Level One Walkthrough
This strategy guide covers the first level of the game, The Streets. It details a direct route to completing the level, but omits many small challenges which you may want to go back and explore on your own. It also doesn't cover the Waterfront or Alcatraz levels, as those levels do not require a map. For help on those levels, as well as additional help for the Streets, check out the Game Hints.
1. Start
a. Enter the second alley.
b. Use the fire escapes to cross through the alley and over the brick wall at the
end.
*Important Game Fundamental*
The key to completing this level lies in the above step. You must avoid the
streets and take the high road whenever possible. The game is designed so that the
many doors and streets keep you going in circles, while the only true way to progress is
to use the fire escapes, rooftops, and telephone wires to cross the various fences and
walls. It is also structured so that if you are knocked off a wire or ledge and onto
the street below, you must backtrack your way using the doors and streets- so be careful
not to get hit while you are crossing over an open street!
2. Finding the Flashlight
a. Go left and enter the second door.
b. Go down the hallway and exit through either of the two doors.
c. Enter the door right before the open manhole.
d. Take the second doorway, and kick open the second drawer to find the flashlight.
e. Exit the building and enter the manhole.
3. The First Sewer
a. Flip the first three switches.
b. You will come to a large room that is flooded with water. Cross it using
the overhead pipe, being careful to avoid the electrical currents and toxic waste.
c. Flip four more switches and exit the sewer.
4. Path to the Second Sewer
a. Go into the alley and enter the door.
b. Head up the hallway and out the exit. (You are now back on the same street
as in 2-a above.)
c. Go left, only this time stay on the fire escape after passing the brick wall.
d. Using the fire escapes, cross all the way over until you are past the fence.
e. Climb the telephone pole and cross the wall.
f. Enter the second door and go down the hallway to the exit.
g. Go right and enter the open manhole.
5. The Second Sewer
a. Cross the large flooded room using the floating scum.
b. Flip three switches.
c. Take the first ladder immediately after the fourth switch.
Warning: The path after the first
ladder is one-way and leads you to an earlier location in the game!
d. Exit the large room using the overhead pipe, then exit the sewer.
6. Gruff
a. Enter the first alley, and get ready to fight the first boss.
b. Standing by the barrels, time your shots so that you hit Gruff as he lands from
his jumps.
c. It will take 8 hits from your Magnum to defeat him.
7. Path to the second Boss
a. Exit the alley and climb the telephone pole.
b. You must make it to the end of the telephone wire. In order to do this:
aa. First, avoid the gunfire from the punk standing on the brick wall.
bb. Jump down onto the brick wall with him and dispose of him.
cc. Notice the three small ledges under the second telephone pole. From your
position on the brick wall, jump to the middle one (the one directly under the pole).
dd. From the small ledge, jump up and left to get back on the telephone wire.
ee. Continue left, avoiding any gunfire, and over the fence.
8. Striker
a. Enter the first alley after the fence, and get ready to fight the second boss.
b. Walk left and Striker will appear behind you.
c. Climb the broken ladder and stand on the rooftop. He won't shoot up at you,
and you can easily fire back at him.
d. It will take 10 hits to defeat him.
9. Path to the Toymaker
a. Continue left and exit the alley.
b. Go right, using the telephone wire. You must make it all the way across
this wire, so avoid all gunfire!
c. After the three small ledges, you will see a pole that is electrified. In
order to get past it:
aa. Notice the two small ledges below it.
bb. Jump down to the second small ledge.
cc. Standing near the edge of it, jump up and right to get back on the wire and
avoid the electrified pole.
d. Continue on the wire until you pass the fence with a tire leaning against it.
e. Cross the brick wall and enter the open manhole.
10. The Red Sewer
*You will need at least one bullet to complete this level, so be
prepared. (If you are using the "Clyde" code, ammo doesn't replenish when
you die.)
a. Flip the four switches.
b. Cross the flooded room.
c. Flip the two switches.
d. Continue until you enter the Toy Car Rooms. Use the ledges to pass them.
11. The Toymaker
a. Shoot the beach ball floating in the water. The easiest way to hit it is to
step off of the upper left ledge, land on the lower ledge, then aim down.
b. Climb up to the water valve by the Toymaker, and shut it off by pressing up.
c. Go back and climb to the top of the ladder.
d. The room will fill with water, and the Toymaker will be electrocuted.
e. Now jump onto the toy boat and ride it out of the tunnel.
12. Escape to the Docks
a. Flip the two switches.
b. Cross the large flooded room, using the small ledge to drop down onto the
floating scum.
c. Flip the last switch and exit to the Waterfront.