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Kazakh

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Kazakh
Kazakh1
Secret Police HQ
Kazakh2
Underground Dungeon
Vital statistics
Stage Scene 01: The Kain Rescue Mission
Scene 03: The Reunion
Scene 06: Infiltration.
Location Kazakh Federation
Sub-Boss(es) Kodiak
Boss(es) ZAIN Terminal

This article describes the stage from the NES version Strider. For the original Arcade stage, see St. Petersburg. For the country itself, see Kazakh Federation

Kazakh is one of the stages from the NES Strider. It is the very first stage on the game, unlocked from the start. It is also the most visited level, traveling there a total of three times in order to progress in the game. The stage is mostly inspired from two different locations on the original manga: most of it is based off the Kazakh Secret Police HQ from Chapter 2, while the dungeon area is lifted from the Kazakh Institute's own prison as seen in Chapter 3.

Kazakh has been amidst a civil war between the government and rebellious forces who oppose its oppressive regimen, which has eventually led to the creation of a Secret Police to confront and capture these rebel groups. At one point the rebels acquire the help of the Striders organization, which sends one of their agents, Kain, as support. Kain, however, is captured by the enemy, which forces Hiryu out of retirement with orders to find and eliminate him, which Hiryu disregards without second thoughts.

Hiryu infiltrates the Secret Police headquarters, a 3-stories building heavily defended by both soldiers and machinery, and eventually finds the Vice-Commander, who reveals that the Commander, the one who has Kain's cell key, is in Egypt. Hiryu tracks down the Commander, and eventually uncovers Kain's location and successfully rescues him. Later on, Hiryu discovers an underground prison which also houses one of the ZAIN Terminals, which he quickly takes care of.

LayoutEdit

Note: All area names are not official

Outside Area
The starting point is an area in front of the Secret Police HQ conformed of a 3-level structure apparently made of metal beams. Kazakh soldiers and armed sentries stand on all its length as guards. Below the structure there’s a large bed of spikes, with several platforms over it to cross over. On the end of the path there lies a transport tube leading into the Level 3 door to the underground dungeon, and a transport tube leading into the building proper.

Police HQ - 1st Floor
The first floor of the complex starts with a long descending path of platforms protected by Kazakh soldiers. Following on there’s a set of sloped edges that leads up into an upper section, with a transport tube leading into the 2nd floor. Following right there’s a Level 1 Door that leads into a series of 4 chambers with transport tubes that deploy soldiers in large numbers, in an attempt to outnumber Hiryu. At the end of the path stands the Vice-Commander’s chamber and a magnet wall, which can only be climbed with the Magnet Boots.

Police HQ - 2nd Floor
Accessed through a transport tube, this one has a Level 2 Door that leads to a very spacious chamber, which precedes Kain’s confinement cell. Kodiak stands guard in this chamber, awaiting for Hiryu.

Police HQ - 3rd Floor
Accessed through the magnet wall, this short area is a long hallway with a few Kazakh soldiers, which holds the Level 4 Key required to access the Chinese base. A transport tube on its end leads down into the 2nd floor.

Underground Dungeon
Accessing through the Level 3 Door, there’s a tunnel going down into this hidden section of the building. The first sub-level is an underground storage area guarded by armed sentries and flying soldiers. The second sub-level soon turns into an actual dungeon with holding cells. A slope leads up into a small 3-room passageway. On the other end, there’s a room with two transport tubes on its right extreme. The top one leads back to the outside, while the one on the ground leads into a cell. A small path on the room's left side leads into a transport tube to the ZAIN Terminal’s chamber.

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