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Skid Row 1
(map name: sr1)
Use your pipe to smash the boards in the fence behind you (or jump to the
open dumpster lid and then over the fence), then walk down the stairs and
get the pistol ammo.
Walk down the alley and talk to the homeless guy (POSITIVE); he'll offer
to sell you a crowbar for one dollar. It's a good deal (the crowbar is
better than the lead pipe), but you'll need some cash first (you start with
$0).
Keep walking until you find my man Leroy and his, um, lady friend. They'll
both respond pretty negatively no matter how you talk to them, so kill them
and take their money (crouch + use over the corpse) and go buy a crowbar
from the bum. (If you're really hardcore you can kill the bum and take your
dollar back :) )
At the fork in the alley go right first (left is the warehouse and the
guards, right is the punks by the sewer entrance). Wait until the guards
are distracted by the game on the radio (when it is loudest) and then run
for the second door on the left ("Warehouse B"). If you were spotted, run
and hide -- the guards will come looking with flashlights.
Once you are sure the coast is clear, walk through the overhead door
(ACTIVATE to open it) , climb the ladder to the the platform, and find the
cash hidden behind a crate.
Open and walk through the next overhead door, climb up the stairs (get the
health on the shelves on the left if you need it), and kill the safe guard.
Then grab the flashlight (on the cabinet), the bottle of whiskey on the
table, and the guard's money (crouch + activate). (You can't open the safe
yet, you'll need to trade the whiskey for the safe combination -- the
thirsty bum on the street has it!). Smash the box on the floor, then smash
the vent behind it, and crawl inside. Keep crawling to the end, and then
smash the vent and drop out onto the floor. Open the door to Storeroom A
and go inside.
Keep in mind that the NPC's in Kingpin aren't nearly as stupid as you may
be used to in such games. If you let the guard get away from you, for
example, he'll go tell his buddies about you, and suddenly you'll be in a
world of trouble. If he runs, track him down like a dog (the blood trail
will help) and finish him off.
Kill the guard inside, and then stand facing the table and locate the vent
duct on the upper-right wall by the tower of crates. Look for a small crate
with a distinct shadow (and a big "M" next to a pic of a guy moving a box!)
and drag it (hold 'activate') a few feet around the left edge of the large
crate it's sitting beside. Use the small crate to jump on the first tower
of crates and then jump across to the tower of crates near the wall and
vent. Smash the vent with the pipe or crowbar and crawl inside.
When you jump down exiting the vent, you'll land on a shelf holding the the
cylindrical coil thing -- get it (you can trade it for a gun at the
Pawn-O-Matic). If you fall down before you do, you'll have to go back
around again to get back up there! After you get the coil and jump down,
don't miss the ammo on the shelf under you.
Climb the stairs and exit the warehouse, running by the guards as needed.
Go back to the first fork in the alley you came across and go left this
time to the Pawn-O-Matic. 'Activate' the speaker by the door, and once you
hear the buzz, activate the door to open it and go inside. Trade the coil
you just picked up for the pistol.
Exit the Pawn-O-Matic and hire the guy outside for $10. Now with your gun
and your thug you can go take on the guards you ran past before. Better
yet, find the thirsty bum and give him the whiskey. He'll give you the safe
combination, and then you can go get the cash from the safe and buy some
pistol upgrades from the Pawn-O-Matic.
Now go back and take the left fork in the alley (keep your gun holstered as
you pass the lady on the street unless you want a fight) to where the thugs
are hanging out around the stairway down to the sewers. You and you're
hired hand (and shiny new pistol) should be able to take these guys out.
Once you do, go downstairs and walk through two doors to the sewer. Or just
run past them.
Sewers
Take the right sewer at the fork (the one marked '1') and continue to the
next fork. Open the door on the right-hand wall and continue walking until
you find the storeroom. Kill the guys inside the storeroom and grab the
goodies: shells, clips, and two medikits. Want something to put those
shells in? Drag the crate over by the shelf and jump up the get the
shotgun!
