*Backtrak- taking you through those classic games you just have to play again* TMNT: The Game Walkthrough (PS2) Written by Daniel Byrne ©Copyright Backtrak 2007-2010 Developer: Mirage studios *Please note: This FAQ is owned by Daniel Byrne & Backtrak© 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 can & will result in legal action. *This walkthrough is best viewed, maximised in notepad or wordpad & with a screen resolution of at least 800 X 600. *Need to find specific elements of the walkthrough quickly? Ctrl+ F will be your best friend!! _______________________ 0-0 Version history 0-0 _______________________ V. <0.95> ------------- #04/12/2010- Ready to upload new version of the walkthrough soon to be Version Final 1.00 Phew!!! #03/12/2010- Added final revision info and more to the FAQ and finalized walkthrough content/layout. #01/07/2009- Added a new section to summarise the game and give an overall evaluation in comparison to previous TMNT games. #02/07/2009- Responded to all e-mails regarding TMNT since the project began, many thanks in your patience on this front, not easy due to not having internet access and a place i can upload the walkthrough. Final parts of the walkthrough completed and now gathering data on all further shell locations. #25/06/2009- After an abscence due to no internet connection -_- added new info to extras section and gave the walkthrough a fresher look & produce a more polished and difinitive walkthrough for the PS2 platform. V. <0.75> ------------- #07/11/2008- Upgraded walkthrough to V. <0.95> #06/11/2008- Played through the game one last time to check problem areas and give more help with the game's bad camera angles -_-. #05/11/2008- Included the names of all Max Winter's Generals and all of their specific attack patterns and movements. #05/11/2008- Added more refined stratergies to succeed in the final boss battle. #01/11/2008- Corrected spelling errors and made the walkthrough more user friendly. #28/09/2008- Numerous text checked, various elements redesigned for ease of use. #27/09/2008- Final review of any errors, walkthrough layout and content. #25/09/2008- Finalized full walkthrough and completed it ready for re-submisson. V. <0.50> ------------- #24/09/2008- Upgraded walkthrough to V. <0.75> #18/09/2008- Completed main walkthrough and corrected errors and made adjustments to layout. #18/09/2008- Added remaining missions to walkthrough beginning work on in game shell locations. #16/09/2008- Made a correction to General Mono strategy. #15/09/2008- Updated layout and corrected minor errors in walkthrough. #15/09/2008- Added 3 more missions to the walkthrough section. #15/09/2008- I know, I know, i've been away for over a year and this walkthrough hasn't been finished or updated, however i've ran in to numerous problems, difficulties, questions and queries in regard to other things in my busy life so this walkthrough fell way behind, I'd like to apologise for the long delay but everything is back on track now(Pun intended ^_^) i'm also going to be answering the numerous e-mails i've saved regarding this game so rest assured if you haven't beaten the game yet then let's resume where we left off folks! #01/04/2007- Added & updated missions 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. T-M-N-T ============================== === + Contents + === ============================== 1.Introducton 2.Controls 3.The Turtles/Characters 4.The art of ninjitsu A.#Special Abilities (acrobatic moves) B.#Special Actions C.#HUD'S:HEADS UP DISPLAY & ONSCREEN INFO D.#Ranking 5.The walkthrough A. Mystical Jungle. B. Vigilantism. C. Techno Ninjutsu. D. Cowabunga Carl Getaway. E. Spirit of the Forest. F. Ninja Tag time. G. The Game Is The Foot. H. Foot Trail. I. Tower Power. J. When the Slime Comes. K. O' Brother Where Art Thou... L. Bite Me! M. All Is Forgiven. N. Ninja's in the Crypt. O. The Mysterious Leader. P. Winter's Secret. 6.Extra's 7.FAQ 8.*NEW* Turtle Power! (Game Summary/evaluation) 9.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 finally 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 combat) 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) ____________________________________________________________________ Safety roll Triangle button & left analog stick (when landing) ____________________________________________________________________ Evasive roll Dodge & Left analog stick (during combat) ____________________________________________________________________ Ledge grab & run Left analog stick ____________________________________________________________________ Ledge drop O button ____________________________________________________________________ Pause game Start button 3.(THE TURTLES/CHARACTERS) ============================= Leonardo ----------- Weapons: Dual 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 he "loves 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 similar 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. A.#Special abilities (Acrobatic moves) ====================================== -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 forward 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!!) ____________________________________________________________________ B.#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 electricity 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 an 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 & successfully 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 successful 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 execute this awesome skill. ____________________________________________________________________ C.#HUDS(heads up display/onscreen information)- ================================================ 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. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> D.#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 success, 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, & successful 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. THE WALKTHROUGH =-=-=-=-=-=-=-=-=-=-=-= The story of TMNT is retold through the turtles in various FMV's as they recollect their adventure & the places they travelled, the FMV's make up the games initial story & take place after this adventure & tells the tale of how the brothers stood united once more. A.