*Backtrak- taking you through those classic games you just have to play again* TMNT walkthrough (PS2) Written by Daniel Byrne (c) Copyright Backtrack 2007 Developer: Mirage studios *Please note: This FAQ is owned by Daniel Byrne & Backtrack(c) any unauthorised copying, traces, or taking any other content etc from this document is strictly prohibited. Any breach of this on your (the user's) intentions will result in legal action. *This walkthrough is best viewed, maximised in note pad or wordpad & with a screen resolution of 800 X 600. -------------------- 0-0 Version history | ____________________| V. <0.50> ------------- #01/04/2007- Added & updated missons to the walkthrough. #30/04/2007- Added 2 more missions to the Walkthrough section #30/04/2007- Added a more user friendly layout #30/04/2007- Added more information to the Extras section V.<0.25> ------------- #20/04/2007- Upgraded walkthrough to V. <0.50> #18/04/2007- Added each turtle's family attack to Super family attacks in the art of ninjitsu section. #18/04/2007- Various changes to layout spacing etc #18/04/2007- Added three more new missions/stages to the main walkthrough #13/04/2007- Started TMNT walkthrough. ============================== === + Contents === ============================== 1.Introducton 2.Controls 3.The Turtles/Characters 4.The art of ninjitsu 5.The walkthrough 6.Extra's ( the use of shells) 7.FAQ 8.Credits 1.(INTRODUCTION) - = - = - = - = - = - = - = - = - = - = Four brothers brought together by fate to do battle with one known as the The Shredder......After many adventures through both time, space & reality battling this relentless almost immortal foe they finnaly defeated Shredder & the foot New York City was now safe from The Shredder's clutches & life went on in the city that never sleeps.... Sometime after the Four heros that defeated Shredder went their separate ways & strayed from the path of the Ninja, they were a family divided. After sending Leonardo (Splinter's wisest disciple & leader of the other three heroes) on a mission to the jungle to retrive a medallion with ancient powers Leonardo returns to his brothers after a long time of absence. However Leo's return causes tention to build between Raphael & himself, the family are now plunged deep in to a new battle to face adversity & find the answers to the strange apperances of monsters. Four Turtles, a sensei, & the ultimate battle against evil is about to test them to their limits, they are turtles, they are TMNT 1,2,3,4!!!! 2.(CONTROLS) Action Button/s (default) Move/run Left analog stick ______________________________________________________________________________ Spin kick Triangle button ______________________________________________________________________________ Kicking flurry Triangle button (hold) ______________________________________________________________________________ Weapon attack O button (repeat for combinations) ______________________________________________________________________________ Warp slash O button (hold) ______________________________________________________________________________ Jump/Double jump X button (press twice consecutivly to double jump) ______________________________________________________________________________ Dodge(during comabat) R1,R2,L1 or L2 button ______________________________________________________________________________ Leo's shadow warp R1,R2,L1, or L2 button ______________________________________________________________________________ Mike's Nunchuck helicopter R1,R2,L1, or L2 button (in air) ______________________________________________________________________________ Raph's power climb R1,R2,L1, or L2 button & left analog stick (against wall) ______________________________________________________________________________ Don's Bo vault R1,R2,L1 or L2 button ______________________________________________________________________________ Ground punch O button (in air) ______________________________________________________________________________ Turtle swap Square button ______________________________________________________________________________ Brother throw Square button (in air) ______________________________________________________________________________ Family attacks Square button (hold) ______________________________________________________________________________ Walling Left analog stick (in air against wall) ______________________________________________________________________________ Saftey roll Triangle button & left analog stick (when landing) ______________________________________________________________________________ Evasive roll(during combat)Dodge & Left analog stick ______________________________________________________________________________ Ledge grab & run Left analog stick ______________________________________________________________________________ Ledge drop O button ______________________________________________________________________________ Pause game Start button 3.THE TURTLES/CHARACTERS ============================= Leonardo ----------- Weapons: Duel katana The oldest, the leader,-Disciplined, Serious, & deadly. Leonardo is able to keep a cool head in even the worst scenarios to hit team green. Acrobatic move: Shadow warp Strength: Balanced ______________________________________________________________________________ Raphael >>>>>>>> Weapons: Twin sai The reckless rebel, Strongest turtle. The so called "hot head" of the team, he burns with a powerful rage when angered & makes sure he puts pain in to his foes with a capital P! Acrobatic move:Power climb Strength: Powerful attacks ______________________________________________________________________________ Donatello ___________ Weapon: Bo staff The most introverted & intellegent of the turtles, technology has always been a facination of Don's & since the days have past of fighting Shredder he has enhanced his trusted Bo staff. Acrobatic move:Bo vault Strength: Long range attacks ______________________________________________________________________________ Michelangelo ////////////// Weapons: Nunchaku The youngest more fun loving turtle, Mikey is the life & soul of any party. He always tries to raise the turtles spirits when things get rough & as Mikey might tell you "I love being a turtle!!" Acrobatic move: Nunchuck helicopter Strength: Agility & flurry attacks Milita group ~~~~~~~~~~~~~~ The Milita are mostly in the jungles of South America, they patrol & treat most people as intruders & would attack anyone who resisted them. Saying this they are not exactly difficult opponents to the wise & skillful ninja The Purple Dragons ~~~~~~~~~~~~~~~~~~~ These guys are your typical thug & common criminal, & much like the milita you should be able to overwhelm them quite easily using ninja techniques such as dodge, warp slash, & well timed spin kicks. The Purple Dragons originate from N.Y city. Black Gators ~~~~~~~~~~~~~ The Black Gators reside in New York's sewers, they are simmilar to the Purple Dragons however, much more technologically advanced in weaponry & tactics. Don first encounters the Gators in the sewers, they can prove a nuscience so try to keep them at arms length with spin kicks & doing a ground punch. The Foot Clan ~~~~~~~~~~~~~~~ Originally defeated by the Turtles, this clan is still prone to make the same mistakes... but with Shredder gone who is leading them? A once honourable clan that can be traced as far back as Feudal Japan (possibly the Sengoku era) The Shredder(Oroku Saki) commanded the entire clan unto his will & they followed his orders honourably & loyally until their master's demise at the hands of Splinter's ninja. ------------------------- | 4.The art of ninjitsu | |________________________| In this short chapter i will explain each individual Turtle's special ability (acrobatic) & special actions, you will use them many times throughout the game so it's worth always keeping in mind which situations you should use them in. #Special abilities(Acrobatics) -Leo: Shadow warp Shadow warp allows Leo to meditate & be able to pass through certain objects such as gates & bars. press L1,L2,R1, or R2 to use shadow warp _____________________________________________________________________ -Raph: Power climb Power climb allows raph to go where other turtles cannot, by placing his powerful Sai weapons in to the wall & using his great strength to climb the wall. Press left analog towards a climb area & L1,L2,R1, or R2. _____________________________________________________________________ -Don: Bo vault Allows don to push himself foward using his Bo staff as a vault, this ability will get you across narrow areas with no way to jump across easily. Press L1,L2, R1, or R2 to use Bo vault. _____________________________________________________________________ -Mike: Nunchuck helicopter Mikey uses his double nunchaku to fly for a short time, this is especially useful for avoiding pit falls & travelling to areas through the air that would otherwise pose a difficulty to jump towards. _____________________________________________________________________ -Nightwatcher: Bloodlust/righteous fury Nightwatcher is also able to utilize the power climb, however he has the unique ability to use bloodlust which increases his attack power, you will also notice a gauge when playing as the nightwatcher. This gauge is the rage gauge, should you press the button you will enter "bloodlust" mode. However during bloodlust mode your time is limited to the amount in the rage gauge which you fill by defeating enemies, should you fill the gauge to it's maximum you can unleash righteous fury upon all enemies (a devastating attack which will cause major damage to your foes!!) _____________________________________________________________________ #Special actions __________________ -Super Family Attacks Using the square button when a fellow Turtle is avalible you can perform unique attacks using the Turtles combined power. After performing this co-operative technique you will be temporairly unable to perform it again until the cool down HUD is no longer visable. These attacks obviously use the combined power of your team & cannot be executed alone in the case of the solo story's & Nightwatcher's stages. --------------------------------------------------------------------- #Leonardo's family attack: Leo's family attack usually will involve Michaelangelo (providing he is in the team & hasn't lost respect for you or his cooldown HUD isn't in the process of being restored. During this attack which is area based around Leo, Mike (or any of the remaining turtles:Note same applies to all turtles) throws Leo in to the air lending him his chi (energy) so he can slam it in to the ground. #Michelangelo's family attack: Mikey's family attack will usually involve Don as his partner unless of