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Guide and Walkthrough by ASchultz

Version: 1.0.0 | Updated: 01/15/2001

Russki Duck FAQ/Walkthrough
Version 1.0.0
copyright 2001 by Andrew Schultz schultza@earthlink.net

Please do not distribute this document for profit without my permission.  
Note however that a poilte request, asking me by name, will probably 
result in permission to use this FAQ.  It is part of my efforts to help 
preserve memories of Apple games that I feel are noteworthy.

****AD SPACE****

My page for other classic apple games is at:
http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm

********

      OUTLINE

  INTRO/CONTROLS

  MAP OF THE TOWN

  WALKTHROUGH

  WHY DID THE AGENT CROSS THE ROAD?

  LIKE, WHY BOTHER, DUDE?

  THE SIMPLISTIC AND THE WEIRD

  VERSION/CREDITS

********

  INTRO/CONTROLS

    Your objective is to get the MX plans and return them to behind the 
laser barrier in the CIA building, where you start out.  You must avoid 
what I originally guessed might be enemy agents but may be [Rush 
Limbaugh]weenie anti-nuke Libertarians[/Rush Limbaugh] or, more likely, 
anarchists as they just steal everything that isn't nailed down.

    Controls default as follows although they can be controlled with 
ctrl-c(thanks to textfiles.com for pointing this out.  I would have 
liked to have approval for this info but could not find a way to contact 
them and will take this info. down if they object:)
        Up
        A    S = use an item
Left  <- -> Right
        Z
        Down
    Pushing a key once moves you one square in that direction.  Pushing 
it twice in a row makes you "run."  When you are not in a building, 
hitting a red(bad guy) stops you.  When in a building, being touched by 
an orange face(bad guy) elicits a noise, and then you die.  Also, 
entering a building is annoying because you have to be on exactly the 
right pixel to get in.  You have five lives to start out the game.  
There seem to be eight bad guys scattered throughout the game.
    Opening most crates(blue or orange boxes with X's on them) will make 
a bomb appear, except for that special one where the Russki Duck shows 
up(see walkthrough.)  If you stay too long in a room with a bomb(a 
buzzing sound indicates it is starting to detonate) it blows you up and 
all the items with it--the items are knocked by explosion (very 
conveniently, I might add) into other business establishments in the 
game.  You'll just need to track them down.
    You receive $100 for each stolen item you return to the proper 
store(even the stinkin' nickel.  But if the game were _truly realistic_ 
you'd get $900 for bringing a hammer to the Pentagon :). )  You receive 
$2500 for bringing the MX plans back to the CIA.  Cheap ***'s.

  MAP OF THE TOWN

    There are sixteen buildings.  The CIA building is in the upper 
right, and the foreign embassy is in the lower left.  The embassy, like 
the Auto Emporium, seems to be there for Local Flavor.  Which still 
tastes like sugar-free NyQuil.  Ahh well.

Auto Emporium         || |       | ||CIA Building
[2 autos]             || |   +---|=||[see map]
Costume shop          || |   |   | ||Hardware store
[5 masks]             || |--++   | ||[screwdriver, hammer]
Post office           || |  |    | ||Natural foods
[2 boxes]             || |  |    | ||[grapes, peach]
Warehouse             || |  |    | ||Key duplicator
[2 boxes]             ||v|  | +* |^||[key, template]
Jewelry               || |  +-+  | ||Warehouse
[diamonds-green,white]|| |  |    | ||[2 boxes]
Hardware store        || |  |    | ||Computer City
[screwdriver, hammer] || |  +-+  | ||[IBN computer, disk]
======================|| |    |  | ||======================
======================|| |    |  | ||======================
1st national bank     || | +--+  | ||Florist
[5 cents, $10]        || | |  +--| ||[2 flowers]
Foreign embassy       ||=|-+     | ||Electric Equipment
[see map]             || |       | ||[CIA pass, 1 box]

* = t-shirt transfer stand
+ = intersection
-, =, | = places you can walk.
V, ^ indicate which way the traffic goes.
All shops can be entered only from the east/west, and the map wraps.

