  The only 
    different is to press in the opposite direction after you jump.  To make it 
    easier, you can press both the opposite direction and the A button 
    simultaneously.  This move will be very effective in Egypt where space is 
    limited.
    
    *** Running Mid-air Somer-assault ***  (9 damage)
    Not a very useful move to do because of the difficulty in catching an 
    opponent.  It is performed by doing a normal somer-assault while running.
    
    *** Reverse Running Mid-air Somer-assault ***  (9 damage)
    Not a very useful move to do because of the difficulty in catching an 
    opponent.  It is performed by doing a reverse somer-assault while running.
    
    *** Headlock ***  (0 damage)
    This is a setup move.  As such it does no damage.  It simply allows you to 
    deliver elbow smashes or kneelifts to an opponent.  To get an opponent in a 
    headlock, you'll need to get him/her to bend over.  This is achieved with a 
    single kick to their body or with 3 punches (3 single or 1 single and 1 
    double).  Then push LEFT or RIGHT towards the opponent to grab them.  Then 
    you can do your choice from the knee and elbow specialties below.
    
    *** Knee and Elbow Specialties ***  (4 damage per hit)
    With the D-pad pressed in the direction of your opponent, deliver a series of 
    kicks and/or punches until his head drops. Then you can do one of two things.
    
       - For an overhead elbow smash, continuously press the A button.
       - For a face kneelift, continuously press the B button.
    
    Elbow smashes or kneelifts may be used in any combination for up to 3 hits 
    maximum.  Be sure to hit your opponent quickly or he/she will break out of 
    your hold.
    
    *** Nunchaku (weapon) ***  (15 damage)
    Nunchuks are the weapon of choice for Billy and Jimmy Lee.  These weapons 
    will inflict heavy damage on any opponent.  They have decent range and should 
    only be used against major enemies.  You have 5 nunchaku to use per mission 
    so use them wisely.
    
    *** Partner Jump Kick ***  (10 damage)
    Your partner will throw you at the opponent letting you deliver a quick jump 
    kick to him/her.  To perform this move, just do a jump kick or running jump 
    kick at the other player.  The other player MUST BE FACING you or you will 
    miss him (in 2P A game) or hit him (in 2P B Game).  You may not use an off 
    the wall jump kick.
    
    *** Reverse Partner Jump Kick ***  (10 damage)
    This is one of the best two-player moves as well as one of the more difficult 
    ones to perform.  You'll need to do a reverse jump kick at the other player 
    so that you face the other player after you reverse.  So if the other player 
    is facing the right, you'll need to jump to the right and reverse to the left 
    before you kick.  Reverse the directions if the player was facing the left 
    side.  The result is that you get thrown in the direction that you faced 
    after doing the reverse jump kick.  This move lets both players assist each 
    other without having one player face the other.
    
    
    (Chin Seimei)
    -------------
    Chin is a master of kung-fu.  His punches are strong.  You'll be able to use 
    him after you defeat him.
    
    *** Upper Punch ***  (7 damage)
    Chin has an iron fist and his punches back that reputation up.  Press A to 
    punch.  His punches do heavy damage to opponents.  In fact, a full combo of 
    punches (4 hits) will inflict 28 damage which is enough to kill most enemies 
    in the game.
    
    *** High Kick ***  (3 damage)
    Chin's basic kick attack targets the opponent's head.  Press B to kick.  One 
    kick will cause your opponent to bend over.  A second kick will knock him/her 
    down.  Kicking your opponent in the back will immediately knock him/her down.
    
    *** Jump Kick ***  (6 damage)
    Give your opponent a face full of feet with this maneuver.  Press LEFT or 
    RIGHT to walk in the direction of your opponent.  Then press A & B to jump.  
    Now press B deliver a jump kick.
    
    *** Reverse Jump Kick ***  (6 damage)
    When space is tight, regular jump kicks are hard to do.  Here's an easy way 
    to fix this problem.  Most enemies will dodge your jump kick by crouching.  
    However, few will crouch against a well placed reverse jump kick.  Execute it 
    by jumping towards your opponent.  Then turn in the opposite direction while 
    you're still in the air.  Then quickly press B to jump kick.  You'll jump 
    past your opponent and kick them in his/her back.
    
    *** Running Jump Kick ***  (7 damage)
    Give your opponent even more pain with this deadlier jump kick.  Start 
    running at your opponent.  Then do a jump kick while running to send your 
    opponent flying.  The sound made by the impact will be noticeably different 
    than the one made by a regular jump kick.  This is one of Chin's best moves.
    
    *** Reverse Running Jump Kick ***  (7 damage)
    This move is similar in idea to the reverse jump kick.  It's a little tougher 
    to do since you have to run.  Just do everything you would for a normal 
    running jump kick.  The only difference is that you press in the opposite 
    direction after you jump.  Then kick as normal.
    
    *** Off the Wall Jump Kick ***  (12 damage)
    The deadliest jump kick of them all.  You'll utilize a wall to perform this 
    move.  Get a running start and jump kick against any wall.  If done 
    correctly, you'll grab the wall, push off it, and do a jump kick in the 
    opposite direction.  This move is useful when you have enemies chasing after 
    you.
    
    *** Reverse Off the Wall Jump Kick ***  (12 damage)
    Identical to the off the wall jump kick except that you do a reverse running 
    jump kick against the wall.  You will still go in the direction that a normal 
    off the wall jump kick would send you to.
    
    *** Leaping Double-kick ***  (12 damage total, 6 damage per hit)
    Deliver a quick one-two knockout kick to your opponent by first jumping 
    straight up (press A & B simultaneously) and then pressing A or B afterwards.  
    Up to two kicks will be executed.  Each kick will do 6 damage.  Both kicks 
    must hit to knock an opponent down.  Only one kick is needed if you hit the 
    opponent in the back.  This move may only be executed when you jump straight 
    upward.  You may not jump forward.
    
    *** Diving Head Butt ***  (6 damage)
    Crack your opponents' skulls with your own.  Press LEFT or RIGHT to walk in 
    the direction of your opponent.  Then jump (press A & B simultaneously) and 
    press A to do a diving head butt.
    
    *** Reverse Diving Head Butt ***  (6 damage)
    Catch an opponent off guard with this move.  Execute a regular diving head 
    butt as normal.  The only difference is that you press in the opposite 
    direction after you jump.
    
    *** Running Diving Head Butt ***  (6 damage)
    Performed just like a diving head butt except that you must be running first.  
    This move is somewhat useful as some opponents tend to avoid this attack.
    
    *** Reverse Running Diving Head Butt ***  (6 damage)
    Perform this move in the same manner as a reverse diving head butt except 
    that you must be running first.  More likely to hit than a regular running 
    diving head butt but opponents still avoid this attack as well.
    
    *** Iron Claw (weapon) ***  (18 damage)
    Chin uses claws and these will really hurt an opponent.  The range is the 
    same as the range for Chin's normal punches.  The claws will not knock an 
    opponent down if they hit.  It is recommended that you first stun the 
    opponent with another move then use the claw to knock the opponent down.  You 
    have 5 iron claws to use per mission so use them wisely.
    
    *** Partner Jump Kick ***  (10 damage)
    Your partner will throw you at the opponent letting you deliver a quick jump 
    kick to him/her.  To perform this move, just do a jump kick or running jump 
    kick at the other player.  The other player MUST BE FACING you or you will 
    miss him (in 2P A game) or hit him (in 2P B Game).  You may not use an off 
    the wall jump kick.
    
    *** Reverse Partner Jump Kick ***  (10 damage)
    This is one of the best two-player moves as well as one of the more difficult 
    ones to perform.  You'll need to do a reverse jump kick at the other player 
    so that you face the other player after you reverse.  So if the other player 
    is facing the right, you'll need to jump to the right and reverse to the left 
    before you kick.  Reverse the directions if the player was facing the left 
    side.  The result is that you get thrown in the direction that you faced 
    after doing the reverse jump kick.  This move lets both players assist each 
    other without having one player face the other.
    
    
    (Yagyu Ranzou)
    --------------
    A ninja master.  He carries a sword and uses traditional ninja attacks.  
    You'll be able to use him after you defeat him.
    
    *** Sword Attack ***  (4 damage)
    Ranzou's sword will make short work of any opponent.  Press A to attack with 
    your sword.  One slice will cause an opponent to bend over.  A second attack 
    while the opponent is bent over will knock him/her down.
    
    *** Round House Jump Kick ***  (5 damage)
    Ranzou will flip around and do a quick jump kick to an opponent.  Press B to 
    do this move.  This move will knock any opponent down regardless of the 
    direction that he/she is facing.  This move is best used after an opponent is 
    stunned.
    
    *** Tumble High-Jump Kick ***  (15 damage)
    A devastating kick with the same power as Billy Lee's nunchuks.  Jump 
    straight up (press A & B simultaneously) and press B afterwards.    This move 
    may only be executed when you jump straight upward.  You may not jump 
    forward.
    
    *** Flying Sword Attack ***  (5 damage)
    A more painful sword attack.  Press LEFT or RIGHT to walk in the direction of 
    your opponent.  Then press A & B to jump.  Now press A deliver attack with 
    your sword.
    
    *** Reverse Flying Sword Attack ***  (5 damage)
    Surprise an opponent with this move.  It is performed exactly like a flying 
    sword attack except that you press in the opposite direction after you jump.
    
    *** Running Flying Sword Attack ***  (5 damage)
    This move is identical to a flying sword attack except that you must be 
    running first.
    
    *** Reverse Running Flying Sword Attack ***  (5 damage)
    This move is identical to a running flying sword attack except that you press 
    in the opposite direction after you jump.
    
    *** Lunging Knee Drop ***  (8 damage)
    Give your opponents a quick knee to their faces with this move.  Press LEFT 
    or RIGHT to walk in the direction of your opponent.  Then press A & B to 
    jump.  Now press B to do a knee drop.
    
    *** Reverse Lunging Knee Drop ***  (8 damage)
    Similar to a lunging knee drop except that you press in the opposite 
    direction after you jump.  Useful in tight situations.
    
    *** Running Lunging Knee Drop ***  (8 damage)
    Identical to the lunging knee drop except that you must be running first.  
    Useful when utilized in a hit and run strategy.
    
    *** Reverse Running Lunging Knee Drop ***  (8 damage)
    Identical to the reverse lunging knee drop except that you must be running 
    first.  More effective than a regular running knee drop.
    
    *** Off the Wall Lunging Knee Drop ***  (10 damage)
    The deadliest knee drop that you can do.  Run towards any wall and do a 
    lunging knee drop.  You will use the wall to spring back at your opponent.  
    This is very useful when enemies are chasing after you.
    
    *** Reverse Off the Wall Lunging Knee Drop ***  (10 damage)
    Identical to the off the wall knee drop except that you press in the opposite 
    direction after jumping.  You will still attack in the direction that you 
    would go to if you had done an off the wall knee drop.
    