[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 through out 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 checkpoint 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 ledge & 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. * * * -------------------------------______________----------------------- B.[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 restricted 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. * * * -------------------------------______________------------------------ C.[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 important 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 chasm 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 opposite 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 iron column ledge moving around to jump to the fifth iron column. Once on the fifth 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. * * * -------------------------------______________----------------------- D.[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 checkpoint. 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 alternatively run toward the wall pressing the left analog stick toward the wall as you jump to reach the next building it 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 pipes otherwise you will fall to an 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! * * * -------------------------------______________----------------------- E.[Spirit of the forest]- stage 5 _______________________________ Now we re-join Leonardo at the South American jungle temple, having obtained the medallion Splinter instructed him to get 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. * * * -------------------------------______________----------------------- F.[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. * * * -------------------------------______________----------------------- G.[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. * * * -------------------------------______________----------------------- H.[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! * * * -------------------------------______________----------------------- I.[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. * * * -------------------------------______________------------------------ J.[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. * * * -------------------------------______________----------------------- K.[O brother where art thou]- stage 11 ____________________________________ Leo is back on a 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. -------------------------------------------------------------------- Proceed across the roof you just jumped on to past the checkpoint, and be careful of the gaping void and double jump across to the other rooftop at the other side. Ascend to the platform and it will begin to lower, quickly hop from wall to wall to climb up to the next rooftop and reach the next checkpoint. -------------------------------------------------------------------- Head right a little from the checkpoint and jump on to the two platforms that will begin to lower the moment you touch them so be sure to jump immediately to the next one and to the next rooftop inbetween. Jump across the next two loose platforms and to the lower rooftop at the bottom. Jump over to the ledge ahead so you can jump across to the rooftop on the left, a checkpoint awaits. Proceed across the rooftop once more and avoid the jets of steam that are spraying out of the air vents, navigating carefuly around the rooftop and turning a corner to come to another checkpoint a short distance away. -------------------------------------------------------------------- Jump to the first pipe and swing across the remaining pipes to reach another rooftop, proceed along the rooftop to come to the next checkpoint, from the checkpoint head right and be prepared to jump across to the other small rooftop also on the right when required. Jump over to the next narrow rooftop and then again to a small ledge facing north to reach your next checkpoint. You now need to head right and to do so you will need to double jump up to the descending platform you have encountered previously then from there across to the other two identical platforms and to the rooftop once more to reach a checkpoint, head across the narrow walkway to come to two more platforms, the first is easy to jump to, be wary that when you jump to the second that you aren't too close to the wall incase you run against the wall and fail to make it. You can run against the wall to reach the small platform after reaching the second of the descending platforms but this can be tricky to master, the much safer option and less frustrating is to double jump from the second decending platform. Once on the small platform after the two that descended jump over to a single descending platform and from it to a rooftop. -------------------------------------------------------------------- Jump up the ledges when required to proceed across the rooftop and come to another checkpoint, after you reach the checkpoint avoid the jets of steam and the electified area of the roof to come towards another combat zone. Beware of the Purple Dragons carrying bombs as they cannot be evaded by means of the R1 button. After dispatching all Purple Dragons you are free to proceed. Move down from the roof and back down in to an alley which leads you to a checkpoint on the way, look at all that traffic! only one thing to do then, jump across the traffic across to the alley on the opposite side, proceed down the alley to come to a checkpoint at the end, enter the secluded area to be attacked once again. After dealing with the goons, head straight ahead to another checkpoint and in to a japanese style garden zone complete with lighting, Navigate through it and you will come toward a shrine, Leo will say he senses something so proceed through the open doors and another fight will