Hi there and welcome to my guide for Teenage Mutant Ninja
Turtles (TMNT) Out of the Shadows (OOTS), this will be my
best effort to explain this game with the limited content
that exists out there. Hopefully I can fill in some gaps
to this difficult but fun game. One thing to point out,
this game uses a lot of references to the 3Gen cartoon
(Nickelodeon’s computer graphic one), only modifying the
look to a 'realistic' take. My hope is that I can
provide some level of documentation to this game, as
guides and walkthrough don't seem to exist. A simple
thing as finding all of the Comic Books (concept art) is
proving difficult since there has been no guided account
of all of them. I may not have all of the answers, but
hopefully I offered about 90% of them here.
I'll be upfront, first FAQ written and I'll probably be
giving my two cents a lot in it as opposed to a neutral
step by step of how to play. Take it for what it is, and
I wish there was a discussion/feedback part. I really
like this game, and really saw potential as a BETA
version of a possible full on sandbox game. I believe if
you're going to criticize, offer an alternate solution.
So if the idea for a full fledge game could ever be a
reality, I'd really want to be by this design.
This guide is written by YATSU2ME. This may be not be
reproduced under any circumstances except for personal,
private use. It may not be placed on any
website or otherwise distributed publicly without advance
written permission. Use of this guide on any other web
site or as a part of any public display
is strictly prohibited, and a violation of copyright.
LStick - Move
RStick - Camera/Special Moves
A - interact/hurdle/climb/jump/crawl/drop down/squeeze
gaps/somersault/wall kick-off flip/backroll (evade)
over fellow turtles and enemies (this is a very
diverse
button when it comes to movements)
B – counter (also a block, and there is a meter limit to
this)(you can deflect lasers)
X - attack
Y - kick (block breaker)
L3 - Stealth/Upright
R3 -
LB - use item
RB - sprint
LT - cycle through items
RT - hold to engaging TPKO or Special Move (usually
requires joint button push or control stick move)
Start - pause and menu options
Select -
CPad - character selection, each character is one of the
four directions. If you hit the direction of your
character while your standing, you'll taunt. If
you
hit the direction of your character while your in
stealth mode, you switch between the orders of
wait
and follow.
One of the great things about this game is the sheer
quantity of moves that can be preformed. It's also a
downside in some parts, when you realize they tried to
cram so many moves into a control that has only so many
buttons, joysticks, and players with ONLY two thumbs.
That and precise control manipulation is required to pull
off specific techniques. That can be hard to do when the
Foot Clan is chasing you down, and your lost in a sea of
clashing bodies, as your trying to pull of these precise
controls. As a player you will probably accept doing
certain kinds of moves and leave the rest for chance. I
myself am not totally clear how I jump over an enemy and
heel him in the back of the head as I'm going over. I
just accept when it happening and keep swinging when I
hit the ground. Combination button pushing and stick
movements are the name of the game and many things can
happen depending on what your character is doing in the
moment. Than through out the environment, added effects
and moves exist that aren't always welcomed. On top of
the technical glitches do happen. Things get chaotic
pretty quickly. I'd like to know how many times someone
has accidentally gotten caught in a loop of wall backflip
kick-offs that seems to go on forever on their own.
I've noticed even in the Dojo training, the most stress-
free environment to try out moves, the different combos
with very similar button pushes have weird timing to
their presses. Some require a rapid-fire press to pull
off, while others, want to pace it and get the enemy in
position. The instructions barely explain out what needs
to happen. Some combos are almost identical accept for
maybe pausing between the last button push, or the last
button is a tap versus a hold. These are hard things to
figure out in just the Dojo, but when gangs of ninja are
on top of you, you'll just be glad your smacking them
back, instead of getting those precise movements done.
Even something as simple as a juggle tag team move in-
game gets weird as I knock the enemy into the air, the
instruction indicates selecting a partner to finish the
job from the control pad, and instead of seeing another
Turtle do an aerial finisher, the game simply swaps me
over to the other Turtle to play, and the move doesn't
get done. Precise movements required, but all being done
in an environment that is too chaotic to be achievable.
Continue to HQ - continue to play your previous game,
starting at lair
New Game - Select a slot for a new game (or write over an
old one), and start with April
Load Game - select a different save game than your
previous
play
Help&Options – Game controls and other configurations
Leaderboard - compare scores with the world
Achievements - about 30 goals you can complete in game
from
moves preformed to enemies knocked out to
areas beat
Quit Game
GameMenu (sewer lair) This is where you go between
campaign
missions. If you have a list of options to help you
develop yourself and your characters to help in the
campaign.
*If you started a new game, you will be brought to this
screen after you've done the initial April O'Neil mission
that acts as an intro to controls.
NYCMap-
Campaign game- the story with the four CHAPTERS you
have
to fight through and beat the snot out
of Shredder.
*Survival- Playable after you defeat Chapter 4. The
Turtles work as a team to beat waves of
enemies before moving ahead, no pizza to
restore so what you got is it, beyond a
tiny
replenishment for each level beat. Gain
some XP from your overall score, about 1%
with options to increase this.
Challenge Mode- Swarms of enemies attack your
character
in attempts at making high scores,
with
the chance at gaining a LITTLE extra
XP.
Online Game Sessions- join a four man team
Workshop- see Items/Weapons
Stats- see Turtles
Dojo- see Combat
Fridge- through out the game, comic books will be hidden
everywhere which unlocks game art on the fridge.
There’s 25 comic book covers to gather, and
their display on the fridge is based on total
number gathered, as opposed to which ones. The
ones you do find, if you play any chapters again,
will not respawn like all of the other items in
the
game.
Arcade- a unique gameplay that uses stage layouts like
the
original arcades in linear fashion side scrolling
fashions, but the characters use OOTS combat and
gameplay, and can fight 360. The concept is
simple, fight waves of enemies and progress right
until the end. Levels are unlocked as you play
through the main Campaign. No XP is gained from
this.
Help&Options- just like the MainMenu
Exit to MainMenu- see above
**additional features
Ninja Mode - enemies don’t show colorcoded forewarning
indicators to their attacks
Classic Mode - Black & White coloring through the whole
game, suppose to look like the classic comics, but the
game is too grey to sell it
The Stats screen will be very important here. As you
fight through the Campaign and Challenges, you gain
experience points (XP) that bump up your character
levels, which provides ability points to improve stats.
