Teenage Mutant Ninja Turtles III: The Manhattan Project An FAQ by: Melzo McPhun Completed on: August 21, 2001 at 12:15 am (no assistance from Jolt) To obtain translations in Spanish, Arabic, Ebonics, or Cantonese, drop me a line at phunruss@hotmail.com What the Hell's Going on Here? I. First is the worst, second is the best...: How does this third installment of Foot-bashing action compare to the previous outings? I'm so glad you asked! II. Heh heh... How to Score: A quick tutorial of the gameplay system. III. Get to Know Your Peers: Just like in real life, anyone wearing a purple ski mask during a fight is likely to be completely deranged. IV. The Grand Tour: The TMNT roadmap to success. V. Konami's "Eyes Only" Files: Secret stuff no one knows except for all of those helpful gaming magazines. VI. The Fine Print: Do me a favor and don't copy me, okay? I don't feel like writing out all of the copyright info. ************************ ONE: The End of the Trilogy ************************ I'm going to save myself a lot of time and space here by being frank and to the point: you've been ripped off. The Manhattan Project is EXACTLY the same as The Arcade Game. There are absolutely no differences between them. The series still plays like Double Dragon with Down Syndrome. The enemies are very well-animated and creative, but I've had more difficulty buckling my seatbelt. The Foot Soldiers in this game tend to run at jump at nothing in particular, which I suppose passes for the "action". Okay, to be fair, the game is executed terrifically. The whole fact that this game was made is proof that the playing system worked well enough to warrant a sequel. Konami seems to have the action genre down to a science. Here's the thing: the graphics have taken a definite step down. Not good. The enemies, if anything, have become stupider, something I never imagined was a possibility. The positives outweigh the negatives, though. The music is high quality MIDI stuff, above average in the golden days of the NES. There are actually a few voices present, too. Here's the best part: you can understand what they're saying! When you share a system with games like Bad Dudes, Ghostbusters, and The Adventures of Bayou Billy (although that was actually good), you deserve your own brand of beer if you can simulate a human voice. Good show, Konami. ******************************** TWO: Play Mechanics and Other Stuff ******************************** All it really takes to win at this game is half a brain and a pair of thumbs. Even then, the brain is optional. Here's a quick rundown of the controls: the B button attacks and A jumps. Wow. Well, I suppose that's the end of this FAQ. < Moves and Attacks > Of course, combining certain controller motions with the attack button brings interesting results. Jumping and then pressing B brings out the fabled jump kick, an aerial attack that was essential to success in TMNT II. Here, unfortunately, it has been severely weakened, making it more of a novelty than anything else. Not only has the damage been decreased considerably, but it has a much shorter reach, knocking this move to the bottom of the Useful Attacks hot list. Here's a new move that adds an extra element of play to the game: the Shoulder Throw. Hitting the attack button while holding Down on the Control Pad produces a sort of uppercut that grabs hold of your enemy and flings him behind you. The best part? You can actually hurt other enemies with the flying body. For the first time you can feel the satisfaction as you KO three guys at once. The returning technique, the Special Attack (the jump and attack buttons together) has been tweaked beyond recognition. Instead of some lame jumping attack with your weapon, you now possess a lame spinning attack, or a rolling attack, depending which Turtle you play as. That's right. Once again, the Turtles possess some semblance of individuality. I guess this finally puts to rest my arguments that Konami is made up of Communists. Keep in mind that nowadays each Special use consumes one life bar. When you're down to one hit point, you can use the move as much as you want. Don't fly off a cliff or something in your joy of limitless power, though. < Points and Other Boring Stuff > The scoring system has been changed drastically. No longer settling for a single point for every enemy you take out, you can actually draw a six-digit score... if you're good enough. And pal, you better believe it when I say I'M good enough. Here's a very general outlook of the points system. You don't get any good stuff until you destroy a bad guy, and exactly how much you get is purely dependant on how you dispatched your adversary. Special Attacks are at the bottom of the barrel, since you can destroy a roomful of enemies with a single move. Basically, the more powerful the finishing technique, the fewer points you'll get. Using a regular attack will bring you the most for your effort, and bag those extra lives a lot sooner. For every fifty thousand beans you score, another chance is added to your stock. Keep in mind that it's only the FINAL hit that determines the dough. So if you use a Special on a Robo Soldier and follow it up with a few regular moves, you'll get an excellent bonus. Oh yeah, there's a kinda sorta combo deal going on here. Kill an opponent by throwing someone else at him (using the Shoulder Throw), and you'll get a hefty addition of points. Since you have to weaken your foe sufficiently for this blow to finish him, it can be difficult. Take out three guys like this, though, and consider yourself King of the Playground. ************************************ THREE: The Cast of The Manhattan Project ************************************ < You > You're a quartet of lime-colored, freakishly mutated amphibians trained by a giant rat in the art of ninjutsu. And you're humanity's only hope... Leonardo (blue): The katana-wielding leader of the TMNT, Leo is a good pick for beginners. Special: Endless Screw Coverage: all sides, medium range Leo's Special works great on, well... just about anybody. Bosses take multiple hits, and most normal foes are defeated upon contact. You can even occasionally take out baddies above and below you. Very handy. Raphael (red): The "rebel" Turtle, Raph's attitude has caused problems within the group on more than one occasion. This facet of his personality is one reason why the first TMNT movie was so awesome. Special: Power Drill Coverage: front, very long range When the screen's filled to overflowing, use this technique to clear everyone out in a hurry. The Foot Soldiers will bounce comically high up in the air, so use it every chance you get. Michaelangelo (orange): He's Keanu Reeves: "Whoa dude, like, cowabunga." The pizza-inhaling Turtle is a fan fave, but lacks quality in the video game series. Special: Kangaroo Kick Coverage: front, medium range Mikey's Special is quite something. He'll perform a neat handspring, lifting his enemies and throwing them across the screen. Crowd- pleasing, to be sure. He can even throw multiple opponents with one move. Donatello (purple): Due to the fact that he wears the same color as the enemy, some question has arisen as to where Don's true loyalties lie. Nah, I'm kidding. He's some dorky inventor. Special: Somersault Staff Coverage: front, long range Why is Don a moron in this adventure? His Special sucks. He rolls forward a bit, then extends his bo to bring the pain. Problem is, he doesn't attack until the end of the move, so you have to distance yourself from your target a bit. You just don't ever have time for that. What a shame. < Them > If you're unfamiliar with the Foot Clan, you were deprived as a child. The bad guys are some of the most remarkable and creative I've ever seen anywhere, only a handful of which make it here onto this roster. -- Foot Soldiers -- The Foot Soldier family is the most common of all the Turtles' enemies. They're more numerous than the Wayans, the Baldwins, or the Culkins, but they're far less dangerous and annoying. They will do anything they can to ambush you, though. Vanilla Foot Soldier: The normal variety of the Foot henchman doesn't do much except walk around and punch a bit. Don't get too close or he'll pin you, sucking off your health until you mash buttons to shake free. Some of the more acrobatic types can flip, jump kick, or even slide like a baseball player. They're so persistent that they'll even show up in the middle of the ocean. Sand Thrower: Emerging from the earth beneath, this guy has a single cheap attack... throwing sand in your face. You'll be immobilized briefly while you wipe the stuff out of your eyes, but a few jump kicks will show them who's the dirtiest bastard of all. Shuriken Fighter: Packing possibly the biggest ninja stars ever seen, this fellow makes problems from a safe distance away. Deflect the throwing objects with your weapon and grapple at close range. Surfin Ninja: Identical to the normal Foot Soldier, this goon rides a board and packs the usual array of fighting techniques. Dispatching him is no trouble at all. Wave Rider: This guy's strange fighting style mainly involves drifting around with his fist out. It can be a bit difficult to catch up for the kill, though. Katana Lord: If your guard is down, the consequences can be disastrous. Swat him away before he starts swinging that blade around, because it has a wicked sharp edge. Mind the jump kick from long distance, as well. Backstabber: Aerial attacks are a bust here, since one of the daggers he throws flies up at a forty-five degree angle. You'll have to approach from above or below and use the Shoulder Throw. Spear Carrier: At close range, he's a beast. He'll jab you in the stomach repeatedly, so keep your distance and wave your big stick around. Hunter: This primitive fighter relies on throwing weak spears in your direction. Again, the jump kick works wonders, but make sure the angle is right. Buff Soldier: When this guy enters carrying a huge cannonball, move off far, far away. You can kick him so he'll drop it, but it's best to wait until he lets it go himself, or you risk being squished. Without his ball he's pretty much defenseless. Boomerang Buddy: He can't do anything except bombard you with projectiles at medium range, so take to the air and make him pay. If you can sneak up from behind, he's toast. Cannonball Rider: You'll have one chance to dispatch him as he rolls by atop a huge wrecking ball, but it might just be best to leave him be. It's not worth being flattened (although it looks pretty funny). Weight Watcher: The weaker companion of the Buff Soldier, he walks in hefting a big anvil. The story is exactly the same, except the barbell doesn't roll. Let him crush you for a fun animation. Manhole Leaper: As soon as you rid him of his weapon, he's a creampuff. Decapitate him with the manhole lid for a big point bonus. Vampire Hunter: He looks like he came from an S&M flick, but he's no big deal. The whip has a surprisingly short range, so get in there and take care of business. This enemy appears very infrequently, so feel special when he shows up. Football Player: Another specialty Soldier, this guy's only attack is lunging at you in an incredibly long-range tackle. Unfortunately, this also makes him hard to corner and destroy. Have fun chasing him around. Hazer: This fun-loving prankster tosses an oil drum at you, which traps you for a moment. It looks fun, but it can be dangerous, especially if your health's low. Kick him so he loses the barrel and then go for the attack. Laser Tag Team: A pair of clever Turtle torturers will run across the screen carrying Sten guns of some sort, creating an electrical field between them. The only way to stop this is to separate them, so attack or just wait for them to leave the screen. They're nothing special when they're broken up. Floating Spear Carrier: Riding around on a strange hoverboard, this guy is invulnerable until you knock him off his ride. He'll resort to the spear when he's grounded, so fight defensively. Board Ranger: Walking underneath this airborne thug will only get you crushed by his hoverboard. Jump and kick to dethrone him, then get ready for serious fisticuffs. His flashy punches and jump kicks are fast and strong. The Shoulder Throw works nicely. Tumbler: If you see him rolling in your direction, look out, because he'll knock you across the room. When he leaves the screen, he's gone for good. Somersaulter: He's pretty much the same as the Tumbler, but he tends to show up in huge groups. Don't be overwhelmed as one after another of these guys try to bowl you over. Karate Master: If a dark blue robe seems menacing to you, this fighter will give you a hard time. If not, blaze a trail through him, since he's exactly the same as every other Soldier you've encountered. < Stone Warriors > They're big, they're made of rock, and you can't throw them over behind you. Luckily, they don't appear too often, but they seem to show up at very inconvenient moments. Special Attacks do the most damage, but keep in mind that normal attacks get the most points. Machine Gunner: Since he whacks you with the butt of his gun up close and shoots you down from afar, things can get a little complicated. Try approaching him diagonally and attack when your sprite is overlapping his, so his attacks will pass through you. Unless you