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Part 1[edit]

Double Dragon ARC map 3-1.png
Enemies
Williams, Roper, Roper, Roper, Linda
Description
Mission 3 is a marathon compared to the other three missions. It is long, and traverses through several environments. You should have learned everything you need to know in order to survive this mission, now you simply need to apply it and avoid taking too much damage. It's very important to take down any enemies that you encounter before scrolling the screen further to the right, inviting more enemies to attack you. As soon as you arrive at the bottom of the lift, a Williams with a bat and a dark skinned Roper will approach you from the right. Draw them to the left. If you knock them down, or throw them off the left edge of the screen, there's a good chance they will fall into oblivion. Be sure to grab Williams' bat before you continue. Around the time that you see an oil drum lying on the floor, a dark skinned Roper will approach from the right, while a light skinned Roper will approach from the left. If you drop the bat, they will try to recover it and use it against you. One Roper may even be tempted to pick up the oil drum and throw it at you. Knock them both out, and continue to the right until you see a set of doors. The doors will open, and a Linda will appear, holding a whip. Kick her to make her release the whip, and then use the bat on her until she is knocked out. Then you'll get the thumbs up to continue.

Part 2[edit]

Double Dragon ARC map 3-2.png
Enemies
Roper, Williams, Williams, Williams
Description
This part is probably the shortest in the mission. And since you will see most of the Williams before they attack, you can easily control the pace of the battle by not approaching them until there are no other opponents. As you walk past a wall with more wanted posters, a Roper will approach you. Use the bat to take him down, then continue right. You will eventually see trees. The first Williams is waiting for you while sitting on top of a tall tree trunk. He will jump down to fight you when you get close. Defeat him before advancing. When you do, you'll see another Williams jump down from a tree. Be very careful, as this Williams is carrying knives. If you swing your bat too early, he is likely to take a step back and throw a knife at you. If you lose, or are not holding the bat, be sure to pick up any knives that he drops and throw them back at him before anyone else has a chance to collect them and use them against you. The last Williams waits for you inside of a small ditch near the bottom of the screen. He also has a set of throwing knives which he won't hesitate to use on you. Don't set foot on the ditch or you will fall to your death. It is possible to use this ditch to your advantage by knocking out, or throwing enemies so that they land in the ditch and die.

Part 3[edit]

Double Dragon ARC map 3-3.png
Enemies
Abobo, Abobo, Roper, Williams, Williams
Description
You'll be greeted by an Abobo when you reach the left side of the broken bridge. You can try to shortcut this fight by pushing Abobo into the water along the bottom half of the right side of the screen, but this can be tricky, and it can put you at risk for being thrown into the water yourself, resulting in instant death. You can also try to get Abobo to fall into the ditch. Regardless of how you manage to defeat Abobo, make your way across the bridge, preferably along the top, so that the gap will be easier to anticipate. Jump over the gap to avoid falling in the. You don't have to leap from the very edge, but you do have to be considerably close to clear the gap. Before you even reach the other end of the bridge, a dark skinned Abobo will attack you. You'll want to reach solid ground before you do serious battle with this Abobo. Unfortunately, scrolling ahead is likely to cause a Roper to appear as well. This Roper is carrying a knife. It's easy enough to defeat the Roper, either traditionally, or by throwing him into the water. Then you're back to worrying about the dark Abobo. You can attempt to end this fight early as well by pushing him into the water, but this carries the risk of being thrown in there yourself. As you make your way to the end of this part, two Williams will appear near simultaneously. One will jump down from a trunk, while the other will pop up from a ditch. The one from the tree will be carrying knives. Throw them in to the water or the ditch, or fight against them until they are knocked out. Then continue to the right.

Part 4[edit]

Double Dragon ARC map 3-4.png
Enemies
Williams, Roper, Abobo, Abobo
Description
You'll have to walk a short distance before anyone attacks you again. By the time you pass the fence and reach the cliff wall, a Williams will appear. Knock him out before continuing. When a boulder comes into view, a Roper will approach you from behind. Once again, take care of him before continuing on, and avoid scrolling the screen too far to the right. Once two boulders have been scrolled fully into view, you will be attacked by two Abobos. This fight can be quite a challenge, but there are steps you can take to keep the odds in your favor. First, try to remove the boulders from the screen. Either Abobo can pick them up and toss them at you. You can kick them away, or you can pick them up or throw them. You can toss them at the Abobos themselves, but this gives them an opportunity to pick them up as well. Two moves you should try to stick to are the jump kicks and elbow smash. It is easier to separate one Abobo from the other by walking vertically up and down than left and right. Try your best to focus on one of the Abobos before attacking the other, but don't put your life at risk to do it. Once one Abobo is defeated, the other should be easier to deal with. Defeat both Abobos, and the game will take control of the player. You will be presented with an instruction to invade the enemy base, and your time will be increased, but the mission will not be over just yet.

Part 5[edit]

Double Dragon ARC map 3-5.png
Enemies
Jeff, Jeff, Roper, Williams, Jeff, Green Jick
Description
The screen will automatically scroll, giving you a better view of the bridge below, where a dark skinned Jeff is waiting for you to come down and fight. It's best to jump off the cliff rather than fall from it since you will land on your feet and be able to react to any attack. In addition to the Jeff you can see, there is another dark skinned Jeff waiting for you further along the bridge. You can attempt to take them on, one at a time, or try to run past them. If you don't feel inclined to fight, you can attempt to run past them and reach the cliff wall that you are meant to climb. The chances that either Jeff will chase you up the wall are small, but it is possible that one might decide to climb up after you. (It's also very likely that a Roper waiting up top for you may jump down to the level below.) When you reach the top, you can attempt to knock them over the edge to your left. If the Roper above didn't jump down, you should take him out now before continuing on. When you walk to the right, a Williams will attack you, and a Jeff will be positioned on the small ledge alongside the cliff wall. Do not scroll the screen any farther to the right if you don't have to. Take out the Williams first if you can, as he will be easier to defeat than Jeff. Then focus on Jeff until he is knocked out. When there are no more threats proceed to the right. You will see a set of doors in the back, and from those doors will appear a green skinned Jick. Angrier and stronger than the original Jick you faced at the end of Mission 1, it will take a good deal of patience and persistence to knock this Jick out. To help you out, a boulder is lying on the ground. While it's possible for Jick to pick this up and throw it at you, it's actually one of the better options you have for fighting against Jick. It continues to roll when it hits the ground after you throw it, so it can still knock Jick down even if he's not nearby, and he's usually not smart enough to get out of its way if he is the only enemy present on the screen. You can also try to use the small platform to your advantage, although it won't offer you much protection. Knock the Green Jick out and you will earn 8000 bonus points before proceeding to the interior of the enemy base.