Ability points can be used in the TECHNIQUES CATEGORIES,
found in the Stats menu, for each character to unlock
moves, techniques, combo shorteners, and boosters that
can additionally improve stats of characters. While
experience is applied to all characters and levels them
up equally, ability points have to be distributed. One
difficult is that some TECHNIQUE CATEGORIES make you
choose between two different moves when you cash in your
abilities points. If you select one move, you forever
lose the other. Read the descriptions to know what
you’re selecting.
As a single player with a team, you could theoretically
build up one character to max early on, and make the
others suffer in the later levels when they need more
strength. However, it's worth it for all characters to
build up as you notice great combat skills from the non-
players with more team move events that devastate
enemies. It'll also help if you like to jump around
between the four Turtles.
In some of the abilities categories for turtles, there
are a few instances where you have to choose between on
of two upgrades. Selecting one makes you lose the other.
It is very important to read the descriptions before
making a choice so you know what you’re picking. Ability
points are awarded for gaining enough XP from combat.
One thing to note, if you know you gained enough XP to
progress to the next level, the ability points are not
awarded until you’ve reached a checkpoint. You’ll see a
green flash when it happens, and the note on the right
side. You can pause the game and distribute the ability
points right away, making characters better mid-chapters.
Some categories require more than one point to max out.
You’ll notice in the descriptions of the category, the
various levels per number of points used and the gradual
improvement gains. FOR BELOW, UNLESS NOTED, CATEGORIES
REQUIRE ONE ABILITY POINT TO UPGRADE.
Leonardo (blue)- leads
His style shows cases a formal and discipled art, who
flows from one combo attack to another. His swordplay
shows broad slashes with his twin katanas and his kicking
is direct and forceful, knocking back enemies with gut
shots. Easy to use and understand for earlier learners.
Initial Stats:
Health- Avg
Damage- Lowest
Toughness- Low
Speed- Avg
TECHNIQUES CATEGORIES (this is the same for all turtles)
=Attacks & Finishers
Weapon Mastery
Kick Mastery
Weapon Mastery 2 (2pts)
Kick Mastery 2 (2pts)
Stun Finisher
Shell Shock
Throw Finisher
=Defense
Leaping Counter
Smoke Evade
Special Counter
Block Master <OR> Iron Shell (either 3pts)
Counter Mastery <OR> Counter Attack Mastery (either
2pts)
=Specials
180A <OR> 180B* (bottom to top clockwise)
360A <OR> 360B* (full circle clockwise)
Special Attack Mastery (2pts)
180 Expert (bottom to top counter-clockwise)
360 Expert (full circle counter-clockwise)
*I don’t know how, but while you can only pick one of the
two moves when cashing in ability points, somehow you are
awarded the unlocking of the other move. I’ve only
noticed this after maxing out the game and noticing some
of my characters have both moves unlocked. It’s not
consistent because some of my other characters still have
the other locked, so I don’t know what is happening. I
welcome feedback here.
=Combat
Advanced Training (3pts)
Katana Master (3pts)
Extended Combo (2pts)
Shoulder Run
TPKO Threshold (2pts) (WORTH IT!!!)
=Leadership
The Leader (3pts)
Special Taunts (2pts)
Stand Together <OR> Silent Warrior (either 2pts)
=Team (1 opened at start)
Team Attack
Team Counter
Team Fortitude <OR> Challenge Training (either 2pts)
Team TPKO
Donatello (purple)- does machines
A calculating and off balancing fighter with ranged
attacks. Not the strongest of the group but makes up
with knocking appoints away with his staff, giving
additional time to come up with the next attack. His
kicks are more lower sweeps to trip up opponents,
delaying their response to retaliate.
Initial Stats:
Health- Avg
Damage- Low
Toughness- Low
Speed- Lowest
TECHNIQUES CATEGORIES
=Attacks & Finishers
Weapon Mastery
Kick Mastery
Weapon Mastery 2 (2pts)
Kick Mastery 2 (2pts)
Stun Finisher
Shell Shock
Throw Finisher
=Defense
Stance Counter (2pts)
Smoke Evade
Special Counter
Block Master <OR> Iron Shell (either 3pts)
Counter Mastery <OR> Counter Attack Mastery (either
2pts)
=Specials
180A <OR> 180B* (bottom to top clockwise)
360A <OR> 360B* (full circle clockwise)
Special Attack Mastery (2pts)
180 Expert (bottom to top counter-clockwise)
360 Expert (full circle counter-clockwise)
*I don’t know how, but while you can only pick one of the
two moves when cashing in ability points, somehow you are
awarded the unlocking of the other move. I’ve only
noticed this after maxing out the game and noticing some
of my characters have both moves unlocked. It’s not
consistent because some of my other characters still have
the other locked, so I don’t know what is happening. I
welcome feedback here.
=Combat
Advanced Training (3pts)
Countering On It <OR> Line Em Up (either 2pts)
Extended Combo (2pts)
Strike a Pose
TPKO Threshold (2pts) (WORTH IT!!!)
63|\|1U$ (GENIUS)
The Genius (3pts) (points towards weapon upgrades)
Special Taunts (2pts)
Hackster (2pts) (improves hacking abilities)
Maximum Range <OR> Cyber Ninja (either 2pts)
=Team (1 opened at start)
Team Attack
Team Counter
Long Distance Plan <OR> Special Training (either 2pt)
Team TPKO
Raphael (red)- cool but rude
A powerhouse fighter that pommels opponents with
devastating strikes and slams. His sais aren't
additional weapons for him to use, but extensions of
himself as he intertwines them with his fists. His kicks
use roundhouses to the face and knees, with his own
rising knee strikes mixed in.