use a Special, he can take some abuse. Construction Worker: He's as dumb as he is strong, so use this to your advantage. Fighting up close will result in you getting plastered with his massive iron girder, so hang back and go for the attack when he's finished swinging it. Bazooka General: While he's a bit of a rarity, the granite gladiators with the big guns are much weaker than they appear. Instead of an explosion, the bazooka shoots smoke bombs that stun you temporarily. Move in close and attack like crazy to insure they don't blind you with one of these. Mortar Soldier: Finally, the enemies show some sign of military intelligence. These Stone Warriors will either come after you and blow you away (big damage), or stake out a single position and launch shells at you from a distance. Either way, it's best to move in from above or below, where you're safe from the explosions. Don't let yourself get surrounded, or you'll be pounded into cookie dough. < Bionic Soldiers > These blue, lethargic enemies don't present themselves too often, but it's no big deal even when they do show up. They're essentially the same as the Stone Warriors, only they're, uh... fat and blue. Bionic Stone Warrior: Left hook, right hook, uppercut. Such is the attack mode of this physically impaired hooligan. Sock him a couple times, then move off so he can shadow box in peace. This guy's almost a waste of RAM. Bionic Hitman: A fat robot carrying a goofy-looking ray gun usually means illegal drugs are involved, but in this game it's a relatively normal sight. Use jump kicks so you don't get caught in the laser rings, and he'll go down with ease. < The Other White Meat > Some enemies are just so wacky and deadly that they can't be categorized. Here's a quick list of who they are and how to deal with them. Surface Mine: Surfboarding around Manhattan Island can result in severe electrical shocks if you don't either attack or dodge this floating hazard. If you see one of these, a huge school of them is sure to follow. Thunderbird: Hovering tauntingly out of reach, this attack chopper will either gun you down with twin barrels of lead death (painful, eh?) or simply dive in and smash you. Either way, a single Special Attack can usually cause this vehicle to go down in flames. Floor Cannon: When this emerges from the deck of the submarine, it's in your best interest to circle around behind it and attack with impudence. The only trouble is that marauding Soldiers and other menaces can keep you busy while it powers up to blastcha one. Tri-Gunner: The three barrels of this cannon will spout flames at you (neat burning effect) until you strike it roughly a dozen times. Keeping to the air can save your skin, but a lot of times the presence of other enemies hinders that. Oil Drum: A vigorous evening constitutional can end in death if one of these objects happens to roll over you. Tap it with your weapon to deter it in a different direction, but a Special is the only way to destroy it. Suicide Machine: In the depths of the Soho Sewer System, a bizarre flying creation will sacrifice itself to annoy you. Kick it as it emerges from the pipe, but don't worry if you take damage. Even if it dives at you, the pain is minimal. Mouser: Baxter Stockman's infamous creation returns once again, using the exact same attack methods as in every other adventure. It has better range, though, so try a few jump kicks if there are several of them in the area. If it happens to chomp on your fist, mash buttons and shake the control pad to destroy it. Robo Soldier: This next-generation Foot Soldier prototype has a tough exoskeleton and packs heat. It'll only fire at you from across the screen, so move in and start chopping him up. Don't try any jump kicks, because he'll hop backwards and fire the gun John Woo style, hitting you almost every time. Flipper: Another returning favorite, this dog-like creature is deadlier this time around thanks to your watered down jump kick. Special Attacks are the only surefire ways to take him without getting hit, but it seems like such a waste. Don't put too much space between you and him, or you'll be blasted with freaky laser rings. Tubular Transport: Uh... I never actually had this thing attack me. The mechanical mosquito is back, and I assume it shoots lasers or something at you, but it doesn't matter in the end. You'll meet this character maybe twice. Brainpan: What is this, anyway? A soccer ball? Aside from the random bursts of gunfire, it's about as deadly. Kick it or breathe hard on it and you'll destroy it. < Traps, Hazards, and Bad Habits > A surprising amount of inanimate objects can kill you in this game. Whether you're beaten, run over, burned, electrocuted, or shot, The Manhattan Project provides a valuable lesson in safety concerning objects in your very own neighborhood. Generic Beach Sign: Don't stand underneath it. EVER. Something bad is bound to pop out from behind it. Pier Hole: Apparently you can't swim, since falling through the docks and into the drink causes a moderate loss of health. Abyss: If you can't see the bottom, don't jump in. Most cliffs and ravines will hurt you, but it kills your enemies outright if you can knock them in. Bowling Ball: This can appear anywhere: in an alley, on a bridge, even in the Technodrome. You can't knock them away like in Turtles in Time. Monster Truck: Bebop likes to drive his nice car around, and won't mind giving you a ride, either, as long as you sit on the hood. Grenade: Remember that old Polish joke? Ah, forget it... Manhole: The damage doesn't come from the fall; it's your ego as you realize what a moron you are to succumb to this trap. Minecart: The vile and hairy Dirtbag cruises the subways in this transportation device, mowing down any adolescent green mutants in his path. Pressure Pipe: The moment you walk past, this will blow up in your face. Unless you stand right next to it, there's no way it's gonna hurt you. The Arkanoid Paddle!: A beam of electricity makes the conveyor belt in the Technodrome an unsafe place for good guys. Jump the low one, but don't bother with the middle- and high-level ones. They're harmless if you stay on the ground. Mouser Egg: This large, circular device holds six Mousers eager to chow down on your green skin. It explodes upon contact with the surface, so try to avoid the neighborhood where it touches down. Anvil: When several shadows appear underfoot, seek shelter, because these huge objects will cause problems if they land on you. These are also carried by some of the stronger Soldiers that harass you. Foot Advertising Dept.: Apparently the Foot Clan has competition somewhere, because they've turned to cheap