Crime Wave (Solution)
CRIME WAVE
by Access Software
SYSTEM REQUIREMENTS
640K Ram, Hard Disk, VGA, MCGA, EGA or TANDY 16 color, Color Monitor
PROGRAM DISKETTES
- 5 1/4" version uses 8 disks (360K each)
- 3 1/2" version uses 4 disks (720K each)
GETTING STARTED
Crime Wave must be installed on a hard disk to operate. The full game will require approximately 2.9 meg of disk space. A special installation option is available which will exclude the graphic story segments of the game. This "Short" version will require 1.4 meg of disk space. You must use method 1 below to install the "Short" version of Crime Wave. Both methods 1 and 2 will install the full version.
INSTALLING CRIME WAVE ON YOUR HARD DISK
METHOD 1
- STEP 1: Insert DISK 1 into drive A and B.
- STEP 2: Type: A:HINSTALL or B:HINSTALL
- STEP 3: Follow the instructions on screen
METHOD 2
- STEP 1: Create a subdirectory on your hard disk and call it whatever name you wish (e.g. CRIME)
- STEP 2: Copy the contents of all disks into the subdirectory.
PLAYING CRIME WAVE
- STEP 1: Go to the drive where Crime Wave was installed.
- STEP 2: Type: CD\CRIME <ENTER>
- STEP 3: Type: CW <ENTER>
VIDEO MODES
If you are starting Crime Wave for the first time, the program will ask you to select a video mode. The following modes are supported:
- VGA/MCGA 320x200 256 Colors
- EGA 640x200 16 Colors
- EGA 320x200 16 Colors
- TANDY 320x200 16 Color
NOTE: To change video modes at any time, choose GAME OPTIONS from the title screen, then select CHANGE VIDEO MODE from the menu.
INFORMATION
If you're running Crime Wave for the first time, be sure to select the INFORMATION option from the Title Screen, this will aquaint you with the features and changes that may not be contained in this manual.
ACTION SCENE CONTROLS
During the action scenes, the following controls are active:
FUNCTION KEY Re-ASSIGNABLE?
1 Fire Large Weapon SPACE YES
2 Fire Small Weapon "E"&"R" YES
3 Crouch TAB YES
4 Jump "+"& ENTER YES
5 Walk Right -> YES
6 Walk Left <- YES
7 Walk Up ^ YES
8 Walk Down \/ and "5" YES
9 PAUSE/UNPAUSE "P" NO
10 Quit Game ESC NO
NOTE: Controls 1 through 8 can be reassigned to other keys (and to multiple keys) if you wish. Simply select the GAME OPTIONS from the Title Screen and the select CONFIGURE KEYBOARD. (Be sure not to use "P" or ESC when re-assignning keys.)
STORY SCENE CONTROLS
During the story segments, the following controls are active
FUNCTION KEY
-Finish Text Bubble SPACE
(I'm done already, go on)
-Skip to next action scene "S"
(ByPass story from here to next action scene)
-Repeat Animation "R"
-PAUSE/UNPAUSE "P"
-QUIT GAME ESC
GAME OPTIONS
The following options are available by selecting GAME OPTIONS from the Title Screen.
ADJUST SOUND
Lets you turn the sound off during selected portions of the game. RealSound uses a large amount of CPU time and can cause sluggish game play on slower machines
CHANGE VIDEO MODE
Sets the game's video mode to one of 4 possible modes
CONFIGURE KEYBOARD
Lets you re-assign the keyboard controls for the Action Scenes
SCENERIO
A powerful crime syndicate has taken over large areas of our major cities, turning them into vast criminal wastelands. Arson, extortion, drug distribution, murder and now...terrorist abduction! You have just learned that they have taken the president's daughter and are holding her and our country hostage.
YOUR PURPOSE: To wipe out this criminal organization and rescue the president's daughter. Even with the most sophisticated assault technology available, it won't be easy. You are the only one that can save the country from this sinister infestation...
GAMEPLAY
You start the game with five lives. The game is over once all of your lives have been lost or you have rescued the president's daughter. Extra lives are awarded on achieving a pre-defined number of points. Lives can also be found throughout the playfields as you progress through the game. With each life comes a shield. This shield is drained as you are hit by the enemy. When the shield is depleted the life is lost.