Initial Stats:
Health- Low
Damage- Avg
Toughness- High
Speed- Lowest
TECHNIQUES CATEGORIES
=Attacks & Finishers
Weapon Mastery
Kick Mastery
Weapon Mastery 2 (2pts)
Kick Mastery 2 (2pts)
Stun Finisher
Shell Shock
Throw Finisher
=Defense
Punishing Counter (2pts)
Smoke Evade
Special Counter
Block Master <OR> Iron Shell (either 3pts)
Counter Mastery(3pts) <OR> Counter Attack
Mastery(2pts)
=Specials
180A <OR> 180B* (bottom to top clockwise)
360A <OR> 360B* (full circle clockwise)
Special Attack Mastery (2pts)
180 Expert (bottom to top counter-clockwise)
360 Expert (full circle counter-clockwise)
*I don’t know how, but while you can only pick one of the
two moves when cashing in ability points, somehow you are
awarded the unlocking of the other move. I’ve only
noticed this after maxing out the game and noticing some
of my characters have both moves unlocked. It’s not
consistent because some of my other characters still have
the other locked, so I don’t know what is happening. I
welcome feedback here.
=Combat
Advanced Training (3pts)
Stunner <OR> Specialists (either 2pts)
Extended Combo (2pts)
Reciprocity (2pts)
TPKO Threshold (2pts) (WORTH IT!!!)
=Hot Head
Hot Head (3pts)
Special Taunts (2pts)
Groundwork <OR> To the Finish (either 2pts)
=Team (1 opened at start)
Team Attack
Team Counter
Team Destruction <OR> Team Resilience (either 2pt)
Team TPKO
Michelangelo (orange)- party dude
Aerial and fast fighter. With his whirling nunchaku
covering all angles of attack around him, this gives him
freedom to strike as many enemies as possible as they
hesitate in approaching. He may not be strong, requiring
more hits to complete combos, but his speed will get him
there in the same amount of time as his brothers.
Initial Stats:
Health- Avg
Damage- Lowest
Toughness- Lowest
Speed- High
TECHNIQUES CATEGORIES
=Attacks & Finishers
Weapon Mastery
Kick Mastery
Weapon Mastery 2 (2pts)
Kick Mastery 2 (2pts)
Stun Finisher
Shell Shock
Throw Finisher
=Defense (1 opened at start)
Bust a Counter
Smoke Evade
Special Counter
Block Master <OR> Iron Shell (either 3pts)
Counter Mastery <OR> Counter Attack Mastery (either
=Specials
180A <OR> 180B* (bottom to top clockwise)
360A <OR> 360B* (full circle clockwise)
Special Attack Mastery (2pts)
180 Expert (bottom to top counter-clockwise)
360 Expert (full circle counter-clockwise)
*I don’t know how, but while you can only pick one of the
two moves when cashing in ability points, somehow you are
awarded the unlocking of the other move. I’ve only
noticed this after maxing out the game and noticing some
of my characters have both moves unlocked. It’s not
consistent because some of my other characters still have
the other locked, so I don’t know what is happening. I
welcome feedback here.
=Combat
Advanced Training (3pts)
Kickin It <OR> rapid Fire (either 2pts)
Extended Combo (2pts)
TPKO Threshold (2pts) (WORTH IT!!!)
=Party Dude
The Lil Brother (3pts)
Special Taunts (2pts)
Isn’t that Special <OR> Butter (either 2pts)
=Team
Team Tactics
Team Counter
Hyper Speed <OR> Endurance Training (either 2pt)
Team TPKO
Some nice touches to the games:
- When the Turtles' weapons are holstered, you can see
their pupils. When they the Turtles go into combat,
their eyes go white.
- When non-player Turtles get too far away from the
player, you'll see purple smoke bombs go off and the lost
Turtle will reappear next to you.
- The dialogue isn't half bad, with random conversations
that have interesting views from the Turtles.
- The other Turtles actually offer some level of support
in the fight. Upgrading them, even when you're not
playing them, and they'll use TPKOs to take down bad
guys.
- Whether by accident or research from the developers, a
lot of moves have a history with the Turtles that is
impressive.
Leo has a lot of vertical and horizontal spin attacks
that resemble some of his Tournament Fighter moves
Don is always using his pole vault attack in various
games, and that’s the same here as he sprint attacks,
along with his pole throw from NES TMNT3
Raph uses his Endless Screw from Tournament Fighters
as his most powerful 360 attack
Mike has his Kangaroo kick from NES TMNT3, and a form
of Dragon Breath from Tournament Fighter
**There isn’t any major cheats, but there is a cool code
that offers the option to make all the turtles wear red
headbands, like the original series. While in gameplay,
(Xbox code, PS3 different code) hold down the RT and type
YABBA YABBA on the buttons. If done correctly, a save
icon will appear and when you select turtles to start
missions or challenges at the HQ, an additional option
will be at the bottom to change their colors.
I'm just going to flat out ask: do you know how to use
the combat system of the Batman Arkham games? If yes,
you already know enough. Simple explanation, they
mimicked that system of combat with the attacks/counter
system. The big difference is that instead of the cape
stun, it is now a kick that both stuns, breaks blocks,
and strikes all in one. Like Arkham, as you strike,
counter and evade, you'll build up a combo that allows
for TPKO (Turtle Power Knock Outs) moments to happen.
Additionally, more combat also builds up mutant power
bars that can be used as a 1 bar (quarter circle stick
move), 2 bar (half circle stick move), 3 bar (full circle
of the stick) for Special Moves.
My advise, use Special Moves every chance you can. They
are great. Outside of the mutant bars, there's no need
for a build, so they can be your first attack on new
enemies, they have good XP gains, and their generally
pretty devastating, plus the bars fill up pretty quickly
and you don't lose bar strength during the down times.
Another advantage to the TPKO and Special Moves is that
as the animation of the attack plays out, you’re
invincible during that time, so other attackers won’t
affect the situation.
Their only downfall is that controls aren't perfect for
the quarter and half circle moves. Team attacks also use
one energy bar. Shell Shock attacks seem to require
energy bars too.
Know the color scheme of enemy attacks and what they
mean:
white - attacks, block and counter at will
yellow – combo, follow attacks to come
green – special, ability unlock and special timing
red - unblockable, dodge out of the way instead
Combo system works by successfully striking, dodging, or
evading attacks within less than a second of each
movement, without also taking hits from an enemy. This
can be carried out on multiple enemies so you can punch
one guy, counter another's attack, evade over the second
guy, and proceed to attack him, until he’s knocked down
and continue sticking it to the first guy until he's out
and turn around and finish the second guy as he stands
back up to total knock out. That right there will
probably give you a double digit in combo count and as
long as you don't get hit or wait a second between your
moves and attacks, it will be a successful combo.