ensue. -------------------------------------------------------------------- After the battle head straight ahead past the checkpoint & in to a zone filled with water lillys, cross the lillies and avoid the poison plants and head toward the passage with the coin at the end. Head around the corner to come to yet another alley, make your way through it and you will reach another battle to test your skills, after the battle a short cut scene occurs and you will encounter Raph atop one of the roofs, after a humourous scene you assume control of Rapheal. Now control of the turtle has shifted,head up on to a small roof and reach a checkpoint, cross the smaller rooftops that follow being careful not to fall to certain death below, you will also reach a pole that you must swing across to proceed, continue across the roof and avoid the chimneys bellowing smoke, you will come across a large banner, you need to run across the banner and run along it jumping off to reach the lower roof and yet another checkpoint. Proceed ahead and switch to Leo and Shadow warp through the gate, then continue and switch to Raph to climb the indicated glowing red wall, reaching another checkpoint at the top. -------------------------------------------------------------------- You will see a dragon like parade ballon, you can collect a shell here but to proceed jump on to the dragon and then double jump across to the tail due south and then you can make it to the next roof. Hop across the series of small roofs to reach a checkpoint then go further across the roof to reach another banner and use raph's sai's to climb it, at the top a short scene will occur and the two brothers see the Shredder's cloak, a flashback then occurs from when the turtles last fought The Shredder, you now have to fight Shredder in this flashback. ^^^^^^^^^^^^^^^^^^ Boss: The Shredder ^^^^^^^^^^^^^^^^^^ Shredder will summon soldiers frequantly which can be dealt with, with the minimum of hassle by using warp slash, mega family attacks will also work well namely Mikey's and Don's, Shredder himself will throw Kunai as the battle progresses avoid these accordingly and don't get too close to Shredder unless it is to unleash a mega family attack, in which case let him have it! A safe tactic is to use Don's mega family attack to effectively paralyse Shredder then quickly switch to another turtle to unleash their family attack while the other turtle charges thier's back up, it's not a taxing battle at all really if you use the mega family attacks effectively. Remember the key is using the family attacks!! After the battle, Raph and Leo realise it was because they worked together to beat Shredder that they won that final battle against him. which concludes & completes this mission! * * * -------------------------------______________----------------------- L.[Bite Me!]- Stage 12 ____________________ For this level you will assume control once again of Raph in his nightwatcher guise. From your starting position, move ahead jumping over the immediate ravine just after the first coin, you should find it much safer to proceed along the sides of the sewer rather than risk falling down near the platforms that rotate the moment you step on them. Continue ahead and avoid another set of platforms by manouvering along the sides of the sewer once more. -------------------------------------------------------------------- Proceed ahead and jump up to the pipe which can be hard to see due to the running water, there are five pipes to swing past in total after which you will reach the first checkpoint. Just beyond the checkpoint and a battle will commence with the Black Gators, to make quick work of them utilize evasion techniques in order to fill the bloodlust gauge and let rip some warp slashes. After taking care of them, run to the end of the passage to find a big hole directly above you, yes you guessed it, jump from wall to wall to reach the top and get through the hole. -------------------------------------------------------------------- Once you have made it to the top you will reach a checkpoint, from there head dead ahead until you come to the large drop where the water is draining off, you will need to head quickly to your immediate right to the ledge with the coin to avoid the current that can pull you over the edge and thus ending your game. Hop down and follow the path around to come to a back street with some burning oil drums, another fight will ensue here so attack the Gators in the same way you did previously but don't forget to use evade (R1) effectively. -------------------------------------------------------------------- Further down the back streets you will arrive at a checkpoint and see a door which you must enter to proceed, it has a coin right in front of it. After getting inside you are immediately attacked, there are more enemies than previously so don't hesitate to use bloodlust with the square button to create some carnage among the Black Gator goons. After knocking them all down head up the walkway and to the top where you need to jump over the pit of lava to the other side, you can use the crane while it is not mobile to make the jump easier, but if you do fall you will have to fight the previous battle with the Black Gators again so be forewarned. -------------------------------------------------------------------- At the other side grab the coin and jump from wall to wall in the narrow passage to reach the rooftop. You will reach a checkpoint, after this jump up to the first roof and then from there down below to the next, climb the wall to the top to reach a higher rooftop and another checkpoint, head along the roof until you come to another narrow wall that you can jump from wall to wall to reach another section of the roof, follow the roof around to a checkpoint and jump to the first smaller window ledge do the same until you reach a ledge that has a pole you can swing from, swing the series of poles to drop off at the next window ledge proceed to the next and again use the pole to reach another rooftop and jump down to the lower rooftop and another confrontation awaits. -------------------------------------------------------------------- After