You are equipped with the most advanced assault technology. Your weapon is a combination machine gun and rocket launcher. You can also obtain other weapons in certain playfields as you advance through the game. These weapons can be used for a limited amount of time. You have a large variety of movements that allow both offensive and defensive tactics. See the section on ACTION SCENE CONTROLS for more details.
OBJECTS
You can pick up objects throughout the game. Objects are dropped by the enemy and can be found under crates, barrels, etc. or can be activated by shooting secret switches.
Five-Shot Machine gun.
This weapon discharges five shells at once.
Ball blaster gun.
This weapon fires a single burst that explodes and sends out small projectiles covering a 360 degree radius.
Drugs and Money.
You received points immediately for picking these up and they will also be added to the totals on the Command Center. At the end of play you receive an additional bonus for confiscating these items. The goal is to keep the M.O.B. from using these for their Master Plan.
Machine Gun Ammo.
picking up Ammo increases your supply. The amount you currently have is indicated on the Command Center.
Rocket Launcher Ammo.
Pick these up whenever possible. Entering the higher levels with a low supply of rockets is certain death
Energy.
Picking up energy icons will restore your shield level back to full power. These can be used strategically for maximizing points. Be careful not to wait too long as objects stay on the screen only a limited time.
Lives.
Extra lives can found in various places throughout the playfields.
Memorize where these are as you will need many of them to complete the game.
BONUS ROOMS
Bonus rooms start appearing in the ghetto. they can be found in all playfields between the Ghetto and the Drug Factory and are indicated by a flashing green arrow above the door. Bonus Rooms were devised by a mentally unstable scientist working for King Pin. They contain lethal laser beam sequencers and kinetic death pads. They are essentially puzzles to solve. Many needed supplies can be found here and you will be amply awarded with points for the risk. Be cautious though, it will take some practice before these rooms are mastered
SCORING
Eddie the Lump 500
Crack the Mack 1000
The Evil Ninja 2000
Tiny 2000
Mounted Wall Cannons 2000
Money and Drugs 2000
Crates,Barrels, Boxes 500-2000
Bonus Rooms Sequences 3000
K909 5000
King Pin 25000
* Bonus points are awarded for each level completed
* Extra lives are awarded for accumulative points
Game Solution.......
CRIME WAVE
- General Tips
- Train Yard, Streets, Subway, Ghetto
- Weapons Plant, Warehouse (I), Printing Plant, Warehouse (II), Drug Factory
- Outside Mansion, Inside Mansion, Hallway
CRIME WAVE: Part 1
GENERAL TIPS
Reassign the "jump" key from + or ENTER to a key closer to that of the "duck key." For example, on my extended keyboard, I had TAB as "crouch," so I assigned "jump" to the "1" key, allowing me to go from "crouch" to "jump" with ease.
Crouching is a good way to move, and makes surviving a whole lot easier. Please note that you cannot enter a door while crouching.
Shooting barrels, crates, and boxes (among others) reveals special items worth points, as well as Energy, ammunition, weapons, and lives.
Try shooting everything at least once. You never know what can blow up unless you try.
The Evil Ninja's weapons have the ability to "home in" on you. Crouching and moving behind walls, etc. are a way of avoiding these weapons.
Enter the BONUS ROOMS some of the time. They have needed supplies and items.
Note: The manual claims that wall-mounted cannons can be destroyed by jumping and shooting, but this never worked for me.
CRIME WAVE: Part 2
THE TRAIN YARD
Throughout this area, men are up in the trains shooting at you. I have found that, compared to the other enemies, they pose little threat and are best left alone. If you must shoot them move as close to the wall as possible, then jump and shoot in mid air. These Same Tactics should be used for the wall mounted cannon in the bonus rooms.
To conserve ammunition, a good move is to shoot at every few barrels. As you progress in the stage, you will find a brown "shack." Blowing this open reveals a few packages of drugs worth 2000 points each. This "shack" is right after the sign, but before the exit. Blow up the last barrel before the exit.
THE STREETS
You are now on the streets of the city. Blowing up newspaper machines should be your main priority here as they all contain Energy. Move past the exit, blow up the newspaper machine for an extra life, and collect the missiles. This is your typical "shoot everything that moves with no real danger" stage.