Exit the storeroom area and head back to the sewer, heading straight when
you enter the sewer itself. Take the first right, then a left (down the
sewer marked South R14), and then another right. Finally, at the next fork,
turn right again, climb the stairs, and open the door for the next
cutscene.
The Super
(map name: sr2)
Exit the sewer and take the first right. Keep going to the open street area
in front of Jax's Bar. Relieve the man of the burdens of life (and his nice
wristwatch!). You'll also need to cap his dog and his girl. Now back up and
enter the door by the Danger: Guard Dog sign (up the small stairs), kill
the guy there (and his girl) and take the bullets, shells, and health from
the shelf on the right. The motorcycle is here, but is not much use without
the battery.
Head on over to the Jax Bar and pay the damn $10 to get inside. Inside,
there are two goons you can hire (now, or save 'em for later when you
really need some backup!) and a fat guy in the bathroom who'll trade the
storehouse key for that shiny new watch you just, er, "found." Leave the
bar once you get the key (and the goons, if you want 'em). To cheat and get
the key, type give storeroomkey into the console.
Now follow the alley across the street, between the two buldings, back the
way you came into the area, keeping right. If you need some health, look in
the dumpster you pass. Hang a left and look for the Roof Access door.
You'll have a bit of a scuffle inside, then climb the stairs up to Level 4.
Walk across the plank-bridge and move the crate on the other side so you
can jump from it to the air conditioner above the doorway. Up there you'll
find $25 and some health, along with a crate you can smash to get some
shells.
Jump down and go inside. Takare shells and health on the shelf on to the
right, and a tower of crates you can climbe the first right and find the
door to the Maintenance room. There to get to another vent. Come out the
other end of this vent shaft shooting -- there will be three thugs waiting
for you! Once they are all dispatched, grab the health and the pistol and
exit.
At the end of the hall take a right, pop a cap in the guy you find and
steal the $100 he has hidden in his fridge.
Leave the apartment of the man who likes cold cash and head back down the
hall, taking the second left. After smashing through the boards with your
crowbar or pipe, go through the exit and down the stairs. Take a right and
continue down the street, through a door, and to the next intersection.
Mean Streets
(map name: sr3)
Do the little Mario Bros. platform jump thing down the busted spiral
staircase (and pay attention, you'll need to come back up later), through a
door and down an alley. Go inside the only building you can, and enter the
door to the left (the one on the right is locked). Head up the stairs on
the left to the top of this building with such great cathedral ceilings.
Take two rights and open the door to find a goon waiting, along with jacket
armor, two medikits, and a couple of boxes of shells -- you'll need them
all soon (except the goon. Leave him there :) )
Leave and head back downstairs; outside the small room take a left through
a door into another room. Climb up the stairs and jump out the window (the
one on the right) and walk carefully down the ledge to the window across
the alley. Kill the guys there and go inside to get a couple of medikits,
three boxes of shells and some flamethrower gas for later. Activate the
switch on the wall (which unlocks the first door on the right you passed
coming into this building). Then jump back out the window, and fall down to
the boxes below on the street. GO back in the door you unlocked.
Walk down the street to the door, whapping the pooch with your crowbar as
needed. Then use your crowbar to bust open the floorboard of the
broken-down car, then the crate, to find the ammo hidden inside.
Follow the street to the next door, go inside, and walk downstairs.
Continue down the hall, up a set of stairs, and watch for thugs as you go.
Continue, keeping left, up the stairs, and through the next door. Take a
left down the street, get your weapon out and ready, and enter the first
door you see on the right. Kill 'em all, and take their loot (armor and
shells on the table at the back of the room). Exit by the door in the rear
left of the room.
This will take you (only briefly) onto the next map. Continue down the
hall until you find an open junk yard. Show your love for the ASPCA and
perforate the five pooches guarding the yard. (Not bad enough, those
junkyard dogs :) ) The battery you need is hidden in the trunk of a car in
the tower of junk cars on the right. Climb up the side of the stack of cars
that forms a staircase and get the battery.