clearing the scene up, proceed down to a checkpoint and a large drop to another section of the roof, use the narrow wall and a series of jumps to reach the top and proceed past the satalite dish and enter the hole by the blazing inferno, go ahead and leap over the second blaze of flames to find another hole and enter it coming to another checkpoint, leap over the flames here and move to the poles above you on the ceiling and swing over the flames blocking your path entering the door on the right. head down the ramps and out in to an alley and a checkpoint. follow the path around then leap over the grated fence with a double jump. -------------------------------------------------------------------- Follow the path again and jump over the next grated fence to reach a carpark and a battle, this time the foot are your opponents. Climb the large wall using Raph's sai's to reach a checkpoint at the top. Head across the rooftops that follow taking mind of and avoiding the air vents, and jump across the small platforms while avoiding the steam to reach a pole and use it to swing to the other side. You will reach another checkpoint and futher ahead see a banner like you did in the previous level, you need to run against it jumping toward the wall and then making it to the lower roof below. -------------------------------------------------------------------- Double jump up toward the grey ledge to grab it, then shimmy across the ledge taking care not to run in to the steam, then jump from your current ledge over to the next one to grab it, if you slip you can jump from wall to wall to save yourself on account of the passage being so narrow but do it before you fall too far! From the second ledge, make your way to the end until you can't move anymore then jump across to a third ledge, moving across it then jumping off to the right when you are in reach of the lower roof. A checkpoint lies here, navigate across the other rooftops arriving at two poles, swing from them while being cautious of the steam jetting out to reach the next rooftop, jump below down to a checkpoint then further down and in to the street in front of a pizza resturant to fight your next battle of this level. -------------------------------------------------------------------- After the fight, enter the pizza resturant to reach a checkpoint, head in to the back door in the resturant to enter the kitchen where another battle will ensue, after taking care of the last wave of foot that marks the end of this mission, congrats! * * * -------------------------------______________----------------------- M.[All Is Forgiven]- Stage 13 _____________________________ Leo takes centre stage for this level and your job is to find and locate Raph. I should also forewarn you that the jumps and camera angles from this point forward in the game can often be ridiculous, pay close attention to this walkthrough as you have until now and you will finish the game with minimum frustration, that said though there are still three levels to go not including this current one so let's get to it! -------------------------------------------------------------------- From the roof you begin from double jump over to the next roof on the opposite side, jump up to the next roof grabbing the ledge and pulling Leo up to the roof and grab a coin, reaching a checkpoint in the process. From the checkpoint proceed ahead and jump on to the small scaffold underneath the large banner, from here jump over to the second ledge on the opposite wall then shimmy along it and jump up to a third higher ledge to navigate around the building. -------------------------------------------------------------------- You will reach the giant air fans that you have encountered before, they can once again be overcome by running against the wall on the left side, remember running at them won't do you any good and it will give you a worse clear time. After passing the fans jump down on to a rooftop and then proceed towards the building frame, double jump to reach the first solid chrome gerder then simply and carefuly normal jump on to each wooden platform that will begin to collapse the moment you touch it, to come to the centre most solid gerder. Repaet the series of jumps you did to the wooden platfroms but this time double jump towards each one to make it across to the other side that has a coin and a checkpoint. -------------------------------------------------------------------- From the checkpoint make a large double jump downward to land on the lower roof below, jump up and stand on top of the smaller roof here and jump to the ledge facing the grill with the pipes, jump up to grab a ledge and follow it around so you can jump off safely to the roof. You will reach another area with the large fans, this area also contains a shell and in order to reach it you will need to run against the wall to reach a platform and from there run against the wall on the right to reach the shell, after getting past the fans once more you will need to jump over to another scaffold beneath the banner and you will reach a checkpoint once you have done so. -------------------------------------------------------------------- Run across the wooden board and along to reach a pole, swing from it to reach the other side and then jump up to grab the edge of the next wooden board, proceed and beware of the platforms that will fall as you do so, don't stop moving and continue ahead, once you have made yourself up to a grill above you double jump to run against it slightly and Leo will grab the ledge of the grill then pull him up with the analog stick, it's a very long way down now so carefully jump over to the long chrome gerder with the coin on it and walk along it until part of the gerder collapses, you will be in a warehouse where a fight will begin with the foot. Be sure to spot and take out the archers first as the only way to avoid their attacks is to use an evasive roll. -------------------------------------------------------------------- After dealing with the foot soldiers, shadow warp through the gate to the other side. You will reach a checkpoint and hear some screaming, from the