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- CRIME WAVE WALKTHRU
-
- GENERAL TIPS
-
- Reassign the "jump" key from + or ENTER to a key closer to that of the
- "duck key." For example, on my extended keyboard, I had TAB as "crouch," so
- I assigned "jump" to the "1" key, allowing me to go from "crouch" to "jump"
- with ease.
-
- Crouching is a good way to move, and makes surviving a whole lot easier.
- Please note that you cannot enter a door while crouching.
-
- Shooting barrels, crates, and boxes (among others) reveals special items
- worth points, as well as Energy, ammunition, weapons, and lives.
-
- Try shooting everything at least once. You never know what can blow up
- unless you try.
-
- The Evil Ninja's weapons have the ability to "home in" on you. Crouching
- and moving behind walls, etc. are a way of avoiding these weapons.
-
- Enter the BONUS ROOMS some of the time. They have needed supplies and items.
-
- Note: The manual claims that wall-mounted cannons can be destroyed by
- jumping and shooting, but this never worked for me.
-
- THE TRAIN YARD
-
- Throughout this area, men are up in the trains shooting at you. I have
- found that, compared to the other enemies, they pose little threat and are
- best left alone.
-
- To conserve ammunition, a good move is to shoot at every few barrels. As
- you progress in the stage, you will find a brown "shack." Blowing this open
- reveals a few packages of drugs worth 2000 points each. This "shack" is
- right after the sign, but before the exit. Blow up the last barrel before
- the exit.
-
- THE STREETS
-
- You are now on the streets of the city. Blowing up newspaper machines
- should be your main priority here as they all contain Energy. Move past the
- exit, blow up the newspaper machine for an extra life, and collect the
- missiles. This is your typical "shoot everything that moves with no real
- danger" stage.
-
- THE SUBWAY
-
- The subway provides extra missiles, three Five-Shot Machine Guns, Energies,
- and two extra lives. Blow up the Coke machines and collect the drugs.
-
- Look out for the Ninjas. Crouching helps to avoid the ninja-stars. (Notice
- the MEAN STREETS posters? Nice advertisement, huh?)
-
- THE GHETTO
-
- In the ghetto, take advantage of all the doors. The lasers inside have
- patterns, so take the time to observe the pattern instead of blindly
- charging through. In these bonus areas, always go past the exit and the
- last laser. Doing this causes an extra life and other goodies to fall. Blow
- up some cans and get all the goodies you can.
-
- Crouching is a good way to defeat the knife-wielding, grenade-tossing
- baddies. Blow up the can right after the sidewalk is blocked for the first
- time to receive an extra life.
-
- As you approach two doors almost right next to each other, go in the second
- one. Inside are three Energies and more items. Blowing up fire hydrants
- reveals Energies, and at the bottom of the screen near the exit is a Ball
- Blaster Gun. Don't waste bullets _or_ missiles on the car.
-
- THE WEAPONS PLANT
-
- The crate at the top far left of the screen at the very beginning of the
- stage contains a Ball Blaster Gun. Blow up the missile racks and cannons.
- The enemy will have a blast!! Don't forget about barrels, as destroying
- them yields an extra life or two. If destroyed, many crates yield weapons.
- It is easier to kill the creatures resembling Tiny by using the missiles.
-
- THE WAREHOUSE (I)
-
- If you enter doors, observe the floors. Each one has a pattern. Watch for a
- "free guy from the sky" sometimes falling down. As always, walk past the
- exit door, since extra lives and other items fall down. Blow up barrels and
- crates. They have extra lives, weapons, and Energy. Don't walk on the red
- circles that inhabit the floor.
-
- THE PRINTING PLANT
-
- Hurry through this one. It's potentially the most dangerous area so far.
- The blue disks falling from the sky can end a life quickly. Most objects
- here can be blown up to reveal an item, but it's best to just keep moving!
-
- THE WAREHOUSE (II)
-
- Avoid the red circles (again!) and wall holes! The circles are still deadly,
- and the holes shoot explosive balls. Stay low and blow up crates and
- barrels whenever possible.
-
- Make sure you have an ample missile supply. Soon you will reach the
- toughest character in the game so far: K-909. When you reach K-909, make
- sure you are lined up with him, and then jump and fire missiles at his
- "eye." The crate at the top of the screen in this area contains missiles.
-
- THE DRUG FACTORY
-
- This area is simple except for the floating blue balls, which should be
- avoided at all cost! Crouching works best, and the main object here is to
- destroy the red vats and tubes, which contain King Pin's drug supply and
- equipment. You should now be heading for the final areas and the showdown!
-
- OUTSIDE KING PIN'S MANSION
-
- Again, crouching works! Avoid the missiles flying out at you at all costs,
- and don't walk in a straight line for too long! Blowing up benches yields
- Energies and extra lives. Do not waste ammunition on the trees and bushes.
- Try to get as many missiles as you can (walking past the exit causes three
- to fall)...you'll need them!
-
- INSIDE KING PIN'S MANSION
-
- For an extra life, blow up the large unit (it resembles a desk/armoire)
- near the entrance to the area. Blow up chairs to get Energy. Use bullets on
- them (about 5 per chair should do it), and don't waste the missiles on them.
- Shoot as many as you can and also try to collect more missiles.
-
- You can't go through the doorways blocked by lasers, so don't go near the
- beams. Walk past the only open doorway to get three missiles and then go
- through the doorway to get to....
-
- THE HALLWAY (FINAL STAGE)
-
- Crouch down and move forward (sticking close to the wall at the top of the
- screen is good). As the little robots approach, move around, but _don't_
- waste missiles! They can easily be dispatched with bullets.
-
- Proceed through these "buggers" (a few lives helps a bit), and finally the
- hallway clears. Stand up. Proceed onward, readying your fingers on the jump
- and missile keys.
-
- A large robot approaches. It's King Pin himself, coming to handle you! Line
- yourself up, jump, and fire missiles at the black hole. After the explosion
- (if you survive to see it <g>), walk over to King Pin's body. Now, sit back,
- take a deep breath, and watch the endgame. CONGRATULATIONS!!!
-
- CRIME WAVE is published and distributed by Access Software.
-
- This walkthru is copyright (c) 1990 by Joshua Kruter and THE ELECTRONIC
- GAMER (tm). All rights reserved. Not to be distributed without permission.
-
-