    *** Shuriken ***  (3 damage)
    Long range ninja stars that do minor damage.  The range is the width of the 
    screen.  Most opponents will crouch to avoid the stars if they are thrown 
    while you are close to the opponent.  The key is to time your shurikens from 
    far away.  Then time the remaining shuriken tosses so that they hit the 
    opponent as they get up.  The opponent will not be able to avoid the shuriken 
    most of the time if it is thrown this way.  You have 20 shuriken to use per 
    mission.  Not too useful against bosses.
    
    *** Partner Jump Kick ***  (10 damage)
    Your partner will throw you at the opponent letting you deliver a quick knee 
    drop to him/her.  To perform this move, just do a lunging knee drop or 
    running lunging knee drop at the other player.  The other player MUST BE 
    FACING you or you will miss him (in 2P A game) or hit him (in 2P B Game).  
    You may not use an off the wall knee drop.
    
    *** Reverse Partner Jump Kick ***  (10 damage)
    This is one of the best two-player moves as well as one of the more difficult 
    ones to perform.  You'll need to do a reverse lunging knee drop at the other 
    player so that you face the other player after you reverse.  So if the other 
    player is facing the right, you'll need to jump to the right and reverse to 
    the left before you drop.  Reverse the directions if the player was facing 
    the left side.  The result is that you get thrown in the direction that you 
    faced after doing the reverse knee drop.  This move lets both players assist 
    each other without having one player face the other.
    
    
    Movelist Table
    --------------
    Here is a summary of each fighter's movelist.
    
    Note 1:  "+" means to press the button afterwards.
    Note 2:  "AB" means to press A & B buttons simultaneously.
    Note 3:  "Walk" means that you must be walking.
    Note 4:  "Run" means that you must be running.
    Note 5:  (R) means you can do the reverse version of the move.
    Note 6:  (2P) means both players must do the move simultaneously.
    Note 7:  OTW means off the wall
    
    +---------------+--------------------+------------------+-------------------+
    | Controls      | Billy & Jimmy Lee  |   Chin Seimei    |   Yagyu Ranzou    |
    +---------------+--------------------+------------------+-------------------+
    | A             | Punch / Elbow /    | Upper Punch /    | Sword Attack /    |
    |               | use weapon /       | use weapon       | use weapon        |  
    |               | overhead elbowsmash|                  |                   |
    |               | / knee facelift    |                  |                   |
    +---------------+--------------------+------------------+-------------------+
    | B             | Side Kick /        | High Kick        | Round House Jump  |
    |               | Chin Kick          |                  | Kick              |
    +---------------+--------------------+------------------+-------------------+
    | AB            | Jump               | Jump             | Tumble High-Jump  |
    +---------------+--------------------+------------------+-------------------+
    | AB + B        | Cyclone Spin Kick  | Leaping Double-  | Tumble High-Jump  |
    |               | / Double Cyclone   | Kick             | Kick              |
    |               | Spin Kick (2P)     |                  |                   |
    +---------------+--------------------+------------------+-------------------+
    | Walk + AB + A | Mid-Air Somer-     | Diving Head Butt | Flying Sword      |
    |               | Assault / (R)      | / (R)            | Attack / (R)      |
    +---------------+--------------------+------------------+-------------------+
    | Run + AB + A  | Running Mid-Air    | Running Diving   | Running Flying    |
    |               | Somer-Assault / (R)| Head Butt / (R)  | Sword Attack / (R)|
    +---------------+--------------------+------------------+-------------------+
    | Walk + AB + B | Flying Jump Kick   | Jump Kick / (R)  | Lunging Knee      |
    |               | / Rev. Flying Jump | / Partner Jump   | Drop / (R) /      |
    |               | Kick / Partner Jump| Kick / (R)       | Partner Jump Kick |
    |               | Kick / (R)         |                  | / (R)             |
    +---------------+--------------------+------------------+-------------------+
    | Run + AB + B  | Running Flying     | Running Jump Kick| Running Lunging   |
    |               | Jump Kick / (R)    | / (R) / OTW Jump | Knee Drop / (R)   |
    |               | / OTW Jump Kick    | Kick / (R)       | / OTW Knee Drop   |
    |               | / (R)              |                  | / (R)             |
    +---------------+--------------------+------------------+-------------------+
    
    
    Movelist Damage Table
    ---------------------
    Here is a summary of the damage inflicted by each fighter's moves.  Moves 
    that are comparable to each other are separated by a forward slash (/).
    
    +---------------------------------------------------+-------+------+--------+
    | Move (B/C/R)                                      | Billy | Chin | Ranzou |
    +---------------------------------------------------+-------+------+--------+
    | Punch / Upper Punch / Sword Attack                | 2     | 7    | 4      |
    | Double Punch                                      | 4     | --   | --     |
    | Elbow                                             | 4     | --   | --     |
    | Side Kick / High Kick / Round House Jump Kick     | 3     | 3    | 5      |
    | High Kick                                         | 4     | --   | --     |
    |                                                   |       |      |        |
    | Flying Jump Kick / Jump Kick / Lunging Knee Drop  | 5     | 6    | 8      |
    | [Running] Jump Kick / Jump Kick / Knee Drop       | 8     | 7    | 8      |
    | Somersault / Dive Head Butt / Flying Sword Attack | 9     | 6    | 5      |
    | [Running] Somersault / Head Butt / Sword Attack   | 9     | 6    | 5      |
    | [Off the Wall] Jump Kick / Knee Drop              | 10    | 6-12 | 10     |
    | Cyclone Kick / Double Kick / High-Jump Kick       | 12    | 12   | 15     |
    | [Weapons] Nunchuk / Iron Claw / Shuriken          | 15    | 18   | 3      |
    |                                                   |       |      |        |
    | Partner Jump Kick / Knee Drop                     | 10    | 10   | 10     |
    | Knee Facelift (Billy)                             | 4-12  | --   | --     |
    | Overhead Elbow Smash (Billy) (per hit)            | 4-12  | --   | --     |
    | Double Cyclone Spin Kick (Billy & Jimmy)          | 25    | --   | --     |
    |                                                   |       |      |        |
    +---------------------------------------------------+-------+------+--------+
    
    
    =============================================================================
     IV.  GAMEPLAY
    =============================================================================
    Selecting Mode of Play
    ======================
    There are three different types of game modes to choose from.  Here is a 
    description of each mode.
    
    1P PLAY
    This is the one player mode.  You will play as Billy Lee alone.  Additional 
    characters may be found later in the game.  A second player may not join the 
    game.
    
    2P PLAY A 
    This is the two player mode.  The first player controls Billy Lee.  The 
    second player will control Jimmy Lee.  Additional characters may be found 
    later in the game.  Players will not be able to hit each other.
    
    2P PLAY B
    This is the two player mode.  The first player controls Billy Lee.  The 
    second player will control Jimmy Lee.  Additional characters may be found 
    later in the game.  Players will be able to hit each other.
    
    Use the D-pad to move up and down until you find the choice that you desire.  
    Then press the START button to begin playing.
    
    
    Game Play Screen
    ================
    The action is conducted on the main screen.  Below the screen is a black 
    area.  The area is split into two parts.  The left side is information for 
    player one.  The right side is information for player two.
    
    Objective
    ---------
    The goal is to beat up everyone in sight and fight the boss of each mission.  
    The game ends when you have no more life and no more players to choose from.
    
    Name and Life Meter
    -------------------
    The first piece of information is the name of the player you are controlling 
    and his remaining hit points shown as bars (see life meter table below for 
    exact numerical values).
    
    Weapon in Use
    -------------
    The second piece of information is the weapon being used.  Possible weapons 
    are bare hands (no weapon), ninja blade (Ranzou only), bottle, army knife, 
    sai, nunchuks, iron claw, or shuriken.  Nunchuks, iron claws, and shurikens 
    have numbers to the right which show how many times the weapon may be used 
    before it can no longer be used.  Bottles and sais may be used unlimited 
    times until the owner is killed.  The army knife may only be used once.
    
    Life Meter Table
    ----------------
    Here is a table listing the numerical values for each bar of life.
    
    Bars     HP
    ---------------
    0        0
    1        1-7
    2        8-16
    3        17-23
    4        24-32
    5        33-39
    6        40-48
    7        49-55
    8        56-64
    9        65-71
    10       72-80
    11       81-87
    12       88-100
    
    
    Player Select Screen
    ====================
    After you complete Mission 2, you will be able to switch players.  To do so, 
    press SELECT.  On the screen will be shown each fighter's name, power level 
    (P), and weapons available (W).  Below that will be the name of the weapons 
    available for that fighter.  The player that you are currently controlling is 
    shown with a "1P" for player one and "2P" for player two.
    
    To change players press B to remove the arrow (if present) and press LEFT or 
    RIGHT to select the player you wish to control.  The press A to confirm the 
    selection.  Press B to cancel the selection.  Now press UP or DOWN to select 
    the fighter's weapon.  Press SELECT to resume play (in 2P game, both players 
    must select a fighter first).
    
    
    =============================================================================
     V.  CHARACTERS
    =============================================================================
    Main Characters
    ---------------
    Here are the main characters in the game.  Characters that you can control 
    have their maximum hit points listed next to their names.
    
    Billy & Jimmy Lee (84 HP each)
    The Lee Brothers run their own dojo teaching new students until the day 
    Marion disappears.
    
    Chin Seimei (100 HP)
    Master of kung-fu.  His iron claw is feared by many.
    
    Ranzou Yagyu (74 HP)
    A ninja sensei who has completely mastered ninpou.
    
    Hiroku
    A mysterious soothsayer who seems to know the location of Marion.
    
    Marion
    Billy's girlfriend who has mysteriously vanished.
    
    Brett
    A student from the Lee Brothers' dojo who is killed before he can identify 
    Marion's captors.
    
    
    Enemies
    -------
    There are many enemies that you'll meet in the game.  Here are their names 
    and a brief description of them.  Then their movelist is shown.  Next to each 
    move is the amount of damage it will inflict.  Note that some of the names 
    are my own unofficial names.
    
    Williams
    A former Shadow Warriors member who is sporting a new bald look.  Williams is 
    back for more and can sometimes be seen carrying army knives.
    
    Moves                 Damage
    -------------------------------
    Punch                 2  damage
    Kick                  2  damage
    Jump Kick             3  damage
    Running Jump Kick     4  damage
    Partner Jump Kick     5  damage
    Army Knife            12 damage
    
    
    Longhair
    This long haired guy likes using kicks and broken bottles on his opponents.  
    He fights dirty so give him a taste of his own medicine.
    
