Teenage Mutant Ninja Turtles II: The Arcade Game FAQ
Date Completed: 11/16/99
Updated: 7/11/2004

Version #: Final
Written by: Deacon Frost
Produced by: Deacon Frost
Catering: Deacon Frost
Any comments, questions, complaints, criticisms, paternity lawsuits, etc.?
Contact me: [email protected]

NOTE: Melzo McPhun is no longer the curator of this FAQ. Furthermore, he no
longer exists and any traces of him will be erased. In fact, federal law
prohibits me from even mentioning him.



*************************
Contents of this document
*************************

1) What this game does for me- Well, I guess you don't HAVE to read this
section...

2) How to do stuff- The incredibly simplistic play mechanics, all right
here.

3) Loser's guide to winning- If you're stuck on a bogus Boss or a certain
enemy drives you nuts, try consulting this main strategy section.

4) Codes and oddities- Skip to any level, start with ten lives, and succeed
in making the rest of this FAQ totally useless.

5) Death threats for the rest of society- Copy us, and we'll kill you. We
mean it...


Neat little revisions...

- cleaned up grammatical errors and the like

- completely eliminated the enemy count sections, since they were useless,
boring, stupid, and had already been featured in a Nintendo Power issue
anyway

- Deacon Frost assumes control of FAQ by sticking a straw up Melzo's nose and
sucking his brain out

***************************************************************************
1) A Philosophical Essay on Teenage Mutant Ninja Turtles II: The Arcade Game
****************************************************************************

After the original TMNT was released, it sold very well (almost entirely due to
little kids that bought the game without even questioning if it would suck), but
received a lukewarm response from critics and older players. So, for this sequel
(the first of several), Konami changed the playing system completely, and
decided to port over the popular arcade version of the same name. Thus, we have
TMNT II.

The action in this game, and for basically the rest of this series, is
comparable to Double Dragon, but not nearly as challenging and complex. While
the DD heroes had various punches, kicks, and throw moves, you only get a few
attacks here. There is more enemy variety, though, and the characters
themselves are creative. The thoughtful folk at Konami even included a couple
of extra levels that weren't found in the actual arcade version, and they fit
right in beautifully.

Look below the character license and impressive NES graphics and sound, and
what do you have? Not a whole lot, unfortunately. The stages are of decent
length and the bad guys plentiful and varied, but the turtles seem like they
were thrown in at the last moment. They are indistinguishable from each other
except for name and color. If somebody played with the coding on your game and
replaced Leo and Don with Clarence Thomas and Bruce Willis, you probably
wouldn't notice.

Did I mention the incredibly limited range of attacks? No? Oh well. This game
was not meant to be scrutinized and evaluated. If you're at all familiar with
the characters, this game is just plain fun, and a great reason to drag that
crusty old NES out of the closet and waste a couple hours. It's a classic
from the Turtles' heyday.

*****************************
2) Basic Controls and Attacks
*****************************

Before you read any further, let me make one thing absolutely clear. If you
can do the Special Attack (A and B together), you will have no problems
beating this game. That's right, the sophisticated art of pressing two buttons
together is the secret to winning.

Besides the above mentioned move, you have two others at your disposal. The
normal attack is very weak and will probably be used rarely. Although there
are two attack animations for each Turtle, there isn't any difference in terms
of range or damage. The jump kick, besides being much more powerful than the
weak slash move, provides a nifty escape from danger for you. You're carried
to the other side of the screen in an instant. The only thing to remember is
that the screen won't scroll while airborne, so make sure your kick doesn't
carry you into the path of a giant bowling ball or a killer sewing machine or
something.

Lastly is the much-ballyhooed Special Attack. This is the key to winning this
game, as it destroys all Foot Soldiers in a single hit and makes any other
enemies a breeze. It's not very nice against a Boss, though, since they
usually recover from the blow and clock you upside your shiny head before you
even touch the ground again. Except where otherwise noted, this move should be
used in all situations.

*****************************
3) Looking Out For Number One
*****************************

You know, the scoring system in this game really, really sucks. You get a
single point for each enemy you kill, be it the final Boss or a fly that
alights on the tip of your nose. At every two hundred KOs you're granted an
extra guy. So, in other words, every time a new President is elected, you can
stay in the game for another five minutes.

There's a pretty basic item inventory, too. Find a Slice of Pizza, and your
energy is restored. There. That's it. Thankfully any weapons, vehicles, or
equipment have been removed to prevent confusion. It's all in the name of
entertainment, folks!

Scene 1: Fire! We gotta get April out!

New Friends:

Overly Affectionate Foot Soldier: The staple enemy of the Ninja Turtles,
these guys usually enter the screen with a flying kick, which is easily
countered with a Special Attack. If you get too close to one of them, they'll
grab you and your life bars will steadily drain. Repeatedly tap any button to
escape and return the favor.