Originally TPKOs need about a 10 hit combo to start, but
with TECHNIQUE CATEGORY upgrades, you can short this
requirement. This is really worth doing as TPKOs have
very valuable experience gains.
Some would argue this 'FreeFlow' system isn't as
effective as Batman's, and they wouldn't be wrong.
Batman can jump clear across a combat scene to deliver
the next blow, effectively keeping the combo count
growing without interruption. These Turtles do it, but
in more awkward manners. They're fighting isn't as
smooth, and they don't always lock onto the next villain
to keep the fight going. Also it doesn't help that while
Batman's game was designed so that thugs move in two or
three at a time, keeping the rest more in the background
until it's their turn, helping to pace a player's attacks
and strategies, all of the Turtle villains swarm to a
center point and bringing all the non-player Turtles
together. You end up with a mash-pit of bodies and
visual effects that’s sometimes hard to decipher.
Villains will shows signs of attacking, but won't
indicate which of the four is the target, making it
confusing to know which move to do. The camera also
doesn't help either in certain chaotic moments as it
swings around and uses low angles.
Every Turtle has their own list of moves, but a large
majority of these moves use the same button mashing
techniques to execute. There are a few differences, but
not hard enough to figure out with enough game play. If
you keep the hint option on, which will display when to
use certain attacks, understand it isn't the only move
that can be preformed; when the combo reaches its
requirement, you can TPKO attack or throw, and at limited
times, Shell Shock (slam a downed bad guy on the ground
to full knockout).
The one frustration to this game is to MAX out all of
your abilities and special weapons, your going to have to
play the same levels a lot to gain enough. At a certain
point, you need 5000XP to advance to the next level and
be awarded a few additional abilities points. That
pretty rough when you consider knocking down a bad guy
gets you 10XP. Really try to focus on using the TPKOs,
360 attacks, and stealth knockdowns as their values range
between 50XP to 125XP. Don’t forget to be greedy too, if
your support is computer controlled characters. Even
though they’ll attack bad guys and even do stealth
attacks, nothing they do adds to the XP, so rushing
around jumping in their fights can help add to your
score. Also between checkpoints, you’ll notice little
objective goals of so many needed Special Moves, so many
TPKOs, and variety of other fighting techniques that have
a tally score. Meeting the requirement can get you
500XP, so try for them a lot.
*Note- non-player characters tend not to use items at
all. Pizzas will get used only when they're revived by
another character.
Pizza - health restoration (each can carry a max of 5)
Energy Drinks - Maxes your mutant bars for a few seconds,
and gives you a boost in attacks with
some
invincibility (max of 3)
Shuriken - throwing star (max 20)
Electric Shuriken - throwing star with a little extra,
works well on humans, but really
hurts
the mechanical enemies
EMP Grenades - stuns mechanical enemies
Grenades - all out destruction
Special Weapons - Each weapon is built in Donnie's
Workshop, and each has three levels to them. You can
cash in a level point for one weapon upgrade after you
beat an entire Chapter. That's right; four weapons,
three levels a piece, twelve Chapters to beat to max out.
Since the game only has four Chapters, you have to beat
the game three times to max them out (one exception is
that Donatello, as a part of his TECHNIQUES CATEGORIES,
can take three ability points and make them weapons
upgrade points, which I think was intended to max out his
own weapon without having to work too hard at it). Or
beat the first Chapter a few more time, since it is the
shortest and an easy walk through.
Unfortunately the special weapons get a bad rep, most
people complain they don't seem them being used when
selected. The difficulty is understanding that you have
to cycle through your items to find them (LT), activate
them like you would an other item (LB), but then they
still don't do anything. Instead when you use a power
bar for a Special Attack, the Weapons Attacks will come
out instead. If your weapon is at level 1, you can use
only the quarter circle (1 bar) move, same with level 2
and half circle. Max out the weapon, and you can
quarter, half or whole (same equivalent to circle
movements). The correlation is there: Special Weapons
and Special Moves all use the energy bars. Team attacks
also use one energy bar. Shell Shock attacks seem to
require energy bars too.
Leo - Blade Staff - he joins his katanas at the hilts and
throws them like a boomerang
Don - Gravity Gauntlet - a throw back to a fantasy comic
adventure of Donnie's, he can manipulate gravity and slam
his enemies from a distance and the surrounding area.
Raph - Iron Fists - he puts on iron gloves and uses them
with his basic melee combat, seems to help with combos.
However, he has powerful punch drills that he can use
with the gloves that work pretty good.
Mike - Kusarigama - like the 3Gen cartoon, his nunchaku
chain extends with a blade on handle, and he whips it
around, knocking down surrounding enemies.
This game is a series of movements through areas with
pauses to encounter gangs of enemies. Once all the
enemies are defeated in an area, you start moving again
through the terrain to the next engagement. One trick
I've learned, to revive a downed Turtle, you need to give
up one of your pizzas or the down character needs to have
one in his inventory to use. If your fighting a batch of
enemies and you have a downed characters, determine if
this batch of enemies is almost defeated. If any
characters are down when you clear all enemies from an
area, all characters will recovery automatically to move
onto the next part with you, and it won't cost pizza to
do it. Their energy will be low, but sometimes it's
worth holding out for a little bit longer.
Also there's no time limit, and the levels are pretty
linear. There's a couple random corners and dead-ends
that hold a couple of items, but nothing is so severely
hidden that it can't be seen to be found. Take your time
and enjoy bashing enemies. The levels do form barriers
that prevent you from going back at certain points.
Doors slam closed, or ledges become unreachable. When
you progress forward, know you don’t need anything else.
INTRO
As you start a new game, it immediately begins with
chaotic sounds and Donnie's cry out to April. The screen
comes to view as April recovers from a fall and finds
herself in a dark and creepy warehouse. This is an
introduction to the basic movements as Splinter's Wisdom
tells you the basic controls and buttons to maneuver
through the building and get through the obstacles.
You'll learn to walk, jump up, jump down, squeeze
through, hurdle over, roll under, and push a control
panel. All the while, massive lasers will burn through
the building, a truck while fly over, and the floor will
collapse to electrified water. Once your outside, you
run through a yard of transport containers as a shadowy
figure chases and abducts you.
