*Backtrak- taking you through those classic games you just have to play again*
TMNT walkthrough <Version 0.50> (PS2)
Written by Daniel Byrne
(c) Copyright Backtrack 2007
Developer: Mirage studios
*Please note: This FAQ is owned by Daniel Byrne & Backtrack(c) any
unauthorised copying, traces, or taking any other content etc from this
document is strictly prohibited. Any breach of this on your (the user's)
intentions will result in legal action.
*This walkthrough is best viewed, maximised in note pad or wordpad & with a
screen resolution of 800 X 600.
--------------------
0-0 Version history |
____________________|
V. <0.50>
-------------
#01/04/2007- Added & updated missons to the walkthrough.
#30/04/2007- Added 2 more missions to the Walkthrough section
#30/04/2007- Added a more user friendly layout
#30/04/2007- Added more information to the Extras section
V.<0.25>
-------------
#20/04/2007- Upgraded walkthrough to V. <0.50>
#18/04/2007- Added each turtle's family attack to Super family attacks
in the art of ninjitsu section.
#18/04/2007- Various changes to layout spacing etc
#18/04/2007- Added three more new missions/stages to the main walkthrough
#13/04/2007- Started TMNT walkthrough.
==============================
=== + Contents ===
==============================
1.Introducton
2.Controls
3.The Turtles/Characters
4.The art of ninjitsu
5.The walkthrough
6.Extra's ( the use of shells)
7.FAQ
8.Credits
1.(INTRODUCTION)
- = - = - = - = - = - = - = - = - = - =
Four brothers brought together by fate to do battle with one known as the The
Shredder......After many adventures through both time, space & reality battling
this relentless almost immortal foe they finnaly defeated Shredder & the foot
New York City was now safe from The Shredder's clutches & life went on in
the city that never sleeps....
Sometime after the Four heros that defeated Shredder went their
separate ways & strayed from the path of the Ninja, they were a family divided.
After sending Leonardo (Splinter's wisest disciple & leader of the other three
heroes) on a mission to the jungle to retrive a medallion with ancient powers
Leonardo returns to his brothers after a long time of absence. However Leo's
return causes tention to build between Raphael & himself, the family are now
plunged deep in to a new battle to face adversity & find the answers to the
strange apperances of monsters. Four Turtles, a sensei, & the ultimate battle
against evil is about to test them to their limits, they are turtles, they
are TMNT 1,2,3,4!!!!
2.(CONTROLS)
Action Button/s (default)
Move/run Left analog stick
______________________________________________________________________________
Spin kick Triangle button
______________________________________________________________________________
Kicking flurry Triangle button (hold)
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Weapon attack O button (repeat for combinations)
______________________________________________________________________________
Warp slash O button (hold)
______________________________________________________________________________
Jump/Double jump X button (press twice consecutivly to double jump)
______________________________________________________________________________
Dodge(during comabat) R1,R2,L1 or L2 button
______________________________________________________________________________
Leo's shadow warp R1,R2,L1, or L2 button
______________________________________________________________________________
Mike's Nunchuck helicopter R1,R2,L1, or L2 button (in air)
______________________________________________________________________________
Raph's power climb R1,R2,L1, or L2 button & left analog stick
(against wall)
______________________________________________________________________________
Don's Bo vault R1,R2,L1 or L2 button
______________________________________________________________________________
Ground punch O button (in air)
______________________________________________________________________________
Turtle swap Square button
______________________________________________________________________________
Brother throw Square button (in air)
______________________________________________________________________________
Family attacks Square button (hold)
______________________________________________________________________________
Walling Left analog stick (in air against wall)
______________________________________________________________________________
Saftey roll Triangle button & left analog stick (when landing)
______________________________________________________________________________
Evasive roll(during combat)Dodge & Left analog stick
______________________________________________________________________________
Ledge grab & run Left analog stick
______________________________________________________________________________
Ledge drop O button
______________________________________________________________________________
Pause game Start button
3.THE TURTLES/CHARACTERS
=============================
Leonardo
-----------
Weapons: Duel katana
The oldest, the leader,-Disciplined, Serious, & deadly. Leonardo is able
to keep a cool head in even the worst scenarios to hit team green.
Acrobatic move: Shadow warp
Strength: Balanced
______________________________________________________________________________
Raphael
>>>>>>>>
Weapons: Twin sai
The reckless rebel, Strongest turtle. The so called "hot head" of the team,
he burns with a powerful rage when angered & makes sure he puts pain in to
his foes with a capital P!
Acrobatic move:Power climb
Strength: Powerful attacks
______________________________________________________________________________
Donatello
___________
Weapon: Bo staff
The most introverted & intellegent of the turtles, technology has always
been a facination of Don's & since the days have past of fighting Shredder
he has enhanced his trusted Bo staff.
Acrobatic move:Bo vault
Strength: Long range attacks
______________________________________________________________________________
Michelangelo
//////////////
Weapons: Nunchaku
The youngest more fun loving turtle, Mikey is the life & soul of any party.
He always tries to raise the turtles spirits when things get rough & as Mikey
might tell you "I love being a turtle!!"
Acrobatic move: Nunchuck helicopter
Strength: Agility & flurry attacks
Milita group
~~~~~~~~~~~~~~
The Milita are mostly in the jungles of South America, they patrol
& treat most people as intruders & would attack anyone who resisted
them. Saying this they are not exactly difficult opponents to the wise
& skillful ninja
The Purple Dragons
~~~~~~~~~~~~~~~~~~~
These guys are your typical thug & common criminal, & much like the milita
you should be able to overwhelm them quite easily using ninja techniques
such as dodge, warp slash, & well timed spin kicks. The Purple Dragons
originate from N.Y city.
Black Gators
~~~~~~~~~~~~~
The Black Gators reside in New York's sewers, they are simmilar to the Purple
Dragons however, much more technologically advanced in weaponry & tactics.
Don first encounters the Gators in the sewers, they can prove a nuscience
so try to keep them at arms length with spin kicks & doing a ground punch.
The Foot Clan
~~~~~~~~~~~~~~~
Originally defeated by the Turtles, this clan is still prone to make the same
mistakes... but with Shredder gone who is leading them? A once honourable clan
that can be traced as far back as Feudal Japan (possibly the Sengoku era)
The Shredder(Oroku Saki) commanded the entire clan unto his will & they
followed his orders honourably & loyally until their master's demise at the
hands of Splinter's ninja.
-------------------------
| 4.The art of ninjitsu |
|________________________|
In this short chapter i will explain each individual Turtle's special ability
(acrobatic) & special actions, you will use them many times throughout the
game so it's worth always keeping in mind which situations you should use them
in.
#Special abilities(Acrobatics)
-Leo: Shadow warp
Shadow warp allows Leo to meditate & be able to pass through certain objects
such as gates & bars. press L1,L2,R1, or R2 to use shadow warp
_____________________________________________________________________
-Raph: Power climb
Power climb allows raph to go where other turtles cannot, by placing his
powerful Sai weapons in to the wall & using his great strength to climb the
wall. Press left analog towards a climb area & L1,L2,R1, or R2.
_____________________________________________________________________
-Don: Bo vault
Allows don to push himself foward using his Bo staff as a vault, this
ability will get you across narrow areas with no way to jump across easily.
Press L1,L2, R1, or R2 to use Bo vault.
_____________________________________________________________________
-Mike: Nunchuck helicopter
Mikey uses his double nunchaku to fly for a short time, this is especially
useful for avoiding pit falls & travelling to areas through the air that would
otherwise pose a difficulty to jump towards.
_____________________________________________________________________
-Nightwatcher: Bloodlust/righteous fury
Nightwatcher is also able to utilize the power climb, however he has the
unique ability to use bloodlust which increases his attack power, you will
also notice a gauge when playing as the nightwatcher. This gauge is the rage
gauge, should you press the button you will enter "bloodlust" mode. However
during bloodlust mode your time is limited to the amount in the rage gauge
which you fill by defeating enemies, should you fill the gauge to it's maximum
you can unleash righteous fury upon all enemies (a devastating attack which
will cause major damage to your foes!!)
_____________________________________________________________________
#Special actions
__________________
-Super Family Attacks
Using the square button when a fellow Turtle is avalible
you can perform unique attacks using the Turtles combined power. After
performing this co-operative technique you will be temporairly unable
to perform it again until the cool down HUD is no longer visable. These
attacks obviously use the combined power of your team & cannot be executed
alone in the case of the solo story's & Nightwatcher's stages.