propaganda in order to publicize themselves. In any event, don't step too close to the neon sign, or you'll soon be known as Mr. Crispy. Door Laser: While it's really nothing more than a high tech burglar alarm, this panel of electricity can cause pain if you do something really stupid, like walk into it. ********************************************* FOUR: WHERE TO GO AND HOW TO GET THERE ********************************************* It's not that the members of the Foot are good fighters. No, that's not the case by any means. They're just so numerous that you can be quickly overwhelmed. Jackie Chan himself would have a hard time escaping these guys. Well, probably not... One good thing about this game is that the item system is much more simplified. A slice of pizza restores your health, and... that's about it. While the first game included several different weapons and supplies, none of those are featured in this adventure, and for good reason. "Wait a minute, bigger pizzas restore MORE health? Damn, you lost me." Thank God they did away with that incomprehensible premise. The option to switch Turtles in mid-battle is also long gone, but there's a neat substitute in this game. Every time your character bites the dust, you can toggle over to any Turtle you want and enter the fray with a new fighter. This is incredibly handy, since Raphael excels at crowd control and Leo is good for the one-on-one confrontations with Bosses. Use this feature to its full potential, and you're basically unstoppable. < Scene 1: Let's go, Turtles! The start of a long, hard battle is beginning. > Our heroes' relaxing vacation on the beach is suddenly interrupted by a large army of nefarious Foot Soldiers. This is basically a warm up stage, with nothing really remarkable or dangerous in the area. You'll learn soon enough that the Foot will do anything to surprise you: pop out of the sand, jump out of doors, shimmy down poles, even burst from behind innocent looking billboards. For the most part, though, it's easy stuff, as long as you take on each Soldier as he comes and use the Shoulder Throw to your advantage. Things heat up when you reach the docks. Stick to the right side when the screen starts to scroll vertically, because the Foot Soldiers like to slam up through the pier to ambush you. Try to be in midair during the earthquake, since the holes have a tendency to open underneath you. Just a bit farther you'll run into a familiar adversary whose ass you've whooped about fifty times before. + Boss: Rocksteady + I wonder if a TMNT game exists that doesn't feature this guy as the first Boss. Probably not. This latest version of Rocksteady carries a harpoon gun, so don't approach him from the front. Try a diagonal movement instead, striking him with your weapon or a Special when you're close enough. Jump kicks are weak in The Manhattan Project, and against Bosses, they usually result in disaster. Rock will either shoot upward at you or throw his shoulder out into a charge, which knocks you to the floor and causes big damage. Up close, he'll kick you in the gut, so move off after one or two hits. A good strategy is to wait for his charge to come out, then Special Attack him, rendering yourself impervious to his running move. Of course, he can't take too much pain, so by the time your health hits the danger zone, he should be just about gone. A quick note about completion of the level: you'll receive points based on how long it took you to clear the area. Wait around for too long, and you'll get nothin. Don't bust your ass over it, though; you have a lot of time and it doesn't make a huge difference. < Scene 2: Cowabunga dudes! Let's ride the wave back to Manhattan. > / Section 1: The Atlantic Ocean \ What would a TMNT game be without the obligatory "vehicle" stage? This time around it's a surfboard, so you get to have some fun even though your vacation was cut short. As always, control is exactly the same while you're moving. The normal Foot Soldiers don't seem to act much different out here on the water, but keep an eye out for the red ones. They'll dash around, throwing punches left and right, and they can be a big pain to move up to and attack. You'll also witness some of the Foot's best Olympic swimmers. They'll jump out of the water in different formations, most of which cover a good portion of the screen. They're not just for show, however. I don't know why, but those flips are wicked powerful. A mess of floating mines will make the last leg of your journey particularly crazy. This isn't helped by the fact that Foot Soldiers are usually bumbling around the area. Try to stay on the extreme top or bottom of the screen, knocking away the mines that come toward you, and fend off the bad guys when you get the chance. The electric pods will stop coming after a short time. The final challenge before you reach the barge is a pair of attack choppers. These guys are no problem; just use your Special as they swoop in to attack, and they're meat. If you have the time and skill to whittle them down the old fashioned way, they can be worth huge amounts of points. / Section 2: Shredder's Cruise Liner \ As soon as you hop on the battleship, get ready for a massive beating. Not only must you contend with the usual array of Foot baddies and the cannons that pop out of the floor, you'll also have to keep an eye on the flamethrowers positioned on the sideline. It _is_ possible to destroy them, but considering that they can take about a dozen hits before they explode, it's probably better to just concentrate on the Soldiers and avoid the shots. You can hop off the side of the deck to take a quick breather from the fight, but if you hang on too long, you'll be swept away by the waves. You'll also run into a couple new species of Foot Soldier. The Katana Lords are tougher than the previous adventure, but a Shoulder Throw is more than enough to take them out to lunch. The ones with the knives are a bit of a pain; jumping in to attack gets you stabbed, as does a side maneuver. Circle around and get him from above or below. After a couple of encounters like these, you'll run into a brand new Boss. + Boss: Groundchuck + Groundchuck is even easier than Rocksteady, if you can picture that. Basically, all he does is run back and forth, so you have two options to beat his ass. If you have lots of health, try a couple of Specials as he passes by, and slash him when he gets stuck in the corner. Turtles near death, however, should avoid him while he charges and Special him like crazy while he's immobilized. After you give him a few bruises, he'll walk up to the wall and rip a section of pipe from it. If you stay away from Chucko, you're