Then the story will jump back to earlier that day…
Brief cutscene to the GameMenu, select NYC MAP, to start
Campaign. You'll always be forced to start with Leo on
the first try.
CHAPTER 1
**Concept Art Locations: (7, should reveal training
dummy)
-alley past pizza parlor where you do your first
stealth attack
-alley ramp close to where the massive pipe wrench
thug appears
-after running up the four flights of stairs, and
jumping to the first rooftop, on the left
-TCRI parking lot behind trucks
-first subway station, on the stair case and purple
dragoon hangout
-top of a parked subway car at the second subway
station and purple dragoon hangout
-third subway station where the foot appears, on the
stair case
Dynamic intro as the Turtles enter on rooftop and take
position over a Purple Dragon gang receiving a truck of
gear. Yellow highlights are indicators of where to use
the (A) button to leap over or leap across. Leo is the
first to jump down and engage the Purple Dragon as a
couple waves of them attack behind the tattoo parlor and
the fenced in alley way.
Once done, you dodge the cops by going through a pizza
parlor.
*(1) Pizza
Start sneaking as Raph, taking out as many Purple
Dragoons as possible with stealth takedowns before
starting a couple back alley brawls. The alleyway after
knocking out the solo bad guy provides a means to wall
jump to the roof and find an extra pizza there.
*(2) Pizza
*(1) Energy Drink
Jump the parked bus, next back alley brawl, with a
massive monkey wrench wielding enemy that can't be
blocked. There's another alley that provides a wall
jumping area to the roof to get an energy drink.
*(2) Pizza
*(2) Energy Drink
Sneaking up April's building.
*(1) Pizza
*(1) Energy Drink
Jump across rooftops, follow the yellow highlights.
Helipad brawl, more bad guys open the door to the next
destination, some wielding knives. Enter the building
when all of baddies are down and progress through the
building to overlook TCRI as Purple Dragoon begin to rob
the place. However it seems the Krang aliens are not
oblivious to their presence either.
*(1) Pizza
Start from the rooftop, stealth your way down, stealth
taking down the Purple Dragons on overwatch, and as many
on the ground as you can before they see and charge you.
There's a another wall jump that can take you onto the
roof top of the parking garage next to TCRI, but there's
nothing there. It can provide another point of entry to
attack. The Krang bots will join the fight by shooting
widely with their laser rifles, but beat them up like
everyone else. Important note: Krang are fighting the
Purple Dragon as much as you're fighting both of them
too. A hasty retreat here will allow the two sides to
thin out before, taking out the semi-victor. You can
block laser bolts with counter, or just dodge them. As
cops show up, one of the thieves will try to drive away,
and you throw a shuriken into the tire of his truck,
causing him to crash and run off on foot.
Subways fights with Purple Dragon gangs as you progress
deeper into the subway tunnels.
*(2) Pizza
Your first introduction into hacking panels. A simple
game of drawing a line between to identical points
without lines crossing each other. Holding the joystick
in a direction and tapping (A) confirms your movement to
that next block, with options to delete previous lines
and quit all together. If lines you trace pass through
timer icon blocks, you get more time. In almost all
cases, you need to solve these, and it doesn't hurt to
quit, since I've seen easier puzzles come up after
failing the first try. Important clue: the direct route
for some can block others from making the connection.
Know when the long path is needed.
This first one should be incredible easy to selves as it
only uses two sets of icons to introduce. Important clue
to the whole thing: sometimes a straight line isn’t the
correct answer. Some icons need to loop around so other
icons can reach their match.
You'll open up more tunnels, more Purple Dragons hanging
around trains until you reach a subway platform where
Foot Ninjas will attack you. Learn from them as you'll
need the experience shortly. Still the same counter and
attack method, but you'll need more counters, since these
guys are more aggressive. Once you beat all of them, a
train will pull up for you to jump on top of.
*(5) Pizza
*(1) Shuriken
BOSS - Riding on top of the train, Karai will come and
challenge you by calling on a swarm of Foot Ninjas as she
jumps in and out of the fray. Let the non-player
characters take on the troops as the player focuses on
Karai. She's good at blocking the basic attacks, but
kicks have been successful as you build up combos to
unleash TPKO and Specials on her when she's momentary
stunned and open. Part way through, another train rolls
up along side, and you can hop back and forth between the
two, but still focus attacks on Karia, until she bombs
the place.
CHAPTER 2 - It's not a bad idea to save gear until the
end, especially various Shurikens and Grenades.
**Concept Art Locations: (8 plus previous 7, should
reveal Cerberus Mouser)
-at the start of the level, down the stairs
-below spiral staircase, you rail surf down
-the sewer tunnel will have two holes to drop down.
Drop down either hole and turn around, run back to the
ventilation fan
-Kamikaze Mouser sewer tunnel, a side tunnel that
explodes open
-supply closet before the relay point, difficult hack
-mouser relay point, side tunnel
-Foot and Mancers Lab, upper side tunnel
-Mouser warehouse, Baxter opens door to Mancers where
it is
Start out in a rainy alley, pummeling a couple Purple
Dragons before going underground.
*(1) Pizza
A quick corkscrew slide rail down and you run into a
Purple Dragon hideout that is crashed by the tiny
Mousers. These mini-mechs are more annoying than
dangerous, so keep stomping and crushing them away.
*(2) Pizza
Once you open a gate from a panel switch, you walk down a
tunnel where you can jump a gap or fall down into it.
Falling down has a Comic book right behind you and leads
to the same area as if you had fallen down the second
gap. Even better if you fall down, and jump up, your
character will run up the walls to return above. If you
jump over first, you'll find an item. From here, you go
through massive tunnels, with lots of side rooms and
tunnels contain items as you continuously get swarmed
with Purple Dragon and Mousers. You'll enter a huge
chamber with a swarm of Mousers below that you can't get
too. A wall will collapse forcing you to go another way.
*(1) Pizza
*(2) E.Shuriken
Hack the Gate and down the tunnels to battle more
Mousers, and the new Kamikaze Mousers(black with red
highlights) have the unblockable move of exploding in
close proximity.
*(1) E.Shuriken
Turn down a small walkway and you'll find a storage room
with a locked secret room that requires a very difficult
hack. It's worth it as lots of items are inside.
