hide results

    FAQ/Walkthrough by endresults

    Version: 1.1 | Updated: 02/27/04 | Search Guide | Bookmark Guide

     R   O   L   L   I   N   G                     T   H   U   N   D   E   R
                  Written by endresults (endresults@charter.net)
    This document is copyrighted (c) 2004 by endresults. If you would like 
    to use any of the content in this FAQ, ask my permission at 
    endresults@charter.net. Now, on with the FAQ.
                             VERSION HISTORY
    2/27/04 - V1.1: Fixed a few spelling errors and a cheat.
    2/25/04 - V1.0: Initial FAQ. 
                             TABLE OF CONTENTS
    2. STORY
    4. BASICS
     4a. Choosing an Area.
     4b. Starting a Game
     4c. Levels
     4d. Ammunition
     4e. Health 
     4f. Time
     4g. Points
     4h. Continues
    5. ENEMIES
     5a. Maskers
     5b. Panthers
     5c. Flamers
     5d. Breakers
     5e. Laser Cannons
     5f. Bats
     6a. Doors
     6b. Turning and Shooting
     6c. Leading Shots
     6d. Conserving Ammunition
     6e. Hiding
     7a. Story 1 Area 1
     7b. Story 1 Area 2
     7c. Story 1 Area 3
     7d. Story 1 Area 4
     7e. Story 1 Area 5
     7f. Story 2 Area 6
     7g. Story 2 Area 7
     7h. Story 2 Area 8
     7i. Story 2 Area 9
     7j. Story 2 Area 10
    10. THANKS
    1. About This FAQ
    Rolling Thunder is a side-scrolling shooter released in 1986 by Namco. Side-
    scrolling shooters were hardly rare during this period in arcade history, but 
    Rolling Thunder stands out even today as one of the best arcade games of the 
    era because of its visual style, excellent background music and samples, and 
    the game's simple drop-in-a-quarter-and-go gameplay. The visual and audio 
    aspects of the Rolling Thunder hold up well almost 20 years later. The game 
    bleeds style, with graphics that are obviously inspired by 70's and 80's 
    manga. The main character, Albatross, has a very distinctive, lanky look 
    about him, and all of his movements are beautifully animated. The soundtrack 
    of this game is absolutely extraordinary for the time, and helps create the 
    experience of playing through a comic book. 
    One of the greatest aspects of Rolling Thunder is its sheer difficulty. This 
    game is no picnic, and not many people are able to say they have beaten this 
    game, as the later levels can be mind-bendingly hard. Beating Rolling Thunder 
    takes a lot of nerves, patience, and precision. Depending on the version of 
    Rolling Thunder cabinet you play on, you have only a limited amount of 
    continues to work with, or may not even be able to continue at all. All that 
    being said, Rolling Thunder CAN be beaten with just one quarter. Even today, 
    it is something to brag about, and it will feel good if you can do it. 
    The whole point of this FAQ is to not only help you beat the game, but to 
    beat the game in as few lives as possible. Maybe even with one life. No 
    cheating or glitching, no save/load states if you use an emulator... just good 
    ol' fashioned skill and patience.        
    2. Story  
    (Taken from the Rolling Thunder Arcade Operator's Manual) 
    "Rolling Thunder is a one or two player (alternating) game where the player 
    controls the player whose code name is Albatross. The Story takes place in 
    1960 in New York City where the elusive Maboo, leader of the secret society 
    Geldra, is plotting to conquer the world.
    Rolling Thunder is the undercover arm of a secret police organization. The 
    female agent, Leila, was sent on special assignment into Geldra's underground 
    headquarters. Her mission was to expose the treacherous conspiracy, but she 
    was captured. 
    Agent Albatross is the only man on the Rolling Thunder force who can possibly 
    save Leila and complete the mission."  
    3. Controls
    Jump: Jump Button
    Shoot: Shoot Button
    Crouch: Down
    Crouching Shot: Down + Shoot Button
    High Jump/Change Floors Up: Up + Jump Button 
    Change Floors Down: Down + Jump Button while behind railing
    Entering Doors: Up while standing in front of door
    Moving Between Background/Foreground: Up or Down in front of doorway
    4. Basics
    4a. Choosing an Area
    When you drop a quarter in, you will most likely see a screen that allows you 
    to select an area from the first story to start from. A very nice touch, but 
    I rarely use it. If there is an area you have trouble with, it's a good idea 
    to practice up on it by using this neat little area select feature.
    4b. Starting a Game
    When you begin a new game, you will notice your health and ammo indicators, 
    along with your score and player count (which should be set at 3 men) on the 
    top. It is pretty self-explanatory, but it needs to be mentioned that 
    whenever you die or start a new game, you start out with 50 handgun bullets. 
    In some areas, this puts you in a very tight spot, because you never want to 
    run out of ammunition, as you will soon see. Also, the health bar is a bit 
    4c. Levels
    Rolling Thunder is a side-scrolling shooter with a few quirks. Every area has 
    floors or levels you can jump up to or down from a la Shinobi, but some 
    levels also contain background corridors that you can walk into to avoid 
    enemies or obstacles, or simply to reach an ammo closet. In many areas, you 
    will find yourself leaping between floor levels to take out enemies, who are 
    a danger of leaping up or down to attack you as you walk under or above them. 