THE SUBWAY
The subway provides extra missiles, three Five-Shot Machine Guns, Energies, and two extra lives. Blow up the Coke machines and collect the drugs.
Look out for the Ninjas. Crouching helps to avoid the ninja-stars. (Notice the MEAN STREETS posters? Nice advertisement, huh?) Ninja Stars have homing abilities.
THE GHETTO
In the ghetto, take advantage of all the doors. The lasers inside have patterns, so take the time to observe the pattern instead of blindly charging through. In these bonus areas, always go past the exit and the last laser. Doing this causes an extra life and other goodies to fall. Blow up some cans and get all the goodies you can.
Crouching is a good way to defeat the knife-wielding, grenade-tossing baddies. Blow up the can right after the sidewalk is blocked for the first time to receive an extra life.
As you approach two doors almost right next to each other, go in the second one. Inside are three Energies and more items. Blowing up fire hydrants reveals Energies, and at the bottom of the screen near the exit is a Ball Blaster Gun. Don't waste bullets _or_ missiles on the car.
CRIME WAVE: Part 3
THE WEAPONS PLANT
The crate at the top far left of the screen at the very beginning of the stage contains a Ball Blaster Gun. Blow up the missile racks and cannons. The enemy will have a blast!! Don't forget about barrels, as destroying them yields an extra life or two. If destroyed, many crates yield weapons. It is easier to kill the creatures resembling Tiny by using the missiles.
THE WAREHOUSE (I)
If you enter doors, observe the floors. Each one has a pattern. Watch for a "free guy from the sky" sometimes falling down. As always, walk past the exit door, since extra lives and other items fall down. Blow up barrels and crates. They have extra lives, weapons, and Energy. Don't walk on the red circles that inhabit the floor.
THE PRINTING PLANT
Hurry through this one. It's potentially the most dangerous area so far. The blue disks falling from the sky can end a life quickly. Most objects here can be blown up to reveal an item, but it's best to just keep moving!
THE WAREHOUSE (II)
Avoid the red circles (again!) and wall holes! The circles are still deadly, and the holes shoot explosive balls. Stay low and blow up crates and barrels whenever possible.
Make sure you have an ample missile supply. Soon you will reach the toughest character in the game so far: K-909. When you reach K-909, make sure you are lined up with him, and then jump and fire missiles at his "eye." The crate at the top of the screen in this area contains missiles.
THE DRUG FACTORY
This area is simple except for the floating blue balls, which should be avoided at all cost! Crouching works best, and the main object here is to destroy the red vats and tubes, which contain King Pin's drug supply and equipment. You should now be heading for the final areas and the showdown!
CRIME WAVE: Part 4
OUTSIDE KING PIN'S MANSION
Again, crouching works! Avoid the missiles flying out at you at all costs, and don't walk in a straight line for too long! Blowing up benches yields Energies and extra lives. Do not waste ammunition on the trees and bushes. Try to get as many missiles as you can (walking past the exit causes three to fall)...you'll
INSIDE KING PIN'S MANSION
For an extra life, blow up the large unit (it resembles a desk/armoire) near the entrance to the area. Blow up chairs to get Energy. Use bullets on them (about 5 per chair should do it), and don't waste the missiles on them. Shoot as many as you can and also try to collect more missiles.
You can't go through the doorways blocked by lasers, so don't go near the beams. Walk past the only open doorway to get three missiles and then go through the doorway to get to....
THE HALLWAY (FINAL STAGE)
Crouch down and move forward (sticking close to the wall at the top of the screen is good). As the little robots approach, move around, but _don't_ waste missiles! They can easily be dispatched with bullets.
Proceed through these "buggers" (a few lives helps a bit), and finally the hallway clears. Stand up. Proceed onward, readying your fingers on the jump and missile keys.
A large robot approaches. It's King Pin himself, coming to handle you! Line yourself up, jump, and fire missiles at the black hole. After the explosion (if you survive to see it <g>), walk over to King Pin's body. Now, sit back, take a deep breath, and watch the endgame. CONGRATULATIONS!!!
CRIME WAVE is published and distributed by Access Software.