Continue forward and battle a round of Foot Ninjas and
various Mousers. The worst is to come as the Mancers
will make a grand entrance. Baxter has been studying the
Krang bodies for these things, and they are tough.
Besides blocking most of the basic attack majority of the
time, they have an unblockable move when they spin their
upper torso and charge.
*(1) Pizza
*(2) Shuriken
*(1) Energy Drink
The Mouser Relay is a wide-open area with a couple
different items hidden through out. Before you shell
slide down below, explore all you can in the overhead
catwalks above since you can't come back once you slide
down. Getting that pizza behind the chainlink fence for
me requires running up where the tarp is hanging.
There's an additional catwalk you have to jump across for
the item, a few tunnels to explorer, and an elevator you
have to hack. While you're hacking Baxter’s antenna,
you'll be introduced to yet another enemy; the white clad
Ninjas. They're more ruthless than the black ones so be
careful. Know you will not progress forward in the game
until you get into the locked control room and pull the
level that opens a massive waterway, so explore all that
you can. You won’t get access to this room until you've
hacked the Mouser control system and Mousers start
returning to your location along with Mancers, who will
smash through brick walls, giving you a backdoor access
to additional areas and the control room.
*(5) Pizza
*(1) Shuriken
*(3) E.Shuriken
*(1) Grenade
*(1) EMP
Mouser Tsunami. Probably the most hated part of the
game. You don't fight anybody; you run in a parkour
fashion down a sewer as a wave of Mousers follow you.
One slip up and they take you, forcing you to start over.
This is where the less than stellar controllers and
camera hurt people the most. As a single player, go with
Mikey; his speed and aerial movements can help keep pace.
Just hold sprint down the tunnel and hit (A) at every
obstacle to jump-over or slide under until the door slams
behind you.
Another massive LAB. You can probably sneak up on the
four Foot Ninjas and take them out, but you'll have to
battle the Mancers at the bottom. Again, another room
with lots of side tunnels and hidden items. From the
bottom, there's a ladder you climb up to get to the other
side. I'm told there's a glitch where that ladder
sometimes won't be there, in which you have to reset back
to the last checkpoint.
*(1) Pizza
*(1) Shuriken
*(1) E.Shuriken
You'll finally come back above ground into a rainy
shipping yard. You'll meet April and try to sneak
through stacks of shipping containers with Foot Ninja on
patrol. You can try to stealth takedown all of them, but
usually one gets alerted and they all gang up. There are
a lot of hidden corners and items scattered around this
area for good reason, something big is coming up.
Depending on when you finish off the last Foot Ninja is
when the next scene will play. You can run all the way
up to the warehouse with the Foot still on you, and
you're expected to go back and beat them all. Once you
beat all the Foot Ninja and your standing next to the
warehouse, the scene will play.
*(4) Pizza
*(2) Shuriken
*(2) E.Shuriken
*(1) Grenade
*(1) EMP
Baxter and Karai will be shown watching you on circuit
camera. The next fight scene will be played out like
it's on monitor as the Turtles get cut off and swarmed
with Mancers and little Mousers. This is a pretty tough
fight. Fortunately, Mancers cluster together at the
beginning, so one EMP grenade can stun all of them for
quick KO's and the little Mousers aren't a problem.
BOSS - Hack into the outer door panel, collect the hidden
items, then hack into the inner door panel. Your in the
warehouse, where April gets cut off from the Turtles and
the Turtles fall onto the assemble floor of a Mouser
factory. You'll be attacked by all form of Mousers, and
Foot Ninja before Baxter takes matters into his own hand.
From the floor will rise a huge Cerberus Mouser (three
heads), with four bluish weak points surrounding the
body; one on each leg making two, one below the center
head, and one on the tail end. Hit them enough times and
they turn red. Once all four turn red, the Cerberus
Mouser drops to the floor and one of the heads is
vulnerable to be destroyed. If you don't hit that
particular head enough, the Cerberus Mouser gets back up
and you have to do it again. All the while, various
Mousers are running around the floor attacking you.
Cerberus Mouser has massive lasers shooting from the
mouthes, and shakes its body violently to create
shockwaves to knock you back.
*(4) Pizza
*(2) Energy Can
*(1) E.Shuriken
*(1) Shuriken
When you kill the first head inside the warehouse,
Cerberus Mouser picks up a truck and throws it, before
smashing outside where the fight will continue. All
kinds of Mousers will be chasing you around, but they do
end eventually if you want to keep your focus on them
first. When battling the Cerberus, this is where I found
the grenades and shrunken to be most useful. The lasers
aren't a problem but the violent shaking is. Use the
projectiles as much as you can on the four weak points,
before bashing whichever head drops. If you have to use
your weapons, the legs and back aren't that bad, but the
front is hard. Don't forget about using Special Attacks,
and if you have Energy Cans, use them to beat this down.
You'll notice the lasers and flying truck are the same as
April's intro when she's navigating another warehouse
before her abduction leading into the start of the story.
*Maybe it's me, but I feel some in-game dialogue during
the fight is trying to direct you towards the means to
defeat Cerberus without getting slammed as much. As some
point a Turtles says, "maybe we can use his toys against
him". I feel this mean you should throw the small
Mousers at Cerberus, which excited me since it is a throw
back to Turtles in Time and throwing Foot at Shredder's
giant robot. And the kamikaze Mousers do explode like
grenades on impact when you throw them. However there's
a few flaws in the plan and I've never seen the non-
player characters do anything but charge in and get
crushed. 1) Throwing is a TPKO which means you need a
combo first. Little Mousers don't offer much to combo
building and Mancers are so tough, you'd want to use TPKO
on them 2) When do you get to throw, I've never been able
to decide which enemy to throw, the game always picks the
one closest from the swarm around me, so I could never
choose the Kamikaze Mouser 3) I tend not to control which
way I throw, so I wouldn't be hitting Cerberus anyways.
CHAPTER 3
**Concept Art Locations: (2 plus the 15 from
previous, should reveal Shredder’s lair)
-the last rooftop before you jump onto the
construction site, go right to a lower rooftop
-after fighting Shredder, go down a level. One door
will have April, the other will be a dojo with the comic
book
So the attack on Shredder's HQ is simple: go from ground
level up the parking garage, across some buildings and
swing in from the crane into the sunroof. Simple, right?