---------------------------------------------------------------------
#Leonardo's family attack:
Leo's family attack usually will involve Michaelangelo (providing he is in the
team & hasn't lost respect for you or his cooldown HUD isn't in the process of
being restored. During this attack which is area based around Leo, Mike (or
any of the remaining turtles:Note same applies to all turtles) throws Leo in
to the air lending him his chi (energy) so he can slam it in to the ground.
#Michelangelo's family attack:
Mikey's family attack will usually involve Don as his partner unless
of course the conditions mentioned in Leo's are met & he isn't in the
team in which case the next turtle becomes avalible. In this attack
Mikey will swing his fellow turtle around rapidly making any enemy
within range get knocked back a great distance, you can also move
Mikey somewhat by moving your analog stick toward your target/s
#Donatello's family attack:
The Don's family attack is very impressive indeed, & usually involves
Raphael, during this attack Don & his cohort perform an amazing
acrobatic somersualt in to the air & slam down his Bo staff to discharge
their chi (& raph's rage) in to the ground, this causes all enemies in
the area to be shocked with electricty from the Bo staff & also having
the additional effect to stun them temporarily. The attack range here
is wide area based
#Raphael's family attack:
Raph's family attack incorporates his power & strength in to his attack
his usual partner for this will be Leo, the attack that ensues will be
a all round mighty swing & throw of a brother in to the enemy causing
great damage. The attack range for this move is linear.
_____________________________________________________________________
-Mega attack
To use the mega attack you must fill the star metre at the top of the screen,
you will fill one star for every enemy defeated. Once ten enemies have been
defeated you will be able to use mega attack, during this sate time slows
down for your opponents & your abilities are dramatically increased. If
you incur damage during the mega state you will lose the ability to use
your mega attack powers & revert to normal Turtle state, to use mega state
again you must re-fill the gauge.
_____________________________________________________________________
-Meditation
This is a very useful ability & also the only way possible to recover
lost energy, to perform meditation simply stand still & allow your turtle
to recover using their chi force, obviously it goes without saying this
technique (while very useful) will leave you vunrable to attack so gain
some distance from the enemy by spin kicking them down or wait until you
are in an enemy free zone before you begin meditation. During boss encounters
you will need to use this technique sparingly & tactically. (note: That the
Nightwatcher cannot meditate even if standing still.
_____________________________________________________________________
-Detirmination/helping hand(revival)
This ability can only be performed & sucessfully executed providing all your
energy for the current turtle you are using is at zero, your turtle will
drop to the floor & start to kneel over, mash the x button as fast as you can
to make your turtle get up & fight back!! if sucessful you will regain all
your health for that turtle, if with other turtles one of the turtles will
provide a helping hand to help you up but you must still press the x button
to excute this awesome skill
_____________________________________________________________________
-HUDS(heads up display/onscreen infomation)
There are various HUDS in the game, a description of each of the HUDS
you will encounter while playing the game is avalible below:
Solo HUD- This Hud displays your current turtle
Health HUD- this is within the Solo HUD & fades out accordingly with your
current health
Family HUD- This HUD displays the bond between the brotherhood of the ninja
it is also an indicator of how impressive your moves are to the other turtles.
Using the Super family attack unwisely could cost you precious respect within
the HUD & a loss of respect will affect wether or not the turtles will aid you
& may put a pressure on you to perform better so take heed of this HUD
(you know what they say, family is important!)
Cooldown HUD- This HUD shows up like the health HUD within the solo HUD,
it will display for the period of time you are unable to execute another
co-operative move.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
RANKING
There are two types of ranking end of level ranking & combat ranking which
will also contribute to your end of stage ranking but is a mark of your
progress along your way.
Combat ranking:
This applies after a combat area where your turtle/s have actually fought
in combat, after defeating the enemy you will be ranked according to
co-operative moves made, their sucess, damage taken, & time taken this also
will contribute to the final ranking of the stage.
End of stage ranking:
Your overall performance throughout the entire stage,
ranking here is based on your combat ranking, coins collected, speed, &
sucessful co-op moves when you later reunite the turtles. your ranking can
alter depending how many coins you got, how fast you were etc & go from
rank A+ to D.
------------------------------------------------------------------------------
5.WALKTHROUGH
* * * * * * * * * * *
The story of TMNT is retold through the turtles in various FMV's as they
recollect their adventure & the places they travelled,
[Mystical Jungle]- stage 1
__________________________
The game begins with a short fmv about the brotherhood of the turtles, after
this the game goes to the present time where we find Leonardo begining his
training in the mystic jungle. Once you assume control of Leo run ahead
(you will be shown mini tutorials in game from Splinter's words he told Leo
before he set out for the South American jungle) you may also follow
Splinter's words as you go along to help you get a feel for TMNT's gameplay.
keep running ahead to reach a golden turtle coin, grab the coin (these coins
are scattered throughtout the stages & can help to improve your overall
ranking) After collecting your first coin continue on ahead along the jungle
trail & across the upcoming small wooden raft like bridge, proceed to the
upcoming ledge & jump up it above the ledge pick up another coin, double jump
across the waterfall turn the corner & again jump across the next waterfall
to grab the third coin in this level. Next Jump upwards to the steep ledges
& find another coin at the top, continue down the path avoiding the drops
with a jump after jumping over the drops get the next coin & continue ahead to
reach the game's first check point (if you die, you will resume from the
checkpoint you last touched unless you touch another checkpoint that is, also
you can quit the game & resume it at the last checkpoint you arrived at
by switching the auto save feature on, doing this is a good idea so leave it
be.)
------------------------------------------------------------------------------
From the check point you just arrived at ascend the series of ledges
on the right side, once at the top cross the wooden bridge here & grab the
coin to add to your collection so far. Progress along the Jungle trail &
pick up two coins jumping up the small legde & pulling yourself up after of
which jumping forwards slightly around the corner towards the ledge to grab it
make your way to the other side of the ledge (not letting go mind you as there
is a drop below the ledge in the middle) once you have got to the other side
of the ledge & can go no further press the circle button to drop to ground on
the other side. (remember this lesson well as many ledges will present
themselves as obstacles to hinder you during the course of the game, some even
with hot air coming out of the ledges & if it hits you you will fall to your
death) Leap over the small gap on the other side of the ledge you just came
across, then grab the hard to see ledge on the right go across as far as you
can then flip across to the opposite ledge (hold the analog stick towards
opposite ledge & press the x button) now move to the end of the second ledge
get the coin here & drop from the end of the ledge, next avoid the larger
pitfalls by using the double jump as Splinter taught you.
------------------------------------------------------------------------------
Across the other side you will reach the next check point grab the coin &
jump across each wooden platform along the bridge to make your way across
recieving yet another coin on the other side of the falls once you are
succesfully across. Move along the upward trail then jump to the ledge on the
left of the rocky wall moving across it (shell is here on 2nd play) drop at
the other side grab the coin proceed to the two narrow walls. Next do as
Splinter instructed, jump from one narrow side of the wall to the other to
ascend to a greater height, finding two more narrow walls from which to
"practice" this technique on again & make your way to the top of the narrow
walls. At the top head along the downward path & get the coin along here
turning the bend to double jump the four pitfalls before you once over those
turn the corner to reach the next check point, grab the left ledge & move as
far to the end as you can then as you previously did before flip to the
opposite right ledge to get across the gap. Following this tediously long
jungle trail around to come to more narrow walls, wall jump upwards. Some
highwalls will be seen next so run towards them & press & hold the x button
to run up them breifly at the top of the high walls reach your next
checkpoint.
------------------------------------------------------------------------------
head straight down the jungle trail towards a jungle clearing & encounter your
first enemies the milita, use the circle button to attack with your weapon
(in this instance Leo's katana) & spin kick close range enemies with the
triangle button to knock enemies back & have them fall down to the ground
gain height by double jumping then press circle whilst in the air to ground
punch the floor to injure any surrounding enemies close to Leonardo (this move
inflicts very little damage to the enemy, the higher Leo is the more damage
this move inflicts) to guard enemy attacks press & hold down the R1,R2,L1,or
L2 to dodge most physical attacks everytime the enemy strikes (the only
exceptions are some bosses, & enemies armed with rifles/guns) also try
charging your weapon by pressing & holing the circle button down then when
the Leo's weapons are glowing blue release the button to unleash a very fast
warp slash attack to all enemies within distance (usually most if not all)
performing the warp slash takes a slight amount of time to charge so use it
wisely & don't leave yourself vunrable to enemy attacks.
