The Untouchables



Typed out by tsr

NES-U6-USA

The Untouchables(tm)

Instruction manual

Ocean(r)

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The Untouchables...
Live an American Legend.

You control Eliot Ness' elite squad of crimebusters. The Alleyway Shootouts,
the Warehouse Bust, the Border Raid, the Train Station Confrontation and the
Final Rooftop Duel enable you to re-live the knife-edge existence of Eliot
Ness, as you crusade through 1920's Chicago in search of Capone's retribution.

Take on the Mob as you lead the Untouchables on their most exciting and
challenging mission... With seven levels of explosive action and a thrilling
climax!

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Getting Started

Insert the Untouchables cartridge and turn on your Nintendo machine. After a
few seconds, press START to begin the game.

Controls

The UP, DOWN, LEFT and RIGHT controls on the control pad will move your man
and/or cursor (depending on the section being played) in the appropriate
direction.

In Section 2, The Warehouse Bust, the B button will make Ness JUMP and the A
button FIRES his weapon. In all other sections, both the A and B buttons are
used for FIRE weapon.

On the Title screen, the START button is pressed to begin play, and thereafter
to begin play from the screens at the beginning of each new level. During
gameplay, the START button can be used to PAUSE the game. Pressing it again
will UNPAUSE the game.

On the Title screen, the SELECT button is used to choose if you want music or
sound effects in the game. In the Alleyway Shootout and Border Raid sections,
the SELECT button is used to switch the member of the four Untouchables you
are controlling: NESS, MALONE, STONE AND WALLACE.

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Gameplay

The Untouchables mission takes place over seven different scenarios, each
presenting a new challenge to Ness and his men. If your mission fails, you
will re-start at the beginning of the section you have just played.

IMPORTANT! In the Alleyways and Border Raid sections, you are given the
opportunity to keep changing the Untouchable currently being used. Use this
facility wisely, as the scenario of the game closely follows that of the
movie. This means that certain members of the Untouchables are necessary for
specific sections. If a member is eliminated prior to these sections, the game
cannot continue. Playing the game will familiarize you with the appropriate
characters and their sections.

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Sections

Section 1 - The Street

Ness is making his way to a warehouse where he believes he may find some
evidence to indict Al Capone. However, news has leaked of this impending raid,
and Capone has sent some of his men to three alleys in order to ambush Ness.
Time is limited, as you must reach the Warehouse in order to obtain the
evidence before it closes. You have a specific time limit in each of the three
alleys, in which you must shoot the specified number of ambushers.

Your shotgun holds only two rounds, so make every shot count! After you have
discharged the two round, you automatically duck back under cover to reload.
Use the control pad to aim your shotgun sight at the men who appear at
different intervals. You can step back to use the wall for cover at any time
as the enemy makes each shot count, but watch that clock!

You will progress to the next alley when you have eliminated the required
number of villains from the current alley.

Section 2 - The Warehouse

You control Ness in this level in which there are a number of accountants
carrying vital evidence against Capone. Moving left and right and jumping up
and down the crates, you must locate these gray-hatted men and shoot them,
forcing them to drop the evidence (shown as ledger pages). However, there are
plenty of Capone's henchmen around who will try to stop you from reaching the
accountants.

Use your shots sparingly, as you have only ten rounds of bullets in your
pistol. When you shoot certain villains, however, they might leave behind a
full magazine of ammo (shown as a violin case marked 'A') or an energy
recharge (shown as a violin case marked 'E'). If they drop a violin case
marked 'R', this will give you an unlimited number of rapid-fire shots, but
only for a few seconds. If you run out of ammo and there is none to pick up,
you will usually find some either at the far left or far right of the
Warehouse. You must walk over the violin cases and ledger pages in order to
pick them up.

The section is completed by collecting the required amount of evidence as
shown in the Status Panel.

NOTE: Some of the crates are stacked directly on top of each other, and these
are impossible to jump on. It will take some time to familiarize yourself with
the layout and ascertain which crates can be jumped on.

Section 3 - The Bridge

Acting on a hot tip, The Untouchables lie in wait on a bridge at the Canadian-
American border for Capone's shipment of contraband. The convoy of trucks and
cars screeches to a halt as the villains race for cover. You lie low on the
ground for cover and must aim your gun accurately to eliminate as many
gangsters as possible and destroy the contraband.

The contraband is portrayed as a bottle, and you must shoot this in order to
accumulate 'evidence points' as shown on the Status Line. When you locate and
shoot a bottle, another will appear at random elsewhere on the bridge. This
section is complete when you have obtained 100% of Evidence.