Head back the way you came, through "Mean Streets" (map sr3) to "The Super"
(map sr2). You'll meet lots of new resistance on your way, so don't get
careless. The battery will let you start (and ride!) the motorcycle near
the bar (Jax). Touching the motorcycle will install the battery
automatically (if you have it). Ride off into the sunset and dig the next
cutscene (mapname: bike).
Poisonville
The plot (if you will) for this level goes thusly: inside the happenin'
Club Swank (map bar_pv) in Poisonville, you find Louie, who happens to be
in charge of all the muscle in town (except, conveniently, for two expert
safe-openers with slightly different styles: "Fingers" the safe-cracker (on
the left in the bar), and "Buster" the demolitions expert (in the right
corner of the bar). Louie will offer you a key to Nikki's Production
Facility (and the OK to take over his muscle), if you get his papers from
the safe.
You can either type give "safe docs" into the console or do the following
to get them yourself without cheating: get the key to the electric room
from the office, turn off the power, bring either safe cracker to the safe,
then point to the safe cracker and press 'Q' (command). Now point to the
safe and press 'F' (activate). He'll do his thing, you can open the safe
normally, and then kill him and take your money back ;)
Here's how to get to the safe, starting from the top of the elevator
(which is down the little tunnel with the two guys guarding it, across from
Louie's warehouse). Be sure to kill everyone on the way, because you'll
have to bring a rather dumb safecracker back down with you the next time,
in the dark (and new baddies will be there no matter what you do!). And,
you've only got two safe openers. Let them both die (Buster is tougher),
and you'll get to see the cutscene "idiot" and the game ends. (Wanna see
it? Type map idiot into the console). Anyway, back to the safe, from the
elevator, go: Up the stairs, then past the ladder and the closed door
(goodies to be had in both, though), through the open doorway. Open the
door, go down and around on the stairs, then a small stairway up, and
through another door. Don't climb the ladder, walk around the barrels, and
through the sliding doors to the outside. Cross the courtyard area and
enter similar sliding doors on the other side (there's armor on a crate to
your right as you enter). Go through the open doorway, up the stairs, and
in the open doorway on your right. Open the door at the end of the hall
and go outside, by the power generator (down the stairs). Keep left, and
go through the concrete pillars, around the stacks of barrels, up the
stairs, and through the open doorway. Climb another set of stairs, open a
door, and then another door (on the right). Voila! The key to the electric
room (for shutting off the power) and the safe itself (which you can't get
to until the power is off).
Hope you paid attention; you're going to have to do that again, in the
dark, facing all new opposition, all while trying desperately to keep your
safe-opener alive. But before you do that, you need to find the door to the
electric room and turn off the power. From the office with the safe and
key, go: Back the way you came (follow the above list in reverse), up to
the outside area with the big power generator. Climb the stairs across
from the power generator, and enter the close door to your left as you go
up. Climb the ladder, then go open the electric room door. Climb down the
stairs and activate the switch to turn off the power (which de-electrifies
the gate in front of the safe).
Now you're all set to open the safe. Go to the bar and hire your favorite
safe-opener (either will do). Bring him back to the safe (use the
directions above if you get lost), point to him and press 'Q' (command),
then point to the safe and press 'F' (activate).
Take the papers back to Louie in Club Swank. He'll give you the key to the
Production Facility, and the OK to hire as many of his thugs as you like.
Go ahead. Stock up on human shields :)
Use the key to open the door by the loading area (guarded by the three
punks) and exit the level. Or, open the first Maintenance door you see
coming down from Club Swank. Inside there's a boarded-up window you can
smash. Smash it, climb out on the pipe and up to some nice flamethrower
gas, then drop to the lower pipe and climb up the ledge, in the window, and
take on the three punks form a different angle :)
Blanco Indusrties
(map name: pv_b)
This one's pretty straightforward, and it ends with a tasty boss teaser bit
(he get's away after you whomp him a bit). There's a nice secret cache of
goodies near the start though, so smash and crawl into the first vent you
see, jump onto a pipe and through a few more vents until you find one on
the floor that you can smash and drop down through. Do it :)
Walk along that same pipe the other way and drop down into the yard area
to key the bridge key (cheat to get this item is: give bridge_key).
