Teenage Mutant Ninja Turtles II: Back From the Sewers A quick guide by: Melzo G. McPhun (assisted by Master Splinter) Yo! Copyright Info The Ninja Turtles and such are licensed characters owned by Mirage Studios. The game itself was created by Konami Co., Ltd. But this FAQ isn't owned by anyone. I didn't even write this on my own. I copied it from this guy in my Sociology class. So if you for some reason feel compelled to plagiarize this, be my guest. The Second TMNT Arrives on Game Boy… and it's the Same Old Stuff Okay, so Fall of the Foot Clan didn't set the world on fire. If anything, it was a sign of the approaching apocalypse. But now that Back From the Sewers has hit town, we can experience anew the feeling of being a big mutant turtle. And it's a lot of fun… if just a bit stale. Compared to the last entry, this is mind-blowing. But on its own merits, this game has nothing new to offer. You run through a few levels and chop up some bad guys, then duke it out with a Boss at various points in the stages. Wow. It's what every single NES sidescrolling action game aspired to be, and then some. The "then some" comes from excellent GB graphics, quirky music, and smooth control that is standard for Konami games. While repetitive, you're not ever really BORED (at least the first time through), and Hard mode can give you a real challenge. Luckily for me, I managed to get a chat with the Turtles' mentor, Splinter, and so he tells me everything about the game, effectively eliminating every element of "work" I would have had to do on my own. Melzo McPhun: Hey, Splinter. Splinter: What's up, Melzo. MM: Okay, pal, enough small talk. Why don't you start telling me the basic structure of this game? S: Well, alright. Once again our heroes play exactly the same, with no difference between them other than a slight range variance. The game is divided into six Acts, like a play, which is pretty odd. MM: Why? S: Well, there's no storyline. You find April and blow up the Technodrome, but what kind of plot is that? Not fit for a play, man. M: Sounds more interesting than Othello. S: I guess so. Anyway, there aren't too many different enemies in this game, which sort of irked me. I always thought Konami prided themselves on variety and diversity, but all we get here are a few guys in masks and some robotic mice. MM: Uh huh. S: The Bosses, on the other hand, are fairly unique, but they all have distinct patterns of attack that can be overcome with ease. MM: Right. So what kind of moves do we have at our disposal? S: The standard attack and jump kick are back, as well as this new sliding kick. Just like in Fall of the Foot Clan, if you attack and quickly turn around when you're surrounded, you'll destroy any enemies on both sides. The timing is much more critical this time around, though, and the range and duration of the attack aren't nearly as long. The jump kick has been altered, too. If you turn in midair, the kick will be gone, and you'll have to hit the button again. No big deal, but it can be kind of a pain for veterans. MM: Hey, I'm itching to hear about this new slide move. S: If you hit A and B at the same time, you'll fly into a sliding kick that can damage everybody in front of you. It's not a good idea to use it often, though, since it usually just carries you into an enemy's attack. And if you're fighting a Boss, forget it. MM: Yeah, I did, since it sounds pretty dumb. S: You need it to clear low ceilings, like in a certain Bonus Stage. MM: Damn, I hate those levels. Did you ever get a Perfect? S: Usually, yeah, I do. It's really not that hard. Just chill near the middle of the screen, and make sure to get each pizza as it appears. You'll get a complete health refill along with a mess of extra points. MM: Any other miscellaneous bits before we start going through the game itself? S: Actually, there is one more thing. Why don't we go over some tips on beating the guard in the Rescue Stage? Rescue Game Boss: Prison Guard Easy Mode: The absolutely horrendous hit detection will make itself known during your battle with this bizarre mechanical menace. Don't even think about trying a head-on attack with this guy, since you'll usually trade hits and that subtracts your time very, very quickly. Instead, hang back for the duration of the battle and duck under his volleys of shots. After every few bullets, he'll either walk or jump in your direction. Wait near the left edge until he approaches, and kick him just so your foot touches him but your actual Turtle doesn't. It's a bit difficult to master, but you'll soon find this necessary after a few annoying deaths due to the crappy collision detection, or whatever. Normal Mode: He'll use the exact same killer tactics, but look