pretty much invincible until he starts charging again. Keep repeating this simple pattern and you'll put him down right quick. < Scene 3: Watch your step along the bridge of danger. > There're some pretty big potholes on the road to Manhattan Island, but if you can manage to knock an enemy into one, he won't be coming back. This is easier said than done, but it's handy at times. Anytime that you need to move to the top of the screen to avoid a huge pit usually means that you're about to be bombarded by giant black cannonballs. There's a cute little "flattened Turtle" animation if you get hit by one. It won't be long before you run into some interesting new foes: the Stone Warriors. There's a simple secret to dealing with the guys with carbine rifles. Just attack wildly, and they won't have time to get off a single shot. They're also worth decent amounts of points. It's usually a good idea to stick to the bottom of the field on the wide open road, since Bebop drives by periodically to throw explosives at you. Just move back and forth along the lower right corner of the screen in a reverse L shape, and his efforts will be in vain. You'll be ambushed several times while you cross the trench, but the usual attack strategy works well for all Foot Soldiers: wait for em to come to you, and let em have it. If they use projectiles, like spears, you might want to take a more offensive approach. The Stone Warrior tag team carries small iron girders, and they'll whack you mercilessly if you're within range. Move in, poke them once, and retreat. This is rather difficult if you're taking on two or three at once, so don't hesitate to call on a Special to mow them all down. - Sub Boss: Slash - He'll hop out of Bebop's truck, so position yourself at the bottom of the screen. Slash moves really really fast, and while it's possible to avoid him and land a few hits here and there, it's just not worth the time it takes. Go nuts with the Specials, and he should fall rather quickly. Leo works best in this situation, since he'll hit Slash multiple times when he passes in his shell. This TMNT impostor also packs a rapier with a wicked sharp edge. Don't go near him while he's walking around unless you're going for a Special Move. About three feet away from the felled amphibian, you'll happen upon one of maybe four Pizza Slices in the whole game, so chances are you'll be happy to see it. When you pass through the next trench, you'll be surprised by groups of three Soldiers that hop onto the bridge. Use the Shoulder Throw on the left or right one, and you'll severely weaken the others. When you reach the small army of Stone Warriors, you'll be nearing the end of this Scene. It is possible to take them out with rapid attacks, but the hit detection is sometimes off, and the consequences are nasty. Just Special them and move on. + Boss: Bebop + Bebop seems to have moved up a bit in the hierarchy of the Foot Clan. Not only is this a rather late entrance for him, he also sports a shiny new mace that's growing out of his head. Okay, just what kinds of mushrooms were on that Pizza Slice? Although he's improved cosmetically, he's a whole lot dumber than any previous encounters. Specials are the main weapon of choice, but Leo's works very poorly (although it can hurt if you get behind him). Hang out just above or below him until he lets fly with the ol' ball and chain, then move in and tear him apart. Watch so he doesn't smack you as soon as you land from your Special Move. Although it might be tempting to walk up and say hello, Bebop's nasty kick can knock you off your feet. Stick to this simple technique and he'll be wasted easily. I've heard from game magazines as well as other FAQs that there's a way to get Bebop stuck if you knock him into the front driver's side of the truck. I've tried this numerous times, but nothing's come of it. If anybody's actually gotten this to work, let me know so I can sound smarter. < Scene 4: New York has been destroyed! Meanwhile Manhattan is suspended in the sky. > / Section 1: Downtown and Central Manhattan \ Shredder has used his destructive, Earth-threatening powers to, uh... make Manhattan float. While it's not really clear what he hopes to accomplish with this, you're obliged to head in there anyway and clean house. There aren't nearly as many holes in the ground as you might think, so you can pretty much hop, skip, and jump around as you please with no worries. Of course, the Foot will be waiting to ambush you every three feet or so. The guys with the big lawn darts can really piss you off if don't move up close and hit them quickly. Don't jump at them or you'll end up in the giant pit nearby. The next screen teaches you an important lesson: where there's a manhole, there's a Foot Soldier (or sometimes a six- pack) waiting to fly out and chuck the lid at you. Return it with a well-timed hit and you'll take him out in style. The narrow alley that scrolls vertically holds a couple of nasty surprises. Not only will Soldiers burst through the windows to have at you, giant cannonballs tumble out of the opening on the right. I love how these things show up at the most inopportune moments. They're like the in-laws. A small squad of Stone Warriors with rocket launchers may look menacing, but they'll just shoot these little beanbags that stun you for a second. If Don's around, have him bowl these guys over with a Special, otherwise sneak up from above or below where they can't nail you with a smoke bomb. Along with these huge adversaries, you'll come upon harmless-looking statues that turn out to be Foot Soldiers using some sort of protective coloration. They're easily dispatched, of course, but look out for the newbies with the leather whips. If you keep your distance from them, they'll pose no problems. The big rolling oil drums will flatten any pedestrians with no remorse. Dealing with rampant barrels is really no big thing. Use a Special to blow them up, or just strike it normally to send it off in the other direction. If you find yourself run over, though, the results are pretty cute. / Section 2: Subway System \ You won't get far here before you're assaulted by a pair of Soldiers with an interesting mode of attack. The shock-treatment shenanigans will end, however, if you hit one of them to break the stream. Disarmed, they can be dispatched with ease. As soon as the train pulls in, waste the new arrivals and ready yourself for a difficult battle. + Boss: Dirtbag + After he finishes playing around on his mine cart, he'll hop up onto the platform and start shooting trippy laser rings out of his helmet. It's hard to kick him without getting toasted by this, so hop vertically