=============================================================================== THE WARRIORS FAQ/WALKTHROUGH, v0.95 Based on the PlayStation 2 version Written and maintained by SubSane Last updated January 05, 2006 =============================================================================== TABLE OF CONTENTS 1.0 INTRODUCTION 1.1 Game Details 1.2 Story 2.0 THE BASICS 2.1 Game Start 2.2 Pause Menu 2.3 On-Screen Display 2.4 Controls & Techniques 2.5 Items 2.6 Warrior Stats 2.7 The Hangout 3.0 WALKTHROUGH 3.1 New Blood 3.2 Real Live Bunch 3.3 Payback 3.4 Blackout 3.5 Real Heavy Rep 3.6 Writer's Block 3.7 Adios Amigo 3.8 Encore 3.9 Payin' The Cost 3.10 Destroyed 3.11 Boys In Blue 3.12 Set Up 3.13 All-City 3.14 Desperate Dudes 3.15 No Permits, No Parley 3.16 Home Run 3.17 Friendly Faces 3.18 Come Out To Play 3.A Flashback: Roots 3.B Flashback: The Best 3.C Flashback: Heavy Muscle 3.D Flashback: Scout's Honor 3.E Flashback: Sharp Dressed Man 4.0 Coney Turf 4.1 Turf Invasion 4.2 Robbin' Hood 4.3 Busted 4.4 Flash Head 4.5 Vigilante Justice 4.6 Carny Compassion 4.7 Deal With It 4.8 Feed the Homeless 4.9 Freedom 4.10 Flash Point 4.11 Workin' Out 5.0 BONUS OBJECTIVES 6.0 CODES & SECRETS 7.0 LEGAL / MISC. 6.1 Version History 6.2 Guide Credits 6.3 Contact Information 6.4 Legal Stuff =============================================================================== ===== 1.0 INTRODUCTION ======================================================== ------------------------------------------------------------------------------- 1.1 Game Details ------------------------------------------------------------------------------- The Warriors, man! In anticipation of playing the game and writing this guide I Netflix'ed the original film and I gotta say, it's a sweet piece of camp! Guys in tiny red vests, face painters who walk around in old Yankee uniforms, and gangs with well-designed logos are just some of the features from the film and subsequently the game. The original flick was released in 1979, and the game in 2005. ------------------------------------------------------------------------------- 1.2 Story ------------------------------------------------------------------------------- Cleon and his gang, known as The Warriors, are a small time group down in Coney Island. They were formed when Cleon and his fellow Warrior Vermin left the The Destroyers, the gang that once held control over all of Coney. Now they are relegated to East Coney while The Warriors control south Coney. The two are bitter rivals and do not hesitate to kill each other's soldiers if they should cross into the wrong part of town. These are just two of the hundreds of gangs that occupy New York City. Pride and money keeps all gangs at each other's throats, and for some the pressures and gang wars can be too much to handle. The Warriors are still starting out, but as they fight their way from one end of New York City to the other they begin to gain notoriety among the top tier gangs. With each rumble The Warriors unknowingly proceed to the fateful night of July 13, 1979. =============================================================================== ===== 2.0 THE BASICS ========================================================== ------------------------------------------------------------------------------- 2.1 Game Start ------------------------------------------------------------------------------- Story ======= This option is to begin the game's story mode. Extras ======== All you have in here is the trailer for the Director's Cut of The Warriors. Quick Rumble ============== Here you can bypass loading a profile and going to the hangout when you just want to get into some head bashing. 1 on 1 and War Party modes are available for single or multiplayer play. 1 Player : 2 Player ===================== Select a story mode for 1 or 2 players. This can be changed in the pause menu. Profile Manager ================= Select an existing profile, create a new one, delete a profile, or reload profiles from the memory card. ------------------------------------------------------------------------------- 2.2 Pause Menu ------------------------------------------------------------------------------- Objectives ============ Each chapter has objectives. The Current objectives are those that are required in order to proceed through the game. Bonus objectives can be completed to unlock extras such as soldiers and arenas for Rumble mode. Stats ======= View the stats for the currently selected Warrior. Options ========= Here you can adjust the lighting, camera preferences, audio, video, subtitles, vibration, or restore all settings to default. Controller ============ View the controller configuration or skim the many tutorial lessons that you learn in the beginning of the game. Restart ========= Restart from the last checkpoint or the beginning of the chapter. Resume ======== Exit the pause menu and return to the game. Quit ====== Quit and return to the hangout or the main menu. ------------------------------------------------------------------------------- 2.3 On-Screen Display ------------------------------------------------------------------------------- Health ======== Health appears Character =========== Your character's name appears at the very top. Rage Meter ============ The rage meter fills as you beat up on enemies. Once the rage meter reaches a certain point you can press L1 + R1 to go into rage mode and unleash more powerful attacks. Score ======= Points are added up throughout a chapter by beating up on enemies and generally trashing anything that can be touched. The points are used to unlock extra stuff. Money ======= Money is collected in each chapter. It can be used to buy flash, spray cans, or you can give it to hobos if you're in a kind mood. Spray Paint ============= Spray paint is sometimes used for specific objectives in a chapter, but for the most part you'll use it to tag over enemy gangs' burners. Handcuff Key ============== These keys are used to instantly uncuff a fellow Warrior instead of going through the usual L1/R1 tapping. Radar ======= The radar in the bottom corner contains a map of the current area and markers to indicate objectives (big W), other Warriors (white dots), rival gangs (orange dots), cops (blue dots), and other points of interest. Red markers indicate section checkpoints, so if you're in section 1A and you reach a red marker, you will jump to section 1B. ------------------------------------------------------------------------------- 2.4 Controls & Techniques ------------------------------------------------------------------------------- Controls ========== Command | Action | Other ---------------------------------------------------------------- Start | Pause | - Quit out of menus Select | Bring up on-screen display | - D-pad Up | View current objectives | - Move in menus D-pad Down | View bonus objectives | - Move in menus D-pad Left | Heal fallen Warriors | - Move in menus D-pad Up | Heal your character | - Move in menus Left stick | Move your character | - Move in menus Right stick | Move camera | - Warchief commands L3 button | Center camera | - R3 button | Zoom in and out | - L1 button | Lock on, aim projectiles | - L2 button | Sprint, unlock from enemy | - R1 button | Block, look back when running | - Pick up or drop enemy R2 button | Warchief commands | - Triangle | Action button | Back out of menus Square | Light attack | - Circle | Grab opponent | - X | Heavy attack | Select in menus Action button =============== The action button does several things. The Triangle button usually appears when the actions can be executed. - Climb fences and ledges - Talk to characters - Spray tags on walls - Jump - Pick up or drop weapons - Steal items - Mug characters - Uncuff fellow Warriors Strong attacks ================ - Press X + Square to perform a strong attack - Press X + Circle to perform a spray attack (uses one spray can) - Press X + Circle when near an enemy to perform a strong grab Grabs (all while grabbing an opponent) ======================================== - Hold Circle to tackle and grab an enemy - Hold the left stick in a direction and press Circle again to throw a grabbed enemy in that direction - Press Circle right next to a wall to smash the enemy's head into it - Press X for a knee to the stomach - Press Square to punch them in the face or stomach - Press Square + X to perform a strong grab attack Running attacks (all while running) ===================================== - Press X or Square to attack while running - Hold L2 to sprint and then Square or X to perform a flying lunge or headbutt, respectively Team attacks (while a friendly character holds an enemy) ========================================================== - Press Circle or X to attack an opponent that is being held by a member of your gang Counterattacks ================ - Press R1 to reverse a grab and take control - Press Square or X quickly to counterattack a grab Combos ======== - Square, Square, Square - Square, Square, X - Square, Square - Square, X - X, X - X, Square - While grabbing an opponent press X + Square, then follow it with two or three X attacks. These are the strongest combos. Stealth kills =============== - Lock on to an enemy and approach from behind if they haven't noticed you. When you get within range you can press Square or X to grab and kill them without alerting others. Uncuffing and cuffing ======================= - Uncuff a fellow Warrior by quickly alternating L1 and R1, or simply use a key if available - If you have a pair of cuffs from a cop you can also tackle grab opponents and press R1 to cuff them. stealing ========== - Press Triangle after breaking display cases to steal items - Press Triangle after breaking a car window to steal a radio. Rotate the left stick counter-clockwise to unscrew Mugging ========= - Grab an enemy and press Triangle to mug. Move the left stick to find the vibration spot and searching for vibration spots until the top meter is full. If the bottom meter fills the character will break away. Resisting arrest ================== - Rotate the left stick after being tackled by a cop and look for the spots that do not vibrate. Keep the left stick pointed at the non-vibration spots until the top meter fills. If the bottom meter fills you will be arrested. Weapons ========= - Many, many objects are strewn about the chapters as weapons. Press Triangle to pick them up. - Square is a light attack and X is a heavy attack - Hold L1 to aim projectiles and X to launch them - Press Square + X to throw melee weapons - With a projectile in hand, lock on and approach an enemy. Press X when close to an enemy to smash the projectile over his or her head. Warchief commands (hold R2 and choose with right stick) ========================================================= - Wreck 'Em All: This will send your Warriors to attack the nearest enemies - Let's Go: All Warriors will follow you - Watch My Back: They will defend you and remain near you at all times - Mayhem: Warriors will smash and steal anything in sight - Hold Up: This will keep the Warriors standing where they are - Scatter: This sends your Warriors off in different directions to look for a dark hiding spot ------------------------------------------------------------------------------- 2.5 Items ------------------------------------------------------------------------------- Item | Purpose of item ------------------------------------------------------------ Money | Used to buy flash, spray cans, and given to hobos Flash | Used to heal yourself and friendly characters. This is purchased from dealers on the street. Spray cans | Used to tag over other gangs' burners. This is purchased from dudes on the street. Cuff keys | Taken from cops, these are for uncuffing other Warriors Hats | Hats that are dropped on the ground can be picked up and worn. Pretty snazzy. Boombox | If you find a working boombox you can pick it up and pres R1 to change the stations. ------------------------------------------------------------------------------- 2.6 Warrior Stats ------------------------------------------------------------------------------- Estimates based on the bars that are used to show these stats. And for you uncool cats out there: Heavy = Real Good Solid = Average Lame = Lame Cleon ======= Strength = 45% Stamina = 60% Health = 90% Rage = 87% Heavy mugging and resisting arrest Solid tagging and lock picking Lame stealing and cuffing Swan ====== Strength = 40% Stamina = 67% Health = 70% Rage = 62% Heavy resisting arrest and mugging Solid stealing Lame uncuffing, tagging, and lock picking Rembrandt =========== Strength = 15% Stamina = 53% Health = 35% Rage = 50% Heavy tagging, uncuffing, and lock picking Solid stealing Lame resisting arrest and mugging Vermin ======== Strength = 30% Stamina = 50% Health = 55% Rage = 55% Heavy stealing Solid resisting arrest and mugging Lame uncuffing, tagging, and lock picking Snow ====== Strength = 30% Stamina = 47% Health = 60% Rage = 80% Heavy mugging, resisting arrest, and stealing Solid uncuffing and lock picking Lame tagging Ajax ====== Strength = 55% Stamina = 80% Health = 89% Rage = 100% Heavy mugging and resisting arrest Lame uncuffing, tagging, lock picking, and stealing Cochise ========= Strength = 40% Stamina = 50% Health = 50% Rage = 80% Heavy mugging Solid resisting arrest, lock picking, uncuffing, and stealing Lame tagging Cowboy ======== Strength = 15% Stamina = 53% Health = 38% Rage = 85% Heavy uncuffing and lock picking Solid tagging and stealing Lame resisting arrest and mugging Fox ===== Strength = 18% Stamina = 53% Health = 42% Rage = 100% Heavy uncuffing and lock picking Solid tagging and stealing Lame resisting arrest and mugging ------------------------------------------------------------------------------- 2.7 The Hangout ------------------------------------------------------------------------------- Game Stats ============ The TV in the corner shows your stats for every chapter of the game. Flashback Chapters ==================== The Flashback chapters are unlocked as you play through the story mode. These chapters show how the core Warrior members joined the gang. Replay Levels =============== View a map of NYC and replay the chapters you've completed. Rumble Mode ============= Here you can set up various quick brawls and games in single player or with another player. The Rumble Mode features are unlocked by completing bonus objectives and surpassing the high scores in the chapters. Armies of the Night arcade ============================ This game is unlocked when all story and flashback chapters have been completed on the Hardcore Soldier difficulty. Exercise Bonus Objectives =========================== The exercises on the ground floor can be played as bonus objectives to increase player stats. Every exercise must be completed up to level 10 to get the increase. Coney Turf ============ The Coney turf can be accessed by leaving the hangout. Outside you can complete various bonus objectives for bonus rewards. =============================================================================== ===== 3.0 WALKTHROUGH ========================================================= NOTES: I do not point out the bonus objectives in the walkthrough. All that stuff can be found in the Bonus Objectives or Secrets sections. Also, this walkthrough is based on the Hardcore Soldier difficulty to make sure I get the best strategies, but everything still applies to the easier difficulties. ------------------------------------------------------------------------------- 3.1 New Blood ------------------------------------------------------------------------------- 3 months before the meeting Section 1A ============ Here we have the obligatory tutorial session. Prompts will appear on the screen instructing you to execute certain commands. It begins