
 Code Name: Viper -- NES
 FAQ/Walkthrough 
 By Orochi K
 kartelkertra <at> caramail <dot> com

 v 1.10
 May 28, 2002
 What's new: Typos corrected and some notes edited!

 Please note that this name has nothing to do with the TV series. Although
 that would have been cool. Note, this doesn't mean this game is not cool.


  2002 Ashvin "Orochi K" Sawmynaden. All rights reserved.

 This document is protected by US Copyright Law, and the Berne Copyright 
 Convention of 1976. Any reproduction of this document without the author's
 express permission is strictly prohibited. This guide is meant to be
 viewed on GameFAQs only. Do not bother asking me for permission, your
 e-mail will simply be ignored. If you found this guide somewhere else
 (as there are people who will not hesitate to steal such work), please
 let me know.

 Code Name: Viper  1989 Capcom U.S.A., Inc.

 The latest version of this guide can always be found at www.gamefaqs.com.
 Unless I'm too lazy to send it there.


 <<*-*-*-*-*-*>>
    CONTENTS
 <<*-*-*-*-*-*>>

 I. Introduction

 II. Game Overview

 III. Controls

 IV. Walktrough

 V. Enemy List

 VI. Tips

 VII. Miscellaneous Info

 VIII. Game Genie Codes

 IX. Frequently Asked Questions

 X. Revision History

 XI. Credits


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  I. INTRODUCTION 
 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

 [...Where introduction refers to the purpose of this guide and why the 
  author found it amusing to write one for such an obscure game. As if 
  anybody cares anyway.]

 As blatantly stated at the top of this document, you are now reading 
 a FAQ/Walkthrough for Code Name: Viper on the NES. Yet another great
 game on the NES bites the dust and is left alone while everybody should
 be talking of it. Hopefully, now that you have lost your way along the
 mazes of GameFAQs --since there is no way you really decided to read it--,
 here's hoping you will go ahead and play the game. Recent surveys show
 you will most likely enjoy it. Unless you loathe it.

 ...Simple gameplay is sweet.  


 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
  II. GAME OVERVIEW 
 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

 [...Whereby the author explains how the game is played and provides a
  brief overview of what you are supposed to do in Viper. Getting to beat
  it is and will be treated as optional.]

 In Code Name: Viper, you play as a secret agent known as Viper whenever
 he's been assigned a task. Of course, that's not his real name. I mean,
 do you really except someone to behold such a name? Even Solid Snake, 
 who doesn't have a social life, has another name. To get on with it,
 Ken Smith, which is his real name but let's just call him Viper, has 
 been assigned to eradicate a drug-empire...ALONE!

 Your main task consists of surviving through the enemy encounters, 
 obtaining a bomb from a fellow agent (who's being kept as hostage) and
 getting out of that area. Each time you beat a level, you will meet with
 someone who holds a piece of a message which, when completed, will point
 out why the cartel exists and how it functions.

 The gameplay mechanics are not limited to just shooting and walking 
 though. On the way, you can also rescue hostages. Doing so just nets
 you additional points but it is quite rewarding to know you've fully
 completed the game and saved everybody that could be save. Viper also
 carries two weapons, a pistol and an assault rifle. And finally, the
 game features the common life bonus where Viper's health is refilled
 and a pretty useless time bonus.

 Rescuing hostages, getting ammo clips, obtaining the bomb and claiming
 the items are all done the same way. By standing by a door and pressing
 Up on the directional pad, it will revolve to reveal what is hidden 
 behind it. Not all doors hide items or hostages though, some are empty.
 However, they allow you to escape from dangers. I'll delve more in that
 aspect of the game in the "Tips" section.

 As a matter of fact, I would recommend you to check the "Tips" section
 before reading the walkthrough itself. Yes, I know that seems the most
 obvious thing to do but you'd be surprised to know how common sense is
 lacking nowadays.

 Otherwise, starting the game is easy. Just press the Start button and
 choose your difficulty between Easy, Normal and Hard. If this is your
 first playthrough, I suggest starting with either the Normal or Easy
 modes. You need to know a bit about the game before attempting the Hard
 one as enemy encounters are drastically increased and they benefit
 from a better AI.

 If you are continuing a game, just put the cursor at the "Passwords"
 option and press the Start button. Then, put in the password you got
 through playing the game and voil! If you are greeted with a black
 screen and nothing else, I suggest you grab the Rocket Launcher that's
 lying around in your dad's room and run back to Funcoland to demand
 a refund.


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  III. CONTROLS
 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

 [...Grasping the controls is essential to beating a game. Playing it
  until the end is required too.]

 Viper's controls are actually very simple and you shouldn't have any
 problem getting used to them. Understanding the game mechanics is 
 another story though but, hopefully, this guide will answer all your
 questions.

 ~.~

 The basic control scheme is as follows :

 Up      :  Look up/rotate door
 Down    :  Crouch
 Left    :  Walk back
 Right   :  Move forward

 A       :  Jump
 B       :  Shoot
 Start   :  Pause game
 Select  :  No use

 ~.~

 That's just the basic controls though. Viper benefits from other features
 which make the game _that_ enjoyable.

  It is possible to jump and shoot. Simply tap B after jumping and this
   should enable you to take care of enemies who are on upper ledges. In
   addition, you are not limited to a single shot per jump.

  For a high jump, hold Up on the pad and press A. However, it is
   impossible to shoot during these "super" jumps so be careful while
   resorting to these.

  To rotate a door, stand in front of it and press Up on the pad. Doors
   should automatically rotate back after a while but you can have Viper 
   hide forever behind any of those by holding Up.

  Obviously, it is often hard to attempt high jumps while in front of a 
   door.

  To jump down to a lower ledge (which is possible throughout the game),
   hold Down to crouch and press the jump button. You cannot shoot while
   you are performing this action.

  You can have access to two weapons, namely a normal pistol and an
   assault rifle. The assault rifle can obviously fire endlessly as long
   as ammunition is plentiful and is a necessity in the last 2 levels.
   The pistol has a short loading time between successive shots and you
   need to constantly mash the button to have the bullets come out
   quickly (while you just need to hold the button with the rifle).

  Ironically, you cannot switch between the weapons yourself. When you 
   get the rifle, Viper discards his pistol for the time being. As you
   run out of ammo for the rifle, he'll begin using the pistol again. It
   should moreover be noted that even when the pistol is discarded, 
   whatever bullets you get along the way will still add to the total.

  For each weapon, the maximum bullets you can hold is 300.

  Viper starts with 2 health bars (well, circles actually). The heart 
   items will add a bar when you claim them though. You can only have a 
   maximum of 4 bars. Beyond that, any life item will merely refill them.

  The clock item adds more time to what you have left. It's not an 
   important item though because the game gives you ample time, even on
   the hardest difficulty.


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  IV. WALKTHROUGH
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 [...The premise is set.]

 As the game starts, the chief tells you that the different hideouts of
 the drug cartel have finally been located. It is now up to you to take
 them out. In each hideout (there are 7 of them), you will also have to 
 find the commando who's being held there. The latter will then provide
 you with a bomb which will allow you to get the hell out of there and 
 move on to the next area.


 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 STAGE 1
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 [...Adventuring in the South American jungles doesn't necessarily make
  you notorious.]

 |||||...............................................................|||||
 Doors in this stages are easily located. No further description needed
 as far as those are concerned. (Note: The reason I'm mentioning this 
 is because, later on, the doors are located in dark walls and not very
 obvious. I will thus dedicate a smaller paragraph to locating those
 at the start of each stage.)
 |||||...............................................................|||||


 As Viper appears, walk forward and kill the soldiers that come your way.
 When you reach the second, longer ledge, there is a door below. You
 cannot miss it as a couple of soldiers will come out of it to threaten
 you. Simply kill them and wait to ensure that no other will come out.
 Then, use it to liberate your first hostage who will greet you with a
 booming "Thank you".

 Then, proceed forward and be ready to shoot whenever required. This
 level is a piece of cake but you still need to be careful as you have
 only 2 lifebars so far. When you reach the small green statue, jump over
 it. There is another door some steps ahead which will reward you with
 some pistol rounds.