------------------------------------------------------------------------------
After defeating the milita group you will notice a gauge fill up
this is your battle rating on how well you perfomed in this battle, the best
rating being ninja. Continue upwards on the trail & jump over any obstacles
in your path, run to the wall with the ledges & ascend by pointing the analog
stick up & pressing the x button. once at the top grab the coin, next double
jump the gorge & on the other side jump from wall to wall a total of three
times like you have previously to reach the top, get the next coin, then
proceed along double jumping the next gorge & getting another coin afterwoods
jump the ledges that follow & grab the second ledge to reach a checkpoint
(shell is here in 2nd play) next jump to the right ledge & grip all the way
across the ledge grabbing a coin in the process then return to the jungle
trail by dropping to the next visable ledges you see. Jump all the way to the
top then cross the falls grabbing the coin at the top to reach a checkpoint.
-----------------------------------------------------------------------------
Grab the ledge on the left side & flip to the opposite one & descend
the ledge at the end, climb up the series of steep ledges obtain the coin
follow the trail on to a second series of steep ledges once over those
you will reach another checkpoint, it is from here you will wall jump from
wall to wall until you reach the top collecting the last coin of the stage
once you do. Now move toward the temple for the last part in this level which
becomes over run with milita use all your skills you have learned thus far to
defeat them & if the area becomes overcrowded then use Leo's unique combo
(attack with the circle button six times to make Leo throw his dual katana
in a circular motion to destroy the surronding enemies with ease, also a great
move damage wise too!) after you defeat the milita group you are now free to
proceed inside the temple, make your way up the steps & to the temple's
entrance to finish the level.
* * *
-------------------------------______________------------------------
[Vigilantism]- stage 2
_______________________
For this level the Nightwatcher is up (Raphael's alter ego,) from the start
run ahead a little & a fight will ensue against the Purple Dragons. use
effective kicks & combos to defeat them & make use of the Nightwatcher's
bloodlust ablility by pressing the square button once some rage has
accumilated in the rage gauge HUD, after dealing with these goons head
around the corner picking up the coin then jump over the grated fence here.
avoid the flames & jump over the flaming oil barrel collecting the coin above
it & reach a checkpoint,proceed around the next corner & then vault over the
bigger grated fencing to reach a basketball court. The next battle area begins,
yet more Purple Dragons so utilize the warp slash by pressing & holding the
circle button do this a few times then gain some distance & hit the next wave
of oncoming PD's with wave slash, another great move is the charge kick
press & hold the triangle button then release it to power the spin kick
this will take practice in relation to timing much like the wave slash so
be careful. As for the Purple Dragons they are somewhat sluggish docile enemies
however, still use dodging tactics accordingly & counter attack appropriately.
After their defeat run to the opposite side of the grating to collect a coin
running further on to reach a park area collect the other coin here & also
reach a checkpoint.From the checkpoint jump up the wall with the vines collect
the coin & grab the above ledge to collect a additional coin at the ledge top.
run ahead & grab the pole swing across to also grab the ledge then decend the
ledge to get the coin, while also decending to low ground be prepared for
another P.D's attack. This time around the area in which you fight is somewhat
restriced so utilize the evasive roll R1,R2,L1,or L2 & the analog stick in the
direction you wish to roll to also try using an attack from the air & if
you feel you need to use the safe roll from the air press triangle while
landing this prevents the enemy from sneaking attacks in when you land on the
ground, also try to save on bloodlust for now.
-----------------------------------------------------------------------------
After defeating these "stinkin' rookies" move past this area to find a
checkpoint on the righthand side. Run straight down the street going through
the door to the left & staight up the stairs, in the green graffiti room a
fight will begin, use effective evasion & you should have filled that
bloodlust gauge at a point so press the square button when it fills to use
righteous fury & give the enemy something to shout about! After whooping the
Purple Dragons here proceed out of the back door to exit to the balcony
jumping down & on to the ledge (a shell lies here is 2nd play) jump to the
top of the ledge & around the electricty conduit there is a check point here,
jump to the pole & jump again collecting the coin.
-----------------------------------------------------------------------------
Double jump to the ledge grip the ledge & go along it jumping up from the
ledge to reach another checkpoint jump across to the glowing ledge get the
coin go across to the end of the ledge & flip to the next directly opposite
ledge go all the way around the ledge & hop up to the rooftop area to reach
a checkpoint & to land on the rooftop to fight some Purple dragons, dispatch
these & continue to the red glowing wall near the vines & power climb with
R1 & the analog stick. As you climb to the top you have no time to admire the
view great though it is, at the top another immediate fight with more purple
dragons commences take them down with spin kicks & warp slashes! after the
battle move toward the red glowing wall near the vines, after reaching the top
jump through in to the building reaching as a checkpoint. from the check point
jump down in to the big area below for another battle then after jump up past
the blue ladder get the coin. Head forward through the rubble to another
outside balcony Power climb the wall here which should emit a red glow
which signifies you can use a special ability here climb to the top of this
final rooftop & collect the last coin to complete the stage.
* * *
-------------------------------______________------------------------
[Techno Ninjitsu]- stage 3
__________________________
Don takes centre stage here for his solo story involving the Black Gators,
from the starting point head straight down then turn right collecting the
coin (& also a shell here in 2nd play) as you move straight ahead. Turn
in to the left junction & jump across the platforms above the water(the
water slows you down) carry on to the next sewer junction jumping to
each pole here. Next move on to the right & collect the coin, jumping to
the next junction section via the poles again. In this next junction make
full use of the wall run which you should have the hang of by now, once
at the other side there is a big pipe with a coin above it's hole
drop down the pipe not forgetting the coin. once through the pipe there
is yet more wall running to do to make it to the other side in the next two
junctions of the sewer, at the third junction you will find some narrow walls
so wall jump/wall run these. At the next junction turning reach a check point
use the Don's Bo vault(L1,L2,R1, or R2. note: it's impotant you use Bo vault
wisely but you can cancel the technique at any time to avoid danger, by
pressing the x button before don vaults) to reach the middle platform then
again to reach the other side of the checkpoint. In the next junction across
from the checkpoint leap across the girder then wall run across the left
wall avoiding the pitfalls to the other side of the junction, once across grab
the coin while also dropping down the next big pipe to reach yet another check
point at the pipe's bottom.
-----------------------------------------------------------------------------
In the next area of the sewer, wall run to either side of the sewer walls
releasing the x button to drop down on to the middle girder platform thus
avoiding the pits below. From the girder you landed on once again wallrun but
this time to the right hand side sewer wall & once again wallrun across the
wider gap. In the next junction a coin lies here jump over the small chaysm
like gap, from this point wall run to the left & on to the platform then
immediately after double jump across the other side to come to a third big
pipe following the usual pattern a coin is also above it right before you
drop down it. After you are down the pipe you will enter a toxic sludge area
(avoid falling in the toxic it can deal considerable damage to Don, should
you fall in at some point rapidly press the x button to escape & quickly
return to the nearest point of land or ledge) jump over the toxic pools by
going from platform to platform, once over these double jump to the ledge
with the coin obtaining it afterwood & then move along the nearby ledge to
the coin & avoid falling down! Proceed ahead again to the brown ledge &
grabbing it get the coin & move to the end of that ledge.
-----------------------------------------------------------------------------
Now flip to the oposite ledge move towards the end grabbing another coin as
you go, at the end of this second ledge flip back to the original ledge side
for the final time & grab the third coin here. As you come to the next
junction wall run across the left hand wall during the run flip to the right
ledge with the coin & follow the ledge around to a broken bars gate. Grab the
coin & head through the bars for the checkpoint, the camera now switches to
a rather annoying side pan flip across all three platforms & swing across the
two poles landing on a platform then swinging on a further 3 poles to come
to the red security light & a checkpoint. Jump to the big iron column move
around it gathering the coins hop to the next iron column holding the analog
stick toward the column you are jumping to (don't forget this & DO NOT double
jump here!!) after the next three iron columns jump to the pole to land on the
fourth iorn column ledge moving around to jump to the fifth iron column. Once
on the fith iron column move around it's ledge & descend with the circle button
grabbing the coins on the way down & pressing the analog stick towards the
ledges to catch them as you drop. You need to move to the very bottom right
ledge on a sixth iron column to reach the next section. Follow the ledge of
the sixth iron column around drop to it's lower ledges again getting the coins
(Shell among coins here in 2nd play) however there isn't a pitfall at the
bottom of this one, instead there is the fourth big pipe at the bottom
navigate to the bottom & drop down the pipe.