course the conditions mentioned in Leo's are met & he isn't in the team in which case the next turtle becomes avalible. In this attack Mikey will swing his fellow turtle around rapidly making any enemy within range get knocked back a great distance, you can also move Mikey somewhat by moving your analog stick toward your target/s #Donatello's family attack: The Don's family attack is very impressive indeed, & usually involves Raphael, during this attack Don & his cohort perform an amazing acrobatic somersualt in to the air & slam down his Bo staff to discharge their chi (& raph's rage) in to the ground, this causes all enemies in the area to be shocked with electricty from the Bo staff & also having the additional effect to stun them temporarily. The attack range here is wide area based #Raphael's family attack: Raph's family attack incorporates his power & strength in to his attack his usual partner for this will be Leo, the attack that ensues will be a all round mighty swing & throw of a brother in to the enemy causing great damage. The attack range for this move is linear. _____________________________________________________________________ -Mega attack To use the mega attack you must fill the star metre at the top of the screen, you will fill one star for every enemy defeated. Once ten enemies have been defeated you will be able to use mega attack, during this sate time slows down for your opponents & your abilities are dramatically increased. If you incur damage during the mega state you will lose the ability to use your mega attack powers & revert to normal Turtle state, to use mega state again you must re-fill the gauge. _____________________________________________________________________ -Meditation This is a very useful ability & also the only way possible to recover lost energy, to perform meditation simply stand still & allow your turtle to recover using their chi force, obviously it goes without saying this technique (while very useful) will leave you vunrable to attack so gain some distance from the enemy by spin kicking them down or wait until you are in an enemy free zone before you begin meditation. During boss encounters you will need to use this technique sparingly & tactically. (note: That the Nightwatcher cannot meditate even if standing still. _____________________________________________________________________ -Detirmination/helping hand(revival) This ability can only be performed & sucessfully executed providing all your energy for the current turtle you are using is at zero, your turtle will drop to the floor & start to kneel over, mash the x button as fast as you can to make your turtle get up & fight back!! if sucessful you will regain all your health for that turtle, if with other turtles one of the turtles will provide a helping hand to help you up but you must still press the x button to excute this awesome skill _____________________________________________________________________ -HUDS(heads up display/onscreen infomation) There are various HUDS in the game, a description of each of the HUDS you will encounter while playing the game is avalible below: Solo HUD- This Hud displays your current turtle Health HUD- this is within the Solo HUD & fades out accordingly with your current health Family HUD- This HUD displays the bond between the brotherhood of the ninja it is also an indicator of how impressive your moves are to the other turtles. Using the Super family attack unwisely could cost you precious respect within the HUD & a loss of respect will affect wether or not the turtles will aid you & may put a pressure on you to perform better so take heed of this HUD (you know what they say, family is important!) Cooldown HUD- This HUD shows up like the health HUD within the solo HUD, it will display for the period of time you are unable to execute another co-operative move. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> RANKING There are two types of ranking end of level ranking & combat ranking which will also contribute to your end of stage ranking but is a mark of your progress along your way. Combat ranking: This applies after a combat area where your turtle/s have actually fought in combat, after defeating the enemy you will be ranked according to co-operative moves made, their sucess, damage taken, & time taken this also will contribute to the final ranking of the stage. End of stage ranking: Your overall performance throughout the entire stage, ranking here is based on your combat ranking, coins collected, speed, & sucessful co-op moves when you later reunite the turtles. your ranking can alter depending how many coins you got, how fast you were etc & go from rank A+ to D. ------------------------------------------------------------------------------ 5.WALKTHROUGH * * * * * * * * * * * The story of TMNT is retold through the turtles in various FMV's as they recollect their adventure & the places they travelled, [Mystical Jungle]- stage 1 __________________________ The game begins with a short fmv about the brotherhood of the turtles, after this the game goes to the present time where we find Leonardo begining his training in the mystic jungle. Once you assume control of Leo run ahead (you will be shown mini tutorials in game from Splinter's words he told Leo before he set out for the South American jungle) you may also follow Splinter's words as you go along to help you get a feel for TMNT's gameplay. keep running ahead to reach a golden turtle coin, grab the coin (these coins are scattered throughtout the stages & can help to improve your overall ranking) After collecting your first coin continue on ahead along the jungle trail & across the upcoming small wooden raft like bridge, proceed to the upcoming ledge & jump up it above the ledge pick up another coin, double jump across the waterfall turn the corner & again jump across the next waterfall to grab the third coin in this level. Next Jump upwards to the steep ledges & find another coin at the top, continue down the path avoiding the drops with a jump after jumping over the drops get the next coin & continue ahead to reach the game's first check point (if you die, you will resume from the checkpoint you last touched unless you touch another checkpoint that is, also you can quit the game & resume it at the last checkpoint you arrived at by switching the auto save feature on, doing this is a good idea so leave it be.) ------------------------------------------------------------------------------ From the check point you just arrived at ascend the series of ledges on the right side, once at the top cross the wooden bridge here & grab the coin to add to your collection so far. Progress along the Jungle trail & pick up two coins jumping up the small legde & pulling yourself up after of which jumping forwards slightly around the corner towards the ledge to grab it make your way to the other side of the ledge (not letting go mind you as there is a drop below the ledge in the middle) once you have got to the other side of the ledge & can go no further press the circle button to drop to ground on the other side. (remember this lesson well as many ledges will present themselves as obstacles to hinder you during the course of the game, some even with hot air coming out of the ledges & if it hits you you will fall to your death) Leap over the small gap on the other side of the ledge you just came across, then grab the hard to see ledge on the right go across as far as you can then flip across to the opposite ledge (hold the analog stick towards opposite ledge & press the x button) now move to the end of the second ledge get the coin here & drop from the end of the ledge, next avoid the larger pitfalls by using the double jump as Splinter taught you. ------------------------------------------------------------------------------ Across the other side you will reach the next check point grab the coin & jump across each wooden platform along the bridge to make your way across recieving yet another coin on the other side of the falls once you are succesfully across. Move along the upward trail then jump to the ledge on the left of the rocky wall moving across it (shell is here on 2nd play) drop at the other side grab the coin proceed to the two narrow walls. Next do as Splinter instructed, jump from one narrow side of the wall to the other to ascend to a greater height, finding two more narrow walls from which to "practice" this technique on again & make your way to the top of the narrow walls. At the top head along the downward path & get the coin along here turning the bend to double jump the four pitfalls before you once over those turn the corner to reach the next check point, grab the left ledge & move as far to the end as you can then as you previously did before flip to the opposite right ledge to get across the gap. Following this tediously long jungle trail around to come to more narrow walls, wall jump upwards. Some highwalls will be seen next so run towards them & press & hold the x button to run up them breifly at the top of the high walls reach your next checkpoint. ------------------------------------------------------------------------------ head straight down the jungle trail towards a jungle clearing & encounter your first enemies the milita, use the circle button to attack with your weapon (in this instance Leo's katana) & spin kick close range enemies with the triangle button to knock enemies back & have them fall down to the ground gain height by double jumping then press circle whilst in the air to ground punch the floor to injure any surrounding enemies close to Leonardo (this move inflicts very little damage to the enemy, the higher Leo is the more damage this move inflicts) to guard enemy attacks press & hold down the R1,R2,L1,or L2 to dodge most physical attacks everytime the enemy strikes (the only exceptions are some bosses, & enemies armed with rifles/guns) also try charging your weapon by pressing & holing the circle button down then when the Leo's weapons are glowing blue release the button to unleash a very fast warp slash attack to all enemies within distance (usually most if not all) performing the warp slash takes a slight amount of time to charge so use it wisely & don't leave yourself vunrable to enemy attacks. ------------------------------------------------------------------------------ After defeating the milita group you will notice a gauge fill up this is your battle rating on how well you perfomed in this battle, the best rating being ninja. Continue upwards on the trail & jump over any obstacles in your path, run to the wall with the ledges & ascend by pointing the analog stick up & pressing the x button. once at the top grab the coin, next double jump the gorge & on the other side jump from wall to wall a total of three