Ninja Foot: Identical to the ordinary Soldiers, they pack shuriken but are
much less agile. If you get in close, they can't throw stars at you. They also
can't pin you, which is nice.

Knife Thrower: The blue Foot minions like to approach you from behind and
stab you in the back. Don't let them get too far away, since they can throw
daggers faster than the ninja stars. Smack them down as quickly as you can.

Rapier Soldier: You're going to learn to like these guys. You can get in two
regular attacks before they can react, so don't bother using Specials. Be
careful if they jump in the air, because they'll lunge at you in an attempt to
impale you.

House Cleaner: The red soldiers are cool until you realize they aren't
carrying vacuum cleaners. They'll only shoot you from mid-distance, so get in
close and Special them before they can smash you with the butt of the gun.
Needless to say, they tend to make trouble.

Roadkill Rodney: Although somewhat threatening at first, they soon lose their
appeal after you learn how to trap them in the corner for an easy kill. The
great thing about them is that they can't leave the screen. So knock one to
the edge, and it's toast.

Bowling Balls: Obviously, when you're trying to escape a burning skyscraper,
outrunning giant bowling balls should be your primary concern. That being
said, avoid standing at the bottoms of stairwells, since the falling objects
are endless and can't be destroyed.

<--Burning Skyscraper-->

This first stage throws you into the middle of April's burning apartment
building. As tempting as it may be to hurl yourself into the flames, they
won't hurt you at all, and there's no time limit. The only real dangers to
watch out for here are the cannonballs that roll down the stairs at you. These
objects won't hurt your opponents, so make sure to stick to either side of the
screen and wait for them to come to you. Remember that you can destroy their
knives and stars with a well-timed hit. The enemies are pretty stupid and they
fall quickly to the Special Attack. Some of them may pop out of doors or
elevators, but they can't really get in a surprise attack this way. Once you
reach the end of the hallway, you'll need to take out a trio of Roadkill
Rodneys before you enter April's apartment. You can hit them twice with your
Special Attack, and if they get stuck on either side of the screen, they're
meat. When you do finally reach her, you'll have to fend off a few annoying
Foot Soldiers before you take on the Boss.

<--April's Nice Neat Flaming Apartment-->

Dueling with a handful of Foot Soldiers is no problem, but a sudden
earthquake heralds the arrival of a powerful adversary.

Boss Tips: Rocksteady

Whatever TMNT game you're currently trekking though, rest assured you'll find
this guy at the end of the first stage. He's surprisingly easier this time
around, so even novice players should have no trouble. You can damage him
pretty nicely with a regular or Special Attack, but most of the time he'll
kick you before you can regain your balance and draw back from him. The best
tactic is to jump and kick at an angle so you hit him in the shin. He'll shoot
upward at you, but he'll miss you by quite a bit. Jump away from him and kick
again, connecting to the same spot. He can't take much of this before he
collapses.

He has a couple of other slick moves that might catch you off guard. If you
hit him a few times and get back from him, he'll start moving a bit faster and
will shoot alternately in a Y pattern. Likewise, if he suddenly withdraws to
the other end of the screen, he'll fire three or four bursts at you, moving
vertically between each barrage of shots. If he moves off into a corner and
puts his gun away, look out, because he'll charge at you quickly a few times.

One last thing to remember with all bosses is that they'll have more energy
if you're playing with a friend. You can also tell how weakened they are by
the speed they flash red. If it's at a nearly strobe-like rate, you only need
to land a couple more hits.

Scene 2: C'mon after that Shredder creep!!

Exciting New People and Stuff:

Wimpy Ninja: Fortunately for you, they don't do much besides walk around
aimlessly, throwing a few punches your way. Get rid of them quickly and move
on.

Dynamite Dude: You'll need to get in close to take care of this fellow, since
the bombs will land a few feet away from him. If you get up in his face,
they'll sail overhead and you can take care of him at your leisure.

Boomerang Guy: The yellow species of Foot Soldier will attack from afar with
these neat little weapons. You can destroy the rangs, but don't worry about
them if they're across the screen, since their range is somewhat limited.

Manholes: You'll find these pitfalls strewn throughout your adventure.
Falling into them causes your turtle to say something stupid along with a
minor loss of health.

Lazy Foot: Identical to their Wimpy counterparts (with only a difference in
color), they move around a lot but don't really ever attack. They're also very
rare, unfortunately.

Croquet Player: The guys with the giant mallets can cause problems if your
guard is down. Just remember that if you hesitate even a bit, they'll flatten
you. If you're standing right next to them, they'll miss you.

Mouser: These annoying little critters will clamp their jaws on your hand,
forcing you to mash buttons until they let go. They'll drain your life pretty
fast, too. On the upside, they'll explode when you manage to get away.

Missile: An unseen foe will shoot these projectiles at you. They're a good
source for points, since you can do some light housework while you destroy
these no-brainers.