There is no gunsighe in this level, so you must use your 'bullet-hits' as
reference when you are firing. Constantly holding down the fire button will
give you rapid fire in this section.

When your character's energy is getting low, press SELECT to change character
at any time. IMPORTANT - the energy level of characters not being used will
slowly recharge!

Section 4 - The Alleys

You have located Capone's chief accountant, who is going to get a train out of
the State at noon. Making your way to the train station, you are once again
ambushed in the streets by Capone's men. This time, there are EIGHT alleys
to negotiate, with a very nasty surprise in the eighth!

Time is limited, as you must reach the Station in order to obtain the evidence
before noon. You have a specific time limit in each of the eight alleys, in
which you must shoot the specified number of ambushers.

Your shotgun holds only two rounds, so make every shot count! After you have
discharged the two rounds, you automatically duck back under cover to reload.
Use the control pad to aim your shotgun sight at the men who appear at
different intervals. You can step back to use the wall for cover at any time
as the enemy makes each shot count, but watch that clock!

If the Untouchable you are using has sustained a lot of damage, you can SELECT
another character (but only when reloading behind the wall). While he's not
in use, the energy of any damaged Untouchable will slowly recharge. You will
progress to the next alley when you have eliminated the required number of
villains from the current one.

Section 5 - The Train Station

As Ness awaits the arrival of the accountant, he helps a woman lift her baby
in a baby-carriage up the steps of the train station. Before he reaches the
top, Capone's accountant arrives with an armed escort and opens fire. Ness
releases the baby-carriage and starts to fire back.

You must guide the baby-carriage to the bottom of the steps, avoiding enemy
fire and any obstructions. If the baby-carriage incurs too much damage from
gunfire, or is overturned by hitting an obstacle, then you will fail.

All villains can be shot in this level, but there are a number of innocent
civilians (in white) who must not be hurt. Shooting a civilian will result in
a large amount of energy loss to Ness.

To guide the baby-carriage left, position yourself to the right of it and push
left (and vice-versa). There are some pointers on the ground as an aid to
guiding the baby-cariiage in the correct direction, but as you progress, some
of them may be misleading.

This section is complete when you have guided the baby-carriage safely to the
bottom of the steps.

Section 6 - The Hostage

Realizing he is the last one left in the station, one of Capone's henchmen
takes the accountant hostage at gunpoint and threatens to shoot him if you do
not lay down your arms. You control Stone, who is a crack-shot. You must stop
the gangster with a single shot. The only target you consider safe enough to
hit is the HAT of the gangster. If you succeed in hitting this target, the
shock will cause him to instantly faint and the accountant will be safe. If,
however, you shoot the gangster and miss his hat, he will still have enough
energy to carry out his threat.

NOTE: If you fail in this section, you will be put back to the beginning of
the Train Station section. You are therefore offered a practice option if you
do not wish to try immediately.

Section 7 - The Rooftop

With the evidence all collected, Capone is in court for trial. His head
Hitman, Frank Nitty, is still at large, however, and you must chase him across
the court rooftop and avenge Malone's death. This is the final shootout which,
if successful, will result in the end of Capone's regime.

Working in a similar way to the Alley sections, you are now armed with a six-
shot pistol. Unlike the Alley, however, you must reload the gun yourself. This
is done by moving back behind the wall and pressing the FIRE button to reload
each bullet.

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Status Line

At the bottom of the screen is a STATUS LINE, which shows all necessary
information for the current section. From left to right, these are:

1) Score. This displays your current cumulative score.
2) Time. This displays time remaining for current level or alley.
3) Objective Status. This will display (if relevant) the current status of
your objective of the level, ie. how much evidence obtained (levels 2 & 3),
how many enemies left to shoot (levels 1 & 4), etc.
4) Ammo. This will display (if relevant) how many rounds of ammunition you
currently hold in your weapon.
NOTE: On level 5 this will display the damage status of the baby-carriage.
5) Character: This will depict a representation of the particular Untouchable
you are currently controlling. On the right of this is shown his energy
level.

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Playing Tips

- In sections 3 & 4, it is a good idea to keep switching the Untouchables.
Remember, when not in use, a character's energy slowly recharges.
- In section 2, the accountant will try to stay as far away from you as
possible. Once you spot him, stay close! If he is above you, you may see his
gray shoes running across the top of the screen.
- Keep practicing the hostage section - You only have one shot!
- Familiarize yourself with the layout of the Train Station - the baby
carriage is easily damaged!