out, because every other barrage of shots will turn out to be these strange bouncing spheres that can hit you if you hang out in the corner. Jump over the first two (being sure not to move too much farther to the right) and duck the rest. He'll clomp over to you and open himself up for the jump kick. Hard Mode: Every time he attacks, he'll produce those balls. Also, be cautious after you kick him up close; he can pull out the six-shooter and fire point blank. The upshot is that he'll frequently rush you without any prior attacks. Be sure to take advantage of this. MM: Well, that might be useful information. So, why don't we pick this up, huh? I got kids at home, you know. S- Okay, here we go! Act 1: Bummin Around in the Sewers 1-1: Sewer Antics- You'll soon learn that coming into contact with a Foot Soldier results in its death as well as your damage. While peculiar, this can actually prove to be a winning strategy, especially this early in the game. The normal Soldiers (which attack constantly and in droves) are fairly easy to cut a path through, but the guys hanging overhead on the ladders can make trouble. It's possible to jump up between the close and medium-range bombs and kick him, but you can always just touch him and kill him for the low, low price of one life bar. The difficulty level actually plays a big part in the game. Expect more enemies on the Normal and Hard modes, as well as other small touches (such as speedier bomb-throwing attacks). Some pizzas, like the Slice you'll find in this level, won't show up on harder modes. Extras enemies appear, too, like the bomber on the exit ladder. Crowd control can be troublesome at first. Learn the technique of turning during the attack animation to dispatch enemies on both sides of you. Even if they're in midair, they can still be toasted. You can easily master the timing before the end of the first area. Grab the Whole Pizza and move on out of there. 1-2: Big Apple- Get ready when you near the manholes, because some guy's gonna come flying out in an attempt to destroy you. Foot Soldiers that stand there, waiting for your approach, are even more bad news. They'll toss a trio of explosives your way and make a hasty retreat. Jumping is the secret to overpowering these guys. You can let them run, but the kill is always more satisfying. The third manhole offers an interesting alternative route. Drop in and you'll be in another small sewer. The Foot Soldier standing there with the pizza box looks pretty bored, so fight him and collect a Whole Pizza for a cool six point refill. Falling in the other manholes won't hurt you, but you'll say something pretty dumb. In case you bypassed the hidden route, a Whole Pizza will be waiting for you just before the exit. 1-3: Demolition, Baby- Upon entering here, you'll see a Foot Soldier tinkering with yet another explosive device. He'll detonate it and run away tauntingly while your Turtle simply stands there. Pursue him across the chasm by grabbing onto the pipe (if you drop, you'll fall on a land mine). Soon after you'll find another interesting challenge: sliding Foot Soldiers! Yes, they may look deadly, but a simple jump will take you out of harm's way (sliding yourself will only trade hits). Turn at the last second of the jump and kick to take them out. Style, man. It's all about style. Immediately after this horror you'll find a ladder that a few Foot Soldiers drop from. Kill them and… more will appear. And more. Boy, it's a good thing Shredder sends these guys after you one at a time, because more than a few would overwhelm you. That's awfully considerate of him. Mini-Boss: Foot Team No less than sixteen Foot Soldiers will jump up from below to lay waste to you. There's not really much to say about this. Slash left to right as each goon comes to you and that should do the job pretty nicely. 1-4: TMNT Pizza Street- That's right, as soon as you emerge from the manhole, you'll find yourself in front of the world-famous TMNT Pizza Restaurant. As you pass by, I'll appear and throw you a Whole Pizza. There. That's my cameo. I look more like a gerbil than a wise old rat. But hey, you wouldn't believe the babes I get from that small role. Why, just last week- MM: That's pretty cool. So, what happens after you throw the pizza? S: You get to brawl with Rocksteady… Act One Boss: Rocksteady Easy Mode: You'll be hard-pressed to find a way to die on Rocksteady. Hit him a couple of times when he's in the right corner, then move back under the lower right window. Deflect his bullets with your weapon, and let him jump over you (you might have to move a bit so his ass doesn't crush you on the way down). Do the same on the left, but remember that he won't shoot on this side. Repeating this a