***************************************** * * * Teenage Mutant Ninja Turtles FAQ * * Compiled by Mythril Wyrm and sylvanir * * Written by Mythril Wyrm * * Version 1.22 * * * ***************************************** Table of Contents I. Legal Notice/Disclaimer II. Update History III. The Basics A. Overview B. The Good Guys C. The Bad Guys D. Obstacles E. Items F. General Tips IV. Stage Walkthrough A. Stage 1 - Things Change 1. Sewer 2. Streets 3. Alley 4. Rooftops 5. Stockman's Lab B. Dojo Stage - The Secrets C. Stage 2 - Nano 1. April's Antique Shop 2. Subway Station 3. Subway Train 4. On the Bridge 5. Junkyard 6. Junkyard Rear D. Stage 3 - Trap 1. Art Warehouse 2. Trailer Roof 3. Construction Site 4. 13th Floor 5. Top Floor 6. Air E. Stage 4 - Tengu 1. Museum Entrance 2. Dinosaur Exhibit 3. Egyptian Exhibit 4. Courtyard 5. Japanese Art Exhibit F. Dojo Stage - Progress G. Stage 5 - Notes from Underground 1. Mouth of Underground 2. Underground World 3. Abandoned Town 4. Genetics Lab 5. Cultivation Room H. Special Stage - Ordeal I. Stage 6 - Justice 1. Entrance 2. Japanese Garden 3. Foot Science Lab 4. Mouser Arsenal 5. Demolitioned Arsenal 6. Trap Corridor 7. Heliport 8. Shinto Palace V. Challenge Mode A. Overview B. Enemy Lineup C. Strategies VI. Secrets A. Versus Mode Characters B. Passwords C. Easter Eggs VII. Questions & Answers VIII. Special Thanks IX. Contacting Us To skip to a specific section, press Ctrl + F, type in a section name, and press Enter. ------------------------------------------------------------------------------- I. Legal Notice/Disclaimer This FAQ is copyright 2003-2004 by Devin McCain and Dannan Best. Presently, only the following Websites have permission to post this FAQ: GameFAQs (http://www.gamefaqs.com) IGN (http://www.ign.com) Neoseeker (http://www.neoseeker.com) Please notify us as soon as possible if you find it posted anywhere else. If you want to post this FAQ on your own Website, you must first obtain our written permission and agree to leave the FAQ completely unchanged. If you post it without our permission or change it and try to pass it off as your own, there will be unpleasant consequences when we find out. Feel free to print a copy of this FAQ for personal use, but do not publish it or attempt to turn profit on it. We're sharing it free of charge, so please respect that. All other copyrights and trademarks mentioned in this FAQ are the property of their respective owners. We do not claim to own any of them. This FAQ may contain spoilers. Continue reading at your own risk. We take no responsibility for any embarrassment, injuries, or deaths that result from the use of this FAQ or any of the information contained herein. If you're that stupid, it's your own damn fault. Got that? Good. Now, let's move on to the fun stuff... ------------------------------------------------------------------------------- II. Update History v1.00 - Completed most sections. More updates will soon follow. v1.10 - Added more specific info and a Challenge Mode section, corrected some mistakes, and made various changes to several sections. v1.11 - Corrected more mistakes and made minor changes to several sections. v1.12 - Corrected more mistakes, added more methods for obtaining passwords, and made minor changes to several sections. Somewhat disappointed by number of errors to date. v1.13 - Added a Strategies section for Challenge Mode, and made minor changes to several sections. v1.20 - Updated list of sites with permission to post this FAQ. Added an Overview section, a strategy for Hamato Yoshi, and more passwords and methods of obtaining passwords. Made minor changes to several sections. v1.21 - Made minor changes to the Special Thanks section. v1.22 - Made some formatting changes and minor changes to several sections. ------------------------------------------------------------------------------- III. The Basics A. Overview There are three different gameplay modes in Teenage Mutant Ninja Turtles: Story Mode, Challenge Mode, and Versus Mode. This FAQ focuses mostly on Story Mode and Challenge Mode, since these are the modes in which the game's secrets can be unlocked. Story Mode is divided into six stages, and each stage contains anywhere from 5 to 8 areas. You are only allowed to save after clearing a stage, which is ac- complished by defeating the stage boss. To continue a saved game, simply select Continue from the main menu and choose any of the turtles you've used previously. You'll be able to start at the beginning of the stage that follows the last one you cleared. The game tracks each turtle's progress through Story Mode separately, so you'll have to start from the beginning if you choose a turtle you haven't used before. In two-player games, only the first turtle's progress is saved and only the first turtle can participate in the Dojo Stages and the Special Stage. You can replay stages that you've already cleared, which is useful if you're trying to hone your skills or collect all of the makimonos. B. The Good Guys Leonardo - The wise and fearless leader. Wears blue and fights with katanas. Pros: Leo is probably the most well-rounded of the four turtles. His power, reach, attack speed, and coverage are all good, but not exceptional. He's good at either individual or group combat, and has a powerful air attack. Cons: He doesn't have any attacks that reach quite as far as those of the other turtles. Donatello - The scientist and inventor. Wears purple and fights with a bo stick. Pros: Don's bo has the best reach of any of the turtles' weapons. He's relatively strong, and is great at fighting individual enemies. Cons: Many of Don's attacks knock enemies away, which can make it difficult for him to combo effectively. His air attack hits in a small area and carries him to the ground quickly, so using it well requires careful aim. He's also a little slow. Tips: Ironically, Don's also the character with whom you can most easily get an infinite combo if you know what you're doing. Simply pin an enemy against a wall and use