    Moves                 Damage
    ------------------------------
    Punch                 1 damage
    Kick                  3 damage
    Jump Kick             3 damage
    Running Jump Kick     4 damage
    Partner Jump Kick     5 damage
    Broken Bottle         8 damage
    
    
    Linda
    The former lone female member of the Shadow Warriors is still causing 
    trouble.  She's given up the whip and now uses throwing knives instead.
    
    Moves                 Damage
    ------------------------------
    Punch                 2 damage
    Kick                  2 damage
    Jump Kick             3 damage
    Running Jump Kick     5 damage
    Partner Jump Kick     3 damage
    Throwing Knife        4 damage
    
    
    Bruce
    This guy knows his martial arts.  His skills include a sliding jump kick and 
    the ability to use sais.
    
    Moves                 Damage
    -------------------------------
    Punch                 3  damage
    Kick                  3  damage
    Jump Kick             5  damage
    Running Jump Kick     5  damage
    Sliding Jump Kick     6  damage
    Partner Jump Kick     6  damage
    Sai                   10 damage
    
    
    Light Ninja
    One of Ranzou's men who dons a brown uniform.  He carries a sword and 
    shuriken.
    
    Moves                 Damage
    ------------------------------
    Sword Attack          4 damage
    Jump Kick             4 damage
    Running Jump Kick     5 damage
    Sliding Jump Kick     8 damage
    Off the Wall Kick     8 damage
    Shuriken              3 damage
    
    
    Dark Ninja
    One of Ranzou's men who dons a purple uniform.  He carries a sword and 
    shuriken.  His moves do more damage than his light counterpart.
    
    Moves                 Damage
    -------------------------------
    Sword Attack          4  damage
    Jump Kick             4  damage
    Running Jump Kick     7  damage
    Sliding Jump Kick     10 damage
    Off the Wall Kick     8  damage
    Shuriken              3  damage
    
    
    Gladiator
    A Roman warrior who uses his muscles to really hurt his enemies.  He also 
    carries throwing spears.
    
    Moves                 Damage
    -------------------------------
    Punch                 3  damage
    Kick                  6  damage
    Jump Kick             6  damage
    Running Jump Kick     7  damage
    Sliding Jump Kick     10 damage
    Partner Jump Kick     6  damage
    Throwing Spear        15 damage
    
    
    Other
    -----
    Floor Spikes
    Made of bamboo, these sharp spikes will impale intruders to Ranzou's dojo.  
    Each hit will cause 3 damage.
    
    
    Bosses
    ======
    Here are the bosses that you will encounter in the game.  Their names and a 
    brief description follows.  Then their movelist is shown.  Next to each move 
    is the amount of damage it will inflict.  Note that some of the names are my 
    own unofficial names.
    
    
    Biker Gang Leader
    A leather clad man with a beard who wants to stop the Lee Brothers from 
    leaving the US.  His specialty is a flying knee that can knock anyone down 
    with a single hit.
    
    Moves                 Damage
    -------------------------------
    Punch                 4  damage
    Kick                  10 damage
    Flying Knee           15 damage
    
    
    Chin Seimei
    You killed his brother in your fight with the Shadow Warriors.  Now he's out 
    for revenge.  He guards the first sacred stone.  His kung-fu is top notch.
    
    Moves                   Damage
    ---------------------------------------------
    Punch                   7  damage
    Kick                    4  damage
    Jump Kick               3  damage
    Running Jump Kick       5  damage
    Diving Head Butt        6  damage
    Leaping Double Kick     12 damage (6 per hit)
    
    
    Yagyu Ranzou
    A ninja sensei who guards the second sacred stone in Japan.  He has never 
    tasted defeat before.  Will you be his first defeat?
    
    Moves                           Damage
    -----------------------------------------
    Sword Attack                    4  damage
    Round House Jump Kick           5  damage
    Running Flying Sword Attack     5  damage
    Running Lunging Knee Drop       8  damage
    Off the Wall Knee Drop          10 damage
    Shuriken                        3  damage
    
    
    Muscle Man
    The leader of the Coliseum in Italy who has a body that is entirely muscle.  
    His deadly moves can easily take out any opponent.  His specialty is a flying 
    big boot kick.
    
    Moves                    Damage
    ----------------------------------
    Straight Punch           8  damage
    Uppercut Punch           8  damage
    Kick                     10 damage
    Flying Big Boot Kick     18 damage
    
    
    Mummy
    A bandaged undead monster that will kill any intruders in the tomb.  It may 
    move slowly but its choke hold's range makes up for this lack of mobility.
    
    Moves                  Damage
    --------------------------------
    Chop                   9  damage
    Choke Hold & Throw     12 damage
    
    
    Princess Noiram
    An ancient Egyptian princess with great magical powers.  She looks familiar.  
    Perhaps you have met in a previous life...
    
    Moves                 Damage
    -------------------------------
    Aerial Fireball       8  damage
    Flame Bird            10 damage
    Ground Wave           10 damage
    Telekinetic Lift      10 damage
    Snake Flame Rise      16 damage
    
    
    =============================================================================
     VI.  WALKTHROUGH
    =============================================================================
    This walkthrough will guide you through the entire game.  I assume that you 
    know to attack all your enemies.  The walkthrough will cover both the 1P and 
    2P games.  The walkthrough is split among the five missions.  Each mission is 
    subdivided into corresponding areas.  Each area lists all the enemies 
    encountered in the order that they will appear.  In addition, their hit 
    points are listed and strategies to win.  My strategy is not the only method 
    to win so feel free to deviate at any time.  Use as much/little as you need.
    
    Notation
    --------
    I have assigned each enemy a number in parentheses to distinguish between 
    copies of the same enemy.  So Williams (3) means the third Williams of that 
    particular area.  Some enemies carry weapons.  These enemies will have the 
    name of the weapon next to the their name.  The order of the enemy names are 
    the exact order that they will appear on the screen.  The 2P game has all the 
    enemies found in the 1P game as well as some extra ones.  Extra enemies that 
    appear in the 2P game will have a (2P only) suffix after their names.
    
    The move names have been shortened for brevity.  The mid-air somer-assault is 
    now simply the somersault.  Cyclone spin kicks are just cyclone kicks.  
    Additional moves that have been shortened will use the long name first before 
    using the shorter name in parentheses.
    
    
    Mission One:  U.S.A.
    ====================
    Home of Billy and Jimmy Lee -- world-famous martial artists and 
    teachers. They're in their renowned dojo when the trouble breaks out.
    And they waste no time in following Hiruko's lead: to China.  However, there 
    are some don't want the Lee brothers to go to China and they'll do anything 
    to stop them.
    
    Dojo Interior
    -------------
    Enemies:  3 (1P) / 6 (2P)
    Williams (1)     20 HP
    Williams (2)     22 HP
    Longhair (1)     20 HP
    
    Williams (3)     22 HP  (2P only)
    Longhair (2)     20 HP  (2P only)
    Williams (4)     22 HP  (2P only)
    
    You'll start off in the dojo.  Brett is hurt and lying on the ground.  
    There's a Williams here that you'll need to take care of first.  Move up and 
    down to avoid his attacks.  Then give him 2 quick cyclone kicks to kill him.  
    Then go to Brett.  He'll try to warn you about someone but he dies before he 
    can reveal the name.  Now another Williams and a Longhair enters.  They'll 
    try to gang up on you.  Utilize what I will refer to as the "Up and Down 
    Strategy."  This strategy relies on you moving up and down to get away from 
    your enemies.  Then you do a cyclone kick as the enemy walks to your level.  
    Keep Williams and Longhair from surrounding you or they could do a partner 
    jump kick on you.  Using a kick to stun one of them while you do a quick 
    attack to the other is another solid strategy that you can use.
    
    (2P strategy)
    Have one player attack the Williams.  Have the other player go down to the 
    bottom of the screen.  Talk to Brett afterwards.  Now get next to each other 
    and do cyclone kicks simultaneously to do a double cyclone kick.  
    Continuously doing this will take out the Williams and Longhairs that appear.  
    You can also split up and have one player fight at the top of the screen and 
    the other fight at the bottom.  This will help reduce the flickering that 
    appears.  Don't be afraid to help each other out.  Utilize the off the wall 
    moves as well.  The dojo will be empty after you kill everyone.  Don't leave 
    immediately.  Take the time now to practice all of your moves, particularly 
    the double cyclone kick.  I strongly advise that both players master the 
    cyclone kick (single or double) before exiting.  Perfecting the somersault 
    will also be an added bonus.  Exit the dojo after you feel you have done 
    enough practicing.
    
    
    Outside the Dojo (ground level)
    -------------------------------
    Enemies:  9 (1P) / 12 (2P)
    Williams (1)              15 HP
    Longhair (1)              13 HP
    Williams (2)              15 HP
    Linda (1)                 17 HP
    Longhair (2) w/bottle     20 HP
    Williams (3)              15 HP
    Williams (4) w/knife      22 HP
    Linda (2)                 17 HP
    Longhair (3)              13 HP
    
    Linda (3)                 17 HP  (2P only)
    Longhair (4)              13 HP  (2P only)
    Williams (5) w/knife      22 HP  (2P only)
    
    Move all the way up and then stand still.  Wait a few seconds.  Enemies will 
    run at you.  Quickly move down to avoid getting hit by their jump kicks.  Now 
    use the up and down strategy with cyclone kicks.  A few of the enemies have 
    weapons.  Get the bottle from one of the Longhair and use it.  Watch out for 
    the Williams that carries a knife.  If you see him moving backwards, quickly 
    move up or down to avoid getting hit by his knife.  It may be wise to run to 
    the right after the enemies come out because there is more space for you to 
    go up and down.  If enemies chase after you, you can quickly do a jump kick 
    to counter their jump kicks.  Your jump kicks will always beat theirs if you 
    time it correctly.  Go to the right after everyone is dead.  A door will 
    open.  Enter the door.
    
    (2P strategy)
    Have both players quickly move up and stand still.  Wait for the enemies to 
    run out at you.  Quickly move down to avoid their attacks.  Now you do double 
    cyclone kicks or split up.  If you choose to split up, I recommend going to 
    the right for more space to use the up and down strategy.  A good tactic is 
    to have one player get the bottle from the Longhair.  Then have the other 
    player use the up and down strategy while the first player uses the bottle to 
    hit the second player's enemy.  You can do a double cyclone kick to knock 
    your enemies out of their jump kicks but it may be risky depending on how 
    skilled both players are at doing cyclone kicks.  If one player misses, both 
    can get hit by the enemies' jump kicks so use the move at your own 
    preference.
    