few times gets you an easy victory. Normal/ Hard Modes: This is pretty much the same deal but with a few significant differences. First off, every hit you land on The Rock will cause a window above you to fly open, and a Foot Soldier will poke his head out and attempt to drop a plant on you. These vases can be destroyed, but they can be a real pain. Secondly, every third horizontal movement will be a straight charge; no jumping, no shooting. It's very easy to kick him on the way down from this, but you'll have to retreat to the center again before the plant lands on your noggin. You should probably only hit him once on each side (although if your Turtle has a longer range weapon, you can hit him multiple times on the left if you line yourself up just to the right of the falling object's path). If you're on Hard Mode, the Soldier will be a bit quicker about letting the flowers drop, so one hit is all you'll get, no matter what. Act 2: Torturous Tollway of Terror If you've played TMNT II: The Arcade Game, Turtles in Time, or just about any other Konami action game, you'll recognize this stage. The perspective is now angled (just like the above-mentioned games) and you'll have much more freedom of movement. Basically, you'll be battling a whole bunch of Foot Soldiers again, only you'll be moving at about… oh, maybe twenty-five miles an hour. Some of these crafty enemies will make a beeline for you as soon as they enter the screen, sacrificing themselves to cause you damage. Stick to the center when these guys make their appearances and you should survive just fine. Things really heat up when these folks pull out some nasty tricks. Fantastically fiendish Foot freaks will dash in front of you, then turn and release a triangular sort of disk. Deflect it with your weapon and take him out, or just let him run. Guys that stick to the edges will fire missiles at you (these can be destroyed, but the explosions will still hurt you). Make quick work of them, as they don't retreat easily and will fire on you with impudence. The worst of the bunch makes an appearance on what appears to be an airborne snowmobile. Jump as soon as you see the bullets hit the ground, or you'll be wounded. They can take three jump kicks before they go down. Be careful not to kick them while they're moving toward you, since they'll just mow you down and make you look pretty dumb. Partway through this gauntlet of death dealers you'll come upon a Whole Pizza. A couple more hazards are worth mention. Periodically you may see a giant fly buzz its way serenely across the screen, passing you up. If you don't chop these things upon sight, they'll rush you from the opposite side. They don't move too fast, but they can take you by surprise. The insect threat is overshadowed by a truck that happens to drop oil drums in your path. Stick to the top (it's much easier to tell the alignment of the barrels here) and jump each one that comes your way. Just a bit later you'll discover a familiar Boss. MM: Uh oh, who's it this time? S: Well, I don't know if he's FAMILIAR, but- MM: Oh, is it Shredder? Hell yeah! Tell me how to kick his ass! S: No! Damn, I shouldn't have hyped it so much. It's only… Act Two Boss: Bebop Easy Mode: Since this fight allows much freedom of movement, you shouldn't have many problems. Bebop will open up by shooting at you while moving vertically. Hopping this is no problem, just make sure you aren't that close. He'll mosey on over in your general direction. This is your chance to open a can of whoop ass big time. Strike him so he's stunned, then move off so he'll follow you a foot or so and repeat. Don't let him get in your face, or he'll throw some punches and kicks. As many as half a dozen hits can easily be scored if you're careful, without him even touching you. After he withdraws to the opposite end of the battlefield, he'll let off another hail of shots. Be a little more cautious, though, since he'll start hopping around like Andore on speed and you can easily be squished if you don't weave yourself in between his zigzagging pattern. Normal/ Hard Modes: If you're playing these modes, look out for a sudden diagonal dash he'll pull off right after the jumps. It's incredibly hard to hit him and not worth the risk of damage at all. Hard level adventurers should beware of a huge speed increase and a second dash move closely following the first. Act 3: Construction Site That Doubles As a Major Enemy Hideout 3-1: Chillin With the Foot- The soundtrack really starts rockin when you enter this stage, so you know you're in for an intense battle. Foot Soldiers will attack in waves from the beginning of this area, so stick to the bottom to avoid most of the commotion. Be careful if some of the more