times like you have previously to reach the top, get the next coin, then proceed along double jumping the next gorge & getting another coin afterwoods jump the ledges that follow & grab the second ledge to reach a checkpoint (shell is here in 2nd play) next jump to the right ledge & grip all the way across the ledge grabbing a coin in the process then return to the jungle trail by dropping to the next visable ledges you see. Jump all the way to the top then cross the falls grabbing the coin at the top to reach a checkpoint. ----------------------------------------------------------------------------- Grab the ledge on the left side & flip to the opposite one & descend the ledge at the end, climb up the series of steep ledges obtain the coin follow the trail on to a second series of steep ledges once over those you will reach another checkpoint, it is from here you will wall jump from wall to wall until you reach the top collecting the last coin of the stage once you do. Now move toward the temple for the last part in this level which becomes over run with milita use all your skills you have learned thus far to defeat them & if the area becomes overcrowded then use Leo's unique combo (attack with the circle button six times to make Leo throw his dual katana in a circular motion to destroy the surronding enemies with ease, also a great move damage wise too!) after you defeat the milita group you are now free to proceed inside the temple, make your way up the steps & to the temple's entrance to finish the level. * * * -------------------------------______________------------------------ [Vigilantism]- stage 2 _______________________ For this level the Nightwatcher is up (Raphael's alter ego,) from the start run ahead a little & a fight will ensue against the Purple Dragons. use effective kicks & combos to defeat them & make use of the Nightwatcher's bloodlust ablility by pressing the square button once some rage has accumilated in the rage gauge HUD, after dealing with these goons head around the corner picking up the coin then jump over the grated fence here. avoid the flames & jump over the flaming oil barrel collecting the coin above it & reach a checkpoint,proceed around the next corner & then vault over the bigger grated fencing to reach a basketball court. The next battle area begins, yet more Purple Dragons so utilize the warp slash by pressing & holding the circle button do this a few times then gain some distance & hit the next wave of oncoming PD's with wave slash, another great move is the charge kick press & hold the triangle button then release it to power the spin kick this will take practice in relation to timing much like the wave slash so be careful. As for the Purple Dragons they are somewhat sluggish docile enemies however, still use dodging tactics accordingly & counter attack appropriately. After their defeat run to the opposite side of the grating to collect a coin running further on to reach a park area collect the other coin here & also reach a checkpoint.From the checkpoint jump up the wall with the vines collect the coin & grab the above ledge to collect a additional coin at the ledge top. run ahead & grab the pole swing across to also grab the ledge then decend the ledge to get the coin, while also decending to low ground be prepared for another P.D's attack. This time around the area in which you fight is somewhat restriced so utilize the evasive roll R1,R2,L1,or L2 & the analog stick in the direction you wish to roll to also try using an attack from the air & if you feel you need to use the safe roll from the air press triangle while landing this prevents the enemy from sneaking attacks in when you land on the ground, also try to save on bloodlust for now. ----------------------------------------------------------------------------- After defeating these "stinkin' rookies" move past this area to find a checkpoint on the righthand side. Run straight down the street going through the door to the left & staight up the stairs, in the green graffiti room a fight will begin, use effective evasion & you should have filled that bloodlust gauge at a point so press the square button when it fills to use righteous fury & give the enemy something to shout about! After whooping the Purple Dragons here proceed out of the back door to exit to the balcony jumping down & on to the ledge (a shell lies here is 2nd play) jump to the top of the ledge & around the electricty conduit there is a check point here, jump to the pole & jump again collecting the coin. ----------------------------------------------------------------------------- Double jump to the ledge grip the ledge & go along it jumping up from the ledge to reach another checkpoint jump across to the glowing ledge get the coin go across to the end of the ledge & flip to the next directly opposite ledge go all the way around the ledge & hop up to the rooftop area to reach a checkpoint & to land on the rooftop to fight some Purple dragons, dispatch these & continue to the red glowing wall near the vines & power climb with R1 & the analog stick. As you climb to the top you have no time to admire the view great though it is, at the top another immediate fight with more purple dragons commences take them down with spin kicks & warp slashes! after the battle move toward the red glowing wall near the vines, after reaching the top jump through in to the building reaching as a checkpoint. from the check point jump down in to the big area below for another battle then after jump up past the blue ladder get the coin. Head forward through the rubble to another outside balcony Power climb the wall here which should emit a red glow which signifies you can use a special ability here climb to the top of this final rooftop & collect the last coin to complete the stage. * * * -------------------------------______________------------------------ [Techno Ninjitsu]- stage 3 __________________________ Don takes centre stage here for his solo story involving the Black Gators, from the starting point head straight down then turn right collecting the coin (& also a shell here in 2nd play) as you move straight ahead. Turn in to the left junction & jump across the platforms above the water(the water slows you down) carry on to the next sewer junction jumping to each pole here. Next move on to the right & collect the coin, jumping to the next junction section via the poles again. In this next junction make full use of the wall run which you should have the hang of by now, once at the other side there is a big pipe with a coin above it's hole drop down the pipe not forgetting the coin. once through the pipe there is yet more wall running to do to make it to the other side in the next two junctions of the sewer, at the third junction you will find some narrow walls so wall jump/wall run these. At the next junction turning reach a check point use the Don's Bo vault(L1,L2,R1, or R2. note: it's impotant you use Bo vault wisely but you can cancel the technique at any time to avoid danger, by pressing the x button before don vaults) to reach the middle platform then again to reach the other side of the checkpoint. In the next junction across from the checkpoint leap across the girder then wall run across the left wall avoiding the pitfalls to the other side of the junction, once across grab the coin while also dropping down the next big pipe to reach yet another check point at the pipe's bottom. ----------------------------------------------------------------------------- In the next area of the sewer, wall run to either side of the sewer walls releasing the x button to drop down on to the middle girder platform thus avoiding the pits below. From the girder you landed on once again wallrun but this time to the right hand side sewer wall & once again wallrun across the wider gap. In the next junction a coin lies here jump over the small chaysm like gap, from this point wall run to the left & on to the platform then immediately after double jump across the other side to come to a third big pipe following the usual pattern a coin is also above it right before you drop down it. After you are down the pipe you will enter a toxic sludge area (avoid falling in the toxic it can deal considerable damage to Don, should you fall in at some point rapidly press the x button to escape & quickly return to the nearest point of land or ledge) jump over the toxic pools by going from platform to platform, once over these double jump to the ledge with the coin obtaining it afterwood & then move along the nearby ledge to the coin & avoid falling down! Proceed ahead again to the brown ledge & grabbing it get the coin & move to the end of that ledge. ----------------------------------------------------------------------------- Now flip to the oposite ledge move towards the end grabbing another coin as you go, at the end of this second ledge flip back to the original ledge side for the final time & grab the third coin here. As you come to the next junction wall run across the left hand wall during the run flip to the right ledge with the coin & follow the ledge around to a broken bars gate. Grab the coin & head through the bars for the checkpoint, the camera now switches to a rather annoying side pan flip across all three platforms & swing across the two poles landing on a platform then swinging on a further 3 poles to come to the red security light & a checkpoint. Jump to the big iron column move around it gathering the coins hop to the next iron column holding the analog stick toward the column you are jumping to (don't forget this & DO NOT double jump here!!) after the next three iron columns jump to the pole to land on the fourth iorn column ledge moving around to jump to the fifth iron column. Once on the fith iron column move around it's ledge & descend with the circle button grabbing the coins on the way down & pressing the analog stick towards the ledges to catch them as you drop. You need to move to the very bottom right ledge on a sixth iron column to reach the next section. Follow the ledge of the sixth iron column around drop to it's lower ledges again getting the coins (Shell among coins here in 2nd play) however there isn't a pitfall at the bottom of this one, instead there is the fourth big pipe at the bottom navigate to the bottom & drop down the pipe. ----------------------------------------------------------------------------- Get ready for combat now as the Black Gators attack you while also reaching a checkpoint in the process but be careful in this battle certain Black Gators carry Electrified staffs while also having great range cause a considerable amount of damage to Don. After defeating this band of Black Gators run ahead down the passage & through the small hole on the right wall & it's another checkpoint for