    
    Outside the Dojo (upper level)
    ------------------------------
    Enemies:  5 (1P) / 8 (2P)
    Williams (1)              15 HP
    Linda (1)                 17 HP
    Longhair (1) w/bottle     20 HP
    Williams (2)              15 HP
    Linda (2) w/knives        25 HP
    
    Longhair (2)              13 HP  (2P only)
    Linda (3)                 17 HP  (2P only)
    Linda (4)                 17 HP  (2P only)
    
    Space is very tight here.  If you fall off the edge, you will die.  You can 
    capitalize on this fact as well.  Stay by the door and stand there waiting 
    for the enemies to appear.  This next part depends entirely on your ability 
    to pull off reverse somersaults or somersaults for that matter.  The idea 
    here is to somersault your enemies to the left where they'll fall off and 
    die.  It's easier to use a reverse somersault here but you run the risk of 
    getting jump kicked off yourself.  Always leave yourself enough room to do a 
    somersault without falling in yourself after you finish the move.  You may 
    also elect to give yourself enough room so that you can get hit by a jump 
    kick afterwards and still not fall in.  As you can imagine, this tactic works 
    best if you somersault the enemy as quickly as possible.  Do it fast enough 
    and you won't get double teamed by both enemies.
    
    If you can't do somersaults, then jump kick your way to the right.  Now 
    you'll have some more room to work with but do not walk off the left or right 
    edges.  Also you can fall off the platform if you walk too far down so keep 
    that in mind when doing the up and down strategy.  I suggest that you stand 
    close enough to the edge so that you can cyclone kick your enemies into the 
    pit.
    
    Watch out for one of the Lindas.  She has throwing knives that she'll use if 
    you walk too far away from her.  These can cause you to fall into the pit if 
    you get careless.  After you kill everyone, the door to Warehouse No.1 opens 
    up.  Go right and enter.
    
    (2P strategy)
    Space is very tight here.  Do not fall off the edge or you will die.  Both 
    players should do a double cyclone kick here.  Somersaults are also good, but 
    it may be hard to see if both players use somersaults.  Therefore, only have 
    one player do somersaults while the other player moves around, preferably to 
    the right to split the enemies up.  Don't try the up and down strategy here 
    unless you are sure you won't fall off.  It's easier to use the up and down 
    strategy to the right where there is more room for you to fight.  Split the 
    enemies up or you'll get double teamed quickly.  One player should stay by 
    the door while the other goes to the right.  The player by the door should do 
    somersaults or cyclone kicks.  As always, try your best to keep away from the 
    edge.
    
    One of the Lindas has throwing knives so don't get too far away from her or 
    she'll use them.  Go right after you kill everyone.  Enter the door to 
    Warehouse No.1 after it opens.
    
    
    Warehouse No.1 Interior
    -----------------------
    Enemies:  6 (1P) / 9 (2P)
    Williams (1) w/knife     22 HP
    Linda (1)                17 HP
    Longhair (1) w/bottle    20 HP
    Williams (2)             15 HP
    Williams (3) w/knife     22 HP
    Linda (2)                17 HP
    
    Longhair (2) w/bottle    20 HP  (2P only)
    Linda (3) w/knives       25 HP  (2P only)
    Williams (4)             15 HP  (2P only)
    
    Stand still and let the enemies rush out.  Then move away to avoid them.  Now 
    be careful of the Williams.  He has a knife.  Linda is weak so concentrate on 
    Williams first.  The Longhair has a bottle so use it.  Keep your distance 
    from the enemies and continue using the up and down strategy.  Keep away from 
    the top of the screen near the door.  I suggest you fight on the left side of 
    the warehouse so that the door is as far to the right as possible.
    
    The music will change after everyone is killed.  Go right and the door will 
    open and out comes the boss of the mission.
    
    
    (2P strategy)
    By now I think you know what to do.  Split the enemies up and use the up and 
    down strategy.  Stay on the left side of the warehouse so that the door is 
    kept as far to the right as possible.  Double teaming the enemies is up to 
    you.  Partner jump kicks won't be effective here because the enemies carry 
    too many weapons like knives.  A Linda here also has knives so be on your 
    guard.
    
    The music will change after everyone is killed.  Go right and the door will 
    open and out comes the boss of the mission.
    
    
    Boss:  Biker Gang Leader
    HP:  66 (1P) / 76 (2P)
    
    This guy will come out of the door after you killed everyone else.  His moves 
    all hurt so go up and down to avoid them.  Be careful not to run away from 
    him or get far away for that matter or he'll use his flying knee attack.  He 
    will use this attack if you try to jump kick him.  He also uses it when he 
    gets up from an attack.  The easiest method to win is to use all 5 nunchuks 
    on him.  Move up and down to avoid his attacks.  Then use a nunchuk just as 
    he approaches.  Then move up and down again and repeat the process until he's 
    dead.  The other method is to go up and down and use cyclone kicks instead.  
    Don't get careless because he can crouch to avoid your attacks and retaliate 
    with a flying knee.
    
    (2P strategy)
    This boss will have more life so 5 nunchuks is not enough to win.  However, 6 
    nunchuks will win.  So both players should get their nunchuks out and nunchuk 
    the boss to death using the up and down strategy.  If you don't have enough 
    nunchuks, you can try to double team the boss.  Be careful though because he 
    can quickly overcome even two players.  The best strategy would be to 
    surround him and have both players go up and down.  Then one player can 
    attack the boss in the back.  Cyclone kicks are the key to victory here.  
    Jump kicks are ok but tend to provoke the boss into his flying knee attack.  
    A double cyclone kick is powerful but the boss will dodge it almost every 
    time so it's not worth the effort.
    
    
    Mission Two:  China
    ===================
    Ahh... The lush forests and graceful mountains -- it seems so peaceful.  At 
    first.  But suddenly you're up against some of the fiercest martial artists 
    you've ever encountered.  They're strong.  They're relentless.  And they're 
    not afraid to die.  They stand between you and the first stone.
    
    Great Wall Area
    ---------------
    Enemies:  11 (1P) / 15 (2P)
    Bruce (1)                20 HP
    Williams (1)             19 HP
    Bruce (2)                20 HP
    Williams (2)             19 HP
    Bruce (3)                20 HP
    Bruce (4)                20 HP
    Williams (3) w/knife     26 HP
    Bruce (5) w/sai          28 HP
    Williams (4)             19 HP
    Bruce (6) w/sai          28 HP
    Bruce (7)                20 HP
    
    Williams (5)             19 HP  (2P only)
    Bruce (8) w/sai          28 HP  (2P only)
    Bruce (9)                20 HP  (2P only)
    Williams (6)             19 HP  (2P only)
    
    You'll face a new opponent here, Bruce.  He fights like Williams except that 
    he has an extra move, the sliding jump kick.  Bruce likes to use the kick 
    when you're busy fighting another person so always avoid the double team.  
    Use the up and down strategy.  You can also use the sais that Bruce carries.  
    They have the same range as a broken bottle with a little more damage 
    inflicted.  Keep your distance is use cyclone kicks.  Try not to get too far 
    from Bruce or he'll be tempted to use a jump kick or sliding jump kick.  
    Enter the house to the right after you kill everyone.
    
    (2P strategy)
    Both players can elect to help each other out or fight separately.  Use the 
    usual tactic of up and down or double cyclone kicks.  A double cyclone kick 
    will not kill all the enemies with one hit.  It's not a tightly spaced area 
    so it's not as critical that you do the move.  Enter the house to the right 
    after you kill everyone.
    
    
    Inside House
    ------------
    Enemies:  10 (1P) / 14 (2P)
    Linda (1)                 19 HP
    Longhair (1) w/bottle     22 HP
    Williams (1) w/knife      26 HP
    Bruce (1)                 20 HP
    Linda (2) w/knives        27 HP
    Bruce (2) w/sai           28 HP
    Longhair (2) w/bottle     22 HP
    Bruce (3) w/sai           28 HP
    Bruce (4)                 20 HP
    Linda (3)                 19 HP
    
    Williams (2)              19 HP  (2P only)
    Bruce (5) w/sai           28 HP  (2P only)
    Bruce (6)                 20 HP  (2P only)
    Williams (3)              19 HP  (2P only)
    
    Ok, Linda and Longhair join the ranks of Williams and Bruce.  They'll all 
    emerge from the door.  Use this to your advantage by staying near the door 
    and using cyclone kicks.  You can also stay near the door and keep swinging 
    the bottles or sais from Longhair or Bruce.  Eventually everyone will be 
    killed and you'll face the boss of the mission.
    
    (2P strategy)
    The tactic here is to either split up and keep away from the door or to use 
    double cyclone kicks by the door.  As always, be sure to keep out of each 
    other's way if you're going to split up.  Use the same up and down strategy 
    that's been effective so far.  The boss of the mission will appear after you 
    kill everyone else.
    
    
    Boss:  Chin Seimei
    HP:  120 (1P) / 132 (2P)
    
    Chin is strong BUT he is slow.  Capitalize on this by keeping away from him.  
    Use your nunchuks first if you still have them.  Then you have two choices.  
    The first is to use the up and down strategy in which you nail Chin with 
    cyclone kicks as he approaches you from above or below.  The other tactic is 
    to keep Chin far away enough so that he starts to run at you.  Then run and 
    jump kick him before he gets to you.  Then run away and repeat the process.  
    This second tactic is safer to use than the first because Chin can hit you 
    with a 4-hit punch combo that takes one third of your life if you miss the 
    cyclone kick.  Chin's punches will overpower yours so just stick with jump 
    kicks or cyclone kicks for this fight.
    
    (2P strategy)
    The easy way to win is to double team Chin with your nunchuks if you have 
    them.  9 nunchuks will kill him.  The hard way will require you to use 
    cyclone kicks.  You can try to double cyclone kick him but Chin will dodge it 
    unless you use the move with the up and down strategy.  The most effective 
    tactic is to double team Chin and use jump kicks or cyclone kicks.  Do not 
    try to engage Chin in up close combat because his punches and kicks will most 
    likely beat out yours.  Just keep your distance from Chin and he'll go down 
    without major difficulty.
    
    
    Mission Three:  Japan
    =====================
    The most fearsome Ninja fighters ever to reside in the Land of the Rising Sun 
    await you.  They're fast on their feet and quick to spot your weaknesses. Be 
    very careful and think about every move...for if you defeat them, the second 
    Sacred Stone is yours.
    