with simple movement and moves on to more advanced fighting techniques. Watch the text box and do everything pointed out in the text to move on. They'll let you loose on the bums after you have gone through all of the basic lessons. The bums are fairly easy to beat so smash them with strong attacks (Square + X) or bash them over the head with bats. Of course beating on drunk hobos is no way to learn how to rumble, so now you'll be taking on a couple of the Warriors. Grab the bats and use strong bat swings to really cause damage, and avoid standing in the middle. You'll get a better view of them all from against the fence. Use strong attacks and bats combined with rage attacks to show them you can hang. Section 1B ============ Now that you've scored the awesome red vest (tight as a drum too!) you'll have to take Rembrandt out to the Coney turf to learn the ways of the Warrior. Head out and break the window of the Gift Shop to begin your training in theft. I like to hold L2 to sprint and press Square to launch at the window, but any attack will get you in. Once you're inside you may as well break all of the display cases and steal every item. Next up is a classic theft item: the car radio. Approach the car and attack the window to break it, then press Triangle. Rotate the left stick counter- clockwise to unscrew the four screws and get the cash. And finally, ya can't be in a New York gang without learning how to mug someone. Approach the guy at the phone booth and grab him, then press Triangle. People will obviously resist you, so rotate the left stick and find the spots that vibrate to apply pressure to the guy. Keep rotating as the vibration moves until the top meter fills and you take his money. Get back to Vermin. Section 1C ============ Run toward the fence and press Triangle to do a quick climb instead of the usual slow climb. Hop both fences and then press Triangle again at the dumpster and ledge to climb up. Now it's time to bust some daredevil maneuvers. Run towards the window and jump to crash through it. Hold L2 to sprint towards the next one and perform a high jump. Follow Vermin through the remainder of the alley and bust down the wooden fence to reach the dealer. Now then, flash is your cheaper alternative to conventional medicine. One hit of flash is $20, but man is it worth it! Buy a hit off the dealer and press D-pad right to use it. On that light-headed note you finish the first chapter. ------------------------------------------------------------------------------- 3.2 Real Live Bunch ------------------------------------------------------------------------------- 90 days before the meeting Section 2A ============ Those damn Destroyers... watch the cutscene and then issue the warchief command by holding R2 and selecting Let's Go. Rembrandt and Vermin will now follow you. Follow the alley to the first red marker on the radar. Section 2B ============ Hey, my man Ajax. You'll get to know this guy and his guns really well, but for now he'll just follow you along with the other two guys. Continue down the alley and pick up any melee weapons you find, such as a wooden board. Get to the next red marker and watch the cutscene. Pigs will be pigs, ey? Head around the building and climb the fence, then turn right on the street to find Cowboy and Snow. Press Triangle next to each of them to initiate the uncuffing sequence where you alternate L1 and R1 to break the cuffs. Free them both to activate the next red marker. Section 2C ============ Head into the next alley and follow it to the right. The path only goes one way so follow it and mess with the hobos if you need a chuckle before getting to the next red marker. It seems this Fox guy can't handle a couple of cops, so it's up to Cleon to handle it. Tell the guys to Hold Up then run up the stairs to the yellow marker. Tossing projectiles is easy stuff. Just hold L1 to aim and then press X when the aiming line turns red. Toss the bottle to distract the cops and give Fox a way out. That's one more off the list... now we're up to Swan and Cochise. Set your guys to Mayhem and watch them trash everything in sight. While they do that you head over to the store and pick the lock. In order to successfully get it open you have to press X when each of the three locks is in the red zone. Once the store is open you have free reign to trash and steal everything. Make sure to grab the flash bottles in the cabinet as well. Once you're done just pick the next lock and move on. Section 2D ============ Run through the alley to the next marker to find Swan and Cochise. After all that running it's about time we get a straight rumble with a rival gang. Hold L2 to run at them and press Square to fly at them, then let the rumbling begin! If you get overwhelmed use the warchief commands to get them to Watch your Back. These guys aren't that tough and the fight will be over quicker than a Destroyer runnin' home to mommy. But as you'll find out, it ain't over yet... ------------------------------------------------------------------------------- 3.3 Payback ------------------------------------------------------------------------------- Later that night Section 3A ============ Now it's Rembrandt's time to shine. Run forward and climb up onto the roof to reach the piece on the wall. Press Triangle and then use the left stick to trace the yellow W that appears on the left. It's not tough and you'll even have extra cans if you mess up. Once you finish proceed to the red marker. Section 3B ============ Command your soldiers to Wreck 'Em All and run across the street to the guy standing in front of a shop. Talk to him to buy three more cans of spray paint for the burners ahead. The Warriors should've finished off the two guys by now, so return to the burner on the fence. Tag the big W on this one to cross another one off the list. Run to the end of the street to find a burner on a wall in the parking lot and another one on a fence at the end. Tag over any one of those two burners to move on to the next objective, or if you want some extra cash you can break into the Drug Store at the end of the street, steal some radios, or mug people. Head for the red marker when ready. Section 3C ============ This time it's three Destroyer burners, but first I suggest you and your boys take care of the Destroyers hanging around in the alleys. Command them to Wreck 'Em All and bust some heads yourself to get rid of the nuisances. Now you need to tag over three burners, and all of them are conveniently shown on the radar. Two are in the main alley where you enter and one more can be found when you get to the end of the alley, turn left, and look up. Get to the red marker when ready. Section 3D ============ Beat up the few Destroyers hanging around and proceed straight to the Wine and Liquor store. Run around to the back and climb up the stairs to find the first one. Right below that there's a little party going on and you get to crash. Jump down from the roof and beat down all of the Destroyers, then tag the burner on the wall of the shack. The third closest one is in the dark alley on the right side of that little courtyard. Run through that alley and look for some stairs on the left. Climb up and run into the dark behind the small wooden shack to find a third burner. Remember that if you run out of paint you can buy some from the dude next to the Wine and Liquor store. Gather up the war party (buy flash to heal them if you need to) and head for the red marker. Section 3E ============ Now we enter stealth mode. Walk into the dark area and the Warriors will crouch down slightly. This signifies that they are hiding, and if they aren't being chased they will remain practically invisible to all enemies. Lock on to the guy and press Square or X to stealth kill him. Continue down the alley to find one of the patrol guys blowing chunks. Lock on and perform a stealth kill just like last time. At the next yellow marker you'll have to distract a scout. Grab a bottle and hold L1 to aim at the yellow marker. The noise from the bottle will distract the scout and give you space to run through to the next dark spot where you can kill him when he returns. Only one scout to go. Grab a bottle and toss it far to the left side, then run into the shadows straight ahead. Wait for the guy to return and take him out. Now just run straight up the stairs and get to the yellow marker. Grab spray paint from the box on the ground and then start your piece. This one's going to be more elaborate than the past ones, but still just a matter of tracing the shape that is displayed. Get through all three layers to finish the burner then proceed to the red marker to finish the chapter. ------------------------------------------------------------------------------- 3.4 Blackout ------------------------------------------------------------------------------- 72 days before the meeting Section 4A ============ Run down the tunnel and make a right into the subway exit. Get to the yellow marker and continue on to get to the street. It's a good ol' fashioned blackout and that means you're free to trash everything and make some money on the side. Set your Warriors to Mayhem and head into the jewelry store to begin the crime spree. Destroy everything and collect as many valuables as possible. Run to the end of the street and destroy the car to get some destruction, then steal everything in the Music store. The next goal is to get through the alley at the end of the block, but first stay on the first street to cause more destruction and mug some people. Once you're good and full you can move along. Get through the alley and make a right turn to continue through to the next street. Section 4B ============ Here you have plenty of nice, fresh radios to jack, so get to work! Remember to also go through the stores and steal everything and destroy every car for major damage. You should finish the destruction and money objectives on this street. Get through everything here until you're at the end of the block and at the next alley. Run in and take a right at the intersection to find a garage and a nice shiny radio. Run back in the other direction and get to the red marker to continue. Section 4C ============ Get to the end of the alley and prepare for some heavy beat-downs. The cops here can be annoying so if you want to avoid having to save Snow and the other Warrior it's best to use the warchief command called Scatter. They will go and hide while you do your thing, however they might not be able to help you. It's your choice. Run out and break open the cop car window and steal that radio to complete the objective. Section 4D ============ With that done it's time to turn tail and head back to Coney before the cops get serious. Run back to the alley and head for the yellow marker, then run down the stairs to the red marker. Section 4E ============ The Baseball Furies are no joke, so avoid them and run straight to the next red marker to end the chapter. ------------------------------------------------------------------------------- 3.5 Real Heavy Rep ------------------------------------------------------------------------------- 63 days before the meeting Section 5A ============ Those punk ass orphans have been talkin' big, so what they need is a Warrior ass kicking. Head down the stairs onto the street below. The first group will actually run away when they spot you so run after them and set your Warriors to Wreck 'Em All. After they've all been eliminated you can steal a few radios and raid a store to get some loot. Head to the yellow marker to continue into the alley. Head up the stairs and to the red marker to find the next group of Orphan chumps. They're no tougher than the last bunch so handle them and move on to the red marker at the clinic. Section 5B ============ Chase down the afro puff and he'll lead you to the next big street. Beat up the guys in that little courtyard where he stops and then waste any remaining Orphans on the street before chasing after Jesse again. Once you catch him press Triangle to interrogate, which is much like mugging. He'll sing soon enough and give you the next red marker on the radar. Head over there. Section 5C ============ Kick some more Orphan ass and then proceed through the alley into a large courtyard where the Orphans are having a little party. Get to the red marker to join in on the fun. Yes, more Orphan demolition. Beat them all up and make sure your Warriors are on Wreck 'Em All to avoid taking the brunt of the action. You can also break down some fences to find other weapons, a spray can, and a bottle of flash. Section 5D ============ All that's left is Sully, the Orphans' leader. Return to the alley and run to the top of the hill to find a car lot near a Champion sign. Get to the red marker to enter. Here you'll be ambushed by more Orphans, but the objective is to trash Sully's car. Beat up the main group of guys then set your Warriors to Mayhem to trash the car and complete the chapter. ------------------------------------------------------------------------------- 3.6 Writer's Block ------------------------------------------------------------------------------- 53 days before the meeting Section 6A ============ Exit the subway and head to the red marker to meet up with the other writers. Section 6B ============ So you need to put up a huge burner and the spray cans appear one at a time. You better get to running! It's best to remain out near the van until you see a can appear on the radar. If you're close enough to get the can first then by all means rush for it, but if you see others go for it before you then don't bother. You'll also want to set the Warriors to Watch My Back to keep the other gangs away while you tag on the wall. Needless to say you also want to avoid wasting paint by going off the lines. Section 6C ============ B-B-B-B-break them in half? Eh, you know artists... It's time for a clown beat-down, but first you need to activate the freight elevator at the yellow marker. Press Triangle to do that and then guard against attacks until the elevator arrives. Get inside to move up to the roof. Now you get to waste that fat load. Approach the edge of the roof and grab one of the projectiles on the ground. Aim out towards Chatterbox, but instead of hitting him you need to aim for the hook that attaches the rope to the platform over Chatterbox's head. Hit that rope a few times to knock it down and take out the Hi-Hats' leader. Section 6D ============ The clowns are out for blood! Hold L2 to sprint and start following the given path. Keep your finger near Triangle because you'll come across some fences and gaps to jump over as you run away from the gang. Section 6E ============ Trash 'n bash, baby! Grab the paint cans on the floor and toss them at the various works of "art" around the studio to fill the meter. You can also tag them up or simply smash them to complete the objective before the timer runs out. Once that's over you'll be done with the chapter. ------------------------------------------------------------------------------- 3.7 Adios Amigo ------------------------------------------------------------------------------- 48 days before the meeting Section 7A ============ Run to the other end of the street to meet the gang from this part of town: the Hurricanes. Kick their asses to complete this first part and then head into the alley on the right. Follow the path around the empty area and through the alley to get to the next street. Make your way down the street and trash any Hurricanes that get in the way. They only come in small groups which should be easy to handle by now. Keep bashing them and, if you need it, there's a flash dealer at the end of the street in an alley on the left side. Proceed to the next alley to find the red marker in front of a door. Section 7B ============ Another