Don. In the passage to come perform a series of jumps while avoiding the electrical beams & collecting each of the coins inbetween. After you get to the end of the passage way take the small walkway on the left reaching a checkpoint. ----------------------------------------------------------------------------- In the next section of this "incredible" sewerage jump over & avoid the series of mission impossible style electrical beams & go around two more sewer junctions & in to a sewer passage to battle more Black Gators. After taking care of them go around the corner to a new junction & a check point, jump to the floating platforms from the balcony above & avoid landing in the water it's electrified but be my guest if you would like to take a dip. Progress upwards with the help of the platforms floating down the sewerage like some stray barge (while on your way obtain a shell in this section in second play!) at the other side there is a small intersection then jump out of it to come to the 2nd "fleet" -_^ of platforms reaching a check point along the way, (another shell can be found in the 2nd fleet on second play) double jump to pull yourself up to the ledge at the end & go around the corner to at last reach the final sewer clearing .... & a boss fight will ensue! ^^^^^^^^^^^^^^^^ Boss: General Gato ^^^^^^^^^^^^^^^^ Ok so it's your first boss, unfortunatly for Don he cannot utilize the full power of all four turtles yet.... still it's not a tough fight at all if you follow these basic stratergies Gato leaps 2 times in a circular motion then throws his spines at you dodge this with a double jump slightly before he throws them. He may also lunge at you in which case you should very quickly react with a rolling evade (R1,R2,L1, or L2 & left analog stick) don't even bother wasting you time trying to use warp slash he will hit you more times than you hit him with even one, make use of the ground punch. During the battle, Gato will also jump to the centre of the battle area & begin charging up before he makes his attack double jump & then counter with a ground punch & a quick combo Should you take a real beating & have all your life depleted, mash the x button to get Don back up to his feet again & resume your assault After you reduce his life to 25% the battle will end & Gato retreats........ HA! Loser!! After the battle a walkway will decend, go up it to reach a checkpoint. Now get your running shoes on! the water will rise rapidly as the sewer floods while ascending the girders above jump towards the wall infront of you as you run up each girder & flip of the wall to the next upper platform, whatever happens don't let the water catch up to you (when you first enter this section as you begin to run up the girders collect a shell among the coins in second play) When you finally come to the top of the girder like walkways the water will be catching up fast with Don, so jump from wall to wall each time until you reach the top & appear above land to find the Black Gators junk ....looks like Don has a use for it.....sigh. with this the stage is complete. * * * -------------------------------______________------------------------ [Cowabunga Carl Getaway]- stage 4 _________________________________ Mikey starts his solo uh "episode" dressed as Cowabunga Carl & he appears to be on the roof, your destination is the turtle's van to meet up with Don. ------------------------------------------------------------------------------ From where Mikey starts out grab the first coin on the right ledge, move across the rooftop here & keep going across this first rooftop to see the set of black stairs running alongside the building, jump over towards them landing at a checkpoint & begin to ascend the steps getting each coin on each flight of stairs, coming towards the last flight of stairs jump over the stairs that have collapsed leaving a hole in it's place. After jumping the gap grab the coin & press on ahead as you do so you will "tag" a check point. After getting this far in to the stage, turn to your immediate right & go up the series of small roofs picking up a single coin as you go, then using the nearby narrow wall to flip up & reach another rooftop & coin. Proceed across the roof & jump up to the slightly higher roof & find a check point at it's edge, jump to the ledging across from the checkpoint you just hit then go around the ledging area flip from one side of the narrow passage wall around here to the roof above it. On the roof is another checkpoint will present itself. Now to cross the other roofs in front of you, jump up in to the air & press & hold either four of the shoulder buttons on your controller (L1,L2,R1, or R2) to use the nunchuck helicopter (the best way to use this is to see where mikey's shadow appears on the platform/area you are flying to so you know you can realease the button & land in relative safety without fear of narrowly missing the edge & falling in to pitfalls etc.) Navigate your way across the roofing ahead (Take note that in 2nd play a shell is found here, to reach it however use the nunchuck helicopter to reach the second roof, then use the nunchuck helicopter from the second roof to quickly reach the shell & quickly navigate your way back to some footing!) When you reach the third roof which also has a wooden fence on it, face toward the left side & double jump towards the other side all the while reaching a check point. Run across this entire rooftop & up the wooden ramp, rather than risking a double jump & possibly just making it to the other side use the nunchuck helicopter yet again to reach the distant building, here wall run up to grab the ledge & pull yourself up to the checkpoint. Make your way around the buildings coins in tow & reach the narrow walls jumping up against them towards the top. Here is another perfect opportunity to use Mikey's acrobatic use nunchuck helicopter yet again to reach the other side alternativly run toward the wall pressing the left analog stick toward the wall as you jump to reach the next building ti doesn't matter which method you favour. Grabbing the coin proceed to move left also grabbing another coin jump on to the small huts to get over the fences in your path. Move toward the next coin ahead & turn the corner, move down towards the coin & follow the path around picking up yet another coin & hitting the stage's next checkpoint. So the parade is in town huh? However little time to celebrate as it's Nunchuck helicopter time!! ----------------------------------------------------------------------------- Double jump from the building & towards the pig blimp ahead quickly using the Nunchucks to bring you down gently on top of it (remember to watch for the shadow under Mikey in areas where steep falls are common & drop only when you see that shadow on the surface of the ground.) Repeat the phase to & from the superhero blimp, & the turtle blimp NO! not "the" turtle blimp! -_^ Once on the building on the opposite side of the blimps, run to the right to reach some pipes & a checkpoint, avoid the hot steam jetting out from the pipe & continue through the passage you will reach oddly enough another checkpoint... ----------------------------------------------------------------------------- Climb towards the near ledge & move across it but remain in position & don't move when the steam jets out of the the pipes otherwise you will fall to instant death. Once over the ledge hop off a checkpoint is now reached. In the next area run around the corner you encounter Purple Dragon's, Mikey's attacks are rapid & in a flurry it's easy to use lots of good combos to overwhelm the enemy. After dealing with this minor sidetrack go left & jump up on to the rooftops up the small iron ramp going around this corner to the checkpoint, here deadly fans (of the wind generating variety -_^ ) threaten to force you off the building dropping you to your death, literally get a "step" ahead of them by wall running above the fans (inbetween both fans is another shell, you may need to use the nunchucks ever so slightly to reach up to it.) After that ordeal from the ground you are on ro the smaller building up on to a second roof now jump across to the third coming right in to a checkpoint. ----------------------------------------------------------------------------- Wallrun along the walls to avoid the toxic waste here (the 3rd bend along the wall presents you with a shell) once around all three bends run ahead & jump to the thin brown pipe to grab on to it. Go around the pipe jumping off at the end & over the grated fence at which point you have just crossed a checkpoint, jump up at the small ramped roof on to the ledge moving around to a balcony jump on to it & drop down through the hole in the balcony to land on the one below it, same again after to reach the ground run ahead crossing a checkpoint. Jump at the venting grabbing on to each bar & ascending the vent at the top leap downward crossing through this roof to reach a checkpoint & more blimps, as you did previously execute nunchuck helicopter to make your way towards the blimps so you can cross this large city drop. On the last turtle blimp fly across to the building within sight across the minor gap between a passage to a checkpoint. Go around this upcoming corner & find another checkpoint before fighting Purple Dragons, after this take the wooden cable lift up. ------------------------------------------------------------------------------ Climb over the fences etc here & eventually come to yet more blimps, oh blimping hell!! Another checkpoint awaits you here. Navigate from the blimps to the building in sight from the pig blimp once you land upon it you hit a checkpoint. Jump above the small hut/utility house to the pipe above grabbing it to move around then jumping away from it & up to a checkpoint. Jump up to the buildings toward you so you are directly in line with the moving ad sign facing right, jump to the idle cable lift now on to the can/tin on the ad sign & on to the next building. Run around to some ledges & jump between each find your way around to the ramp sliding down it to a checkpoint & another flock of the P.D's gang. ------------------------------------------------------------------------------ Assuming you beat them which should have been easy, follow the two ledges up & reach a narrow wall jump from wall to wall to the top. Here there are electrical wires near puddles electrifying the puddles go over the ramp to a checkpoint. (a turtle shell lies in the puddle to the right hand side of this area) next run toward the fan area & avoid it to not be blown back in to anything. Now you have to reach the abandoned building by using Mikey's nunchucks again, once across go around the corner & take the elevator down also reaching a checkpoint the lift will