    Outside
    -------
    Enemies:  11 (1P) / 15 (2P)
    Light Ninja (1)     14 HP
    Dark Ninja (1)      18 HP
    Light Ninja (2)     18 HP
    Dark Ninja (2)      22 HP
    Light Ninja (3)     14 HP
    Dark Ninja (3)      18 HP
    Light Ninja (4)     18 HP
    Dark Ninja (4)      22 HP
    Light Ninja (5)     14 HP
    Dark Ninja (5)      18 HP
    Dark Ninja (6)      18 HP
    
    Light Ninja (6)     18 HP  (2P only)
    Dark Ninja (7)      22 HP  (2P only)
    Dark Ninja (8)      18 HP  (2P only)
    Light Ninja (7)     18 HP  (2P only)
    
    Ok, you'll face a new enemy here, ninjas.  There are two kinds, dark and 
    light.  For the most part, just think of them being the same enemy except 
    dark ninjas have a little more life than light ninjas.  They'll rush out at 
    you VERY quickly so try your best to avoid their jump kicks.  You can try to 
    jump kick them out of the sky first but it is risky.  Now unlike the other 
    enemies that you've encountered so far, ninjas carry long distance weapons, 
    shurikens.  To make matters worse, they have an unlimited amount of them.  
    They'll throw the shurikens after they jump backwards or when you get too far 
    away from them.  Move out of the way to avoid getting hit.  Now that you know 
    how powerful the ninjas are, you can learn the secret to winning.  That 
    secret is to use Chin.  Recall how powerful his punches were during your 
    fight with him.  Well now you'll use them for good.  Four punches from Chin 
    will do 28 damage which is enough to kill all the ninjas that will appear in 
    this area.  So just use the up and down strategy.  Instead of using cyclone 
    kicks, just use punches.  A 4-hit punch combo will fell any ninja but the 
    other ninja will probably hit you before you can finish all four hits.  
    Therefore, be sure to follow up with a quick jump kick if your punch combo 
    gets interrupted.
    
    Go right after you kill everyone and a door will open.  Switch to Billy 
    before you enter the door.
    
    (2P strategy)
    You'll face ninjas.  They're fast so be quick on your feet and use the up and 
    down strategy.  One player should switch to Chin while the other uses Billy 
    or Jimmy.  Chin will be the main ninja killer here while the other player 
    backs him up.  Chin should use an up and down strategy with punches while 
    Billy should use cyclone kicks.  It may be wise to stay close together so 
    Chin can double team both ninjas.  Just watch out for the shuriken thrown at 
    each of you by the ninjas and you should have no problem winning.
    
    Go right after you kill everyone and a door will open.  Have both players 
    control Billy and Jimmy before you enter the door.
    
    
    Inside (lower level)
    --------------------
    Enemies:  11 (1P) / 15 (2P)
    Light Ninja (1)     14 HP
    Dark Ninja (1)      18 HP
    Williams (1)        14 HP
    Light Ninja (2)     14 HP
    Williams (2)        14 HP
    Dark Ninja (2)      18 HP
    Williams (3)        14 HP
    Light Ninja (3)     14 HP
    Dark Ninja (3)      18 HP
    Williams (4)        14 HP
    Dark Ninja (4)      18 HP
    
    Light Ninja (4)     14 HP  (2P only)
    Williams (5)        14 HP  (2P only)
    Light Ninja (5)     14 HP  (2P only)
    Williams (6)        14 HP  (2P only)
    
    Floor spikes pop up immediately.  Constantly jump to the right to avoid them.  
    You'll probably get hit but keep jumping until you pass the spikes.  They'll 
    stop after you go far enough to the right.  Enemies show up and there's not 
    much room to work with.  Switch to Chin and run to the right until you reach 
    the wall.  Now turn around and face your enemies.  Use the up and down 
    strategy with punches to take out the ninjas and the Williams.  Don't get 
    distracted punching one enemy only to let the other hit you.  This is 
    important since the ninjas will use shurikens.  They can also use an off the 
    wall jump kick on you so stay near the wall to reduce the chance of this move 
    being used on you.  You should be able to kill 2 enemies at a time with one 
    punch combo.  Kill everyone and a ladder will appear on the wall to the 
    right.  Climb up.
    
    (2P strategy)
    Floor spikes will pop up.  Do not move up or down at all.  You will not get 
    hit as long as you do not move up or down.  Simply walk to the right until 
    you pass the spikes.  If you do get hit by the spikes, simply jump 
    continuously until you go far enough to the right.  You'll face enemies now.  
    One player should switch back to Chin and use a punch combo.  The other 
    player should use cyclone kicks or jump kicks on his enemy.  Having Chin 
    double team both enemies is a good idea so stay close to each other.  Keep 
    using the up and down strategy and you will kill everyone in no time.  A 
    ladder will then appear on the wall to the right.  Climb up.
    
    
    Inside (upper level)
    --------------------
    Enemies:  11 (1P) / 15 (2P)
    Williams (1)        14 HP
    Dark Ninja (1)      18 HP
    Dark Ninja (2)      18 HP
    Williams (2)        14 HP
    Light Ninja (1)     14 HP
    Dark Ninja (3)      18 HP
    Light Ninja (2)     14 HP
    Williams (3)        14 HP
    Dark Ninja (4)      18 HP
    Williams (4)        14 HP
    Williams (5)        14 HP
    
    Dark Ninja (5)      18 HP  (2P only)
    Light Ninja (3)     14 HP  (2P only)
    Williams (6)        14 HP  (2P only)
    Dark Ninja (6)      18 HP  (2P only)
    
    Enemies will appear from both doors.  Run to the right side of the room.  Now 
    use Chin and punch everyone to death.  Keep your distance with the up and 
    down strategy.  Don't move too far from the wall or the ninjas could use an 
    off the wall jump kick on you.  Don't be afraid to only use 3 punches if you 
    think you're going to get hit.  Just don't forget to follow up with a jump 
    kick or any move that knocks the enemy down afterwards.  The music will 
    change after everyone is dead.  Go to the left and you'll face the boss of 
    the mission.
    
    (2P strategy)
    Enemies come out from both doors.  Run to the right side and fight there.  
    One player should use Chin.  Use the same strategy of punches with the up and 
    down tactic.  The other player will be backing up Chin with cyclone kicks and 
    jump kicks.  Double team the enemies if you wish.  You'll soon kill everyone.  
    The music will change.  Go to the left and you'll face the boss of the 
    mission.
    
    
    Boss:  Ranzou
    HP:  86 (1P) / 98 (2P)
    
    Ranzou is fast but his attacks don't do much damage.  He also doesn't have 
    much life.  You can choose to use Billy or Chin.  Use the nunchuks along with 
    cyclone kicks if you use Billy.  Picking Chin requires a little more effort 
    on your part to win.  You'll use the iron claw.  Move up and down as always.  
    Now kick Ranzou as he approaches.  Then quickly nail him with an iron claw.  
    This 2-hit combo will do 21 damage to him.  So repeat with all 5 iron claws 
    until Ranzou is dead.  You can also just hit Ranzou with the claws and then 
    just switch to Billy and use the nunchuks for victory.  If you have no 
    weapons to use, then keep your distance from Ranzou.  He'll run at you.  
    Quickly jump kick him out of the sky and then retreat.  Ranzou should either 
    run at you again or leap back first before running at you.  Jump kick him in 
    both cases and repeat this process until he's dead.
    
    
    Mission Four:  Italy
    ====================
    Are there Sacred Stones in Italy?  No.  But Hiruko has whisked you here to 
    introduce you to some of the fiercest fighters ever to guard an ancient ruin.  
    By defeating these world-class fighters, you'll hone your skills before the 
    final confrontation.  So when in Rome, do as the Romans do.  And on this trip 
    that means...fight!
    
    Outside Coliseum
    ----------------
    Enemies:  13 (1P) / 17 (2P)
    Gladiator (1)              24 HP
    Gladiator (2) w/spears     26 HP
    Williams (1)               24 HP
    Williams (2) w/knife       31 HP
    Gladiator (3) w/spears     26 HP
    Gladiator (4)              24 HP
    Williams (3) w/knife       31 HP
    Gladiator (5) w/spears     26 HP
    Gladiator (6)              24 HP
    Williams (4)               24 HP
    Gladiator (7) w/spears     26 HP
    Williams (5) w/knife       31 HP
    Gladiator (8)              24 HP
    
    Williams (6)               24 HP  (2P only)
    Gladiator (9) w/spears     26 HP  (2P only)
    Williams (7) w/knife       31 HP  (2P only)
    Gladiator (10)             24 HP  (2P only)
    
    You'll fight a new enemy here, the Gladiator.  Consider him a beefed up Bruce 
    who can also throw spears.  Two Gladiators run out at you.  Move out of the 
    way to avoid their attacks.  Now run to the right.  One of the Gladiators 
    will throw a spear at you.  Push UP or DOWN while running to avoid the spear.  
    Now stop running when you get to the end of the platform.  Somersault one of 
    the Gladiators off to the pit to the right.  He won't die but remain 
    offscreen to the right.  This will make the fights just one-on-one.  Now it's 
    just you and the other Gladiator.  Switch to Chin and give him a punch combo.  
    Only 1 enemy will appear each time now.  Give them punch combos while 
    avoiding their attacks with the up and down strategy to kill them.  Some of 
    the Williams will drop knives after the punch combo.  Pick them up and use 
    them on Williams.  Be sure not to jump off the platform or knock enemies to 
    the right or you'll have to fight two enemies at the same time again.  After 
    you kill everyone, jump off to the right.  You'll fight the Gladiator that 
    you somersaulted off earlier.  Kill him and run to the right where the 
    Coliseum doors will open.  Enter.
    
    (2P strategy)
    Both players should start running to the right.  Dodge the Gladiators and go 
    to the end of the platform.  Now one player should somersault a Gladiator off 
    to the pit to the right.  Now only one enemy remains.  Do NOT knock him off 
    to the right.  Don't jump off to the right either.  Now one player will 
    switch to Chin.  The other should stick with Billy or Jimmy.  Now double team 
    the lone enemy.  Chin will be the main attacker so you probably can have the 
    second player stay to the right side while Chin stays closer to the left 
    side.  Kill everyone off until no one else shows up.  Now switch back to 
    Billy and Jimmy.  Player one will walk off the platform and land on the lower 
    one below.  Then player two will do the same thing.  Do not rush off or 
    you'll die.  Now player one will walk off to the right and land on the ground 
    below.  Player two should do the same thing afterwards.  Both players can 
    move at the same time but player one will die if player two drops down first.  
    You'll fight the Gladiator that you somersaulted off earlier.  Kill him and 
    run to the right where the Coliseum doors will open.  Enter.
    
    
    Inside Coliseum
    ---------------
    Enemies:  14 (1P) / 19 (2P)
    Longhair (1) w/bottle      24 HP
    Gladiator (1) w/spears     26 HP
    Williams (1) w/knife       31 HP
    Gladiator (2) w/spears     26 HP
    Longhair (2) w/bottle      24 HP
    Gladiator (3)              24 HP
    Longhair (3)               18 HP
    Williams (2)               24 HP
    Gladiator (4)              24 HP
    Longhair (4)               18 HP
    Gladiator (5) w/spears     26 HP
    Longhair (5) w/bottle      24 HP
    Williams (3) w/knife       31 HP
    Gladiator (6) w/spears     26 HP
    
    Longhair (6) w/bottle      24 HP  (2P only)
    Gladiator (7) w/spears     26 HP  (2P only)
    Williams (4) w/knife       31 HP  (2P only)
    Gladiator (8) w/spears     26 HP  (2P only)
    Longhair (7) w/bottle      24 HP  (2P only)
    
    Stick with Chin and go up and down like usual.  Watch out for the Longhair 
    and Williams since some of them carry weapons.  Use the 4-hit punch combo to 
    kill everyone but I suggest that you disarm any enemy of their weapon before 
    doing a combo or you might get hit by the weapon when you try to punch them.  
    Try to stay in the doorway between the two statues at the top of the screen.  
    Kill everyone and the boss will appear.
    