 As you move forward, a bunch of soldiers will very likely drop from 
 above and land on the upper ledge. You can either wait for them to drop
 to the ground or jump up yourself to kill them. In the second case, be
 careful while jumping and make sure you do not jump onto them. There
 are three more doors in this area, two up and one down. The lower
 door and the upper left one have nothing while the upper right one hides
 a hostage.

 Since the lower path is blocked, you are forced to take the upper one.
 There will be another bunch of enemies waiting for you after the statues.
 The best thing to do here is to wait for them to jump and unload a couple
 of bullets on them. Jumping down or even on the other ledge is _not_
 recommended. When you're done, check the 2 doors in this section both
 of which are adjacent to the same ledge. The upper one has nothing while
 the lower one will grant you the amazing assault rifle!

 You cannot directly jump onto the next ledge because of the statue. Jump
 on the ledge above the door first and then, jump over to the next one.
 Make sure there are no enemies to greet you with a nasty surprise first.
 There is an empty door here, should you ever need it.

 Again, proceed foward, kill the soldiers, and jump over the statue. Note
 that the statues block your bullets, so you cannot just hide behind
 them and shoot away like a madman. There are 2 doors here. Both are
 empty but you'll very likely need them to hide from the enemies who
 abound in this region.

 As you go on past the small statue, there are another two doors on the
 upper ledge and there will also be some soldiers guarding them. The left
 door will reveal a skeleton who will crumble as you rotate it while the
 right one has absolutely nothing. Further on, there is a lone door just
 before the waterfall but it has nothing too, so just jump on the ledges
 to move on. Going to check the door will be merely a waste of time.

 Make your way through until you need to jump over the gaps. Be careful
 of soldiers who may suddenly appear from the water and shoot at you. It
 is possible to kill these as they show up but it is usually much better
 to just avoid the bullets and quickly jump forward.

 There is another door above one of the platforms but a soldier will come
 out of it first. Just wait for him to fall into the water and use the 
 door for some ammunition for your assault rifle. Move to the right again
 once you're done.

 When you reach safe land again, you'll have to be careful of the snipers
 that appear from the holes in the walls. In most cases, crouching and
 shooting will suffice but you still need to make sure you aren't caught
 by stray bullets. Moreover, try to dispose of them as soon as humanly
 possible.

 Before you jump onto the upper platform, move on land until you come to
 a dead end first. There is a door here, using it rewards you with the
 commando who will give you the bomb. Once you're done with him, jump up
 and kill the soldier. There is a door a few steps back but there is
 nothing behind it and unless you are surrounded by enemies and need
 shelter, don't bother about it.

 Jump to the next ledge and look for the door on the left side. There
 are pistol bullets behind. If enemies suddenly spring from behind you,
 just remain behind until they fall down. Another soldier will also
 suddenly appear from the door when you leave it, so watch out for
 bad surprises!

 Walk forward until you are in the jungle again. A blue-capped soldier
 will show up. Crouch, wait for him to come near you, shoot away. If
 someone comes from the left (i.e. behind you), quickly turn back,
 unload some bullets and turn around once more to face the other one.
 Finally, proceed to the right.

 As you reach the next familiar ledge, the way is blocked by tall statues.
 Jump above and look for the two doors here, one on each side of the hole.
 The left one has nothing but by doing so, you'll encourage a guy to 
 come out of it. Kill him before going into the next door as the latter
 conceals a hostage.

 There are 2 more doors to the right of the statues but these are on the
 ground itself. Drop down  la Viper (crouch, press jump button) and
 examine them still  la Viper. In most cases, they will just be empty
 but there are sometimes bullets available.

 Jump back up and kill the soldiers. The door between them is devoid of
 interest but it will enable you to hide from enemy fire. Further ahead,
 statues prevent you from staying on the ledge. Drop down and keep 
 moving to the right. The door holds nothing, so don't bother with it.

 When you see the sniper, you'll need to be very careful as he can shoot
 in 2 directions. First, wait for him to stop shooting and quickly jump
 up so that you land where the door is. As soon as you reach it, hide
 behind it. The soldier will shoot just as the door starts revolving.
 You just need to hide while he shoots and once he stops, retaliate. 
 Also note that you'll need to crouch to successfully nail him.

 Next, go on to the right and kill the soldiers who think they are up
 to the challenge. As you reach the green wall, Viper will throw the bomb
 at it and will exit through the gaping hole which results from the
 ensuing explosion.

 Mission complete! You'll obtain the first fragment of the letter!


 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 STAGE 2
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 [...Dock 6, the orange warehouse! Be ready at 23:55 and have the goods
  readily available!]

 |||||...............................................................|||||
 Doors here are mostly within the orange warehouses and their outlines
 are clearly visible. Just look for horizontal breaks amidst the usual
 vertical ones. Doors can also be blue, red or grey at times but these 
 too are very easily located
 |||||...............................................................|||||


 As the second level begins, kill the bad guys who come out of the door
 and move forward. The door is empty but since several enemies will show
 up, use it effectively to avoid any loss of health (or loss of a life
 if you're that unlucky).

 When you see a blue-capped thug on a ledge above, another two ruffians
 will show up behind you. Be prepared to take them out and turn around
 to deal with the first one as he jumps down to attack you. The door
 directly above you has nothing and the one to the right reveals a 
 skeleton.

 The next one on the small ledge conceals bullets for your pistol. Once
 you're done, drop down and take care of any enemies who are still alive.
 The following warehouse has another two doors but both have nothing
 behind them. However, enemies will swarm out of those. Be ready to 
 take them out one by one. Once you've sent all of them to the blazes
 of Hell, jump on the ledge above and proceed to the right as a brick 
 wall is blocking your way beneath it.

 When you drop down from the wall, crouch as soon as possible and take
 care of the thugs. One of them will probably fire at you and that's
 why you need to crouch. Then, walk forward and you'll reach a new 
 section which features a lot of crates.

 As you walk in this new section, a bunch of thugs will show up from both
 sides. Deal with them and have the blue door revolve to grab some ammo
 for your assault rifle. There is another door right above the "Danger"
 sign but it is unimportant as far as items are concerned. Watch out for
 people who may come out of it though. There are another two doors here
 (i.e. below the rail) but both are of minor importance too.

 Jump up until you reach the upper ledge and check the two doors there.
 The left one reveals a hungry hostage while the right one just has
 thugs coming out of it. You'd be suprised at what lies beneath these.
 Finally, go on to the right and jump over the gap onto the next section.

 As you come to the small blue warehouse, you will meet the first bright
 enemies. First, drop down and crouch immediately to take care of the
 soldier who will arise from the door in the blue warehouse. Then, turn
 to the right and wait until the masked man stops shooting. As he stops,
 stand up and shoot at him while he raises his head again. You are also
 advised to crouch soon after shooting to avoid any on-coming bullets he
 may have had the time to spawn. Now that the area is clear, you may
 check the door to rescue a hostage.

 You will meet other masked men behind the boxes. Use the same strategy
 each time although just walking and shooting as soon as they show up
 will work. Doing so is risky though and since you die with one shot at
 this point of the game, revert to the original strategy instead.

 After you've jumped over the next gap and come to a new crates-section,
 check the red door. Don't worry about missing it, a thug will be more 
 than glad to bring its presence to your attention. You will get some
 pistol rounds from behind.

 As you proceed to the right, be wary of a spiked ball that will drop down
 and attempt to crush you. Avoiding it is a breeze but if you just walk
 forward heroically, you will very likely run into it. At least, you can
 then claim to have asked for it. There are 3 doors here, one on each 
 level. The first two ones are uninteresting, the last one yields more
 ammunition. It is located by the far blue crate, to the left of the
 "Danger" sign.

 After some linear exploration, jump above. For the record, there is
 another blue door between the two orange crates but it serves no
 purpose whatsoever unless there are some thugs around you. Same goes
 for the orange one but you'll be dealing with a thug when you finally
 reach it.

 As you lightly hop up, don't forget to stop by the middle orange crate.
 Within it, lies a door. Within that door, lies a hostage. The door on
 the ledge to the left needs no checking out. Just leave it alone because
 as you move to the right again, another spiked ball will fall down and
 getting to avoid the latter can be quite tedious.

