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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter T » Teenage Mutant Ninja Turtles - Strategy Guide (Page 01)

Teenage Mutant Ninja Turtles - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Teenage Mutant Ninja Turtles - Strategy Guide (Page 01).

***************************************** 
*                                       *
*   Teenage Mutant Ninja Turtles FAQ    *
* Compiled by Mythril Wyrm and sylvanir *
*        Written by Mythril Wyrm        *
*             Version 1.13              *
*                                       *
*****************************************

Table of Contents
I. Legal Notice/Disclaimer
II. Update History
III. The Basics
     A. The Good Guys
     B. The Bad Guys
     C. Obstacles
     D. Items
     E. General Tips
IV. Stage Walkthrough
     A. Stage 1 - Things Change
          1. Sewer
          2. Streets
          3. Alley
          4. Rooftops
          5. Stockman's Lab
     B. Dojo Stage - The Secrets
     C. Stage 2 - Nano
          1. April's Antique Shop
          2. Subway Station
          3. Subway Train
          4. On the Bridge
          5. Junkyard
          6. Junkyard Rear
     D. Stage 3 - Trap
          1. Art Warehouse
          2. Trailer Roof
          3. Construction Site
          4. 13th Floor
          5. Top Floor
          6. Air
     E. Stage 4 - Tengu
          1. Museum Entrance
          2. Dinosaur Exhibit
          3. Egyptian Exhibit
          4. Courtyard
          5. Japanese Art Exhibit
     F. Dojo Stage - Progress
     G. Stage 5 - Notes from Underground
          1. Mouth of Underground
          2. Underground World
          3. Abandoned Town
          4. Genetics Lab
          5. Cultivation Room
     H. Special Stage - Ordeal
     I. Stage 6 - Justice
          1. Entrance
          2. Japanese Garden
          3. Foot Science Lab
          4. Mouser Arsenal
          5. Demolitioned Arsenal
          6. Trap Corridor
          7. Heliport
          8. Shinto Palace
V. Challenge Mode
     A. Overview
     B. Enemy Lineup
     C. Strategies
VI. Secrets
     A. Versus Mode Characters
     B. Passwords
     C. Easter Eggs
VII. Questions & Answers
VIII. Special Thanks
IX. Contacting Us

To skip to a specific section, press Ctrl + F, type in a section name, and
press Enter.
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I. Legal Notice/Disclaimer
This FAQ is copyright 2003-2004 by Devin McCain and Dannan Best.  Presently,
only the following Websites have permission to post this FAQ:

Cheat Code Central (www.cheatcc.com)
GameFAQs (www.gamefaqs.com)
Neoseeker (www.neoseeker.com)

Please notify us as soon as possible if you find it posted anywhere else.  If
you want to post this FAQ on your own Website, you must first obtain our
written permission and agree to leave the FAQ completely unchanged.  If you
post it without our permission or change it and try to pass it off as your
own, there will be unpleasant consequences when we find out.  Feel free to
print a copy of this FAQ for personal use, but do not publish it or attempt to
turn profit on it.  We're sharing it free of charge, so please respect that.

All other copyrights and trademarks mentioned in this FAQ are the property of
their respective owners.  We do not claim to own any of them.

This FAQ may contain spoilers.  Continue reading at your own risk.

We take no responsibility for any embarrassment, injuries, or deaths that
result from the use of this FAQ or any of the information contained herein.  If
you're that stupid, it's your own damn fault.

Got that?  Good.  Now, let's move on to the fun stuff...
-------------------------------------------------------------------------------
II. Update History
v1.00 - Completed most sections.  More updates will soon follow.
v1.10 - Added more specific info and a Challenge Mode section, corrected some
mistakes, and made various changes to several sections.
v1.11 - Corrected more mistakes and made minor changes to several sections.
v1.12 - Corrected more mistakes, added more methods for obtaining passwords,
and made minor changes to several sections.  Somewhat disappointed by number of
errors to date.
v1.13 - Added a Strategies section for Challenge Mode, and made minor changes
to several sections.
-------------------------------------------------------------------------------
III. The Basics
A. The Good Guys
Leonardo - The wise and fearless leader.  Wears blue and fights with katanas.
Pros: Leo is probably the most well-rounded of the four turtles.  His power,
reach, attack speed, and coverage are all good, but not exceptional.  He's good
at either individual or group combat, and has a powerful air attack.
Cons: He doesn't have any attacks that reach quite as far as those of the other
turtles.