Bars: You'll find the nonalcoholic variety in the sewers, crushing down from
the ceiling. It's unclear exactly why this is here. It's not tricky to avoid,
either.

<--Streets of NYC-->

After pursuing Shredder, you'll end up in the picturesque New York City
ghetto. Hey, wasn't it dark a few seconds ago? You'll find more of the same
Foot Soldier action in this stage, which means it isn't too difficult. You can
return any manhole covers thrown at your head by hitting them like you would
any projectile. Be warned, though, as you won't be rewarded that one point if
you use this technique to take out your attackers. This holds true for any
projectile objects, including the parking meter and fire hydrant. You'll get
an extra point for slashing the meter, so you can sleep better tonight.

Look out for the wily Dynamite Dudes. If there're two or three on the screen,
you're almost sure to take some damage. It's risky to use the Special, since
somebody else's bomb can blast you before you recover. You'll find your first
Pizza Slice on the terrace just after the mad bombers. You'll of course want
to eat food that's been sitting there for God knows how long, since it
replenishes your health completely. If two are playing, make sure the less
healthy feller gets it. Past the pizza, some scantily clad girl will go by on a
skateboard. If you try to decapitate her with your weapon, you'll get an extra
point. She doesn't really seem to have any other apparent purpose in the game.

A programmer's ex-girlfriend, perhaps?

The vertical section will throw four sets of Soldiers at you. They're small
bands and not hard to defeat, but the fact that they're grouped so close
together and that somebody makes a suicidal drop out of a window each time
deserves some mention. Just know they're coming and you won't have any
hardships. When the path heads right again, stick to the bottom to avoid
getting crushed by the guys that pop out from behind the Pizza Hut signs (is
this symbolic somehow?). After a couple more groups of Soldiers, you'll be
ambushed by another Boss.

Boss Tips: Bebop

Pretty much the same attack pattern that put down Rocksteady will work on
Bebop. He can be a lot harder since he tends to charge more, but if you know
how to deal with this, it's not a problem. Start it off by kicking him (make
sure you hit HIM and not his gun, since that will sometimes knock you back),
and jump away, kicking again if he doesn't dash. If he does start his running
animation, kick in the opposite direction from him. You should touch ground
just in time to leap over him as he passes you. Be careful, since his uppercut
can knock you out of your jump kick. For the most part, though, this strategy
should win for you. Keep in the air as much as possible, since his laser rings
and charge attack can both hit you twice if he's close. Also try not to get
pinned against the car in the corner; if you slide down the wall after
you're knocked down (notice how you slide on thin air above the car), he'll
have another move ready to blast you back as soon as you become vulnerable
again.

<--SoHo Sewer System-->

You'll jump down the manhole after you win, entering the sewer level. This is
a very simple and straightforward area, so you won't have much of a problem
dealing with the various Foot cronies you encounter. Stay out of the water when
you find the Wimpy Ninjas, though, because that's where the Missiles will
appear. You can take care of them easily after everybody else is gone. If
you're going it alone, you'll be getting your first bonus life somewhere
around here. The Mousers should be dealt with using Specials, even though a
jump kick works in one hit. They'll all get out of the hole if you take too
long, and they can actually be somewhat dangerous. Watch for shadows if you're
fighting in the drink, since that means a Foot Soldier of some sort'll be
popping out. Also, be careful jumping in the water to get around the barred
gate, or your ass will be plastered by a Missile. Just a little further in this
repetitive stage, you'll meet another Boss.

Boss Tips: Baxter Stockman (Human)

This battle's incredibly easy, since the small machine this guy hovers about
in can't hurt you directly. Instead, he'll drop an unlimited amount of
Mousers, which can get in the way if too many of them are on the ground at
once. This can also mean a nice addition of points, but who really cares about
that?

Basically, if you stand in one spot and Special Attack like crazy, this guy
will be gone in a minute. You'll also take out any Mousers approaching from
the front. Plus, if Baxter's sprite is overlapping yours, you'll hit him
twice, which is good damage. Enjoy the break on this fight, because there's no
one else quite like him.

Scene 3: Let's melt snow and rebuild N.Y. city.

Guest Stars:

Cyborg Snowman: NES owners should feel a tingle of pride knowing these
enemies are exclusive to this version of the game only. They aren't too much
to handle, since the homing missiles they shoot are easily destroyed. They're
even weaker after the snow crumbles.

Immature Foot: The childish Foot Soldiers in the Central Park stage will
resort to throwing snowballs at you. Strangely, they do the same damage as a
knife would. Treat these guys like you would any other projectile enemy.

Ice Boulders: At the beginning and the end of the snowy area, these frozen
rocks will rain down on your group. Stay out of the air and watch the ground
for shadows, since two or three can sometimes fall on you in succession.