    It adds a little bit of depth over the usual tired shooters of the 80's.
    4d. Ammunition
    All areas will contain at least two ammo closets that you can enter to gain 
    some bullets for your handgun or machine gun. Doors marked "BULLETS" will add 
    to your handgun ammo count while doors marked "ARMS" will equip you with a 
    machine gun and bullets, or add to your ammo count if you already have one. 
    Ammo closets don't give you a set amount of ammunition. Some ammo closets may 
    give you 20 bullets, while others may give you 50. It isn't random, but it is 
    worth noting that later in the game, as the amount of enemies increases, the 
    amount of ammo in ammo closets may decrease, forcing you to make each shot 
    count. At the end of each area, if your remaining ammo is under 50 bullets, 
    it will be replenished to 50 at the start of the next area.
    If you run out of ammunition, you aren't completely helpless, but as close to 
    it as you can possibly get. Your ammo indicator will show 1 bullet remaining, 
    but when you fire your weapon, you will find that the bullet fires at the 
    walking speed of Albatross. You will also be limited to having one bullet on 
    the screen at once, so you will have to get up close and personal with 
    enemies if you want to survive with the "slug pistol."
    4e. Health
    In the bottom-middle of the screen is your health, or life indicator. You 
    will notice that when it is full, it shows a long bar with eight green blocks 
    in it. This is very misleading, and is there either to fill up the bottom of 
    the screen to make it look good, or to fool new players into thinking they 
    can recklessly fly into firefights and take a few bullets in the process 
    without dying. In actuality, your health bar is actually TWO units or four 
    blocks each. Being hit by a bullet or grenade, falling into a pit or an area 
    without a floor, getting hit by a laser cannon, or running out of time will 
    kill you instantly. Running into an enemy or the explosion of a grenade will 
    cost you one half of your life bar, and running into one again will kill you. 
    Your life bar is replenished at the end of each area. As you can see, this 
    game is very unforgiving of mistakes. 
    4f. Time
    Depending on the dip switch settings of the arcade cabinet, you will have 
    either 120 or 150 seconds to negotiate each area. If you die during an area, 
    the time resets to the default area time, even if you start at a mid-level 
    checkpoint. The recommended setting is 120 seconds according to the Rolling 
    Thunder Arcade Operator's Manual, but I have yet to see a cabinet not set at 
    150 seconds. 150 seconds to complete some areas is a tall order as is, and it 
    is recommended that you set your cabinet to 150 seconds if possible. 
    After the completion of an area, your remaining time is converted into points 
    at a rate or 120 points for each second remaining on the timer. 
    4g. Points
    This game really isn't about the points, but I suppose it's worth noting that 
    you can gain extra men at 70,000 and 200,000 points or at 100,000 and 300,000 
    points depending on the cabinet settings. There is also a high score list, 
    and if you continue a game, the score doesn't reset, so you can add on to 
    your high score if you want. Here is the full list of point information.
    |  Enemy/Time          | Points  |
    |Common Masker         |  300    |
    |Goggled Masker        |  400    |
    |Ninja Masker          |  700    | 
    |Bat                   |  800    |
    |Breaker               |  300    |
    |Flamer Remains        |800 each | 
    |Panther               |  500    | 
    |Remaining Time        |120/sec  |
    4h. Continues
    Unlike a lot of games that allow continues, Rolling Thunder will only let you 
    continue a game a maximum of six times. The cabinet has a setting that allows 
    you to set the max continues to three, but I've never seen it done. If you 
    want to beat the game, you will have to get good at it, rather than having a 
    lot of quarters at your disposal.  
    5. Enemies
    5a. Maskers
    Maskers are the most prevalent enemy in Rolling Thunder. They look human, and 
    wear colorful outfits, that presumably signify rank, but also serve to alert 
    the player of what attacks should be expected from them. In this guide, the 
    maskers will be separated and described by hood color. They come in three 
    varieties, and each variety has several different flavors. Some can attack 
    only by punching while others carry a gun just like Albatross. Some can even 
    lob grenades. Even still, the maskers who carry weapons will sometimes stand 
    and shoot while others prefer to crouch and fire, making you jump to avoid 
    the bullet and leaving you vulnerable to subsequent attacks by them or other 
    enemies.  The maskers who crouch and shoot are the most dangerous, and should 
    be quickly eliminated before they are allowed to fire. 
    Common Maskers: Common maskers wear a simple hood and this is the first enemy 
    you encounter when you start a new game. They attack by either punching, 
    shooting, or by lobbing grenades at you. All common maskers take only one 
    shot to put down.
    Goggled Maskers: Goggled maskers are a little sturdier than your common 
    masker, and take two shots to kill, but still follow the same attack patterns 
    as common maskers. These maskers can punch, shoot, and some can even throw 
    grenades, but they are still only marginally harder than common maskers to 
    kill since they are momentarily stunned after being shot once, leaving them 
    open to a follow-up shot.
    Ninja Maskers: Ninja Maskers begin to appear at the end of the second area 
    and show up on and off throughout the rest of the game. When Albatross 
    happens by a stealth masker's position, they appear out of nowhere and 
    attempt an ambush attack. Most ninja maskers are relatively simple to kill, 
    but a few white ninja maskers near the end of the game take an amazing four 
    shots to kill. Be wary in places where stealth maskers show up, and you 
    shouldn't have any problems, save for a few tricky positions that will be 
    covered later. 