 When you reach the top, there are 2 blue doors. Both hold nothing. Well,
 the one on safe ground shields a skeleton but why you should bother about
 it is utterly beyond me. From here, jump forward so you land next to the
 box. Doing any other action leaves you in a tough situation as a masked
 man will suddenly appear behind the box and he'll literally assault 
 poor Viper with bullets. By jumping next to the box, you can kill the
 cheap bastard as soon as he shows up.

 Now, to reach the white ledges, you'll need to backtrack to the gap and
 jump on to the blue crate. From there, it is easy to reach the white
 ledge. The first red door doesn't shield anything, the second red door
 hides a timer, and the third one is as empty as the first.

 Cross the gap and move to the right. Another of those annoying masked
 men will reveal himself behind the box but with impervious precision,
 you should be able to take him out without much opposition. Then, stand
 to the left of the box and high jump. You'll land just beside the upper
 box. Wait for another cheap-ass shooter to appear and finish him off
 swiftly. Move away quickly when you're done though, another may appear
 soon afterwards.

 As you proceed to jump up again, you'll notice a door by the tall blue
 crate. Don't bother about it. Instead, move to the far left and when
 you reach the end, jump ahead. You will land on a small ledge with
 a door, use it to liberate the commando with the bomb.

 Go back to the right. If you land by the upper box again, be cautious
 as a fresh masked man will try to take you by surprise. Hopefully,
 you'll be able to greet him in fashion...By putting a bullet in his
 brain. The blue door can be left alone, so just walk forward.

 The next region is infested with boxes. And who says boxes also say
 masked men! You should be able to take care of them quite easily by
 now but just in case you suddenly forget all those hard-learnt lessons
 and the infamous VR Training Missions, crouching still remains your
 best friend. Then, just walk towards the brown wall and Viper will
 use the bomb. 

 Mission complete! Second message fragment available!


 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 STAGE 3
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 [...Within a castle, lies a baron...The Baron of Death!]

 |||||...............................................................|||||
 Doors during this level are mostly red or grey and situated within walls. 
 They can be recognized by the upper part which is very prominent, to say 
 the least.
 |||||...............................................................|||||


 Why is it that, as soon as a level starts, someone comes running at you?
 Sigh! Anyway, you know how to deal with such madmen now. Two bullets will
 suffice and he's an easy target. Move forward until you reach the first
 door which is shamelessly devoid of interest. You can however use it for
 safety should a hectic situation arise. Otherwise, prepare to endure
 a heinous death. :)

 The grey door you'll see soon afterwards grants you a hostage to boast
 about. As you can see, there are 3 men crouching behind big boxes here.
 Well, the fact remains that you are now in the third level of the game
 and it wants to point this out to you by dragging as many enemies as
 possible to hinder your progress.

 These men have a pattern whereby they will hide behind the boxes for
 the most and then quickly get up to shoot. They will repeat as required
 until you are dead. The trick to avoid this is to kill them first,
 obviously. To do so, crouch next to the box too and get used to their 
 pattern. Next, get up before them on the next shot and send them away.
 Or you can just stand there and shoot until they stand up but that
 seldom works.

 Kill the first lower one first, then jump on the ledge to take care
 of the one above you. You obviously need to go back a few steps before
 you are able to jump. Once this one dies, hop over the box and drop down
 such that you land between the 2 lower chests. Apply killing strategy
 again. 

 Check the door behind him (or what is left of him) for a hostage. It is
 however better to kill the next hunter first because he'll very likely
 start shooting as the door revolves and you run the risk of appearing
 as a bullet flies by. Once this is done, jump on the ledge and check
 the door which is just above the last hunter for some bullets. The door
 behind the third chest yields nothing.

 As you proceed forward, you'll notice big orange pillars amidst the
 dark background. This region is tough because some green-capped men
 will drop down. It is primordial to kill them quickly because they
 have the bad habit of continuously shooting. They seldom stop and if
 you don't take enough precautions, you will be dead in no time (well,
 they do stop but since they are in group, that doesn't really change
 anything). 

 At one point, two of them will simultaneously drop down, one on each 
 side. Kill the one to the left as he drops, then quickly turn around to 
 face the remaining one. If you are thinking of just jumping over the 
 right guy to make short work of him, you may as well stop playing here 
 because another one will drop behind you. So, you'll die anyway.

 As you reach the next grey wall, watch out for the thug who comes out of
 the door. When he's no more, check that door for ammunition for your
 rifle. Take care of the hunter behind the nearby chest. Jump over it
 and repeat to dispose of the second hunter. In some cases, someone may
 appear from the door behind him and jump near you. To avoid this, don't
 get too close to the chest. The door I'm talking about will reward you
 with a crumbling pile of bones which is commonly referred to as a 
 skeleton.

 You will now be in a section with red and orange walls. The first door
 hides nothing, so don't bother with it. When you walk forward, be
 careful of the springs that are on the ground. If you walk on them, 
 Viper will be catapulted forward. In some cases, you can thankfully
 avoid the springs by jumping up yourself but in others, you have no
 other choice than to step on them.

 The springs may seem harmless but if there are any enemies on-screen,
 they have a bad tendency to project you onto the same enemies. Another
 bad thing is that Viper takes his high jump stance when he surges
 forward and you should already know what this means if you read the
 "Controls" section (in case you didn't, that means he cannot shoot). 

 The door just behind the first spring will reveal a hostage. Don't 
 forget about it if you want to be a real hero. The next one is woefully
 empty but you'll probably need its shelter to dispose of the thug
 that should normally make a grand entrance.

 The one behind the double spring will give you your first life item.
 Your lifebar is comprised of 3 sections now which means you can afford
 getting hit by a bullet. After you reach the barricaded door, avoid the 
 spring if necessary and check the first door behind it to liberate the 
 commando. As usual, he'll give you the bomb so you can get the hell out 
 of this place.

 The second door gives some bullets for your pistol. If you have managed
 to keep your rifle all this time, you should have more than 250 bullets
 for your pistol by now. Be careful as you cause the second door to 
 revolve because a white-capped thug will show up from the first one
 and you'll probably need to hide for a while until it is relatively 
 safe to come out.

 In front of the grey house, kill the sniper in the window and any other
 enemies around. The next door (near the spring) hides a skeleton. 
 Move to the right and you'll see another of those hunters again 
 (ironically, he looks a lot like the guy who wants to eliminate Alan 
 Parish in "The Jumanji" -- of course, that doesn't mean anything). 
 However, as you are bold enough to move a few steps again, you'll see 
 a couple of snipers behind him on the lower level.

 First, shoot the first sniper as fast as possible. When he can no longer
 harm you since he's just dead, do a small jump to land near his former
 location. Then, crouch and kill the second one. There are however two
 things you must note: i) time your jump carefully because you may either
 touch the hunter himself or meet one of his bullets, ii) even when
 crouching, you are still vulnerable to the sniper, so be quick. There is
 no real need to dispose of the hunter once you're done with the second
 sniper but that's your call.

 The next door behind the stack of wood yields nothing but it should 
 serve its main purpose. As you proceed forward and reach the crumbling
 wall, be careful of grenades which will be thrown from behind it. To
 avoid these, just walk quickly without ever stopping. 

 Next, a couple of thugs will emerge from the trees. These are fairly 
 quick and they will try to surround you before pummeling you into
 oblivion. The trick to avoid this is to walk cautiously and slowly
 such that only one will appear. You still run the risk of having a
 surprise apparition from another one but there's nothing you can do 
 about that. If this happens, you can try jumping too to land on the
 far right but that seldom works.

 When you reach the train, beware of more snipers. Just walk forward and
 shoot. Crouch where necessary. If one of them is facing the other way,
 be quick as he'll turn to stare at you the second you get a bit close.
 Birds will also swoop down upon you and try to attack you from behind.
 Killing them is pathetically easy though. Just turn around and blast as
 long as required.

 Kill the couple of hunters hiding behind the haystacks next. Jumping
 between them and quickly shooting at the right one first followed by
 the left one surprisingly works. You need to carefully time your jumps
 though.