Snowplows: Once in a while this public utility vehicle will rush by on the
lower half of the screen. Too bad if any unassuming turtles are standing in
the way of it.

Snowy Manholes: Some of the sewer pitfalls are slightly obscured by the
frosty precipitation, but they aren't difficult to spot. They damage you just
like any ordinary fall would.

Depressed Foot: Another cousin of the Wimpy and Lazy Soldiers, they use the
exact same killer attack moves. It doesn't take much effort to put them away.

Oil Drums: While these explosive objects are helpful for taking out your
opponents, be aware that they can harm you if you're in the blast radius. Jump
kick away from it after you strike it and watch the fireworks from a distance.

Parked Cars: Some of the vehicles in the parking garage will start without
warning, making trouble for any good guys in the way. If you know which cars
move, you should be able to avoid them with minimal difficulty.

<--Snowy Central Park-->

When you emerge from the sewers, you'll be surprised to find it's been
snowing. Anyone who's played the actual arcade version will realize they're in
a brand new level. Before you actually fight any Foot Soldiers, you'll
encounter a storm of giant chunks of ice. Keep your eyes on the ground, and
move quickly if you see a shadow. It's very hard to pass this without taking a
hit, so don't worry. The Soldier battles are pretty standard. The ones that
chuck snowballs don't act any differently from the Knife Throwers or Boomerang
Guys. Just be careful of the partially hidden manholes, which for some reason
are everywhere.

The snowmen are easy, since all they do is fire little rockets. A couple of
Specials followed by a regular attack when they melt will do the job fine.
Near the end of the stage another hail of ice will occur. This one is a little
shorter than the last one. Just make sure you're not jumping so you don't get
hit without warning. Just past the last group of Soldiers you'll find a Boss.

Boss Tips: Tora

You'll realize he's responsible for the changing weather shortly after he
starts throwing those ice blocks at you. The Rocksteady/Bebop attack works
well here. You should hit him before he catches the ice falling from the sky,
but if you don't, he'll drop it anyway. If you find yourself fighting him in
the center of the screen, there's another neat way to damage him. Jump kick
him, and as soon as you land, do it again in the opposite direction. He'll
most likely try to escape to the corner, but you'll catch him each time. It's
difficult to keep this going continually without messing up somehow, but he
can't last too long if you use these techniques.

Vinnie's Valet Parking Garage

After you destroy the weather-changing device, you'll proceed to the parking
garage. You'll run into more of the same Foot Soldiers you've encountered in
the earlier levels, but they come in big groups. The speed cones in the

beginning make nice weapons against the guys you find there. However, if you
leave the cones alone, the enemies will only enter one at a time. The oil
drums are actually more of an annoyance than anything else. Even if a Soldier
walks right next to it during the explosion, it's not guaranteed he'll be
burned. The speed limit signs are also useful against side attacks.

The bad guys have a couple of new tricks up their sleeves as well. They'll
pop out of vans towards the end of the stage, but before you reach that point
you'll have to avoid being run down by their generic Japanese cars. These are
found one screen over from the breakable signs. Just before you step in front of
them, jump forward and kick back to the left at the last minute. The car should
speed along on its way without you underneath it. Look out when you land,
though, because there'll be some House Cleaners hiding behind the cars, and they
can be a pain. Not much farther after this you'll see April guarded by another
NES-specific Boss.

Boss Tips: Baxter Stockman (Mutation)

This lovable guy has returned, but luckily he's not much harder than the last
bout. Hold off on picking up the Pizza Slice unless you're seriously low,
since you might take some damage from him. Try to lead Baxter into the corner
and position yourself so his sparks (or whatever they are) miss you on both
sides. Get some extra air on your Special Attacks by hitting A slightly before
B and holding it. (This is VERY difficult to pull off consistently, but if
you're standing in the right spot Baxter won't move.) You should jump just
high enough to tag him with your weapon. If you can't seem to make him move
where you want to, you can always use the traditional jump kick method, but he
can sometimes hit you like this. If he swoops in to swing at you with his fly
swatter, you can catch him with a Special, too. He can't stand too much abuse,
so you should be able to get past him fairly quickly.

Scene 4: Let's get to that secret factory!!

Appearing For the First Time:

Spear Carrier: These friendly guys can cause problems if you don't attack
them as quickly as possible. They'll throw their spears at you from across the
screen, and you can't deflect them like any other projectile. But don't get in
too close, or else they'll jab you in the stomach, which could be some cause
for concern.

Bomb Jack: You might get worried when you see a Soldier carrying a huge
explosive device heading in your direction. Make sure they toss the warheads
before you fight them, unless you don't mind being blown back by the resulting
blast.

Motorcyclist: They're easy to throw off of their rides, but be careful if
you're jump kicking from the front. If they do a wheelie, you'll fly right
into the spinning tire.

Footmobile Red: Make sure you stick to the extreme top or bottom areas of the
screen when this thing comes on, or you'll become a hood ornament.