    
    Boss:  Muscle Man
    HP:  132 (1P) / 152 (2P)
    
    The boss comes out from behind the statues.  He will not attack as he comes 
    out but that doesn't mean you can't.  He will get hit by any attack that you 
    do to him as he comes out.  So switch to Chin and give him 3 quick hits of 
    the iron claw.  Now be careful since this boss's moves all do heavy damage.  
    You can use Ranzou to sword attack the boss once and quickly switch to Chin 
    and use his iron claw to hit the boss while he's stunned.  This will knock 
    him down.  Switch to Billy after you finish using all of your claws and use 
    nunchuks.  Now stick with Billy and use the up and down strategy along with 
    cyclone kicks.  Keep doing cyclone kicks until the boss dies.  You can also 
    use Ranzou and throw shurikens from a distance but the boss will avoid them 
    if you don't properly time the throws.  The only thing to really worry about 
    from this boss is his flying big boot kick which does 18 damage.  He'll use 
    this move as he gets up or if you're too far away from him.  Dodge it or jump 
    kick him out of it.
    
    (2P strategy)
    Have Chin run up and hit the boss with 3 quick iron claws as he is coming 
    out.  Now double team the boss with Billy and Chin.  Billy should be using 
    nunchuks while Chin uses the kick and iron claw combo.  Switch to Jimmy after 
    Chin finishes his iron claws.  Now nunchuk the boss until you run out.  If 
    you hit him with all 10 nunchuks and any other attack, he will be dead.  
    Otherwise stick with Billy and Jimmy and use cyclone kicks to kill the boss.  
    A double cyclone kick is most likely going to be dodged so just use regular 
    cyclone kicks.  Double teaming the boss is not necessary but do try to watch 
    each other's backs or the boss could really do some heavy damage with his 
    punch and kick combo.  His flying big boot kick can hit both players if 
    you're not careful.
    
    
    Mission Five:  Egypt
    ====================
    Amid the magnificent ruins of the ancient Egypt, you embark on the last leg 
    of your mission.  You know that Marion is here somewhere.  But will you 
    recognize her?  Or she, you?
    
    Outside (top area)
    ------------------
    Enemies:  2 (1P) / 2 (2P)
    Williams (1)     31 HP
    Williams (2)     24 HP
    
    Ok you start off on a platform.  There is no vertical space for you to move 
    up and down with.  Two Williams will quickly run and jump kick over to your 
    position.  Take one step forward from your initial position and do a quick 
    cyclone kick as the Williams are jumping to your platform.  If done 
    correctly, you will catch both Williams with your cyclone kick and knock them 
    both into the pit.  Otherwise just cyclone kick the Williams until both are 
    dead.  Now you'll need to jump over the pit to the platform to the right.  
    Ranzou may be the best choice since he jumps so high.  Jump across all the 
    platforms and go to the right.  Follow the steps down below.  Now switch back 
    to Billy or Chin and drop down to the ground.
    
    (2P strategy)
    Both players should control Billy and Jimmy.  Now quickly do a double cyclone 
    kick and you should knock both Williams into the pit.  Otherwise continue 
    using double cyclone kicks until both are dead.  Now you'll need to jump 
    across the platforms.  The easiest way to do it is for each player to jump 
    individually.  Have one player switch to Ranzou and jump across the 
    platforms.  Switch characters with the other player when you get across.  Now 
    the other player can use Ranzou to jump across as well.  Switch back to your 
    favorite characters afterwards.  Run to the right and follow the steps down 
    below.
    
    Outside (lower area)
    --------------------
    Enemies:  10 (1P) / 13 (2P)
    Williams (1) w/knife     31 HP
    Williams (2)             24 HP
    Longhair (1)             26 HP
    Williams (3)             24 HP
    Longhair (2)             26 HP
    Gladiator (1)            26 HP
    Williams (4) w/knife     31 HP
    Longhair (3) w/bottle    32 HP
    Williams (5)             24 HP
    Williams (6) w/knife     31 HP
    
    Williams (7) w/knife     31 HP  (2P only)
    Longhair (4) w/bottle    32 HP  (2P only)
    Williams (8) w/knife     31 HP  (2P only)
    
    Chin is not the best choice here because his punch combo will no longer kill 
    the majority of your enemies in this mission.  You can still use him so you 
    can conserve Billy's life.  You can also use Ranzou but it will take longer 
    to kill all the enemies if you do so.  The best bet is to use Billy and 
    cyclone kick everyone.  Keep using the up and down strategy.  If Billy gets 
    down to 35 HP, quickly switch and use someone else.  Keep Billy alive as long 
    as you can.  Kill everyone and then run to the right and enter the door to 
    the pyramid.
    
    (2P strategy)
    You'll want to keep using the up and down strategy to avoid the enemies' 
    attacks.  Double cyclone kicks are useful but not necessary.  Splitting up is 
    probably your best tactic here.  Stick with the usual cyclone kicks and jump 
    kicks to win.  If either Billy or Jimmy get reduced to 35 HP, quickly switch 
    to someone else.  You'll want to keep them both alive as long as possible.  
    Kill off everyone and run to the right and enter the door to the pyramid.
    
    
    Inside Pyramid (lower area)
    ---------------------------
    Enemies:  4 (1P) / 4 (2P)
    Gladiator (1) w/spears     32 HP
    Gladiator (2)              30 HP
    Gladiator (3) w/spears     26 HP
    Gladiator (4)              32 HP
    
    You'll be on the left side and there's a pit in front of you.  Gladiators 
    will run at you from the right.  Jump kick them as you jump over the pit.  
    Now cyclone kick and somersault the Gladiators.  You might get lucky and 
    knock them into the spikes below.  More Gladiators will appear from the left.  
    Keep close to them and use cyclone kicks or somersaults.  You can't use the 
    up and down strategy since you can't go up and down so jump kicks will be 
    very effective here.
    
    After you kill everyone, the screen will scroll to the right.  Jump over the 
    pits and wait on the edge of the right platform.  The screen will stop 
    scrolling and a moving platform will appear.  Let it come completely out and 
    watch how it moves.  Jump on the platform as it comes towards you.  Time your 
    jump carefully or you'll fall in the pit.  Jump too early and you'll die.  
    Jump too late and you'll die.  The jump must be perfect.  Billy is easy to 
    time the jump for.  Ride the platform up.  Keep walking to the right.  Don't 
    worry, you won't fall off.  As soon as you get near the top, jump off.  Don't 
    jump too early or you'll die.  Jump too late and you'll fall off from the 
    platform.  
    
    (2P strategy)
    Both players should be controlling Billy and Jimmy.  Stay where you are and 
    do a double cyclone kick as the Gladiators jump to you.  Now jump to the 
    platform to the right and continue doing double cyclone kicks and jump kicks.  
    You'll kill everyone in no time.
    
    Now the screen will start to scroll.  Jump as far as you can to the right and 
    wait.  The screen will stop scrolling and a moving platform will appear.  
    Wait for it to come out completely and watch how it moves.  Now this part is 
    best done with Billy and Jimmy.  Only one player should jump at a time.  Jump 
    as the platform approaches.  Timing is critical here as one mistimed jump 
    will lead to death.  The platform will rise up after both players have jumped 
    onto it.  Now jump off the platform when it gets near the top.
    
    
    Inside Pyramid (top of elevator)
    --------------------------------
    Enemies:  1 (1P) / 1 (2P)
    Gladiator (1)     32 HP
    
    A Gladiator awaits at the top.  Do a reverse somersault to toss him into the 
    pit.  Otherwise use cyclone kicks or jump kicks to win.
    
    (2P strategy)
    Do a double cyclone kick to the Gladiator on the platform and repeat until 
    he's dead or just have one player reverse somersault him into the pit.
    
    
    Inside Pyramid (Outer Chamber)
    ------------------------------
    Enemies:  10 (1P) / 14 (2P)
    Gladiator (1) w/spears     32 HP
    Gladiator (2)              30 HP
    Williams (1) w/knife       31 HP
    Williams (2) w/knife       31 HP
    Gladiator (3) w/spears     32 HP
    Gladiator (4)              30 HP
    Williams (3)               24 HP
    Gladiator (5)              30 HP
    Williams (4)               24 HP
    Gladiator (6) w/spears     32 HP
    
    Gladiator (7) w/spears     32 HP  (2P only)
    Gladiator (8) w/spears     32 HP  (2P only)
    Williams (5) w/knife       31 HP  (2P only)
    Gladiator (9) w/spears     32 HP  (2P only)
    
    This room is loaded with Gladiators and Williams.  Some have spears and 
    knives.  It is critical that you constantly move up and down to avoid any 
    attacks.  Do cyclone kicks and jump kicks on your opponents.  Try not to 
    somersault the Gladiators or they might be far enough to throw spears at you.  
    Do not use Billy if he has less than 15 HP.  Use Ranzou or Chin in that case.  
    Keep attacking and running away until everyone is dead.  Now enter the door.
    
    (2P strategy)
    Both players should stay near the top initially and do double cyclone kicks.  
    Keep doing them until the enemies no longer both get hit by the kick.  Now 
    split up and focus on only the enemy that's attacking each player.  Doing 
    this will prevent any enemy double teams.  Don't be afraid to watch each 
    other's backs though.  Do not use Billy or Jimmy if either of them has less 
    than 15 HP.  Keep using the up and down strategy along with jump kicks.  
    Enter the door after you kill everyone.
    
    
    Inside Pyramid (Inner Chamber)
    ------------------------------
    Enemies:  10 (1P) / 15 (2P)
    Dark Ninja (1)      24 HP
    Light Ninja (1)     24 HP
    Dark Ninja (2)      28 HP
    Light Ninja (2)     20 HP
    Dark Ninja (3)      24 HP
    Dark Ninja (4)      28 HP
    Light Ninja (3)     20 HP
    Dark Ninja (5)      24 HP
    Light Ninja (4)     24 HP
    Dark Ninja (6)      24 HP
    
    Dark Ninja (7)      28 HP  (2P only)
    Light Ninja (5)     24 HP  (2P only)
    Dark Ninja (8)      24 HP  (2P only)
    Light Ninja (6)     24 HP  (2P only)
    Dark Ninja (9)      24 HP  (2P only)
    
    You'll now be in what I call the "Ninja Room."  All you will fight here are 
    ninjas.  I suggest that you use someone besides Billy so you can conserve his 
    energy.  Ranzou is a good choice.  Just have him use his sword attacks to 
    kill everyone.  Chin can use his 4-hit punch combo but be careful to avoid 
    getting hit before you can finish your combo.  If you choose to use Billy, 
    stick with the old pattern of up and down with cyclone kicks and jump kicks.  
    Hiruko will open the door for you after you kill everyone.  Watch what 
    happens and enter the door afterwards.
    
