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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 firstname.lastname@example.org 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 Room || || || || Red || Room || || || || || Red --Blue Room--Room 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.
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.