 There is a last hunter a few steps to the right but this one is harder
 to reach. The best method is to jump such that you land to the extreme
 right of the haystack. Getting him from there is a breeze but some thugs
 may appear from behind you as you shoot as him, so be ready to turn
 around quickly. Birds too will appear to peck at your eyes.

 Then, just walk forward until you reach the infamous wooden wall. Viper
 will use the grenade on it and will make a rapid exit. Only to face
 more enemies and bigger levels.

 Mission complete! Read the third fragment of the letter and arm your
 rifle for some major shooting!


 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 STAGE 4
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 [...Attack of the Killer Totems...? Yes, featuring Ken Smith!]

 |||||...............................................................|||||
 Look for a big vertical line here to make out the doors. You can also
 rely on the upper marks but they aren't so obvious to make out and 
 you may still miss them.
 |||||...............................................................|||||


 Walk to the right and jump on the totems. Kill the bunch of thugs after
 the second totem and go on to the right. Going left means backtracking
 anyway. When you reach the door, you'll notice how there is a menacing
 totem to the right. This weird statue can move about and will do so in
 a fixed pattern. The best way of avoiding being hit by this one is to 
 hide behind the door until it has completed one cycle and resumes the
 original position.

 You will need to use the door anyway as it yields more bullets for your
 pistol. Once you can safely get out, jump onto the roof. Check the first
 door for the hostage and remain in hiding if someone comes out from the
 right one. The latter doesn't hide anything and the same thing go for
 the one below it making it pointless to drop down. Instead, continue
 to the right until you need to jump over a gap.

 On the other side, the lower-right door yields ammunition for your rifle
 while the other 2 (one to the left and one on the ledge) are pointless.
 As you move on and reach the bizarre stairway, be cautious because you
 may get surrounded by a couple of thugs. You know how to deal with those
 now.

 When you can drop down, do so but be careful of the totem to the left.
 It cannot move like the previous ones but it sometimes releases a pillar
 of fire and falling next to it would be a big mistake. Once you're on 
 the middle ledge, jump down. There is a door to the upper-right which
 is easily accessible but you'd just waste your time with it.

 Drop down once more and keep to the right to use the door. It nets you 
 a mere skeleton but at least, you did what you could. Next, move to 
 the left and kill the sniper. As soon as he disappears, two arrogant
 totems will mysteriously appear from nowhere. Just drop down yet again
 to render them harmless.

 Continue dropping down. When you reach one of those totems which can 
 "fire" at you, there is a door next to it with a hostage. Don't miss 
 it (look for the vertical shadow). As you reach the brick ledge, walk
 forward and kill any thug that shows up. The door releases another
 skeleton but you'll probably need it to escape from enemy fire.

 Then, walk to the right. Don't drop down yet. The door in front of 
 the sniper is useless in regards to items too but since crouching is
 not effective in this situation, hide behind it until you can kill
 the badass sniper. You can now drop down through the small ledge.

 After dropping down twice, walk to the right. Be careful though because
 the totem below can release vertical pillars (as opposed to the
 horizontal ones you encountered before). Wait until the route is clear
 and check the door for more bullets. You may now return to the left.

 The two more totems (which, this time, use the regular horizontal 
 pillars) can be very painful. Wait until both pillars disappear and 
 quickly drop  down. Be very quick though because if you take too much 
 time, they will reappear as you are dropping down and you will still 
 be hit.

 Walk a few steps to the left and drop down yet again. Use the following
 door to dispose of the sniper and guess what you should do next? Yes,
 that's right, you should drop down. When you reach the giant ledges,
 you should sweat because you are now in the toughest part of this
 stage.

 You are supposed to make it to the far right without dying. There are
 two totems on each level, all of which are very quick. In addition,
 some thugs will also appear to make things even more difficult. What 
 you need to do to survive is to drop down and up continuously such 
 that the totems cannot touch you. Kill the thugs as soon as possible 
 or they will get in the way.

 While you are safe, walk to the right and whenever you see a totem
 coming your way again, just jump up or drop down depending on the
 situation. Repeat until you reach the dark forests of the Amazon again.
 The next totem you see is a vertical-pillar fanatic, so time your
 jump well.

 Then, just stroll forward until you reach a new mansion with several
 snipers. Kill them and walk to the right, jumping onto the ledges
 whenever required. The door on the first ledge will give you more
 bullets for your pistol.

 Once you are on the top, proceed to the right. A guy should normally 
 appear and he'll automatically start shooting like crazy. Since you
 are not on level ground, you will be forced to jump to avoid his
 bullets. It's very simple, shoot once and jump immediately afterwards.
 You'll avoid getting hit and the sole bullet you used will be more
 than enough to make him regret his debatable frequentations.

 Next, move on to the right and avoid the charging totem. The lower door
 has nothing but the upper one holds someone captive. To kill the hunter
 effortlessly, jump up way before him such that he will not shoot at you.
 After this, you will reach a section with four doors.

 The lower-left one has bullets while causing the right one to revolve
 will free the guy who has the required bomb. Both of the upper ones
 are utterly pointless unless you forget to kill the last enemies you
 encountered. Then, just walk to the right and dispose of the remaining
 drug addicts. Finally, you will reach the exit and Viper will use the
 bomb.

 Mission complete! The fourth fragment of the letter begins to shed some
 light on what is really going on.


 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 STAGE 5
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 [...As the mission comes to an end, Viper courageously moves on although
  he knows what awaits him next is a nightmare.]

 |||||...............................................................|||||
 Look for deeper lines which indicate the presence of doors. You need
 to squint at those though because most of the time, they are very
 hard to make out. Because of this, I will make ASCII maps to point
 out where the important ones are located. Keep in mind that you
 will need to make full use of every single door in this stage since
 it is extremely tough and always abounds with threats.
 |||||...............................................................|||||


 Kill the two thugs. The ledge under which you start hides a door but 
 it's pointless to check it for the simple reason that there's absolutely
 nothing behind it.

  Note: ##
        ## - window

        O  - pipehole

       |
       |                           Actually, although the door holds
       |  ##    ||             nothing, you may need it because
  wall |  ##    |    |             enemies will constantly appear
       |        |    |             if you take too much time.
       |        |    |
        
            Ledge

 
 Further to the right, there are 2 doors adjacent to the big ledge. The
 lower one is located exactly where the ledge begins while its upper
 counterpart is at the extreme right edge. The lower one gives way to
 a skeleton while the upper one will give you more bullets for your
 rifle. Obviously, make sure you check it at least once to take the
 goodies.
                                  ____
                            ##   |    |
                            ##   |    |
                                 |    |
                                 |    |
                   ledge

                 ||  O           O
                 |    |
                 |    |
                 |    |
                 ground


 Now, jump onto the upper ledge --or just remain on it if you were
 originally there--. Jump over to the next ledge. The latter consists
 of an upper and a lower part and there is a door on each part. Both
 don't hold any items or hostages but you will need them because as
 you jump forward, more enemies appear and they are of the shooting
 type. Crouching will obviously not work as they will be on the
 lower part and even if you crouch, the bullets will still hit you.

               ##   ||
               ##   |    |        ##  ||
                    |    |        ##  |    |
                    |    |            |    |
            |           |    |
                             ledge

                         O        ##  ||
                                  ##  |    |
                                      |    |
                                      |    |
              ground

 As further shown on the map, there is also another door directly below
 the right one. Unless you take yourself for Rambo, simply crouch at
 the upper door and jump down. This door holds the first hostage of
 this level but you'll also need it to hide for a while.

 Move on again and more enemies will run in. Crouch to kill them but
 be ready for those who may appear behind you. There is another door on
 the ledge, use it if you need shelter. As you may see if you've advanced
 a lot, there is another ledge but this one is situated slightly higher
 than that one. Enemies will also appear from there and obviously,
 crouching won't help you here. The ledge to the right comprises of
 two doors, one on it and one below it. There is a hostage behind
 the upper one.

                                                ##     ||
                                                ##     |    |
                                                       |    |
                      ##     ||                    |    |
                      ##     |    |        upper ledge
                             |    |
                             |    |             ##     ||
 first ledge                ##     |    |
                                                       |    |
                                                       |    |
             ground


 When you're finally done here, walk on until you reach the lava. You now
 need to jump onto the small blocks. Falling into the lava equals an 
 instant death. You are probably feeling that this part should be quite
 easy but, as Zigfried would say, YOU ARE THINKING TOO MUCH!