    5b. Panthers
    Panthers are big, black cats that show up in various places throughout the 
    game. They are very easy to kill, taking only one well placed crouching shot. 
    These enemies are only tricky in numbers and in ambush situations where they 
    leap onto the screen from above. Occasionally, panthers will crouch and growl 
    at you, and a crouching shot will miss them. 
    5c. Flamers
    Flamers are humanoid shaped creatures that leap up from lava pits and bounce 
    around the screen. Flamers are especially tricky, mostly because they show up 
    in situations where you are doing platform jumping. One shot will take down a 
    flamer, but after it is hit, it will break up into four separate fireballs 
    which will then fly up in an upward direction and off the screen. It is 
    important to know when flamers will appear and to take them down before they 
    get close. If you miss a shot at them and they leap right by you they will 
    bounce right back in Albatross' direction. Where on the screen you kill a 
    flamer is just as important as IF you kill it. 
    5d. Breakers
    These can be one of the most annoying enemies in the entire game. They are 
    short impish looking creatures and are quick when attacking, which means you 
    need to hit them quickly with a low shot before they have the chance to 
    attack. Once they close in on Albatross, they leap at you, leaving you with 
    one chance to shoot them with a high shot before they hit you. While they 
    technically only do half damage, letting them get close enough to hit you 
    usually means death, as they are very fast and will usually hit you twice 
    before you have the chance to recover. It is very important to lead your 
    shots in areas that Breakers populate.
    5e. Laser Cannons
    Laser cannons are mounted to ceiling structures and shoot towards the ground 
    at regular intervals. Being hit by one is just like getting shot, which means 
    instant death. They start appearing in the second story of the game, and can 
    make some situations rather difficult. While they don't pose much, if any, of 
    a challenge on their own, sometimes enemies will attack just as you reach or 
    have passed a laser cannon, making backtracking difficult, and forcing you to 
    leap forward if shot at. Also, laser cannons sometimes show up grouped 
    closely together, forcing you to memorize their firing pattern and carefully 
    pass through each one. 
    5f. Bats
    Bats show up in a few areas in the game, and are supremely annoying. They are 
    huge, and while they only take one shot to kill, they can be hard to hit. 
    Once a bat spots Albatross, it will fly back and forth on the screen a few 
    times and then swoop down to attack, where it can then be shot by a standing 
    shot. Bats are only truly dangerous in situations where you trigger more than 
    two bats at a time, when a bat appears near the bottom of the screen, or when 
    you miss your chance to attack the bat and take a hit. 
    6. Tactics to Remember 
    To be successful at Rolling Thunder, there are a few techniques and tactics 
    to remember before you get started. Some of these are pretty intuitive, but 
    some need to be practiced before they become second nature. I won't go in-
    depth for every section of every area in the game, so it's important to use 
    them all the time, except for hiding. 
    6a. Doors
    You will encounter a lot of doors throughout the game, and more often than 
    not, an enemy will exit a door when you approach it. It is ALWAYS recommended 
    stop for a second by a door you haven't seen an enemy already exit. Once you 
    start doing this regularly, it will become second nature. Using this tactic 
    will not only keep you from being surrounded, it will also save ammo, as you 
    won't need to shoot wildly from left to right to take down a few enemies. 
    Remember: You want enemies to approach from the right side ONLY. 
    6b. Turning and Shooting
    There is an odd and sometimes frustrating quirk with this game that has to do 
    with the design of the joystick. It can only register one directional input 
    at once, so if you are ducking from and shot fired by an enemy on the right 
    side of the screen and enemy approaches from the left side of screen, if you 
    try to turn and shoot at the enemy, Albatross will stand up and turn before 
    shooting. You can see how this situation can cost you a life, but it can be 
    avoided. While you can't normally change directions while ducking without 
    standing up, you CAN do it if you're shooting at the time. Try it while 
    quickly firing with the handgun or while firing with the machine gun. This is 
    an extremely important tactic, but can be hard to master without standing up 
    into the path of a bullet a few times.   
    Remember: Ducking, turning and shooting is bad. Shooting and turning while 
    still shooting is good. 
    6c. Leading Shots
    The enemies in Rolling Thunder can approach and react quickly once they 
    appear on screen. Some maskers can fire their weapon a split second after you 
    see them, putting you in a difficult position. This can be counteracted by 
    "leading" your bullets across the screen. Simply fire your weapon, and walk 
    to the right. Any enemy that appears on screen will be hit by the bullet. For 
    instance, at the very beginning of the second area, you will be approached by 
    a few common maskers, one of them being a white masker that will crouch and 
    shoot after he appears on screen. If you crouch and shoot a few times before 
    you trigger the maskers and walk to the right, than both of them will be 
    killed before they get a chance to attack, saving you from dodging shots. 
    Remember: Beating this game requires you to avoid situations where an enemy 
    has the chance to attack when possible. 