pack of Hurricanes, but these are packin' weapons and the area's smaller than the street outside. Set the Warriors to Watch My Back and proceed to introduce their faces to your fists. Stay close to a wall to grab and smash their head into it for extra damage. Section 7C ============ Little bastard thinks he can run, ey? Hold L2 and sprint after him so he doesn't get away. Keep following until he gets to a courtyard and some backup. There's a flash bottle behind the container if you need it, but they're the usual bunch of chumps. Grab any weapon you can to beat these guys up to move along. Keep following Sanchez (there's another flash bottle on the roof before you reach him in the next courtyard) until he enters a building on the third street. Get in there and keep following through the next few buildings until you get to yet another bunch of Hurricane dudes. Beat 'em up and climb to the top to keep following Sanchez. Chase him through the alley until you get to the next building. Section 7D ============ AHHH, THEY LIKE TO YELL!!! The big shirtless dude is up first. It's actually easier than expected to beat this guy. Simply set your guys to Wreck 'Em All and the Warriors will toss bottles at him until the first phase ends. Make sure to run away the entire time. When Vargas appears you'll be avoiding objects from above while still running away from Diego. Just keep running and get a couple of hits when he gets stunned and you should get through no problem. You can also press X to headbutt while you're running. The third phase of the battle will be both Diego and Vargas on the ground while Hurricanes toss stuff from above. Keep running around and use your X headbutt to attack both of them while avoiding them. Once you kill both big dudes the chapter will end. ------------------------------------------------------------------------------- 3.8 Encore ------------------------------------------------------------------------------- 38 days before the meeting Section 8A ============ He's b-b-b-back! Chatterbox and his colorful little buddies want you to suffer for their art, but these artsy fartsy jackasses don't know who their messin' with. Start by backing into a safe corner and set the Warriors to Watch My Back. Fend off the main group in the middle and then move on to one of the small groups tossing bottles from the side. You'll need to break through the boxes to get to them, but once you have them cornered just use strong attacks to beat them down. Take care of the other small group and gather any flash bottles before moving on to the next section. Section 8B ============ Hop over the rails to enter a small village area. Run through the huts to avoid the Hi-Hats in here, then take them out one by one. Make sure to keep the Warriors on Watch My Back while you handle them. Move on to the front of the line and push the red button to open the door for the roller coaster. Enter the door to get to the yellow marker. Section 8C ============ Dude, you better start runnin'! Nothing says adventure like running from a mining cart in a dark cave. Just tap X quickly to outrun the cart and get to the next section. Section 8D ============ More Hi-Hats and their sweet hats. Run into a corner and use strong attacks to fight off more than one at a time. Your Warriors should naturally be on Watch My Back mode, though if you keep up the strong attacks and smash their heads into the wall you should be okay. Stay away from those gusts of gas to avoid being momentarily blinded, and do not stay on the track because one hit from those mining carts and you're dead. Head into the red marker to continue. Section 8E ============ Chatterbox is the target but he won't come down until you've whacked him with projectiles for a while. First take care of his Hi-Hats to clear the floor, and lure them onto the track to hit them with the mining carts. Once they're gone you're free to start hitting Chatterbox with whatever weapons you can find. Set your Warriors to Wreck 'Em All to get their assistance. Once he jumps down Chatterbox is at the mercy of both you and the mining carts, but he's pretty good at dodging the carts. Run around and use the headbutt with X to continue hitting him and running away, all the while staying near the track. Continue attacking and you'll either wear him down to nothing or get him knocked out by the carts. Either way it's not a tough fight. ------------------------------------------------------------------------------- 3.9 Payin' The Cost ------------------------------------------------------------------------------- 21 days before the meeting Section 9A ============ Grab the sledge hammer by the door and head out to the street. You'll now have to go around to the other three stores and demand protection money from the owners to handle the invading Destroyers. Go to the three yellow markers to take care of this then return to Swan at the red marker. Section 9B ============ Run to the end of the street to find Voodoo Motors under attack. There will only be a couple of guys to deal with here, and once they're gone the next yellow marker will appear on the radar. The Little Buddha is next on the Destroyers' hit list. Head over and make sure to kill every Destroyer there before moving on to the Meat Market. Head over there and do the same thing as before, all while avoiding damage to the store. Section 9C ============ The next stop will be the Little Buddha again, this time with twice as many Destroyers. Trash them all to get a yellow marker at the Plumbing Store, but do not leave the Little Buddha until you see the meter disappear from the list on the right. Get to the Plumbing Store and much like before wreck them all before running to back to the Meat Market. I know both the Voodoo Motors and Market are under attack but it's best to take care of the Market first. After handling the Meat Market head over to the large group at the Voodoo Motors and use any weapons you can to take them out. Get to the red marker on the street to regroup with the other Warriors. Section 9D ============ That sumbitch Virgil managed to pull together nifty little trap. Grab the sledge hammer on the ground and set Swan to Wreck 'Em All to keep him attacking guys up on the roof. Now get to the lock and start whacking! Use the X attack to come down on the lock and try to keep the hits comin' by timing your strikes. When the lock meter gets about halfway down the angle will change and they'll start tossing down more molotovs than before. If you need health for yourself or Swan there is a flash bottle on a car to the right and one in the small area on the far right. Keep hitting the lock while Swan is on Wreck 'Em All to break it and end the chapter. ------------------------------------------------------------------------------- 3.10 Destroyed ------------------------------------------------------------------------------- Later that night Section 10A ============= Run down the alley and make a right into an empty lot with a Destroyer tagging on the wall. Beat him down and tag over the burner to get some bonus points if you want them, then run out to the main street. Head left to find the first store wide open. Head inside and steal all that you can before the Destroyers show up, then head outside to give yourself some space for a good beating. Take down any nearby nuisances and then move on to the next store. Trash this store and beat down the next set of Destroyers to finish up here and move on to the red marker. Section 10B ============= Run forward and start beating up the pimp and his two hos. The hos are no big deal but Filmore can take a beating before going down. Wreck all three of them and then trash the car to find a flash bottle in the trunk. Run along to the next yellow marker at the end of the alleys and run over the dudes hanging around a table. Once they're all dead you'll need to trash their merchandise in the open door nearby. Next up is a gambling hall. Grab a weapon and climb onto the storage container across from the gambling hall to find a flash bottle. Now you're ready to match in and bash some skulls! Stay near a wall and grab them to smash them against walls for maximum damage, and if your Warriors get taken down try to heal them. The objective can be difficult without backup. Once you finish up head to the red marker. Section 10C ============= Now that the Destroyers' business is dead it's time to go after the top dudes. Start by running to the yellow marker on the left and surprise attack the guys next to the wrecked car. Next heads to the stairs nearby that lead onto the roof of the buildings. Get up there and run across the next roof where a lieutenant and his guys are beating up a Warrior. Get over there and kill that guy to continue. The next lieutenant is on the ground below, where the Destroyers were selling stolen merchandise earlier. Get down there and kill him to have only one target let on the radar. Head to the empty lot and kill him to complete the set and finish the objective. Run to the red marker to move on to the hideout. Section 10D ============= Run through the alley and start smashing your way through the masses. Stay on the bottom and take care of any guys down there then start smashing your way along the walkways. use wall smashes often and makes sure to smash the barrier boxes to keep your Warriors moving along. Keep beating them down until you get to the locked gate at the end. Pick the lock and break down the door at the end. Virgil's punk ass left the hangout but that doesn't mean you can't trash the place before moving on. Find a nice safe corner and Wreck all of the Destroyers to continue. Section 10E ============= Here you have to tail the junkie to find out where Virgil's hiding. Jump over the gate at the end of the walkway and follow him until you see a dark area. Every time you see a dark area it means he's going to stop and look back, so remember to stop and hide each time. Don't stay in view when he's running and keep stopping at the dark areas to get to the red marker at the end. Section 10F ============= Now it's just you two guys against Virgil. You think it'd be easy... but it ain't. The first part involves Virgil standing off on a platform and throwing bottles at you (both normal and the molotov variety). Set Vermin to Wreck 'Em All and start grabbing bottles to toss at Virgil. It's best to aim quickly and toss because remaining in one spot for too long almost guarantees you'll get hit. Keep running left and right and making quick throws to whittle away his health until Virgil moves on to the next part. Here Virgil will hide in one of the dark spots off to the sides and remain there until he gets coaxed out, though that might not be what you want. See, Virgil takes the cheese way out. Anytime he gets near you, and not even in front of you just next to you, he'll lock you in place and give you a swift kick to the nuggets or an uppercut. This gets EXTREMELY annoying and what you'll realize is that it is best to stay away. To attack Virgil pick up bottles from the ground and lock on to him. Carefully step around and make sure you're in front of him then press Square or X to launch the bottles. This will bash the bottle over his head. Keep it up to move on to the final phase of the battle. This will be somewhat like the last part minus the kicks to the balls and he has nowhere to hide. Lock on to Virgil and start picking up bottles from the ground. Here you can get close and press Square or X to perform a strong slow motion bottle smash over Virgil's head. You can then use the broken bottle to stab him while he's on the ground. Keep walking around and smashing him with bottles while carefully avoiding the falling fire, but if you can get Virgil to cross through some fire it'll help you out. If you run out of bottles try running and pressing X to headbutt him. That'll do it! With the Destroyers and their leader all dead the Warriors will control all of Coney. ------------------------------------------------------------------------------- 3.11 Boys In Blue ------------------------------------------------------------------------------- 12 days before the meeting Section 11A ============= The cops have the station locked down, but perhaps they'll open up if some dude gets sliced down on the train track. Approach the Turnbulls and start tossing them onto the track below to get them in the way of the train. You may have to go down there and fight them in order to actually keep them on the track, but make sure to run out of the way when you see the train coming. Section 11B ============= Quickly run up the stairs and past the cops to get to the street. Run away from any cops that have seen you and head to the alley on the left that runs behind some brick buildings. Hide in the first garage of the brick building to avoid any nearby cops, then run to the red marker. If you lost any of the Warriors or one of them got injured you'll need to mug a few people and steal some radios to get cash and then buy some flash from the guy near the red marker. Once you're ready walk to the door. Section 11C ============= If you don't have $75 you'll need to mug some people and steal radios to get enough cash. The alley on the opposite side of the street has a lot of people packin' cash, so head over there. Once you have the money give it to the guy at the door to get the information you need. The boltcutters are at the back lot of a store in the other alley, so head across the street and avoid the cops. Grab the boltcutters from the box then sprint back to the first alley. Run down the stairs or take the shortcut through the fence in the alley to get back to the subway station. Get to the red marker to continue. Section 11D ============= Run straight and make a right to get through this drainage ditch. One of the bums will offer his and his friends' services in exchange for a few bucks, so if you have some extra I say go for it. Give each of them some money to get the little crew on it's way. Get to the yellow marker to find some ACs in a lumber yard. Get all the bums onto the lumber and then set them to Wreck 'Em All to start the fight. There's only a few guys so it shouldn't be too difficult. It's okay if some of the bums die as they're not all that important. Break down the next door and get to the next ditch. Ignore the hobos and grab the flash bottle under the sheet metal shack, then climb onto the dumpster to get to the other side of the ditch. Continue towards the marker to find the next bunch of Turnbulls. Enter the building ahead and go up the stairs. Before you break through the windows you should turn right into a long hallway with flash bottle at the end. Bust open a window to get to the red marker. Section 11E ============= Bust 'em wide open! Grab a nice piece of wall and stay close to it so you can bash their heads into it. If you get overwhelmed switch your guys from Wreck 'Em All to Cover My Back. In the end it's the same ol' kind of brawl you've seen before, so wreck 'em all and move along. Once you return outside head towards the red marker and bust down the fence to get through. Run through the alley and up a flight of stairs to reach the red marker in a construction area. Section 11F ============= So what you have here is one wheelchair-bound guy with a gun, you on one platform, and the remaining Warriors on another platform. Set them to Wreck 'Em All immediately and grab a bottle until Birdie turns around to open himself up to your attacks. Toss bottles at him and continue doing so until he goes back to his hiding spot, though he'll probably come back out into the open after the other Warriors hit him enough times. Keep hitting him with bricks and using the wood panels and boxes below as cover to avoid his bullets. Once he gets pushed to the edge of the ground toss one more projectile to finish