weak attacks ad infinitum. The Subway Train's a particularly good area in which to try this; I've read about people getting 100+ hit combos by pinning enemies up against the walls there. (The combo counter only goes up to 99, but your actual combo will be displayed once you clear the area.) The other turtles can duplicate this feat, but Don's the best at it. Michelangelo - The witty prankster. Wears orange and fights with nunchuakus. Pros: Mike's the fastest of the turtles, and can combo easily. He has good coverage with his attacks, and many of them can score multiple hits on nearby enemies. His air attack is great for both racking up combos and bypassing environmental hazards safely. Cons: He's the weakest of the four turtles, and his attacks can be a little hard to control. Tips: There's an easy way for Mike to do an infinite combo against an airborne enemy. Use three weak attacks followed by a strong attack, and do it again before the enemy touches the ground. Use an uppercut to start the combo if you're have trouble knocking the enemy into the air. Raphael - The sarcastic hothead. Wears red and fights with sais. Pros: Raph is strong, and has good coverage with his attacks. He has a lot of spinning attacks, and can cover a fair amount of ground with his strong attack when moving. His air attack hits in a wide radius and can score several hits at a time against an airborne target. Cons: He's slow, and his sais have the worst reach of any of the turtles' weapons. C. The Bad Guys Mousers - Knee-high robots with oversized mouths. They pose little threat individually, but they usually appear in packs. They sometimes self-destruct if they can't reach you. The green Prototype Mousers are stronger than the white ones, and have a springing attack. Thugs - A common annoyance to superheroes everywhere, these members of the Purple Dragon gang use lead pipes, sticks, and aluminum baseball bats to make your life shorter and more painful. The ones in purple-sleeved shirts have a charging attack; dash away from them or use a shuriken to break their charge. Foot Ninjas - Black-clothed warriors who fight with katanas and bo sticks. The bo wielders sometimes throw shuriken from a distance. Close in on them and show them how a real ninja fights. Nanobots - These metallic menaces fight with rocket limbs and overhead slams. The orange ones are larger and tougher than their blue counterparts, and sport an extendible arm. Both types of Nanobots explode when defeated, damaging any- thing nearby. Jump or dash away from them when they collapse. Foot Tech Ninjas - These grey-clothed assassins use cloaking devices to hide themselves from sight and attack with kick combos and deadly leaps. They don't show up on the radar, so look for their shadows or distortions in the air to track them. Foot-Bees - Flying vehicles piloted by Foot Ninjas. They attack with twin machine guns, and occasionally float overhead and fire a three-way laser. Stay directly under them to avoid the laser, and use air attacks or elevated terrain to attack them if they float out of reach. They explode when critically damaged, so back away from them once they start smoking. Mutants - In order of increasing size and nastiness, they come in blue, brown, green, and purple varieties. They're very agile, and attack with their claws, mandibles, and venomous spittle. The green ones spit in a V-shaped pattern, and the purple ones spit in three directions. The brown and purple Mutants can maul and throw you, and the purple ones also have a rolling attack. Bosses - They come in a wide variety of shapes and sizes. Look for their descriptions and strategies for defeating them in the areas in which they appear. D. Obstacles Falling objects - Rocks, girders, and stalactites have a nasty tendency to fall on the heads of unsuspecting turtles. Unless you want a splitting headache, dash away when you see dust and debris. Barrels - A few hits or a flying body will set off the volatile substances within the barrels, causing an explosion that will damage and knock down anything in the blast radius. Certain attacks will send them flying, which can be rather useful if there's a group of enemies nearby. Security lasers - Beams of red light that damage and knock away any turtles who touch them. The ones in the later stages move. Jump over the stationary ones and jump or dash to avoid the moving ones. E. Items Grey boxes that are scattered throughout the stages hide the following items: Soda - Gives you 100 points and restores 1/5 of your life. Sushi - Gives you 100 points and restores 1/3 of your life. Hamburger - Gives you 100 points and restores 1/2 of your life. Pizza - Gives you 100 points and fully restores your life. Shuriken - Gives you 10 regular shuriken, up to a maximum of 30. Electric Shuriken - Gives you 10 electric shuriken, up to a maximum of 20. Explosive Shuriken - Gives you 10 explosive shuriken, up to a maximum of 10. Red Crystal - Gives you 500 points and boosts your attack power for about 15 seconds. Yellow Crystal - Gives you 500 points and boosts your defense for about 15 seconds. Blue Crystal - Gives you 500 points and boosts your running speed for about 15 seconds. Purple Crystal - Grants you an additional use of your Gembu attack. Does not appear until Gembu attack has been unlocked. Makimono - A scroll that unlocks sketches in the Data Base. The white ones unlock three miscellaneous sketches each, and the blue, purple, orange, and red ones unlock one sketch each of the appropriately colored turtle. F. General Tips Get good at dashing. It's invaluable for dodging attacks and working your way into more advantageous positions. Uppercuts can be used to hit enemies who are lying on the ground. Shuriken are highly effective against many of the bosses, so save as many as possible. Most enemies will stagger when hit with a shuriken. This disrupts their attacks and leaves them vulnerable to a quick combo. Electric shuriken stun anything they hit. Explosive shuriken damage and knock down all enemies in their