The ground up the parking garage is pretty straight
forward. Three levels with Purple Dragon everywhere, and
Foot Ninja at the top. Once you beat all of them you
jump over to the first building where you attempt to take
out as many Foot Ninja as possible with stealth takedown.
Nothing exciting here.
*(3) Pizza
*(1) Energy Can
*(1) E.Shuriken
*(1) Shuriken
Eventually, you'll enter a rooftop warehouse where the
door will slam behind you and cut you off from going
back. You'll come out the other side and continue on the
rooftop adventure taking out more Foot Ninja. Eventually
you'll be attacked by the Foot Elite. These guys dodge
just about everything. Only the most wide range attacks
work enough to hit and stun them, allowing you to wail on
them to defeat. They like to be flashy, so don't let up.
*(1) Pizza
*(1) Energy Can
Enter the construction site and Karai will attack with a
swarm of White and Foot Ninjas. When you've beaten her
on each level, she'll jumps up to the next level to rain
grenades down on you. Chase her up to where she is and
beat her and her army some more, getting all the way to
the third level where the final show down happens. The
second to last level, the stairs are blocked. Used the
scaffolding in the center to progress up. It should have
the signature yellow highlight to show you can press (A)
on it.
*(5) Pizza
*(1) E.Shuriken
*(1) Shuriken
BOSS - A swing on a crane and you’re through Shredder's
roof and in his lair, where he is comfortably sitting on
a throne. He will proceed to throw waves of White, Elite
and Foot Ninjas at you before getting involved himself.
The elevators will open with more troops, and items will
be stashed inside. Don't be too discouraged as Shredder
is only half interested in this fight. Much like the
Elite and Karai, you need to use the TPKO and Specials on
him, as he dodges just about everything.
*(1) Pizza
*(1) Energy Can
Once Shredder dips out, you can take the elevator to the
lower level where you'll find two locked rooms; a dojo
with Elite training and April in a cell. Rescue her and
you're done.
CHAPTER 4
**Concept Art Locations: (8 plus the previous 17,
Shredder will be the last art)
-after going through the tunnel, the first door on
the right
-second hacked door on the first level
-after going down one level, second hacked door
-leading to the room Donnie will locate Shredder,
under the ramp
-At the Portal ground level, behind crates on the
opposite that you entered
-At the Portal ground level, in a side room
-After the Portal room, take the elevator down and
there will be two doors, behind the hacked door
-In Shredder’s Arena
Start out in the Mouser dug tunnel that leads to a
standalone room before entering the ground level of
Krang's base
*(2) Pizza
*(1) Energy Can
Follow into the TCRI ground level that has many hallways
and side rooms that can be hacked for additional content.
You can't progress until you've defeated all of the enemy
that come charging out from behind locked (red pads)
doors.
*(2) Pizza
*(2) Grenades
Once you progress, you enter the Humanoid Simulator which
really feels like an area battle before you can go
upstairs and smash the energy source and jump through the
window to use the elevator.
Now your down in Basement level 1, which looks a lot like
the ground level. Lots of items here so look everywhere.
You even get to find a side room of hacked Mancers to
smack around. Again you can't progress until all enemies
are defeated in the hallways, so if the door won't open,
run back until you find the lone gunman to knockout.
*(1) Pizza
*(1) Shuriken
*(1) E.Shuriken
*(1) Grenade
*(1) EMP
*(1) Energy Drinks
Progress to Basement level 2, which looks like the others
until you find the next area room to knock some Krang
around in. This is where the story comes up finally as
you get closer to Shredder, with the tell tale signs of
Foot Ninja actually attacking for once.
*(1) Pizza
*(1) E.Shuriken
*(2) Grenade
Another level down. Of note, if you see black columns
with neon pink stripped lighting layered in a vertical
fashion, those are actually ladders that take you to
additional rooms. As you progress you reach the biggest
level challenge of the game. Oh man, the Dimensional
Portal room. Three overhead power source levels and the
ground floor, this one can take awhile. Each upper level
requires you to hack a panel to expose four power sources
that need to be smashed before progressing to the next
lower level. You’ll progress down on a floating platform
until you reach the final power source level. Instead of
the platform, you’ll hop over a couple of smaller
platforms to get to the side rooms where an elevator
takes you to the ground floor where the Dimensional Rift
is spewing out bad guys none stop, and has two more
energy sources that need to be destroyed. Don't destroy
the remaining two energy sources right away and you can
spend an unlimited amount of time fighting off waves of
Krang and getting a tremendous amount of XP.
*(5) Pizza
*(2) Shuriken
*(1) E.Shuriken
*(2) Grenade
*(2) Energy Drinks
Now you’re down to the lowest level after the next </pre><pre id="faqspan-2">
elevator. Getting there and so close, you’ll need a good
place to stock up on all of items before the final
showdown.
*(5) Pizza
*(1) E.Shuriken
*(4) Grenade
*(2) EMP
*(3) Energy Drinks
Boss - Super Shredder is the big finally in a three-part
battle. First is without the helmet, second he has the
helmet but doesn't do much yet. Third is when the Krang
step in and he uses the powers of his new helmet to put
the beat down on the Turtles. Like Chapter 3, the
difficulty of him is that almost all of his moves are red
(unblockable), and he blocks just about everything. Keep
performing TPKO and Special Attacks on him, even if you
have to attack him with useless basic attacks. There are
plenty of Krang and Foot to defeat to help build up your
meters to unleash the strong attacks on him. Definitely
keep the other Turtles up and running as the extra
manpower can distract him from you.
*(4) Pizza
*(1) EMP
*(2) Energy Drinks
Why did I write this? 1) I didn't see one in GAMEFAQ 2)
I like Ninja Turtles and this particular game. OOTS is
dark, gritty, characters are individualized, combat is
brutal, and for brief moments, I felt like I was sneaking
around the streets of NYC. It's not great, but too me,
it was a sign of the Turtles games going in a good
direction, or so I thought. Now I fear this is a one-
time thing, and since this game doesn't exist physically,
it will fade into oblivion. Now I know a few of you
would jump and say there are problems in this game. I'll
be up front and say, yes it isn't perfect, but every
Turtle game made has been built in a weird frustration of
just being called "almost good but not quite". Instead we
potentially dilute the pool of interest to players by
pumping out subpars, where any future game of potential
value, the counterargument is going to be, "well they
tried that before and failed, so why should I expect
anything different here?” That's darn frustrating because
the content has such a rich source to pull from.
