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Part 1[edit]

Double Dragon ARC map 2-1.png
Enemies
Roper, Williams, Williams, Williams, Roper
Description
When the second mission begins, you will advance from the alleyway to the beginning of an industrial plant. A dark skinned Williams will be sitting high up on the fence above the ground, but you will be first approached by a Roper who appears from the right. This Roper will be carrying a stick of dynamite, which he will be only too happy to throw at you. You can easily use the dynamite to your advantage, not by picking it up and throwing it back at him, but by leaving it on the ground, and getting the Roper to stand too close to it when it explodes. After he throws it, let him walk close to you. When he is even with the dynamite, move up and down very slightly, forcing the Roper to adjust his vertical position to match yours. When the dynamite stick starts to flash, make sure Roper is walking across it, and he will be killed by the explosion. The Williams on the fence won't jump down until you get closer to him, and he also carries sticks of dynamite, so let him stay up there until the Roper is defeated. You can pick up the crate and throw it at him, or you can simply beat him up the usual way.
When there are no more threats, you must make your way to the white platform on the right, and jump on top of it. You can climb the fence, and fall down off the ledge, but you will be momentarily stunned, so this method is not recommended. A light skinned Williams will approach you from the left, while a dark skinned Williams with a bat will approach from the right. Let them make their way to you. One way to deal with them is to get the bat from the right Williams, and use it to hit both of them off the platform to the ground below. They will get up and jump back on the platform, where you can repeatedly knock them off until they are defeated. Then you must jump up to the red steel girders, where a final Roper will be waiting. If you still have the bat, you can continue to strike him until he is defeated. It is also possible to grab his hair while you are facing right, and then throw him over your shoulder and into the pit below on the right.
Shortcut method
There is a surprisingly fast way to clear this part of the mission. From the start, simply walk as far to the right as you're allowed, jumping up on to the platform and the steel girders. When you reach the end, make your way back to the starting position on the left, and move down to the bottom of the screen. The enemies to your left will disappear, and the enemies to your right will fall into the pit, and you will not have to fight anyone. You will be given the thumbs up to continue as soon as the last one falls in.

Part 2[edit]

Double Dragon ARC map 2-2.png
Enemies
A random mix of Williams, Lindas, and Ropers, followed by Jeff.
Description
After clearing the enemies from the girders, you must use the girders stacked in the upper right corner as steps to reach the upper level. As you advance to the right, you will see a ladder, a green elevator door, and a blue conveyor belt. When you get close to the elevator door, the light above will light up, signaling that company is about to arrive. Three enemies will appear when the door opens up. Which three enemies appear is random, so you will rarely get the same arrangement of Williams, Lindas, and Ropers every time. They should all be familiar enemies to you by now. The trick is to know how to use the environment to your advantage. It is tempting to try and use the conveyor belt to quickly remove some of your enemies, but this is tough to achieve. For one thing, in order to lure an enemy onto the conveyor belt, you must typically stand on it. This puts you at risk of getting knocked out while standing on it, and falling to your death. Alternatively, you can climb the ladder and fight on the ledge above the conveyor belt, but enemies are rarely smart enough to pursue you to that height. Ultimately, the safest place is in front of the conveyor belt, where there isn't a lot of room for your enemies to maneuver. If you managed to hang on to the bat from the first part of the mission, so much the better, since you can swing it at your enemies as they approach from the left.
When you knock down two of the first three enemies, the elevator will rise again, and deposit two more random enemies into the fight. When three enemies have been knocked out, you will hear a different sound, and a new enemy will appear on a lift in front of the platform. This enemy, dressed in a green and yellow version of your outfit, is Jeff. Jeff is capable of performing all of the same moves you are. In order to complete this mission, you are only required to defeat Jeff. If any other enemies are alive when Jeff is beaten, they will attempt to escape. Jeff actually provides the best tool for a quick defeat. Once the lift appears at the bottom of the screen, you can occupy the lift and easily knock enemies off either side of it, including Jeff. Just be careful, however, as it is equally easy for the enemies to knock you over one of the sides. Stand in the lower right corner to allow enemies enough space to approach you, and then attack them before they have a chance to strike you, and knock them over the edge. Once you defeat Jeff, you will be awarded 5000 bonus points before riding the lift down to the floor below, where you will begin the next mission.