-----------------------------------------------------------------------------
Get ready for combat now as the Black Gators attack you while also reaching
a checkpoint in the process but be careful in this battle certain Black
Gators carry Electrified staffs while also having great range cause a
considerable amount of damage to Don. After defeating this band of Black
Gators run ahead down the passage & through the small hole on the right wall
& it's another checkpoint for Don. In the passage to come perform a series of
jumps while avoiding the electrical beams & collecting each of the coins
inbetween. After you get to the end of the passage way take the small walkway
on the left reaching a checkpoint.
-----------------------------------------------------------------------------
In the next section of this "incredible" sewerage jump over & avoid
the series of mission impossible style electrical beams & go around
two more sewer junctions & in to a sewer passage to battle more Black Gators.
After taking care of them go around the corner to a new junction & a check
point, jump to the floating platforms from the balcony above & avoid landing
in the water it's electrified but be my guest if you would like to take a dip.
Progress upwards with the help of the platforms floating down the sewerage
like some stray barge (while on your way obtain a shell in this section in
second play!) at the other side there is a small intersection then jump
out of it to come to the 2nd "fleet" -_^ of platforms reaching a check point
along the way, (another shell can be found in the 2nd fleet on second play)
double jump to pull yourself up to the ledge at the end & go around the
corner to at last reach the final sewer clearing .... & a boss fight will
ensue!
^^^^^^^^^^^^^^^^
Boss: General Gato
^^^^^^^^^^^^^^^^
Ok so it's your first boss, unfortunatly for Don he cannot utilize the full
power of all four turtles yet.... still it's not a tough fight at all if
you follow these basic stratergies
Gato leaps 2 times in a circular motion then throws his spines at you
dodge this with a double jump slightly before he throws them. He may
also lunge at you in which case you should very quickly react with a rolling
evade (R1,R2,L1, or L2 & left analog stick) don't even bother wasting
you time trying to use warp slash he will hit you more times than you
hit him with even one, make use of the ground punch.
During the battle, Gato will also jump to the centre of the battle
area & begin charging up before he makes his attack double jump & then
counter with a ground punch & a quick combo
Should you take a real beating & have all your life depleted, mash the x
button to get Don back up to his feet again & resume your assault
After you reduce his life to 25% the battle will end & Gato retreats........
HA! Loser!!
After the battle a walkway will decend, go up it to reach a checkpoint.
Now get your running shoes on! the water will rise rapidly as the sewer floods
while ascending the girders above jump towards the wall infront of you as
you run up each girder & flip of the wall to the next upper platform, whatever
happens don't let the water catch up to you (when you first enter this section
as you begin to run up the girders collect a shell among the coins in second
play)
When you finally come to the top of the girder like walkways the water will
be catching up fast with Don, so jump from wall to wall each time until you
reach the top & appear above land to find the Black Gators junk ....looks
like Don has a use for it.....sigh. with this the stage is complete.
* * *
-------------------------------______________------------------------
[Cowabunga Carl Getaway]- stage 4
_________________________________
Mikey starts his solo uh "episode" dressed as Cowabunga Carl & he appears
to be on the roof, your destination is the turtle's van to meet up with Don.
------------------------------------------------------------------------------
From where Mikey starts out grab the first coin on the right ledge, move
across the rooftop here & keep going across this first rooftop to see the
set of black stairs running alongside the building, jump over towards
them landing at a checkpoint & begin to ascend the steps getting each coin on
each flight of stairs, coming towards the last flight of stairs jump over the
stairs that have collapsed leaving a hole in it's place. After jumping the gap
grab the coin & press on ahead as you do so you will "tag" a check point.
After getting this far in to the stage, turn to your immediate right & go
up the series of small roofs picking up a single coin as you go, then using
the nearby narrow wall to flip up & reach another rooftop & coin. Proceed
across the roof & jump up to the slightly higher roof & find a check point
at it's edge, jump to the ledging across from the checkpoint you just hit
then go around the ledging area flip from one side of the narrow passage wall
around here to the roof above it. On the roof is another checkpoint will
present itself. Now to cross the other roofs in front of you, jump up in to
the air & press & hold either four of the shoulder buttons on your controller
(L1,L2,R1, or R2) to use the nunchuck helicopter (the best way to use this is
to see where mikey's shadow appears on the platform/area you are flying to so
you know you can realease the button & land in relative safety without fear of
narrowly missing the edge & falling in to pitfalls etc.) Navigate your way
across the roofing ahead (Take note that in 2nd play a shell is found here, to
reach it however use the nunchuck helicopter to reach the second roof, then
use the nunchuck helicopter from the second roof to quickly reach the shell
& quickly navigate your way back to some footing!) When you reach the third
roof which also has a wooden fence on it, face toward the left side & double
jump towards the other side all the while reaching a check point. Run across
this entire rooftop & up the wooden ramp, rather than risking a double jump
& possibly just making it to the other side use the nunchuck helicopter yet
again to reach the distant building, here wall run up to grab the ledge &
pull yourself up to the checkpoint. Make your way around the buildings
coins in tow & reach the narrow walls jumping up against them towards
the top. Here is another perfect opportunity to use Mikey's acrobatic
use nunchuck helicopter yet again to reach the other side alternativly
run toward the wall pressing the left analog stick toward the wall as you jump
to reach the next building ti doesn't matter which method you favour.
Grabbing the coin proceed to move left also grabbing another coin
jump on to the small huts to get over the fences in your path. Move toward
the next coin ahead & turn the corner, move down towards the coin & follow the
path around picking up yet another coin & hitting the stage's next checkpoint.
So the parade is in town huh? However little time to celebrate as it's
Nunchuck helicopter time!!
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Double jump from the building & towards the pig blimp ahead quickly using the
Nunchucks to bring you down gently on top of it (remember to watch for the
shadow under Mikey in areas where steep falls are common & drop only when you
see that shadow on the surface of the ground.) Repeat the phase to & from the
superhero blimp, & the turtle blimp NO! not "the" turtle blimp! -_^ Once on
the building on the opposite side of the blimps, run to the right to reach
some pipes & a checkpoint, avoid the hot steam jetting out from the pipe &
continue through the passage you will reach oddly enough another checkpoint...
-----------------------------------------------------------------------------
Climb towards the near ledge & move
across it but remain in position & don't move when the steam jets out of the
the pipes otherwise you will fall to instant death. Once over the ledge hop
off a checkpoint is now reached. In the next area run around the corner you
encounter Purple Dragon's, Mikey's attacks are rapid & in a flurry it's
easy to use lots of good combos to overwhelm the enemy. After dealing with
this minor sidetrack go left & jump up on to the rooftops up the small iron
ramp going around this corner to the checkpoint, here deadly fans (of the wind
generating variety -_^ ) threaten to force you off the building dropping you
to your death, literally get a "step" ahead of them by wall running above the
fans (inbetween both fans is another shell, you may need to use the nunchucks
ever so slightly to reach up to it.) After that ordeal from the ground you
are on ro the smaller building up on to a second roof now jump across to the
third coming right in to a checkpoint.
-----------------------------------------------------------------------------
Wallrun along the walls to avoid the
toxic waste here (the 3rd bend along the wall presents you with a shell)
once around all three bends run ahead & jump to the thin brown pipe to grab
on to it. Go around the pipe jumping off at the end & over the grated fence
at which point you have just crossed a checkpoint, jump up at the small
ramped roof on to the ledge moving around to a balcony jump on to it & drop
down through the hole in the balcony to land on the one below it, same again
after to reach the ground run ahead crossing a checkpoint. Jump at the venting
grabbing on to each bar & ascending the vent at the top leap downward crossing
through this roof to reach a checkpoint & more blimps, as you did previously
execute nunchuck helicopter to make your way towards the blimps so you can
cross this large city drop. On the last turtle blimp fly across to the
building within sight across the minor gap between a passage to a checkpoint.
Go around this upcoming corner & find another checkpoint before fighting
Purple Dragons, after this take the wooden cable lift up.
------------------------------------------------------------------------------
Climb over the fences etc here & eventually come to yet more blimps, oh
blimping hell!! Another checkpoint awaits you here. Navigate from the blimps
to the building in sight from the pig blimp once you land upon it you hit a
checkpoint. Jump above the small hut/utility house to the pipe above grabbing
it to move around then jumping away from it & up to a checkpoint. Jump up
to the buildings toward you so you are directly in line with the moving
ad sign facing right, jump to the idle cable lift now on to the can/tin
on the ad sign & on to the next building. Run around to some ledges
& jump between each find your way around to the ramp sliding down it
to a checkpoint & another flock of the P.D's gang.