    (2P strategy)
    Split up the enemy and use Chin and Ranzou if you can.  Try to avoid using 
    Billy and Jimmy to conserve their life.  Chin will stick with his punches 
    while Ranzou uses his sword.  Keep the ninjas apart to avoid their double 
    team.  Moving up and down is essential.  You should be able to defeat them 
    all in no time with this tactic.  If you are forced to use Billy and Jimmy 
    then just resort to cyclone kicks and jump kicks.  Don't bother with a double 
    cyclone kick because it is hard to time it so both ninjas get hit.  Hiruko 
    will open the door for you after you kill everyone.  Watch what happens and 
    enter the door afterwards.
    
    
    Inside Pyramid (Tomb)
    ---------------------
    Enemies:  4 (1P) / 4 (2P)
    
    You're inside the tomb and there's three sarcophaguses against the wall.  
    They each contain mummies that you will have to fight.
    
    Boss:  Mummy (left side)
    HP:  80 (1P) / 100 (2P)
    
    The mummy is strong but slow (moves as fast as Chin).  Its moves consist of a 
    chop and a choke hold & throw.  The choke hold has a VERY long range so don't 
    get caught.  Don't even bother with any up close punches or kicks because the 
    mummy's chop will beat your moves almost every time.  Instead use the up and 
    down strategy to avoid the chops.  Then do cyclone kicks with Billy.  Use 
    running jump kicks if you're Chin.  Ranzou should do either a tumble high-
    jump kick or a lunging knee drop.  It's better to use the tumble high-jump 
    kick because it inflicts the same amount of damage as a nunchuk.  While 
    anyone can jump kick the mummy, Chin's running jump kick seems to be the most 
    effective.  Try to avoid using the nunchuks if you can.  Don't bother using 
    iron claws because you'll get hit if you try.  Shuriken should be saved for 
    the upcoming fight.  If you get too close to the mummy, just do a quick 
    reverse jump kick or move up and down to get away.  This situation occurs 
    most frequently when you miss a cyclone kick or jump kick.
    
    (2P strategy)
    Double teaming the mummy is effective if you do it correctly.  Use the up and 
    down strategy to avoid the chops and choke holds.  Then use cyclone kicks or 
    jump kicks.  The double cyclone kick is not recommended because the mummy 
    will avoid it in many cases.  The regular cyclone kick is far more effective.  
    Even more effective are running jump kicks or just plain old jump kicks.  If 
    you miss any move and get near the mummy, just simply do a quick reverse jump 
    kick to get out of the way or move up and down.  This situation occurs most 
    frequently when you miss a cyclone kick or jump kick.
    
    
    Boss:  Mummy (right side)
    HP:  80 (1P) / 100 (2P)
    
    (1P or 2P game)
    See above strategy
    
    
    Boss:  Mummy (middle)
    HP:  80 (1P) / 100 (2P)
    
    (1P or 2P game)
    See above strategy
    
    
    Boss:  Princess Noiram
    HP:  255 (1P) / 255 (2P)
    
    This Egyptian princess will appear after you defeat the third mummy.  She has 
    many attacks and is very powerful.  Here is a description of her attacks and 
    how to avoid them.
    
    Aerial Fireball
    This move is used when she flies away or towards you.  It targets the area 
    you last stood before it fired and can come at a 45-degree angle or 
    vertically depending on where you stood.  Simply move up or down or jump to 
    avoid it.  Princess Noiram will use this move if you get too far away or 
    close to her.
    
    Flame Bird
    Princess Noiram will create a flame bird in her hand and release at you.  
    Since there is a delay as she creates the bird, you will have ample time to 
    see this move coming.  Move up or down to avoid it.  This move can travel 
    diagonally and is used mostly when you are close to her.  It can also be used 
    when you are at any distance from her horizontally.
    
    Ground Wave
    Princess Noiram will use this move when you are at any distance from her 
    horizontally although she favors using this when you are close to her.  This 
    move is similar to the flame bird, but since there is no delay in using the 
    move, it is very hard to avoid when you are in close range.  You can either 
    jump over it or just move up and down.  You'll need to move up and down a lot 
    more than the other moves because the wave can travel diagonally and how 
    close the wave was fired.
    
    Telekinetic Lift
    This is Noiram's best move.  She will extend her hand and flash orange before 
    sending you flying up against the wall.  This move can catch you in the air.  
    The only way this move will not work is if you are kneeling after a jump but 
    since the lift lasts so long, you will get blasted after you finish kneeling.  
    The best way to avoid this move is to hit Noiram before she can blast you.  
    You can also move up and down but you must be sufficiently above or below her 
    or else the move will still catch you.
    
    Snake Flame Rise
    Noiram will turn herself into flames and disappear into the floor.  She'll 
    reappear about 2 seconds later.  This move will do 16 damage if it hits you.  
    This move is primarily used when you are close to her although she can use it 
    at any time.  The best way to avoid the move is to wait one second after she 
    disappears and move up and down.  You can choose to move up to the top of the 
    room and then down to the bottom until she reappears.  She will disappear for 
    just about the same amount of time it takes a character to move from the top 
    of the room to the bottom of it.  You can also try to jump out of the way at 
    the last moment but it is harder to do.  Ranzou can run and he will be fast 
    enough to avoid getting hit.  Only he can run fast enough horizontally to 
    avoid the attack.  Everyone else will get hit.  You can use an off the wall 
    jump kick to avoid the attack but Noiram will probably use another move after 
    you land so it isn't wise to try this tactic.
    
    Ok, the time has come to put your skills to the test.  Switch to Billy and 
    get the nunchuks out.  Go up and down and hit Noiram with all of them to deal 
    75 damage.  Then switch to Chin and equip his iron claw.  Move up and down 
    and use a kick-iron claw combo.  If all 5 kick-iron claw combo hits connect, 
    you will have done 105 damage.  That means you did 180 damage total so only 
    75 more to go.  Now switch to Ranzou and move up and down.  Use his tumble 
    high-jump kick until you win or until he dies.  Each kick does the same 
    damage as a nunchuk would.  If you don't have everyone alive then have Billy 
    continue to use cyclone kicks.  Chin should use a kick-punch combo.  Ranzou 
    should just use his sword and the round house jump kick.  His shuriken tend 
    to miss Noiram.
    
    If Noiram tries to use any of her moves on you, just avoid them (read above 
    on how to avoid).  If she tries the telekinetic lift, everyone but Chin 
    should move and up down.  Chin should try to hit her before you get blasted.  
    The others can also try to hit her too.  Moving diagonally during the fight 
    is not advised since you can get hurt if you move horizontally.  Just stick 
    with moving up and down.  Move diagonally only if you get far away from 
    Noiram and wish to move closer to her.  Be sure to run too.  This is 
    especially important for Chin since he moves so slowly.  Noiram will try to 
    fly away if you get too close or fly at you if you get too far so don't get 
    too close.  Also jump kicking her is risky because she may counter with the 
    snake flame rise and you'll get hit.  Jump kicks are reserved for 
    "guaranteed" hits like when she is about to use a telekinetic lift or flame 
    bird attack.  Keep up your attacks until Princess Noiram is defeated.
    
    (2P strategy)
    Both players should select Billy and Jimmy and use the nunchuks.  Do not 
    forget to move up and down to avoid Noiram's attacks.  Switch out to Chin and 
    Ranzou after you use up all the nunchuks.  If all 10 hit, you will have done 
    150 damage with only 105 left to do.  Do a double team on Noiram with Ranzou 
    attacking with his sword while Chin uses a kick-iron claw combo or just the 
    iron claw if Ranzou stuns Noiram first.  This will be enough to defeat her.  
    However, if not everyone is alive, then have Billy and Jimmy stick with 
    cyclone kicks.  Double cyclone kicks are too risky to use since it puts both 
    players close together.  Noiram can easily hit both of you with a snake flame 
    rise if you stay close together.  Chin will use a kick-punch combo while 
    Ranzou sticks to a sword and round house jump kick combo.  Cover each other's 
    backs especially if Noiram tries a telekinetic lift.  Noiram will target any 
    player so both players should always be moving up and down to avoid her moves 
    although Noiram tends to favor attacking the player closest to her.  Keep up 
    your attacks and Princess Noiram will be defeated.
    
    
    =============================================================================
     VII.  SECRETS, CODES, AND MISC
    =============================================================================
    Secret Tricks
    =============
    Get rid of the weapon 1
    -----------------------
    Enemies sometimes carry weapons on them.  If you don't want to use the 
    weapon, then you also don't want the enemy to pick it back up.  You can solve 
    this problem by making the weapon disappear without using it at all.  Just 
    pick up the weapon.  Then go to your weapon/fighter select screen (press 
    SELECT).  Pick "Bare Fists" and press SELECT to resume game.  Now the weapon 
    is no more.  This trick is handy against enemies who like using bottles or 
    sais.  Ranzou can't do this trick since he is unable to pick up weapons.
    
    Get rid of the weapon 2
    -----------------------
    You can remove the weapon by doing a double cyclone spin kick.  Only 1 player 
    may carry a weapon though.
    
    Prolong weapons
    ---------------
    Normally when you find weapons from the enemy, like sais or broken bottles, 
    they will disappear when you kill the weapon's owner.  You can extend your 
    usage of the weapon by only hitting enemies other than the one who owns the 
    weapon.
    
    Get Mission 1 Boss Stuck Forever
    --------------------------------
    This trick will make the first boss get stuck in the corner forever or at 
    least until you knock him down/walk away.  The trick is to walk to the bottom 
    of the screen as far as you can go.  Then run to the left and get in the left 
    corner.  Now let the boss do a flying knee attack.  It will hit you but when 
    you get up, half of the boss's body will be offscreen causing him to be stuck 
    in the left corner.  He will remain stuck as long as you don't knock him down 
    or away.  You can walk a little bit to the right without harm but don't go 
    too far away.  Just slowly kick the boss until you do enough damage to kill 
    him.  **note for 2P games, just have both players go to the bottom and into 
    the left corner.
    
    Get Mission 4 Boss Stuck Forever
    --------------------------------
    This trick will make the Italy boss get stuck in the corner forever or at 
    least until you knock him down/walk away.  The trick is to walk to the bottom 
    of the screen as far as you can go.  Then run to the left and get in the left 
    corner.  Now let the boss do a flying big book kick attack.  It will hit you 
    but when you get up, half of the boss's body will be offscreen causing him to 
    be stuck in the left corner.  He will remain stuck as long as you don't knock 
    him down or away.  You can walk a little bit to the right without harm but 
    don't go too far away.  Just slowly kick the boss until you do enough damage 
    to kill him.  Chin is the best person to use to do this.  Keep punching the 
    boss in series of 3 punches each to avoid knocking him down.  **note for 2P 
    games, just have both players go to the bottom and into the left corner.
    