Get the pump started by activating both switches (tough, eh?).
The bridge key opens the fenced-in area with the switch, which (when
activated), makes the bridge on which you can cross the nasty water.
To activate the elevator, aim carefully at the tiny red button and press
'F' (avtivate).
Just keep walkin', shootin', and pressin' switches (classic FPS style)
until you get the little boss sequence, "Nikki Blanco" (map: pv_boss).
Lizzie's Problem
(map name: sy_h)
Hey, what a great cutscene at the start of this one, eh? Xatrix has big,
steel balls. Great plot here too, which I will now outline so you know what
the heck you're doing: get a key from a bar bathroom, get another key from
a corpse underwater, find a boat upon which another corpse (Lizzie's)
rests, and take her severed head back to her ex-boyfriend (a.k.a.
"BigWillie") who will give you yet another key, and follow you to seek
revenge for Lizzy.
The first key is in the pocket (presumably) of a corpse wearing concrete
shoes at the bottom of all that water. You'll have to swim through several
pipes to move from area to area, so be sure to come up for air in between.
When you find him (hard to miss) at the bottom, whack him with your crowbar
until he surrenders the key (stubborn corpse) -- it's the shop key (item
shop_key).
The second key (warehouse_key) is obtained from BigWillie, who frequents
the bathroom in the Salty Dog (map bar_sy).
Pier Pressure
(map name: sy_1)
Keep left at the start of this level. Go through the doors, past the truck
(if you have explosives, you can blow up the truck! It's really a
spectacular explosion, with wheels flying around and everything, and there
are more explosives underneath :) ).
Either way, you'll score yet another key, this time the shipyard key (you
guessed, it, the cheat code here is give shipyard_key).
The room with the vent hanging open in the ceiling poses another nifty
little puzzle. Just jump on the crates (run up the ones leaning against the
wall, then jump over to the big crate), then jump and run up the vent. It
doesn't look like it will work, but it will.
Past another vent-climb, you'll find a fork in the vent. Straight goes to a
vent facing down, which leads to the roof, and a nasty drop to either side.
Left in the vent leads to the storage room with the armor on the shelf
that's too high to reach from the ground.
Once you have the shipyard key, go to the big boat (not the littly dingy)
and kill everyone. Only when everyone is dead will the magical door to the
boat open (not the one marked "security" - - it never opens -- the other
one). This includes the thugs up on the railings, and the ones hiding
behind the crates, and -- hell, just kill everyone!. Some people have
reported that the door does not open, even after they are sure everyone is
long deceased. If this happens to you, just use the noclip cheat to walk
through the door and on to the next level!
Das Boot
(map name: sy_2)
That's German for "The Boat" if you're curious. And a big boat it is. It's
loaded with wepons, ammo, and armor too, so scurry about, up and down the
corridors, and stock up (you'll need it for the boss as the end of this
level).
There's plenty of heavy opposition wandering about, but to get to the boss,
you need to get into the Engine Room, but the door is rusted shut. Make
sure you pick up the copper-colored oil can from one of the storage rooms
(on a shelf to the left), or use the cheat give "oil can", then activating
the Engine Room door will play a little oilcan sound and open it right up.
Keep working your way in, killing the badasses and dropping down below the
catwalk (and going back up again) as necessary. It's linear, so you can't
miss if you just keep moving the same direction.
Though it's hard to tell a boss in Kingpin the usual way (i.e. look for the
HUGE enemy), which is a refreshing change, you'll know this guy when you
pop 3 rockets on his forehead and he runs off. Keep at it, there's no magic
required to take him down, but it does take a lot of ammo.
Backtrack to reload, heal, and get new armor as necessary. He will follow,
so don't get careless.
Steel Town
(map names: steel1, steel2, steel3)
Talk to the bartender in the bar (The Boiler Room, map: bar_st) to hear
about the latest plot thickening (which happens to be your mission for this
map). The story: bartender's brother is held prisoner at the steel mill.
Bring him back (dead or alive works out the same), and you get a key to
move on to the next level.