    6d. Conserving Ammunition
    While ammunition is plentiful in the beginning of the game, you may find 
    yourself short on ammo later on in the game if you go crazy with the shoot 
    button. A great tactic to use is to remember how many shots an enemy takes to 
    die, and then crouching and firing that many shots, with a fraction of a 
    second pause between each shot. With the machine gun, remember to tap-tap-tap 
    the button instead of holding it down. There are a few situations where you 
    will use automatic fire, but in most situations, if you hold down the shoot 
    button, one bullet will hit an enemy and the subsequent bullet will be so 
    close behind the first one that it will pass right through the enemy. There 
    are many situations where hoards of enemies will appear on screen, and by 
    using just enough bullets to eliminate the enemies, you will save yourself 
    from having to use the dreaded slug pistol. After awhile, your simple 
    addition skills should be perfect, and lightning quick, too. 
    Remember: You DO NOT want to run out of normal ammunition. Ever. 
    6e. Hiding
    It is possible to walk into a door and stay there (by holding up on the 
    joystick) to avoid enemies, who will then walk right by the door. You 
    shouldn't ever have to use this tactic. Hiding eats away precious time and 
    you should be able to kill anything that comes your way, anyway. 
    Remember to forget to hide: You're an agent in a secret organization, and you 
    have a gun. 
    7. Area Guide
    This guide will focus primarily on areas that are tricky or tips that I have 
    picked up over the years. Don't worry about being left hanging during any 
    difficult parts, but this isn't going to cover how to defeat every single 
    enemy you run in to. 
    7a. Story 1 Area 1
    You begin the game in what looks to be a dilapidated apartment complex (with 
    ammo closets) and you will be greeted almost right away by purple common 
    maskers and yellow goggled maskers. You'll soon come across a bullet closet 
    (x50) and an arms closet (x100...cha-ching!). Continue on until you reach the 
    set of stairs and leap or walk down. Beware of the gray masker hanging out on 
    a ledge opposite the stairs. Shoot your way through until you reach some 
    stacked tires. After killing everything you see, quickly leap into one of the 
    tires and duck. Kill a blue masker popping up and down shooting at you and 
    continue. From here until the end of the area, simply move forward and wait 
    for the enemies to come to you when appropriate. There is one purple masker 
    who figured out how to throw grenades and a few gun-toting maskers, but this 
    shouldn't be difficult. Head on to the door at the end. Area 1 complete!
    7b. Story 1 Area 2
    You'll quickly be approached by maskers at the start of this area, one of 
    which will be a white masker who will shoot low at you. Lead your shots and 
    kill him before he has the chance and move forward till you meet a gray 
    masker standing in front of an arms closet chucking grenades down to the 
    floor, walk by him, and see two more grays tossing grenades. Jump up and kill 
    them off, and jump over to the platform where the arms closet is (x80) and 
    jump back to the other platform. to collect the bullets if you want them 
    (x20). You'll soon reach a huge stack of boxes guarded by loads of purple and 
    gray maskers. Kill them off and proceed until you see an arrow pointing 
    upwards. High jump on the boxes a few times until you reach a platform. Kill 
    off the maskers on the platform opposite the gap and jump across. This 
    section is a long of stretch of stairways and landings guarded by maskers. A 
    good pseudo-trick to use here is to use the railings to jump down a level 
    when you can, thus saving time and avoiding maskers. When you reach the 
    bottom proceed to the right slowly. There are four ninja maskers who will 
    appear right by the exit as you near it. Kill them and exit. Area 2 complete!
    7c. Story 1 Area 3
    This area starts out in a cave, and you'll meet the breakers for the first 
    time. Be sure not to let them get close enough for them to execute their 
    leaping attack. Say hello, enter the ammo closet (x30) and proceed. Just 
    ahead is another ammo closet with arms (x80). Yet another ammo closet farther 
    up containing even more machine gun ammo (x80). Just ahead of the ammo closet 
    you will meet another new enemy, the panther. They are pretty simple to 
    defeat, so just crouch and shoot away and move forward to yet another ammo 
    closet with handgun bullets (x30) and get ready to shoot. Up ahead are more 
    panthers and three are prowling around in a cage in the background. You can 
    walk in and shoot them, or wait for them to jump out. Don't try to walk past 
    them. After this start leading your shots with the machine gun, as there will 
    be several dangerous shooting and grenade tossing maskers between you and the 
    exit. Kill them off and move on. Easy as pie. Area 3 complete!
    7d. Story 1 Area 4
    Still in a cave setting, and you will meet two more new enemies in this area. 
    This is also the first level where time is an important factor. Don't try to 
    rush through it. Just be quick and careful and you should do fine. Plow 
    through the maskers in the beginning of this area and enter the ammo closet 
    for some handgun bullets (x30) and proceed up the steps and say hello to the 
    bats. You can kill the first one from on top of the highest step. Drop down 
    and meet two more bats. They will fly from the left side to the right side of 
    the screen two or three times and then drop down to attack. Just stay 
    standing up and shoot them down. Kill another pair of bats and a few maskers 
    and enter the ammo closet for machine gun ammo (x40) and then get the bullets 
    (x30) from an ammo closet just in front of it. Just ahead you will meet up 
    with the ugliest maskers in the game, the green goggled maskers, and drop 
    down a series of ledges.  Three ninja maskers will appear after you drop down 
    to the third ledge, just get as far out of their way as you can and shoot 
    them down, and kill one more ninja masker when you reach the bottom. At the 
    top of the second step just ahead, will be two more ninja maskers. Walk up 
    near the top step or jump onto it and back down to the first step to trigger 
    them, and then kill them and move on to kill yet another ninja masker and 
    proceed to an ammo closet for some handgun bullets (x30). Kill yet another 
    ninja masker on the top of the ledge just ahead and down to meet some more 
    panthers. One panther will try to pounce on you from the top of some steps. 
