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Terms:
GENERAL TIPS:
SPECIALS AND COMBOS:
FAKE FATIGUE:
CHEATS:
How would you like to have your favorite warrior to be twice as strong and durable? Sounds good? Here's what you have to do:
When at the warrior selection screen before the fight, press slowly one of the combinations:
up ,down, up , up , up ,down (Corben ) down,down,down,down,down,down (Wakantanka) up ,down,down, up , up , up (Sarmon) down, up , up , up ,down,down (Demona)
There is also a cheat to use Ninja who is otherwise only available as a computer controlled warrior.
up , down , up , down , down , up (Ninja)
DIRTY TRICKS:
WARRIORS:
DEMONA:
Weakest and most fragile. But, this is more than compensated by her long whip. It has three functions:
CORBEN WEDGE:
Great all-around fighter. Once you perfect his rolling (three times fire and down) and triple combos (three times and up) he becomes lethal. Always use the rolling combo when the enemy is on the ground.
His backflip (up and backwards) can be used to avoid any dangerous situations, but it can also serve as a hit if the enemy is very close.
SARMON:
Fastest fighter with a great jump kick (up and forward, then fire) and flying high kick (fire and back).
Use a deadly combination of flying high kick, then direct in the nose (fire and up).
WAKANTANKA:
Slowest, but most powerful. Deadly triple head cruncher combo (three times fire and up). Surprisingly fast running buffalo combo (three times fire and back).
Wakantanka can be used for defensive fighting by using jump + fire to defend teritory, or mid hit (fire and forward).
Dangerous is also the elbow (fire + back and up) mid hit (fire and forward) combination.
NINJA:
Sword is deadly and fast (fire + up), especially in the corner.
For the jumping or approaching enemies use rotational jump (fire + back).
LEAGUE:
Six contestants, each having five fights. This may take some time with 4 players, but usually shows who the player is. Tactics depend on scene and enemy.
TOURNAMENT:
This is great fun for 1-4 players, as it is fast and unpredictable. As with League, there are no special tactics, it all depends on who you are fighting and where.
EPIC MODE:
SEWERS:
First alien is tough, no doubt about that.
1. If you choose Demona:
Whenever alien falls on the ground kick him a couple of times, then jump back.
TEMPLE:
Demona is the defender of the Temple (unless you choose her at the menu, in which case Wakantanka is here).
Demona has a long whip, and also likes to use the flip-forward special a lot. Keep her at a distance, and whenever she jumps, and is about to land, jump forward with kick.
She is also the weakest warrior, so it shouldn't be too hard to get her in the fatigue.
The trap on this level is the statue on the right. It holds a trident. Unlike spikes in Sewers, it requires precision to put Demona on this trap.
TEACHER'S:
Here you will face the evil soul of warriors. This level is quite tricky, as it always requires you to fight against the same warrior. Furthermore, you won't be controlling your "favorite", but the one you just defeated. However, you can't lose a "life" here, only the last warrior.
NEST:
Nest is the breaking point of Capital Punishment. If you master this level, you are sure to soon proceed all the way to the Qwesul. This second alien is a wild, fast and powerful enemy.
Your best bet here is Demona. If you didn't choose her in the beginning, make sure you free her at the Teacher's, otherwise you will need to be the CP master to finish this level. Only a few players can take on alien without Demona.
With Demona use the fast whipping hit (fire + back and up). Get alien in the corner and just repeat this frantically. It may be unfair, but it works.
Don't try to use the "come here" move (fire + up), as it will bring the crazy alien close, and he will hit you with his powerful feet.
Be careful of his fatigue. It can sometimes be very short, so he can be back in action and catch you off guard while approaching and trying to hit him.
CHAMBER:
This is a one-screen level. It is difficult if your preferred tactics is to keep the enemy away at all cost. Sarmon awaits you here, and he is the fastest warrior, so you will have to master close combat, or use Demona's whip.
This level also hides a secret level, which is the room to the right. You enter it after uppercuting the enemy from a certain distance to the right.
MIDWAY:
There are no deadly traps here, just electricity on both sides. Corben Wedge awaits you here, and you should use either Wakantanka or Sarmon against him. His favorite move is rolling kick and triple kick-combo.
His rolling kick seems too fast and unstoppable, but notice that he does it from a certain distance. Once you realize what that distance is, you can use his rolling kick to your own advantage. Keep him at that distance, and be ready for a low kick (fire + forward and down) or to move back. As soon as he starts rolling kick him, or if you pulled back wait until he approaches, than kick him.
When you put him on the electricity move back, he will be briefly invincible when he comes down. Also, he likes doing the rolling combo right after, so stand back and wait for another chance.
APPROACH:
Ninja's room is the last before the final battle with Qwesul. Ninja is fast and strong, but can be stopped by:
MASTER:
You are now at the top of the castle where Qwesul is waiting for you. If you expected a regular fight here, you are in for a surprise - Qwesul has the power to morph into animals and objects!
When he disappears into the ground, he usually appears right behind you, so be careful.
Naturally, your best bet here is to come with all four warriors, and hope to take some of his energy in the first one or two fights.