Before you leave the Boiler Room bar, be sure to talk to "Momo", the
funniest bar doorman in the whole game. The humor (and the amazing scenery)
will help get you through the LONG walks through SteelTown you'll be taking
(though it's all pretty linear, so just keep trying doors -- the one that
opens is the right one).
Stroll all the way to the other side of the map and find the only unlocked
door there is (at this point) -- it's marked "Moker's Steel". This door
will take you to the next map, "Steel Mill" (map steel2).
The only tricky part about the Steel Mill is jumping across the vat of lava
(after you raise it by activating the tiny red switch on the platform
beside it). Keeping alive isn't easy, but at least it's straightforward :)
On the the next map, "Steel Processing" (map steel3), there's no tricky
part, unless you already forgot what you learned when you come across the
vat on the last level. That's right, there's a little red switch that
rotates the hangining concrete plank above the flatbed trailer (think you
should walk across it? I do).
Fight your way to the back (again, all linear) of steel processing and look
for the guy who is not holding a gun. He's David. If you don't want the
headache of babysitting this guy (you can't go on to the next level until
he's dead or in the Boiler Room bar), pop a cap in him now and head back to
the bar. The difference is hearing the bartender say "Oh no he's dead" vs.
"Thanks you saved him". You won't miss any cutscenes either way.
Once David's dead or in the bar, the bartender will give you a key (item
name office_key).
After you get the office key from the bartender, just head back the same
way (the only way there is), trying doors as you go. This time you won't
have to walk far at all, and a blueish-gray set of double-doors will open
for you. These doors take you to Moker's Shipping, and the next level.
Moker Shipping
(map name: steel4)
Overview: load up on ammo and blast your way to the little mini-boss guy at
the end onf the level. He's packing a rocket launcher, and he's pretty
tough. Take him out, watch a nice-looking train ride by, and then off you
go to a cutscene and the next level.
Right at the start is a door marked "Keep Out". Go inside, load up, and
head right back out (as if anyone could resist a door with such a sign).
You'll need the ammo.
Just keep walking (and try to stay alive). Once you find (and kill) the
rocket-launching goon, open the overhead door behind him, and watch the
action. Once it's over, you'll go to the next cutscene, "Consequences" (map
kpcut3 will play it anytime).
Derailed
(map name: ty1)
Overview: Leave the train and watch yer back. Go get the spare valve handle
(the wheel thing) and take it to the valve in the sewer room. Put it on,
crank it open (activate it), and go on to the next map.
The door at the end of this sewer (marked East D51) is locked, so activate
the switch and climb up the ladder you'll see on your right about half-way
down the sewer. The room you climb up into is where the broken valve handle
is. There is also a workingvalve handle here, but turning it just closes
the door you came through.
To ge past the train-wreck in the tunnel, walk up the tunnel to the first
two connected train cars. Look between them and you'll see another
wheel-shaped switch. Activate it, and the second car will roll down and
clear a path through the rubble for you.
walk past the rubble, watching out for the baddies hiding in the alcoves
and doorways (there's tons of goodies in one of those rooms, so go load up
if you need it).
Keep walking down the newly-cleared train tunnel and enter a door on your
left to get the spare valve handle. Take this back to the little room above
the sewer and just walk up to the broken valve handle. It will be installed
automatically, and open the previously locked "East D51" sewer door below
you. This leads to the next map ("Dark Passage", map ty2).
Dark Passage
(map name: ty2)
Overview: flip some switches, avoid being run over by a train (you can
outrun it!), and move on to the next level.
Follow the tunnel down, into the water, and up the two ladders on the other
side. You can't pass the barrier on your right yet, so go left across the
bridge.
Go down the tunnel (watch out for the train: run the other way and slip
into a doorway if it comes!) and jump off the cliff to the left into the
water by the waterfall. Swim to your left.
Ignore the door -- it leads back to near the start. Instead, push the crate
under the broken stairs/ladder and climb up (jump and run). Don't forget
the goodies on the crate in the next room.