out of the way and wait for him to come down. You should be able to tag him with a Special as he leaps from the platform to the track, but he'll nail you with his mattock if you stay in front of him for too long. The best time to beat down Bag is pretty obvious; he'll go into a frenzy, swinging the pickaxe around like crazy until it gets stuck in the ground. He'll be immobile for a few seconds, so make sure to lay on the heat before he regains his balance. If your health is low, it might be a good idea to wait for this situation to occur. Either way, he'll be history soon enough. < Scene 5: Going underground dudes! This dangerous sewer leads to the Technodrome. > / Section 1: Waste Facility \ Another requirement for a TMNT adventure, the sewer stage is pretty harsh this time around, offering a constant barrage of enemies as well as one of the game's toughest Bosses. The Soldiers come three at a time out of just about every tunnel you pass, so don't hesitate to greet them with a Special Attack and take them all down at once. The pipes that suddenly begin to form cracks will blow up suddenly, but these shouldn't be an issue. It's hard to hurt yourself on these if you try. A few new enemies are the only things that make this trip worthwhile. The Suicide Machines, these strange flying creatures that use a kamikaze form of attack, are numerous and strike quickly. It's difficult to kick them all while dealing with the occasional Foot Soldier, but they can't hurt you much, so feel free to leave the room and call a friend while they do themselves in. Up ahead in the water, the Mousers will make their much-awaited appearance. Stand about halfway down the screen and you can chop each one to pieces with a single blow. The whip-wielding baddies will come back as well, but they're as easily destroyed as last time. Just up ahead you'll meet a mysterious new challenger. - Sub Boss: Mother Mouser - While he's not nearly as cool as in the first adventure, the Mother Mouser is essentially the same: a really big version of a really stupid enemy. This guy only has a couple of attacks, and neither of them really do much. He can either shoot flames out of his mouth or create normal Mousers to annoy you. A good technique is to pick any Turtle and (surprise) Special like crazy. He has few hit points, so don't let up (preferably use Leo's multi-hit Endless Screw) and you'll knock him on his back eventually. The rest of the sewer stage is pretty unremarkable, but get this: for the first (and probably last) time in NES history, you can get five enemies on the screen at once. Yep, just wait after the two Soldiers jump down from above and a door to the right will open, letting three more into the fray. There's hardly any slowdown, either. Why couldn't this be consistent throughout the game? It would be faster paced and more difficult, and that certainly wouldn't hurt this game. Anyway, your last challenge before you get to move on from here is just a big group of Foot Soldiers. All flavors are on call here, so adjust your attacks accordingly. After you defeat about two dozens of them, you'll exit stage right. / Section 2: Flooded Tunnel \ A soggy slice of Pizza is waiting for you here. Being that food is rarer in this game than in a Sally Struthers infomercial, it's a good idea to scarf it and take on your next adversary. + Boss: Leatherhead + This is one of those Bosses that, try as you might, there's no real way to beat him without losing a few lives. Head's few attacks are powerful and annoying, and they seem to counter everything you throw at him. Go for a jump kick, and he'll usually fly into a tail spin, becoming invulnerable temporarily and knocking you away. Running at a distance causes him to pull out a gun and fire small bursts at you. However, this is easily avoided. Once again, Specials seem to be the way to go here, no matter how high your health happens to be. Of course, there're a couple of perils in the mindless Special Attack strategy. The spin move will render him impervious to ANYTHING, making it a waste of a life bar and most likely hitting you as well. Going toe-to-toe with Leatherhead is also a bad idea, since he has a choke hold that he follows up with a body slam. So how can you use the Specials most effectively? Moving vertically a bit between each attack forces him to stop spinning and follow you around, opening him up big time. It's damn near impossible to win without sacrificing a few men, though, so don't feel bad if he pounds your ass into cookie dough more than once. < Scene 6: Let's find April! Then we'll get that bogart Shredder. > / Section 1: Hallways of the Technodrome \ Aside from a couple of new enemies, Shredder's fortress doesn't have that much excitement to offer. This is basically just a retread of everything you've already done. Think of it as the review before the exam. The first new friend you'll encounter is the nefarious Robo Soldier. Don't bother attacking these dudes from the air; they'll shoot you down with extreme prejudice. Attack them from head on instead, using the Shoulder Throw a couple of times and finishing them off with a normal attack for the most points. The Flippers can get annoying in this adventure. It takes three quick jump kicks to put them to rest, and that can be hard to pull off when you're contending with four at once. Don't hesitate to bust out a Special, and remember that you can stall the hatching simply by smashing the egg with your weapon. The floating Foot Soldiers really don't behave any differently than their grounded counterparts. Look out if you're approaching from the front, since they can dash forward and skewer you with their nasty spears. Kick the hoverboards out from under them and you can avoid a life as a Red Lobster platter. The hatchways in the ground act as dugouts for more Soldiers. Stand over them and Special when they open. You'll get a nifty point bonus, as well as lots and lots of dead guys. Stick to the bottom of the screen after this, or you'll be toasted by a hail of gunfire from down the hall. You're being greeted by none other than the Stone Warriors, and they're guarding one of those rare Pizza Slices. Enter the fray from above or below and get to work on taking them out one at a time. When you reach the area with the computer monitors, hop on the central platform to steer clear of the circus performers on the rolling balls. Jump kick to the side quickly, though, or you'll be flattened by a pair that emerge from the TV screens. How exactly does that work? God may know; I sure as hell haven't the faintest idea. Another set of boob tubes gives birth to the tricky creatures known as Tubular Transports. If