blast radius. When you use a credit, you come back to life with 10 regular shuriken. Remember this if you die during a boss fight; the extra shuriken can be quite helpful. White makimonos can be obtained regardless of which character you're using, but colored makimonos can only be obtained when you're playing as the turtle of the corresponding color. Unless you have a lot of life or know that there's food nearby, avoid fighting enemies around barrels. Either knock the barrels into them from a distance or lure the enemies away from them. Use your uppercut to knock barrels into the air. It invariably sends them flying, and gives you good control over the direction in which they fly. The closer something is to ground zero of an explosion, the more damage it'll take. ------------------------------------------------------------------------------- IV. Stage Walkthrough A. Stage 1 - Things Change 1. Sewers Enemies: Mousers This is little more than a practice area. Mousers are the greatest threats you face here, and food is plentiful. Practice your combos and get a feel for your chosen turtle's fighting style. Watch for falling rocks, and you should escape unscathed. 2. Streets Enemies: Mousers, thugs This area will teach you how to use your environment to your advantage. In addition to explosive barrels, there are cars and fire hydrants to be found here. The cars explode in a wide radius when seriously damaged, and the fire hydrants spray a stream of water in the direction you're facing if you strike them with a weak attack. (Strong attacks make them spray water straight up.) The water will knock down and damage anything it touches, including careless turtles. If you get seriously hurt early on, a pizza can be found in the box on the pizza shop's awning. If you're playing as Raphael, be ready to fight a boss at the end of this area. BOSS: Casey Jones He's a pushover. If you have a decent amount of life, close in and beat the crap out of him. He can counter your combos with a swing from his golf club, but he'll go down before you do. Unlike most of the other bosses in the game, he can be stunned and knocked into the air, so you can juggle him to death if you prefer a more conservative approach. 3. Alley Enemies: Mousers, thugs You have a bit less room to maneuver here than you did on the streets, so be careful when blowing up cars or sending barrels flying. Other than that, it's more or less the same as the previous area. BOSS: Dragon Face Take out his bodyguards first to minimize distractions. Hit him with two weak attacks and a strong attack to send him flying and prevent him from using his counterattack. He has a three-hit punch combo and a dash punch that he uses from a distance, but if you're quick and skillful enough, you'll never see them. 4. Rooftops Enemies: Mousers, Foot Ninjas You'll be introduced to Foot Ninjas here. They're hardier than thugs, but not much smarter. Just watch for flying shuriken. 5. Stockman's Lab Enemies: Mousers Avoid the buzzsaw while destroying the Mousers. The best way to avoid being hit by it is to stand against the far right wall and attack the Mousers as the buzzsaw moves away from you. You can also stand on the arm safely and simply wait for the Mousers to self-destruct. Once you've reduced enough Mousers to scrap metal, the right wall will rise to reveal the stage boss. STAGE BOSS: Giant Mouser Robot Dash towards it while avoiding the missiles it shoots. Once you're on the platform with it, stand by its legs and use your strongest combos on it. Back off when its arms start spinning, or you'll lose a large amount of life. When the spinning slows, close in and wail on it some more. When it's down to less than half life, it'll start shooting missiles as it spins it arms. Stay behind it to avoid getting hit. Four of the boxes on its platform contain sodas, so back off and take a drink if you get injured. B. Dojo Stage - The Secrets Use your air attack to smash the floating boxes. Some are empty, some contain Mousers, some explode, and some hide makimonos. Find three of them in three minutes to unlock your turtle's air attack. Save time by using a double jump to reach the boxes that float higher than the others. C. Stage 2 - Nano 1. April's Antique Shop Enemies: Prototype Mousers, thugs, blue Nanobots Demolish the Nanobots in April's shop, then head outside. There are cars, barrels, and a fire hydrant in the street. Make good use of them. BOSS: Nano Monster Ver. 2.0 A cute little virtual pet he's not. He has a three-hit punch combo, a body slam, and a 360-degree junk spray attack. Get close to him, dodge his attacks, and whack him in the back or sides as he recovers. He's particularly vulnerable after a body slam. When he's down to 1/3 life, he'll go berserk and start attacking randomly. If you're low on life, finish him off with shuriken; other- wise, just melee with him. 2. Subway Station Enemies: Prototype Mousers, thugs, blue Nanobots The enemies here appear on both the platform and the tracks. The thugs will leap after you, but the Mousers and Nanobots will stay on their starting level. Take them on in small groups to conserve life. 3. Subway Train Enemies: Thugs, blue Nanobots Short and sweet. The limited space makes this a great place to practice combos. 4. On the Bridge Enemies: Prototype Mousers, thugs, blue Nanobots, orange Nanobots There are a lot of crates and barrels here. When you reach the line of barrels, either lure the enemies away from them or throw shuriken to detonate them from a safe distance. 