checkpoint you just activated, jump toward the large rotating wheel to grab on to a pole swing to the next pole and then to a platform, move to the second half of the platform and it will collapse, before it takes you with it leap toward the nearby ledge which is annoyingly hard to see but it is actually part of a large pipe, move around it to the rear and double jump to the next lower platform, nothing you can do about the camera angle so just try to grin and bear it, from the platfrom jump down below to the lower platform which has a coin on it. Carefully jump through the large wheel on to a another big pipe that has a ledge you can grab, move around to the rear of the pipe and jump down to the lowest level which has a coin also. -------------------------------------------------------------------- Go through the small alley to grab a coin and continue toward the streets through the small snicket to come face to face with the Nightwatcher who reveals himself as Raph to Leo, after the scene Raph will run away, quickly run after him and follow him down the alley. You will reach a checkpoint on the way, jump on to the car and grab the coin atop it and jump up toward the green stack of boxes, from there grab the ledge and follow it right to reach a rooftop, from the rooftop jump on top of the small vent and up towards a higher ledge to grab it, follow it around to a roof and then make a double jump to grab a coin and reach the next lower roof and a checkpoint. -------------------------------------------------------------------- Proceed ahead and jump down in to the park, head across to the red box jump from it up to the small roof ledge then to the roof. jump on to the grey crates and to the pipe to swing to the left then from the platfrom jump to the pipe again and swing to reach the right platform and the coin. jump to the upper roof and Raph will pass by again, follow him and jump over the wooden fence then double jump the large gap to reach the bulding at the other side. -------------------------------------------------------------------- Follow the ramp up and swing from the pole at the top, to come down on to another roof, a checkpoint lies ahead continue across the roofing and jump over the wooden platfroms to reach a roof and a checkpoint, jump on to the ledge along the side of the building to pursue Raph and follow it jumping off at the next roof you come to. Make a tight double jump across to a gangway that is partly destroyed then shadow warp through the gate. -------------------------------------------------------------------- Head up the stairs and in to the large empty room to come to another fight, after defeating the foot, you will come to a checkpoint then proceed to the bottom of the building and shadow warp again through the gate, make a double jump across to the other lower roof then jump down in to a large clearing, where Leo will be captured and surrounded by the foot, unable to take them all Leo is taken away by the foot. -------------------------------------------------------------------- You will assume the role of Raph to finish this misson who puts aside his differences with his fellow brother to save him. Move ahead to a checkpoint, then around the corner and in to an immediate fight. Head out on to the walkway to reach a checkpoint, jump over to the next walkway and from there down to the lower roof, double jump across to the next roof around the corner and grab the coin, move along to a checkpoint and a narrow passage, in the narrow passage jump from wall to wall to reach the top jump across the smaller ledges and you can find a shell here in second play! Swing across the pole and slide down the ramp quickly jumping off to grab the wooden ledges on the right, descend the ledges with the circle button until you reach the last one, then move around the ledge to the other side of the building, jump over to the small platform with the coin then climb the wall using Raph's power climb. -------------------------------------------------------------------- Grab the ledge on the right going across so you can jump on to the next roof, and reach a checkpoint, proceed ahead jumping carefully and quickly across the wooden platforms to reach another wall and climb it, jump down to the lower roof then once again make a large double jump over to the next roof and leap over the wooden fencing atop of it to reach the next checkpoint. jump over to the next roof and carefully jump over the single wooden fence, from here jump over to the single platform with the coin then jump to the ledge on the left, carefully move around it and jump off to one of the platforms jump to the pole and swing to the next and then leap to the next roof that has another checkpoint. -------------------------------------------------------------------- Move across the roof to the two narrow walls and jump from wall to wall to reach the roof at the top, move around this roof to find a lower ledge, jump down past the ramp to come to a carpark where Raph encounters Serpientei and so a boss fight ensues. ^^^^^^^^^^^^^^^^^ Boss: Serpientei ^^^^^^^^^^^^^^^^^ Serpientei spits poison frequantly, this can be evaded by using rolling evade her physical attacks are rapid and very fast however evading with R1 will allow you to create an opening to attack her, if you do not evade you will recieve heavy damage and Serpientei will rapidly move away again, warp slash can be effective but more often than not you won't get a chance to use it due to her amazing speed, your best bet to utilize this is when she spits her poison at you. After you reduce her health gauge by a quater Serpentia will come in close range and spew poison on Raph, which marks a brief scene before Don and Mikey come to the rescue to help Raph, the fight then continues and the backup from the brothers means you can now use Mega family attacks against Serpentia to inflict massive damage, Raph's and Mikey's are more effective due to the fact that Don can miss because she is temporarly invincible when she dashes towards and from your turtle and so his isn't the best choice unfortunately. When Mikey and Don appear hammer the x button to regain Raph's health then tag to Don or Mikey to resume the fight. Serpentia will now also gain one new attack in which she charges up, and then moves extremly fast while also creating poison on the ground, to avoid this use warp slash to interrupt her charge and avoid the attack, alternatively this gives you a great opening for a mega family attack so choose wisely. The most annoying attack is when Sepientei is whithin close range she can spew a stream of poison at you, in order to stop this hammer the x button to break free and counter attack. After you have reduced her health gauge to 25% she will dissapear and then the mission is complete. * * * -------------------------------______________----------------------- N.