daring dudes decide to jump down on top of you. Normal and Hard modes will feature bombers on the upper level and mines on the lower. They aren't much trouble, but if you don't notice them, they'll be a nuisance. Move left as soon as you see the explosives fly your way and they should miss you. Next up you'll notice some buckets falling around you. Needless to say, these objects do some damage, so either just bust em up with your weapon or weave between them. They aren't a big deal. Mousers, however, can annoy the hell out of players when they surround you and attack simultaneously. This is yet another situation where that slash-and-turn technique comes in handy. I'm almost positive those guys on Survivor had to use this move at some point. Grab the Whole Pizza near the end and ready yourself for a devious trap. The elevator opens and it's time to proceed to the next stage. But lo! a pail or two from heaven will fall to the earth, and a single Foot Soldier will pop out to fight you. Man, it's like Home Alone all over again. 3-2: Elevator of Destiny- This is finally it. You've made it all the way to this final stage, the lair of Shredder and his evil… oh, hell, it's just a little cargo elevator. Why is it so dangerous? As soon as you start the ascent, Foot Soldiers will attack from all sides. I don't really know what to tell you here. They may surround you and throw a few little punches at you, but, uh… so? 3-3: Shopping District- This stage is where the game makes the jump from moderately difficult to damn hard. As soon as you pass the elevator (which predictably spews a quartet of Foot Soldiers), ready yourself for a long and difficult journey. In Hard mode the onslaught of Mousers is constant and unending, so not only will you need to attack on both sides, you'll literally have to do it after every step. Make use of the walls and girders to stop the flow of creatures from one side. Patience is a necessity to reach your goal here. Oh yeah, and don't bring along Raphael if you can avoid it. The first overhead platform carries a Pizza (Easy level only) and provides a nice refuge from the melee on the ground. Entering the unfinished buildings will require you to hop between floors to pass obstructions and stacks of oil drums. Going all the way up to the roof will summon a group of Tubular Transports (those strange flies you encountered on the road trip). After hovering around and doing pretty much nothing for a while, they'll dive straight at you. Duck into the floor below and wait until you hear them splatter against the ceiling. Resist the urge to jump over to the third set of girders that you see; there's a Whole Pizza below that you'll pass up if you do. There's one more in the last building before the Boss, but don't pass it, since it can't be reached from the right side. MM: Uh oh. Did I hear you mention another Boss? S: Yeah, and this one's pretty bad. Get ready to meet… Act Three Boss: Krang's Walker MM: Wait a sec. You mean, he's like… old now, and stuff? S: No, NO! It's this giant robot he walks around in. MM: Oh, I remember! That thing that looks like Louis Gossett, Jr., right? S: Uh, I don't think so… Easy Mode: Keep your eyes overhead for a trio of missiles that will fall before Krang makes his grand entrance on some new mechanical droid. Keep away from him after he lands, because he'll fire a little blob of energy that can be a bit hard to see. Jump this and attack him a few times (careful so he doesn't walk into you). When he fires more rockets, he'll hover in the air while they fall on you. These are avoided just like the original ones. After passing overhead a couple of times, he'll try to drop directly on top of you. Walk calmly out of the way and try to make a few more hits, but look out for that weird plasma shot again. After you learn his rather unorthodox pattern, you can pummel Krang with ease. Normal Mode: Almost the exact same strategy will conquer this guy on the Normal level. Be wary of a second laser ring shot (use a medium-height jump to clear the first one so you don't land on the second) before you start to attack him. He'll only make one pass overhead before he tries to land on you, so walk under him so he's facing away from you. If you're in front of him, you'll be damaged by his quick charge move. This is the best time to go in and kick some ass. Hard Mode: If your Turtle isn't at full health when you face Krang on the Hard level, expect to lose him. Even a fresh fighter can be captured if you're not very careful. So what makes him such a force to be reckoned with? Speed, man. One of the standard Hard enhancements is increased Boss speed, so be prepared for a quick battle. One of the biggest problems is his hovering ability. He'll