him off and complete the chapter. ------------------------------------------------------------------------------- 3.12 Set Up ------------------------------------------------------------------------------- 9 days before the meeting Section 12A ============= Okay, so now they crank up the difficulty. In this chapter you'll be juggling several objectives at once as you make your way from one end of the turf to the other. Start by running out into the street in front of you and into the alley at the end. This alley is the edge of the map, just so you keep that in mind. In one corner of this alley you'll have a JSB (Jones Street Boys) scout standing by a car with a sweet radio. You need to collect five radios in the chapter, so slowly approach the scout but do not get close enough for him to spot you. On one side of the alley you should see some stairs leading up to a roof. Climb up there and wait for the scout to be near the car, then jump down into the dark spot below. Wait in the dark spot until the JSB scout walks by. Lock on and walk up behind him to attack in stealth mode, which allows you to sneak up on someone and press Square or X to kill them quietly. Once he's dead you're free to steal the radio and kill or flee from the guy that comes out of the house. There is also an open garage on the side of the alley with the yards that has a flash bottle inside, if you need it. Okay, one alley down. Next up are all of the things to do on the first street. Get onto the street to find two stores that can be broken into and one car with a radio that's ripe for the pluckin'. Let me tell you that with these stores you do not want to waste any time. The cops will come out in full force the second you break down a window, and if any citizens see you they'll run to a phone to call the cops (though you can silence them). Set Cochise to Mayhem and rush in quickly to take as much as you can. If the cops get inside and you missed a few items it's cool to take off and hide. Wait for the heat to die down then return to the street and loot the other store to take care of both of the stores on the street. Steal the one radio to complete everything on this street and then move ahead into the next alley. On the far right side you'll find a couple of scouts, which can actually be killed pretty easily. Just wait for them to walk away and find a dark spot next to their route. When they return lock on and use the stealth attack to discreetly take them out. Now, on the left side of this alley you'll see a small lot. Steal the car radio from car in the lot and proceed to the stairs on the left to find a street. On this street there's a scout and a JSB stealing a car. Grab a bottle or brick and toss it to the right side of the street to distract the scout. Run to the stairs where he was standing and hide in the dark spot next to that. Wait for the scout to return and then stealth kill him to clear the area. Run out into the street and beat up the guy trying to steal the car, then take that radio. Head up the nearest stairs and make a right to see some stairs that lead to a roof. Climb up there and make another right to get a good view of the second alley. There's a guy fixing his car on the left and a scout below. To avoid trouble I'd suggest you first wait for the scout to turn around and jump down to beat him up, but don't let up or he'll get a chance to call for help. Once he's dead return to the roof and hop over a small gap to the next roof with a burner on it. Break through the windows and follow the hall to find a spray can. Go back to the spot where the guy was fixing his car and beat him up, then take the radio to complete that objective. Head up the stairs and proceed to the end of the path ahead to get to the third street. Section 12B ============= This street has three stores that you can break into. The two jewelry stores are the usual front door affair, but the other store has a rear entrance. Start with the Jewelry gigs to get the more difficult stores out of the way then go to the back alley. Pick the lock at the back of the store to get in and easily swipe all of the stuff before the cops can get to you. So you've now gathered all of the stuff you need to set up the cops. Head to the yellow marker to return to the first street and plant the evidence. Section 12C ============= All that's left now is the Jones Street Boys' hangout. Get through the alley again and go to the spot where the spray can dealer is located. Run up the stairs to reach the red marker. Sprint and jump across the gap to land on the empty terrace. The time is short, so quickly run in and plant evidence at each of the yellow markers inside the room before the guy on the floor spots you. Once the loot is planted jump out of the terrace and run for the red marker on the radar to end the chapter. ------------------------------------------------------------------------------- 3.13 All-City ------------------------------------------------------------------------------- 2 days before the meeting Section 13A ============= Walk towards the boarded up and exit and get your fill of spray cans from the boxes on the ground, then smash through to the tunnel ahead. Run to the red marker at the end to find the first train that'll be adorned with a Warriors burner. Hop down and tag the three necessary layers to complete the first one. Turn around and jump back up to the ramp, then hop on the higher ledge next to the track. Follow this ledge to get to an enclosed area with a spray can and flash bottle between some shelves. Run back and start following the path that is laid out between the trains. When you get to the fence you'll be attacked by some Moonrunners, and with only two people on your side it won't be such an easy fight. Get next to a train and smash their heads to take as much damage as possible, and the good ol' rage mode will never let you down. Also set Snow to Watch My Back to help fight off the guys if they start to crowd you. Once the four dudes get wrecked collect their stuff and proceed through the path. Run past the crane to get to an open train and run through it to the other side. So now you'll have both the Moonrunners AND the traffic cops on your ass. Step out of the train and wait for the cops near the tunnel on your left to run off radar, then get to the large radio building ahead. Pick the lock to bust in and enter a small room with three cuff keys on the right and a yellow marker ahead. Grab the keys and get to the next room where a sleeping cop waits silently for a royal beatdown. Pick up a weapon and wreck the guy before he even gets a chance to react. With him out of the way you're free to destroy the radio. Section 13B ============= Head out of the building and turn right to find the stairs. Now you may be tempted to fight the guys that appear from everywhere, but don't! They'll just keep on comin' so the best thing to do is enter the next door and run past the walkway in the radio building. Run down the next set of stairs and follow the left wall to find a rickety wooden fence and a dark area behind it. Hide there and wait for any nearby Moonrunners and cops to disperse. One good way to get rid of enemies is to let a few of them catch on to you, then run out and find some cops/Moonrunners. The two groups will stay and fight each other until one or the other is dead, leaving you with less enemies and all of the spray cans and flash bottles you'll ever need. Also, if you get overwhelmed don't hesitate to run away and hide, preferably from high ground. If other Warriors get arrested just leave them be until the area clears and you can return to uncuff them. Okay, so you have four trains to tag in this area. Starting from the radio building, the first one is inside a shack next to the building. Make a right from the stairs to easily find it. Now if you see that there are scouts near the train you may have to distract them. Find a bottle or brick (there are a bunch on the walkway above the trains) and toss it far from the shack to get their attention elsewhere. Once the area is clear run into the shack and tag the train. There are some spray cans inside if you need them. Now get to the left side of the trains (next to the wall/edge of the map) and climb onto the walkway that goes over the trains. Follow it until you see the next yellow marker on your right. Grab bricks from the walkway and use them to distract any nearby scouts out of the area, then hop down and start spraying until you finish the second piece. Spray the burner on the side that isn't facing the scouts just to be safe. Two more to go! Get to edge of the map nearest to that second train and follow it to get to the next yellow markers. There will undoubtedly be some Moonrunners on patrol, so keep a bottle or brick handy to clear them out. Once they leave run to the platform area and tag up the train next to that platform and brick building. The fourth burner is on a train near the middle of the yard. Run to the end of that train platform and run up the stairs on the left. Get onto the first train on the left and follow that path to get to the roof of a large building. You'll see the yellow marker right next to that, but first use some bottles to get rid of scouts. Jump down and tag it up to complete the set. Jump onto the boxes then run along the trains to get back to that roof and meet up with Fox. Section 13C ============= Well, it's all hit the fan now. The cops are out in full force and they'll be on you from the moment you start, so run down towards the large building and find a dark area to hide in. Wait for all cops to clear out or at least give you a chance to run then get into the building to snuff out the one burner on the train inside. The second burner is in the caged area that was opened by Fox. Exit the building you're in and go through the open gate that leads to the caged corner of the yard. Much like before you'd best distract the cops and Moonrunners away from the burner before you start it up. Once you get that second tag you'll be done with the trains. Now it's time to head back to the tunnel where you started, but you can't go back until you make sure that both Vermin and Snow are alive and not arrested. If you run around I'm sure you'll find flash bottles from fights between the cops and Moonrunners, and simply wait for the scouts to clear out before you go in to uncuff. Take yourself and the fellas back to the roof where you met Fox, then jump down onto the white train next to that roof. Follow this line of trains and jump over all the gaps to get to the roof at the end. Jump onto that roof to take a shortcut back to the tunnel and end the chapter. ------------------------------------------------------------------------------- 3.14 Desperate Dudes ------------------------------------------------------------------------------- Section 14A ============= Remain in the dark area until the ACs' bus passes by, then head out into the alley. Mug the bums huddled around the fire to get their cash before heading further into the alley. There will be another hobo to mug just before you get to a high fence and some stairs. Run up the stairs and run along the walkway until the opening at the end. Hop down and run to the red marker to end this section. Section 14B ============= Sprint ahead and fly into the group to break them up, then set your Warriors to Watch My Back. Like any other fight where you're surrounded it's easiest to smash their heads into the wall and use the rage attacks for quick kills. Focus on the big guy with the machete first then finish off the rest of them. Before leaving this area, smash all the crates to find a flash bottle and a spray can. Section 14C ============= Lock on to that guy next to you and stealth kill him to get out of there safely. Follow the wall on the right and get behind that large building that has the foundation exposed to find a flash bottle in a dark area. Head towards the orange spot on the radar but remain behind the bungalow. When you see the nearest orange dot walking away quickly jump onto the roof of the bungalow and jump down into the dark area next to the crane. Wait there for the guy to return and stealth kill him. It might be easier command your guys to Hold Up while you move ahead to clear out the remaining scouts. Now there are two scouts on the right and one further to the left. Hide next to the dumpsters and use a bottle to lure the nearest scout to you, then sneak up on him and kill him quietly. Do the same for the other scout on the right. Run to the left side of the bungalow down a small hill. Hide in the dark area in the ditch and lure the scout to you and do what you do so well. You can now call the Warriors back to you and lead them to the next large crane ahead. Tell them to Hold Up in the small dark area next to the crane then return to the wrecked building near the last scout you killed. Now there's one lone scout on the left and three standing in the middle of the path talking. The lone one on the left will stand in a doorway and turn his back, making it easy to take him down. Now there's the three dudes in the middle. Pick a dark area near them and use a bottle or brick to lure them far off in the opposite direction. Once they clear the path you're free to run through the hop over the fence. Jump into the final spot near the red marker and hide to the left. Lure the last guy and stealth kill him to clear the path and move on to the lock on the gate. Enter the next area and walk through to the end of the train cars to find a flash dealer. Pay for some flash then kill him and get your money back. Take his knife if you like. If you feel you really need extra cash you can also mug the workers hanging around near the trains. Proceed to the building and hide in the shadows. There will be three ACs up ahead and I recommend luring them and killing one before moving on to brawl with the other two. Once they're all dead get to the yellow marker and push the button. Run to the red marker to get out of this area. Section 14D ============= Hop down from the hole in the fence buy some flash from the guy in the corner if you need it. Hide in the nearby shadows and use a bottle to lure and kill the first AC. Run out to the next shadows and lure the next guy for another quick stealth kill. Hop the fence and turn right to find a cargo box. Jump over it and get into the gap to wait for the scout pacing around in the path, then do him in. Jump back onto the cargo crate and turn toward the crates across the gap. Jump over and follow that path to get to another shadowy corridor where another scout will meet his untimely demise. Now head to the single orange dot on the radar. There will be a group of guys talking in the fenced area but they won't do anything if you run by quietly. Get to the shadows on the right and use a bottle or brick to lure that single dude and do the usual. Now you're free to run along the main drag and get to the stairs at the end. Climb up there to find the yellow marker and the ACs' hangout. If you really need the flash bottle that's in there or simply feel like fighting, break in and have at it. Otherwise get to the yellow marker. Head out across the roof and down the stairs to find Vermin surrounded by ACs. Start with the machete guy then wreck the rest of them to finish off the section. Don't bother to revive any Warriors that get wasted as they'll be back to normal in the next section. Section 14E ============= Wait for the bus to pass by then run out through the alley. When you get to the turn in the path hide in the nearest shadows and wait for the next bus to drive along. Follow the path and hop the fence then stealth kill the next scout. Run along past the large crane and hide in the shadows in the corner. Lure yet another scout and stealth kill him, then continue through the scrap