[Ninja's in the Crypt]- Stage 14 __________________________________ This misson begins without the aid or assistance of Leo due to him being captured by the foot in the previous level. You do however have Mikey and Don back so you can utilize family attacks and the co-op vault as well as each turtles unique abilities. -------------------------------------------------------------------- Proceed straight ahead, two iron gates will open, you will then find yourself inside a lift which will begin to descend, as it is descending however the foot make an apperance which prompts a fight, make use of Don's family attack to stun a crowd of foot should things get too difficult, after dispatching the foot in the lift you will mark a checkpoint. Once the lift stops head outside of it and run against the left hand wall (note that a shell exists here) to make it across the huge crevice. -------------------------------------------------------------------- Once past the crevice, jump over to the first stone platform with the coin, from here use the co-op vault (square while airborne) with the assistance of another turtle to clear the larger gap and land safely on the second stone platform, from the second stone platform perform the co-op vault again to reach the third and final platform and a checkpoint. From the checkpoint jump over to the left and head towards the long narrow passage, use the co-op vault immediately after a double jump to clear the passage and make it through to the other side. -------------------------------------------------------------------- Grab the coin and walk on to the wooden floor which is actually a lift, at the top jump across carefully avoiding the flamethrowers then jump to the ledge with the coin above it to grab it, follow the ledge around as far as you can then jump to the ledge on the left following that around too where you can find a shell at the end drop from the ledge then use co-op vault to clear the large drop allowing you to proceed down the passage. -------------------------------------------------------------------- At the end of the passage you will come to your next fight with the foot, take care of them then a large pillar will collapse, making a path to proceed. Go up the pillar and down the passage to reach a checkpoint, avoid the flames and make your way across to the platform on the left, from here swing on the three poles then jump across to your right and use the co-op vault once more to leap past the massive crevice which will lead you to another checkpoint. -------------------------------------------------------------------- proceed ahead and to the rocks which will collapse leading you to the next section, don't worry you won't die. Jump from wall to wall in the narrow passage to reach the top where you will see a series of swinging axes, it goes without saying to avoid them, after passing the axes head down the passage and use the co-op vault over the crevice or you can use Don's Bo vault to make it across, you will reach the next checkpoint just after. Hop across the platform and to the other side and you will reach another checkpoint, jump up and across the 4 wooden platforms, and use the other wooden platforms to head upwards, at the top move right and jump towards the right where you will grab a series of ledges (a shell can be found above the ledges) descend the ledges then use the lift and jump to the horizontal platform which is moving jumping up to the right platform, jump up past the other platforms to reach another checkpoint then jump to the right wall and grab the ledges again, descend them and move across the wooden planks and jump up past the platforms on the right, use the ledge on the left and carefully descend it to the bottom then jump on to the horizontal platform when it arrives to be carried across to the other side, jump from wall to wall in the narrow passage to emerge at the top. -------------------------------------------------------------------- Another checkpoint awaits, from here go across the wooden bridge then jump over to the wooden platforms which begin to tilt when you land on each of them reaching the ledges on the far right, descend them and at the bottom jump across to the right side and jump at the wall then from the wall off to the left hand side where you will need to use Raph's power climb (at the top of the wall is a shell) move across to the ascending/descending lifts and carefully move across to the top right platform, jump across to the right once more and in to the passage to reach a checkpoint. -------------------------------------------------------------------- Head around the corner and co-op vault across the gap then head around the passage to come to another gap, in order to cross it use Don and his Bo vault to make the very narrow pass inbetween the narrow pass is a shell which can be claimed in second play of this level. Move around in to another passage and another checkpoint and jump over the series of flamethrowers, enter the large clearing at the end to at last find Leo! -------------------------------------------------------------------- A fight intterupts the reunion of the brothers, so deal with the foot using family attacks and if you gain enough stars use the mega attack in combination with warp slash to speed up the butt kicking of the foot, after the battle walk over to Leo then he rejoins the team, the crypt begins to collapse so quickly head to the right, use Leo to shadow warp through the gate, then head in to the lava filled passage using skillfull co-op vaults when required to make the series of huge jumps, go beyond the grating and shadow warp again once more at the other side, next use one big co-op vault to reach the other side then perform it again once more to reach the other side of this area, you will reach another checkpoint, run straight ahead and on to a wooden bridge it will begin to collapse but as long as you keep moving you will be fine halfway you will reach another checkpoint, keep moving and the camera will zoom out, after this you will reach the final checkpoint, just beyond this you will see daylight which is the exit to this cave, keep moving and avoid falling on the collasing platforms to reach the exit and complete this misson at last phew!! * * * -------------------------------______________----------------------- O.