you stand on the stage in the center and hack away at thin air, you can get rid of these guys pretty fast. Don't bother using Specials unless you're low on health, though. The Foot Soldier factory isn't exactly challenging, either. Stand on either side and treat each newly assembled enemy to a Shoulder Throw. The last challenge before the big battle is the conveyor belt. It can be hard to duel Soldiers while maintaining your footing, but keep in mind that the middle and higher level lasers can't zap you on the ground, and you should have few problems. + Boss: Rahzer + (This is the game's spelling, and I'm pretty sure it's wrong.) He's beastly, he's ugly, and he's incredibly hairy. He's also the first movie-based villain to appear in a TMNT game, and he'll make it known with his icy breath and sharp claw. Truth be told, however, Rahzer isn't much of a challenge. I've had a much harder time eating a Grand Slam at Denny's. Special Attacks are pretty much the way to go here. You can, with patience, wear Rahzer down by slashing him between bursts of ice, but what fun is that? Go to town on him while he's exhaling (the Endless Screw does MAD damage), and you'll land multiple blows while rendering yourself impervious to his antics. That's, uh... neat. / Section 2: Technodrome Cockpit \ + Boss: Shredder + Step into door number one, and your old pal will be there to welcome you. He's been at the gym, apparently, since he can mow you down easily with his katana blade. Shred's another one of those Bosses that demand you lose at least one life, so make sure to come in with a few men remaining. Don't you ever approach this guy head on, or you'll regret it. Not only can he slice you, he'll jab his sword in your stomach and toss you back behind him. If he's feeling flashy, maybe he'll introduce his foot to your jaw. Either way, you'll feel pain. Check out his spring off the wall when he's across the screen. Jet Li would only be half as smooth. The best way to deal with him is to try a few jump kicks until you realize they're pretty much useless, then fall back on your Special Moves. Dirtbag is really the last of the Bosses that'll let you get by with the keep-away pattern, so don't feel bad about mercilessly jamming on both buttons simultaneously. It helps relieve stress. < Scene 7: Hey Turtles, take to the sky, we can't let Shredder get away. > / Section 1: Industrial Elevator \ Oh, come on, you knew it was coming, right? What would an action game be without the obligatory brawl on the elevator? This ride is kept short and sweet, fortunately, so you can move on to bigger and better things soon enough. That music sure is catchy, though. When big metal objects fall from the sky, it's in your best interest to get out from under them. The big eggs will explode, sending manic Mousers in all directions, but they'll be in pieces if you time a Special perfectly with the release. You'll also face more of the flying Soldiers, but this time they'll be higher up in the air. Don't get underneath them, or they'll squish you. Near the top, you'll have to avoid a storm of falling anvils. While it might seem stupid, you could benefit from hanging over the edge of the abyss. The giant barbells will all miss you, and you won't even have to move. Just don't hang there too long, or you'll... well, maybe you'll lose a life bar. / Section 2: Rooftop \ The rest of the game is basically a curtain call, with almost everybody you've fought up to this point making an appearance. You'll draw upon every ounce of strength and wisdom as you make your way to the other side. It's actually not hard at all. It's just really really long. Near the end, a bizarre-looking helicopter will emerge and start spitting out Soldiers. They land just far enough apart so that your Special can't hurt them all, so get ready to take out the trash the old-fashioned way. After you defeat about thirty of these guys, the chopper will escape and you'll never see it again. That could have been a cool Boss battle right there. Nice job, Konami. When you're within sight of the big neon sign, get ready for a huge battle. You'll move maybe an inch after each set of enemies before you're ambushed again. Don't get too close to that sign, either, or you'll be fried. Use the usual tactics against the Stone Warriors and Bionic Soldiers, and your neighborhood will be safe once more. + Boss: Tokka + Sure, he's a big, nasty, mutated turtle like you, but don't expect any brotherly love from this fellow. He'll lumber around, throwing rapid jabs your way, until you start to beat on him. Jump kicks are fairly useless against Tokka, because he can block them with his shield. Head- on attacks tend to lead nowhere, since he can walk right into you and knock you to the floor. I'll let you guess on the move of choice to take him down. Tokka's heavy hits come from unexpected directions. If he leaps across the screen, he can catch your head in his mouth, draining your life steadily while you mash buttons to free your noggin. Be on the lookout for his uppercut, too; not only does it pack a wallop, you'll also be knocked into the sign in the background. Since he's a surprisingly skilled fighter, it might be a good idea to put him away as quickly as possible. < Scene 8: Cowabunga! We have to hurry in order to stop Shredder and save Manhattan. > / Section 1: Fruit Colored Hallway \ Is it just me, or does the interior of Krang's spaceship look like a preschool? Amidst the wacky pastel corridors of this final stage, you'll be visited by most of your old friends, as well as a few freakish new ones. The armed Bionic Soldiers are rare and wonderful things, indeed: enemies that you want to attack from the air. Otherwise, they'll blast you with their laser guns, and that ain't any kinda fun. They're far and far between, though, which prevents them from becoming a major problem. The somersaulting Foot Soldiers may seem cute, but they sure are deadly. You'll be knocked across the screen if you're hit by them, so either maneuver yourself between them or play it safe and just jump. The teleporters deliver a steady stream of Foot Soldier action, so stay away from the capsules and fight the other enemies while they're making an entrance. Near the end of the hallway you'll discover a Pizza Slice, which can only mean one thing... - Sub Boss: Mother Mouser - Of all the Bosses to return, why this guy? Unless you touch the lasers on the door, this is a free ride. Special Attack or jump kick the Mouser (aim for the Soldier riding on his back) and you'll mostly avoid the fireballs it belches out at you. This time's no harder than the last bout. If you keep the attacks steady, you'll blow him up in