yard. Lure the next guy and do the usual, then continue on past the trashed bus. Climb onto the red scrap car then onto the roof of the nearest building to get a good view of the remainder of the scrap yard, then hop down into the shadows on the other side. Wait there and stealth kill the last scout to move freely again. Get to the yellow marker to get out of here. Run to the end of the street and easily waste the Turnbulls to rescue the rest of the crew. Now head up the stairs and through the construction area to follow the red marker on the radar. The marker will be in an empty yard at the end. Section 14F ============= Hold Down and L2 to sprint down the alley, then keep your eyes on the bottom of the screen. When you see a fence make sure to press Triangle from a distance so you hop over quickly and stay ahead of the bus. The boxes will all go down with one shoulder hit with X, but make sure to hit them while running. Keep on down the alley until reach the guys below the ledge at the end. Section 14G ============= Just tap X quickly to get to the train platform and end the chapter. ------------------------------------------------------------------------------- 3.15 No Permits, No Parley ------------------------------------------------------------------------------- Section 15A ============= Run up the street and search to the right of the stairs to pick up a flash bottle, then move on the red marker in the alley above. Once you enter the lot you'll have to wreck through a group of Orphans, including Sully the gang chief, but it's no big deal. You've faced big fights before and the usual head smashes and power attacks will get the job done. Move into the red marker to continue. Section 15B ============= And now it gets subjective. This part of the chapter involves running around and freeing six of your wasted or arrested Warriors and guiding them to the park at the end of the street. The cops will be on permanent alert status which means one glance from them and you're busted. You'll have to run away and hide somewhere until they give up the chase. Also try your best to stay away from the mobs of cops because a group of three or more can trap you and get you arrested. Set Snow to Hold Up so he doesn't get into any trouble, then go to the following locations: - Cochise is located straight ahead in the street. You'll have to distract the cops and move them into an alley before you can successfully uncuff him. - From the starting point, head left along the roofs and past a spray dealer. When you get to the low roof at the end jump down into the alley and Fox will appear as wasted. - From Fox's position, follow the alley to the left and look for a dark corner next to the large concrete wall on the left. Rembrandt will be hiding in the shadows. - From Rembrandt's position, stay along the left side through some restrooms. If you stay to the left you'll see some stairs that lead up to a small courtyard where some other gang dudes are beating on Ajax. Take them out to save him. - Cowboy can be found on the right side of the starting point. Head into the alleys on the right and follow the general path to get to a high fence and a wasted Cowboy on the other side. You'll have to run around the building and probably ditch a few cops before you can get to him. - Vermin can be found arrested as you head into the alley to save cowboy. If you need flash there's a dealer on the right side of the starting point. It's the same dealer that could be seen during the fight with the Orphans. Once you get the first Warrior to the park you'll be in Section 15C. Section 15C ============= Continue getting Warriors to the park until they're all safely delivered, then get yourself there. Section 15D ============= Nothing to do here but watch the cutscenes. Watch 'em all to end the chapter. ------------------------------------------------------------------------------- 3.16 Home Run ------------------------------------------------------------------------------- Section 16A ============= You start off right in the middle of the Baseball Furies' territory. Hold L2 to sprint to the left during the first part of the chase and stay on the street to avoid obstacles. The second part involves running toward the camera. When you see the camera swing up it means a fence is coming up, so get ready with the Triangle button. Make sure to press the Triangle button while sprinting to make a quick jump over the fences. The third part of the chase will switch view to a top-left angle. Run along the walkways and press Triangle when you see a gap in the path. Keep sprinting and jumping over gaps, but if you fall you can still keep running to the end to continue. If you do manage to stay on the walkway you'll be rewarded with a flash bottle at the end. Keep running up the path to get to the next part. Section 16B ============= Now you're stuck in a cage with the Furies. Quickly get to the gate and use your mad lock picking skills to unlock it. Don't take too long or the Furies will bust through and give you a proper ass whoopin'. Run up the alley and haul ass because they'll get pretty close in this stretch. The red marker at the end will move you along to the next section. Section 16C ============= Hold Down and sprint your way along the sidewalk. This isn't much tougher than the previous chase sessions. Once you get to the park the group will split into Swan/Cochise and Ajax/Cowboy. You'll continue as Ajax. You start off against one Fury, but soon enough you'll get another two bad boys on your ass. The first thing to do is run away then charge at them to relieve them of their bats. Grab the bat and use the Square swipe to hit as many per swing as you can. Keep using the bats to do real damage and if you have a chance grab them and press Square + X to start a power combo, then follow it up by pressing X repeatedly. That can kill instantly. Defeat all three to move on. Section 16D ============= Now you're back to Swan. Run after the first guy and beat him down, then enter the fray in the park. The group will be much larger this time, though they'll slowly trickle in as you kill the starting guys. Once again the bats are your most important weapon in this brawl and will make it easy to knock down two Furies at a time. Set your Warriors to Watch My Back as you beat them down with their own bats, and make sure to collect the flash bottles as they appear. If you have 2 or 3 flash bottles it would be wise to revive a fallen Warrior to continue helping you. Use the bats, grab combos, and even smash their heads into the wall to wreck them quickly and before they cause too much damage. The influx of Furies will eventually cease and you'll move along to the next section. Section 16E ============= Run up to the red marker to enter the gated area. Here you'll have to fight yet another group of Furies, but this time they're packin' Cobb. Cobb's the giant bastard with the double bats and resistance to being knocked down. When the fight begins you'll have Furies tossing baseballs from above, Furies on the ground, and Cobb carefully avoiding you while the other guys wear you down. While it may be tempting to take out the small guys first it would be easier to go after Cobb right now. If you wait until he's alone he'll be too ballsy and unrelenting. Run after Cobb and use heavy combos (Square-Square-X or X-X) or a baseball bat to beat him down. Keep running around him to avoid the swings of the bat and other Furies, and also lock on to Cobb and command your Warriors to Wreck 'Em All to have them concentrate on Cobb as well. If you do that before killing all the Furies it'll be a fairly easy fight. Beat up a few more Furies or simply run around in circles to wait for the chapter to end. ------------------------------------------------------------------------------- 3.17 Friendly Faces ------------------------------------------------------------------------------- Section 17A ============= Walk around the apartment when the chapter begins to explore the digs a little bit. Talk to the chick wearing flannel and holding a bottle to get down and dance for a while, then go into the room that opened up to get a flash bottle. Grab a bottle and smash it somewhere to move on to the next part. Section 17B ============= Those tricky little foxes... quickly run and hide behind a wall or piece of furniture to avoid her shots. The easiest way go about it is to set the Warriors to Wreck 'Em All and beat up on the rest of the girls while avoiding the bullets. She'll also stop shooting if you hide in front any of the girls and stay there. Try to avoid hiding behind Warriors because you want them alive in this part. If you stayed behinds the walls or furniture you'll survive the gang of Lizzies and the only one left will be the leader. Keep the Warriors on Wreck 'Em All and they'll bombard her with bottles, giving you a chance to attack the door and break out of there. Section 17C ============= These Punks don't got nothin'! Press Triangle when Ambush appears to burst out of the stalls and get them by surprise, then quickly start beating down the guy with the knife. Any time you see or hear a knife I suggest you focus on that guy and take the knife to save your health and cause some extra damage. These guys will create a big cluster of brawls in the room, but always make sure to avoid hitting Mercy. If you see her get near just grab the guys and toss them against a wall. So, it's the usual fare. Set your Warriors to Watch My Back and stay close to a wall to perform head smashes and other wall grabs. Remain in a corner and keep beating down the guys to slowly wear them down, and remember to use the rage mode and any available weapons when you can reach them. Once they're all dead you can walk into the red marker to continue. ------------------------------------------------------------------------------- 3.18 Come Out To Play ------------------------------------------------------------------------------- Section 18A ============= All you do here is watch the action unfold. The Warriors are home, but it ain't over yet... Section 18B ============= Aw hell, more running? Here you'll run through the Coney shops by quickly tapping the button that is displayed on the screen. The button will change from shot to shot, but as long as you switch the moment you see it you'll get through okay. Section 18C ============= Man, are you kidding? You just fought hundreds of people from one end of New York to the other and this Luther is supposed to be a challenge? Luther is slow and won't even have a chance to hit you if you go with the tried and true Square-Square-X combo. Keep repeating the combo and don't let up to wreck this foo' properly. But Luther being a little punk and all, he brings out a gun. The second part will involve Luther coming out from behind the fence to shoot six times, then hiding to reload. The only way to hurt him is to get behind a fence and throw a projectile at him when he pops out to shoot at you. Stay about a foot away from the fence to avoid hitting it, then use the aiming arc. Make sure the arc is red (as always) in order to get a sure hit. So you're whacking him with bottles, but I would suggest not staying behind one fence for long. He will eventually shoot through and destroy the fence, making it harder to get to him. Hit Luther and move from fence to fence when he's not shooting. Once you get him down to about half his health he'll send out some Rogues to go mano a mano with you. Retreat behind the boat to properly waste them. Continue throwing bottles when he stops to reload until you see a quick scene with Mercy. This means it's time for the finisher. Wait for him to shoot off his six rounds then quickly head out in plain view of him. You'll need to time it so you run out and have enough time to press Square + X while facing him to throw the knife and end the fight. If you miss the shot you'll need to wait for another knife to appear. Once Luther goes down it'll finally be over, and he'll get his come up'ns. Rejoice, man, because you've survived. You're one badass motha'! ------------------------------------------------------------------------------- 3.19 Flashback: Roots ------------------------------------------------------------------------------- Section AA ============ Run down to the ground and get to the red marker. Section AB ============ So they need a riot do they? Run to each of the yellow markers on the radar and follow the on-screen instructions. None of the tasks is difficult to do but make sure that once it's done you run out of there and find some shadows to hide in. Trashing cop cars and beating up lone cops is probably the fastest way to do it, and if you need some flash there's a dealer over by the docks, next to the donut place and tractor trailers. Get to the red marker when you complete the tasks. Section AC ============ Betrayal! Betrayal most foul... This mission will be all about that stealth you kids love so much. Much like chapters 12 or 14 you'll have to sneak through the shadows to avoid scouts and use objects to call their attention and stealth kill them. Proceed forward and use a bottle to get the scout close to you and wait for him to turn around before you crack his neck. Proceed through the warehouse and take out each scout as you get to them until you reach the yellow marker. Pick the lock to get to the next warehouse. Head to the left and take care of any SMs that are in the path. The yellow marker isn't that far off, and once you get there all you have to do is pick a lock. Run up and into the next warehouse. Run along the walkway and to the red marker to end this section. Section AD ============ Is it me or do Spider and Tiny sound like punk ass names? Start off by working both of them to force them to drop their weapons. Once that's set you'll want to focus your combos on both of them and push them against corners to trap them. Head smashes don't work against these guys so unrelenting combos are the only way to go. Spider seems slightly weaker so you can probably kill him first by having Vermin focus his attacks on Spider. Once Spider gets wrecked Tiny will switch to headbutt attacks. He shouldn't have much health remaining at that point so just keep using combos to waste him. ------------------------------------------------------------------------------- 3.B Flashback: The Best ------------------------------------------------------------------------------- Section BA ============ The first part of the chapter is a simple king of the hill contest. Sprint forward and climb up the junk heap until you get to the top. Now you must maintain your position up there by grabbing the dudes as they climb up and throwing them off the top. It's best to grab them just as they get up from the edge so there's no time to retaliate. Throw them into other guys for some bonus hits as well. If they resist getting grabbed just knock 'em out with a combo or two to make them weaker. The first crew to reach 100 seconds on the hill wins the contest. Section BB ============ Cleon and Vermin need some proof that you can soldier with the best of 'em, and nothing says soldier like beating down defenseless shopkeepers. Head out to the main street to find Charlie's Plumbing Store. Break through the windows and use any available weapons to trash everything until the meter fills up. If Destroyers show up you should be able to easily waste them. The next place is Voodoo Motors up the street. Run in and use a weapon to beat on the cars until that meters fills up. Like before the Destroyers may show up but do not put up much of a fight. Now head through the alleys to the Little Buddha in the corner of the map. Break in and prepare to fight off some potheads before you can trash everything inside. Stealing items will raise the meter the quickest. The final stop is the Meat