go directly for you without passing overhead once, and you simply aren't fast enough to run behind him. You'll have to step under him to trigger the drop, then double back so he doesn't crush you. This little detail is the reason the TMNT fatality rate has increased so much lately. You're going to have to make a perfectly timed jump; high enough to clear the mechanical body without getting hurt, and low enough to touch ground and make another jump to miss the first energy ring. All the while you're going to have to somehow sneak some attacks in there somewhere (the best time is while you're invincible just after you get hit) to bring him down. Adding to the fun is the high chance that you'll be playing the Rescue Game right after this. Act 4: Subterranean Skirmish 4-1: Flaming Foot Cavern- As soon as you hop into the hole created by the Technodrome Module, expect to run into trouble. An unending avalanche of rocks will roll in from behind you, and one misstep can flatten you. Walk under the first one or two when they bounce (making sure to inch left just a bit so they land in front of you), and simply jump the next pair. The pattern continues like this for a while, which gets old pretty fast. The cliff scene is a hell of a lot easier than it looks. Just leap over each boulder as it rolls down and you'll reach the bottom before you know it. Shortly after that you'll come upon an annoying new trap. Columns of flame will blast forth from the jets on the ground, barbecuing anybody nearby. If you're jumping to a higher platform with one right behind you, wait until it recedes, since it still can damage you. Watch your footing on Normal mode, since there'll be land mines which blend in with the stone. Always stick to the left when you're falling into a pit. The fourth or fifth gap contains a Whole Pizza. Escaping from here is rather difficult, since you must coincide your jump with the flame's movement. Have fun. The Bazooka Soldiers can really piss heroes off. Try to wait until breaks in their shots to jump up and kick them, otherwise you'll suffer serious pain. Following the three consecutive flame columns, you'll discover more Pizza. The final challenge here is a flame pillar with a Bazooka-toting guard on the other side. You could wait until the perfect time to jump, but why bother? Take the hit and snuff the bad guy while you're in ghost mode. 4-2: Ruined Sewer System- Great news for you Mouser fans: they're back! This time there's nowhere to hide from them, either. The nice thing is that you're safe in the water, since they'll simply explode if they touch the surface. Once again, bringing Raph here on the Hard level means death, most likely. Periodically, you'll hear a strange shrieking sound. That means you're about to face… Mini-Boss: Pizza Monster Hey, anybody remember that cartoon episode where Krang boobytrapped Michaelangelo's pizza and these weird creatures grew on it when he put it in the microwave? You'll take on one of those friendly fellows here. He isn't too much to deal with if you wait until he submerges and jump kick him in the face. Waiting on the surface for him to approach can also work, but don't try it on Hard. After five hits, he'll cough up two Whole Pizzas on Easy, and one on the more difficult levels. Before you fight the next Boss, you'll have to pass through a small colony of Mousers. You'll take quite a lot of hits on Hard, but otherwise it should be pretty easy as long as you attack in both directions as soon as they leap at you. Near the end, you'll find a Pizza in one of the holes (except Hard). If a Mouser happens to overshoot during his jump and land in another pit, he'll mysteriously vanish. 4-3: Alley Showdown- S: Alright, Melzo. It's the fight you've been waiting for. Sit back and allow me to tell you the best way to destroy Shredder. M: Hey, hold on a second. How can a scrawny old rat like you possibly kick his ass? He mopped the floor with you in the movie, pal. S: Look, who's the ninja master here? And who's the one that wanted this damn interview so bad? MM: Sorry, man, I think I'm more qualified for this one. After all, I do work for the KGB… Act Four Boss: Shredder Easy Mode: You'll face your arch nemesis early on in this game. When he yells, Shredder will charge straight at you, so take advantage of this and whack him a few times from behind. When he reaches the opposite end of the field, he'll jump nearly to the top of the screen and dive at you, similar to Kung Lao. You could avoid this easily if you were wheelchair-bound, so dodge this pair of kicks and attack him again during his charges. You can reasonably expect to beat him without taking a single hit. Normal Mode: Aside from kicking a small wave of energy at you