    MAP OF CIA BUILDING

    Green--Red
    Room   Room
     ||
     ||
     ||
     ||
     ||           Red
     ||           Room[laser]
     ||            ||
     ||            ||
    Blue -------- Blue
    Room          Room

    MAP OF FOREIGN EMBASSY

    Green-------- Blue
    Room[2]       Room[2]
     ||            ||
     ||            ||
    Red            ||
    Room[2]        ||
                   ||
                   ||
                   ||
                   ||
            Red --Blue
         [1]Room--Room[1]

    The brackets tell you how many packages are in each room.

The entry rooms to the shops are colored as follows:
G   B
P   O
O   P
B   G
G G B
P   O

O   P
B   G

  WALKTHROUGH

    Exit the CIA Building.  Go one shop south and pick up the hammer.  
Then go north and east off the side of the screen.  Three north is the 
warehouse.  There are two boxes, one on top of the other.  Start off 
north of them and make your way down hitting the keys one at a time as 
follows.  (Left arrow,) Z, (right arrow,) S.  This will allow you to 
open the top box without opening the bottom, which will reveal the 
Russki Duck.  Drop the hammer and pick up the duck.  Go to the Key 
Duplicator, drop the duck, pick up the key and use it on the duck with 
the S key.  Take what is now the box saying "MX" (the MX plans) and go 
back to the CIA laser room, which is east and then north of the 
entry(not north and then east--an entirely different place!)  Then go 
north off the screen to Electronic Equipment to get the CIA pass.  Go 
back to the laser room, drop the pass, pick up the duck and go across 
the barrier.  Bingo.  Whee.
    Naturally, there may be some kinks in this walkthrough.  Items may 
get stolen, or you may set off a bomb in a room with an item, putting it 
in a random other place.  The best way to proceed in such an event is to 
scour the stores one-by-one.  It's not the most exciting thing to do in 
the world, but you'll only have to do it a couple of times in the very 
worst situation.  Also dropping an item in the laser room seems to 
guarantee it won't be stolen.

  WHY DID THE AGENT CROSS THE ROAD?

    Because in many ways it is the most challenging part of the game, 
aside from figuring out the controls if you don't know them or didn't 
have this handy FAQ, and the cars are certainly the coolest part of the 
game.  Crossing the road takes patience.  Cars come at regular intervals 
but their position on the road may vary.  You'll probably want to wait 
until a car passes by far away from you, followed by one near to you.  
Go to the middle of the road, wait for the far car to pass, then cross 
completely.
    Note that enemy agents that cross the road and get run over re-
appear.

  THE SIMPLISTIC AND THE WEIRD

    Whatever I haven't pointed out before goes here.
    Once you've returned the MX plans, picking them up and moving them 
will immediately get you an extra $2500 bonus.  Easy residual income 
from the government, baby!
    Leave a room in the CIA/Embassy and come back, and bad guys may not 
re-appear.  They also almost never follow you from one room to the next 
even if they are going in your direction.
    They sure picked some dumb items for bad guys to steal.  FLOWERS?!
    FACT:  The cars on the left side are the coolest.  You have cars 
with red and green smiley face roofs, cars that look like dogs from 
above, red, green, or red/green racecars, and white cars with red or 
green candy stripes.  On the right are a bunch of "vintage" cars which 
don't look as snazzy.

  LIKE, WHY BOTHER, DUDE?

    Well, I'd solved Copts and Robbers 1/12(Friday) and wrote a FAQ for 
it.  Then EPoetker on GameFAQs announced dibs on an obscure game, and I 
felt like following suit.  This was another game I felt wouldn't be too 
tough that I could solve easily, and it was a lot like C&R, and like C&R 
I wasn't able to solve it when I was eight, but I think/hope that was 
because I got bored.  I was right about there being an easy and direct 
solution if you can plan it in advance.  However, if you don't know how 
to solve it, an easy task can become hard and I wanted to help anyone 
who didn't want to lose sleep over this.
    After nailing this I went and "solved" Ceiling Zero after that.  
Woo-stinking-hoo.

********

[End of FAQ proper]

  VERSION/CREDITS

1.0.0:  sent to GameFAQs.com very early 1/15/2001

Thanks to:
www.textfiles.com for the ctrl-c tip.
ftp://ftp.apple.asimov.net for the disk image.

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Old school guide/map writer. Also the author of text adventures Ailihphilia, Shuffling Around/A Roiling Original (anagrams,) Very Vile Fairy File, Quite Queer Night Near, The Problems Compound, Threediopolis and Fourdiopolis.