Footmobile Blue: You can actually jump over the cars with little effort. It
would be cool if the Foot Soldiers threw beer cans or something at you, but
they don't even yell.

Footmobile Gold: Flanked by Motorcyclists, this car is no harder to outrun
than the others. Just make sure the ones on the bikes don't run you over as
you try to knock them off.

Thunderbird: The helicopters are can be overtaken with ease using a series of
jump kicks. There are only a few of these, but if you don't pay attention to
them, they can severely weaken you.

<--Santa Maria Highway-->

It looks like the turnpike is the quickest route to the secret factory, which
hasn't even been mentioned by anyone, yet suddenly becomes top priority. The
enemy groups are large and numerous in this remarkably uneventful stage. The
Spear Carriers are rather troublesome due to the fact that you can't block the
weapons they send your way. Try to Special them in close before they stab you
with their quick thrusts. After both battles with them, you'll find cars, but
just stay on the bottom to avoid them. The Roadkill Rodneys will still fall
prey to the corner trap even though you're in the middle of the highway.

Watch out when the guys lugging around the missiles approach you. If you
attack while they're holding them, they'll drop the bombs at your feet and
you'll be injured. Jump around tauntingly until they toss their toys at you,
then go in for the kill. Just after this screen (with the tire on the side of
the road), a couple of Motorcyclists will patrol the upper half of the field
repeatedly. No matter how many you take out, they'll keep popping back up.
This is a chance to increase your score, if that matters to you.

The very end of the level has a few Foot Soldiers hiding in stacks of tires.
You can knock the objects they throw right back at them. Here's a nice little
oddity: if you jump over the thrown tire, then jump kick to the left and hit
it just before it leaves the screen, you'll get a weird bouncing sound (like
the snowmen made). Useful? I don't think so, pal. Not from me it ain't.

<--Uptown New York-->

Now you'll hop on some jet-powered skateboards for the second part of the
trip. You control your turtle exactly the same as when immobile. The
Thunderbirds that assault you before and after the meager groups of Soldiers
aren't hard at all. Jump kick back and forth, timing it so you hit them just
before they start firing the machine gun again. After six hits, they'll go
down in a massive explosion. Don't hang out below them, otherwise the lower
compartment will open and drop some unpleasant objects on you. Luckily for
you, there aren't any Bosses in this stage. Of course, that luck changes as
soon as you hop on the Party Wagon.

Scene 5: C'mon let's bust this joint!!

New Arrivals:

Flipper: When curious little frisbee devices start falling from above, make
sure you're ready. They'll hatch into strange dog-like cyborgs that shoot at
you. A single Special will handle them.

Tubular Transport: The giant flying mosquitoes aren't hallucinations, although
they're about as dangerous. A couple of jump kicks are enough to dust them.

Artillery Mechanism: Uh... these are interesting. They move vertically and
let loose with a steady stream of firepower, but if you jump and get behind
them, you're safe. You can destroy them for points.

Laser Energy: This annoying security measure will plague you during battles
with Foot Soldiers. Just stay on the elevated floor and you won't have to
worry about being electrocuted.

<--The Really Secret Factory-->

That's not a pig you see the Mousers carrying off; it's Splinter, and the
task of helping him out naturally falls to you. The path is lined with Foot
Soldiers of all calibers, but this is stuff you've seen before. When you
encounter the lasers, you'll discover that your enemies are completely
impervious to them. Hang out on the loading platform on the top half of the
screen and let everyone come to you. Take them out just as they land and your
trouble should be minimal.

As those saucers start plummeting from the sky, get into position next to
them as they open up and scrap them before they have a chance to move. They're
not fast or anything, but getting them all without having one run around loose
is difficult. The oil drums you find after them can be useful for blowing up
the Soldiers that jump out of the windows at you. When the Technodrome Module
makes its appearance, you might think you're in for another Boss battle, but
that isn't the case. Instead, bizarre mosquitoes will come after you and shoot
lasers from their stingers. Blindfold yourself and jump kick a few times for
an easy victory, or wait until they hover in place and go up close for a
Special. Just before you reach the end, you'll need to pass a couple of
robotic arms shooting at you. Jump kick towards them so they miss you, and you
can move on without bothering to attack them. If you do hit them a few times,
they'll turn red and freeze in place.

Boss Tips: Granitor (I think that was his name in the cartoon, but let me
know if it actually turns out to be James DeBeer or something.)