 Notice the cage at the top? As you jump forward, a new type of enemies
 --who bizarrely look like zombies-- will appear behind the cage. They
 can hit you as you are jumping. Precise timing is necessary here.The 
 best method of dealing with this situation is to jump and shoot as they 
 appear. Logically, this is made easier if you still have the rifle (and 
 you should!). If you fail to kill them quickly enough, they will start
 jumping around too and become a real nuisance.

 Whenever there are is a bigger platform before a smaller one, don't
 try jumping from the first one itself. It may seem possible and you're
 probably thinking this will allow you to avoid the zombies but you
 will fail to land on any platform. Basically, you're just buying a
 ticket to Hell.

 Even when you reach safe ground, the cage will still be present. Even
 worse, it has extended to the lower half of the screen now. However,
 since you don't have to bother about jumping now, you'll take them out
 very easily. To clear any doubts, the locked doors have nothing to do
 with the usual ones, no need to waste your time with those.

 When the lower path ends in a dead end, jump up to continue. Or if you 
 were initally on the ledge, just remain there. The usual enemies will
 start reappearing now. Quickly drop down the various ledges and crouch
 to avoid being hit by the green hunters. There is a door on the second
 ledge and it conceals some ammunition for your pistol. To spot it 
 easily, simply keep in mind that there is a space of exactly one door 
 between it and the wall.

                                                   |
                                         ||    |
                                         |    |    |  wall
                                         |    |    |
                                         |    |    |
                         ledge


 Just drop down from where you are next. There is no need to check what 
 lies to the left as it will just trigger more enemy encounters. The 
 acid drops that fall down steps ahead of you must be avoided too. 
 Wait until they stop --which they do for a short while-- and walk to
 the other side. You can also try a normal jump as you see a clearing
 in the shower but I don't recommend using such an extreme strategy.
 It very rarely works.

 There is a door under the next ledge and another one directly above. 
 Since the wall behind is orange, they can easily be spotted and there 
 is no need to make a map for these. There is a skeleton behind the
 lower one, take some bones for your dog. Its upper counterpart, on
 the other hand, has absolutely nothing.

 The following ledge comes complete with three doors. Only the upper
 right one is of any interest though as it yields a timer to enable 
 you to loiter around a little longer. There shouldn't be any enemies
 here unless you are playing at the hardest difficulty.

 As you walk forward, prepare to face another ordeal. Here, you need
 to make sure you are never touched by the machines that move around 
 the set paths. That's not all though. These will often quickly stop
 and release a fume which can obviously hurt you such that you 
 actually need to watch out for 2 things.

 I highly recommend going for the upper one since it gives somewhat
 more liberty and you don't run the risk of stepping on the ledge
 inadvertently while jumping. But it's really your choice. Each route
 has its pros and cons, try getting used to both and see for yourself
 which one suits you better.

 There is a door on either side of the ledge at the end of the route.
 Again, there is an orange wall behind such that spotting them is 
 as easy as pressing the trigger of a gun. The lower door will reveal
 a hostage but the upper one doesn't have anything to offer to you.

 Walk to the right and you will face the same task. However, this one
 is slightly harder as the whatever-those-are-supposed-to-represent
 thingies stop less frequently. There is a door after the top one and 
 it'll reward you with the life bonus which should really come in 
 handy...Well, I don't know about you but I was in dire need of one 
 each time I played the game and arrived here.

 You will then have to avoid more acid drops and undergo the route
 test a third time. You should be skilled at it now, so that's not 
 a huge problem. But before you do it, note that there is a door
 on the ledge where it starts. Behind it are some bullets for your 
 rifle. There is another one on the lower part once you've done 
 it but it's useless.

 Next, avoid more acid drops and jump onto the ledge until you can
 take out the hunter. Walk forward and let Viper drop down from
 ledge to ledge. There is a door with a life-up on the second 
 one. Kill the bunch of hunters afterwards.

 As you reach the set of bricks, jump on them. Again, dropping into
 the lava will cost you a life. Acid drops will randomly drop on
 the middle double brick, so take your time when you need to jump
 onto that one. There is thankfully a lag between each drop.

 You will then face those zombies again. The first two doors (one up
 and one down) can be ignored. Instead, walk below the upper ledge 
 and there will be another two doors. The left one will reveal a
 hostage. There is a dead end after the right one, so you have no
 other choice than to jump onto the ledge.

 When you reach the three side-by-side doors, the rightmost one must
 be checked out to free the commando. He'll give you the bomb as 
 usual. Finally, just walk forward and kill the couple of zombies
 which will try to scare you. Fortunately, you are not Jill Valentine
 and don't care about helping other survivors, mercenaries or whatever.
 Viper will automatically use the bomb when he approaches the exit.

 Mission complete! The fifth part of the letter will have you thinking
 some more about what is in store for you.
  

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 STAGE 6
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 [...The ends gets closer and closer. At the same time, so does death.]

 |||||...............................................................|||||
 For the most part, the doors are very obvious. The setting is set in
 a laboratory and in regards to this, doors have the usual horizontal
 and vertical strips.
 |||||...............................................................|||||


 Walk forward until you reach the ledge and kill any enemies you
 encounter. One of those grenade-launching guys may also run in. Kill
 him as soon as possible because his attacks, combined with the other
 bullets that will very likely fly in, may be too much to handle. The 
 door on the right side of the ledge have nothing of interest other
 than providing shelter.

 Walk to the right once more and use the elevator by pressing Up before
 it just like when you would use a door. You'll end up one story above 
 and there is a door to the left of the elevator which will allows some
 enemies to run in. You'll thus have to keep in mind that if you want
 to crouch, you will have to walk a few steps forward (or back, but that
 would be a stupid thing to do) first. Pressing Down while you are still 
 in the elevator will obviously lower it instead. Otherwise, there are 
 bullets behind the door.

 Proceed to the right after you've taken the bullets and cleared the
 screen of any enemies. The next door has absolutely nothing either,
 just keep walking. Jump onto the ledge when you reach it. For the
 record, there is another door to the extreme right below the ledge 
 but you'd be wasting your time by moving over to it. Use the new
 elevator situated on the ledge.

 After you can move again, a thug will possibly appear behind you and
 you need to be prepared to face it. In addition, another grenade-thrower
 may face you from the right but most of the time, he will just throw
 only one grenade before running away. Kill the hunter afterwards and use
 the other lift which, this time, will take you down instead.

 Before you walk to the right to check the four doors and the remaining
 elevator, make sure you are ready to do a lot of hiding. Why? Well, as
 you walk to the right, a wave of electricity will be formed on the
 ground and will move across the whole distance between the extreme 
 doors. You can avoid it by jumping but using the doors to hide is 
 logically more effective since you will also be protected against enemy 
 fire.

 Simply get used to the pattern of the wave and as it approaches you,
 get close to a door and hide behind it until it's passed you. To add
 to the tension, some thugs may also appear and fire at you but you'll
 be safe if you are behind a door. Just wait until they cease to shoot
 and retaliate. Of course, keep an eye on the electrical wave too since
 it would be dumb to forget about it and thus die because you were not
 careful enough.

 Out of the four successive doors, only the second one has ammunition.
 Once you're done avoiding the hazards of infiltrating an enemy base,
 use the lift to go down.

 Next, move to the left. A sniper will appear from the window, be 
 prepared to take it out. Remember that you cannot crouch to avoid 
 his bullets, you'll need to jump. And this can get difficult as
 the jumps are pretty weird in this game. Still, after having played
 five levels, you should be used to them (unless you cheated).

 Continue forward --to the left in this case-- and take out the thug
 who will emerge from the elevator. Before using it yourself to go up,
 check the door beyond it to liberate a poor hostage. You may now return
 to use the lift.

 Once you're up, take out all the enemies who emerge from the lift to
 your right. Use the empty door if they get too aggressive. There are
 3 elevators in this area and 2 more doors. The left door will reveal
 a skeleton while the right one has nothing.

 First, use the right-most elevator. When you can move again, go check
 the door nearby. Behind it is the life bonus. Since the other 2 lifts
 which lead down will just bring you back to the bottom floor, use
 the remaining one (leading up). As a side-note, remember that the 
 option is not used if you life is already full. Consequently, if you 
 are hit within the perimeter, just come back to take it.

 There will be the same electrical wave to the left of the lift when
 you can move again. Moreover, 2 thugs will appear from the next 
 elevator. After you have killed them, move to the extreme left and
 use the door to liberate the commando so he can give you the bomb.
 Since this is a dead-end, proceed to the right.

 Two more enemies will appear from the right elevator. Crouch to avoid
 their bullets and unload a couple of rounds in their pixelated bodies.
 Use the elevator and once on top, move to the right. If you attempt to
 drop on the left side, you'll just be taken back to the previous floor.
 The next door will provide you with ammunition for your pistol.

 As you once more walk forward, en enemy will appear from the elevator.
 You _must_ kill him quickly because a white-capped thug will drop down
 behind you. If you take too much time to dispose of the first one,
 you will very likely die since the white-capped thug will just keep
 shooting to no end. When the coast is clear, use the lift.

 Once on the next floor, move to the left and kill the thug who suddenly
 appears. Be ready to jump to avoid his bullets if he manages to shoot.
 Use the other lift when he's no longer a threat. Kill the enemy that
 should normally appear and dispose of the couple of enemies on the 
 ledge.

 If you choose to walk on the ledge, note that one of those annoying
 electrical waves may be instantly created. There are also 3 doors here,
 one below the ledge and two more above it. The upper-left one conceals
 a hostage. Next, kill all the enemies so you can move forward again.
 Viper will then use the bomb when he approaches the exit.
 
 Mission complete! Read the letter and take enough ammunition to wipe 
 out the next location from the map!


 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 STAGE 7
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 [...Viper to the rescue! Call an ambulance!]

 |||||...............................................................|||||
 Doors are easily found by the outline created by the fading colors.
 You cannot miss them.
 |||||...............................................................|||||

 Walk forward, jump onto the moving stairway and use the door to free
 a hostage. If a thug shows up, just kill him before using the door.
 Jump over the gap and proceed to the right. The next door will
 allow a thug to appear but doesn't contain anything more. Killing the
 thug should be quite easy such that you shouldn't need to bother about
 the door.

 Move to the right again and jump over the spikes. When you need to
 drop down, press Right on the pad so you don't jump on the spikes 
 below. Stay alert though because there are more of those forward and
 Viper will walk into them if you don't hold him back so you can safely
 jump over them.

 Jump over the bunch of spikes until you reach safe ground again. After
 the last one, just drop down instead of jumping. No need to take any
 unnecessary risks. There is a door here too but it is empty. Use the
 crates to go up until you need to do some more jumping.

 Avoid the ensuing spikes until you drop down again. There are 2 doors
 here and a thug should normally appear from behind one unless he's
 sleeping. Moreover, the first door will give you bullets for your
 rifle but the second one is empty.

 Next, kill the command who's hiding behind the crates. As you reach
 the big pipes, you will need to stop for a brief moment unless you 
 don't mind dying. Here, pistons come out of the pipes after regular
 intervals. However, the patterns change each time and it is impossible
 to predict what kind of pattern will appear next.

 Thankfully, the game itself provides a way of knowing these easily. As
 you may see, the pipes have holes in them. Well, just check which ones
 are white. The white ones indicate that the pistons are in these
 pipes. Take a few seconds to get used to the on-going pattern and 
 proceed to the right once it's safe. Then, free the hostage from
 behind the door.

 You will need to face the same ordeal again but this one has a fixed 
 pattern where the pistons appear from adjacent pipes successively.
 However, there is an added "bonus" after the pipes. A commando will
 be hiding after this part and he will try to shoot at you as you jump
 up to reach the ledge. Avoid him and retaliate before he can shoot 
 again.

 Check the door next to the now deceased thug for the timer and move
 to the right again until you automatically drop down. There is another
 door just next to the crate but there is nothing behind it. There
 will be more pipes in this section but they are horizontal this time.
 You will thus have to be careful as you walk. The best way of avoiding
 the pistons is to stop a few steps ahead of each pipe and get used to 
 the rate at which the pistons come out.

 There will eventually be both vertical and horizontal pipes after the
 next bunch of crates. You will thus need to be more careful. When
 you reach the rolling platforms, jump up and avoid the spikes. As you
 reach the top, a couple of planks will drop down and need to be avoided
 at all costs. In order to do so, just refrain from jumping onto the
 next platform but instead, concentrate on avoiding the lower spikes.
 Once the planks finally disappear, you may then proceed to the right.

 When you're finally at the top, jump over the crates. The door between
 the first two boxes hides nothing but a useless skeleton. Kill the
 enemy and jump on the ledge to be able to move on. There is a door
 directly above the single crate behind which the commando was hiding
 but there is nothing behind it either.

 Kill the next commando and jump over the crate. There is another of
 those crouching bad guys but there is nothing between you, so dispose
 of him as quickly as you can. You'll be in big trouble if you loiter 
 around. Direcly above the computer is a door with some ammunition for
 your pistol if you need them. The door behind the commando holds
 nothing though.

 Jump onto the ledge to be able to move forward. The next door is
 situated between the next two crates. Don't stay on the ledges if
 you don't want to miss it. Using it will liberate a hostage. There
 is another door forward just after second crate. Behind it are some
 bullets for your rifle. Finally, there is a third door just above
 that last one but there is nothing behind it.

 In any case, jump on the ledge to proceed forward. Walk on the 
 crates and check the following door to see a skeleton. Further
 ahead, kill the hunter and the couple of commandos on the crates.
 Let Viper drop down afterwards --don't jump onto the ledge-- and
 check the door to liberate your ally and obtain the bomb. 

 The next part can be very tricky. As you take the bomb, a thug will
 appear and will start shooting. Killing him is easy if you took the
 time to get used to their strategies in the game (or if you have read 
 the "Enemy List" prior to the walkthrough) but as you do so, the 
 commando above you will have enough time to turn around.

 In any case, kill the thug quickly before jumping on the ledge to
 send the commando back home in a coffin. There are 2 doors on the ledge
 but they are both empty. You will need to shelter behind them to kill
 the commando though, so they are not completely useless. Finally,
 walk to the right and kill the bunch of hunters blocking your way
 until you reach the exit.

 Mission complete! Prepare to get a shock and it's on to tackle the final
 stage!


 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 FINAL STAGE
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 [...The news sunk into Viper's brain and shocked him. But it doesn't
  matter, Viper never relied on his grey cells a lot in the first 
  place.]

 |||||...............................................................|||||
 The horizontal and vertical marks are very obvious. When the doors
 are within walls, they appear to be darker so you can easily spot 
 them.
 |||||...............................................................|||||

 Walk forward and kill any enemies you encounter. Further ahead, kill
 the hunters but don't climb the steps yet. Instead, walk to the
 right until you reach the door. Take the rifle bullets behind it
 and high-jump onto the steps. For the record, there are 2 more doors
 ahead but there's nothing behind them.

 However, when you reach the end of the wall, drop down and use the 
 fourth door for some ammunition for your pistol. Further ahead, you
 will see a commando and a sniper. However, they are situated at the
 top of the screen and you cannot normally shoot at them. In order to 
 kill them, you first need to stand on the crate between them and jump
 from there. Only the sniper is mandatory, the hunter isn't a big 
 threat.

 There will be another hunter just before the ledge further ahead. 
 To kill him, jump on the ledge and he's an easy target. Cross
 the other ledge above you and dispose of any thugs that roam about.
 There will obviously be a lot of enemies here, so try to finish them
 off quickly before proceeding to the right. Finally, drop down when
 that's your only route.

 When you reach the open section with the statues representing angels,
 be careful. Don't just walk forward without ever stopping, that's
 purely (and maybe heroically but I'm not sure) suicidal. Lighting 
 will occasionally strike the statues and doing so causes a boulder 
 to be released on each side of them. The boulders travel in an arc 
 though and can easily be avoided once you get accustomed to them. The 
 lighting itself cannot hurt you even if you are near statue when it
 strikes.