Market across the alley. Run over there and beat up the Destroyers and meat market guys, though you'll want to be careful around their butcher knives. Waste 'em all to complete the objective. Pick up some flash from the dealer near the starting point then return to the butcher shop to meet up with Cleon, Vermin, and Charlie the plumber. Section BC ============ Meh, as long as there's a wall this fight will be no problem. Get yourself to one and smash the Destroyers' heads against it like a ripe melon. The other Warriors will take care of a lot of the work but wall smashes and some rage will keep you fightin' until it ends. Run to the red marker to end the chapter. ------------------------------------------------------------------------------- 3.C Flashback: Heavy Muscle ------------------------------------------------------------------------------- Section CA ============ All you have to do here is survive as long as possible. Stay near a wall and try to smash their heads as long as possible, but when the numbers start to grow you may have to get on with the combos. Once your health gets low enough you'll complete the section. Section CB ============ Lost their vests on the first day. Ain't that a shame... Go mug the people at the benches and use the money to buy ice cream from the chick at the stand. You don't need it, I just think it's cool to toss ice cream as a weapon. Proceed to the group of Destroyers ahead and beat their faces into a bloody pulp. The red marker will lead to the next section. Section CC ============ This cat Beansie will know where the vests are located. Go into the coffee shop and beat up the generic Destroyers until only Beansie remains. Grab him and press Triangle to interrogate him and reveal the next marker on the radar. Before going to the marker you should mug people and line your pockets with the green stuff, then head to the other restaurant on the street and beat up the flash dealer for some flash (don't pay him because he'll run off anyway). Once you've packed for the trip go ahead and move along. Section CD ============ Run through the alley and handle the Destroyers as they appear. These guys appear to be slightly tougher than the last ones so I'd suggest a lot of wall smashes and keep away. When you get to an open courtyard look on the left side for another flash dealer to buy from or steal. Get to the next open area and trash those Destroyers much like before. Make sure to waste 'em all because you do not want any stragglers bothering you further down the line. Now simply follow the path and destroy the Destroyers who cross it. They'll appear in small, manageable groups. At the end you'll find Lenny and his backup. Focus your attacks on the backup guys and when it's all clear grab Lenny to interrogate him. He'll give away the information (like they always do) then you're free to beat him to the ground. Get out of Shantytown and follow the street until you see the red marker. If you need cash or flash you'll find both on this street, and I'd suggest taking care of it before entering the red marker. Section CE ============ Trash the store and the store owner to clear the road, then head out the back way. LC won't put up a fight if you keep punching him with combos, and he'll eventually drop the knife for you to pick up. Finish him off to continue on to the next section. Section CF ============ Run! To complete the chapter all you have to do is run for it to the other end of the boardwalk. Keep commanding Snow to Let's Go, but if he gets caught just keep running to the red marker at the end. ------------------------------------------------------------------------------- 3.D Flashback: Scout's Honor ------------------------------------------------------------------------------- Section DA ============ Run out of the subway and turn right to find the first spot to trash. Beat the vendor's stall until it is destroyed, and waste the flash dealer to grab a free bottle of the good stuff. Run down the street to meet this turf's resident gang: the Savage Huns. Avoid these guys and head into the alley on the left to find some shadows to hide in. Wait until the coast is clear then continue through the alley to find the next yellow marker in a restaurant. Trash all the chefs by smashing their heads against a wall or simply throw them around the room to make sure they stay disarmed. When you're done lay a tag over the burner on the wall and collect the flash in the front counter to go on. Head up the street and trash the last two stalls to finish this area. Section DB ============ Now you have two choices. You can: a) Run for it and hide in the shadows until they go away. b) Stop and waste them all. I vote for waste them all. Find a nice corner to stand near then start smashing their heads against walls and throwing them in all directions. If you can take a few while Vermin handles the other it'll alleviate the pressure on either of you, so try that. If you run out of flash you can always run to the Herbal store at the end of the street and loot some flash, or talk to the dealer at the end of the street. Whatever you decide your goal is at the end of the street. Get over there to continue. Section DC ============ The mission here is to follow the accountant without being seen, and to do that you'll have to use the various dark areas. Make sure the accountant stays on the radar at all times and follow him from dark area to dark area. Never remain out in the open and never let him get out of your sight. Once you get to the end you can trash him and all his Hun buddies to get the ledger. Section DD ============ Run down into the alley and waste all of the Huns, much like you've done a few times already. Wall smashes and throwing them into each other will work quite well. Section DE ============ So now this one guy is supposed to take you down? Please... Use the bottles and bricks on the ground to knock him over the head, then switch over to combos and wall smashes to wear down his life. When you rage meter fills up you can also use power grabs to really beat him up and wear away his life even quicker. Once he's dead you'll have to chase down the courier again. He'll pause at a gate to unlock it, giving you the perfect chance to trap him. Once you have him just bust some combos and wall smashes to end it. Section DF ============ The final stretch! Pick the lock and then haul ass to the red marker at the end of the street to find the exit and get back to Coney. ------------------------------------------------------------------------------- 3.E Flashback: Sharp Dressed Man ------------------------------------------------------------------------------- Section EA ============ Turn right to find the first group of Boppers. Waste them all then try on their hats to get four out of the five hats you're required to try. Continue through the alley and up some scaffolding to enter a wrecked old building. Smash through the wooden panels on the left to find a flash bottle then keep running through to the alley at the end. Keep going until you reach the basketball court. Grab a weapon and waste these guys to complete the hat objective. You're not going to find a size nine on one of these average losers, but maybe the dudes in the clubs will know. Grab a Bopper hat and head out to the red marker at the street. Grab some flash from the dealer along the way if you need it. Get to the red marker to continue. Section EB ============ Grab a dancer and toss him or her into the crowd to draw attention from the guys at the top. Once the fight begins the easiest place to deal with them is the hallway off to the side. Enter and wait at the end and you should see them stop at the doorway. Whether it's a glitch I don't know, but it'll make it real easy to defeat them. Gather them up at the doorway then waste them all with head smashes and some mad combos. The final part involves more of the same, expect you can't knock out the guy in the red hat. Defeat all of the other Boppers and then grab the red hat dude to interrogate him. Once that's done you'll return to the street. Section EC ============ Run into the alley behind the Roman Disco and turn left at the gate. Follow that path to get to the next street. Make sure you're wearing a Bopper hat then enter the yellow marker to get inside the pool hall. If you're not wearing a Bopper hat you'll have to pay to get in, and there's no need to waste money. Section ED ============ These suckas think they can take you?! Grab a pool cue and start boppin' some heads. As always the wall smashes and throws will be the most effective way to deal with the group, but avoid the target. Once you have room to breathe grab and interrogate the main guy to get Big Moe's location. Don't worry about reviving Snow because once you reach the yellow marker at the other side of the hall he'll automatically be revived. Run through the alley and waste any Boppers who try to start some mess until you get to the next street. Keep going up the stairs to the amphitheatre where a few Boppers will be waiting. Waste 'em and keep on down the stairs into a drainage ditch. Bop the Boppers and make a right through the tunnel to get to the building at the other end. Section EE ============ You have to go to Debbie at the main stage on the right. Keep feeding her dollars until she softens up and tells you where to find Big Moe. Head back outside and return to the street past the amphitheatre to find the entrance of Club 45. Make sure your health is full and you have three hits of flash before entering. Section EF ============ Oy, they pulled the big gun at the end. And I mean BIG. Big Moe plays out a lot like the other big boss dudes in the game. He resists grabs, he won't get knocked out, he'll attack with cheap power moves, and he has a LOT of health. There are three phases to this thing, but your attacks will remain the same for all of them. Like the other big bosses, just hold L2 to sprint and press X to ram into Big Moe. Combos will be useless. Keep up the sprint and ram to easily (albeit cheaply) wear him down. During the battle Big Moe will be knocked out, and if you manage to pick up his hat you'll get to play a dance mini game where you must press the buttons that appear on the screen. If you follow it successfully you'll be rewarded with a flash bottle. The final point of annoyance are the two chicks that appear in the third phase. Their spray cans can get really annoying and they'll often block you as you sprint around, so if you can get Snow to distract Big Moe feel free to spend some time beating down the lovely ladies. Once Big Moe goes down for good you can pick up his hat and end the chapter. =============================================================================== ===== 4.0 CONEY TURF ========================================================== These bonus objectives appear in the Coney turf between missions. They are different than story bonuses because the reward is clearly stated after completing each objective. ------------------------------------------------------------------------------- 4.1 Turn Invasion ------------------------------------------------------------------------------- Talk to the Warrior behind the hangout to get word of gangs invading your turf. You'll fight the VC Rangers, Panzers, Eliminators, Hurricanes, Satan's Mothers, and Jones Street Boys. All six times it's best to use head smashes or focus one guy at a time with combos. Also make sure to roam around the hangout and collect Warriors to go with you. Reward: Brass knuckles! Reward: Steel toed boots! ------------------------------------------------------------------------------- 4.2 Robbin' Hood ------------------------------------------------------------------------------- Go to the side of the Coney Turf that's under the El train track and look for a bum on the ramp. He'll ask you to find $100 for him. You can easily grab half of that by running to the end of the street and looting the store. When the cops show up it's best to hide and wait until they're gone, then go out and steal the nearby car stereo and mug civilians for the remainder. Avoid mugging civilians if a cop is around. Overall it's a fairly simple objective. Reward: Bums now reveal dealer locations! ------------------------------------------------------------------------------- 4.3 Busted ------------------------------------------------------------------------------- Look for Twiggy on a corner near the hangout and he'll ask you to free his hook-ups so he can score some wacky tobacky. Run down the street to find two of the guys under the tracks, then head into the alleys around the hangout. If you follow all of the markers on the radar you should find them all without a problem. Reward: Instantly uncuff fellow Warriors with cuff keys! ------------------------------------------------------------------------------- 4.4 Flash Head ------------------------------------------------------------------------------- Go to the corner where you found Twiggy and walk across the street to find this guy. He'll challenge you to take a bunch of flash and retrieve a foam finger before the time runs out. It sounds easy, but that flash can really screw up a dude's head. Run down the street towards the marker on the radar and keep going until you get an opening to the alley on the right. Head inside and turn left to find the path to the Little Buddha. Bust inside and grab a foam finger from the shelves on the right to complete that part. Now turn around and make a right to get back to the street. Run straight to the end to find the dealer. Reward: Flash capacity increased to four hits! ------------------------------------------------------------------------------- 4.5 Vigilante Justice ------------------------------------------------------------------------------- Head to the other side of the fence, near the shops and Coney boardwalk. You should see the marker lead you to an alley on the left. Get in there and talk to Randy the rent-a-cop to learn about the Coney stalker. This guy's muckin' up your turf so you need to find him. Once Randy takes off chase after him until you get to the Little Buddha. There you'll find a guy in a skeleton outfit troubling a young lady. The creepy outfit kinda gives it away, doesn't it? Grab the stalker and tackle him to the ground (keep pressing Circle) then press R1 to begin the cuffing struggle. Rotate the stick until you feel vibration and hold it there to fill the meter. Reward: Unlocked cuffing powerup! Reward: Unlocked Coney stalker! ------------------------------------------------------------------------------- 4.6 Carny Compassion ------------------------------------------------------------------------------- Jasper lost his tiki costume to no good punks. Guess who's going to help him get even? That's right, the Warriors. Head back to your hangout and search the alleys to find the Apephibian and his buddies walking around. Waste them all to complete the objective. Reward: Unlocked Apephibian in Rumble mode! ------------------------------------------------------------------------------- 4.7 Deal With It ------------------------------------------------------------------------------- Head to the shops at the other end of the Coney turf and get to the Meat Market. Across from there you'll see a guy leaning against the wall. Talk to him to learn of his plight against the phony dealers (something you'll experience after playing through the story chapters). To be sure you get them you should give them a punch immediately after the purchase so you don't lose them. Start by heading into the small alley next to the Meat Market to find a dealer, then go to the Little Buddha and turn left to find a flash dealer. Follow that alley to find two spray dealers past the car dealership. Continue to the street and turn left at the intersection