As soon as the big guy drops from the elevator shaft, he'll pause to look at
his watch (maybe he's got some Stove Top on the way). You can use this
opportunity to Special Attack him, but the chances of him retaliating are
high. Watch for this recurring habit during the battle. Usually he won't
counterattack after the first time. You'll be needing that Pizza Slice, since
the usual Boss combat strategy isn't very effective here. No matter how you
pattern your jump kicks, it's very likely he'll clobber you with the barrel of
his gun more than a few times. Don't ever stand in front of him like a slack-
jawed yokel, or you'll be turned into a rotisserie by his flamethrower
(although this can be pretty amusing). Mixing jump kicks with Special Attacks
seems to work very well. Try kicking him three or four times quickly, then
move above or below him and let him follow you. Use the Special so it hits him
twice, then move off before he can bop you on the head. This is by no means
foolproof, of course, but it seems to do the trick. Try to keep the kicks
coming from alternating directions, as fast as possible. Granitor can take
quite a pounding, too, so be patient and you'll eventually win.

Scene 6: Let's defeat the enemy's ninja magic!!

More NES-Only Characters:

Barbarian: While he appears slow and lumbering at first, if you give him a
chance to jump, you'll regret it. He can fly across the screen, and he'll
throw a shuriken at you while he's airborne. It's not hard to knock him out of
the air, but you can't hit his darts.

Renaissance Tiger: This irritating adversary will run back and forth across
the floor, and will pounce on you sometimes. Only regular attacks work with
consistency, so putting him down can take patience.

Mech Scorpion: You'll only find a small group of these critters, but they're
more than enough to handle. You can use the corner technique like with the
Roadkill Rodneys, but they can escape it. Besides looking really stupid, they
can also be a pain in the ass.

Holes: The cheap recycled paper floor in this stage is easily broken by any
Foot Soldiers that want to make a flashy entrance. If you somehow end up
falling, you'll get the same results as the manholes.

Bamboo Spikes: This cliched Japanese booby trap can be found underfoot
halfway through the stage. If you get caught in them on the left edge of the
screen, they can hit you more than once.

<--The Thirteenth Floor-->

Splinter is obviously overjoyed at being rescued, but your mission isn't
completed yet. You'll take the elevator up to a mysterious dojo that's ten
stories or so above the factory. This is another extra level thrown in, but
it's just not as fun as the other one. The path to the next new Boss is
guarded by large armies of normal Foot Soldiers and the less energetic Lazy
ones. If you've come this far, none of them should cause trouble as long as
you take care to avoid the jump kicks the non-Lazy types enter with. Some of
them pop out of the paper screens in the background and the floor, but they
act just like the others. The candles you find midway through here make nice
weapons, plus they each add a life-or-death extra point to your score.

The three new enemies are what give this area the challenge that it has. The
Barbarians appear at the beginning and end of the stage, and are easily taken
out with a couple of Special Attacks. As long as you take them out as they
enter and don't give them a chance to jump, they won't put up much of a fight.
The other two, though, are a different type of fruit. The Tigers can only be
hit consecutively by regular attacks. Line yourself up with one as it charges
and smack it on the head. Try to get into a position so you'll knock it off
the edge of the screen (about three steps from the edge). For some reason it
won't switch planes if you do this. It takes at least a dozen hits to defeat
him, so use a turbo controller and go make yourself a sandwich.

The Mech Scorpions are the worst, but they only show up once. It takes a few
Specials to knock them out, but you might have to resort to jump kicks, since
getting in close is dangerous. Of course, they can hop back to avoid your
kicks. Clever little guys, eh? But you'll soon prove yourself the trickiest
bastard of all when you trap them in the corner and hang them out to dry. Look
out if they manage to escape this, or they'll shoot you or whip you with their
tails. Not too far after them you'll be confronted by a cool new Boss.

Boss Tips: Shogun

You'll think you've run into a dead end until this ghoul appears in the
middle of the floor. There's not really any possible way of escaping this guy
without getting mangled somehow. No matter where you aim your kicks or slashes
from, he always seems to be there with a counter of his own. This isn't helped
by the fact that his head will float around by itself and attack you. The
flying melon describes a vague figure-eight pattern, and it's not too hard to
stay away from. Land all of the kicks you can, and try a few Specials as his
head reattaches itself. Don't attack him on the ground, since his halberd has
a long range and can usually stop your jump kicks, too. You'll most likely
need the Pizza Slice before the battle ends, but if you kick constantly and
don't let up, you should easily outlast him. Surprisingly, Shogun seems to
have less energy than the other Bosses (excluding the Baxters, of course).

Scene 7: We gotta find the Technodrome!!

Late to the Party:

Deep Freezer: When these strange columns rise up and spray freezing Binaca in
your face, you'll become a Popsicle unless you're quicker on the draw. They
can blast you from a fair distance, so jump kicks are best. (Scrapping them is
purely optional.)

Nipple Laser: Sometimes inside the Technodrome you'll see what appear to be
wall-mounted breasts that can electrocute you. They're not hard to navigate;
just jump over them.