ten seconds. / Section 2: Foot Lounge Area \ Being that this is more or less the final leg of your journey, you can bet Shredder will be throwing everything he's got in your general direction. Of course, pretty much all of this is stuff you've already survived, but that doesn't mean it's easy. No sir, you're in for a rough ride. After the first few Foot Soldier battles, you'll come across a Pizza Slice. Unless you're near death, clear out the Stone Warriors before you break bread. Eat your food and enjoy it, because one way or the other, it's the last one you'll find. When you reach the strange pods on the wall, brace yourself for the fight of your life. Strange little soccer ball creatures will come pouring out to meet you. Let's just say that if you can lay a hand on these guys, they will go down. Jump kicks actually serve as the best attack, since they can bounce around and shoot sometimes. I think the folks at Konami were sort of strapped for ideas when they created this enemy. "Hmm... a little blue ball that fires at you? Sounds good! Promotions all around!" The rest of the stage is fairly straightforward. Thugs from your past encounters will make their reappearances, using the exact same attack strategies as before. If you remember how everybody works, you won't have much trouble. The goons are numerous, though, so hopefully you've got a few lives in reserve. + Boss: Krang + The mad warlord makes his entrance through the portal at the end of the corridor. Get ready for a tough battle, because this guy doesn't go down easily. Krang has an annoying habit of launching his hand at you from afar, which is incredibly fast and difficult to avoid. Move in a bit closer and start with the Specials. You kind of have to use these to kill him, or otherwise he'll use his Blanka-inspired electricity attack and zap you. If you run around the room a bit to stay away, he'll launch these heat seeking party poppers that are damn near impossible to get away from. But that's not his sneakiest trick. Krang can stun and amaze your
entire family by splitting himself in half, effectively tag teaming you. The lower half will follow you around and kick, but sometimes it just gallops back and forth, attacking if you should happen to wander into its path. The torso is where you want to strike. Every once in a while he'll swoop in and swing a giant mallet at you, so take advantage and goose him with a multi-hit Special. Any attempts to run from the upper body will be thwarted by his freaky eye beams. If you keep the attacks constant, you should be able to scrap him after he reanimates himself. / Section 3: Fear Center \ + Boss: Super Shredder + You know Shredder's pissed when he douses himself in what seems to be some kind of Spam mixture. I gotta say, the whole Cyber/Super/Psycho Shredder idea is pretty weak. I mean, what happened to good old vanilla flavored Shredder? This is completely unnecessary. I want my ten bucks back. Let me see the manager. What's so super about the metal man? Well, he can bitch slap you now, and if that's not a revolutionary new ability, I can't imagine how he could be any more menacing. He's also got an evil kick and he can dash pretty fast, but the real crowd pleaser is the electricity attack. He'll stand in place with his palm in the air for a few seconds, giving you ample time to get in there and make a mess with your Special Attack (Leo's does wonderful damage). Your invulnerability will cause the lightning to miss you, as well. Very nice. Since this is the final confrontation, don't feel shy about turning every last health bar into a Special. If it hurts Shred, it's worth it. After you beat on him for awhile, he'll start shooting a little fireball at you every so often. Unlike the previous games, this won't take a life, but it will revert you to a pet shop turtle. Mosey around for a bit until you transform back, but rest assured that you're pretty much invincible during this time. Upon Shredder's defeat, you'll watch the epilogue. It's not anything special, but, sad to say, it's better than the other two. Be sure to stick around for the credits, too, since the music is actually quite nice. ************************************* FIVE: CODES AND WORDS OF WISDOM ************************************* They're not in the instruction manual, and they're sure not anywhere else. It's been said these codes were originally discovered in Egypt during a routine archaeological dig. We probably won't ever know for sure where these came from, but I hope whoever discovered these babies gets the thanks they deserve. Teenage Mutant Ninja Options: You can go just about anywhere you choose with this simple trick. At the title screen, hit up twice, down twice, left, right, left, right, A, then B. Pick your mode and your Turtle. You'll find yourself in the secret Options screen, where you can choose your starting point, number of lives, difficulty level, and even sample the music tracks you'll be hearing throughout the adventure. These multi-platinum hits are even titled for your convenience. Whose Line is it Anyway?: Back when Ed Boon and John Tobias were still working at Wal-Mart, some bright whipping boy at Konami had this idea. At the character select screen, hit left and right on the pad repeatedly until you hear a tone. From now on, you'll pick a hero out of a hat every time you die. An alternative way to do this is to just hit down a few times. Hey, if anybody has Game Genie codes or whatever for this game, let me know. I lost my codebook a while back, so I'm a bit screwed. Anyway, if nothing turns up, the Option code should set you pretty straight if any areas of the game give you problems. ******************************************* SIX: LEGAL STUFF YOU'LL HOPEFULLY SKIP ******************************************* In case the title screens of the game don't make this clear, the Teenage Mutant Ninja Turtles, their vehicles, cartoons, comic books, toothpastes, and underwear are all owned and copyrighted by Mirage Studios. This game is a creation of the fine minds at Konami Co., Ltd. As for the codes and stuff, they're pretty much found anywhere. I think it's safe to say they originally appeared in Nintendo Power, so kudos to whoever the bored customer service guy was that happened to come across those gems. Thanks for checking this out and making my self-induced torture worthwhile. If you have any questions, comments, criticisms, or good jokes, mail em to phunruss@hotmail.com. I'm also interested in locating glow-in-the-dark carpeting and a transparent toilet for my new apartment. Let me know where I can find either of these items. (Note: A toilet with plastic fish in it is preferred.)