    Step back, shoot him, and climb up. Get ready to meet the flamers and do a 
    little platform jumping here. As soon as you land on the first platform, two 
    flamers will appear, but only one will be dangerous. Shoot it, and proceed to 
    the ledge. Kill another ninja masker up to his same old tricks, and get ready 
    for a little more platform jumping. On the second platform, shoot down a 
    flamer, and quickly duck and shoot another one when you reach the sixth 
    platform. On the ninth platform, shoot one more flamer, who will often get 
    caught up between the right edge of the screen and the steps, and jump to the 
    steps and kill two more flamers and quickly walk forward to the goal. This is 
    a tough area because of the time constraints and tricky enemies, but with 
    practice you should be able to make it with a few seconds to spare. Area 4 
    7e. Story 1 Area 5
    As you have seen from the cutscene between areas, Leila isn't doing too well. 
    Time to step it up in area 5, which can be pretty tough. Time shouldn't be a 
    factor here, but don't dawdle too long. As soon as you start off, you'll 
    notice this area looks vaguely like area 1 in design, but there is a gated 
    area along the first floor which you can enter to pick ammo or to avoid 
    enemies in the foreground. Be sure to watch out when you are walking along 
    the upper level for enemies on the bottom in the background area, as they can 
    still jump up to the second level and knock off half of your health. Also, 
    the maskers move a lot faster starting in this area until the rest of the 
    game. Walk forward and you will see two ammo closets with handgun ammo. The 
    one on the first level in the background area has 30 bullets, while the one 
    on top has 20. I usually jump up to the top level, and move close enough to 
    the maskers on the bottom to get them to jump up, then kill them off, pick up 
    the ammo on top, then jump down to the bottom and hit the other ammo closet. 
    In the second gated area, move into the background and move into the ammo 
    closet for some machine gun bullets (x80), exit to the foreground, and 
    approach a stack of boxes. There will be a green masker on the bottom trying 
    to shoot you, but hits nothing but box. If no maskers jump over to try to 
    attack you, jump up onto the first box, kill any enemies you can, and then 
    jump onto the top box. A few more maskers will appear. You will need to jump 
    over the green masker, turn, shoot him, duck to avoid bullets from an orange 
    masker on your right and then finish off the maskers and move on. Up ahead is 
    an ammo closet with handgun bullets (x30). Move up a bit and you will 
    approach an area with two boxes stacked up to block your path on the bottom 
    level and a second level ledge. Quickly jump to the second level to avoid 
    grenades thrown by a gray masker, wait for the maskers to move away, then 
    drop down and kill them, walk into the ammo closet for some handgun bullets 
    (x20) and jump up to the second level and kill the maskers. Walk forward 
    until you reach the boxes, drop down, and move forward to a short open area 
    with a few doors with boxes by them. Get as close you can to the edge of the 
    box, wait for the masker to exit the door, shoot him, and move on. Repeat 
    this until you reach two stacked boxes, jump up to the second level, and get 
    ready to do some serious shooting. On the bottom level will be loads of 
    maskers of all types. Wait a few seconds for a few ninja maskers to move away 
    and one will stick around the boxes under you, jump off the ledge in such a 
    way that you just barely clear the edge of the ledge, quickly turn and kill 
    the stealth ninja on your left, and turn and fire while still crouching at 
    the maskers that will be quickly approaching on your right. Don't worry about 
    wasting ammo here, just fire until everything melts into the ground. Some may 
    get a shot off, and it is possible for two bullets to come at you from both a 
    standing shot and a crouching shot. If this happens, high jump, and do your 
    best to get a few shots off when you land. When you make it past that 
    firefight, proceed to walk to the exit. Congratulations, story 1 and area 5 
    7f. Story 2 Area 6
    I bet you thought you were near the end of the game when you walked by the 
    huge monitor that Maboo & Friends hang out around in the attract screen and 
    cutscenes, eh? Sorry, only halfway there. Story 2's levels are designed very 
    similarly to story 1's, but have quite a few extra enemies and some different 
    architectural designs. As you start area 6, you'll notice that there is a new 
    background area, and later on, you'll encounter a few more surprises. When 
    you start off, kill of some maskers, jump up to the top level, watch out for 
    maskers jumping up from below, and enter the ammo closet for 30 handgun 
    bullets. You can walk forward for a bit to avoid the maskers below, then drop 
    down near the entrance to the background area of the first level, enter, and 
    grab 30 more handgun bullets, exit to foreground, and kill any maskers 
    around. Proceed to another ammo closet and get the machine gun (x40). Jump up 
    to the second level, drop down off the ledge, and you'll come to an area with 
    two doors on the bottom level, and five doors sticking out of the wall near 
    the top of the screen(?!?). Watch out for maskers jumping down from above, 
    kill them, and continue on. Jump up to the second level, kill a lot of 
    maskers and enter yet another ammo closet for 50 handgun rounds. Jump all the 
    way down the stairs and over the gray masker on the second step. Continue on 
    and you'll encounter a new obstacle to contend with: the laser cannon. While 
    it doesn't look difficult to get through, when you get close to the beat, 