5. Junkyard Enemies: Prototype Mousers, thugs, blue Nanobots, orange Nanobots The first part of this area is very straightforward. Cut or smash your way through your foes until you meet Nano again. BOSS: Nano Monster Ver. 2.1 Same as the previous fight, only he's a little faster and is aided by three blue Nanobots. Take them down, then fight Nano the same way you did the first time. After Nano flees, fight your way through more enemies until you reach the pools of molten metal. They'll sap your life if you step in them, so resist the urge to take a hot bath. Take the rightmost path if you want to avoid them easily. Next, you'll have to overcome some pistons that will try to push you into the slag. Start moving when the first piston begins retracting, and use your double jump to stay on the platform as the pistons push you away. The crushing pistons that appear next are almost impossible to get past unharmed. Dash repeatedly and hope for the best. There's sushi in the two boxes beyond the third pair of pistons. Eat hardy; there's another boss fight coming up. BOSS: Nano Monster Ver. 2.1 Same as the previous fight, only this time he can hurl exploding cars at you and create blue and orange Nanobots to help him. Use the same strategy you used in the previous fights, dodging the thrown cars and beating up Nano's little helpers as necessary. 6. Junkyard Rear STAGE BOSS: Nano Monster Ver. 3 My, how quickly he's grown! If you've been practicing your barrel-hurling skills, they'll serve you well here. Knock the barrels into Nano from a dis- tance, and avoid his extendible arm and energy waves. He attacks after every second step he takes and is invulnerable while attacking, so time your attacks carefully. If you run out of barrels, you'll have to finish him off with air attacks. Watch out for his stomps and junk spray if you have to touch the ground. D. Stage 3 - Trap 1. Museum Entrance Enemies: Thugs, Foot Ninjas There are lots of goons here, but not much else. Beat 'em all up. 2. Trailer Roof Enemies: Foot Ninjas The wind will blow you towards the back of the trailer as Foot Ninjas leap from the transport helicopter overhead. You can't fall off the trailer, but the wind can make it more difficult to hit your foes. To maximize your accuracy, trap them against the sides or edges of the trailer. 3. Construction Site Enemies: Thugs, Foot Ninjas, Foot Tech Ninjas In addition to the new enemies, you'll have to watch for falling girders. The signs on the ground will tell you when to proceed with caution. Be wary of shuriken-throwing Foot Ninjas here; dash towards them to minimize your chances of being hit. BOSS: Evil Turtlebot Ver. 1.0 This guy's a pain. He can mimic the fighting style of any of the turtles, and can also fly into the air and fire laser beams at you. His combos can tear you apart in seconds, so avoid them at all costs. Avoid him while taking out the Foot Tech Ninjas who appear to support him. Once they're gone, dodge his combos and counterattack as he recovers. He can be knocked into the air, so juggle him if you can. 4. 13th Floor Enemies: Foot Ninjas, Foot Tech Ninjas Pretty straightforward. There are lots of explosive barrels here, and a pizza in one of the boxes by the beginning of the area. Get rid of the barrels to clear the battlefield, then pummel the ninjas until you're free to go. 5. Top Floor Enemies: Foot Ninjas, Foot Tech Ninjas The only noteworthy features of this area are the swinging cranes. Dash by them when they're at the far ends of their arcs to avoid taking damage. For a laugh, lure your enemies into the cranes and watch them go flying. 6. Air STAGE BOSS: Evil Turtlebot Ver. 1.5 Same as the previous fight, but the wind constantly blows you to the right. Use the same strategy as last time, adjusting your aim or trapping him in a corner to compensate for the wind. E. Stage 4 - Tengu 1. Museum Entrance Enemies: Foot Ninjas, Foot Tech Ninjas, Foot-Bees Another straightforward area. Tear through your foes until you're allowed to proceed. 2. Dinosaur Exhibit Enemies: Foot Ninjas, Foot Tech Ninjas, Foot-Bees Aside from the security lasers, it's pretty much the same as the previous area. Look for hidden crates hidden amidst the plants and dinosaur skeletons. 3. Egyptian Exhibit Enemies: Foot Ninjas, Foot Tech Ninjas, Foot-Bees At last, things start to get interesting! After clearing two rooms of enemies, you'll face five bosses in a row. BOSS: Mystic Wind Ninja He whacks you with his staff, fires homing tornados, and creates a wind wall around himself in response to a combo. The wind wall will score several hits on you if you're standing too close to him, so back off after comboing him. The homing tornados are difficult to dodge, but they don't do too much damage. Focus on comboing the ninja to stop them from coming. BOSS: Mystic Earth Ninja He whacks you with his staff, hurls boulders at you, and jumps to produce two magical fault lines when struck with a combo. If you get hit by a fault line, your movement speed will be greatly reduced and you won't be able to dash, jump, or attack for several seconds. Dodge the boulders, hit him a few times, and jump over the fault lines or on the sarcophagus display case to avoid being slowed. BOSS: Mystic Water Ninja He whacks you with his staff, shoots bubbles at you, and floods the room in response to combos. Jump onto a box or display case to avoid being damaged by the rising water, then jump down and attack him when it drains. Lather, rinse, repeat. BOSS: Mystic Metal Ninja He whacks you with his staff, conjures bouncing metal balls, and occasionally drops a huge metal ball that slowly rolls around. When hit with a combo, he retaliates by shooting five small balls. Leave the vases intact to deflect some of the balls, and jump over or strike any that get too close to you. Combo him, dash or jump behind him to avoid the balls, and combo him again as he starts to roll away. BOSS: Mystic Fire Ninja He whacks you with his staff, shoots fireballs, and conjures a wall of flaming pillars when hit with a combo. Dash in a wide triangle or diamond pattern to avoid the fire wall, and let the last dash take you within easy reach of him. Once you dispatch the Mystic Fire Ninja, you're home free. 4. Courtyard Enemies: Foot Ninjas, Foot Tech Ninjas, Foot-Bees Compared to the last area, this one is restful. It's short, and there are no bosses or environmental hazards to speak of. Stand on the fountains if you have trouble reaching the Foot-Bees. 5. Japanese Art Exhibit STAGE BOSS: Foot Gunner Ninja Real ninjas don't use guns, but this fellow doesn't seem to care. He's got a flamethrower, a rifle, a missile launcher, and a shield that blocks all frontal attacks. Shuriken are almost worthless against him, so it's best to rely on regular attacks. The flamethrower is his most dangerous weapon, but he mostly uses it at a distance. Dash to avoid the flames as you close in on him, hit him once to make him whip out his rifle, and dash behind him and hit him in the back. He has high defense and often recovers in time to block long combos, so don't get impatient if you can only get in one or two hits at a time. If he gets a chance to use his missile launcher, you can attack the missiles to make them explode harmlessly. F. Dojo Stage - Progress Each turtle faces a unique challenge in this stage. Successfully completing it will permanently raise your attack power. Leonardo - Defeat 30 opponents without getting hit. Difficulty: Hard Method: This takes a little patience. The key is to fight the Foot Ninjas individually or in small groups. Don't take on more than three at once unless you're extremely confident in your abilities. Try to lure them into the pool and attack them when they jump out, or run circles around the dojo and attack the ones that get separated from their allies. Donatello - Defeat 10 opponents in 1 minute. Difficulty: Easy Method: Use your best combos, and it'll be over before you know it. Michelangelo - Get a 10-hit combo on 10 opponents. Difficulty: Laughable Method: Let a group of five Foot Ninjas approach you. Press the weak attack button repeatedly. Raphael - Defeat 50 opponents. Difficulty: Medium Method: The only way to fail this challenge is by dying, and if you've been honing your combat skills, that shouldn't be a problem. Try not to take on too many Foot Ninjas at once, or they may defeat you through attrition. G. Notes from Underground 1. Stage 5 - Mouth of Underground Enemies: Prototype Mousers, blue Mutants, brown Mutants Watch for the falling stalactites and pools of poison here. The pools will quickly sap your health if you step in them. If you're using Michelangelo, you can simply fly over them with your air attack; if not, use boxes as stepping stones or jump through the poison to reduce the damage you'll take. If you get badly wounded late in the area, there's a pizza box hidden behind a the large stalagmite in the water-filled cavern. BOSS: Quarry He teleports around and attacks with a deadly leap, kick combo, or poison spray when he fully materializes. Three sets of energy rings appear when he tele- ports, and he'll appear in the center of one of them. Hit him a couple of times as soon as he comes into view, and he'll teleport away from you. Keep hitting him as soon as he appears, and you'll beat him before he ever gets a chance to attack! 2. Underground World Enemies: Prototype Mousers, blue Mutants, brown Mutants, green Mutants The Prototype Mousers can be hard to spot in tall grass. Watch closely for moving patches of light green to avoid being bitten unexpectedly. BOSS: Razorfist Quite possibly the most annoying boss in the game, and potentially the most time-consuming to beat. He blocks all frontal attacks when his arms are raised, but he lowers them when he's about to pounce or charge. His back is his most vulnerable spot, but his lashing tail protects it when his arms are raised. The quickest and safest way to beat him is to get close to him, dash circles around him, and combo him in the back when he drops his guard. You can hit him from the front if you prefer, but he's easier to combo from behind. He has high defense, so it may take some time to whittle him down. 3. Abandoned Town Enemies: Prototype Mousers, blue Mutants, brown Mutants, green Mutants The downed towers here shoot deadly electricity at anything that steps in front of them. Jump over the electricity to avoid losing vast amounts of life. There are also a number of opportunities to detonate barrels from a distance with shuriken. Take advantage of them when there are Mutants by the barrels. 4. Genetics Lab Enemies: Prototype Mousers, blue Mutants, brown Mutants, green Mutants The consoles on the causeway at the beginning of this area explode several seconds after being struck. If you see one of them sparking, back off and hope that a Mutant gets caught in the blast. BOSS: Quarry If you didn't fight him in the first area, he'll appear here instead. Use the strategy detailed above, but be aware that you have less room to maneuver. 5. Cultivation Room STAGE BOSS: King Nail He flies around the room and attacks with poisonous spittle, a diving attack, and a ground slam. Soften him up with shuriken and air attacks, and jump out of the way when he spits at you. When he's lost about half his life, he'll stop doing his regular diving attack and either fly quickly around the room in a tightening spiral or fly slowly around and try to ram you. Stand on the remains of the specimen tank to avoid the spiral swoop, and jump over him to avoid being hit by the slow swoop. If your timing's good, you can hit him with an air attack as you jump over him. He'll also start doing a follow-up to his ground slam at this point; he'll crawl forward and then slash with both claws. It does a lot of damage, but it's easy to avoid if you attack him from the side or the rear. If you want to play it safe, attack him only when he does his ground slam and the follow-up. H. Special Stage - Ordeal This stage consists of a one-on-one battle between you and one of your com- patriots. Successfully completing it will permanently raise your attack power. Leonardo vs. Splinter Difficulty: Hard Method: Going toe-to-toe with your sensei is suicide, so make good use of your environment. Stand in the middle of the bridge to lure him into the water, then dash or jump to the edge of the pool and combo him when he jumps out. Repeat until he calls it quits. Donatello/Michelangelo/Raphael vs. Leonardo Difficulty: Medium Method: Leo's not as fast or as strong as Splinter, but he can take you