decend to the first floor & then stops & P.D's will assault you! show them you can kick shell anytime of the week, after of which leave the lift & move along the firstfloor corridor & go out in to the allyway & to the turtle van to at last complete the stage! * * * -------------------------------______________------------------------ [Spirit of the forest]- stage 5 _______________________________ Now we re-join Leonardo in the South American jungle temple, having obtained the medallion Splinter instructed him to last time we saw him, Leo now needs to escape this first section of the temple he is in. After gaining the medallion Leo gained the ablility to shadow warp. From Leo's starting position move towards the bars & shadow warp through them (R1) run down & proceed ahead along the path & beware of the flames dodge over these accordingly & carry on along the path until you come to two stone blocks shifting in & out of the wall once they move toward the wall drop to the path below you (Leo says the temple was about to self destruct at this point) reaching a checkpoint at the bottom. Go around the turning here dropping to a lower platform & immediatly using shadow warp (R1) to make it through the bars. After that make your way out of the temple & back out in to the jungle through the opening on this side of the bars you just warped through, another checkpoint awaits. Move along a stone path,next double jump the gap in the stone path quickly moving to the second one & immediatly double jump to the next section of the stone path due to the path below you collapsing. After making the jump proceed to a small clearing & to a fight against some more Milita enemies. After engauging these, use shadow warp again on the bars to enter a cave area. In the cave jump on to the rock with some flat ground atop of it jump across from the rock & round the corner to a ledge, grab the ledge & head straight across that ledge. grab the coin on the other side, move upward on the path to a checkpoint. ------------------------------------------------------------------------------ Drop down to the bottom alcove & take a few moments to meditate to restore any lost health before going around the corner to enter combat phase with more Milita, you should now be cautious of the milita from this point forth as some now wield guns! With the guns,make sure as a general rule if they have chance to sight you with the laser that you evade with a roll not a standing evade (the turtles are fast but not that fast just yet!) Try to always eliminate the gunners in this level first otherwise they can inflict some pretty nasty damage to Leo. After dispatching this Milita group carry on & jump the gap with one single jump & exit this cave to a checkpoint. ------------------------------------------------------------------------------ Move outside & along the side of the cliff face & along the falls path, & on to the rocks moving towards another flowing waterfall & then heading to the right hand side of the second waterfall. From the waterfall make sure you avoid the sensor mines scattered along the path & get to the next clearing for another battle, lets go!! After the battle collect the two coins reaching a checkpoint, jump the gap & run from the falling trees that fall behind you one by one keep moving! Follow the pattern of running & jumping over each gap to reach a forest area, go around the trees in the area going through a checkpoint to some narrow walls with a single coin inbetween them. After jumping up the narrow walls go across the tree branches with the wooden supports on them to the other side now wall run across to the lower platform & be careful here. jump up after landing, towards the ledge where the green gas can be seen avoid the plant producing it & the same with the next plant & drop down from the ledge at the end of the plants to a large clearing, to do battle once again! ------------------------------------------------------------------------------ After using the tactics you have utilized so far to defeat the Milita group, move ahead further in to the jungle avoiding the upcoming sensor mines also tagging a checkpoint. Grab the coins, & make your way through the village area, collect the coins on the roofs in the village if you desire to but avoid the flames. Move around the Jeeps parked in the village, then you will come to a small platform with some grass on it in the corner, jump up to it & run across to the left landing on the steep wooden barricade that would otherwise block your path. On the top of the wooden barricade leap to the tree branch swinging down towards the church, you will reach a final checkpoint & the last fight of the stage will begin against the many Milita. ------------------------------------------------------------------------------ Use warp slash from the outset of the battle to quickly deal with the first wave of the enemies, your mega attack gauge indicated by the stars should fill very quickly & with ease just ensure Leonardo does not take any damage & that he rolls or dodges properly. Once the mega attack gauge reaches it's peak use mega powered warp slash to dispatch the Milita with ease, during the third wave or so you will be surrounded by gun wielding Milita in all four corners effectivly use roll & warp slash with timing ( i.e when their laser sight isn't locked on Leo & they are still taking aim or not aiming at all!) After wiping out all the waves of the Milita by the church the stage is complete & Leonardo becomes a hero to the people of South America. * * * -------------------------------______________------------------------ [Ninja Tag Time]- stage 6 _________________________ Ninja tag time now, as all four turtles will finally be re-united one by one, to see when they will re-unite with Leo keep an eye (from time to time of course!) on the family HUD which will now be displayed on screen. Now the turtles will be working together you will be using a combination of acrobatics & co-operative moves, all this is very awesome one might say but use them at the wrong time or fail to succesfully perform the co-op moves you will find that Leo's brothers lose respect for him & leave the team high & dry. They can rejoin the team again but you will have to re-fill the family HUD again to get the turtle/s in question to re-join the team. ------------------------------------------------------------------------------ Now with that in mind lets begin the stage, jump to the upper platform area & jump across the two grated fences going around a wooden structure & along a thin path & from the small lower platform up to the large ledge. Avoid the hot steam jumping up slightly through the hole in the grated fence, now go right & across the roofing here to the narrow wall (you know the drill by now!) At the top of the narrow wall you should have by now earned enough respect in the family HUD after jumping over the vent, to have Mikey re-unite with Leo (switch the turtle you want to use with the square button.) After jumping over a second vent you will reach a checkpoint, move toward the fencing on the left jumping over it to come to a fight, with the foot clan no less!! Defeat them by using co-op attacks by pressing & holding the square button (best to use mikey's co-op attack here rather than Leo's, unless they group together on you) whichever way you choose to battle the foot make sure your co-op attacks hit home or as mentioned before your fellow turtles will abandon Leo through lack of respect, the family bond is important to overcome the various battles & obstacles placed before you. After battle providing you performed reletivly well & strang together some co-op attacks, Don should have now re-united with Leo & Mikey. ------------------------------------------------------------------------------ It doesn't matter who you decide to use just now, when you are ready move to & jump over the vent to a checkpoint & head across to the balcony ledge opposite. Work your way up & across the balconies (use Mikey's nunchuck helicopter in the centre with the steep wall to get enough air to climb up to the steep wall.) You will come to more balconies on the left side go across the two balconies then leap across the two poles to more balconies, make your way down them (during which Raph may re-unite with Leo) to the building at the last balcony. Now jump over the grated fence & face across to the other building exactly, now risk a tight wallrun to grab the coin but you must jump to the air pressing square as you do so, for another turtle to vault you to the other side. ------------------------------------------------------------------------------ When this is succesful you reach a checkpoint, leap from two visable poles to the ledge & follow it around decending to the roof below when you are just above it. Go through the grated fence up to the rooftop which is somewhat more luxurious than the others & from it's opposing ledge leap in to the air calling a turtle mid flight for support vaulting you across & landing you next to or on a checkpoint. Before we continue, you may have noticed that everytime you perform a super family attack (co-op) or request support from another turtle to vault through the air (also co-op) that the cooldown HUD will appear in your turtles health HUD. It goes without saying if you read my previous section, but while your turtle "cools down" you cannot perform a super family attack nor can you vault with that turtle unless you use square to switch to another turtle in the team (provided there is one!) Now on with the game, jump over the grated fence head toward the ledge. Once you are on the ledge head around it (making sure to avoid the steam again jetting from the ledge, as you have seen before.) jump to the next building over yet more grated fences up to another roof & vault to the other side using a turtle for assistance as you have done so thus far. ----------------------------------------------------------------------------- You will reach a checkpoint, up the steel platform structures grabbing the sign's lower ledge, move across & at the next roof you will see some trip wire avoid tripping this as it activates an arrow trap. You will come across to the next checkpoint which may be one of the most useful yet, make your way futher around the building watching out for traps & come around to the other side. Here you face a grueling jump which if failed will leave you dead, avoid being too close to the left hand wall on the opposite side then make the jump followed by a helping hand from a turtle. ------------------------------------------------------------------------------ Hopefully you made that jump with few or no problems & a checkpoint awaits climb up to the striped bar, then at the end of the bar jump upwards from it to grab