 Walk to the right and avoid all the boulders. There are several of
 those statues in this section but not all of them will be struck by
 the eerie lightning. Kill the commando behind the pedestal and any
 other enemy who attempts to jump at you. A couple of bullets should 
 be enough to calm his idiotic fervour.

 Then, move on until you reach the house section again (only this
 time, the walls are grey). Kill all the enemies and jump over
 the ledges. The path is a dead-end anyway and you're forced to take
 this route. You will start to meet the green-capped thugs here, don't 
 forget that they take three bullets to die.

 You will be attacked by birds when you reach the final ledge just 
 before the exit. Kill them quickly and jump onto the exit. There will 
 be a small scene between Viper and the big villain and you will then
 have to kill him to beat the game. He is a disgustingly easy opponent.
 If you have a full lifebar, you just need to crouch and keep shooting
 at him. Otherwise, just avoid his bullets and retaliate whenever
 possible.

 Congratulations, you have just beaten the game! Enjoy the ending (which 
 consists mainly of text and which is more of an epilogue)!


 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
  V. ENEMY LIST
 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

 [...Viper is confronted with 4 enemies. As bullets fly over the whole
  screen, he needs to exploit his enemies' weaknesses to his advantage.
  To hide or not to hide? That is the question.]

 In this section, I will list the enemies present in their game, how
 they are easily recognizable and their attacking patterns and also how
 many bullets are required to kill them (since these vary between 1 and
 3). The enemies' names have been made up as they were never called 
 anything to my knowledge. 

 I have made up the names according to their appearance (since most of
 them are the same basic drawings with different colors -- check the
 "Miscellaneous Info" section) unless something odd struck me and I
 could not control my madness anymore.


 ~.~

 How to read >>

 Enemy name: their name
 Appearance: how they look like on your screen
 Pattern: their usual set patterns and AI*
 Bullets: how many bullets it takes to kill them

 *In the case of the patterns and AI, it must be noted that although 
  these have been predetermined, the characters sometimes deem fit to 
  be totally unpredictable to make the game more challenging. This
  obviously happens more often at the hardest levels.

 ~.~


 Enemy name: Angel
 Appearance: Statue representing an angel
 Pattern: The angel doesn't really attack itself -- lighting will strike
          it and a boulder is released on each side, the lighting itself
          cannot hurt you
 Bullets: n/a - the boulders cannot be destroyed


 Enemy name: Bird
 Appearance: Self-explanatory
 Pattern: Swoops in from the top of the screen and attempts to attack you
          from behind
 Bullets: 1


 Enemy name: Blue-capped thug
 Appearance: Thug is dressed in blue
 Pattern: Walks in your direction and attempts to hit you back with his
          body, will also frequently jump
 Bullets: 1


 Enemy name: Commando-B
 Appearance: A commando dressed in black, you can however only make out
             his head
 Pattern: Suddenly appears from behind crates, shoots once and quickly
          goes into hiding again for one second before firing again -- 
          this enemy can be very irritating because you don't have a
          lot of chances to shoot at him
 Bullets: 1


 Enemy name: Commando-G
 Appearance: A commando dressed in green, only the upper part of his
             body can be seen
 Pattern: Appears from windows and shoots one bullet every two seconds,
          can fire either horizontally or vertically -- depends where
          he is located
 Bullets: 1


 Enemy name: Commando-K
 Appearance: A commando dressed in khaki, always hides behing boxes,
             crates, etc...
 Pattern: Briefly stands to fire one bullet after some time before hiding
          behind the crate again
 Bullets: 1


 Enemy name: Diver
 Appearance: A diver dressed in blue
 Pattern: Emerges from the water and shoots as you once before plunging
          back again
 Bullets: n/a - plunges back into the water after being shot once, it
                doesn't look as if he really dies though


 Enemy name: Fire Totem
 Appearance: A simple totem
 Pattern: Will form pillars of fire either horizontally or vertically
          after fixed periods of time
 Bullets: n/a - the pillars of fire can only be avoided


 Enemy name: Green-capped thug
 Appearance: Thug is dressed in green
 Pattern: Looks around for you and shoots once he spots you, there is 
          a lag between every three bullets
 Bullets: 3


 Enemy name: Grenade-thrower
 Appearance: Bigger than the thugs and dresses in orange
 Pattern: Jumps in and repeatedly throws grenades, will sometimes throw 
          only one before quickly running away
 Bullets: 2


 Enemy name: Grey-capped thug
 Appearance: Thug is dressed in grey
 Pattern: Walks onto you as long as necessary until you die
 Bullets: 1

 
 Enemy name: Hunter
 Appearance: A hunter dressed in green and holding a gun 
 Pattern: The hunter will be standing without doing anything and as
          soon as he spots you, he'll start shooting with a small lag
          between every 4 bullets
 Bullets: 2


 Enemy name: Ninja
 Appearance: Thug is dressed in pink and is very reminiscent of a ninja
             (but he's not really one)
 Pattern: Swiftly jumps around you, can shoot too and has the unique 
          ability to shoot down if he is above you
 Bullets: 2


 Enemy name: Pink-capped thug
 Appearance: Thug is dressed in pink
 Pattern: Starts to shoot enlessly as soon as he spots you
 Bullets: 1


 Enemy name: Piston
 Appearance: Self-explanatory, white piston
 Pattern: Appears after fixed periods of time in a chosen pattern
 Bullets: n/a - cannot be destroyed


 Enemy name: Red-capped thug
 Appearance: Thug is dressed in red
 Pattern: Walks in your direction and hits you until you die
 Bullets: 1


 Enemy name: Spiked ball
 Appearance: A spiked ball which flashes in the middle
 Pattern: Rolls forward until it reaches a gap, will self-destruct upon
          being blocked in the gap
 Bullets: n/a - cannot be destroyed 


 Enemy name: Sniper
 Appearance: Thug is dressed in white and red, appears from behind
             windows with a big gun in his hand
 Pattern:  Remains behind the window and fires at you, there is a small
           lag between each bullet -- the advantage of the sniper 
           resides in the unique fact that he can shoot diagonally
 Bullets: 1


 Enemy name: Totem
 Appearance: Looks like a totem (statue) which has the teeth of a vampire
 Pattern: Will just move forth and back over a fixed distance
 Bullets: n/a - cannot be destroyed


 Enemy name: White-capped thug
 Appearance: Thug is dressed in white and red
 Pattern: Will either walk forward until he get close enough to shoot or
          he may just shoot on as soon as he notices you, there is a lag
          between every 2 bullets
 Bullets: 2


 Enemy name: Yellow-capped thug
 Appearance: Thug is completely dressed in yellow
 Pattern: Starts to shoot like a maniac as soon as he spots you -- stronger
          version of the pink-capped thug
 Bullets: 2


 Enemy name: Zombie
 Appearance: Looks like an insane man wearing only pants, blue in color
 Pattern: Jumps from left to right and attempts to chase you
 Bullets: 1


 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
  VI. TIPS
 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

 [...Surviving through the mazes of the South American jungle is utterly
  primordial.]

  I shouldn't have to say this but I'll still go ahead and put it as
   bluntly as possibly. Make full use of the doors to cope with any
   situation. They allow you to escape enemy bullets and when you are
   surrounded by half a dozen soldiers, simply remain behind a door
   until they no longer remain clustered around your current location.
   The doors are, without doubt, the main feature of the game.

  Don't waste ammo. In most cases, 2 bullets should be enough to kill
   someone.

  Be sure to check all the doors for hostages and items. Besides, you
   get the bomb from a commando who's being held along with those.

  Always kill everybody around you before you jump or perform any other
   action.

  Crouching often enables you to avoid enemy bullets. In any case, it's
   better than _jumping_ above the same bullets.

  Crouching is your best ally for another reason. When an enemy takes
   more than one bullet to die, you will kill him quicker if you are
   crouching. Why? Well, each enemy kneels upon being hit such that any
   ensuing bullet will miss him if you are standing. Unless you are
   smart enough to kneel down too, further shots will miss. However, 
   if you were originally crouching yourself, you will hit the enemy 
   even as he seems to be recovering. This little cheat is particularly
   effective against the green-capped enemies or the hunters.