Activate the switch in the room above the broken stairs. This opens the
barrier by the train tunnel next to the waterfall. Go there, walk to the
end, open a few huge doors by activating the switches on the wall, and move
along to the next map, "Trainyards", map ty3.
Trainyards
(map name: ty3)
Start by activating the switch in front of you to open the big door to your
left.
Go through and climb the big ladder at the end of the tunnel. At the top,
find and activate the switch on the control panel, which will raise and
move the concrete block from the truck (which was preventing you from
jumping across to the walkway on the side opposite from the ladder).
Jump across the open area on the flatbed trailer where the block was and
to the walkway/ledge on the other side. Go through the door on the left,
then another door, and walk out onto the trainyard.
The train car in the second row, on the left (with the two goons guarding
the door) opens, and has a nice cache of goodies inside. The other cars do
not open, but the onle on the far right has a ladder on the back of it.
Climb the ladder on the back of the far-right train car, then jump your
way back, from car to car, to the concrete walkway above the door you
entered the yard from. The jumps look far, but are pretty easy if you make
sure you don't jump too soon.
The door on the right leads back where you came (was locked on the other
side), so go left and jump/climb down into the crate room. Move the crate
on the left into the far right corner and climb up the crate tower for some
grenades.
Exit the crate room using the door on the far left (relative to your
entrance). Activate the switch there, and walk through the big door that
opens when you do.
At the next set of train cars you'll need to pull the old "release the cars
trick" again. Look for a wheel-shaped switch between the cars and activate
it. One car will roll away, revealing a ladder on the car.
Climb the ladder on the train car you just let roll, jump off to the
left-hand ledge (behind you after climbing, really). Activate the switch on
the wall there, then climb back on the train and jump off the other side,
to the other ledge.
Open the second overhead door (the one not blocked partially by crates) and
keep walking until you find the room with the two hooks on ropes hanging
from the grated ceiling.
Kill the baddies, then walk up to the control panel and activate the switch
on the left twice. The first time moves the nearest hook all the way to the
left, the second time stops it in the middle. Climb up the hook, get the
fuse (item fuse) and the health if you need it, then head back down.
Go back outside, enter the other door, inset the fuse into the panel (just
walk up to it after you've found the fuse), then climb the ladder that
lowers and walk across the catwalk.
Walk down the stairs (don't miss the clip hidden under the stairwell if you
need ammo), walk outside amid still more trains, and keep right, walking
down the tunnel where you'll find another switch to open a huge door which
leads to the next map, "Depot", map ty4.
Depot
(map name: ty4)
Overview: move the train cars to get out of the yard and then kill everyone
to move on to the next level.
Take the stairs on the far right up to the train control booth thing. There
are 3 switches on the panel. The leftmost switch moves the near car to the
right, revealing a broken switch. Ignore it. The middle switch moves the
middle car left, and the rightmost switch moves the farthest car to the
left, opening up a tunnel on the far left. Go through that tunnel.
Climb the ladder on the train car and walk along the train. Jump off to
the crates on the left for some health, and get back on and jump again to
the other crates (or move a box) for some shells.
Enter either overhead door on the left side of the tunnel and climb the
ladder to your immediate left. Activate the switch (the one that works when
you try it) and then head back out the way you came in, to the overhead
doors on the other side of the tunnel.
Here you must kill everyone for the level to end. When it does, you'll see
the next cutscene, "The Picnic" (or use map kpcut4 to see it anytime), and
then go to the next map, "Radio City Station" (map rc1).
Radio City Station
(map name: rc1)
Hey! You might want to put your gun in the holster -- you're in a subway
station! Take the escalator up and talk to the two guys at the top --
POSITIVELY. These guys are Patrick and Butch, members of the local gang
"The Jokers", and if you want to hire any local muscle (or complete the
level), you'll have to pass their little "test", or cheat by using a pistol
with a silencer mod attached.
Though both Patrick and Butch appear to be completely incapable of pointing
or otherwise indicating where the three freaks you're supposed to crowbar
to death are located, you'll know you're going the right way when you hear
one of them yell "Don't forget: No Shooting!" Note that a silenced pistol
sounds just like a crowbar, so feel free to use your pistol instead of the
crowbar if you have the silencer mod installed. Relative to where you were
standing when you came up the escalator, your victims are to the right.