the ledge carefully avoiding the jetting steam as you move around flip to the right ledge at the end of the left one, avoiding the steam here too. Move around to Hotel DKO's wall & jump to the three poles from the ledge you just came around. You will reach another small balcony area moving toward a checkpoint & then move on towards a fight, now you can fully harness the power of all the turtle's unique attacks, combos, & super family attacks use these to bring another group of the foot clan down to the ground! When you are done with them, co-op vault to the next building. Upon landing reach The checkpoint. Run around the building, using Mikey perform nunchuck helicopter to reach the other side, once over climb over the bars to reach a narrow wall & ascend it. At the top run through the lighthouse like building then use a turtle vault to reach the other side, as you run across the window paynes they will fall through so stay ahead of that. At the other side of the paynes is a checkpoint go up the stairs running down from the building. Once you have climed the top of the stairs use Don's Bo vault on the left side to get across the gap, use co-op vault to get across & come to another checkpoint. ------------------------------------------------------------------------------ Jump over the wood fence to the next ajoining roof, & come across more foot (beware there are much more resiliant & are armed with spears!) after once again kicking the foot down, co-op vault to the next building while as Mikey then during the vault ready nunchuck helicopter to get further enough to just grab the ledge. Above this is a checkpoint, move along this roof & up a little toward where more steam is blown out. Co-op vault across when the smoke is gone reaching another checkpoint, avoid some more trip wire & to the next section of the roof. You will come face to face with a large fan move forward as far as you can & quickly jump & leap switching your turtle as soon as you land then perform the vault again to allow you to get past the massive fan! On to another ledge avoid the steam, drop to the nearby platform, on to the poles to the next platform then across the ledge & flip to the next ledge avoiding any steam threats to your turtle. Go to the opposite ledge then jump on to the nearby pole avoiding contact with the steam & swinging across to the next pole & off that to the platform, jump on to the ledge to roof & tag the checkpoint here automatically. Move around & time your moving along to avoid hitting the hot steam. After this go up to the higher roof Co-operativly vaulting with another turtle to make the jumps. In the next area there will be a timbre like lift, ride on this & remain on it & it will stop then leap from the first timbre lift on to the second then vault using a turtle to reach the next building & the checkpoint. ------------------------------------------------------------------------------ From this checkpoint again Co-operativly vault to a second building & a third (on the third building is a shell reach higher air to grab it in second play) Go roof, by roof avoiding more trip wire, to the checkpoint at the end. Drop down in to the hole which leads in to a building that is on fire, make your way through it using double jumps over small flames, running up steep walls & jumping off them to gain higher ground, & using poles to avoid falling in the big flames. ------------------------------------------------------------------------------ When you finally come out you will be on the left hand side, of the building & also reach a checkpoint phew! you will need to make your way across some more window paynes & again on the other side of those is a checkpoint. ------------------------------------------------------------------------------ You will find yourself opposite some large chimney's blowing large amounts of smoke out of them, use Mikey to get across them, after you are over these on the other side jump over the vent, to a checkpoint. Make the next two buildings using a turtle to vault you across but first make sure you leap in to the air before each vault giving you some momentum to your jump. From the second building vault to the final third one to complete the stage. * * * -------------------------------______________------------------------ [The game is the foot]- stage 7 _______________________________ From the beginning of this stage you are right next to a green house on a rooftop, jump over the small fence a few steps ahead of it & slide down the ramp to the next roof while making sure you steer clear the electricity wire with a single jump, jump over the next two wires that follow below then the final more longer third wire to reach the first checkpoint. Grab the coin here then proceed down the gangway jump over the hole on the lower gangway then wall run across the next wall after the hole landing on another gangway. leap over the first pole then to the next & on to a series of platforms be careful as some will lower & this can drop you off the edge. After navigating yourself over the platforms jump to the roof of a building & reach your next checkpoint. From the checkpoint move around the building & climb up the rails to a higher building top, avoid the steam near the pipes & jump to the ledge on with some pipes running under them, make your way across the ledge & jump up to another ledge with the claw marks in the appartment block there is another checkpoint accessed here too. Jump across the poles with the american flags on them then move around the corner of the building to more flags then leap to the ledge with a coin just next to it. ------------------------------------------------------------------------------ Move around the ledge getting the coin & encounter more poles with American flags attached to them, this time try not to fall to avoid certain death navigate across the ledge & down to the next building. Slide along the ramped like rooftops of which, there are two then move across the pipes to a coin & further to a checkpoint. jump across from the immobile wooden lift to the mobile one, repeat the process yet again (A shell lies on the third mobile wooden lift in second play!) leap to the last wooden lift but immediately press on from it as it will begin to shake & drop. Jump up the rails dead ahead & move on to lower ground surrounding by grated fencing, jump up to the platform with the "danger keep away" sign below it to reach a checkpoint. ------------------------------------------------------------------------------ Jump each of the two poles to the other side moving downwards towards another checkpoint straight ahead. Jump on to the roof of the train grabbing the coin at the end of it & leaping down on to the train tracks, move along to see a Yeti quickly flee smashing through the wall to make it's escape. Follow it through the hole & descend to a checkpoint & enter battle with some Foot soldiers, there are many so you might want to take advantage of the family attacks Mikey's is especially effective & again beware of the one's armed with spears the longer range they possess is not a welcoming addition. ------------------------------------------------------------------------------ After the battle jump through the torn down fencing, & make your way to another checkpoint, jump down not landing on the flames & come toward the series of balconies & make your way to the top of them boosting your jumps via the wall on each balcony. Jump up to the roof at the top & come towards yet another checkpoint, proceed down the rooftops toward the roff the yeti is on when you get towards him he again escapes leaving you to fight more of the foot clan. ------------------------------------------------------------------------------ After once again defeating some more of the foot, proceed through the hole the yeti made & in to a building reaching a checkpoint within it. Make your way down the gangways & on to the ledge at the bottom move around it & collect the turtle shell on the other side. Make your way from one side of the gangway to the other using the pole over the gap, on the otherside now jump down to the carpark at the end of the gangway. Move in to the door of the building in the carpark & jump down to the stone platform floating in the water which i might add is electrified so avoid touching the water you will have reached another checkpoint continue & leap across platform to platform (A shell lies along the series of platforms & to the left side of the grated fencing running all the way down.) narrowly avoiding the swinging electrical cables & in to the hole in the wall the yeti has again torn through at the end. ------------------------------------------------------------------------------ You are now in a sewer type area, you will reach a checkpoint. Run along with the force of the current & jump over each gap to reach the other end of the sewer section, jump on the pole on the last jump to make it to the other side. Again aided by the flow of the current, make it to the other side & in to a clearing to reach a checkpoint. Go down the narrow junction & jump to the other side of the sewers (Once on the other side pick up the shell that lies here!) proceed down the narrow passage with platforms also scattered within it & come out at a waterfall area stockpiled with rubble. Clamber up the rubble to the ledge & move along the ledge to another ledge jumping in to the upper left narrow passage (it's hard to see with the camera sometimes, & that's one bad thing i hate in the game) now navigate your way up, over, & across the broken sewer plaforms (having the camera move to a side view here) then make your way to the small entrance at the top where you will hear a loud roaring noise (obviously the yeti...) drop down to the checkpoint & move straight ahead to encounter more foot for which i reccomend you use Don's family attack to purge the bolts of lightining in to all of the foot attacking you at once then finish them off with another family attack (Mikey's would be ideal) while they are stunned. ------------------------------------------------------------------------------ After taking care of the last group of foot clan progress onward & along the dirt track to at last come to the yeti which yes as you already anticipated i'm sure is a boss fight. ^^^^^^^^ Boss: Yeti ^^^^^^^^ Ok he's big....he's also slow, very slow.... most of the time you can stay close to him attacking him & just laying in to him to deplete his life gauge occasionly rolling out of the way of harm, even throw in one or two family attacks at the yeti if you wish. When his health gauge is depleted to approximatly 50% he will alter his mode of attack, the once slow Yeti will actually now gain a dramatic boost of speed in his attack & increased attack power. To effectivly