<--Corridors of the Technodrome-->

Although the inside of the Technodrome may look ominous, there isn't really
much here you haven't seen previously. The ever-crafty Shredder sends droves
of nearly every Foot Soldier you've fought up to this point. If you can recall
how each guy behaves, you're about as prepared as you're gonna get for this
stage. While the enemies are all dumb and predictable, their sheer numbers can
overwhelm you. It won't help if you're low on lives or continues, either.

The laser beams don't really make life difficult for you unless you happen to
walk into one during a battle. The artillery batteries you encounter past the
Boomerang Guys and Flippers might be bothersome, too. After both of them
you'll find the Deep Freezers, which can be frustrating if you don't use jump
kicks. Normal attacks work also, but there's a good chance you'll be frozen.
Following the second set you'll hop on our favorite action game cliche, the
elevator. Stand at the very bottom and the bowling balls will miss you
completely. As soon as the ride ends, you'll find the very last Pizza Slice,
but you may want to save it until after the roomful of machine gunners has
been cleaned out. The last corridor before the final confrontation is chock
full of the most annoying Soldiers and two sets of Roadkill Rodneys. Stick to
the top or bottom and handle each goon as he comes to you. It's not nearly as
difficult as yours truly makes it seem. I just like to sound authoritative.

Boss Tips: General Tragg (Again, I'm not sure of the spelling.)

As soon as you reach a shiny red door in the Technodrome's basement, clear
out of the way, because this geological menace will blast it across the
screen. It's difficult to consistently use the usual attack method on him,
since you're in a slightly small area and he can shoot fast. Like his larger,
bluish-green counterpart, he has a certain weakness that can be exploited for
a big advantage. After every couple of pot shots he takes at you with his
rocket launcher, he'll reload, giving you a half-second window to Special
Attack him with little chance of him countering. Until he starts doing this,
though, there's not much you can rely on except steady jump kicks to throw him
off balance. If you find yourself across the screen, be wary of any rockets
fired at you. They can be destroyed easily. While it's no big deal if you
can't catch him off guard, it's a good idea to do this if you're low on
energy. Hang back for a little bit and let him try to hit you a few times, but
don't make it obvious what you're planning. You know, act casual. Start
whistling.

<--Portal to Dimension X-->

Boss Tips: Krang

When the big guy makes his appearance through the portal, brace yourself for
a long and difficult fight. It's damn near impossible to beat him without
dying once or twice, but if you're an experienced action game player, you'll
most likely have a good reserve of lives. The side-to-side jump kick routine
seriously blows here, but there's not much else you can do. Expect to be met
with kicks much of the time, as well as an insulting boot to the ass as you
try to move away from him. Retreating to the opposite side of the screen will
cause him to kneel and launch his fist at you. Unfortunately, there's no way
to destroy it. The lasers he emits from his eyes usually miss you if you're
trying to kick him.

Once in a while you'll see him flex his muscles in a victory pose, and that
can offer you a very, very brief moment to slash him with a two-hit Special.
He usually only does this after he knocks you down, though, but he has been
known to do it two or even three times in a row. This doesn't happen often
enough to make a huge difference. Moving vertically and chopping at him with
Special Attacks has a moderate success rate, also. This is definitely the most
difficult fight in the game. Make sure you still have a few men left for the
real battle afterwards.

Boss Tips: Shredder

He'll follow Krang in from Dimension X, but luckily he's not nearly as much
of a threat. You might be a bit surprised when he splits in two and they tag
team you. _Usually_ (but not always), the real Tin Man will move to the back
when he multiplies. Jump kicks are very good against him (and all of his
impersonators), but his katana can sometimes cut you down from long range.
Unless you're a points freak like me, there isn't much to be gained by
defeating all of his ghosts, so when you pinpoint the real McCoy, don't show
any mercy. If he runs to the far end of the screen, jump kick your way behind
him, because he'll let loose with a blast of electricity that de-mutates you
(or whatever). It's a one-hit kill, of course.

After a while, you'll knock his helmet off. This is very good news. Not only
does it mean the melee is drawing to a close, but he also loses his instant-
death and cloning abilities. When you discover the true Shredder, make sure to
unmask the dummy, since he's just as deadly as the real deal. Shredder can
only withstand about a dozen more jump kicks after his face is revealed. After
his defeat, you'll escape the collapsing Technodrome and be forced to bear
witness to the painfully unsatisfying ending.

*************************************************************************

4) Helpful Codes, Bizarre Glitches, and the Necessary Incoherent Rambling
*************************************************************************


Okay, so most of these aren't codes as much as they are bizarre situations
that have occurred every so often. This isn't a very involving game, but it'll
do for a couple hours...

Watered Down Contra Code- Ten turtles are better than three, so give yourself
a boost if it's your first time playing. At the title screen, press up, right
twice, down three times, left four times, B, then A. Now hurry and start the
game before that annoying demo mode pops up.

For Those of You Who Just Came In...- Skip to just about any point of your
madcap misadventures by pressing these buttons at the title screen: down five
times, right seven times, B, and A. After you pick your man, a black screen
with a number will appear. This code's a bit difficult to complete before that
stupid demo mode starts.