To start, the infamous NES game, fun but insanely hard
with no saves or passwords. Arcade game 1 and 2(Time).
Both are pretty awesome with you and three friends. Some
would argue the first, with its limited moves makes the
second game better, until the SNES topped even the arcade
with additional content, but lost the four player mode.
I think that SNES game would have peaked the series if
they had gotten a four player option into the mix. Of
course the SNES had Tournament Fighter, also great but
Karai is plain weird. Think they should have made Aska
into Karai and changed the freakish Karai character model
into an android Krang instead. Then the oversized and
flying ‘thing’ would have made more sense as a robot.
Genesis had this game to in a different design, but it
wasn't much. However, HyperStone Heist was good.
Skip ahead since generation 2 cartoon didn't offer
anything too exciting, but SmashUp and Mutant Melee are
something for the bro times, and Movie4 game offered the
potential for big city movements, which could have been
useful for the game of our dreams.
With the current Gens, outside of OOTS, we get TMNT
(cartoon), Danger of the OOZE (DOTO), and Mutants in
Manhattan (MIM). The last two are the examples of where
I thought, whatever good OOTS could offer, they
contradicted my belief that developers would go that way.
DOTO only worked for those who had the nostalgia for the
classic NES game (see above). Today, I didn't think it
held up, and much older Metroidverse games are way better
designed than this. MIM, wasn't a bad thing. Loved the
art, loved the charters' personality, but a generic story
and the Turtles felt like carbon copies of each other
with too much hype that they would be unique and a larger
than life game. Levels were generic and copies of each
other, but the bosses were fun. What's worse, the one
thing TMNT has needed was the evolution to a sandbox
world, and MIM teased the idea and fooled us badly.
I think back to PS2 Spiderman2 and it's massive gameplay
in a model of New York City with a story line and
hundreds of mini quests on the side, and wonder how sixth
generation got such a good working design, but were at
the eighth generation still using generic formulas to
pump out by-the-book games to cash in on movie releases.
Any level with TRCI with MIM was a nightmare of
"seriously that's the best level design you game up
with?" One level was a rehash of all previous bosses up
to that point, and the other has the whole level being an
elevator ride with wave upon wave of enemies falling in.
I think they did that back at the SNES days. The earlier
levels had to be 'sneaking missions' where bad guys
shouldn’t catch you. So did developers add air ducts or
catwalks to sneak around on? No, instead I literally
watch a bad guy maintain a walk into a wall so I could
easily walk up behind him and stealth takedown. How
could current game developers, who probably play games
themselves, pitch this kind of half-assed gameplay
content as original, exciting, and maximizes the TMNT
experience by rehashing these dated concepts on new-gen
game systems?
Again would like to emphasize that I would love to see
OOTS game expanded to a full fledge sandbox game, and the
currently distributed OOTS as almost the BETA level test
of things to come. Some considerations to the any
potential future:
Movement controls - it's hard to tell when (A) is the
answer and (sprint) is the answer to movements.
Sometimes one does the wall kick backflip and sometimes
the other button does it. Sometimes (A) hurdles objects,
and sometimes (sprint) does it. Case in point, you can
run at any wall and push (A) and one of four things will
happen; a wall kickoff backflip, a wall climb, a back and
forth wall climb (rare and environment specific), nothing
and Turtle does a shoulder roll. Need to really solidify
what does what, and make it effective enough to tackle a
sandbox city with skyscrapers. Also there's a glitch
that can practically get you stuck doing flips even if
you were to put the control down. Continuing on,
standing still and pushing (A) gives you a straight up
jump. All other Turtle games, jumping is a very aerial
thing that takes some time. This game it's pretty
instantaneous, which is frustrating when you have two
different sets of moves that can be preformed, but most
be timed to where you are within the jump.
Combat - SO MANY MOVES!! Almost too many, and the
controls don't feel precise enough to help players get
the exact move they want in the heat of battle. I mean I
love the whole variety, but right away, the quarter,
half, and full stick are not the most effective and
sometimes it feels 50/50 on what you're going to get.
Also some combo presses and tagteam moves requirement
button pushes so speedy and precise, they can't be done
when you’re swamped. While I'm not an expert game
player, the Dojo has refused to acknowledge I know how to
do Leo's sprint attacks, even when I know I'm doing them.
No one cares as much about pauses between presses,
tapping versus holding, and all of that when they're
trying to knock back armies of bad guys. I think most
settle for satisfying chosen few attacks, and ignore the
rest. Don't get me wrong, I'd love to see all these
moves kept, just a means to more effectively deploy them.
Lets also cut down the effects, these are super
distracting, or at least let the signals only showcase
for the moments that impact the controlled player view
point. I don't need to see the attack signals fly for a
character in the background, or close to me for a
different Turtle, adding to the confusion of who's doing
what.
Enemies - need to be better staged and coordinated to
allow players the chance to focus on their combat skills.
This may be almost there, as it seems fellow Turtles
don't usually crowd the main player that much, allowing
enemies to scatter in all directions. However, a Turtle
by himself, enemies don't seem to have problems gang
rushing single characters, which leads to blind swinging
to get them off.
Environment - I'll say it again: sandbox NYC. Means
to move all over buildings gracefully (wall crawl, edge
crawls, zip lines, base jumping), great sewer systems to
sneak through, subway rides, more rails and shell slides
that the games OOTS gives a small taste of but didn’t
expand on much. For the small city MIM offered, it did
offer the means to travel around it pretty effectively.
Have your main story with areas and bosses, but have
plenty of side missions like bank robberies, car jacking,
muggings, Krang warehouses and portals, weapon caches,
mutant sightings, along with the basic Purple Dragon
hideout raids.
Camera - would love to see a smarter camera, and one
that doesn't get blocked by the environment objects.
Really would love to see it pull back and up during
combat so it can help assess the battlefield situation
more, and have a slightly better delay system following
characters; I felt like I was having to babysit where the
camera was fazing most of the gameplay. This would also
help with the free flow system, since part of the problem
and lining up your next enemy for attack doesn't always
workout because he's usually off camera, and you end up
attacking in the wrong direction, effectively killing
your combo count.