------------------------------------------------------------------------------
Assuming you beat them which should have been easy, follow the two ledges
up & reach a narrow wall jump from wall to wall to the top. Here there are
electrical wires near puddles electrifying the puddles go over the ramp to a
checkpoint. (a turtle shell lies in the puddle to the right hand side of this
area) next run toward the fan area & avoid it to not be blown back in to
anything. Now you have to reach the abandoned building by using Mikey's
nunchucks again, once across go around the corner & take the elevator down
also reaching a checkpoint the lift will decend to the first floor & then
stops & P.D's will assault you! show them you can kick shell anytime of the
week, after of which leave the lift & move along the firstfloor corridor & go
out in to the allyway & to the turtle van to at last complete the stage!
* * *
-------------------------------______________------------------------
[Spirit of the forest]- stage 5
_______________________________
Now we re-join Leonardo in the South American jungle temple, having obtained
the medallion Splinter instructed him to last time we saw him, Leo now
needs to escape this first section of the temple he is in. After gaining
the medallion Leo gained the ablility to shadow warp. From Leo's starting
position move towards the bars & shadow warp through them (R1) run down &
proceed ahead along the path & beware of the flames dodge over these
accordingly & carry on along the path until you come to two stone blocks
shifting in & out of the wall once they move toward the wall drop to the path
below you (Leo says the temple was about to self destruct at this point)
reaching a checkpoint at the bottom. Go around the turning here dropping to
a lower platform & immediatly using shadow warp (R1) to make it through the
bars. After that make your way out of the temple & back out in to the jungle
through the opening on this side of the bars you just warped through, another
checkpoint awaits. Move along a stone path,next double jump the gap in the
stone path quickly moving to the second one & immediatly double jump to the
next section of the stone path due to the path below you collapsing. After
making the jump proceed to a small clearing & to a fight against some more
Milita enemies. After engauging these, use shadow warp again on the bars to
enter a cave area. In the cave jump on to the rock with some flat ground atop
of it jump across from the rock & round the corner to a ledge, grab the ledge
& head straight across that ledge. grab the coin on the other side, move
upward on the path to a checkpoint.
------------------------------------------------------------------------------
Drop down to the bottom alcove & take a few moments to meditate
to restore any lost health before going around the corner to enter combat
phase with more Milita, you should now be cautious of the milita from this
point forth as some now wield guns! With the guns,make sure as a general
rule if they have chance to sight you with the laser that you evade with a
roll not a standing evade (the turtles are fast but not that fast just yet!)
Try to always eliminate the gunners in this level first otherwise they can
inflict some pretty nasty damage to Leo. After dispatching this Milita group
carry on & jump the gap with one single jump & exit this cave to a checkpoint.
------------------------------------------------------------------------------
Move outside & along the side of the cliff face & along the falls path, & on
to the rocks moving towards another flowing waterfall & then heading to the
right hand side of the second waterfall. From the waterfall make sure you
avoid the sensor mines scattered along the path & get to the next clearing for
another battle, lets go!! After the battle collect the two coins reaching a
checkpoint, jump the gap & run from the falling trees that fall behind you
one by one keep moving! Follow the pattern of running & jumping over each gap
to reach a forest area, go around the trees in the area going through a
checkpoint to some narrow walls with a single coin inbetween them. After
jumping up the narrow walls go across the tree branches with the wooden
supports on them to the other side now wall run across to the lower platform
& be careful here. jump up after landing, towards the ledge where the green
gas can be seen avoid the plant producing it & the same with the next plant
& drop down from the ledge at the end of the plants to a large clearing,
to do battle once again!
------------------------------------------------------------------------------
After using the tactics you have utilized so far to defeat the Milita group,
move ahead further in to the jungle avoiding the upcoming sensor mines also
tagging a checkpoint. Grab the coins, & make your way through the village
area, collect the coins on the roofs in the village if you desire to but avoid
the flames. Move around the Jeeps parked in the village, then you will come
to a small platform with some grass on it in the corner, jump up to it &
run across to the left landing on the steep wooden barricade that would
otherwise block your path. On the top of the wooden barricade leap to the
tree branch swinging down towards the church, you will reach a final
checkpoint & the last fight of the stage will begin against the many
Milita.
------------------------------------------------------------------------------
Use warp slash from the outset of the battle to quickly deal with the first
wave of the enemies, your mega attack gauge indicated by the stars should fill
very quickly & with ease just ensure Leonardo does not take any damage & that
he rolls or dodges properly. Once the mega attack gauge reaches it's peak use
mega powered warp slash to dispatch the Milita with ease, during the third
wave or so you will be surrounded by gun wielding Milita in all four corners
effectivly use roll & warp slash with timing ( i.e when their laser sight
isn't locked on Leo & they are still taking aim or not aiming at all!)
After wiping out all the waves of the Milita by the church the stage is
complete & Leonardo becomes a hero to the people of South America.
* * *
-------------------------------______________------------------------
[Ninja Tag Time]- stage 6
_________________________
Ninja tag time now, as all four turtles will finally be re-united one by one,
to see when they will re-unite with Leo keep an eye (from time to time of
course!) on the family HUD which will now be displayed on screen.
Now the turtles will be working together you will be using a combination
of acrobatics & co-operative moves, all this is very awesome one might say
but use them at the wrong time or fail to succesfully perform the co-op
moves you will find that Leo's brothers lose respect for him & leave the team
high & dry. They can rejoin the team again but you will have to re-fill the
family HUD again to get the turtle/s in question to re-join the team.
------------------------------------------------------------------------------
Now with that in mind lets begin the stage, jump to the upper platform area
& jump across the two grated fences going around a wooden structure & along a
thin path & from the small lower platform up to the large ledge. Avoid the hot
steam jumping up slightly through the hole in the grated fence, now go right &
across the roofing here to the narrow wall (you know the drill by now!) At the
top of the narrow wall you should have by now earned enough respect in the
family HUD after jumping over the vent, to have Mikey re-unite with Leo
(switch the turtle you want to use with the square button.) After jumping
over a second vent you will reach a checkpoint, move toward the fencing on
the left jumping over it to come to a fight, with the foot clan no less!!
Defeat them by using co-op attacks by pressing & holding the square button
(best to use mikey's co-op attack here rather than Leo's, unless they group
together on you) whichever way you choose to battle the foot make sure your
co-op attacks hit home or as mentioned before your fellow turtles will abandon
Leo through lack of respect, the family bond is important to overcome the
various battles & obstacles placed before you. After battle providing you
performed reletivly well & strang together some co-op attacks, Don should have
now re-united with Leo & Mikey.
------------------------------------------------------------------------------
It doesn't matter who you decide to use just now, when
you are ready move to & jump over the vent to a checkpoint & head across to
the balcony ledge opposite. Work your way up & across the balconies (use
Mikey's nunchuck helicopter in the centre with the steep wall to get
enough air to climb up to the steep wall.) You will come to more balconies
on the left side go across the two balconies then leap across the two poles
to more balconies, make your way down them (during which Raph may re-unite
with Leo) to the building at the last balcony. Now jump over the grated fence
& face across to the other building exactly, now risk a tight wallrun to grab
the coin but you must jump to the air pressing square as you do so, for
another turtle to vault you to the other side.
------------------------------------------------------------------------------
When this is succesful you reach a checkpoint, leap from two visable poles
to the ledge & follow it around decending to the roof below when you are
just above it. Go through the grated fence up to the rooftop which is
somewhat more luxurious than the others & from it's opposing ledge leap
in to the air calling a turtle mid flight for support vaulting you across
& landing you next to or on a checkpoint. Before we continue, you may have
noticed that everytime you perform a super family attack (co-op) or request
support from another turtle to vault through the air (also co-op) that the
cooldown HUD will appear in your turtles health HUD. It goes without saying
if you read my previous section, but while your turtle "cools down" you cannot
perform a super family attack nor can you vault with that turtle unless you
use square to switch to another turtle in the team (provided there is one!)
Now on with the game, jump over the grated fence head toward the ledge.
Once you are on the ledge head around it (making sure to avoid the steam again
jetting from the ledge, as you have seen before.) jump to the next building
over yet more grated fences up to another roof & vault to the other side
using a turtle for assistance as you have done so thus far.
-----------------------------------------------------------------------------
You will reach a checkpoint, up the steel platform structures
grabbing the sign's lower ledge, move across & at the next roof you will
see some trip wire avoid tripping this as it activates an arrow trap.
You will come across to the next checkpoint which may be one of the most
useful yet, make your way futher around the building watching out for traps
& come around to the other side. Here you face a grueling jump which if failed
will leave you dead, avoid being too close to the left hand wall on the
opposite side then make the jump followed by a helping hand from a turtle.