deal with this shortcoming, lure the yeti to chase after you & move out of the way & allow it to hit a wall this will render it stunned giving you just the window of opportunity you need to inflict the final family attacks (Raph's works particularly well) or combos to finish this elusive yeti off for good! the stage is now complete & you should at the very least have obtained an A class ranking. * * * -------------------------------______________------------------------ [Foot trail]- stage 8 Back with the Nightwatcher now then for this mission, move around the building leap over the scaffolding & on to the lifts to the next building. To come to the first checkpoint on the top of the roof, move to the left side of this roof to a ledge with a coin aside it. Make your way across to the next building using the ledge, avoid going under the large box it drops down on to the cover across the roof & will leave you to coin a phrase "shell shocked!" leap across to the left of here to a narrow rooftop as the blackvan passes by on the road below, jump to the ledge on the right then net the coin jumping off the ledge to the rooftop on the right side. Proceed up to the attic on the rooftop to reach a checkpoint, jumping next to the roof below it with the water towers. Move slightly over to the left on this rooftop & use Raph's sai's & power climb to get to the top of the next building at the top you will arrive at a checkpoint. Proceed ahea slightly to begin battle with some more foot, don't forget to use the rage gauge if you need to unleash the extra hurt. After that skirmish, jump down below the cowabunga Carl sign go across the rooftop to a checkpoint then the small platform lift. ------------------------------------------------------------------------------ Next head across the rooftops, & jump down toward an ally & a checkpoint, follow the alley around to come to a adventure park & fight once again with the Purple Dragons ( & who said anti socialism was at it's peak?! -_^) After their demise, jump on to the wooden structure & to the branches of the trees ahead grabbing a turtle shell as you go! jump up toward a fan & from the fan take the stairs up & jump to the sign post so that you land safley on the ledge below. Move ahead slightly touching in to another checkpoint, avoid the jetting steam & mover around to the right of the building. Passing through to a checkpoint, make your way around the jets of steam & up to the higher roof decending to wall run across the toy store billboard. Now enter the toy store through the middle open window. ----------------------------------------------------------------------------- Nail the Purple Dragons, then head straight up the middle stairs to the toy ferris wheel reaching a checkpoint. jump on the toy ferris jump up at the shelf with the large green teddy & jump across to the right over the spit fire plane to exit the toy store to it's rooftop, go around the corner to a checkpoint. Make your way over the ensuing rooftops to reach another checkpoint, continue over the next set of roofing & wallrun along the righthand cowabunga Carl sign to a narrow ledge making progress to another checkpoint & not falling off the ledge. Climb to the grey ledge & follow it all the way across while taking care to avoid the jetting spray of steam. ----------------------------------------------------------------------------- At the other side leap to the next upcoming rooftop & reach a checkpoint, ascend to the highest rooftop then follow the roofs then after seeing the black van shoot by wall run on the next corner's right wall (carefully timing it to nab the shell) proceed past the upcoming checkpoint & to the wall where the nightwatcher can power climb now reaching the next checkpoint at the top. Carry on & drop in to the building through the top, fight the foot & make your way out to the parking lot after that. Leap over the fence after passing the parking lot & come face to face with more Purple Dragons oh whoopie.... ----------------------------------------------------------------------------- After that move around to another checkpoint & more Purple Dragons, jump on to the lorry & upto the next roof & checkpoint make your way down to the ground & to the mansion entrance of Max Winters (grab the shell here!) power climb the wall then jump down in to the parking lot for a duel with some foot, next make your way down in to the main private parking lot where some more foot will try to test their meatal against the Nightwatcher....put em in a world of pain! Beware of the foot archers that will have a greater chance to hit you from long range, try to make them a priority when other threats are not present in combat. After wiping the last batch of foot out from the parking area the stage is complete! * * * -------------------------------______________------------------------ [Tower Power]- stage 9 Nightwatching time in the second part of Max Winter's mansion, you will start out in an ascending lift & an ensuing battle with some foot immediately commences, for full effect use warp slash. After the lift reaches it's destination (immediately after eliminating the foot group) run out of it & through to the locker room reaching the first checkpoint. Go through the door & in the next corridor avoid the security laser beams by jumping over them, carry straight on after the laser beams & keep going entering a circular hall where more foot endevour to stop you. Be especilly careful of the spear wielding foot as their attacks are more frequant & they have much longer range as you well know by this point in the game. Move out of the hall where the battle just to place, by heading to the right door reaching another checkpoint. ----------------------------------------------------------------------------- Proceed down the right corridor & come out via a door down it to appear outside on a stone balcony & reach a checkpoint slightly to the left of it. Leap up the wall grabbing the coin, then leap over the next series of platforms coming toward two poles swing over these & continue making your way across some more platforms turning the corner jumping to some more platforms & a checkpoint. From the platforms here leap to each pole swinging to the next platform & at the end there will be a much lower platform than the others thus far jump down to it & then leap toward the wall on the left hand side to grab a lower ledge jump up to the next ledge from the one you are on & to the upper balcony entering the door here, proceed ahead to another checkpoint but this corridor is laiden with moving laser beams avoid them acorrdingly & proceed to the right. Follow the corridor around with some more lasers inbetween & come toward another circular room one side of this being blocked by lasers so take the background route grabbing the coin & entering the lift on the right hand side another checkpoint lies awaiting you here. Ride the lift down & come out in to the larger room where more foot will begin to attack. ----------------------------------------------------------------------------- Head through in to the lift at the end & another checkpoint is reached. The lift will cease to function halfway down so you will need to double jump up through the hole that appears in the top of the lift, a conversation between Karai & Winters occurs. Navigate to the top of the platforms & exit this area at the top, you will be in another circular area move all the way through here coming out once again to the outside stone balcony & hitting a checkpoint. Make your way up the wall jumping from one to the other & again come to some more platforms each with a pole in the centre, jump from each pole to the platform as you did before reaching a checkpoint at the end, ascend the red railings & then the next lot of railings to come to another checkpoint. Jump to the see-saw like platforms & beware as they move every step you take along them leap to the poles & from the poles to the next see-saw platforms, once across these you will arrive at more railings ascend them to reach another checkpoint at the top. ----------------------------------------------------------------------------- Jump to & from the following platforms that have electrical bolts running across them, (Inbetween one of them there is a large gap, wall run across this but take note of the shell below it!) Once over all these climb up on to the railings at the end & proceed to the upper door on the balcony at the top. Head up the stairs & turning in the middle passageway to come to a fountain & the next checkpoint area, move toward the fountain to face more foot (some are using bows, be aware of this) After taking care of the ninja head up the stairs on the left jumping to the centre platform at the top, then jump from the platform with the waterfall feature to the right upper balcony. Move around to the checkpoint & hop across to the two narrow walls ascending to the top reaching a checkpoint then leap over the poles to the next sub balcony from this sub balcony jump toward the white brightly lit railings climing up to a checkpoint on the above balcony. ----------------------------------------------------------------------------- Make a huge leap using the double jump to reach the other side of the checkpoint you just touched, jump up to the higher platform & across to the statue head protruding out of the wall to a checkpoint, now jump across each of the lights to another checkpoint taking considerable care to not fall down in the process. Make your way across a pole & down the glass water induced corridor as you pass through it you will tag another checkpoint. Come towards the door at the end to enter a chamber with ascending & decending platforms, jump to the first one as it ascends taking you up to a ledge where you will fight some foot again. After the battle head forward slightly to touch a checkpoint, the lifts will ascend & descend now so make sure to ascend with them beware of the poisonous plants upon each lift ascending to the top, at the top enter the passageway & follow it up to come to a dome area where yes one of Winter's General's awaits you.... ^^^^^^^^^^^^^^^^^^^ Boss: General Mono ^^^^^^^^^^^^^^^^^^^ As soon as battle begins avoid the wave that comes from the swing of Mono's hammer, if you are hit by the waves he creates they will knock you back & on the circular arena where you fight General Mono that is not a good thing...as you may have guessed a pitfall surrounds the area you do battle. Now to do some damage! Attack Mono by his feet taking great care to avoid his hammer smashing you in to the ground, after taking a few hits & with you being within Mono's radius he will leap in to the air. During this phase keep moving & roll immediately out of the way the second Mono is about to crash down on