Double Dragon (NES)/Mission 3

'Just like the arcade version, the third mission is quite long. Unlike the arcade version, this version will take you inside not one, but two large caverns, where you must dodge falling stalactites and bouncing boulders. Multiple paths are present, and going the wrong way means you'll end up walking in circles. You'll need to hang on to your health as long as possible here.'

Part 1

 * Section 1 - Williams × 5
 * You begin this mission deep in the woods. You will be approached by a Williams holding a knife.  If you're fast, you can Jump Kick him just as he's about to throw it, and force him to drop the knife.  Then you can pick it up and throw it back at him and knock him out.  The next Williams will be waiting for you high atop a tall tree stump.  He will jump down to attack you when you pass by.  If you can, grab his hair, knee bash him three times, and toss him for a knock out.  Another Williams will appear on the right with a knife, followed by a weaponless Williams.  Jump Kick the one with the knife and throw the knife back at him to knock him out, and hair grab the other Williams.  One final knife Williams will appear.  Use the Jump Kick, knife throw combo to get rid of him.


 * Section 2 - Chintai × 3
 * No longer content to be just the boss of the previous mission, a whole gang of Chintais awaits you here. Don't mess around with these guys, or they will reduce your health to a level that will make it impossible to reach the first cavern without dying.  As soon as one Chintai appears, stop advancing and focus on beating him.  If you scroll too far ahead, you'll have to deal with two Chintais at one time.  Use kicks to attack from a safer distance, and to try and grab their hair.  Once you have the hair, do three knee bashes before tossing them over your shoulder.  After each Chintai is defeated, walk forward a short distance until the next one appears, and stop.  Do this for all three Chintai and you should survive with the greatest amount of health possible.


 * Section 3 - Williams × 4
 * In addition to confronting more Williams, you'll have to navigate a broken bridge over a rive. The first Williams will greet you as you approach the bridge.  He will be holding a bat.  Jump Kick him to make him drop the bat, then pick it up and use it against him until he is knocked out.  Then approach the gap in the bridge and perform a Jump Kick to hop over the water.  When you land on the other side, another Williams will be waiting, this time with a knife.  Jump Kick him to make him drop the knife.  If you ever lose the bat, you can pick up and throw the knife before resuming with the bat.  Defeat the second Williams, and continue on.  One of the last two Williams that appear may or may not be holding a knife depending on whether the original one is still lying on the ground.  If it is, the remaining Williams won't have one.  Hit them with the bat to make short work of them.


 * Section 4 - Roper × 4
 * To get through the next section, you must do battle with four Ropers. The safest way to get through these fights is to initiate hair grabs as often as possible.  However, if you're fortunate enough to reach the fifth level of fighting experience by this time, you can engage in the sit-down and face punch maneuver.  Just knock a Roper to the ground, and press  when you're standing over them.  Then press  repeatedly to punch them in the face until they are knocked out.  Some enemies like Chintai are capable of repelling this move if they are still strong enough, but Ropers can't escape this move.  Just watch out for attacks from behind.  Stand up by pressing  if another enemy is getting close.


 * Section 5 - Abobo
 * Not only is this the first time you've had to face Abobo since the end of the first Mission, now you have to fight two of them. One Abobo is challenging enough, let alone two of them.  You're going to have to keep your wits about you, and a fair amount of distance between each of them so they don't gang up and clobber you.  The best strategy to use is constant Jump Kicks.  Keep one Abobo on either side of you (which is what they are likely to be inclined to do anyway).  Approach one of them and Jump Kick them when you are right within range.  If you connect, you will knock one Abobo down.  Then turn around and approach the other and Jump Kick him.  By the time you do this, the first Abobo will be standing back up for more punishment.  Stay consistent with your timing.  Don't get creative or try anything fancy; one wrong move can cost you a lot of health.  If you happen to miss with your Jump Kick, and the Abobo ducks down, either perform another Jump Kick right away and hope that you catch him when he stands up, or push up or down to get away from any retaliation.  Once you are down to one Abobo, things get easier.  You can knock him down with a Jump Kick, and then stand by his knees.  When he begins to stand up again, Jump Kick right away.  He should stand up into your kick and get knocked down again.  Keep this up until the second Abobo is down.

At this time, if you proceed to walk to the right, you will actually cycle back to the beginning of Section 1. To avoid this, investigate the holes in the cliff wall which were created by the two Abobos. Entering either hole will lead you to the start of Section 2.

Part 2

 * Section 6 - Stalactites


 * Section 7 - Platforms


 * Section 8 - Chintai

Part 3

 * Section 9 - Williams


 * Section 10 - Boulders


 * Section 11 - Abobo

Part 4

 * Section 12 - Linda