    some maskers will appear. Kill them, and continue on. There will be more 
    laser cannons near some stacked tires. Kill all the maskers before you 
    attempt to jump through them, then when you are between the first and second 
    lasers, a blue masker will appear and pop up to shoot at you from inside the 
    tires. You can either jump over his bullets and return fire from between the 
    beams, or jump over his bullet and through the laser cannon into a tire and 
    kill him from there. More maskers at the next laser cannon. Kill them when 
    they approach. Jump over tire, through the laser cannon, and over a green 
    masker. Kill everyone and continue to the sandbag area. This area can be 
    tricky since enemies are behind the sandbags, and you can see their heads pop 
    up from the low points. Watch out for them and continue to the highest point 
    of the sandbags where you will be ambushed by breakers and maskers. Jump 
    back, but not to the low point of the bags where you can be attacked by the 
    maskers behind them, and kill them off and continue. Once over the high point 
    of the sandbags, with the exit in sight, three more maskers will jump up from 
    the sandbags. Carefully kill them off and exit. Time can be an issue on this 
    level, but if you are moving at a brisk pace, you should have at least 10 
    seconds to spare by the end of the area. Also, it's worth noting that if you 
    die at anytime during the sandbag or tire area, you will start at a mid level 
    checkpoint near the top of the stairs. If you don't backtrack and get more 
    ammo, you will be in serious danger or running out of ammunition near the 
    exit. Not good. Area 6 complete!
    7g. Story 2 Area 7
    Remember way back in story 1 area 2 when a white masker was waiting for you 
    at the start of the area? Well, not anymore. Two are waiting this time. Kill 
    them off and continue. On the platform with the machine gun ammo closet, two 
    gray maskers will be dropping grenades as usual, but they will be closer 
    together, forcing you to hurry through before you get hit. Same as last time, 
    wait for the maskers on the lower platform to jump down, kill them, jump up 
    and kill the grenade maskers, jump to the higher platform and kill the other 
    two, and step into the ammo closet for 80 machine gun bullets. Jump back over 
    to the other ammo closet for 20 handgun bullets, and proceed to the boxes. 
    Bats populate this area now, as well as maskers. Kill the maskers while the 
    bats are swooping overhead, and kill the bats when they attack. Jump up to 
    the platform, kill the maskers on the platform to the right, and jump across. 
    Kill some maskers, jump down over the railing to the landing below, and to 
    the next set of stairs. Three breakers will attack as soon as you reach the 
    foot of the steps. Quickly kill them and continue down the stairs. Lots of 
    maskers near the bottom here, as well as some ninja maskers Wait for an 
    opportunity to jump over them from the bottom of the steps (don't worry, you 
    can't be hit when you are on the steps by an enemy on the landing), and 
    quickly shoot them. Don't jump out too far though, as a ninja masker will 
    appear near the door on the right. More maskers further on, including a white 
    ninja masker, keep going down to the bottom while remembering to take the 
    pseudo-shortcut by jumping down over railings. When you reach the bottom, 
    three more breakers will appear, kill them and the ninja maskers who appear 
    near the exit and continue through. Area 7 complete! 
    7h. Story 2 Area 8
    Back to the underground cave for round two against the breakers and flamers 
    here. Time is a huge factor in this level and you will need to practice often 
    to become fast enough to make it through without timing out. This is probably 
    the hardest area in the game, because not only do you have to move quickly, 
    but you need to do some platform jumping while dealing with enemies, which 
    isn't always a guarantee, even if you're doing it right. Move forward through 
    the breakers and maskers to an ammo closet with 30 handgun bullets in it, and 
    then ahead to another ammo closet for a machine gun with 40 bullets. Move 
    ahead to one of the trickiest areas in the entire game, at the staggered red 
    barrels. Here, there will be a few maskers and a breaker, but the big problem 
    is the green masker who will throw grenades over the barrels at you. There is 
    nothing you can really do if he starts throwing grenades. You can't dodge 
    them by ducking on the barrels or jump over them between grenades since he 
    throws them so quick. What you want to do here is jump on to the top barrel 
    BEFORE he starts throwing the grenades. If you miss your chance, which you 
    likely will the first few tries, backtrack to the ammo closet, and then 
    proceed back to the barrels. The enemies on the other side of the barrel will 
    reset, and the breakers and maskers that appear before you reach the barrel 
    will as well. Try again. Once on top of the barrel, quickly jump straight up 
    to avoid the grenade. The masker will stop throwing grenades, and you can 
    wait for a moment for the enemies to spread out and to kill a blue masker 
    that will appear from the left. Drop down, clean up, and proceed. It's 
    important to note that if you want a good chance of beating this area without 
    running out of time, you need to negotiate that part on the first try. Once 
    over the stump, you will be ambushed by bats who will streak straight for 
    you. Kill them and any maskers and can continue to the ammo closet for 40 
    machine gun bullets. Continue to the top of the barrels and kill a masker who 
    approaches, jump over, and watch for a goggled masker tossing grenades. 