  Take your time to get used to enemy patterns. If you know what to 
   expect of them, you'll have an easier time ensuring that they don't
   do what they're supposed to do. 

  Time your jumps carefully. The jumps are rather weird in this game
   and you may end up falling on thugs if you don't pay enough attention.

  Be sure to get at least 2 life items. If you miss them, you will have
   a harsh time when you go up against the big guy who's behind all this.


 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
  VII. MISCELLANEOUS INFO
 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

 [...Where the crazy author points out funny stuff about the game and
  adds his own uninteresting comments to great parts of the game. Note,
  he is not nitpicking or anything, he is just being finical.]

  Just whatever is up with Viper's jumps? The guys appears to take
   an idiotic position and the jumping itself is just...weird. As
   a matter of fact, get used to the jumps in the first level.
   Otherwise, be ready to die onwards whenever your need to jump
   over gaps.

  Viper's chief in the intro looks strangely like a ghost.

  Viper's sole response to the commandos throughout the game limits
   to a poor "Okay" except during the 2 last levels. Is that the best 
   he can do or does he come from the South American jungle himself?

  Although the enemies vary, there are actually only 3 different
   designs which are the normal thugs, the hunters and the zombies
   (these exist in only one version anyway -- note: I'm leaving out
   those who don't appear frequently like the birds and totems).
   The rest of the crew consists essentially of the same normal 
   thugs and hunters in different colors and with varying AI.

  Viper (and most of his enemies) are not prone to gravity.

  Isn't it strange how the enemies actually see you go behind a door
   but will never follow you there? And that's made even more amazing
   by the fact that most enemies indeed show up from behind these same 
   doors. Oh well, the game would be way too difficult then (which 
   would scare everybody).

  The game is balanced, to say the least. Your enemies die too if they
   touch spikes or are confronted with any of the dangers that instantly
   kill you.

  However, enemies whose attacks consist of walking onto you don't 
   seem to get hurt while your life gets depleted by one bar each time
   you collide.

  The game actually manages to hold your interest through the letter.
   That's quite surprising coming from a platformer where plots are
   usually weak. I mean, there's this plumber who had to save the
   same princess more than 5 times...

  *SPOILERS - Don't read if you haven't finished the game yet*
   
   If we consider Viper's words after the seventh stage, we may 
   assume that he was well aware of the Commander's illegal
   activities. And what he says to the Commander when he meets him
   during the last stage only reinforces this idea.


 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
  VIII. GAME GENIE CODES 
 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

 [...Let's cheat for the sake of winning!]

 All the Game Genie codes are courtesy of GameWinners.com.
 Codes are for the North American version of the game.


 Unlimited lives                          SZOVKNVK

 Start with 1 life                        PENTAGLA

 Start with 6 lives                       TENTAGLA

 Start with 9 lives                       PENTAGLE

 Unlimited energy                         STVPVOON
                                          AASOVZPA

 Start with 200% bullets                  GTETLIZL

 Start with 50% bullets                   PPETLIZU

 200% bullets on new life                 GTOVEYZL

 50% bullets on new life                  PPOVEYZU

 Start with rifle and 256 bullets         VVNVGKSE

 Rifle and 256 bullets on new life        VTOTONSE

 Keep rifle after losing life             GZOTONSE
                                          GZEVVNSE

 Unlimited rifle bullets                  AAOXLZPA

 Unlimited pistol bullets                 AENXZPPA

 Upper level jump*                        SXKEVNOU
                                          ONEOYEXN

 *Super jump 


 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
  IX. FREQUENTLY ASKED QUESTIONS
 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

 [...You have questions? Worry not, I have answers. Your question is not
  listed? Hate not me, hate my brain.]


 Q1: While reading the walkthrough and playing the game, I sometimes
     encountered enemies but you didn't even mention those. Even worse,
     at times where you said there would be several enemies to deal with,
     there were none. What's up with that?

 A1: That's because the enemies are randomized and will always vary each
     time you play. In addition, the 3 different difficulties (Easy,
     Normal, Hard) provide different enemy encounters. For the record,
     everything in this FAQ was done with the Normal version but I have
     beat all of them several times.


 Q2: Is Viper's name really Ken Smith?
 
 A2: Yes, you'll learn his surname as soon as the game begins. As for the
     "Ken", I got the info from an old publication. The little story has 
     it that Capcom can't come up with innovative names as they 
     shamelessly called the heroes of the Breath of Fire series "Ryu".


 Q3: Something strange happened to me. I played the game and got a 
     password AFTER beating it. What's up with that?

 A3: This password will enable you to face the big villain again.
     You will start directly at the final confrontation without having
     to do the whole level. And that's a great idea if you want my
     opinion.


 Q4: Is there only one ending in the game?

 A4: No, there's another one where Viper joins the cartel and marries
     Pikachu before turning into a demon...Just joking, there is only
     one ending and it involves a major twist. The story is pretty
     good for such an old action game (mainly due to the twist).


 Q5: I loved this game and want to play more similar titles. Any
     recommendations?

 A5: Well, there _is_ Rolling Thunder (still for the NES) but it's crap.
     Still, you might want to check it out to see what, in a sense,
     spawned Viper. Don't blame me for the side-effects of playing
     such a difficult game afterwards though.

 
 Q6: What does the letter say when you get the last fragment?

 A6: *SPOILERS -- DO NOT READ IF YOU HAVE NOT BEATEN THE GAME YET*
     
     The letter contains a major twist and really surprised me the 
     first time I played Viper. Here's what's written on it (exact
     transcript):

                       "Our purpose is to control 
                        the whole world by drugs.
                        Supply as much drugs to
                        Commander Jones of Special
                        Missions as possible and
                        he will handle it.
                        Never contact him even
                        though he can be found at
                        his home in Beverly Hills.
                        We must execute our top
                        secret plans now!
                        Pay attention to
                        this matter."

                         *END SPOILER*
                      


 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
  X. REVISION HISTORY
 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

 [...If history is any indication of how Man has progressed, this one 
  indicates how I'm lazy.]

 v 0.10 - April 29, 2002
 Initial draft with first level done.

 v 1.00 - May 20, 2002
 First release. Complete, proofread and all that matters. Wow, nearly one
 month for a small guide.

 v 1.10 - May 28, 2002
 Edited various notes and fixed some loose parts in the walkthrough.


 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
  XI. CREDITS
 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+

 [...Inserting tokens earns you credits in arcade games. In a FAQ, 
  "Credits" refer to people who need to be thanked for making the 
  project possible.]

 As Mr. Ken Smith slowly walks away, the word Capcom is seen in the
 horizon. Why? Becase Ken Smith belongs to Capcom who created a great
 game which never got the recognition it deserved.

 Thanks also go to a fellow called Jeff "CJayC" Veasey for running the
 best gaming site on the net and for posting this guide on the same site.

 My cheating personality would also like to thank Al Amaloo for posting
 the Game Genie Codes for this game on GameWinners.com.

 Obviously, my gratitude here also extends to Galoob for making such
 cheating possible in the first place.
 
 However pompous this may sound, I'm also thanking myself for typing this
 up. It's my guide anyway, I do what I want.

 And I guess I should extend the credits to you too for actually reading
 the whole guide although you've probably never even heard of the game.
 You'd do well to search for the game, my friend.


 Finally, do not forget that you can just e-mail me if you have any
 questions or want to provide feedback about the lameness of this 
 guide. The only thing you need to remember is to put "Viper" or
 something as the subject line. Trying to be smart by putting
 "Something" instead will not make me laugh although it will
 probably nourish the trash. Any contributions you make to the
 FAQ will be duly credited. Thank you.

 "Only a fool trusts his life to a weapon!" - Gray Fox/Cyborg Ninja
 Does that make Viper a fool? Hmm.......

 To end this FAQ on a good note, let us recall one of the various 
 memorable arguments by the great JaksTer:
 "I don't like Capcom but I like their games."


                                 - EOF -

  2002 Ashvin "Orochi K" Sawmynaden. All rights reserved.
 Plug >> http://www.gamefaqs.com/features/recognition/8556.html