the Nightwatcher. This can be an annoying fight because not only is Mono strong his defence is somewhat superior too, you may even need to use revival to fully rejuvanate the Nightwatcher (don't forget to hammer X!) After taking approximatly 25% off Mono's health gauge he will alter his apperance slightly & his attacks with it! Mono will charge during this phase & knock Raph off the edge of the circular arena & the battle will end... You didn't defeat Mono but the mission is complete. * * * -------------------------------______________------------------------ [When the slime comes]- stage 10 Now all the turtles are back together, move across the right ledge, & avoid the toxic waste in & throughout this area & the stage, navigate your way to the pipe opening & jump from one side of the pipe to the other coming out of the hole atop it. Follow the train tracks down past the checkpoint, to fight & defeat some foot. You should be filling up the family HUD quickly enough for one or even two turtles namely Mikey & Don to join up with you & finish the remainder of foot with super family attacks. Enter down the passage to the left where the wooden gate has fallen, the floor will collapse & you will be in the old subway lines. Going from the checkpoint as & when you come to it move over to some poles jump on & from each to the platform below & further on from them. Using the co-operative vault of a turtle make it across the large gap & head around the corner, leap from the floating rafts to the poles & to the next floating raft avoiding the electricy then on to the next checkpoint, make your way across the wooden platforms but as you go keep a calm steady pace as the platforms shake & drop down. Decend the drop & jump across the two poles at the bottom of it, move further toward a checkpoint & clamber over the waterwheel not getting caught against the planks of wood that will carry you down in to the abyss below... ----------------------------------------------------------------------------- Another waterwheel awaits as before avoid the planks that try to hinder you on this obstacle. Jump to each of the lifts further ahead operated by the big cog & go up the ramped passage to yet another checkpoint, cross the series of pipes & platforms to reach the next checkpoint, jump over the rotating wooden board & come around to yes....another checkpoint, now enter futher on in to the clearing to do battle with a hoard of foot again. ----------------------------------------------------------------------------- After beating them (hopefully senseless!) run ahead & vault of the two walls opposite each other & up to the platform at the top grab the coin & come towards the next checkpoint. From the checkpoint use the ledges to navigate around the tunnel & DO NOT TOUCH THE SLIME.... Don's words not mine -_^ ----------------------------------------------------------------------------- At the other side lies a checkpoint, from the checkpoint go straight ahead & be careful towards the narrow wooden area move toward the wooden ledges jump over to grab them & double jump your way atop of them. Make your way across the piping & to the wooden ledge at the very top near the ceiling, Move around to the checkpoint. From the checkpoint leap to the platform then carefuly leap to the see-saw platform avoiding falling in to the slime. On the other side use the left ledge to get close enough to another ledge & then from the ledge up to the next area, jump up the large ledge to come to a platform from which you can see a waterwheel to reach a checkpoint. ----------------------------------------------------------------------------- From the checkpoint co-op vault to the waterwheel then move to the left passage & it's opening. Simply move & Bo Vault with Don across the slime to the other side & hit a checkpoint. From the checkpoint drop down to a clearing to face another fight. I reccomend using Mikey here as his flurry of attacks comes in very handy when he spins on his shell knocking in to the enemies around him while maintaining great offensive ability. ----------------------------------------------------------------------------- Jump down the hole & go around the passage & up the rampart to a checkpoint, co-op vault across to the other side proceeding ahead & watching out for & evading the swinging spiked objects. Reach the checkpoint & use the poles here to leap to the other side. Jump up to & across the wooden platforms & proceed to the checkpoint on the right at the end of them. Enter the ruins of a church only to be confronted by the foot again, head up the small series of steps to the checkpoint & jump up at the ledge on the right make your way across the platforms that await you here & move across to the left side of platforms jumping to the tiny gap on the left with a co-op vault. ----------------------------------------------------------------------------- Climb the stairs quite literally as pieces are broken off up to the checkpoint & come around to an area bearing a narrow wall, hop to the top of it, then to the above ledges using the walls you will come to the next checkpoint just above. Go over the rotating platforms & up the sloped path & follow the last section of the sewer out on to the roof of a moving train! The foot will try to avenge their losses so far & attack you on top of the train, you should eaisly be able to fill up the mega attack gauge to unleash some major damage to the enemies swarming on to the roof of the train they will attack from both sides of the train, finish this last group of foot off to finish the stage to it's entirity. * * * -------------------------------______________------------------------ [O brother where art thou]- stage 11 Leo is back on his solo mission to find Raphael & keep the turtles family bond intact. From the starting postion shadow warp through the fence to encounter Purple Dragons, making quick work of them go behind the rear of the truck to have it conveniently move out of the way. Now shadow warp through to the backally & make your way across to the electified fence, jump from the orange box with a double jump to get over the fence succesfully. Navigate your way to the next checkpoint along & avoid the steam jets, make your way across the minor rooftops & rubble up to a ledge. ----------------------------------------------------------------------------- Next up, you will need to swing over the pipes in order to avoid taking damage from the very hot steam being produced here. On the other side decend the ramp so you can jump across to the narrow brown roof, jump across & down on to the orange balcony here also reaching a checkpoint. Decend down in to the alley to come to more Purple Dragons, having dealt with these jump to the roofing of the hut just infront of the sewer cover to reach your next checkpoint. ----------------------------------------------------------------------------- ___________________________________________________________ ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Slowly but surley folks we are getting there! i planned to finish the main walkthrough for this update but i haven't had time inbetween various other work & my requested FAQ's but in the next update i will have all the walkthrough finished,finito!! ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ___________________________________________________________ 6.Extras =========== Notice on the main menu for TMNT that you have a menu option entitled extras, extras include clips of TMNT from the film additional movies & artwork & can also be used to purchase a various variety of other items. In this walkthrough so far i have mentioned where to find every shell for Leo, Nightwatcher, & Don coming soon will be where the team shells are, this will happen after you unite the Turtles. The following extra categories exist in this menu:- Artwork & video- This contains videos & concept art for TMNT, the videos are of clips from the film among some other humourous pieces of media made for your own personal enjoyment. Challenge maps- Challenge maps present you with a chance to earn shells by completing the courses in the fastest possible time, each one varies in difficulty, conditions & the turtles avalible for each challenge map. Goodies- This has various "cheats/bonus features" you can unlock with the shells you collected in the main game, once bought you can toggle the various cheats on or off by unchecking the box next to the activated/purchased cheat. 7.FREQUANTLY ASKED QUESTIONS (contains some spoilers!!) ======================================================= Q. How do i recover my energy! where is that pizza?!! A. Ah yeah about the usual pizza power ups, you won't be seeing them this adventure. In order for the turtles to recover their energy, they must meditate. To see how to do this see the art of ninjitsu chapter above. Q. Is the Shredder gone for good? A. Your guess is as good as mine, in the movie we see that Shredder aka Oroku Saki had been defeated, however Shredder's daughter Karai hinted at the return of someone from the turtle's past. Most will automatically assume Shred head himself but without more to go on we can't be certain just yet. Q. How is it that Konami didn't release this title under their belt? A. Well that is quite a story in itself, back in the day of the first TMNT game, Konami recieved the rights to make a game (Teenage Mutant Ninja Turtles.) Due to the overwhelming popularity of the turtles during the late 80's the game was a massive sucess in the arcades & eventually lead to the massive TMNT:turtles in time IV for the SNES console. The turtles series dissapeared with the dawn of new shows like power rangers in the mid 90's however in 2003 the turtles came back to kick shell with a new series, marking this konami also was granted their licence to make four games involving the new series. Then in 2007 TMNT hit cinemas nationwide bringing with it a awesome new game, however one thing in the game's release was different the publisher was now no longer Konami as they lost the rights to make the turtle games & Ubisoft gained them. It's kinda marked a new change to the history of TMNT's games but the standard of gameplay & shell kickin' action hasn't been lost & this will ring utterly true to all TMNT fans alike! Any other questions you would like to ask or see added to this walkthrough? if so e-mail me & i guarantee the first 5 will appear here in this section. 8.CREDITS ======================= First of all to all the TMNT staff through the years & Konami for always keeping TMNT alive in the gaming world. You as ever for reading/following this guide, thank you kindly! Myself, for keeping to this project (it isn't easy writing a walkthrough alone) any problems you might have or questions e-mail me at (c) 2007 Backtrack