------------------------------------------------------------------------------
Hopefully you made that jump with few or no problems & a checkpoint awaits
climb up to the striped bar, then at the end of the bar jump upwards from
it to grab the ledge carefully avoiding the jetting steam as you move around
flip to the right ledge at the end of the left one, avoiding the steam here
too. Move around to Hotel DKO's wall & jump to the three poles from the ledge
you just came around. You will reach another small balcony area moving toward
a checkpoint & then move on towards a fight, now you can fully harness the
power of all the turtle's unique attacks, combos, & super family attacks
use these to bring another group of the foot clan down to the ground! When
you are done with them, co-op vault to the next building. Upon landing reach
The checkpoint. Run around the building, using Mikey perform nunchuck
helicopter to reach the other side, once over climb over the bars to reach
a narrow wall & ascend it. At the top run through the lighthouse like building
then use a turtle vault to reach the other side, as you run across the window
paynes they will fall through so stay ahead of that. At the other side of the
paynes is a checkpoint go up the stairs running down from the building. Once
you have climed the top of the stairs use Don's Bo vault on the left side
to get across the gap, use co-op vault to get across & come to another
checkpoint.
------------------------------------------------------------------------------
Jump over the wood fence to the next ajoining roof, & come across more
foot (beware there are much more resiliant & are armed with spears!)
after once again kicking the foot down, co-op vault to the next building
while as Mikey then during the vault ready nunchuck helicopter to get further
enough to just grab the ledge. Above this is a checkpoint, move along this
roof & up a little toward where more steam is blown out. Co-op vault across
when the smoke is gone reaching another checkpoint, avoid some more trip wire
& to the next section of the roof. You will come face to face with a large fan
move forward as far as you can & quickly jump & leap switching your turtle
as soon as you land then perform the vault again to allow you to get past
the massive fan! On to another ledge avoid the steam, drop to the nearby
platform, on to the poles to the next platform then across the ledge &
flip to the next ledge avoiding any steam threats to your turtle. Go
to the opposite ledge then jump on to the nearby pole avoiding contact with
the steam & swinging across to the next pole & off that to the platform, jump
on to the ledge to roof & tag the checkpoint here automatically. Move around
& time your moving along to avoid hitting the hot steam. After this go up
to the higher roof Co-operativly vaulting with another turtle to make the
jumps. In the next area there will be a timbre like lift, ride on this &
remain on it & it will stop then leap from the first timbre lift on to the
second then vault using a turtle to reach the next building & the checkpoint.
------------------------------------------------------------------------------
From this checkpoint again Co-operativly vault to a second building & a third
(on the third building is a shell reach higher air to grab it in second play)
Go roof, by roof avoiding more trip wire, to the checkpoint at the end. Drop
down in to the hole which leads in to a building that is on fire, make your
way through it using double jumps over small flames, running up steep walls
& jumping off them to gain higher ground, & using poles to avoid falling in
the big flames.
------------------------------------------------------------------------------
When you finally come out you will be on the left hand side, of the building
& also reach a checkpoint phew! you will need to make your way across some
more window paynes & again on the other side of those is a checkpoint.
------------------------------------------------------------------------------
You will find yourself opposite some large chimney's blowing large amounts
of smoke out of them, use Mikey to get across them, after you are over these
on the other side jump over the vent, to a checkpoint. Make the next two
buildings using a turtle to vault you across but first make sure you leap in
to the air before each vault giving you some momentum to your jump. From
the second building vault to the final third one to complete the stage.
* * *
-------------------------------______________------------------------
[The game is the foot]- stage 7
_______________________________
From the beginning of this stage you are right next to a green house on a
rooftop, jump over the small fence a few steps ahead of it & slide down
the ramp to the next roof while making sure you steer clear the electricity
wire with a single jump, jump over the next two wires that follow below then
the final more longer third wire to reach the first checkpoint. Grab the coin
here then proceed down the gangway jump over the hole on the lower gangway
then wall run across the next wall after the hole landing on another gangway.
leap over the first pole then to the next & on to a series of platforms
be careful as some will lower & this can drop you off the edge. After
navigating yourself over the platforms jump to the roof of a building
& reach your next checkpoint. From the checkpoint move around the building
& climb up the rails to a higher building top, avoid the steam near the pipes
& jump to the ledge on with some pipes running under them, make your way
across the ledge & jump up to another ledge with the claw marks in the
appartment block there is another checkpoint accessed here too. Jump
across the poles with the american flags on them then move around the
corner of the building to more flags then leap to the ledge with a coin
just next to it.
------------------------------------------------------------------------------
Move around the ledge getting the coin & encounter more poles with American
flags attached to them, this time try not to fall to avoid certain death
navigate across the ledge & down to the next building. Slide along the ramped
like rooftops of which, there are two then move across the pipes to a coin
& further to a checkpoint. jump across from the immobile wooden lift to the
mobile one, repeat the process yet again (A shell lies on the third mobile
wooden lift in second play!) leap to the last wooden lift but immediately
press on from it as it will begin to shake & drop. Jump up the rails dead
ahead & move on to lower ground surrounding by grated fencing, jump up to the
platform with the "danger keep away" sign below it to reach a checkpoint.
------------------------------------------------------------------------------
Jump each of the two poles to the other side moving downwards towards another
checkpoint straight ahead. Jump on to the roof of the train grabbing the coin
at the end of it & leaping down on to the train tracks, move along to see a
Yeti quickly flee smashing through the wall to make it's escape. Follow it
through the hole & descend to a checkpoint & enter battle with some Foot
soldiers, there are many so you might want to take advantage of the family
attacks Mikey's is especially effective & again beware of the one's armed with
spears the longer range they possess is not a welcoming addition.
------------------------------------------------------------------------------
After the battle jump through the torn down fencing, & make your way to
another checkpoint, jump down not landing on the flames & come toward the
series of balconies & make your way to the top of them boosting your jumps
via the wall on each balcony. Jump up to the roof at the top & come towards
yet another checkpoint, proceed down the rooftops toward the roff the yeti is
on when you get towards him he again escapes leaving you to fight more of the
foot clan.
------------------------------------------------------------------------------
After once again defeating some more of the foot, proceed through the hole the
yeti made & in to a building reaching a checkpoint within it. Make your way
down the gangways & on to the ledge at the bottom move around it & collect
the turtle shell on the other side. Make your way from one side of the gangway
to the other using the pole over the gap, on the otherside now jump down to
the carpark at the end of the gangway. Move in to the door of the building
in the carpark & jump down to the stone platform floating in the water which
i might add is electrified so avoid touching the water you will have reached
another checkpoint continue & leap across platform to platform (A shell lies
along the series of platforms & to the left side of the grated fencing running
all the way down.) narrowly avoiding the swinging electrical cables & in to
the hole in the wall the yeti has again torn through at the end.
------------------------------------------------------------------------------
You are now in a sewer type area, you will reach a checkpoint. Run along
with the force of the current & jump over each gap to reach the other end
of the sewer section, jump on the pole on the last jump to make it to the
other side. Again aided by the flow of the current, make it to the other side
& in to a clearing to reach a checkpoint. Go down the narrow junction & jump
to the other side of the sewers (Once on the other side pick up the shell that
lies here!) proceed down the narrow passage with platforms also scattered
within it & come out at a waterfall area stockpiled with rubble. Clamber
up the rubble to the ledge & move along the ledge to another ledge jumping in
to the upper left narrow passage (it's hard to see with the camera sometimes,
& that's one bad thing i hate in the game) now navigate your way up, over,
& across the broken sewer plaforms (having the camera move to a side view
here) then make your way to the small entrance at the top where you will hear
a loud roaring noise (obviously the yeti...) drop down to the checkpoint
& move straight ahead to encounter more foot for which i reccomend you use
Don's family attack to purge the bolts of lightining in to all of the foot
attacking you at once then finish them off with another family attack (Mikey's
would be ideal) while they are stunned.
------------------------------------------------------------------------------
After taking care of the last group of foot clan progress onward & along
the dirt track to at last come to the yeti which yes as you already
anticipated i'm sure is a boss fight.
^^^^^^^^
Boss: Yeti
^^^^^^^^
Ok he's big....he's also slow, very slow.... most of the time you can stay
close to him attacking him & just laying in to him to deplete his life gauge
occasionly rolling out of the way of harm, even throw in one or two family
attacks at the yeti if you wish. When his health gauge is depleted to
approximatly 50% he will alter his mode of attack, the once slow Yeti
will actually now gain a dramatic boost of speed in his attack & increased
attack power. To effectivly deal with this shortcoming, lure the yeti to chase
after you & move out of the way & allow it to hit a wall this will render it
stunned giving you just the window of opportunity you need to inflict the
final family attacks (Raph's works particularly well) or combos to finish this
elusive yeti off for good!
the stage is now complete & you should at the very least have obtained an A
class ranking.