down almost as quickly if you're not careful. Use either the above strategy or hit- and-run attacks to defeat him. After clearing this stage with all four turtles, you will unlock the Gembu attack. This almighty attack does vast amounts of damage to all enemies on the screen, including bosses, but can only be used three times in each area. Use it well in the final boss fights. I. Stage 6 - Justice 1. Entrance Enemies: Foot Tech Ninjas, Foot-Bees If you're playing as Michelangelo, this area will open with a boss fight. BOSS: Hun The most important thing to remember when fighting this brute is to stay out in the open. If Hun pins you against a wall or in a corner, he'll smash you to a pulp in no time flat. As soon as the battle begins, dash away from the doors and start dispatching the Foot Tech Ninjas. Once they're gone, use hit-and-run tactics against the big man. He won't flinch when you hit him, so don't try to get in too many hits at a time. After losing a large amount of life, he'll get angry and start doing air attacks, spinning punches, and even longer punch combos. His air attack leaves him wide open, so seize the opportunities to wail on him until he goes down for the count. Aside from the possibility of fighting Hun, this is a rather straightforward area. Stand on the seats to reach the Foot-Bees more easily. BOSS: Mystic Earth Ninja Use the same strategy you did the first time you fought him, and take advantage of the extra maneuvering room. After defeating a few more Foot Tech Ninjas and Foot-Bees, you'll fight another boss... BOSS: Mystic Metal Ninja Use the same strategy you did the first time you fought him, and take advantage of the extra maneuvering room. ...and if you didn't fight Hun at the beginning of the area, you'll fight one more. BOSS: Elite Foot Ninja His speed, defense, and tendency to dash behind you and hit you in the back repeatedly make him a dangerous foe. He dodges shuriken well, so it's better to stick with melee attacks. Hit him two or three times, then dash away to avoid being hit from behind. Try to dash behind him so that you can hit him while he's swinging at empty air. When he's lost about 1/3 of his life, he'll split and create a shadow image of himself. The image fights like he does and has its own life meter, but its defense is much worse. Unless the real Elite Foot Ninja is lying on the ground, try to ignore the image. He'll create two more images when he loses another 1/3 of his life. Finish him off as quickly as possible to be rid of them, but be wary of his spinning attack if he's using swords or an axe. Avoid it or hit him with a shuriken to interrupt it. 2. Japanese Garden Enemies: Foot Ninjas, Foot Tech Ninjas, Foot-Bees Food can be found in boxes by the walls around the pond. BOSS: Mystic Fire Ninja Use the same strategy you did the first time you fought him. Keep in mind that his fire wall can still reach you if you're standing on top of the hut. 3. Foot Science Lab Enemies: Foot Tech Ninjas, Foot-Bees, purple Mutants Watch out for the moving security lasers at the beginning of the area. When you enter the area with the Mutant-filled specimen tanks, a yellow gas will flood the laboratory as they break free. It'll slowly drain your life until you clear the area, so make haste. BOSS: Mystic Wind Ninja Use the same strategy you did the first time you fought him, and take advantage of the extra maneuvering room. 4. Mouser Arsenal Enemies: Mousers, Foot Ninjas, Foot Tech Ninjas, Foot-Bees If you think the appearance of the regular Mousers is a danger sign, you're right. Think of them as a warm-up for the bosses. BOSS: Giant Mouser Robot x 2 Concentrate on one of them at a time, dodging any missiles the other shoots at you. When the one you're fighting starts spinning its arms, switch targets until it stops. Aside from the extra missiles, it's not that much harder than fighting one of them. After dispatching the final wave of Mousers, destroy the generator to clear the area. 5. Demolitioned Arsenal There's a pizza in one of the boxes on the left side of the room. Save it for an emergency. BOSS: Elite Foot Ninja He has a different weapon than the last one you fought, but the same strategy can be used to defeat him. If playing as Donatello, you will instead face... BOSS: Dr. Stockman The mad doctor confronts you in a mechanized combat suit. It has a fireball launcher, a Gatling gun, and a laser cannon, and can grab you and throw you. The throw does very little (if any) damage, but puts you within range of the fireball launcher. Dash to avoid the fireballs as you approach the doctor, and use air attacks to hit him in the cockpit. Stay close to him to avoid his spinning attack with the Gatling gun, and move away from him when he covers the cockpit with one hand - he's about to send down a rain of explosive lasers. Once the cockpit shatters completely, Stockman becomes vulnerable to regular attacks. Close in and finish breaking his toy with combos. 6. Trap Corridor Enemies: Foot Tech Ninjas, Foot-Bees, purple Mutants Bamboo spears, slamming doors, falling weights, razor-sharp pendulums, and flying arrows threaten you for the first half of the area. Jump over the spears, watch for shadows to avoid the falling weights, and use well-timed dashes to avoid the doors, pendulums, and arrows. The room with falling weights and Foot Tech Ninjas can be a doozey if you don't pay attention to the shadows. If it doesn't move, it's a trap. The boss appears after a wave of purple Mutants. BOSS: Elite Foot Ninja He has a different weapon than the last one you fought, but the same strategy can be used to defeat him. 7. Heliport STAGE BOSS: Shredder At last, you get to face your nemesis in a fight to the finish! He's strong, has good reach, is reasonably fast, and has a wide variety of combos at his disposal, but he's not especially difficult to beat. Start by throwing any shuriken you have at him, then get close to him and dash away when he attacks. Retaliate by hitting him in the side or the back. He can't counter your combos, so hit him as many times as you can before backing off. Leonardo and Donatello, with their extra reach, can afford to be a bit more aggressive than Michelangelo or Raphael. Shredder's defense gives him quite a bit of lasting power, but he'll eventually fall if you keep up the pressure. Once you complete this area with the fourth turtle, Shredder will flee and you will follow him to the last area for the final battle. 8. Shinto Palace FINAL BOSS: Oroku Saki If you thought that Shredder would be an easier foe without his armor, think again. He's very fast and very powerful, has superior defense, and makes liberal use of stun attacks and air combos. You'll also notice that the flames around him change from blue to red if you start to gain the upper hand; when they turn red, he becomes faster, stronger, and even more aggressive. Thank- fully, your credits are fully replenished when the fight begins, so you can afford to be a little reckless. Start by using all of your Gembu attacks and shuriken on him, which should deplete about half his life. Then go combo crazy on him. You'll die a few times, but he should run out of life before you run out of credits. If you get off to a particularly bad start, switch to hit-and- run tactics, dashing away after every third hit or so to avoid his punch and kick combos. Try to hit him when he jumps; if you're fast and your timing is good, you'll be able to juggle him for a little while. Be ready to run when he hits the ground, though. ------------------------------------------------------------------------------- V. Challenge Mode A. Overview Challenge Mode is a special game mode that is unlocked once you clear Story Mode with all four turtles. It consists of a series of one-on-one battles against various bosses with occasional regular enemies thrown in during bonus rounds. You have no credits in Challenge Mode, and you can only recover life by finding and eating food after each round. The Gembu attack is also disabled to prevent easy victories. There's no time limit on the fights, however, so pace yourself and fight intelligently. You can carry up to 99 of each different kind of shuriken in Challenge Mode, and the ones that you don't use carry over into the next round. If you collect a lot of shuriken early on, save them for future opponents. I most strongly recommend using shuriken against the enemies whose names are marked with an asterisk (*). At the end of each round, six boxes with random contents will appear near the edges of the arena. You have only a few seconds to break as many of them as you can and claim the contents before the next round starts, so decide which ones you want to go after and smash them quickly. Go for adjacent boxes to save time. B. Enemy Lineup Round 1: Dragon Face Round 2: Casey Jones Round 3: Giant Mouser Robot Round 4: Nano Monster Ver. 2.1 Round 5: Mouser Round 6: Mystic Wind Ninja Round 7: Mystic Earth Ninja Round 8: Mystic Water Ninja Round 9: Mystic Metal Ninja Round 10: Mystic Fire Ninja Round 11: Prototype Mouser Round 12: Evil Turtlebot Ver. 1.5* Round 13: Foot Gunner Ninja Round 14: Quarry Round 15: Razorfist Round 16: Foot Ninja Round 17: Elite Foot Ninja* (sword wielder) Round 18: Elite Foot Ninja* (axe wielder) Round 19: Elite Foot Ninja* (trident wielder) Round 20: Elite Foot Ninja* (spear wielder) Round 21: Hun* Round 22: Foot Ninja Round 23: Dr. Stockman Round 24: Shredder* Round 25: Oroku Saki* Round 26: Hamato Yoshi* C. Strategies Mystic Water Ninja - Unless you're using Michelangelo, don't break the box! If you do, you'll be unable to avoid taking damage when he floods the arena. Evil Turtlebot Ver. 1.5 - A single mistake can cost you dearly in this fight. Unless you know that you're going to find a pizza after the battle or are very confident in your ability to pull off hit-and-run attacks, throw a few shuriken at him before moving in to melee with him. Hun - Use the same strategy you used to beat him in Story Mode, but remember that not even explosive shuriken can knock him down. Dr. Stockman - Explosive shuriken will damage him even if the cockpit is intact and he's covering it. Hurl a few at him if you want to speed the fight up. Shredder - His air attack can carry him all the way across the arena, and there's a good chance he'll use it if you try to hide in a corner and pick him off with shuriken. It's wiser to throw shuriken at him from medium range, then dash up and combo him while he's staggering. Oroku Saki - Use your shuriken at medium range to stun him, then dash up to him and combo him. Avoid his combos and attack him whenever you see an opening. Make liberal use of electric shuriken if you have any to spare. Hamato Yoshi - If you have 15 or more explosive shuriken, this fight will be shortened considerably. Splinter's mentor is invincible for the first few seconds of the fight, so dash out of his way when he gets close to you. When he turns to follow you, throw a shuriken at him or use hit-and-run tactics. Aside from the lack of body flames, he's almost identical to Oroku Saki, so the same basic strategy can be used to defeat him. He likes to take his time re- covering when he gets knocked down, so wait until he finishes standing up if you have any shuriken to use on him. ------------------------------------------------------------------------------- VI. Secrets A. Versus Mode Characters Leonardo, Donatello, Michelangelo, and Raphael are available by default. In addition, there are six characters who can be unlocked by playing through Story Mode and one who can be unlocked by playing through Challenge Mode. Casey Jones - Defeat him in Stage 1, Area 2 of Raphael's Story Mode. Evil Turtlebot - Defeat him in Stage 3, Area 6 with any character. Splinter - Defeat him in Special Stage - Ordeal of Leonardo's Story Mode. Hun - Defeat him in Stage 6, Area 1 of Michelangelo's Story Mode. Shredder - Defeat him in Stage 6, Area 7 with any character. Oroku Saki - Defeat him in Stage 6, Area 8 with any character. Hamato Yoshi - Defeat him in Challenge Mode with any character. B. Passwords Fulfilling certain conditions in the game will reveal passwords that can be entered to unlock special features. LDMSD - Alternate costume for Leonardo Obtained by: Clearing Story Mode with Leonardo DDSMS - Alternate costume for Donatello Obtained by: Clearing Story Mode with Donatello RRLMD - Alternate costume for Michelangelo Obtained by: Clearing Story Mode with Michelangelo DMDML - Alternate costume for Raphael Obtained by: Clearing Story Mode with Raphael LMLSD - Increased attack power for Leonardo Obtained by: Clearing Special Stage - Ordeal with Leonardo in under 30 seconds without being damaged? DRLDS - Increased attack power for Donatello Obtained by: Clearing Special Stage - Ordeal with Donatello in under 30 seconds without being damaged? MSRMM - Increased attack power for Michelangelo Obtained by: Clearing Special Stage - Ordeal with Michelangelo in under 30 seconds without being damaged RDSRL - Increased attack power for Raphael Obtained by: Clearing Special Stage - Ordeal with Raphael in under 30 seconds without being damaged? SMRDM - Unlimited shuriken for Leonardo (Story Mode only) Obtained by: Clearing Story Mode with Splinter MSRLS - Play as Splinter in Story Mode Obtained by: Defeating Oroku Saki in Story Mode SRLMD - Play as Casey Jones in Story Mode Obtained by: Clearing Challenge Mode in under 15 minutes? MSSLD - Infinite exploding shuriken for Michelangelo (Story Mode only) Obtained by: Unknown LSDRM - Opens Playmates toy database Obtained by: Unknown If you know of any passwords that I didn't list or how to obtain any of the passwords for which no method has been verified, please e-mail me. C. Easter Eggs Set the system clock to October 31st, and your turtle will wear a pumpkin on his head. Set the system clock to December 24th or 25th, and your turtle will wear a Santa hat. At the title screen press up, up, down, down, left, right, left, right, B, A, and you should hear the turtles say "YEAH!" Press Start and begin Story Mode. When the turtles walk, you will hear bouncing noises. (The Konami code appears again...for the GameCube version, at least.) ------------------------------------------------------------------------------- VII. Questions & Answers Q: Why a Teenage Mutant Ninja Turtles FAQ? A: It hadn't been done yet, and I've had a soft spot for the Teenage Mutant Ninja Turtles since the days of the original cartoon. Plus, sylvanir and I really enjoyed the game. Q: What do you think of the cel shading in the game? A: I like it. It gives the game an appropriately cartoony feel, and the shading is so well-done that it doesn't look 2-D. Q: What's the highest combo you've ever gotten? A: My personal best is 54 hits with Splinter. I achieved it by doing an infinite combo on a Mutant. By using Michelangelo's air attack against Nano, sylvanir and my brother have respectively gotten 34-hit and 72-hit combos. Q: What do you think of the new Teenage Mutant Ninja Turtles cartoon? A: To be perfectly honest, I've never watched it. My knowledge of the plot is limited to the cutscenes in the game and snippets of conversation with people I know who have watched it. Based on what I know about it, it sounds pretty good. Q: You shift between singular and plural pronouns from section to section. What are you, a schizophrenic? A: No; I'm a writer with a partner. I had help compiling this FAQ, and I gave my partner credit in the sections where it was most appropriate. This section, however, is my own, so all of the questions are written and answered from my point of view. If sylvanir wants to answer questions, he'll write his own Questions & Answers section for the FAQ. Q: Your FAQ sucks! I've crapped out better FAQs than this! A: As soon as you find a way to upload excrement, you should post your wondrous creation for all to see. Q: I posted my FAQ, and every gamer on the planet thinks it's better than yours! Your FAQ really DOES suck! A: Congratulations! I am in awe of your superior FAQ-writing skills! Now go away. Q: This is the best FAQ I've ever read! You're a genius and a god among men, and I want to know more about you so that I can immortalize you! A: Yeah; I get that a lot. My contact info's listed below. Q: <insert some question that has nothing to do with the FAQ here> A: See the second sentence of my previous answer. ------------------------------------------------------------------------------- VIII. Special Thanks We would like to thank... ...Konami, for making this game. ...twitchx and my brother, for helping us discover the game's secrets. ...Alaric Bartlett (email@example.com), for being the first to point out an easy way to get infinite combos. ...roboknux (firstname.lastname@example.org), for a list of passwords and the effects of the Konami code. ...Terry Ho (email@example.com), for information about enemies, enemy names, and some tips for fighting Hun and Oroku Saki and doing combos with Michelangelo. ...Peter Wieland (firstname.lastname@example.org), for a list of passwords, some methods for obtaining passwords, and moral support. ...Janice Broyles (email@example.com), for the tip about using explosive shuriken against Dr. Stockman. ...CJayC, for posting this FAQ. ...Leo Chan, for posting this FAQ. ...the folks at IGN, for posting this FAQ. ...you, for reading this FAQ. ------------------------------------------------------------------------------- IX. Contacting Us If you have any feedback to offer, send it to either firstname.lastname@example.org or email@example.com. Be sure to put the word "FAQ" in the subject line of your e-mail, or it's likely to be mistaken for spam and deleted. We both check our e-mail on a daily basis, so you should receive a reply quickly in most cases. We accept praise, additions, corrections, and constructive criticism; our only requests are that you write clearly and intelligently. Rude, crass, or in- comprehensible e-mails will be ignored. If you provide us with information that we decide to add to the FAQ, you will be given credit for it. Happy gaming!