    Proceed to some steps, and stop and duck on the second step. A panther will 
    try to ambush you, and then jump right over you. Avoid another panther ambush 
    and enter another ammo closet for 30 handgun bullets. Drop down and kill the 
    panthers and you'll come to a tricky area where you will need to enter the 
    background area to get around a foreground obstacle, but there are quite a 
    few panthers and a few maskers who may head back there as well. You can 
    either try to move back and forth between the background entrances and wait 
    for and opening to sneak in and kill the panthers or use this nice little 
    trick. Jump back up to the second level before the gated area and jump off 
    the ledge towards the right. This will cause the panthers to jump up, giving 
    you time to walk inside and move over a little so you can duck (pushing down 
    after you enter the background area causes you to exit back out) and kill the 
    panthers before they recover. Once past the obstacle, pop out into the 
    foreground and quickly kill the maskers there. Lead your shots here as there 
    will be some dangerous maskers from here to a set of steps. Jump up and 
    quickly jump down so that you land just to the right of the door, kill the 
    masker, and repeat this on the next drop. This time though, there will be an 
    orange masker who will shoot at you from behind a barrel on the right. A 
    masker will also walk out the door you just landed by as well, which puts you 
    in a tricky spot. It's very easy to panic and try to kill the masker who 
    exits the door, causing you to stand up into the path of a bullet here. 
    Instead, you can shoot once to the right as soon as you land, or face left as 
    soon as you land, duck, kill the masker who exits, and then take care of the 
    orange masker. After that, jump across the gap and onto the bridge. IMPORTANT 
    NOTE: If you're planning on beating this area in one life, it is important 
    that you have at least 40 seconds remaining on the timer before you reach the 
    bridge area. Even with 40 seconds left, you're still going to need to be 
    quick, and know exactly what to in the last part of this area to make it. 
    After you jump the barrel, walk past the door a bit to trigger a flamer, 
    quickly kill him, and walk forward to trigger a bat near the bottom of the 
    screen. You CAN jump down immediately if you don't hesitate and kill the bat 
    before it starts flying around, and if you're short on time, that's the 
    recommended course of action. Otherwise, wait a second for it to fly to the 
    left, jump down, and kill it. Jump to the next pillar. Move to the right of 
    the pillar to trigger another bat. Wait for it to fly to the left, jump up 
    the steps, and shoot it. Now, kill the maskers who come out the doors, and 
    get ready to run and jump. There will be three pillars with a door on each 
    one, but what you're going to do is jump through them before maskers have a 
    chance to exit the doors and attack. On the ledge before you reach this area, 
    don't move too far to the right when killing the last masker, or you may end 
    up triggering a masker to exit the door on the first ledge. Jump, jump, jump, 
    and then jump onto a narrow pillar and up onto another ledge with a bunch of 
    doors and an ammo closet. Don't worry too much if maskers who were on the 
    pillars shot at you after exiting the doors, since Albatross should just be 
    able to outrun them and leap onto the last pillar to avoid the bullets. If 
    you're trying to get through this area on the first life, avoid the ammo 
    closet. Stay standing up and shoot the two flamers and maskers. Try to get 
    through this part and onto the next ledge as quickly as possible to shave off 
    a second or two. When onto the next ledge, stay on the top and kill one more 
    flamer, and one more will appear on the bottom. It CAN hit you, so be careful 
    and navigate to the rightmost point of the ledge and quickly kill one more 
    flamer. If you're lucky, you may even be able to hit the flamer who's hanging 
    around on the bottom. Jump to the first narrow pillar and quickly shoot down 
    two flamers. Jump to the next pillar. On this pillar, you're going to need to 
    lead a shot and jump to the pillar that is a bit wider than the rest. You 
    need to make this shot because a flamer will appear on screen as you are 
    jumping and land on that pillar. It may take a few tries to get the timing 
    right, but if you make it, then jump onto the next pillar and onto the ledge 
    and exit. Whew! If you had 40 seconds left at the start of the bridge area, 
    you should be able to exit with 3-5 seconds left consistently when you get 
    the timing of everything right. Congratulations, you've just beat arguably 
    the hardest area in the game. Area 8 complete!
    7i. Story 2 Area 9
    Area 9 is unlike anything you've seen in the game as of yet, but after having 
    completed area 8, you should be ready for anything. Begin by jumping up to 
    the top railing, moving forward and killing a few flamers and masker. Move 
    through a laser cannon and up to a ledge, and drop down to another ledge. 
    Watch out for the next drop, as there are some ninja maskers waiting here. 
    Drop down and kill a ninja masker that appears on your left, and then drop 
    down to your left and kill a ninja masker on your right. Enter ammo closet 
    for 30 handgun rounds, and drop off the ledge. Kill a yellow ninja masker, 
    and move close to the laser cannons until another ninja masker appears on the 
    side of the cannons, kill it, and then move through the first laser cannon 
    and back to where you were. Kill the other ninja masker and go through 
    another laser cannon until you reach some steps with a laser cannon on top 
    and a small gap for you to fit through. There are a few shooting maskers 
    after you pass through here that will shoot when you land. Either duck into 
    the door, or shoot a few times and jump. Enter the ammo closet for 40 machine 
    gun rounds. Continue to some steps with two laser cannons next to each other. 