* * *
-------------------------------______________------------------------
[Foot trail]- stage 8
Back with the Nightwatcher now then for this mission, move around the building
leap over the scaffolding & on to the lifts to the next building. To come to
the first checkpoint on the top of the roof, move to the left side of this
roof to a ledge with a coin aside it. Make your way across to the next
building using the ledge, avoid going under the large box it drops down on to
the cover across the roof & will leave you to coin a phrase "shell shocked!"
leap across to the left of here to a narrow rooftop as the blackvan passes
by on the road below, jump to the ledge on the right then net the coin jumping
off the ledge to the rooftop on the right side. Proceed up to the attic on the
rooftop to reach a checkpoint, jumping next to the roof below it with the
water towers. Move slightly over to the left on this rooftop & use Raph's
sai's & power climb to get to the top of the next building at the top you
will arrive at a checkpoint. Proceed ahea slightly to begin battle with
some more foot, don't forget to use the rage gauge if you need to unleash
the extra hurt. After that skirmish, jump down below the cowabunga Carl
sign go across the rooftop to a checkpoint then the small platform lift.
------------------------------------------------------------------------------
Next head across the rooftops, & jump down toward an ally & a checkpoint,
follow the alley around to come to a adventure park & fight once again with
the Purple Dragons ( & who said anti socialism was at it's peak?! -_^)
After their demise, jump on to the wooden structure & to the branches
of the trees ahead grabbing a turtle shell as you go! jump up toward a fan
& from the fan take the stairs up & jump to the sign post so that you land
safley on the ledge below. Move ahead slightly touching in to another
checkpoint, avoid the jetting steam & mover around to the right of the
building. Passing through to a checkpoint, make your way around the jets
of steam & up to the higher roof decending to wall run across the toy store
billboard. Now enter the toy store through the middle open window.
-----------------------------------------------------------------------------
Nail the Purple Dragons, then head straight up the middle stairs to the
toy ferris wheel reaching a checkpoint. jump on the toy ferris jump up
at the shelf with the large green teddy & jump across to the right over
the spit fire plane to exit the toy store to it's rooftop, go around the
corner to a checkpoint. Make your way over the ensuing rooftops to reach
another checkpoint, continue over the next set of roofing & wallrun along
the righthand cowabunga Carl sign to a narrow ledge making progress to another
checkpoint & not falling off the ledge. Climb to the grey ledge & follow it
all the way across while taking care to avoid the jetting spray of steam.
-----------------------------------------------------------------------------
At the other side leap to the next upcoming rooftop & reach a checkpoint,
ascend to the highest rooftop then follow the roofs then after seeing the
black van shoot by wall run on the next corner's right wall (carefully
timing it to nab the shell) proceed past the upcoming checkpoint & to the
wall where the nightwatcher can power climb now reaching the next checkpoint
at the top. Carry on & drop in to the building through the top, fight the foot
& make your way out to the parking lot after that. Leap over the fence after
passing the parking lot & come face to face with more Purple Dragons
oh whoopie....
-----------------------------------------------------------------------------
After that move around to another checkpoint & more Purple Dragons, jump on
to the lorry & upto the next roof & checkpoint make your way down to the
ground & to the mansion entrance of Max Winters (grab the shell here!) power
climb the wall then jump down in to the parking lot for a duel with some foot,
next make your way down in to the main private parking lot where some more
foot will try to test their meatal against the Nightwatcher....put em in a
world of pain! Beware of the foot archers that will have a greater chance to
hit you from long range, try to make them a priority when other threats are
not present in combat. After wiping the last batch of foot out from the
parking area the stage is complete!
* * *
-------------------------------______________------------------------
[Tower Power]- stage 9
Nightwatching time in the second part of Max Winter's mansion, you will start
out in an ascending lift & an ensuing battle with some foot immediately
commences, for full effect use warp slash. After the lift reaches it's
destination (immediately after eliminating the foot group) run out of it &
through to the locker room reaching the first checkpoint. Go through the door
& in the next corridor avoid the security laser beams by jumping over them,
carry straight on after the laser beams & keep going entering a circular
hall where more foot endevour to stop you. Be especilly careful of the spear
wielding foot as their attacks are more frequant & they have much longer range
as you well know by this point in the game. Move out of the hall where the
battle just to place, by heading to the right door reaching another checkpoint.
-----------------------------------------------------------------------------
Proceed down the right corridor & come out via a door down it to appear
outside on a stone balcony & reach a checkpoint slightly to the left of it.
Leap up the wall grabbing the coin, then leap over the next series of
platforms coming toward two poles swing over these & continue making your way
across some more platforms turning the corner jumping to some more platforms &
a checkpoint. From the platforms here leap to each pole swinging to the next
platform & at the end there will be a much lower platform than the others thus
far jump down to it & then leap toward the wall on the left hand side to grab
a lower ledge jump up to the next ledge from the one you are on & to the upper
balcony entering the door here, proceed ahead to another checkpoint but this
corridor is laiden with moving laser beams avoid them acorrdingly & proceed to
the right. Follow the corridor around with some more lasers inbetween & come
toward another circular room one side of this being blocked by lasers so take
the background route grabbing the coin & entering the lift on the right hand
side another checkpoint lies awaiting you here. Ride the lift down & come
out in to the larger room where more foot will begin to attack.
-----------------------------------------------------------------------------
Head through in to the lift at the end & another checkpoint is reached. The
lift will cease to function halfway down so you will need to double jump up
through the hole that appears in the top of the lift, a conversation between
Karai & Winters occurs. Navigate to the top of the platforms & exit this area
at the top, you will be in another circular area move all the way through here
coming out once again to the outside stone balcony & hitting a checkpoint.
Make your way up the wall jumping from one to the other & again come to some
more platforms each with a pole in the centre, jump from each pole to the
platform as you did before reaching a checkpoint at the end, ascend the red
railings & then the next lot of railings to come to another checkpoint.
Jump to the see-saw like platforms & beware as they move every step you take
along them leap to the poles & from the poles to the next see-saw platforms,
once across these you will arrive at more railings ascend them to reach
another checkpoint at the top.
-----------------------------------------------------------------------------
Jump to & from the following platforms that have electrical bolts running
across them, (Inbetween one of them there is a large gap, wall run across this
but take note of the shell below it!) Once over all these climb up on to the
railings at the end & proceed to the upper door on the balcony at the top.
Head up the stairs & turning in the middle passageway to come to a fountain
& the next checkpoint area, move toward the fountain to face more foot (some
are using bows, be aware of this) After taking care of the ninja head up the
stairs on the left jumping to the centre platform at the top, then jump from
the platform with the waterfall feature to the right upper balcony. Move
around to the checkpoint & hop across to the two narrow walls ascending
to the top reaching a checkpoint then leap over the poles to the next sub
balcony from this sub balcony jump toward the white brightly lit railings
climing up to a checkpoint on the above balcony.
-----------------------------------------------------------------------------
Make a huge leap using the double jump to reach the other side of the
checkpoint you just touched, jump up to the higher platform & across to the
statue head protruding out of the wall to a checkpoint, now jump across each
of the lights to another checkpoint taking considerable care to not fall down
in the process. Make your way across a pole & down the glass water induced
corridor as you pass through it you will tag another checkpoint. Come towards
the door at the end to enter a chamber with ascending & decending platforms,
jump to the first one as it ascends taking you up to a ledge where you will
fight some foot again. After the battle head forward slightly to touch a
checkpoint, the lifts will ascend & descend now so make sure to ascend with
them beware of the poisonous plants upon each lift ascending to the top, at
the top enter the passageway & follow it up to come to a dome area where yes
one of Winter's General's awaits you....
^^^^^^^^^^^^^^^^^^^
Boss: General Mono
^^^^^^^^^^^^^^^^^^^
As soon as battle begins avoid the wave that comes from the swing of Mono's
hammer, if you are hit by the waves he creates they will knock you back & on
the circular arena where you fight General Mono that is not a good thing...as
you may have guessed a pitfall surrounds the area you do battle. Now to do
some damage! Attack Mono by his feet taking great care to avoid his hammer
smashing you in to the ground, after taking a few hits & with you being within
Mono's radius he will leap in to the air. During this phase keep moving & roll
immediately out of the way the second Mono is about to crash down on the
Nightwatcher. This can be an annoying fight because not only is Mono strong
his defence is somewhat superior too, you may even need to use revival to
fully rejuvanate the Nightwatcher (don't forget to hammer X!) After taking
approximatly 25% off Mono's health gauge he will alter his apperance slightly
& his attacks with it! Mono will charge during this phase & knock Raph off the
edge of the circular arena & the battle will end...
You didn't defeat Mono but the mission is complete.
* * *
-------------------------------______________------------------------
[When the slime comes]- stage 10
Now all the turtles are back together, move across the right ledge, & avoid
the toxic waste in & throughout this area & the stage, navigate your way to
the pipe opening & jump from one side of the pipe to the other coming out
of the hole atop it. Follow the train tracks down past the checkpoint, to
fight & defeat some foot. You should be filling up the family HUD quickly
enough for one or even two turtles namely Mikey & Don to join up with you
& finish the remainder of foot with super family attacks. Enter down the
passage to the left where the wooden gate has fallen, the floor will collapse
& you will be in the old subway lines. Going from the checkpoint as & when you
come to it move over to some poles jump on & from each to the platform below
& further on from them. Using the co-operative vault of a turtle make it
across the large gap & head around the corner, leap from the floating rafts
to the poles & to the next floating raft avoiding the electricy then on
to the next checkpoint, make your way across the wooden platforms but as you
go keep a calm steady pace as the platforms shake & drop down. Decend the
drop & jump across the two poles at the bottom of it, move further toward
a checkpoint & clamber over the waterwheel not getting caught against the
planks of wood that will carry you down in to the abyss below...
-----------------------------------------------------------------------------
Another waterwheel awaits as before avoid the planks that try to hinder you
on this obstacle. Jump to each of the lifts further ahead operated by the big
cog & go up the ramped passage to yet another checkpoint, cross the series
of pipes & platforms to reach the next checkpoint, jump over the rotating
wooden board & come around to yes....another checkpoint, now enter futher on
in to the clearing to do battle with a hoard of foot again.
-----------------------------------------------------------------------------
After beating them (hopefully senseless!) run ahead & vault of the two walls
opposite each other & up to the platform at the top grab the coin & come
towards the next checkpoint. From the checkpoint use the ledges to navigate
around the tunnel & DO NOT TOUCH THE SLIME.... Don's words not mine -_^
-----------------------------------------------------------------------------
At the other side lies a checkpoint, from the checkpoint go straight ahead
& be careful towards the narrow wooden area move toward the wooden ledges
jump over to grab them & double jump your way atop of them. Make your way
across the piping & to the wooden ledge at the very top near the ceiling,
Move around to the checkpoint. From the checkpoint leap to the platform
then carefuly leap to the see-saw platform avoiding falling in to the slime.
On the other side use the left ledge to get close enough to another ledge
& then from the ledge up to the next area, jump up the large ledge to come to
a platform from which you can see a waterwheel to reach a checkpoint.
-----------------------------------------------------------------------------
From the checkpoint co-op vault to the waterwheel then move to the left
passage & it's opening. Simply move & Bo Vault with Don across the slime
to the other side & hit a checkpoint. From the checkpoint drop down to a
clearing to face another fight. I reccomend using Mikey here as his flurry of
attacks comes in very handy when he spins on his shell knocking in to the
enemies around him while maintaining great offensive ability.
-----------------------------------------------------------------------------
Jump down the hole & go around the passage & up the rampart to a checkpoint,
co-op vault across to the other side proceeding ahead & watching out for &
evading the swinging spiked objects. Reach the checkpoint & use the poles here
to leap to the other side. Jump up to & across the wooden platforms & proceed
to the checkpoint on the right at the end of them. Enter the ruins of a church
only to be confronted by the foot again, head up the small series of steps
to the checkpoint & jump up at the ledge on the right make your way across
the platforms that await you here & move across to the left side of platforms
jumping to the tiny gap on the left with a co-op vault.
-----------------------------------------------------------------------------
Climb the stairs quite literally as pieces are broken off up to the checkpoint
& come around to an area bearing a narrow wall, hop to the top of it, then
to the above ledges using the walls you will come to the next checkpoint just
above. Go over the rotating platforms & up the sloped path & follow the last
section of the sewer out on to the roof of a moving train! The foot will
try to avenge their losses so far & attack you on top of the train, you
should eaisly be able to fill up the mega attack gauge to unleash some
major damage to the enemies swarming on to the roof of the train they will
attack from both sides of the train, finish this last group of foot off to
finish the stage to it's entirity.
* * *
-------------------------------______________------------------------
[O brother where art thou]- stage 11
Leo is back on his solo mission to find Raphael & keep the turtles
family bond intact.
From the starting postion shadow warp through the fence to encounter
Purple Dragons, making quick work of them go behind the rear of the truck
to have it conveniently move out of the way. Now shadow warp through to the
backally & make your way across to the electified fence, jump from the orange
box with a double jump to get over the fence succesfully. Navigate your way to
the next checkpoint along & avoid the steam jets, make your way across the
minor rooftops & rubble up to a ledge.
-----------------------------------------------------------------------------
Next up, you will need to swing over the pipes in order to avoid taking damage
from the very hot steam being produced here. On the other side decend the ramp
so you can jump across to the narrow brown roof, jump across & down on to the
orange balcony here also reaching a checkpoint. Decend down in to the alley
to come to more Purple Dragons, having dealt with these jump to the roofing
of the hut just infront of the sewer cover to reach your next checkpoint.
-----------------------------------------------------------------------------
___________________________________________________________
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Slowly but surley folks we are getting there! i planned to finish
the main walkthrough for this update but i haven't had time inbetween
various other work & my requested FAQ's but in the next update i will
have all the walkthrough finished,finito!!
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
___________________________________________________________
6.Extras
===========
Notice on the main menu for TMNT that you have a menu option entitled extras,
extras include clips of TMNT from the film additional movies & artwork
& can also be used to purchase a various variety of other items. In this
walkthrough so far i have mentioned where to find every shell for Leo,
Nightwatcher, & Don coming soon will be where the team shells are, this will
happen after you unite the Turtles.
The following extra categories exist in this menu:-
Artwork & video- This contains videos & concept art for TMNT, the videos
are of clips from the film among some other humourous pieces of media made
for your own personal enjoyment.
Challenge maps- Challenge maps present you with a chance to earn shells
by completing the courses in the fastest possible time, each one varies
in difficulty, conditions & the turtles avalible for each challenge map.
Goodies- This has various "cheats/bonus features" you can unlock with the
shells you collected in the main game, once bought you can toggle the various
cheats on or off by unchecking the box next to the activated/purchased cheat.
7.FREQUANTLY ASKED QUESTIONS (contains some spoilers!!)
=======================================================
Q. How do i recover my energy! where is that pizza?!!
A. Ah yeah about the usual pizza power ups, you won't be seeing them this
adventure. In order for the turtles to recover their energy, they must
meditate. To see how to do this see the art of ninjitsu chapter above.
Q. Is the Shredder gone for good?
A. Your guess is as good as mine, in the movie we see that Shredder aka Oroku
Saki had been defeated, however Shredder's daughter Karai hinted at the
return of someone from the turtle's past. Most will automatically assume
Shred head himself but without more to go on we can't be certain just yet.
Q. How is it that Konami didn't release this title under their belt?
A. Well that is quite a story in itself, back in the day of the first
TMNT game, Konami recieved the rights to make a game (Teenage Mutant Ninja
Turtles.) Due to the overwhelming popularity of the turtles during the late
80's the game was a massive sucess in the arcades & eventually lead to the
massive TMNT:turtles in time IV for the SNES console. The turtles series
dissapeared with the dawn of new shows like power rangers in the mid 90's
however in 2003 the turtles came back to kick shell with a new series,
marking this konami also was granted their licence to make four games
involving the new series. Then in 2007 TMNT hit cinemas nationwide
bringing with it a awesome new game, however one thing in the game's
release was different the publisher was now no longer Konami as they lost
the rights to make the turtle games & Ubisoft gained them. It's kinda
marked a new change to the history of TMNT's games but the standard of
gameplay & shell kickin' action hasn't been lost & this will ring utterly
true to all TMNT fans alike!
Any other questions you would like to ask or see added to this walkthrough?
if so e-mail me & i guarantee the first 5 will appear here in this section.
8.CREDITS
=======================
First of all to all the TMNT staff through the years & Konami for always
keeping TMNT alive in the gaming world.
You as ever for reading/following this guide, thank you kindly!
Myself, for keeping to this project (it isn't easy writing a walkthrough
alone)
any problems you might have or questions e-mail me at
<dbs_darkstar@hotmail.co.uk>
(c) 2007 Backtrack