[The Mysterious Leader]- Stage 15 ___________________________________ You now have all four turtles back together and united, but the battle isn't over yet it's time to hunt down Max Winters and put an end to his plans once and for all! -------------------------------------------------------------------- You begin outside the gates to Winter's tower, proceed over to the wall which you can then climb with Raph to make the top and leap up to the grating and enter the carpark where you will reach the first checkpoint and over by the crates be ambushed by the foot, after taking them all out head over by the crates and leap up in to the gap between the crates, leap to the top of the crates to reach another checkpoint then move across to the right and jump toward the chained crate which will begin to swing and from it to the platforms below being careful to avoid a fall, after getting past them jump up to the balcony and jump through the arched window to come to yet another battle with you guessed it... the foot. -------------------------------------------------------------------- After the battle you will reach another checkpoint then slide down the ramp to quickly descend and reach the lower area below. Move ahead and in to a maze, around the corner the foot attack you yet again, after defeating them proceed ahead to a checkpoint, here you will also reach a stream, so cross the first bridge then the second and make your way over the stepping stones in the stream. You will reach another checkpoint along the way, from the checkpoint continue across the stepping stones and jump toward the ledge at the dead end. -------------------------------------------------------------------- Follow the ledge along and jump off over to the other side of the stream from the ledge, follow the stepping stones again then head over to the entrance on the right hand side of the screen. Once inside the storage area another fight will commence, after head over to the upper left corner and climb up to the ledge and follow the passage down to a door and a checkpoint. Make a normal jump to the pole and swing from it to the next and from that pole to the platform below, next make a double jump from the platform on to the ledge that happens to be on a large pipe, move to the rear and jump down to the next larger platform, from here double jump to the next ledge on the large pipe and move again to the rear and jump safely from the ledge to the lower platform to tag a checkpoint. -------------------------------------------------------------------- Head through the door for another skirmish with the foot, put those family attacks to good use now, namely Don's and Mikey's and watch out for Kunai foot troops and archer foot. Follow the door through to a warehouse and around back in to the maze and thus reaching the next checkpoint in the process. Avoid the laser and move in to the maze again, you will reach a fountain which has a shell atop it, in order to reach it stand on the relief of the snake head and co-op vault to the top to grab the shell here in second play. Jump down from the fountain or go around it, and avoid the next series of lasers jumping over the hedge at the end to come to another wave of lasers, avoid these and jump the next hedge at the end, follow the path around the maze to reach the next checkpoint. -------------------------------------------------------------------- Carefully proceed from the checkpoint using double jumps and even co-op vaults if you prefer to avoid the lasers and reach the fountain at the end, move around the base of the fountain to find the stairs and head up them to come to the last confrontation with the foot in this level, after defeating the foot make your way in to the tower to complete this mission, Possibly the shortest misson you've ventured through yet i might add. * * * -------------------------------______________----------------------- P.[Winter's Secret]- Stage 16 _____________________________ This level will ultimately test all you have learned in the game and will require the use of all turtles in order to complete it, i should also stress that family attacks are key to completing this final stage especially when you reach the final bosses of the game, yes there are more than one. -------------------------------------------------------------------- Proceed ahead and you will notice all is quiet, a little too quiet that is until the foot attack you just a few paces away from your starting position. Upon entering battle with the foot you will activate a checkpoint, head up the stairs to the left after the battle of course to come to two large platforms which you need to jump to, during the process you will trigger a checkpoint, at the top of the largest platform the camera angle switches, you need to jump to one of the two shadeliers then jump a series of shadeliers to reach a walkway (do not fall or you will die!) once you have crossed the shadeliers and touched down on the walkway you reach a checkpoint, follow the walkway straight ahead to come to the elevators oh and a battle with the annoying foot. -------------------------------------------------------------------- Enter the elevator that remains open to head up to the next floor, avoid the lasers