If the next level loads, you went the wrong way :) Walk down the stairs
and look for a vent at floor level on the third landing from the bottom of
the staircase. Smash it open and climb in. Watch for the train when coming
out the other side! It's timed to cream you if you don't wait a second.
When you drop out of the vent, ignore the ladder and balcony straight
ahead. Instead, run to the left, and to another ladder and balcony on the
same side of the tunnel as the vent you came out of. Climb up and go into
the tunnel.
Crowbar the three goons hiding in the sewer down there (don't use any
other guns or you'll fail the "test"). To leave, drop down onto the huge
pipe that runs horizontally on the wall of the bottom level. Walk along the
pipe, through the broken grate (again, avoid the train), and climb the
ladder on your immediate right.
Watch out for those annoying rats, then time your jump across the tunnel
to the pipes on the other side to avoid becoming a bug on a train's
windshield. Smash the vent and climb in.
Jump into the water, climb the ladder, and crawl through another vent to
drop out back near where the level began. Go left to see Patrick and Butch
again), get them to follow you (why don't THEY lead??), then come back to
the previous vent and go through the door there to the next map, "Enter the
Dragons" (map rc2). (That's the same door you'd hit if you went left,
instead of right, after coming up the escalator at the beginning of this
level).
Enter the Dragons
(map name: rc2)
Walk out of the station and out onto the street to meet a man in front of
you and a few "ladies" behind you. He'll kindly refuse to join you if you
talk to him, while the chics will open fire even if you're nice. Deal with
them as you please, then walk to the other side of the city, keeping right,
and look for three fire escapes on your right.
You can climb the first fire escape and walk across the clothesline to some
health on the other, then jump across, or get down and just climb up, to
the far fire escape, the one closeest to two walls.
Climb on the rail of the fire escape and then jump onto the roof (you can
also do a similar climb up to the roof behind you, though it's less
obvious). Go down and keep walking along the balcony until you see a gray
level on the wall to your left, next to a raised trough-like drawbridge
thing (has anyone ever seen such a thing on a real building? what's it
for?). The switch opens the overhead door across the street, which you
could get to if ther bridge were down (the switch to lower the bridge is on
the other side).
Walk back to the fire escape to where you climbed onto the roof and go the
other way I mentioned. (As you come up the ladder, turn around to face
behind you, look to your right and jump up there). Follow the catwalks (and
kill everyone) and you'll come across that door you opened and the bridge
that you couldn't lower. Now you can lower it, or just go in the over head
door to the left.
Walk to the end of the bridge and activate the switch on the wall. It's a
dead end (but the switch just opened the door you need to enter), so head
back or jump down to the street, find the newly- unlocked overhead door
(there's only one), and go inside for the next level, "Streets of Fire",
map rc3.
Streets of Fire
(map name: rc3)
Activate the switch to open the overhead door, and then watch the
street-fighting begin! Take them all out, and be especially careful dealing
with the sniper up high on the far right building balcony.
Walk to the end of the street, past the news stand and the overhead door.
There's not much to do in Central Square besides shoot out the windows in
Hopper's Cafe Bar (which is quite fun), so keep moving toward the end of
the street.
Make light work of the two thugs and rocket-boy on the way to the end of
the street, and then head into the small door at the end. The chic here
will say something about weapons hidden near by, and there're hidden in a
little room under the stairs behind her.
Climb up the stairs to the roof. Climb up the ladder on the back of the
billboard sign, then walk along the sign and jump to the higher roof
portion ahead and to the right a bit. Then take a running leap off the roof
where the railing is missing and land on the balcony across the street.
Go left on this balcony, then keep walking balconies until you find a big
water tower (and some gunfighting action). Jump up on the platform that the
water tower is on (no need to try and climb the tower itself), and drop
down on the other side, where you'll find a lady guarding a switch. Kill
her, then activate it.