to find a weapon dealer and complete the objective. Reward: Unlocked weapon dealers! ------------------------------------------------------------------------------- 4.8 Feed the Homeless ------------------------------------------------------------------------------- Get to the area near the shops and look for a bum sitting down in front of the Zero Zero Arcade. He'll ask you to go to each of the homeless guys on your radar and feed them what they ask. Each bum will require a different food item (in the order I believe is the easiest): - Bum in front of the Meat Market Food: Chicken Run inside the Meat Market and grab a chicken from the counter behind the butcher. - Bum in the alley behind the car dealership Food: Salami Get the salami from the counter at the Meat Market and run it to the bum in the alley behind the dealership. Remember to cut through the street. - Bum inside the warehouse near the Meat Market Food: Hot dog Run out to the street and look for a hot dog vendor. Ask for a hot dog to get one then give it to the bum. - Bum in the alley behind the Warriors' hangout Food: Ice cream Run to the street next to the hangout and look for the Ice Cream shop across the street. Get a cone from the lady on the left and enter the alley behind the hangout to find the bum. - Bum in the alley to the right of the Little Buddha Food: Donut Run back to the street next to your hangout and look for the Ice Cream shop across the street. Talk to the chick on the right to get a donut and then run all the way to the Little Buddha in the corner of the map. Reward: Bums can now be recruited when given enough money! ------------------------------------------------------------------------------- 4.9 Freedom ------------------------------------------------------------------------------- Get to the street intersection and talk to the dude near the corner. He'll inform you of the police presence and now you need to go save your fellow Warriors from time in the big house. Proceed to the shop area at the other end of the turf and you'll find a bunch of markers, each one pointing out an arrested Warrior. Start with the Warrior on the left side on a concrete platform, then proceed into the alleys near the shops. If cops see you it's best to lead them away from the group and hide, then run around and uncuff them when the cops are distracted elsewhere. Focus your efforts on luring them away and it shouldn't be difficult to get all five Warriors. Reward: Unarrest yourself with cuff keys! ------------------------------------------------------------------------------- 4.10 Flash Point ------------------------------------------------------------------------------- Approach the Meat Market and look to the right to find a flash dealer. Accept his challenge to take ten hits of flash in one go. Start by getting to the street next to the hangout and looting the Jewelry Store next to it (don't forget the cash register). Feel free to loot the car radio as well. Once you have the cash get to the flash dealer under the train tracks across the street. Buy your fill of flash and use them all, then buy some more until you run out of money. Use up any remaining flash then waste the dealer to get your money back. Proceed to another flash dealer and buy the remaining hits of flash to complete the objective. Reward: Pop a flash at full health for instant rage mode! ------------------------------------------------------------------------------- 4.11 Workin' Out ------------------------------------------------------------------------------- Inside the hangout you'll find a punching bag, two mats, and a chin-up bar. Each one is a different exercise, and each has 10 levels to go through. You will unlock a new level after each chapter you complete. The two mats are for push-ups and crunches, respectively. By quickly tapping the button you will perform reps and if you're fast enough you'll beat the time limit. The chin-up bar is another exercise in quick tapping as you pull up over the bar. The punching bag will display different combos and each one must be pressed to continue. The slower combos have very specific timing so you'll have to practice for a bit to get them all down. You'll be rewarded when you complete all of the level fives then all of the level tens. Reward: Increased stamina! Reward: Increased sprint ability! =============================================================================== ===== 5.0 BONUS OBJECTIVES ==================================================== Note: The Section is there to show when the objective first appears. Chapter 3, Section B ====================== Tag the last burner When you first reach the street you'll have to tag over two of the three burners that can be found there. There is one on the fence near the entrance to the street, one next to a laundry mat in a parking lot, and one on the fence at the end of the street. After you tag two of them the third one will be the bonus objective. Chapter 3, Section C ====================== Tag the two remaining burners There are a total of five Destroyer burners when you enter the alley. They are all on the radar but once you tag three of them to complete the objective the other two will vanish from the radar and they will be bonus objectives. To make this easy, skip the two burners that are easily visible when you enter the alley (one on the left, one on the far right). Get the three farthest burners and then return to the two easy ones to complete the bonus objective. Chapter 3, Section D ====================== Tag the three remaining burners Proceed straight to the Wine and Liquor store. From here there are six burners to find: - Run behind the Wine store and climb up the stairs to the roof. - Run behind the Wine store and around the white shack to find some Destroyers and girls. The burner is on the wall of the shack. - Run behind the Wine Store and turn left. You should see a Destroyer on a wooden platform in the corner. Get over there to find the burner he was working on. - Run behind the Wine store and turn right past the Destroyer party. Enter the dark alley and run up the stairs on the left to find a burner in the dark corner. - Run behind the Wine store and turn right past the Destroyer party. Enter the dark alley and run up the stairs on the left. If you look to the right there is another roof. Sprint and jump over there and run onto the roof where there will be some Destroyers. If you walk towards the street and look to the left you'll see a burner on a ledge over the movie theater. - Run behind the Wine store and turn right past the Destroyer party. Enter the dark alley and run up the stairs on the left. If you look to the right there is another roof. Sprint and jump over there and run onto the roof where there will be some Destroyers. Run to the right onto the next roof to find a burner on the wooden billboard. Chapter 4, Section A ====================== Snuff out the seven gang burners - Run out into the first street and get to the end of the block next to the Music store. Enter the alley and follow it to the end until you see some stairs leading up to a roof. Climb up and look on the left side for the first burner. - From the first burner, head down the stairs and continue through the only path in the alley. Get to the next turn in the alley to easily find a burner on the far wall. - Run through to the second street (section 4B) to find a burner on the side of the trashed cargo trailer. - In the second street (with the cargo trailer) run to the end of the block and look for a burner across from the Drug Store. - Get through the second street and into the second alley. Make a left turn at the first intersection and then a right turn to find some stairs that lead up to a roof and the burner on the left side. - Run to the third street (with the cops) and find the Music store at the end of the block. Run around to the back alley to find a burner on the wall. - After completing section 4D, proceed to the yellow marker that leads to the subway. The final burner will be on a wall just before the marker. Chapter 4, Section A ====================== Mug ten people to get their cash This one's incredibly easy. Simply pick ten people from the among the many rioters and mug them. Bada bing, bada boom. Chapter 5, Section A ====================== Snuff out the five Orphans' burners - The first burner is on the street right after you get off the el train station. Look on a wall on the left side of the street. - Get to the red marker at the clinic and chase down the afro puff. He'll lead you over two fences and through an alley, but you'll need to stop after jumping the second fence. Run straight ahead and jump onto the dumpster to reach the roof of the building. Run to the left to find a burner behind a wooden billboard. - Follow the second street when you get to it and run into the small court- yard where Jesse goes to hide. The burner is on the far wall. - After entering the alleys halfway up the hill you'll find some Orphans having a party in a courtyard. The burner is on the wall of the house. - In the same alleys, run towards the street at the top of the hill. Look to your left on the wall just before exiting the alley to find a dark burner on the wall. Chapter 5, Section A ====================== Wreck 40 Orphans Only 40? Easy as a fine lady after a bottle of wine. Run along through the objectives and waste all Orphans you see to easily complete this one. Chapter 7, Section A ====================== Trash the Hurricanes' car Run to the end of the first street to find some Hurricanes and their car. Set your Warriors to Mayhem to easily trash it and complete the objective. Chapter 7, Section A ====================== Snuff out the seven Hurricanes' burners - The first burner is on the street where you start. Run to the other end and turn left to enter an empty lot with a guy selling flash. Look on the left side for a dumpster and a burner just above it. - Look up and to the right upon starting the chapter and you'll see a burner up on a wall over a ledge. Run into the alley and climb onto the roof of the first building on the left. From there jump onto the lower roof across the alley and then jump onto the ledge to reach that burner. - Run to the end of the first street and turn right to find a small empty lot. Enter this area (there's a few bums standing around) and break the fence on on the left to find another empty spot. Climb on top of the dumpster to find a burner on the wall. - Run through the first alley until you see the next street. If you look up and to your right you'll see a dumpster, a fire escape, and the third burner on the wall. Jump onto the dumpster and make a running leap onto the fire escape to reach the burner. - Get to the second street and follow it around the corner until you reach the next pair of alleys at the end. Enter the small alley on the left to find a burner next to the flash dealer. - As you chase Sanchez through the neighborhood you'll get to a ruined building where he stops and you're forced to fight some Hurricanes. Hop up a dumpster to reach the spot where Sanchez stands and find a burner on the wall. - In the hall where you fight Diego and Vargas there's a burner on the far wall. Set your Warriors to Wreck 'Em All and wait until Diego gets momentarily knocked out to tag over the burner. Chapter 10, Section B ====================== Wreck Maurie the pitboss Once you've killed every Destroyer in the gambling hall you'll be given the bonus objective to wreck the guy behind the cage. Grab a molotov cocktail from the box on the right and aim it so it goes over the cage and inside with the pitboss. It should only take one well-aimed shot to take him out. Chapter 11, Section A ======================= Snuff out the Turnbull ACs' burners Start by finding a dark area and telling your guys to Hold Up. It's best for them to be out of the way while you run around tagging stuff. You can find spray paint in a small courtyard on the right after you climb up the stairs from the station. - Run along the wall at the station platform when you start the chapter and look for the big Turnbull AC burner on the right wall. - Run up the stairs from the station and make a left into the small alley. Run through the alley and get to the end to find a burner on the wall on the right side. - Run onto the street and look for the Fine Jewelry store. Run around it into the alley to find a burner clear as day on a far wall behind that store. Chapter 12, Section A ======================= Cross out the JSBs' nine tags The burners in this chapter will be spread throughout a pretty large map, so I'll be working from one end of the map to the other. When you start the chapter you'll be standing in an alley facing a street. Run out into the street and to the right until you see the entrance to an alley on the left. This alley will be the starting point. You'll also need to locate a spray can dealer before you can begin tagging. Run away from the starting street and into the alley. This should lead to a round-about with a JSB stealing a car and a scout near the stairs on the other side. Grab a bottle or brick and toss it to the right to distract the JSB and slip through. Climb the stairs ahead onto the roof of a building and then make a right turn on the roof to find a large, open area. The spray dealer will be standing near a guy who's fixing his car. - Across the street from where you start there will be an alley. At the end of this alley is a JSB, a car, and a burner on the roof of a nearby garage. Use the stairs in this alley to get to the roof. - At the other end of the alley there will be some stairs leading up to a roof. Climb up there and then jump onto an adjacent ledge to find the burner on a wall in the alley. - Turn around after starting the chapter to enter the first alley. Make a right and look on the wall of the nearby building to see a burner on the wall. - Head through the small street where the JSB is trying to steal a car and take the left stairs. Make a right turn to hop a fence and find some stairs that lead up to a roof. Go to the end of the roof and make another right turn to spot the burner on a wall over a small gap. - Head through the small street where the JSB is trying to steal a car and take the left stairs. Make a right turn to hop a fence and stay to the left path to see a burner on the wall near a fence. - Head through the small street where the JSB is trying to steal a car and take the left stairs. Get to the spot where the guy was fixing his car and a spray dealer is next to the car, then go up the stairs. Follow the path and make a right to find a burner on the fence at the end. - Get to the final street at the other end of the map. Head towards the large Festival Italiano banner and make a left to enter the alley with some party people. There's a burner right in the middle of the party. - Get to the final street at the other end of the map. Enter the small alley and look for an elevated area with guard rail running along the edge. There should be a spray can and flash bottle in there, along with a burner. - Get to the final street at the other end of the map. Look for some crate pallets in the small alley and use them to get to the roof. Jump towards the roof of the Clear Cleaners then enter the car lot. Head to the building and climb onto the rear stairs to find the final burner on a wall near the stairs. Chapter 12, Section A ======================= Steal all three remaining car radios Get to the third street at the other end of the map. - The first car is on the street and all ready for ya. - The second car is in the small alley. Enter and look for a group of people dancing to music to find the car and radio. - Look for some crate pallets in the small alley and use them to get to the roof. Jump towards the roof of the Clear Cleaners then