Donatello - The scientist and inventor.  Wears purple and fights with a bo
stick.
Pros: Don's bo has the best reach of any of the turtles' weapons.  He's
relatively strong, and is great at fighting individual enemies.
Cons: Many of Don's attacks knock enemies away, which can make it difficult for
him to combo effectively.  His air attack hits in a small area and carries him
to the ground quickly, so using it well requires careful aim.  He's also a
little slow.

(Ironically, Don's also the character with whom you can most easily get an
infinite combo if you know what you're doing.  Simply pin an enemy against a
wall and use weak attacks ad infinitum.  The combo counter only goes up to 99,
but your actual combo will be displayed once you clear the area.  The Subway
Train's a particularly good area in which to try this; I've read about people
getting 100+ hit combos by pinning enemies up against the walls there.  The
other turtles can duplicate this feat, but Don's the best at it.)

Michelangelo - The witty prankster.  Wears orange and fights with nunchuks.
Pros: Mike's the fastest of the turtles, and can combo easily.  He has good
coverage with his attacks, and many of them can score multiple hits on nearby
enemies.  His air attack is great for both racking up combos and bypassing
environmental hazards safely.
Cons: He's the weakest of the four turtles, and his attacks can be a little
hard to control.

Raphael - The sarcastic hothead.  Wears red and fights with sais.
Pros: Raph is strong, and has good coverage with his attacks.  He has a lot of
spinning attacks, and can cover a fair amount of ground with his strong attack
when moving.  His air attack hits in a wide radius and can score several hits
at a time against an airborne target.
Cons: He's slow, and his sais have the worst reach of any of the turtles'
weapons.

B. The Bad Guys
Mousers - Knee-high robots with oversized mouths.  They pose little threat
individually, but they usually appear in packs.  They sometimes self-destruct
if they can't reach you.  The green Prototype Mousers are stronger than the
white ones, and have a springing attack.

Thugs - A common annoyance to superheroes everywhere, these members of the
Purple Dragon gang use lead pipes, sticks, and aluminum baseball bats to make
your life shorter and more painful.  The ones in purple-sleeved shirts have a
charging attack; dash away from them or use a shuriken to break their charge.

Foot Ninjas - Black-clothed warriors who fight with katanas and bo sticks.  The
bo wielders sometimes throw shuriken from a distance.  Close in on them and
show them how a real ninja fights.

Nanobots - These metallic menaces fight with rocket limbs and overhead slams.
The orange ones are larger and tougher than their blue counterparts, and sport
an extendible arm.  Both types of Nanobots explode when defeated, damaging any-
thing nearby.  Jump or dash away from them when they collapse.

Foot Tech Ninjas - These grey-clothed assassins use cloaking devices to hide
themselves from sight and attack with kick combos and deadly leaps.  They don't
show up on the radar, so look for their shadows or distortions in the air to
track them.

Foot-Bees - Flying vehicles piloted by Foot Ninjas.  They attack with twin
machine guns, and occasionally float overhead and fire a three-way laser.  Stay
directly under them to avoid the laser, and use air attacks or elevated terrain
to attack them if they float out of reach.  They explode when critically
damaged, so back away from them once they start smoking.

Mutants - In order of increasing size and nastiness, they come in blue, brown,
green, and purple varieties.  They're very agile, and attack with their claws,
mandibles, and venomous spittle.  The green ones spit in a V-shaped pattern,
and the purple ones spit in three directions.  The brown and purple Mutants can
maul and throw you, and the purple ones also have a rolling attack.

Bosses - They come in a wide variety of shapes and sizes.  Look for their
descriptions and strategies for defeating them in the areas in which they
appear.

C. Obstacles
Falling objects - Rocks, girders, and stalactites have a nasty tendency to fall
on the heads of unsuspecting turtles.  Unless you want a splitting headache,
dash away when you see dust and debris.

Barrels - A few hits or a flying body will set off the volatile substances
within the barrels, causing an explosion that will damage and knock down
anything in the blast radius.   Certain attacks will send them flying, which
can be rather useful if there's a group of enemies nearby.

Security lasers - Beams of red light that damage and knock away any turtles who
touch them.  The ones in the later stages move.  Jump over the stationary ones
and dash under the moving ones.

D. Items
Grey boxes that are scattered throughout the stages hide the following items:

Soda               : Gives you 100 points and restores 1/5 of your life.
Sushi              : Gives you 100 points and restores 1/3 of your life.
Hamburger          : Gives you 100 points and restores 1/2 of your life.
Pizza              : Gives you 100 points and fully restores your life.
Shuriken           : Gives you 10 regular shuriken, up to a maximum of 30.
Electric Shuriken  : Gives you 10 electric shuriken, up to a maximum of 20.
Explosive Shuriken : Gives you 10 explosive shuriken, up to a maximum of 10.
Red Crystal        : Gives you 500 points and boosts your attack power for
                     about 15 seconds.
Yellow Crystal     : Gives you 500 points and boosts your defense for about 15
                     seconds.
Blue Crystal       : Gives you 500 points and boosts your running speed for
                     about 15 seconds.
Purple Crystal     : Grants you an additional use of your Gembu attack.  Does
                     not appear until Gembu attack has been unlocked.
Makimono           : A scroll that unlocks sketches in the Data Base.  The
                     white ones unlock three miscellaneous sketches each, and
                     the blue, purple, orange, and red ones unlock one sketch
                     each of the appropriately colored turtle.

E. General Tips
Get good at dashing.  It's invaluable for dodging attacks and working your way
into more advantageous positions.

Uppercuts can be used to hit enemies who are lying on the ground.

Shuriken are highly effective against many of the bosses, so save as many as
possible.

Most enemies will stagger when hit with a shuriken.  This disrupts their
attacks and leaves them vulnerable to a quick combo.

Electric shuriken do additional damage to mechanical enemies and stun anything
they hit.

Explosive shuriken damage and knock down all enemies in their blast radius.

When you use a credit, you come back to life with 10 regular shuriken.  This
can be helpful if you die during a boss fight.

White makimonos can be obtained regardless of which character you're using,
but colored makimonos can only be obtained when you're playing as the turtle of
the corresponding color.

Unless you have a lot of life or know that there's food nearby, avoid fighting
enemies around barrels.  Either knock the barrels into them from a distance or
lure them away.

Use your uppercut to knock barrels into the air.  It invariably sends them
flying, and gives you good control over the direction in which they fly.

The closer something is to ground zero of an explosion, the more damage it'll
take.
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IV. Stage Walkthrough
A. Stage 1 - Things Change
1. Sewers
Enemies: Mousers
This is little more than a practice area.  Mousers are the greatest threats you
face here, and food is plentiful.  Practice your combos and get a feel for your
chosen turtle's fighting style.  Watch for falling rocks, and you should escape
unscathed.

2. Streets
Enemies: Mousers, thugs
This area will teach you how to use your environment to your advantage.  In
addition to explosive barrels, there are cars and fire hydrants to be found
here.  The cars explode in a wide radius when seriously damaged, and the fire
hydrants spray a stream of water in the direction you're facing if you strike
them with a weak attack.  (Strong attacks make them spray water straight up.)
The water will knock down and damage anything it touches, including careless
turtles.  If you get seriously hurt early on, a pizza can be found in the box
on the pizza shop's awning.

If you're playing as Raphael, be ready to fight a boss at the end of this area.

BOSS: Casey Jones
He's a pushover.  If you have a decent amount of life, close in and beat the
crap out of him.  He can counter your combos with a swing from his golf club,
but he'll go down before you do.  Unlike most of the other bosses in the game,
he can be stunned and knocked into the air, so you can juggle him to death if
you prefer a more conservative approach.

3. Alley
Enemies: Mousers, thugs
You have a bit less room to maneuver here than you did on the streets, so be
careful when blowing up cars or sending barrels flying.  Other than that, it's
more or less the same as the previous area.

BOSS: Dragon Face
Take out his bodyguards first to minimize distractions.  Hit him with two weak
attacks and a strong attack to send him flying and prevent him from using his
counterattack.  He has a three-hit punch combo and a dash punch that he uses
from a distance, but if you're quick and skillful enough, you'll never see
them.

4. Rooftops
Enemies: Mousers, Foot Ninjas
You'll be introduced to Foot Ninjas here.  They're hardier than thugs, but not
much smarter.  Just watch for flying shuriken.

5. Stockman's Lab
Enemies: Mousers
Avoid the buzzsaw while destroying the Mousers.  The best way to avoid being
hit by it is to stand against the far right wall and attack the Mousers as the
buzzsaw moves away from you.  You can also stand on the arm safely and simply
wait for the Mousers to self-destruct.

Once you've reduced enough Mousers to scrap metal, the right wall will rise to
reveal the stage boss.

STAGE BOSS: Giant Mouser Robot
Dash towards it while avoiding the missiles it shoots.  Once you're on the
platform with it, stand by its legs and use your strongest combos on it.  Back
off when its arms start spinning, or you'll lose a large amount of life.  When
the spinning slows, close in and wail on it some more.  When it's down to less
than half life, it'll start shooting missiles as it spins it arms.  Stay behind
it to avoid getting hit.  Four of the boxes on its platform contain sodas, so
back off and take a drink if you get injured.

B. Dojo Stage - The Secrets
Use your air attack to smash the floating boxes.  Some are empty, some contain
Mousers, some explode, and some hide makimonos.  Find three of them in three
minutes to unlock your turtle's air attack.  Save time by using a double jump
to reach the boxes that float higher than the others.

C. Stage 2 - Nano
1. April's Antique Shop
Enemies: Prototype Mousers, thugs, blue Nanobots
Demolish the Nanobots in April's shop, then head outside.  There are cars,
barrels, and a fire hydrant in the street.  Make good use of them.

BOSS: Nano Monster Ver. 2.0
A cute little virtual pet he's not.  He has a three-hit punch combo, a body
slam, and a 360-degree junk spray attack.  Get close to him, dodge his attacks,
and whack him in the back or sides as he recovers.  He's particularly vulner-
able after a body slam.  When he's down to 1/3 life, he'll go berserk and start
attacking randomly.  If you're low on life, finish him off with shuriken;
otherwise, just melee with him.

2. Subway Station
Enemies: Prototype Mousers, thugs, blue Nanobots
The enemies here appear on both the platform and the tracks.  The thugs will
leap after you, but the Mousers and Nanobots will stay on their starting level.
Take them on in small groups to conserve life.

3. Subway Train
Enemies: Thugs, blue Nanobots
Short and sweet.  The limited space makes this a good place to practice combos.

4. On the Bridge
Enemies: Prototype Mousers, thugs, blue Nanobots, orange Nanobots
There are a lot of crates and barrels here.  When you reach the line of
barrels, either lure the enemies away from them or throw shuriken to detonate
them from a safe distance.

5. Junkyard
Enemies: Prototype Mousers, thugs, blue Nanobots, orange Nanobots
The first part of this area is very straightforward.  Cut or smash your way
through your foes until you meet Nano again.

BOSS: Nano Monster Ver. 2.1
Same as the previous fight, only he's a little faster and is aided by three
blue Nanobots.  Take them down, then fight Nano the same way you did the first
time.

After Nano flees, fight your way through more enemies until you reach the pools
of molten metal.  They'll sap your life if you step in them, so resist the urge
to take a hot bath.  Take the rightmost path if you want to avoid them easily.
Next, you'll have to overcome some pistons that will try to push you into the
slag.  Start moving when the first piston begins retracting, and use your
double jump to stay on the platform as the pistons push you away.  The crushing
pistons that appear next are almost impossible to get past unharmed.  Dash
repeatedly and hope for the best.  There's sushi in the two boxes beyond the
third pair of pistons.  Eat hardy; there's another boss fight coming up.

BOSS: Nano Monster Ver. 2.1
Same as the previous fight, only this time he can hurl exploding cars at you
and create blue and orange Nanobots to help him.  Use the same strategy you
used in the previous fights, dodging the thrown cars and beating up Nano's
little helpers as necessary.

6. Junkyard Rear
STAGE BOSS: Nano Monster Ver. 3
My, how quickly he's grown!  If you've been practicing your barrel-hurling
skills, they'll serve you well here.  Knock the barrels into Nano from a dis-
tance, and avoid his extendible arm and energy waves.  He can't be damaged when
he's attacking, so time your attacks carefully.  If you run out of barrels,
you'll have to finish him off with air attacks.  Watch out for his stomps and
junk spray if you have to touch the ground.

D. Stage 3 - Trap
1. Museum Entrance
Enemies: Thugs, Foot Ninjas
There are lots of goons here, but not much else.  Beat 'em all up.

2. Trailer Roof
Enemies: Foot Ninjas
The wind will blow you towards the back of the trailer as Foot Ninjas leap
from the transport helicopter overhead.  You can't fall off the trailer, but
the wind can make it more difficult to hit your foes.  To maximize your
accuracy, trap them against the sides or edges of the trailer.

3. Construction Site
Enemies: Thugs, Foot Ninjas, Foot Tech Ninjas
In addition to the new enemies, you'll have to watch for falling girders.  The
signs on the ground will tell you when to proceed with caution.  Be wary of
shuriken-throwing Foot Ninjas here; dash towards them to minimize your chances
of being hit.

BOSS: Evil Turtlebot Ver. 1.0
This guy's a pain.  He can mimic the fighting style of any of the turtles, and
can also fly into the air and fire laser beams at you.  His combos can tear you
apart in seconds, so avoid them at all costs.  Avoid him while taking out the
Foot Tech Ninjas who appear to support him.  Once they're gone, dodge his
combos and counterattack as he recovers.  He can be knocked into the air, so
juggle him if you can.

4. 13th Floor
Enemies: Foot Ninjas, Foot Tech Ninjas
Pretty straightforward.  There are lots of explosive barrels here, and a pizza
in one of the boxes by the beginning of the area.  Get rid of the barrels to
clear the battlefield, then pummel the ninjas until you're free to go.

5. Top Floor
Enemies: Foot Ninjas, Foot Tech Ninjas
The only noteworthy features of this area are the swinging cranes.  Dash by
them when they're at the far ends of their arcs to avoid taking damage.  For a
laugh, lure your enemies into the cranes and watch them go flying.

6. Air
STAGE BOSS: Evil Turtlebot Ver. 1.5
Same as the previous fight, but the wind constantly blows you to the right.
Use the same strategy as last time, adjusting your aim or trapping him in a
corner to compensate for the wind.

E. Stage 4 - Tengu
1. Museum Entrance
Enemies: Foot Ninjas, Foot Tech Ninjas, Foot-Bees
Another straightforward area.  Tear through your foes until you're allowed to
proceed.

2. Dinosaur Exhibit
Enemies: Foot Ninjas, Foot Tech Ninjas, Foot-Bees
Aside from the security lasers, it's pretty much the same as the previous area.
Look for hidden crates hidden amidst the plants and dinosaur skeletons.

3. Egyptian Exhibit
Enemies: Foot Ninjas, Foot Tech Ninjas, Foot-Bees
At last, things start to get interesting!  After clearing two rooms of enemies,
you'll face five bosses in a row.

BOSS: Mystic Wind Ninja
He whacks you with his staff, fires homing tornados, and creates a wind wall
around himself in response to a combo.  The wind wall will score several hits
on you if you're standing too close to him, so back off after comboing him.
The homing tornados are difficult to dodge, but they don't do too much damage.
Focus on comboing the ninja to stop them from coming.

BOSS: Mystic Earth Ninja
He whacks you with his staff, hurls boulders at you, and jumps to produce two
magical fault lines when struck with a combo.  If you get hit by a fault line,
your movement speed will be greatly reduced and you won't be able to dash,
jump, or attack for several seconds.  Dodge the boulders, hit him a few times,
and jump over the fault lines or on the sarcophagus display case to avoid being
slowed.

BOSS: Mystic Water Ninja
He whacks you with his staff, shoots bubbles at you, and floods the room in
response to combos.  Jump onto a box or display case to avoid being damaged by
the rising water, then jump down and attack him when it drains.  Lather, rinse,
repeat.

BOSS: Mystic Metal Ninja
He whacks you with his staff, conjures bouncing metal balls, and occasionally
drops a huge metal ball that slowly rolls around.  When hit with a combo, he
retaliates by shooting five small balls.  Leave the vases intact to deflect
some of the balls, and jump over or strike any that get too close to you.
Combo him, dash or jump behind him to avoid the balls, and combo him again as
he starts to roll away.

BOSS: Mystic Fire Ninja
He whacks you with his staff, shoots fireballs, and conjures a wall of flaming
pillars when hit with a combo.  Dash in a wide triangle or diamond pattern to
avoid the fire wall, and let the last dash take you within easy reach of him.

Once you dispatch the Mystic Fire Ninja, you're home free.

4. Courtyard
Enemies: Foot Ninjas, Foot Tech Ninjas, Foot-Bees
Compared to the last area, this one is restful.  It's short, and there are no
bosses or environmental hazards to speak of.  Stand on the fountains if you
have trouble reaching the Foot-Bees.

5. Japanese Art Exhibit
STAGE BOSS: Foot Gunner Ninja
Real ninjas don't use guns, but this fellow doesn't seem to care.  He's got a
flamethrower, a rifle, a missile launcher, and a shield that blocks all frontal
attacks.  Shuriken are almost worthless against him, so it's best to rely on
regular attacks.  The flamethrower is his most dangerous weapon, but he mostly
uses it at a distance.  Dash to avoid the flames as you close in on him, hit
him once to make him whip out his rifle, and dash behind him and hit him in the
back.  He has high defense and often recovers in time to block long combos, so
don't get impatient if you can only get in one or two hits at a time.  If he
gets a chance to use his missile launcher, you can attack the missiles to make
them explode harmlessly.

F. Dojo Stage - Progress
Each turtle faces a unique challenge in this stage.  Successfully completing it
will permanently raise your attack power.

Leonardo - Defeat 30 opponents without getting hit.
Difficulty: Hard
Method: This takes a little patience.  The key is to fight the Foot Ninjas
individually or in small groups.  Don't take on more than three at once unless
you're extremely confident in your abilities.  Try to lure them into the pool
and attack them when they jump out, or run circles around the dojo and attack
the ones that get separated from their allies.

Donatello - Defeat 10 opponents in 1 minute.
Difficulty: Easy
Method: Use your best combos, and it'll be over before you know it.

Michelangelo - Get a 10-hit combo on 10 opponents.
Difficulty: Laughable
Method: Let a group of five Foot Ninjas approach you.  Press the weak attack
button repeatedly.

Raphael - Defeat 50 opponents.
Difficulty: Medium
Method: The only way to fail this challenge is by dying, and if you've been
honing your combat skills, that shouldn't be a problem.  Try not to take on too
many Foot Ninjas at once, or they may defeat you through attrition.

G. Notes from Underground
1. Stage 5 - Mouth of Underground
Enemies: Prototype Mousers, blue Mutants, brown Mutants
Watch for the falling stalactites and pools of poison here.  The pools will
quickly sap your health if you step in them.  If you're using Michelangelo,
you can simply fly over them with your air attack; if not, use boxes as
stepping stones or jump through the poison to reduce the damage you'll take.
If you get badly wounded late in the area, there's a pizza box hidden behind a
the large stalagmite in the water-filled cavern.

BOSS: Quarry
He teleports around and attacks with a deadly leap, kick combo, or poison spray
when he fully materializes.  Three sets of energy rings appear when he
teleports, and he'll appear in the center of one of them.  Hit him a couple of
times as soon as he comes into view, and he'll teleport away from you.  Keep
hitting him as soon as he appears, and you'll beat him before he ever gets a
chance to attack!

2. Underground World
Enemies: Prototype Mousers, blue Mutants, brown Mutants, green Mutants
The Prototype Mousers can be hard to spot in tall grass.  Watch closely for
moving patches of light green to avoid being bitten unexpectedly.

BOSS: Razorfist
Quite possibly the most annoying boss in the game, and potentially the most
time-consuming to beat.  He blocks all frontal attacks when his arms are
raised, but he lowers them when he's about to pounce or charge.  His back is
his most vulnerable spot, but his lashing tail protects it when his arms are
raised.  The quickest and safest way to beat him is to get close to him, dash
circles around him, and combo him in the back when he drops his guard.  You can
hit him from the front if you prefer, but he's easier to combo from behind.  He
has high defense, so it may take some time to whittle him down.

3. Abandoned Town
Enemies: Prototype Mousers, blue Mutants, brown Mutants, green Mutants
The downed towers here shoot deadly electricity at anything that steps in front
of them.  Jump over the electricity to avoid losing vast amounts of life.
There are also a number of opportunities to detonate barrels from a distance
with shuriken.  Take advantage of them when there are Mutants by the barrels.

4. Genetics Lab
Enemies: Prototype Mousers, blue Mutants, brown Mutants, green Mutants
The consoles on the causeway at the beginning of this area explode several
seconds after being struck.  If you see one of them sparking, back off and hope
that a Mutant gets caught in the blast.

BOSS: Quarry
If you didn't fight him in the first area, he'll appear here instead.  Use the
strategy detailed above, but be aware that you have less room to maneuver.

5. Cultivation Room
STAGE BOSS: King Nail
He flies around the room and attacks with poisonous spittle, a diving attack,
and a ground slam.  Soften him up with shuriken and air attacks, and jump out
of the way when he spits at you.  When he's lost about half his life, he'll
stop doing his regular diving attack and either fly quickly around the room
in a tightening spiral or fly slowly around and try to ram you.  Stand on the
remains of the specimen tank to avoid the spiral swoop, and jump over him to
avoid being hit by the slow swoop.  If your timing's good, you can hit him with
an air attack as you jump over him.  He'll also start doing a follow-up to his
ground slam at this point; he'll crawl forward and then slash with both claws.
It does a lot of damage, but it's easy to avoid if you attack him from the side
or the rear.  If you want to play it safe, attack him only when he does his
ground slam and the follow-up.

H. Special Stage - Ordeal
This stage consists of a one-on-one battle between you and one of your com-
patriots.  Successfully completing it will permanently raise your attack power.

Leonardo vs. Splinter
Difficulty: Hard
Method: Going toe-to-toe with your sensei is suicide, so make good use of your
environment.  Stand in the middle of the bridge to lure him into the water,
then dash or jump to the edge of the pool and combo him when he jumps out.
Repeat until he calls it quits.

Donatello/Michelangelo/Raphael vs. Leonardo
Difficulty: Medium
Method: Leo's not as fast or as strong as Splinter, but he can take you down
almost as quickly if you're not careful.  Use either the above strategy or hit-
and-run attacks to defeat him.

After clearing this stage with all four turtles, you will unlock the Gembu
attack.  This almighty attack does vast amounts of damage to all enemies on the
screen, including bosses, but can only be used three times in each area.  Use
it well in the final boss fights.

I. Stage 6 - Justice
1. Entrance
Enemies: Foot Tech Ninjas, Foot-Bees
If you're playing as Michelangelo, this area will open with a boss fight.

BOSS: Hun
The most important thing to remember when fighting this brute is to stay out in
the open.  If Hun pins you against a wall or in a corner, he'll smash you to a
pulp in no time flat.  As soon as the battle begins, dash away from the doors
and start dispatching the Foot Tech Ninjas.  Once they're gone, use hit-and-run
tactics against the big man.  He won't flinch when you hit him, so don't try to
get in too many hits at a time.  After losing a large amount of life, he'll get
angry and start doing air attacks, spinning punches, and even longer punch
combos.  His air attack leaves him wide open, so seize the opportunities to
wail on him until he goes down for the count.

Aside from the possibility of fighting Hun, this is a rather straightforward
area.  Stand on the seats to reach the Foot-Bees more easily.

BOSS: Mystic Earth Ninja
Use the same strategy you did the first time you fought him, and take advantage
of the extra maneuvering room.

After defeating a few more Foot Tech Ninjas and Foot-Bees, you'll fight another
boss...

BOSS: Mystic Metal Ninja
Use the same strategy you did the first time you fought him, and take advantage
of the extra maneuvering room.

...and if you didn't fight Hun at the beginning of the area, you'll fight one
more.

BOSS: Elite Foot Ninja
His speed, defense, and tendency to dash behind you and hit you in the back
repeatedly make him a dangerous foe.  He dodges shuriken well, so it's better
to stick with melee attacks.  Hit him two or three times, then dash away to
avoid being hit from behind.  Try to dash behind him so that you can hit him
while he's swinging at empty air.  When he's lost about 1/3 of his life, he'll
split and create a shadow image of himself.  The image fights like he does and
has its own life meter, but its defense is much worse.  Unless the real Elite
Foot Ninja is lying on the ground, try to ignore the image.  He'll create two
more images when he loses another 1/3 of his life.  Finish him off as quickly
as possible to be rid of them, but be wary of his spinning attack if he's using
swords or an axe.  Avoid it or hit him with a shuriken to interrupt it.

2. Japanese Garden
Enemies: Foot Ninjas, Foot Tech Ninjas, Foot-Bees
Food can be found in boxes by the walls around the pond.

BOSS: Mystic Fire Ninja
Use the same strategy you did the first time you fought him.  Keep in mind that
his fire wall can still reach you if you're standing on top of the hut.

3. Foot Science Lab
Enemies: Foot Tech Ninjas, Foot-Bees, purple Mutants
Watch out for the moving security lasers at the beginning of the area.  When
you enter the area with the Mutant-filled specimen tanks, a yellow gas will
flood the laboratory as they break free.  It'll slowly drain your life until
you clear the area, so make haste.

BOSS: Mystic Wind Ninja
Use the same strategy you did the first time you fought him, and take advantage
of the extra maneuvering room.

4. Mouser Arsenal
Enemies: Mousers, Foot Ninjas, Foot Tech Ninjas, Foot-Bees
If you think the appearance of the regular Mousers is a danger sign, you're
right.  Think of them as a warm-up for the bosses.

BOSS: Giant Mouser Robot x 2
Concentrate on one of them at a time, dodging any missiles the other shoots at
you.  When the one you're fighting starts spinning its arms, switch targets
until it stops.  Aside from the extra missiles, it's not that much harder than
fighting one of them.

After dispatching the final wave of Mousers, destroy the generator to clear the
area.

5. Demolitioned Arsenal
There's a pizza in one of the boxes on the left side of the room.  Save it for
an emergency.

BOSS: Elite Foot Ninja
He has a different weapon than the last one you fought, but the same strategy
can be used to defeat him.

If playing as Donatello, you will instead face...

BOSS: Dr. Stockman
The mad doctor confronts you in a mechanized combat suit.  It has a fireball
launcher, a Gatling gun, and a laser cannon, and can grab you and throw you.
The throw does very little (if any) damage, but puts you within range of the
fireball launcher.  Dash to avoid the fireballs as you approach the doctor, and
use air attacks to hit him in the cockpit.  Stay close to him to avoid his
spinning attack with the Gatling gun, and move away from him when he covers the
cockpit with one hand - he's about to send down a rain of explosive lasers.
Once the cockpit shatters completely, Stockman becomes vulnerable to regular
attacks.  Close in and finish breaking his toy with combos.

6. Trap Corridor
Enemies: Foot Tech Ninjas, Foot-Bees, purple Mutants
Bamboo spears, slamming doors, falling weights, razor-sharp pendulums, and
flying arrows threaten you for the first half of the area.  Jump over the
spears, watch for shadows to avoid the falling weights, and use well-timed
dashes to avoid the doors, pendulums, and arrows.  The room with falling
weights and Foot Tech Ninjas can be a doozey if you don't pay attention to the
shadows.  If it doesn't move, it's a trap.

The boss appears after a wave of purple Mutants.

BOSS: Elite Foot Ninja
He has a different weapon than the last one you fought, but the same strategy
can be used to defeat him.

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