Cross the bridge and go left (the door to the right leads back to the
street by the news stand). Open the overhead door and watch out for the
grenade-lobbing lady on the other side. Dispatch her, then walk to the end
of the bridge and activate the switch to ride the elevator down and on to
the next level, "Skytram Station" (map rc4)
Skytram Station
(map name: rc4)
Head straight into Radio City Bus, Mulber Station, then hang a right and
look in the back of the truck for some health and ammo. Head back out from
the bus station, pick up the cash from the dumpster, and get ready for a
gang fight.
Keep walking into Chinatown (or at least it looks like Chinatown), climb up
the first stairs you see and head into the room marked "Keep Out" for a
nice cache of goodies. The door is locked, but notice the crack in it, so
give it a few shotgun blasts and it's out of your way.
Climb up some more stairs and walk along the white block halls for a bit.
Enter a small door to the right, go around the corner, and then in to the
Typhoon Bar (map bar_rc).
You can't hire any goons in this bar unless you joined the Joker gang by
crowbarring the three guys back on map rc1, but you can go into the
doorway, to the right, and buy a SkyTram ticket from the scalper for $50.
You need it to get past the steel grate door in the alley.
Don't answer the ringing phone if you want to live . (OK, so save just
before you do, just to see it -- I know you can't resist1)
You can exit the bar from the basement (where there's another goon for you
if you're a Joker), then walk right down the street to the alley with the
steel gate and the lighted panel. If you've got the SkyTram ticket, you can
go right in.
Walk up past the SkyTram to the other side of the area, jump on the
railing, then onto the ledge, and down into the pipe below it. This will
take you to the next map, "Centrtal Towers" (map rc5).
Central Towers
(map name: rc5)
Follow the sewer to the ladder on the far left, then climb up to the ledge
and turn right and through an overhead door to load up on weapons and ammo.
Either way you walk from here, you'll end up in front of Central Towers (a
very well-done sksyscraper map), but not before an onslaught of goons
attacks you from high and low. Kill' em all.
Enter either door of the building, go straight to the door in front of
you, and prepare for the first end boss sequence, "Crystal Palace East",
map rcboss1.
Central Towers East
(map name: rcboss1)
Down the hallways to either side are rooms full of ammo, guns, armor, and
health. There's also a badass in one of them, so be careful, but go load up
on everything. You'll need it.
Activate either button by the elevators and, several seconds later, the
right one should arrive (the left one takes you to the next and final
level, not counting the final cutscene).
Don't be surprised by the guy in the elevator when it opens. Kill him,
ride up the elevator and get ready for boss number one. he's tough, but
he'll go down with about 10 rocket hits (or 34 or so crowbar whacks!)
Once you finish him off, go back and ride the other (left) elevator up and
on to the next level, "Crystal Palace West", map rcboss2.
Central Towers East
(map name: rcboss1)
Down the hallways to either side are rooms full of ammo, guns, armor, and
health. There's also a badass in one of them, so be careful, but go load up
on everything. You'll need it.
Activate either button by the elevators and, several seconds later, the
right one should arrive (the left one takes you to the next and final
level, not counting the final cutscene).
Don't be surprised by the guy in the elevator when it opens. Kill him,
ride up the elevator and get ready for boss number one. he's tough, but
he'll go down with about 10 rocket hits (or 34 or so crowbar whacks!)
Once you finish him off, go back and ride the other (left) elevator up and
on to the next level, "Crystal Palace West", map rcboss2.
Central Towers West
(map name: rcboss2)
Walk straight ahead and wax the dog behind the gate -- they'll be plenty
more where he came from.
Go to the left and load up, then come back and go right instead. You'll be
treated to a short, in-game cutcsene here, then you can commence kicking
ass on the game's final bosses.
Bosses? Yep, His and hers, and the thing about the her is: you can't kill
her. I must have pounded 150 rockets in her forehead, and though she spewed
copious amounts of blood, she would not go down.
So, unless you know something I don't, don't waste yer ammo on the chic,
take him out, she'll escape via helecopter, and you go on to be Kingpin!
(cutscene map name kpcut7).