between every attack, Shredder ain't much different this time around. He's a bit faster with the drop kicks, though, so use the handy sliding technique and he'll soar by overhead. Hard Mode: His pattern here isn't very complex, but his increase in speed is so huge that you'll have trouble keeping up with him. Try to match every hit he scores on you, while making some of your own. He'll run at you right behind the projectile, so try hitting him after he lands from the kick. You usually won't have time to slide under him. Like Krang in the previous stage, if you simply return each attack while you're invincible and land a few more strikes, you'll knock him out in jig time. Act 5: Sky to Earth 5-1: Aerial Pursuit- Although you may think it's me dropping you off at the beginning of this stage, look closely and you'll see it's a stunt double. I'm incredibly afraid of heights, and since I'm union, there's no way those bastards could force me up that high in the air. Ha ha! I love my job! One of the first things you'll notice here is that this stage scrolls vertically forever. That's right, fall off a ledge, and you'll keep falling until you maneuver yourself to land on a platform. Since your goal is to simply head right, you don't have to really worry about missing anything above or below you; it all repeats. Aside from the usual Foot Soldiers, you'll find a few new traps ready to make life miserable for you. The small gunpods on the floor will fire a burst of bullets in a triangular pattern. Jump over it after it shoots and you'll have plenty of time to defeat the goon on the other side before it can reload. Another, more nasty device is that spout you run into occasionally that shoots Tubular Transports at you. Just jump onto the nearest overhead ledge and you can bypass them. If you hang out below them, they'll bring the pain in a serious way. In Hard mode, these airborne freaks can quickly overwhelm you. If you come to a flat, slightly inclined platform, look out overhead, because a barrage of missiles are on the way down to collide with your skull. Strike them with your weapon and you can make it through easily. When you're making a leap of faith and can't see a landing point in front of you, stick your leg out so you destroy anybody in front of you. This won't help if you land on a loitering Foot Soldier, though. You'll find a couple of Pizzas midway through here for your convenience (Normal and Hard have only one). 5-2: Rooftop- Mini-Boss: Baxter Stockman As usual, the big BS is a major wimp. Hop on the roof of the small shack and hit him once or twice before he swoops to the bottom of the screen. He'll move upwards, letting off a trio of plasma shots, so be sure to jump the last one. He'll predictably fly to the other side and repeat this. In the harder modes, he'll take an extra potshot at you before he starts the rising attack, so avoid it like the IRS, Chuck. You'll have hundreds of opportunities to beat Baxter while he moves, so take him out quickly and move on. 5-3: Condemned Building- Well… there's a whole bunch of Foot Soldiers. Try to make it past these wily characters, I dare you. You won't ever survive this level, so I suppose this is the end of this strategy guide. 5-4: Crackhouse- It's the exact same room as before, but you'll find a Whole Pizza. Scarf it and exit. 5-5: Cellar- Act Five Boss: Stone Warrior All Modes: As soon as this guy rolls into the room tucked into a cute little ball, clear out of the way. He'll fire his flamethrower four times consecutively, following you after each attack. This is the only time you'll have to hurt him, so make use of it. Jump kick while moving up or down, and you'll hit him while avoiding a life as a Boston Market product. He'll fly into another rolling attack, coming at you three times at speed. Jump him each time and prepare to repeat the kicking process. Even the faster version on Hard is really no big deal. S: Well, we've made it, Melzo. It's the final Act. What fates await our heroes? What does the archvillain have in store for the guys in green? Who- MM: I don't know, but I'm hungry. You want some Burger King? S: Yeah, sure. Whopper with cheese. MM: Okay, great. Can you finish this up yourself? Act 6: The Last Bastion of Evil 6-1: Tunnel to Technodrome- Hey, another new mode of transportation. The surfboard doesn't offer any new challenges; you're basically just avoiding a bunch of mines and missiles. On Normal and Hard, you'll encounter both of these together, but if you stay in the extreme upper left corner and jump each pair of mines as they surface, you shouldn't have any major problems. The missiles can be destroyed, which is very nice. 6-2: Cavern- As soon as the sliding Foot Soldiers move, jump