Two For the Price of One- Memorize this one and you'll enjoy a successful and
prosperous life. Once that title screen rolls around, quickly hit B, A, B, A,
up, down, B, A, left, right, B, A. An easy way to remember this is the acronym
BABAUDBALRBA. Actually, that's really difficult to remember. Forget it.

Scream Once, Scream Twice- In Scene 2, the relatively innocent-looking
skateboarder can be hit for a point. After that she'll crouch down as she
leaves the screen. This has only occurred in two player games, but it is
possible to make her scream a second time by jump kicking her. This doesn't
always work, but it happens about 25% of the time. I don't remember if you get
an extra point, but somehow I think I'll live.

Zombie Ninjas Don't Like Rap Either- Sometimes the Boss music won't play
during the battle with Shogun. This seems to happen a lot in two-player games,
but there's no telling what the hell causes it, or if it's random. This
doesn't happen anywhere else, and it's not very frequent. Maybe I just have a
dirty cart, but what the hell, if it makes this FAQ look bigger, so be it.

The Belmont Scandal- Sometime between 1989 and 1991 a magazine (I think it
was Electronic Gaming Monthly, but I'm probably wrong) printed a bogus code
that supposedly let you play as Trevor Belmont from Castlevania III. This was
part of an April Fool's joke, and even the name of the person that sent it was
one of those corny hints that it was false. Apparently the editors did a good
job, because they got a lot of angry letters from the parents of frustrated
children that had lost an hour of important time trying out the code. They had
a doctored photo of Trevor whipping a Foot Soldier, along with instructions
that went something like _reset the game fifty times and press these buttons_.
I was a believer myself, until a friend of mine pointed out the clues. I felt
more depressed than when I found out the truth about Santa.

Is the Arcade Version Really Better?- I'm going completely from memory here,
but let me point out a few major differences between the versions (aside from
the obvious graphics, sound, and extra stages). If you've played this recently
or have the actual cabinet in your basement, let me know what I'm missing or
I've distorted.

In the arcade...

- stages are a lot shorter

- enemies can be hurt by hazardous objects (ex: bowling ball, sewer bars, etc.)

- screen scrolls vertically slightly, and some boss battles take place on
multiple screens

- Foot Soldiers of more than one type can be on the screen at once (imagine
that)

- the Turtles are actually different (maybe I'm remembering Turtles in Time?)

- Baxter Stockman does not return as a mutant; instead, you fight Rocksteady
and Bebop together

- ending sucks less (yeah, right)

Black Bag Stuff- If you're fortunate enough to have picked up a Game Genie
before Galoob completely erased all traces of its existence, you might want to
give some of these babies a shot...

PEOIAPZA: For seasoned pros only, this code throws you into the fray with a
single life to your name.

TEOIAPZA- You can get a small jump on the competition with six lives, but
that's kind of dumb when you have a better code built into the game.

PEOIAPZE- If you've got lazy fingers or the code won't work for some reason,
this will give you nine lives.

AAEAULPA- Why not just go all out with this one for infinite lives? It's not
hard to remember, either.

PEXTKZZE- This fun code gives your normal attack four times its normal power!
Damn! Use a turbo controller and you can waste Bosses in seconds.
Unfortunately, any challenge there might have been vanishes completely.

PEOVKZGE- Special Attacks cause double the damage using this, but how
exciting is that?

ZEOVKZGA- Your Specials have about half power, making your jump kick the most
powerful move. Combine this with the first one and you might actually see the
Game Over screen.

PEXTEZLE- Jump kicks deal about the same death as two Specials, so those
Bosses should bite it a lot quicker.

PEXTEZLA- Having the opposite effect, this code cuts down the jump kick's
power to roughly a third, making aerial attacks pretty much useless.

SXEAPZVG + SZUAYZVG- This is pretty ineffective, but it lets a wounded player
steal a life from the survivor without actually subtracting it from the good
Samaritan's stock.

********************************

5) So, Who Did I Copy This Time?
********************************


Sadly, I am not compensated financially for my wisdom, but donations are
accepted. Special recognition should go to Nintendo Power for the codes that
actually have some use (namely the three concerning lives and levels). All of
the Game Genie codes can be found in basically any version of the Galoob NES
codebook. Thanks also to Mirage Studios for creating such a myriad of freakish
characters in the world of the Teenage Mutant Ninja Turtles. This game itself
is a copyright of Konami Co., Ltd. and Ultra Games. This document, however,
isn't copyrighted by anybody. Hell, I don't want to claim responsibility for
this. Make all the copies you want or put it in your church flyer under your
name. Hand it in along with your next History essay. Just don't include the
name Deacon Frost on it, alright? Too many people know where I live.

Thus endeth this chronicle. I'm going to bed now...