enter the car lot to find the third radio. Chapter 12, Section C ======================= Snuff out the burner in the JSBs' hangout After you jump and land in the JSBs' hangout, you'll see a burner on one of the walls inside. Tag over it to complete the objective. Chapter 13, Section A ======================= Snuff out the four Moonrunners' tags - The first tag is at the end of the tunnel where you start. Look to the left of the first red marker to find it. - Get to the central building where you destroyed the radio. From there run out and up the stairs that lead to the roof then enter the small door and run along the walkway in the building to get to the other side. Climb down the next set of stairs and turn left to find a burner on the wall near the fence. - Starting at the central radio building, turn right and head straight for the wall that is the edge of the map. Follow this wall to get to a train platform and old brick building. Head into the small alcove to find the burner on the brick wall. - Starting on the roof where you meet Fox after the four train burners, jump onto the white train. Run along this straight line and get to the train at the end to find a roof. Jump onto this roof to see the burner on a fence. Chapter 14, Section A ======================= Cross out the ten Turnbull ACs' burners Spray cans here will be hard to find, so here are the ones I spotted: - You start with one spray can. - Head straight past the forklift and break the crates to find a can. - After getting out of the lot where you start, there will be a can behind a crate on the left. - As you run past the bums huddled around a fire there will be a sheet metal shack with a dead bum inside. There's a spray can in there. - In the area where you find Ajax, smash the boxes near the first smokey machine to find a can. - In the first area with several scouts, one scout patrols near a wrecked building with stairs leading up to the main floor where there's a couch. There's a spray can up in the corner. - In the first scout area there will be three scouts standing in the path talking. To the left of them is a lone scout who stands in a doorway with his back to you. Take him out with a stealth kill then run into that area to find a can. - Get to the train tracks and run past the two red train cars to find a flash dealer. Run to the right to find a spray can behind the train car. - Upon starting Section 14D you'll see a flash dealer in a corner next to the hole in the fence. Break the boxes near him to find the spray can. - After getting past the scouts in the freight area in Section 14D you'll climb some stairs. Break through the windows on the right to find a room full of ACs and a spray can next to the couch at the back. - After starting Section 14E you'll be in a lot with buses full of angry ACs passing by. The second time you see a bus you'll be near some shadows at a point where the path turns to the right. The broken brick wall next to those shadows hides a spray can. - In Section 14E when running through the scrapyard, turn left after passing the trashed bus. There's a can in the shadows. - After passing through the scrapyard in 14E, run past the bridge and to the fence at the end of the street. There's a can next to the dumpster on the right side. - After saving the rest of the crew under the bridge, run up the stairs. You'll get to a wrecked building and crane. Look across from the crane to find some stairs that lead up to a building. Run up there and jump onto the sheet metal roof. Run and jump across the gap to get onto the roof of a building near the red marker. There's a spray can on this roof. And now the burners: - Use the spray you start with to tag over the burner on the wall. - Get through the first part of the alley until you run up some stairs next to a high fence. You'll see a burner on the brick wall to the left. - In Section 14C, where you start in a dark area next to a Turnbull, you'll see a burner on the brick wall just ahead of him. - At the end of first scout area you'll have the red marker, a Turnbull holding a machete, and a dark burner right next to him. Kill him first then tag over the burner. - Upon starting Section 14D you'll have to jump down through a hole in the fence into a small alcove. Look for a burner on the brick wall nearby. - After getting past the scouts in the freight area in Section 14D you'll climb some stairs. Break through the windows on the right to find a room full of ACs. Kick their asses then move into the small room to find a burner. - Get past all of the scouts in the crate area of Section 14D then run to the yellow marker. There's a burner right next to that yellow marker outside on the brick wall. - In Section 14E, run past the crane near the beginning and look towards the wooden shack on the left. There is a burner on the wall near the dark area. - Get through the scrapyard in 14E then look on the right side when you're under the bridge to find a burner. - After saving the rest of the crew under the bridge, run up the stairs. You'll get to a wrecked building and crane. Look across from the crane to find some stairs that lead up to a building. Run up there to find the last burner. Chapter 14, Section D ======================= Trash the Turnbull ACs' hangout After getting past the scouts in the freight area in Section 14D you'll climb some stairs. Break through the windows on the right to find a room full of ACs. Kick their asses then trash anything you can find to complete the objective. Chapter 15, Section A ======================= Cross out the six Orphans' tags Here are some important notes: - Search next to a fence near the police barricades to find a spray can. - In the lot where you have the big fight with Orphans you should see a burning barrel in the corner. There's a spray can behind the barrel. - For the final four burners you can find a spray dealer on the roofs to the left of the starting point. You could go to the end of the street near the park and loot the store for cash... or you could waste the dealer and take a spray can. Once you use it you can come back and another dealer will appear. Rinse and repeat, my friend. - Look around near the burners for extra spray cans. And the burners: - The first burner is at the top of the stairs at the first street. There's a sleeping hobo nearby. - The second burner is in the lot where you fight Sully and the Orphans. It's on a wall near the fence. - Jump onto the ledge on the left from the starting point and proceed up the stairs. Follow the roofs until you jump down to the low roof with a wooden billboard on it. You'll find a burner on the back. - From the billboard tag, look towards the high-rise brick apartment buildings. You should see a burner above a dumpster. Run through the alley and climb up the dumpster to reach the burner on the wall. - From the spot where Cowboy is found wrecked, climb up the stairs. Look for another roof at the same level and jump over the gap to get to the burner. - Get to the park and look for a missing section of wall near the brick building. You'll see the final burner on the wall of that building. Chapter B, Section B ====================== Snuff out the 5 Destroyer tags - Look straight ahead from the starting point and you'll see a burner on the wall to the right. - Turn left from the starting point and run through the alley until you spot a burner on the wall to the left. - Turn left from the starting point and run through the alley. Keep following the path as it makes a right turn and get to the wall at the end to find a burner. - Get to the main street and look for Charlie's Plumbing Store. Run into the alley across the street to find the burner on the left. - Run to the Meat Market at the other end of the map and look towards the roller coaster in the background. To the right of that you'll see the spray dealer and a burner. Chapter C, Section F ====================== Make sure you get to Section CF with green health and 3 hits of flash. At the end of this chapter you'll be required to run down the boardwalk and back to your turf, but along the way two bonus objectives will appear. Both bonus objectives will be about wasting Destroyers (10 and 15, respectively). If you stay out in the open you're likely to get your balls handed to you, but a narrow area will work to your advantage. When the chase begins there will be a narrow spot between a fence and the ramp up to the boardwalk. Get yourself in there and use the strong attack (Square + X) to start wasting them. They'll be so tightly packed the guys on the fringes won't be able to get to you and most of them will be trapped in the pack. Keep up the strong and rage attacks, and use flash when necessary to complete both objectives. To get out of the group you'll need to grab one and throw him to clear the way. Chapter D, Section B ====================== Snuff out all seven of the Huns' tags When you start Section DB you'll be chased by a bunch of Huns. Run ahead of Vermin and try to take a few Huns with you. Beat up all the Huns to have free access to the nearby tags. - The first tag is on a brick wall when you start the alley chase of Section DB. It's right across from a light pole. - The next tag is in small corner of the alley to the left. You'll see a flash dealer and a low roof next to it. - The third tag is about forty feet away over the roof. It's to the right of some shadows in the corner. - The next tag is right around the corner from the last two. Head through the alley and jump a fence to get to a small street. Along this small street is a decorative red wall and a ramp leading up to a gate. Run up the ramp to find a tag on the wall opposite the gate. - Jump down from the ramp and follow the wall until it stops. Turn right to see a food stall, a dark area, and a tag on the wall. - Run up this same small street until you see a van and some Huns looting a store. Waste the Huns and go inside to find the tag behind the counter. - At the end of the street you'll find the red marker and a flash dealer. There's a burner to the right of the dealer. Chapter E, Section A ====================== Snuff out all ten of the Boppers' burners Start by beating up that first group of Boppers then collecting any cash you can from them, then mug the hobo nearby for more cash. Proceed into the small alley across from the starting point. Buy as much spray as you can from the dealer then waste him for another. There's also a spray can behind some wooden panels in the wrecked concrete building. If you run out of spray early on you can just return to that dealer for more. - The first tag is in the alley next to the first spray dealer. - After running through the wrecked building you'll see a gap and another roof. Jump the gap and turn right to see a burner. - Get to the basketball court and look for a burner on the right side. - Run into the alley behind the Roman Disco and get to the roof behind it. Waste the Boppers up there then look at the wall for the burner. - After interrogating the guy at the Roman Disco, go through the alley behind the building and go towards the next street. You should see a big sign that says SPANISH CAFE on a wall heading to the street. There's a burner across from that sign above a dumpster. - After the fight in the pool hall you'll be in an alley. Run through and look to the right to find a couple of Boppers. There's a burner on the wall behind them. - Head to the end of the third street (the one with a club and several people hanging around the entrance) to find a car, a few Boppers, and a burner on the wall. - Run past the amphitheatre and down the stairs into a drainage ditch. Inside you'll find a few Boppers, a burning barrel, and a burner on the right. - Turn right from the drainage ditch to enter a large tunnel. As soon as you exit the tunnel look to the right to find the burner on a wooden fence. - Starting at the drainage ditch, make a left up a long flight of stairs and follow this path to a few Boppers. Waste them and look to the right to find the burner. =============================================================================== ===== 6.0 CODES & SECRETS ===================================================== Button codes ============== Input the following during gameplay: 100 percent completion.... L1, Select, Square, Down, L2, Right Unlimited Health.......... Up, Triangle, L3, Select, X, L2 Unlimited Rage............ Square,Circle,Triangle,Select,X,Left Unlimited sprint.......... Down, Square, Left, X, L1, Select Obtain a pipe............. R2, Circle, Select, Up, L1, Right Obtain a machete.......... L1, X, R1, R1, Select, R2 Obtain a knife............ Down, Down, Select, Up, Up, L3 Obtain a bat.............. Square, R2, Down, Down, L1, L1 Escape from cops.......... Up, Select, X, Triangle, Triangle, Square Complete current chapter.. Down, Square, X, Select, R1, Left All items and $200........ R1, R2, L1, X, Down, L1 Unlimited bat............. L3, L3, Circle, Up, Circle, select Unlock hobo help in-game.. Circle, Circle, Down, R2, L2, Circle Unlock brass knuckles..... Circle, Circle, Circle, L1, Select, Triangle Unlock improved stamina... X, L1, Down, Square, Up, X Unlock weapon dealers..... Right, R1, Circle, X, Select, Square Unlock handcuffs.......... Up, X, Up, Select, L3, L1 Unlock self-uncuff........ Triangle, Triangle, Triangle, Select, Triangle, R1 Unlock cuff keys.......... Left, X, X, R2, L1, Down Unlock steel toed boots... R3, R2, R1, L3, L2, L1 Unlock more flash......... Down, Left, Up, Up, Square, Right Unlock improved sprint.... L2, Select, Select, Select, Select, Triangle Unlock hobo recruitment... R1, R1, L1, R1, L1, Up New difficulty: Unleash the Fury ================================== Beat every story chapter and all five of the flashback chapters on Hardcore Soldier to unlock this difficulty where all of the Warriors are dressed as Baseball Furies. Armies of the Night ===================== Complete all 18 of the story chapters to unlock this arcade at the hangout. Then, complete the five flashback chapters to make it playable. 99 Credits in Armies of the Night =================================== Too tough for ya, ey wimp? Well press Up, Up, Down, Down, Left, Right to get 99 credits and cheat your way through. =============================================================================== ===== 7.0 LEGAL / MISC. ======================================================= ------------------------------------------------------------------------------- 7.1 Version History ------------------------------------------------------------------------------- January 5, 2006: Version 0.95 - - - - - - - - - - - - - - - Added another set of codes to the list. Enjoy! November 30: Version 0.9 - - - - - - - - - - - - - Added a whole bunch of codes. November 23: Version 0.85 - - - - - - - - - - - - - Added the Coney turf bonus objectives. November 21: Version 0.8 - - - - - - - - - - - - - The entire walkthrough is complete! November 13: Version 0.7 - - - - - - - - - - - - - All of the story chapters and one flashback chapter are complete. November 8: Version 0.6 - - - - - - - - - - - - Completed the walkthrough and bonuses up to chapter 12. November 2: Version 0.3 - - - - - - - - - - - - Finished all the basics, chapters 1 through 4 of the walkthrough, and some of the bonus content. ------------------------------------------------------------------------------- 7.2 Guide Credits ------------------------------------------------------------------------------- Thanks to these suckas... 1. Rockstar Toronto for developing such a surprisingly fun game. 2. Stephen Ng from IGN.com for sending me the game. 3. Wilson Lau gets mad props for his excellent guide for Bart vs. the Space Mutants guide. It's awesomeness inspired the over 50 guides I've written to date. 4. Thank YOU for reading. Y'all keep boppin'! ------------------