    Jump onto the first step when it is safe, and through the second one just 
    before the first one fires. You'll come upon an area with a bunch of shooting 
    maskers on the bottom. Drop down and kill them, or dodge some laser cannons 
    on top, and move through to another set of ledges. Drop down to your right, 
    then left, right, and then jump down to the left side of the next platform 
    where a white ninja masker will appear. Kill him and drop off to your left to 
    an ammo closet for 50 handgun rounds. Now jump to the small platform to your 
    right, and then to the next one, and drop or jump off to your right. Kill the 
    white ninja masker that appears, and drop off to your left. Another ninja 
    masker should appear and drop toe platform below. Jump down and kill him, 
    then move through the laser cannons to the edge of a platform where yet 
    another ninja masker will appear. Jump down and kill him, and move forward 
    and kill some white maskers and a flamer. Next up is two laser cannons right 
    next to each other firing in an awkward sequence. Memorize the pattern and 
    move through. Drop down and kill some maskers. Then jump up to an area where 
    three ninja maskers and some bats will appear. Drop down as quickly as 
    possible to avoid the bats, and either stun the maskers and make a mad dash 
    for the exit, or kill the bats and maskers and exit. Time really isn't a 
    factor in this area, and the real difficulty lies in the fact that if you die 
    near the end, you start back at the beginning. Area 9 complete!      
    7j. Story 2 Area 10
    Here we are at the last area! It's a doozy, so get ready to plow through 
    anything that gets in your way. Start out by killing the breakers and maskers 
    and move to the background to an ammo closet for 30 handgun rounds. Jump up 
    to the top level, and to the end of the platform. Jump down past the red box 
    when the breaker moves, and kill the maskers that converge from all sides. 
    Move to the top platform and continue on past the red box and drop down and 
    into the background for 80 machine gun rounds. Use them sparingly; you're 
    going to need them. Exit back out and continue on to the cluster of red 
    boxes. Just like last time, kill any enemies that jump over, kill the blue 
    masker on the first box, and jump down behind the green masker when you have 
    an opportunity and clean up. There is one more shooting masker to worry 
    about, but it really isn't much harder. Move on to another ammo closet for 30 
    handgun rounds. Just pass the ammo closet is a bunch of breakers and maskers, 
    so lead your shots. Jump up to the top platform before the green masker 
    starts throwing grenades, drop down to the right when the coast is clear, and 
    enter an ammo closet for 50 handgun rounds. Jump up and move forward past the 
    obstacle on the bottom, and drop down again. Move past the doors and boxes to 
    another ammo closet for 20 handgun rounds, jump up to the platform, and get 
    ready to shoot. Drop down when the blue masker moves off to the right, and 
    when you shoot, stay STANDING. The breakers will attack before a crouching 
    shot will hit them so just kill them and start leading your shots through the 
    monitor area. A little farther up, you will be ambushed by three panthers. 
    Kill them and climb the stairs. Drop down when you have a chance, and stay 
    standing and firing to kill the breakers and ninja maskers that appear. Next 
    is another set of stairs where a bunch of ninja maskers will appear. The 
    first few are easy enough to kill, but a few near the top will lollygag 
    around the top without moving. To fix this, high jump to trigger them to move 
    towards you and quickly kill them or simply jump up and try to shoot them off 
    the stairs. When you make it over, you will see the evil, soon to be dead 
    Maboo, and Leila in shackles in the background. Kill any white maskers down 
    there, but don't hit Maboo. When they are all gone, Move to the far left 
    against the wall and fire your handgun as fast as you possibly can. If you're 
    doing it right, Maboo will fall before he gets to you. That's it! You don't 
    want to fight Maboo any other way than this. He must be part bull, because 
    all he will do is charge you for the whole battle. It's really quite 
    ridiculous. Time is a definite factor in this area, but the boss battle is 
    over so quick, all you need is 5 seconds left when you drop from the platform 
    to kill Maboo.
    Game complete! 
    Hopefully this guide will get you moving in the direction to beating this 
    game in just one quarter. Women will throw themselves at you, guys will 
    respect you, and everybody will worship you. 
    I was initially reluctant to add this section to the FAQ, since the whole FAQ 
    is focused around beating the game legitimately in as few lives as possible, 
    but after thinking about it for awhile, I think it's fun to try them out 
    after you've beaten the game into submission. So, here you go...Enjoy!
    8a. Extra Ammo 
    This trick can be useful in early areas, but not so much in later ones 
    because of time constraints. It involves visiting an ammo closet, 
    walking forward enough so that the game "forgets" that you've visited 
    the ammo closet previously, and then walking back and grabbing some 
    more ammo. This works on certain areas better than others, but the 
    whole gist of this trick is to take advantage of ammo closets 
    containing machine gun bullets in areas where you aren't severely 
    limited by time. You can rack up a TON (at least 800 bullets) of 
    machine gun ammo using this trick.
    More coming soon!
    9. Anything I Missed?  
    If there is anything I missed or misspelled, or am just playing wrong 
    about, please drop me a line at endresults@charter.net, and I will 
    correct it and give you credit for it in the thanks section. 
    10. Thanks
    Mom and Pops: For...you know....
    The great group of people on the GameFAQS FAQ Contributors board. 

    View in: