Teenage Mutant Ninja Turtles FAQ (starring Melzo McPhun)
date is most likely sometime around: April 18th, 2001
this is version: 2.0 (another update, this is just crazy…)
if anybody has any sudden insights or revelations about this game, why don't
you mail:
[email protected]
Contents of this FAQ:
1: Intro: This is the part you can skip. As I reflect tearfully on my
childhood, I may get violent, but don't take it personally.
2: Our Heroes: A quick rundown of the good guys. They actually vary quite a
bit, so pay attention, pal.
3: Food and Other Stuff: What does all this Japanese equipment do?
4: Where to Go and Who to Meet: A fairly complete walkthrough of this game.
This is my first FAQ, so if I go off track and rant about society a little,
blame my editing. I've also cleaned up most of my profanity, I'm proud to say.
5: Stuff From Behind the Fridge: Rumors, hints, oddities, and... recycling?
6: Special Thanks and Copyright Info: Helps cover my literary ass.
What's new in this version, huh?
- various punctuation, grammar, and spelling errors have been inserted to
keep those emails coming
- a few shortcuts have been found and are noted
- restored some sexual innuendos eliminated in the last revision
- 45% more bitching and complaining
Changes in version 1.0…
- more specific descriptions and locations for the overhead map, so you can
better understand what the hell I'm talking about
- much more info on the enemy grouping system, an aspect of the game that
didn't get nearly enough attention last time
- corrected some info errors
- edited the ever-present spee1ing and punctuation mistakes
Special thanks and free parking should go to:
- Frank Maggiore (
[email protected]) for his helpful and incredibly
thorough info regarding the enemy change system (check out the miscellaneous
section if you're interested), and a few other random corrections.
- Bob Myers (
[email protected]) for various little tidbits I left out,
as well as some Party Wagon navigating tips.
- Brian Weireter (
[email protected]) for pointing out the correct way to
obtain the Missiles in Area 3.
- Don Rickles (
[email protected]) for getting me off my ass to write
this damn thing. Donny also claims the Bizarre Spinning Thing is, in fact, a
turbine or propeller of some sort commonly found in dams. Uh… do turbines
usually resemble salad shooters?
- Gamefaqs.com and about.com for helping this information reach the masses
(yes, all six) of NES owners that still have an interest in this game.
*******************************
ONE: So why the hell did I write this?
*******************************
Remember these guys? You probably do if you own this game. When I first
bought this, I was sorely disappointed (I was also only eight years old). I
recently found it moldering in my closet and gave it another try. To my
amazement not only do I enjoy it, I also feel it is the best of the NES
trilogy (which also includes The Arcade Game and the lackluster Manhattan
Project). Ultra chose not to use villains from the TV show and action figure
line, and instead decided to create their own. Even though most of the enemies
in this game are less menacing than ridiculous, it's still possible to really
enjoy it. But hey, I'm here to explain how to beat this game, not go on about
how I used to hate it. That's what advertisers are paid for, and I'm not
getting paid a dime for this. No, sir. So don't complain to me if something
here is missing or incorrect, because you know what? I'll laugh in your face.
Then I'll send my brother Jelbo McCormick round to your house with his guitar.
This, being the first of the TMNT line of games, is somewhat surprising since
it is so radically different from the others in the series. The game is set
up more like a maze with some adventure elements (it's kinda like Zelda 2
without the spells, experience, weapons, towns... actually, it's nothing like
Zelda). Each area has its own separate little plot and goal, all with the
common idea of defeating Shredder and the Foot Clan. There is also an
interesting system of enemies that I have never seen before or in any game
since. You start with the standard Foot Soldiers, Mousers, and these weird
purple flying vulture things. However, if you kill all the enemies on a screen
and linger in an area for a bit, the set of enemies will change. Sometimes you
get giant frogs replacing the Foot Soldiers, or these stone wrestler guys, or
a gold-colored cyborg thing with a chainsaw. Likewise, the other enemies are
replaced. It's really an interesting and unique way to add challenge to a
game. You never know when the change will occur, or if it will be for the
better.
***************
TWO: The Turtles
***************
The heroes' real difference is in the range and power of their weapons; they
are exactly the same in terms of speed and endurance.
Leonardo: His katana blades have a decent range, but somewhat weak attacking
power. Use him frequently in the earlier levels to get a hang of the controls
when the going's not so tough.
Raphael: You'll probably only want to bust out this guy in the first few
stages, or in the swimming level in case you lose somebody. His sais only hit
up close but do a good amount of damage.
Michelangelo: Mike's the loser in this adventure. He's doesn't really have
any positive qualities at all, besides his speed. That's really too bad,
because he was my favorite in the cartoon.
Donatello: By far the character of choice. His bo has great range and kills
most foes (even some sub-bosses) in a couple hits. Do whatever it takes to
keep him alive.
************************
THREE: Weapons and Items
************************
Weapons are left behind randomly by enemies and come in packs of twenty,
whereas the items are found along the trail in plain sight.
Single Shuriken: If you're battling on ground level, these are perfect to
dispatch most weaker enemies in a single shot.
Triple Shuriken: Three at a time makes it a lot easier to deal with those
bloodthirsty creatures of the sewers that have an annoying habit of flying
just out of reach.
Boomerangs: The really neat thing about these powerful projectiles is that
you can catch them to reuse them again and again. Who would've thought that
something so cheap, productive, and economically sound could come from the
wild and wacky land of Australia?
Scrolls: The instruction manual gives some unpronounceable Japanese name for
these things but I just refer to them as The Really Powerful Paper Thingies
That Beat The Crap Out Of Anything They Come Into Contact With. That's a bit
technical, so I refer to them as Scrolls to save space. (Unlike the other
weapons, this one must be found in specific places. No enemy will leave it
behind for you.)
Missiles: Ammo for the Party Wagon, which appears only in key areas in the
third stage. They come only in packs of ten. Unfortunately, they're a
necessary evil to destroy the odd purple barriers you encounter while
cruising.
Mr. Invincibility: Pretty self-explanatory, although very, very rare. I think
maybe I found three of these in the whole game. You spin around in a sort of
continuous somersault with your weapon in front of you. Of course, this
ridiculous-looking attack mortally wounds any bad guy in a single hit.
Ropes: These seem like kind of an unnecessary afterthought to the game. They
are needed to grapple across gaps between rooftops (a requirement in Area
four). Otherwise they look kind of cute with the icon of the funny little man
in the corner of your screen.
Quarter Slice of Pizza: These teaser powerups refill a scant two life bars
and don't help much near the game's conclusion, when a single attack can take
that much from you.
Half Slice of Pizza: They are much more valuable than the Quarter Slices,
because they regenerate... yes, half of your energy! Unfortunately, that also
means they're a lot rarer.
Whole Pizza: These can be a lifesaver when a turtle is ready to throw in the
towel. They are usually found at dead ends or past a large group of enemies.
Needless to say, they replenish every life bar.
*********************
FOUR: The Walkthrough
*********************
Each enemy will be described as encountered. Since this isn't King's Quest V,
enemy hit points and such shouldn't be a big deal. A brief description should
do, right? There are only a few enemies on the overhead map...
Foot Soldiers: These poor bastards hopelessly wander around, with no clear
idea of where you are. A single hit takes care of them, and you can squish
them while riding the Party Wagon.
Roller Cars: Be very careful around them, because they move faster than you
and will crush you to death in one hit.... er... I mean... they'll refill all
your energy...
Planes: In the fourth area, a low-flying jet will occasionally drop you a
little present in the form of an incendiary bomb. Here's a weird trick: Attack
the bomb as it hits the ground and explodes and you'll destroy it, causing a
second explosion. You might even get points. Practical? Hell no! But think of
how you'll amaze the in-laws...
Searchlight Drones: Helicopters search all corners of the fifth Area. They'll
pose no threat to you unless you're spotted by their searchlights, in which
case they'll send those wickedly clever Foot Soldiers after you.
< Area 1: Rescue April >
Stages:6
Best Route: Sewer 2, Sewer 4, Warehouse 2
Captured Turtle: none, despite Splinter's bogus hints
-- Sewer 1 --
(Note: You can skip this level by simply walking around the building. Keep
to the outside to avoid the Roller Car. It's possible to destroy the Car with
patience and timing, but why the hell would you take a risk like that?)
New Enemies:
Mouser: An annoying critter that slowly follows you along the floor. You may
have to kneel to take it out.
Purple Flying Thing: Pesky vulture-like creatures may pose a bit of a problem
for Raph and Mike, who seriously blow when it comes to overhead attacking.
Foot Soldier: Much smarter than they are on the map, they can actually jump
and throw shuriken at you. Donatello can take them down with barely a glance.
Comments: This stage was probably only meant to serve as a warm-up. Take your
time learning all of the techniques here (oh, wait... there really aren't any)
and be sure to get used to each turtle's attack and range properties. The
enemy type won't change in this level, so you can practice all you want
without fear of suddenly running into... oh, say a crazed chainsaw-wielding
maniac like in the next area. About halfway you'll pause for a quick Sub-Boss
battle with a Foot Soldier, but don't worry. He's no different from the others
in the game. Be sure to grab the Quarter Slice on the way out. (Here's a bit
of advice: pizza slices will always reappear if you reenter the stage from the
Area map. Don't listen to Splinter. His advice is for the first graders that
this game was probably meant to appeal to.)
-- Sewer 2 --
New Enemies:
Bebop: He's not a Boss, but he's not quite a regular enemy, either. If you
hit him a few times with Donatello's big wooden stick, he'll explode and
you'll be showered with confetti.
Comments: Your first real fight will occur at the end of this stage. As
Rocksteady and April wait on a ledge overhead, you will need to take on Bebop.
He doesn't have much for fighting style. He just runs around with his head
down and jumps around a bit. He has five life bars, which are easily depleted
by Donatello. After Bebop's apparent demise, Rocksteady will flee the scene
with April in tow.
-- Warehouse 1 --
(Note: This stage is unnecessary. Unless you need the Whole Pizza, which is
a bitch to reach, there is no point in visiting here.)
New Enemies:
Wall Leaper: This remarkably boring pest does pretty much nothing but jump
around on the ceiling. A single strike from even Mike will dispatch him.
Chainsaw-Wielding Maniac: Looking much more dangerous than he really is, this
guy just walks around and occasionally jabs at you with his chainsaw. He can
take a few hits, though, so it's best to take care of him from above or below.
Stone Wrestler Guy: If you get too close to him, he'll duck down like those
tornado drills at school and be invulnerable. Attack him from a few paces away
before he has a chance to launch one of his annoying crescent-shaped objects
at you.
Comments: There isn't really much to say about this level that hasn't already
been said. If you decide to pursue the Quarter Slice and Whole Pizza on the
upper floor, just make sure you take out the Chainsaw Maniac from below and
keep in mind that you'll need to defeat him and at least one Stone Wrestler
again before you return to the map.
-- Sewer 3 --
(Note: Although Splinter may happen to mention that one of your captured
friends is here, you won't find him hanging around anywhere. The only possible
reason you could have for willfully venturing in here is to see the incredibly
rare Mr. Invincibility item, which appears about as often in this game as the
ghost of Louis Farrakhan.)
New Enemies:
Patriot Bug: A colorful flying insect will dive at you if it happens to fly
over you. A quick upward strike will decimate them, as they often show up in
swarms.
Armored Toad: This one often appears as a Sub-Boss early on. He's not much to
fuss over, with only a short range tongue attack and a leap providing any
danger.
Flaming Pyromaniac: Apparently smoking at the gas station is some sort of
trend, because this burning baddie is all over the place. He can throw out
smaller flames that act of their own accord, but a single hit takes them out.
The fireman himself isn't much of a problem, either.
Comments: The enemy type will almost definitely start changing here, so get
used to it. If you grab the invincibility and haul ass to the end, you can
kill the Sub-Boss (which will most likely be an Armored Toad) and make it
partway back before it expires. Use Donatello to take out the Pyros in two
hits. If you're watching for the kamikaze insects, you should be fine.
-- Sewer 4 --
New Enemies:
Inflyte: This bizarre-looking creature will fly in your general direction and
off the screen if you approach it. Of course, Don can bring it down with a
single strike; the other folks should play keep-away if possible.
Comments: There's another one of those helpful Quarter Slices at the entrance
to this stage, which will regenerate if you leave and return. There's a Sub-
Boss battle halfway through this incredibly short level. Your opponent will
most likely either be an Armored Toad or a Chainsaw Maniac, although sometimes
a Foot Soldier will appear.
-- Warehouse 2 --
New Enemies:
Large Hornet: The strongest of the flying enemies, this creature will move
horizontally until you kill it. Raph is a great choice for dealing with them,
but Leo and Mike need two or three strikes to finish it. Swarms of them are
common.
Tank Bot: This irritating mechanical being clomps around, shooting lasers
your way. The lasers can be destroyed, but they take more damage than the Bot
itself. A couple of hits from Don will destroy it.
Foot Bandit: The programmer that designed this guy must have been really in a
hurry to get the hell out of the office. This ridiculous looking enemy will
follow you around while hopping on one foot and throwing strange boomerang-
like projectiles your way. Pull out Don to put him away in a hurry.
Comments: Get a feel for how the conveyor belts work. You'll be seeing a lot
of them later. (Not that there's really any trick to them.) After you climb
the ladder, wait a moment and the Foot Bandit (note from Frank Maggiore: look
closely and you'll see there're actually TWO of these guys, overlapping each
other almost completely… good eye, Frankie) will hop over you harmlessly,
allowing you to pass as long as you don't attack him. Just over the stack of
crates you'll find April and your first real Boss.
___ Kidnapper of April: Rocksteady ___
Tactics: Rocksteady can jump at you and shoot his machine gun, but why would
you bother fighting him on the floor? There are two ways to tackle this guy.
The courageous (ie: stupid) technique is to battle it out on the ground, which
means probably taking heavy damage and switching turtles. Of course, you can
always jump back onto the crates, change to Donatello, and swing downward
repeatedly. Rocksteady will run into the corner and make a small hop every
once in a while, which should be just high enough for your bo to hit him,
emptying his six life bars rather quickly. After you defeat him, April is
saved.
< Area 2: Defuse Bombs >
Stages: 2
Best Route: (If you need me to explain this, you're probably hooked up to an
artificial respirator and suffering from some cataclysmic retardation.)
Captured Turtle: none
-- Hoover Dam --
Comments: The wildlife here is of the standard variety. The enemy type will
switch several times, most likely. There are three Sub-Bosses here, one at the
end of each floor. The first is either a Chainsaw Maniac or a Foot Soldier,
but the other two are almost always Stone Wrestlers. After you get the Half
Pizza Slice, try not to get too close to the left edge of the screen, since
the irritating Inflytes are everywhere. The third floor is somewhat
challenging; you have to climb a ladder to the upper tier and make a difficult
jump to the exit. Make sure you're on the very edge of the platform and tap A
as lightly as possible while holding left. It may take a couple of tries.
Don't get hit by any remaining Wall Leapers when you land, or you'll get
knocked off. You can skip the third Sub-Boss if you don't need the Whole
Pizza.
-- Hudson River --
(Special directions: From the Dam exit, head east and look for a broken
section in the railing. Don't be afraid to jump in- remember, you can breathe
in water.)
New Enemies:
Electric Current: I guess New York water is different from Chicago's, because
you can get as close to the electricity in this stage as you want without
touching it and you won't be hurt. Anyway, this isn't a big deal unless
there's a long line of them. You can only pass unharmed when the current is
off.
Seaweed: Don't get anywhere near this crap, or you'll be dragged down to a
watery grave. This is fatal no matter how healthy your turtle is, so if you
find yourself drifting toward it, change to Raph or Mike.
Coral: Touching this causes you some sort of electric shock, with only minor
damage. The real danger is when there's a lot of it, which can drain your
energy pretty quick. Again, Raph or Mike is your victim of choice.
Bizarre Spinning Thing: Just what the hell is this anyway? I'm convinced it's
some sort of graphical glitch. Timing is critical if you wish to escape the
wrath of the Bizarre Spinning Thing. Although the damage is negligible, it can
hit you multiple times unexpectedly, and the pain adds up.
Time: You have two minutes and twenty seconds to defuse the eight bombs the
Foot Clan has set to blow up the Hoover Dam. Why exactly they plot to do this
is unclear. Personally, some of my targets would be the Headquarters of the
American Dairy Association, the DMV, and the studio where they filmed Wild
Wild West. If you suddenly realize you have no chance of getting them all on
time, take your turtle with the lowest health and kill him quick. Not only
does this spare you a Continue, but the bombs you have already disarmed stay
that way.
Comments: Your mission is to disarm the bombs and escape alive. It's not
overly difficult, but it really helps if you know where they are. They're not
hard to recognize.
Bomb #1: This one's just to the right of where you start. Simply touch a bomb
to defuse it.
Bomb #2: Take the first passage up and you'll find it in the upper left
corner.
Bomb #3: Return to the lower area from #2 and head to the right. It's just
past a couple of those annoying Currents.
Bomb #4: Continue right to the passage leading upward. Negotiate the devilish
Bizarre Spinning Thing and you'll spot it as soon as the screen finishes
scrolling up.
Bomb #5: This one is located in a slightly out of the way alcove just to the
right of #4. You'll be pulled in toward it, which makes bypassing the
electricity much easier. Of course, the reverse is also true as you try to
escape.
Bomb #6: Go up a screen after #5 and attempt to navigate this corridor. The
walls are lined with Coral, so make sure you have at least two other fresh
turtles to see you through to the end. If you're very lucky, you can make it
without having to switch characters. When you reach the split in the path,
take the higher route. You'll find the bomb waiting patiently up here.
Bomb #7: Careful after defusing #6: you will slowly but inevitably be pushed
toward the Seaweed. Head back to the fork in the road and go down. The bomb
will be right there.
Bomb #8: Head downward one last time (take either path) and make your way
through the passage filled with Coral and Seaweed. If you absolutely must take
hits, make sure to stick to the top so the Seaweed doesn't pull you under. It
is possible to make it to the end and the last bomb without getting hit here,
but have someone with nearly full health do it just in case.
< Area 3: Find Splinter >
Stages: 7
Best Route: Building 1 (missiles), Waste Facility 2, Building 5
Captured Turtle: immediately inside the right entrance of Building 3
-- Building 1 --
(Note: Found west of your starting point.)
New Enemies:
Tracker Eye: You may have run into this critter earlier, but what difference
does it make? A single strike will take him down. You'll find it rambling
around on the floor, and it can hit you some if you don't get rid of it right
away.
Blue Mangler: Another single-hit pest, it poses really no threat unless you
let it get close to you. Otherwise, it just kind of hops around aimlessly.
Foot Balloon: If this odd-looking thing happens to fly over you, it'll drop
what looks like a key or something on you for minor damage. Use overhead
strikes to dispose of it quickly.
Vulcan Bot: Not only does this monster breathe flame at you, but its head
will also attack you after the body is destroyed. Don can do this in two hits,
but the others will need to be cautious.
Comments: Besides the Missiles, there's not much to do here. The Quarter
Slice on the first floor should be given to Don, if he's hurting at all. When
you reach the upper floor, the first thing you'll notice is the Missiles icon
in the upper left. (Thanks go to Brian Weireter for finding the non-retarded
way to do this.) Proceed to the right end of the floor, hop the pit, and
circle around to the top where the Missiles are chilling. Just walk across the
small gap, and you should be able to collect them with no problem. If you're
taking the direct route to the end, ten Missiles will do the job nicely.
However, if you plan on exploring, you should probably pick up twenty.
Unfortunately, you'll have to exit and return to get the next ten. When your
Missile reserves are satisfactory, you can continue.
-- Waste Facility 1 --
(Note: There's really no reason for traveling this far off the beaten path.
The only point of interest is, of course, the Missiles at the end, but since
you should be fully stocked already, it ends up just being a waste of time.)
Comments: If you use the manhole to enter this area, you won't get far. To
collect the Missiles, you need to find the building entrance, which is down
and to the right of the sewer. You'll have to use one Missile to get here.
When you reach the sidewalk, press Select to leave the Party Wagon and proceed
on foot. Inside, there's more of the same action you saw in the first
Building. When you reach the lower floor, the ladder leading up will take you
to the Whole Pizza you couldn't get earlier. If you are knocked into the water
while fighting in the sewer, you'll mysteriously be unable to swim and will
reappear at the sewer entrance (with the Party Wagon waiting for you) . When
you do finish successfully, you'll have to walk from the manhole all the way
around to the Party Wagon (the barrier you destroyed previously will be gone),
avoiding the Roller Cars and fighting a few wacky Foot Soldiers.
-- Building 2 --
(Note: You'll be passing these twin structures after the first few barriers,
and it might not be a bad idea to stop in. There's a new weapon here that will
make the Boss incredibly easy.)
New Enemies:
Schizo: Here is the first guy you'll really want to be careful of. When you
hit him, he'll split into two smaller guys, and _those_ two will multiply
again. Since it takes three or four hits from even Donatello to put down the
smallest men, you should avoid hitting him if at all possible.
Comments: The two Sub-Bosses (either Pyros or Vulcan Bots) are no problem,
and other than the newly introduced enemy, the battles should be pretty easy.
When you first reach the sewers, you can grab a Whole Pizza by carefully
jumping into the small alcove. If you can get it without falling in, you
should have no problems with jumps in the future. At the end of the sewer
section, you'll find your first Ropes. While they're not really necessary
until the next Area, you'll need them if you plan on exploring any further
here. The next screen up presents you with a very powerful new weapon: the
Scrolls! Give these to a rarely used turtle (so you don't accidentally grab
another item) and save them for emergencies.
-- Building 3 --
(Note: Head south and to the east of Building 2 to find this place, although
there's not really much to find here except one of your captured friends. If
you've lost more than one turtle at this point, you will rescue the very first
one you lost.)
Comments: You can get all of the helpful stuff here without venturing onto
the dangerous roof. The Ropes in the left Building aren't really a big deal,
but the Half Slice you find on the right side can be regenerated with
patience. If you do decide to check out what's above, make sure to grab the
Whole Pizza, which is probably much-needed by now. The huge gap on the right
side can only be jumped from the left (and even then it's damn near
impossible) so don't bother with it. If you do fall, you'll miraculously only
lose a single life bar.
-- Building 4 --
(Note: To find this place, you'll have to ditch the Wagon for a bit to walk
through the alley and reach the two buildings. You might encounter a few Foot
Soldiers, but everyone knows they aren't a problem.)
Comments: Make use of your ability to strike upward through floors.
Otherwise, you're going to take a beating. When you ascend the first ladder
(assuming you entered the left building), switch to Don to take out the
tougher enemies you'll find (if you get Schizos, move to the left and let them
approach so they fall down the ladder). Get the Half Pizza Slice and go to the
roof. This is where those Ropes make their function known. The gap with the
orange pipes on either side is the one you'll have to cross. More Scrolls will
appear in case you lost the others. Careful hopping between buildings, though.
The enemies on the other side will often knock you down, so jump to the right
to get them to appear and they'll walk off the edge. The functional Rope will
not save you if you fall on it from an enemy's attack. The right building only
has Missiles, so you can bypass it if you want.
-- Waste Facility 2 --
Comments: From Building 4, take the lowest street possible so you can go
around all those annoying barriers. When you reach the extreme bottom right of
the map, shoot a Missile up and follow it for a bit so it destroys all the
Roller Cars and the barrier. If you've got ten or more Missiles, you can spare
a few on any other Roller Cars you encounter. There's nothing aside from the
usual enemy variety inside the building, but the sewer section can be slightly
difficult. Grab the Half Pizza Slice along the way. When you reach a tall
brick platform with an enemy (usually a Vulcan Bot) on top, just let it walk
off the edge. The Whole Pizza at the end is incredibly helpful; regenerate it
and get ready for the last stage of this Area.
-- Building 5 --
Comments: Use Donatello, and this place is cake. At least until you reach the
rooftop...
__ Splinter's Captor: Mecha-Turtle __
Tactics: This Boss has two forms, and both can be pretty difficult if you
aren't equipped with Scrolls. If you are, let em fly and you'll win easily. If
not, this is going to be tough. He first appears as a blue version of you,
using Leo's sword. Try to lure him up into the air and attack him from below.
Donatello can hit him from long range carefully without being hurt. His one
advantage over you is that he won't get knocked back when hit. After you
manage to take his five life bars, he'll transform into some sort of flying
robot that can fire rockets. He gains back six life bars. There's not much you
can do about it except destroy the projectiles when you can and watch out for
the small gun he can shoot. If you decide to escape, you can jump into the
pit, but you'll be sent back to the Waste Facility 2 entrance. Upon destroying
the impostor you'll save Splinter.
< Area 4: Locate Blimp >
Stages: 17
Best Route: Building 01, Maintenance Tunnel 02, 04, 05, 07, 09, 12, 15, 17
Captured Turtle: unlucky old 13
-- Building 01 --
Comments: See that ?01" on the wall when you first enter? Each level in this
Area is numbered for your convenience. How considerate of those programmers.
The LSD they took before they designed the enemies must have worn off by the
time they reached this point. Splinter is surprisingly helpful at times here,
and informs you that you're looking for Tunnel # 18.
You're sure to be needing the Whole Pizza above the entrance after the battle
with Mecha-Turtle, so grab it and head up to the next floor. There're some
Ropes in case you didn't bother to get any in the last Area. When you reach
the rooftop, you'll need to use all three of them to get to the other side.
There aren't any enemies or anything. And that's the last you'll see of them.
Pointless? Of course! That's the fun of Teenage Mutant Ninja Turtles!
After the exciting Rope scene, there's a Half Slice of Pizza and a bunch of
middle-strength enemies (most likely Tank Bots and Foot Bandits). The Bots'
lasers can be a pain in the ass. If you have extra Scrolls, now's the time to
whip em out.
-- Maintenance Tunnel 02 --
New Enemies:
Laser Security Alarm: This stationary device doesn't really ever make
problems in life. Found either on the floor or ceiling, one quick swipe
destroys it. Usually pairs of them are found, shooting lasers at each other.
Maybe they get bored...
Comments: Donatello will make life very easy in this entire Area. Since Foot
Bandits fall in two hits, and any other pests in one, you should pass through
here fast. The Bandit Sub-Boss is a joke.
-- Maintenance Tunnel 03 --
(Goes from 02 and 04 to 06.)
New Enemies:
Spikes: Well, it's not exactly an enemy, but guess what? They're a huge
annoyance. Spikes cause a steady life bar of damage per hit, and that adds up
fast. Trouble is, sometimes they're placed so that, if you fall in, you have
to backtrack a bit to reach safe ground.
Comments: The first of a series of single-screen stages, these are really
just passages to the next part of the map. After you slash the Foot Balloons
from above, you shouldn't have a problem crossing the conveyor belts to the
exit.
-- Maintenance Tunnel 04 --
(Goes from 02 and 03 to 05.)
Comments: Pop the Balloons through the wall, but avoid the Schizo. Let him
chill and he won't make trouble.
-- Maintenance Tunnel 05 --
(Goes from 04 to 07.)
New Enemies:
Magnet: Another environmental hazard, the Magnets pull unwary turtles in
towards them. Most of them are harmless themselves and serve only to drag you
into Spikes and other stuff. A few, though (towards the end of the Area),
actually cause damage to you on their own. Glitch, maybe? And how do magnets
attract turtles? Maybe Splinter paid for braces or installed metal plates in
their heads or something...
Comments: The Bandit is easy to take out with a short-range weapon or
Shuriken. If you aren't used to jumping around Magnets, you'll take some
damage, so have a B-list turtle do the dirty work.
-- Maintenance Tunnel 06 --
(Goes from 03 to 08.)
Comments: Here's a rather difficult stage. While hopping conveyor belts,
Bandits and Hornets make life miserable for you. Raphael gives you a decent
shot at survival here, so use him to take out Hornets in midair and try to
kill the Bandits before the conveyors carry you into them. Getting hit usually
means falling on the Spikes, and if you get trapped beneath a platform, forget
it.
-- Maintenance Tunnel 07 --
(Goes from 05 to 08 and 09.)
Comments: You should be seeing those annoying purple Planes with some
frequency now, so you can try out my neat trick I mentioned at the beginning
of this walkthrough. This stage isn't too much to handle if you're using Don.
Just remember to swing downwards to hit any Hornets that you can't duck
(likewise for any Bandits that are just below range, and Alarms). There's a
valuable Half Pizza Slice (from here on in the game any and all pizza is
?much-needed?), which comes in handy for the small series of Magnets and
Spikes at the end.
-- Maintenance Tunnel 08 --
(Goes from 06 to 07 and 09.)
Comments: Smash the single Foot Balloon and, as before, avoid the Schizos.
You may need to take the low road, but that shouldn't be a problem, since the
Schizos are dumb as bricks.
-- Maintenance Tunnel 09 --
(Goes from 07 and 08 to 10, 12, and 13.)
Comments: Moving from ladder to ladder is a lot harder than the pitiful Sub-
Boss you'll find here.
-- Maintenance Tunnel 10 --
(Goes from 09, 12, and 13 to 11.)
Comments: The Hornets at the entrance will most likely get a cheap hit in on
you, but if you take out the others from above, the jump isn't too difficult.
-- Maintenance Tunnel 11 --
(Dead end.)
Comments: Taking the conveyor belts confronts you with a Foot Bandit and a
chance to attack the Tank Bots down below. Unfortunately, though, when you
actually get to the bottom they'll all return, making the Whole Pizza more
trouble than it's worth.
-- Maintenance Tunnel 12 --
(Goes from 9, 10, and 13 to 14 and 15.)
Comments: The Whole Pizza at the end makes up for this stage being rather
difficult. A few awkward jumps over Spikes subtract energy quickly, and the
Laser Security Alarms are numerous. The pizza is in the upper right corner
over the second-to-last conveyor belt. Since the incredibly powerful NES can
only display so many images on screen at once, it may not be visible. Don't
worry, though, it's there. I promise.
-- Maintenance Tunnel 13 --
(Goes from 9, 10, and 12 to 14.)
Comments: If you've lost any allies by this point (most def), you'll find one
tied to a girder.
-- Maintenance Tunnel 14 --
(Goes from 13 to 12 and 15.)
New Enemies:
Quicksand/Lava Stuff: If you're unlucky enough to have to jump over this
crap, switch to the turtle with the lowest health, since this espresso-looking
substance is fatal. Remember to look before you leap, too. The last thing you
want after making it across safely is some dude knocking you back in.
Comments: Make sure to take out all the enemies first before making the jumps
across the conveyors. Scrolls are always worth walking across a few Spikes
for, so why not grab them? Before you jump over the quicksand-type material
mentioned above (probably just flames), kill the Hornet that appears when you
scroll forward a bit.
-- Maintenance Tunnel 15 --
(Goes from 12 and 14 to 16 and 17.)
Comments: Any Scrolls you've got will make the trip through here a lot
easier. Always throw one before you make a jump, so anybody waiting to ambush
you will be taken care of. You can get the Whole Pizza without damage if you
knock out the Laser Alarms, then fall off the conveyor belt while holding
right. This second, alternative Mystery Substance jump is a lot easier than
the one in Tunnel 14.
-- Maintenance Tunnel 16 --
(Dead end.)
Comments: Here's an interesting level that looks like it's going somewhere,
but doesn't, which makes it cool. You'll find Mr. Invincibility here waiting
for you (the second one, and you're well over halfway through the game), along
with a Half Slice and Whole Pizza. Pick up your friend first, give the Half to
whoever's in need, and hop over the conveyor belts to give the Whole to
somebody that's really hurting. If any of the Castlevania-like Schizos bug you
on the way back, feed them a Scroll or just let them walk on ahead.
-- Maintenance Tunnel 17 --
(The end.)
New Enemies:
Sarcophagus Wall: On your way to the Blimp, you'll encounter these strange
spiked panels that attempt to crush you. Make the drops fast because, that's
right, one hit will mortally wound you. This is definitely one of the most
difficult parts of the game.
Comments: If you've got any Scrolls left, the first part of this stage should
be fairly easy. Use them to combat the Laser Security Alarms and other enemies
(usually Foot Bandits and Hornets) from long range. Hold left when dropping
off the last conveyor belt to reach safe ground. Grab the Quarter Slice on the
next screen, and drop down again. Switch to a wounded turtle and avoid the
enclosing walls of spikes by dropping first to the right, then the left, and
left again. Be sure not to hold the directional button for too long, or
instead of gracefully landing on the next tier, you'll step across. If this
turtle has Scrolls or something you want to hold onto, change to someone
empty-handed, since you can't avoid the Triple Shuriken. The third and last
screen in this vertically-scrolling nightmare has more spiked walls, so make
the drops quickly and accurately, but don't try for the Whole Pizza. This is
the only item in the game which there is NO way to collect. It's just a trap.
If you find yourself still trying to get it, you're an idiot. When you reach
the bottom of the shaft, get ready, because another Boss confrontation is just
inside the door.
__ Mechanical Monstrosity: Big Mouser __
Tactics: So, what do you do when you're out of ideas for an enemy Boss
character? Well, if you're Ultra, you take the weakest enemy in the game and
make it really huge. You can always slap on an innovative name like they did,
as well.
Basically, if you didn't lose Don, this guy's about as difficult as a blind
quadriplegic on Valium. Have Donny stand directly below the creature, between
its legs. Swing upwards steadily. Lather. Rinse. Repeat. The lasers from its
eyes will miss you. You'll destroy the normal Mousers it belches out at you
while hitting the light bulb in its mouth.
He's not too hard with any other character, either. If you're down to your
last man and almost done for, try this neat trick. When he opens his mouth to
expose his weak point, press Start to enter the subscreen and come back. His
mouth will be closed, but the ?tongue? will be barely glimpsed and you can get
him from the side if you watch the lasers. Combine this with Donatello and you
can wipe him out in seconds.
< Area 5: Assault on Technodrome >
Stages: 5
Best Route: varies
Captured Turtle: Storage Facility 2
-- Storage Facility 1 --
(Location: Western fenced-in building.)
New Enemies:
Wall Scorpion: It looks more like an octopus, but this medium-strength bad
guy doesn't bother you much unless you're climbing the walls, in which case
he's the most annoying thing on Earth. He only moves once in a while, and
can't change direction mid-flight. That's your chance to sneak by him on the
ladders.
Roc: This weak little avian menace can dive at you, similar to the Patriot
Bug but not nearly as strong. It sometimes carries a small boulder in its
talons. Like the Scorpions, this guy is a pain while climbing. Don't bother
trying to destroy the stones; they're a lot stronger than the bird.
Comments: Raph is a good choice for this one, since he can take down
everybody in one hit, and fast. Destroying the bricks leads down to cleverly
placed Spikes (on the left) and Boomerangs (on the right). The only other
points of interest are on the second floor. Getting up here is daunting, but,
thankfully, unnecessary. Remember two things about the Wall Scorpions. One:
once they start moving, they cannot change direction until they stop. Don't
forget that you can shimmy left and right while climbing the walls, and you
shouldn't have much trouble avoiding them. Two: when a Scorpion goes off the
screen, he is gone for good.
The Whole Pizza on the left isn't all that difficult to reach. There
shouldn't be any Scorpions here, but if some do show up, move back to the
right and return until there aren't any. A Roc may appear with a boulder to
drop, but you can avoid it easily. When you reach the extreme left side, you
can jump to the Whole Pizza with no problems.
The Scrolls in the upper right corner are a different story. Make sure the
screen is scrolled all the way to the right before you head on up. The only
way to negotiate the Scorpions is to keep away from them until you have an
opening. Wait until a couple leave the screen before you take a shot at it.
Keep in mind that you can only get on a ladder from the ground. So if you miss
the jump, you have to go all the way back to the bottom. To add to your
enjoyment, getting knocked down also means being juggled for heavy damage (you
can change turtles during your ?hit? animation). Hey, maybe you should just
think about passing these up, huh?
-- Storage Facility 2 --
(Location: Lumberyard, dead center of the map.)
Comments: There's a Half Pizza Slice that's easy to obtain at the right end
of the ground floor. Go downstairs and make a cheesy jump over Spikes (it's
pretty hard to get by unscathed, just tap the A button) to find a captured
buddy. On the top floor, there's a Quarter Slice on safe ground, and a
surprisingly accessible Whole Pizza. Since you can get on the ladder from this
floor, you can destroy all the enemies and work your way up to it comfortably.
This is the last really good spot to regenerate Pizzas in the game, so make
use of it.
-- Subterranean Cavern 1 --
(Location: Northeast manhole.)
New Enemies:
Maneater: I can't tell exactly what this thing is supposed to be (as usual),
so bear with me. It has pretty good defense (three hits with Donny) and can
roll around in a ball, making it hard to hit. If you have any kind of
Shuriken, use it to pick at him from far away. You can squat under his shots,
so you should be okay if you chuck stars at him quickly.
Hanging Things: It looks like a little hand or something, but if you travel
under this weird creature attached to the ceiling, it drops bubbles on you.
The weaker turtles have to hit it a couple times, so don't just rush past
them.
Brain Cells: Floating serenely through the air, this transparent being will
burst into four pieces if you approach. If there's more than one or lots of
other enemies are on the screen, it may split into two, or one, or none at
all. One hit nullifies it.
Mohawk Porcupine: You'll encounter this goofy-looking being deep within the
caves. He moves around in small hops, stopping occasionally to launch a
barrage of needles at you. He can take quite a beating, too. But on the plus
side, he can't attack you through walls, so nail him from above or through an
obstruction of some sort.
Comments: Your goal in this Area is to find the Boss, who is holed up in one
of these three caves. If you use a Continue, its location will usually change
(but not always). Head down from the entrance, and you'll soon reach a door
with a Foot symbol above it. You'll discover one of these in each cavern.
(Back in the days of my rather retarded youth, I referred to these as ?Foot
Lockers?.) Just inside lies one of two things: a dead end (which you can jump
around in but holds absolutely nothing for you), or the Area's Boss. If you
encounter the latter, skip down to the Tactics section for details. I don't
really know the odds of finding the Boss, but it usually seems to be the
second or third cave you check. If this wasn't it, you'll have to return via
the ladders all the way on the right side of the second floor. There's a Half
Slice of Pizza here for any damage you incurred on the way.
-- Subterranean Cavern 2 --
(Location: Southeast manhole.)
Comments: You'll probably be ambushed by Maneaters upon entering here, so
have any special weapons ready. When you reach the bottom passage of this
remarkably short level, wait a bit to see if the enemies on the ground will
move out of your way. If it looks like you'll be hit, just drop down. Taking
damage here is nearly unavoidable. There isn't anything of note in this cave,
so if the Boss doesn't turn up, book out of here.
-- Subterranean Cavern 3 --
(Location: Southwest manhole.)
Comments: You should probably visit the central building to heal everyone if
they aren't at decent health already. You'll encounter several Maneaters and
Porcupines in wide open areas, so try to get them to leave the screen instead
of wasting energy in a fight. Except for the floor with the pair of Maneaters,
you won't have the luxury of waiting at the top of ladders for the melee to
clear up, either; the Hanging Things and Brain Cells will knock you off. Woe
to thee that finds not thy enemy in the door. The return trip is hell.
Definitely check the other two caves before scouting around in here.
__ Shredder's Mobile Fortress: Technodrome __
Tactics: If you don't have Donatello, this battle is going to be a trial.
Hang back for a while before jumping onto the tank treads, because the red
fork in front of the vehicle will create electricity after a bit. Be careful
hopping on; for some reason, the small steps on the left side cause damage.
The Technodrome has six targets: two side-mounted guns (you should take out
both), two red forks that emit electricity (one in the front and back), a
hatch that Red Foot Soldiers leap from, and the eye itself. If you're hurting
and want to get it over with, destroy the two guns first, since they cause
unneeded hardship. The shells aren't hard to avoid. You might also want to rid
yourself of the Foot-producing hatchway, since they can kick you or throw
stars at you from behind while you're busy with the Boss. Donatello is really
the only character that can safely scrap the tuning forks (or whatever they
are) with his regular weapon without getting hit by the electricity, so don't
bother with them unless you're feeling peppy. (Wasting weapons on them is not
recommended, since you're safe from them in the middle anyway.) When you
finally do get around to attacking the eye, make medium-height jumps so that
you don't touch it (big damage). You can also get it from the side, but this
is slightly riskier due to the way it moves. Once you have the timing of the
opening and closing eye down, you've won. A final note of caution, however:
remember how those little steps mysteriously hurt you earlier? They'll hurt
you again as you walk off the edge while the eyeball explodes*. If you have
less than a life bar and a half, you're about to get very pissed off. So if
everyone's as low as this, it's time to throw in the towel (use Mike).
*: For some reason, you can occasionally make it by this ?glitch spot?
unscathed. I have no idea what triggers this little oddity. Most of the time
you will take the hit, however, so if everybody's near death, it's usually a
good idea to just give it up, since you'll save yourself money on the Rogane
bills when you inevitably rip your hair out.
< Area 6: Assassinate Shredder >
Stages: one, and it's huge
Best Route: up at first intersection (third floor)
Captured Turtle: lowest right corner of ?pink? section
-- Technodrome Interior --
New Enemies:
Laser Soldier: You're getting awfully close to your destiny, and the
resistance is especially heavy in the final stage. This jetpack-propelled
nightmare is as bad as they come. Duck him when he flies by, and don't attack
him unless you've got spare Scrolls. He has too much energy to bother with,
and he's passive unless you hit him. Dodge the stray lasers and you should be
able to escape mortal harm.
Wall Cannon: A sharp contrast to the previously mentioned killer, the Wall
Cannon doesn't do much except swivel around and shoot incredibly slow bullets
at you. Hit it a few times and it'll explode, making a hole in the wall. The
best part is, if you go down a ladder and return, it'll still be destroyed.
Whirlybird: Yet another abstract creature, this thing merely flies
horizontally, waiting to be destroyed. You've seen it dozens of times before.
Metal Ostrich: Who could ever guess that such a dumb-looking creature could
be so strong? If you're lucky, this guy'll kick the bucket after four hits
from the bo. He hurts you a lot, too, so take refuge on a higher platform when
you can, and just keep plugging away until he goes down.
Comments: This final level is big, and if this is your first time here,
you'll probably perish quickly. If you've already used both your Continues,
don't get your hopes up.
The inside of the now-defunct Technodrome is split into three parts: the
?pink? section (floor and ceiling color), the ?white? section, and the ?blue?
section. There are a couple of different routes to take, but they don't vary
much.
As soon as you enter the subscreen, you'll notice your radar's broken. That
doesn't really matter, since there's no map. You should be fighting Foot
Soldiers and Mousers when you begin, so try to keep them as long as possible
by only killing the ones you have to and letting the others follow you. This
doesn't matter much, though, because they're sure to be replaced by the new
enemies by the time you reach the third floor.
If you want to run down and grab the Whole Pizza, destroy the Wall Cannon
from above first. Use Don to kill the Whirlybirds in a single blow. If you're
missing a turtle, you might want to head down the ladder to get him back. Be
warned, though: the path is not easy. Otherwise, take the ladder leading up.
If you went up, you'll meet the Ostrich enemy for the first time. Don't drop
down next to him. Wait for him to hop over to you, and beat him with the bo
until he gives up. If another one appears before you jump to the top, you'll
take some abuse. Avoid the second Ostrich and enter the door. See that
vertical shaft? That's the point of no return. If you want to take the lower
route for some reason, turn back now.
If you pass the two gaps and head to the left, you'll find Scrolls, which are
helpful, but not imperative. Make sure you take out the Wall Cannons using a
special weapon before you jump or you're likely to get knocked down to the
next screen. If you have no throwing items, Don or Leo can jump and tag it
from a decent range. Just make sure to wait until it's done firing.
If you go down two floors and to the right, you'll find a Half Slice of
Pizza. Don't be fooled by the amount of enemies in the hallway; they're not
guarding anything special. Pass this pie and instead move left, jump the hole,
and go down the ladder, where you'll find a Whole Pizza just waiting for you.
How about that...
If you went down at the fork in the road, you'll be confronted with a room
full of huge Spikes and your new Ostrich friend jumping around on them. Still
wanna go this way? Head to the left (making a series of horribly difficult
leaps) until you find a minuscule gap in the floor, and drop down there.
You'll fall into another passage lined with those big Spikes. I have no idea
how you're supposed to get through this without being hurt. Just jump to the
left (try to avoid the multiple Ostriches that are following you) until you
reach safe ground. Take the ladder down, and cross yet a third floor of Spikes
(once again without the benefit of platforms, folks) to find one of your
friends tied up. He'd better hook you up with a free lunch at McDonald's or
something, after what it took to find him. If you return to the corridor above
and walk left, you'll find the door to the ?white? section, guarded by a Laser
Soldier. Wait until he hovers around without doing anything, then make a break
for it.
The Whole Pizza in the enclosed space is where the separate routes meet up
again. If you took the lower way, the Pizza will be hanging just out of reach.
Go left from here and down into the pit. On the right side of the next screen,
you'll find the third, and last, Mr. Invincibility. Take it and jump down to
the last ?white? area screen. You can make it to the door easily; just be
warned that you'll no longer be invulnerable when you emerge on the other
side.
The ?blue? portion of this level is very brief and linear. However, it is the
most physically torturous part of the game. Even if everybody's at full
energy, expect to have at least two or even three of them near death by the
time you reach the ladder on the right side.
Basically, the only thing you need to remember when attempting to pass
through this stage is that the Laser Soldiers will become very violent if you
attack them. Try to duck beneath them as they pass, then walk on ahead of
them. Of course, if they're flying really low, you're screwed.
Hopefully Don has full energy, because he's the only one that can destroy
Whirlybirds in one hit. When you reach a tiny, enclosed passage, advance very
slowly. When you run into a Laser Soldier, kneel. He'll fire a few shots over
your head, then move back and disappear. Be patient with this, as there are
about a dozen of these guys in here. Take out the Whirlybirds with throwing
weapons if you have them. If a Laser Soldier should happen to follow you into
this claustrophobic little hallway, you'll have to defeat him or he won't
leave you alone.
When you finally get upstairs, you'll fight a Laser Soldier Sub-Boss. Put
this guy away as fast as you can, because he'll only bring your health down
even lower. If he hovers right above you while you're ducking, switch to
Donatello and swing downwards. This will actually hurt him. When he's
finished, enter the door and get ready for the finale.
__ Mastermind of the Foot Clan: Shredder __
Tactics: Shredder appears on the center platform, so position yourself on the
right one. Change to Don (no matter how badly he's hurt), and hit him as soon
as he becomes substantial. He'll be knocked off to the left corner, so use
this valuable time to gain a footing on the left ledge. When he jumps back up
at you, time your swing to get him in midair, and he'll fall back again. Be
careful, because if he touches you, be prepared to lose at least four life
bars, possibly more. You can keep this pattern going until you beat him. If
you lost Don prior to arriving here (I commend you for making it here without
him), somebody better be packin Scrolls. Use Don's technique with the Scrolls,
and you can win easily. Any other attacks will not push him away from you, so
this will not work with anyone else's normal weapons. Got it, pal? One last
word of advice: don't get hit by Shredder's gun. As in all other TMNT games,
one hit reverts you back to an ordinary, garden-variety turtle (in other
words, you're dead). After you drain Shredder's eight life bars, you get to
enjoy the corny ending.
**********************
FIVE: Miscellaneous Stuff
**********************
Here's some random info on the world of Teenage Mutant Ninja Turtles, some of
it helpful, most of it not, but all of it fun. If you have any tidbits you'd
like to contribute, don't hesitate to drop me a line at
[email protected].
Back Attack and Downward Strike: Some turtles, like Leo and Don, can hit
enemies standing behind them if they are close enough. Don's bo actually
covers a good distance behind him. This is extremely helpful for crowd control
and lets you clear out an area. Conversely, if Don swings downward, the ?hilt?
of his weapon can damage foes hanging out over his shiny green head. Remember
this when you're dealing with low-flying enemies, since his standing attack
usually misses them.
Roller Car Magic: If you encounter a Roller Car in a tight passage while
cruising in the Party Wagon, hit Select to emerge on foot. The rival Car
should disappear, allowing you to continue safely. This doesn't always work,
though, so leave yourself enough time to reenter the Wagon before you get
squashed (this can be good for laughs, though).
Rationing Boomerangs: It's a bit tedious, but if you toss out a few
Boomerangs, switch to another guy and catch them, he'll possess them afterward
(until you get a new weapon). Keep in mind that if he's got anything good on
him (like Scrolls), it'll be lost. You can use this to distribute these neat
trinkets to everybody.
Pizza Regeneration: Well, this is almost universal knowledge, but here goes
anyway. If you exit a level that had a pizza of any sort in it, it will return
upon future visits. (In case my occasional mentions of ?regeneration? during
the walkthrough confused you, this should clear things up.)
The Confounding Conundrum of Enemy Groups: While the specific time and place
that the enemy changes will take place are random, some elements such as the
stages and the villains they will become are not. In fact, it's not that hard
to predict who'll be chasing you around on the next screen if you get to
familiarize yourself with the level you're on. There are usually only two
groups of bad guys in each stage (Area 6 can have several). If you've been
doing your homework, you'll notice a pattern for them. Each set of creatures
has a ?weak? enemy, a ?flying? enemy, and a ?strong? enemy. Some of them have
one or two additional guys thrown in, but this little formula remains pretty
constant. Check out this list for the full details...
Group A
1: Mouser
2: Winged Mouser
3: Winged Mouser
4: Foot Soldier
5: Foot Soldier
Group B
1: Wall Leaper
2: Wall Leaper
3: Spaceship Dude
4: Chainsaw Maniac
5: Rock Guy
Group C
1: Eyeball Creature
2: Patriot Bug
3: Patriot Bug
4: Giant Frog
5: Flaming Guy
Group D
1: Blue Cockroach
2: Foot Balloon
3: Foot Balloon
4: Multiplying Zombie
5: Mech-Knight
Group E
1: Hamburger Laser Shooter
2: Hornet
3: Hornet
4: Foot Bandit
5: Foot Bandit
Group F (you only find these guys in the last Area)
1: Spinning Flying Thing
2: Spinning Flying Thing
3: Spinning Flying Thing
4: Laser Soldier
5: Metal Ostrich
As you can see, the enemies in the groups roughly correspond to each other
somehow. An enemy will be replaced by its relative of the same number when
changes occur. Let's say you were fighting group C and it suddenly became D.
The Flaming Pyro would turn into a Vulcan Bot, the Eyeball would become a Blue
Mangler, etc.
Each Area also seems to have a default group that stays the same whenever you
play. Area 1 has group A as the set you start with in the first two sewers,
group B in the fourth sewer and first warehouse, and group E in the second
building. Notice the Area 5 enemies aren't included in this little bestiary,
since they never change. Area 6 is also special since there are several enemy
groups.
There are a couple of ways you can (slightly) control the changes. If you're
a fighting a really easy group, like A, have one of the Mousers follow you
around so you can keep these guys for a while. You can do this with any group
you like, of course, but make sure you let only the weakest enemy follow you
around, since the other ones are usually slow. If you want to switch groups,
you can try entering and reentering a level until the one you want appears.
Keep in mind there're only a couple of groups in each stage, so if you're
looking for Foot Bandits in the Hoover Dam, you're going to be disappointed.
A good question is if there's a Game Genie code or something to keep one set
of enemies for the whole game, using group A to beat it quick or F to make
your little brother cry. I've tried random codes with a few friends, but so
far all we've found are some stupid color changes (we've been pretty busy
playing Marvel Vs. Capcom 2 and Onimusha). So if anybody knows of a way to do
this, mail me about it and I can have my brother take you out to dinner or
something as a symbol of my gratitude.
I'm sure I've succeeded in making this sound a lot more complicated than it
is, but if you've actually played this game, you should know exactly what I'm
talking about. It's strange that an innovative concept like this hasn't been
used in any other games (at least that I've seen), but that just gives me one
more reason to put off disassembling my NES and turning it into a toaster or a
salad shooter or something.
Other Things of Note: When I was a young little bastard (say, oh... fifth
grade), there was a rumor that if you waited around near the railroad tracks
in Area 5, Shredder would appear on a train at midnight. (Too bad Splinter
wasn't wearing a watch...) Another one concerning the exact same spot claimed
that you could find a new bo for Donatello on the crates at the very bottom of
the screen. Of course, there has been absolutely no confirmation of these
rumors at all, but isn't it nostalgic to remember how we used to talk about
that sort of stuff during lunch at school?
6. Legal Crap
Special thanks should go out to Al Bass for the tip on rationing Boomerangs.
God bless ya, Al.
It should also be noted that the Teenage Mutant Ninja Turtles and all related
characters are trademarks of Mirage Studios, Inc. The Teenage Mutant Ninja
Turtles NES Game Pak is a trademark and copyright of Konami Industries Co.,
Ltd. Lastly, this entire document is a copyright of Melzo McPhun, its author,
and if anyone uses this as a means of profit or displays it without
permission, they are subject to a legal ass whuppin courtesy of yours truly.
This is just a friendly warning, folks.
That about wraps it up. Thanks for taking the time to read this. If it helped
you in any way at all or made you enjoy this game half as much as I did, I
feel I have helped our nation's suffering. Take it easy and feel free to mail
me if I missed or botched something.