straight up as high as you can so they pass under you. Advance cautiously, because several lasers will be shot at you, most of them in midair. If you trigger these during a jump, you're screwed. Sometimes they'll come at you on ground level (usually when there's no one else around), or just over your head. The head level ones have to be ducked, or you'll get zapped. When you reach the series of Mouser holes, pretty much the same tactic will work, but since the enemies just keep coming, it'll be a hell of a lot harder. The attack-n-turn strategy should suffice for the most part. Don't jump too high, or you'll just land on a Mouser as it jumps out of its lair. Get ready for a small set of ground lasers just after the last hole. Luckily, you'll get a Pizza after these, and then… the Technodrome . 6-3: Technodrome Main Entrance- Boss: General Traag Easy Mode: After the General emerges from the door, he'll roll around a bit exactly like the previous Stone Warrior did. When he ends up on the left side, he'll fire three bursts of bullets at you. The key to hanging this guy out to dry is timing your jumps so that you kick him just after he finishes shooting. You can nail him three times like this before he rolls around some more. Needless to say, he's much easier than his predecessor. Normal Mode: It might take a bit longer to topple Traag here, since he'll move forward a few steps after each round of bullets. Since you're on a conveyor belt, it's not a good idea to try attacking him now. Wait until he rolls and comes back to the right side, where he'll shoot again without moving. Just use the Easy Mode strategy on every other set of shots. Hard Mode: There's another new wrinkle in Traag's attack pattern. After he shoots and tiptoes toward you, he'll jump across the screen instead of rolling. Stand in the middle and he'll miss you. Otherwise, he's the exact same Boss we all know and love. 6-4: Technodrome Interior- As before, jump straight up over those sliding Soldiers. This time the menace is a ceiling-mounted cannon. It's difficult, but you can jump over the angle of fire and destroy it. You'll most likely be hit, though. Unfortunately, they'll move vertically on the Hard level. It's safer just to avoid the gunfire and walk under, but be careful not to get caught between two of them. Along with the familiar music, you'll meet another favorite Turtle torturer: Roadkill Rodney. These guys have returned, and those electric lassos are along for the ride. Stop the screen from scrolling as soon as you see one, since they like to tag team you. A couple of simple jump kicks put these guys away, and you can even jump on the cord without being damaged. Hey, great. Before you hit the exit, you'll need to negotiate more flame columns, coupled with the annoying Bazooka Soldiers. They seem to be simpler jumps this time around, and the enemies are much easier to reach. At the end, you can eat a Whole Pizza (not on Hard). 6-5: The Exact Same Elevator as Before- Well, you're in a cargo elevator that's identical to the one in Act Three, and there's a squad of Foot Soldiers… man, don't they have anything else to offer here? Jesus, if I had a quarter for every elevator I rode in a fighting game, I'd… well, I wouldn't have a Rolls Royce, but let me tell you, I would at least get one of those nice Jeeps the drug lords drive. 6-6: Command Center- Advance a bit in this area, and you'll witness one of those cut scenes. You'll try to jump over to Krang's side of the pit, but a sudden blast of machine gun fire will knock you into the abyss instead. That Krang… what a nutsack. 6-7: Mouser Corridor- Flip between the levels quickly here, or the adjacent platform will fill with Mousers from those little holes. Also be sure to flip from the extreme left side, so you'll have an extra second to deal with anyone that's already there. It's alright if you get hit while passing the holes, because there's a Whole Pizza at the end in the last vertical shaft. Enter the door and get ready for a climactic battle… in Game Boy standards, anyway. 