    Deflect Projectile Weapons
    --------------------------
    Weapons that are thrown at you like shuriken, army knives, Linda knives, and 
    Gladiator spears can be stopped with a nunchuk, or a kick from Billy, Jimmy, 
    or Chin.
    
    Player One controls both Billy and Jimmy aka "Hard Mode"
    --------------------------------------------------------
    Normally you can't play as Jimmy in a one player game.  This trick lets you 
    play as Jimmy in a one player game.  It is easier to do with two players 
    holding the controllers.  First pick the 2P B game.  Now kill the first 
    Williams in the dojo.  Brett will now wait for you to go to him.  Don't go to 
    him yet.  First beat up Jimmy so he is down to 1 bar of life or so (or less 
    than 12 HP).  Now examine the floor.  There should be two horizontal brown 
    lines.  Line up with the bottom horizontal line.  The floor will also have 
    three lines going vertically.  Have Jimmy stand on the middle vertical line.  
    Now Billy should stand to Jimmy's right and cyclone kick him.  This will kill 
    Jimmy as well as send him flying over to Brett.  Jimmy should be flashing and 
    die but he will get up instead since Brett is talking.
    
    Now use Billy and kill the rest of the Williams and Longhair that appear.  Do 
    not let Jimmy die here.  Kill everyone and the door opens.  Have Jimmy exit 
    first.  Then Billy.  Once you're outside, you'll see that only Billy remains 
    on the screen.  However, check the player select screen and you'll see that 
    Jimmy is still alive.  Now the first player can control both players.  It is 
    advisable to use Billy to complete the rest of the mission since Jimmy is 
    weakened.  He will be full power at the start of mission 2.  Note that since 
    the game considers you to be playing a 2P game, there will be more enemies 
    than the 1P game.  Therefore, you can consider this to be the "hard mode" of 
    the game.
    
    
    Ways to Make the Game Harder
    ============================
    So you think you have mastered the game huh?  Well you can try some of these 
    challenges to make the game a little more difficult.
    
    1.  Play in "hard mode" (see above section on how to do)
    2.  Don't use weapons or Chin's punches.
    3.  Beat the mummies using only basic kicks (ie. no jump kicks) and punches.
    4.  Defeat Princess Noiram with only the off the wall moves (Very difficult).
    5.  Beat the game without using weapons OR jump moves of any kind (ie. 
        Cyclone kick, somersault, jump kick, etc).
    
    
    Bugs and Game Glitches
    ======================
    Infinite Pain
    -------------
    An unusual thing can occur in the dojo before Brett even dies.  Get in the 
    corner and Williams will continuously punch you.  As long as you don't fall 
    down, you will stay alive forever.
    
    Slow Closing Sarcophagus
    ------------------------
    When you're fighting the mummies in mission 5, you try this odd trick.  
    Normally, the mummy's sarcophagus will open and it will take a few seconds 
    for the mummy to come out.  Then the lid will close afterwards.  However you 
    can make the lid stay open for a little while longer.  To do this, pick Chin.  
    Now timing is critical here.  Do a running jump kick on the mummy just as it 
    comes out.  If done right, the mummy will get hit and the lid will stay open 
    for a few seconds longer than normal before it closes.  This trick can be 
    done with anyone but Chin seems the easiest to do it with.
    
    X-ray Sarcophagus
    -----------------
    When you fight a mummy, its sarcophagus will open first.  When the lid opens 
    you'll see the mummy right before it comes out.  Quickly press select and 
    leave the player select screen.  You'll see the lid will now be closed but 
    you can see the mummy anyway.
    
    Get a Sixth Nunchuk
    -------------------
    Normally each hit with a nunchuk will take 1 use away, even if you hit two 
    enemies at once.  However, if you are down to your final nunchuk, you are 
    allowed to hit two enemies even though you have just one nunchuk.
    
    Odd Fall and Come Back Glitch
    -----------------------------
    This trick only works with two players.  When riding the stone platform up in 
    the pyramid in Egypt, do a double cyclone spin kick when the stone reaches 
    the foot of the topmost birdman painting.  You'll get hit and fall towards 
    the pit where it looks like you'll die...but!  Right when you would "bounce" 
    off the wall and into the pit, you somehow "magically" reappear at the top of 
    the ledge and fall down on it.  You'll be at the edge of the ledge when you 
    get up.
    
    Odd Weapon Graphic Glitch
    -------------------------
    This trick requires two players.  Give Chin the iron claw.  Now have the 
    other play do a partner jump kick on Chin (ie. Chin throws the partner).  
    Watch Chin as he throws the partner.  His iron claw will now be in between 
    his legs and pointing into his arm.  It will stay there only until he throws 
    his partner away.  This works for both normal and reverse partner jump kicks.
    
    This trick also works for Billy and Jimmy.  You can only do regular partner 
    jump kicks.  Their nunchuks will appear behind their backs.  This lasts only 
    until the partner gets thrown.
    
    This glitch does not work for Ranzou since his weapon is not visible until 
    you throw it.
    
    Telekinetic Lift to Heaven
    --------------------------
    When Princess Noiram is using the telekinetic lift on you, you may get lifted 
    off the screen and be unable to come back.  You can neither enter the player 
    select screen or be killed.  This happens extremely rarely.  You may have to 
    be doing some move to get lifted off the screen.
    
    4th Stone Disappears
    --------------------
    Sometimes the fourth stone will disappear before Hiruko picks it up.
    
    Funny Typo
    ----------
    If you pick the 2P mode, the intro story will read misspell Billy's name as 
    Bimmy.
    
    
    Game Genie Codes (from the NES Files)
    =====================================
    SZUUPAAX                Protection for Billy, Jimmy & Chin from punches & 
                            kicks only.  Weapons, enemy special attacks, and boss 
                            moves will still do damage.
    GVEPXGGI                More energy for Billy & Jimmy
    GVEOXKZG                More energy for Ranzou
    ZXEPXGGS                Less energy for Billy & Jimmy
    IXEOXKZG                Less energy for Ranzou
    ZUEONGGT                Less energy for Chin
    GOOPKGIA                Start with 20 special weapons for Billy, Jimmy & Chin
    AXOPKGIE                Start with 40 special weapons for Billy, Jimmy & Chin
    AXOONGGO                Start with 40 special weapons for Ranzou
    OZVLGASX                Punch, high kick, and weapons each do 41 damage
    AAELIGPA + GZXUPUVS     Infinite weapons for Billy, Jimmy, Chin, and Ranzou
    
    
    =============================================================================
     VIII.  FREQUENTLY ASKED QUESTIONS
    =============================================================================
    This section contains questions that readers may have or have sent to me.  It 
    is meant to offer additional aid for those stuck with the game.  Other 
    miscellaneous information regarding the game is also found here.
    
    Q:  Is there a continue code?
    A:  Well the game gives you one continue after you finish the 3rd mission.  
        The Double Dragon Dojo <http://www.classicgaming.com/doubledragon> has a 
        continue code that I was unable to get to work.  It was to press UP, 
        DOWN, LEFT, RIGHT, B, A, START during the game over screen in the 4th or 
        5th mission.  I believe that I have done a code that did let me continue 
        as much as I wanted but I don't remember the code.
    
    Q:  Do the first and fourth bosses have real names?
    A:  According to the Double Dragon Dojo 
        <http://www.classicgaming.com/doubledragon>, the characters names (and 
        story) were changed for the US version.  Here is a summary of them and 
        more.  You can find more details at the Double Dragon Dojo's website.
    
        US Names              Japanese Names
        ===========================================
        Brett                 Aldo
        Marion                Marian
        Williams              Gibson
        Longhair              Robinson
        Linda                 Daby
        Biker Gang Leader     Jim (Willy's brother)
        Muscle Man            Roney Urquidez
        Princess Noiram       Cleopatra
    
    Q:  How do I make the game easier?
    A:  You can't.  There's only one difficulty level.
    
    Q:  I'm having trouble beating the game with 2 players.
    A:  You can beat the first 3 missions with just one player and play as far as 
        you can go.  Then select the 2P mode after you game over and continue.  
        Other than that you will have to "tough it out."
    
    Q:  Any way to make the game harder?
    A:  You can try your own self imposed restrictions.  See section VII, 
        subsection "Ways to Make the Game Harder."
    
    Q:  What other differences are in the US and Japanese versions?
    A:  Well you can find all the differences at the Double Dragon Dojo 
        <http://www.classicgaming.com/doubledragon>, but some other differences 
        are that the game is not called "Sacred Stones" but "Rosetta Stones", the 
        first boss had an intro message, and Princess Noiram is really the spirit 
        of Cleopatra (hence the resemblance).
    
    Q:  What is this "up and down strategy" that you refer to so much?
    A:  It is my name for the tactic of moving up and down constantly and letting 
        the enemy move up and down to follow you.  Then you do any attack and you 
        usually hit the enemy as he/she moves up or down to follow you.  Think of 
        it as a hit and run tactic.
    
    
    =============================================================================
     IX.  CREDITS
    =============================================================================
    DeMaria, Rusel and Zach Meston.  "Nintendo Games Secrets 2"  Prima 
    Publishing.  1991.  
       Infinite Pain trick
    
    Double Dragon Dojo  <http://www.classicgaming.com/doubledragon/>
       Japanese names of characters, "hard mode" trick.
    
    Ezra Poetker
       his Double Dragon III FAQ prompted me to make my own
    
    The NES Files  <http://www.nesfiles.com/>
       Game Genie codes and instruction manual in PDF format
    
    World of Nintendo   <http://www.world-of-nintendo.com/>
       Instruction manual information.
    
    
    =============================================================================
     X.  DISCLAIMER
    =============================================================================
    This FAQ is neither affiliated nor endorsed by Technos Japan Corp nor Acclaim 
    Entertainment Inc.  It may be distributed FREELY so long as it remains 
    unaltered AND is the latest version (see above for where to obtain the latest 
    version).  It is intended for PRIVATE USE and may NOT be reproduced for 
    commercial or non-commercial purposes by mechanical, electronic, or any other 
    means.  Do not try to sell it even if no profit is made off this work.  In 
    addition, this FAQ may not be used for personal gain by submission to game 
    magazines, web sites, etc.  It may not be used as part of any archive, 
    compilation, or anything similar without prior consent by me.  Email any 
    changes, typos, etc. to me at darktoshi@yahoo.com.  Make sure that you are 
    reading the latest version BEFORE you email me.
    
    Copyright  2002  Wilson Lau.