6-8: Yes, It's Another Lift- Boss: Super Shredder Easy Mode: Why is it that every single TMNT game that came out after that Secret of the Ooze movie has to have some enhanced version of everybody's favorite metal man? Enough is enough, already. All rants aside, this incarnation of Super Shredder is remarkably easy. Hit him as much as you can while he strolls around the platform, but don't let him get too close, since his saber has a wicked sharp edge. When he jumps off the screen, multiple images will appear around you (much like Dracula in Simon's Quest) and he'll eventually solidify in front of you. Start your attack again, and he'll tire soon enough. Normal Mode: It's the exact same situation, but with one miniscule difference. If you're too close when Shredder reappears after his magic show, he'll rush at you and swing his sword. Otherwise, you can crush him with the same technique. Hard Mode: Here's a fresh new concept: Shredder can actually appear BEHIND you after he teleports. Uh oh! That's a little too clever for me. I quit. 6-9: Death Bridge- This final corridor is an intense battle of epic proportions. You'll be assaulted constantly, from the word go. Whether it's from the Foot Buddies that throw each other at you, the normal Soldiers that accompany them, or the Tubular Transport holes in the walls, you're in for some abuse. Dealing with the unending bugs isn't a huge problem, though. Scroll the screen so you get rid of the source, and punch each fly as it dives at you. The head-level hole is a real bitch, though. You're gonna be hurting when you pass that one. Fortunately for you, there's a Pizza Slice on Easy or Normal just past this melee which grants you an extra three life bars (this can actually be a big help). Near the end of stage (and the game), you'll be targeted by a machine gun as you cross the metal bridges. Jump a second after you see the burst in the background, because the ground will be strafed with lead death. This can actually be difficult in Easy mode, since the gunfire is slow enough to still catch you as you land. Move yourself out of the way of the flame trail on the floor. Rejoice as soon as you see that exit door. 6-10: Technodrome Core- MM: Hey Splint, I got your dinner. Let's chow down, baby. S: Calm, yourself, Melzo. I'm just about to explain the best way to depose Krang and save the Earth. MM: That's… uh… neat. Final Boss: Krang Easy Mode: If you've made it this far, you've all but won the game, since Krang is a big fat wuss. Jump kick him repeatedly as he saunters in your direction. He'll stomp the ground a couple of times, and this will stun you if you're on the ground (it won't harm you, though). He'll leap nimbly back to his original spot. Stay in the left corner and wait. He'll hop toward you twice, then back to his original position. The funny part is, if you keep to the extreme left edge of the screen, you're completely invincible. Kick him in his exposed brain until he perishes, and you're a hero. Normal/ Hard Modes: Here's the catch to fighting Krang on Normal- you'll have to ACTUALLY MOVE to dodge his attacks. After his series of jumps, he'll take to the air again and home in on your position. He's incredibly slow, so you can run to the right side of him, then back to the left as he hops over you. If it's not three o'clock in the morning, you should have no problem beating him without taking a hit. Secrets and Such It's really unfortunate, but so far neither of us have found ANY codes for this game. Something is definitely wrong. This is Konami. Where's the stage select? The bonus stages? The extra lives? Hell, I'll take a code that morphs my Turtle into a large vegetable. If you know of anything at all, please let Mr. McPhun know about it by mailing phunruss@hotmail.com. Game Genie/ Game Shark Codes Okay, I'll admit it. None of these codes have been tested. I never bothered buying one of these gizmos for my Game Boy. These are courtesy of Gamesages and the Game Software Code Creators Club, so if none of these work, you know who to blame. Game Genie: 001-B6B-3BE: You're invincible! Why bother reading this FAQ in the first place? 0E8-BD8-802: Pizzas refill your health completely, instead of the usual lame six life bars. 0C8-BE8-D57: There is no explanation given for this code. Use it at your own risk. Just what does it do? If you find out, please let me know. 3E7-8AE-6EA: Combine this with one of the next five codes and you'll be whisked away to the Act of your choice. 013-8BE-E66: Skip straight to Act 2, bypassing the rather drawn out first stage. 023-8BE-E66: You'll be dropped into Act 3 right away. How convenient. 033-8BE-E66: Act 4 is your destination with this handy code. 043-8BE-E66: Storm your way straight to Act 5, nearly to the end of the adventure. 053-8BE-E66: You'll appear in the final level. Are you good enough to take down the Foot Clan? Game Shark Codes 010CB3C7: It's the usual infinite health code. Yawn. Thanks! I suppose I owe one to Splinter, for basically writing this FAQ for me. He's really a great guy. If you see him hanging around, make sure to say hello. And thanks to you for checking this guide out. Thousands of man hours were put into the production of this document, so take a moment to think of the blood and sweat that went into this work. "I'm warning you, don't punch my clock, buddy, because I'm a Pantera's Box you DON"T want to mess with!" - Mr. Furious