that run across the floor and follow the corridor around to a checkpoint where a large noise can be heard, after it stops you can enter the door, I'll point out here that this is a tricky section, in order to proceed you must be quick and avoid stalling at all costs or your turtles will be zapped by a red gamma ray which engulfs the entire room and will instantly kill you, the most annoying thing is the length of the room but there are checkpoints in between so it's not too tricky as long as you keep moving! -------------------------------------------------------------------- Enter the door and co-op vault to the platform at the other side, walk inbetween the two narrow pipes and jump off them both to head up to the next small platform, now carefully jump (ordinary jump not double jump as you can trigger a wall run which can result in falling down and ending your game) from each platform to the next quickly and carefully to reach a larger platform with to narrow pipes, jump up from pipe to pipe then across another series of platforms and up toward a door hatch that begins to close (that is why i mentioned you must be quick and not stall in this room) if you are too slow the hatch will close and you will fail and have to start over from the last checkpoint, if you made it in to the door the gamma rays will occur but you will remain unaffected thanks to the hatch. After it clears you tag a checkpoint. -------------------------------------------------------------------- From the checkpoint, jump the next series of platforms quickly and carefully to come to two longer narrow pipes, jump off them both to reach the top and then come to the next series of platforms to jump towards, you will reach a larger grill and a wall that you must power climb using Raph, do so quickly to reach a ledge at the top then quickly enter the next hatch before it closes. -------------------------------------------------------------------- You tag another checkpoint then from the checkpoint, proceed to some more platforms and jump to each one while proceeding as before, you will come to some red pipes scattered along the wall, jump up to the first to grab it then to the second and make your way across jumping off towards the two pipes and swing on them to make the other side quickly leap over the platforms and to some more red pipes,follow them to the two narrow pipes and ascend the narrow pipes, from the top platform after you ascend the pipes double jump towards the single large platform (which is a little disorientating due to the camera angle) once on the platform quickly co-op vault across to the right hatch and enter it before it closes! -------------------------------------------------------------------- You will trigger the next checkpoint (I'm sick of this!!) use Don's Bo vault to pass over the narrow drop and make it on to the red piping, next jump from pipe to pipe and again from pipe to pipe to reach a wall (a shell is found next to the pipe on the right which you will need to jump off the left pipe then towards the right to reach it) climb the wall with Raph then quickly enter the final hatch before it closes to reach another checkpoint! Allelujah!!! -------------------------------------------------------------------- Proceed down the corridor and out on to a balconey overlooking New York City, and also trigger the next checkpoint... proceed ahead and jump to and swing on the two pipes to reach a ledge, follow the ledge around to trigger a checkpoint then jump down to the lower platform with the coin, make your way across several stone platforms to reach a checkpoint and then leap up to a ledge from the checkpoint, follow the ledge around to a series of poles and ledges, you must swing from pole to ledge to ledge to pole etc once you reach the top you will trigger another checkpoint, from the checkpoint head right and jump on to the stone platform that will begin to tilt, and jump over to the next, these platforms will vary in distance so use Mikey's nunchuck helicopter for easier reach, reach a checkpoint at the end and use the ledge just after to come to more poles and ledges that you need to grab/swing from at the top you will reach a checkpoint. -------------------------------------------------------------------- Avoid the electricity moving across the ground and proceed to some poles which also have electricity surging through them, time it so you swing only when each surge of electricity has cleared so you don't fall off and can swing safely. repeat this process again but with more poles to come to a checkpoint and some narrow ledges, climb up the narrow ledges and jump up to a checkpoint. -------------------------------------------------------------------- Proceed directly ahead and very quickly double jump on to the passing lift as it goes up, once you have landed on the lift a very long fight against the foot will take place, this gives you an opportunity to use Don's stunning family attack as well as build up the mega attack gauge, just don't fall off the lift... After that skirmish wait for the lift to stop then jump over to the right to the next section of the tower where you will trigger a much deserved checkpoint. Head along the balconey through the door then be prepared to run while avoiding the numerous lasers of course, don't stop otherwise you will have to start again due to the giant robot that is chasing you with it's gamma rays. On the way there is a large gap that you shuld co-op vault over and take note a shell exists above it in second play but don't risk it if you fail to claim it in the co-op vault across the gap. you will come to a dead end and a vent so jump down to the vent and reach a checkpoint. -------------------------------------------------------------------- Continue moving ahead avoiding the lasers and the robot and head up some stairs and in to the main chamber of the tower which is now trashed due to the nightwatcher's previous visit, avoid the stepping in the electrified water and reacha checkpoint, then jump over to the stairs and head up to a platform where the water is surrounding it, double jump to it then from there double jump over to the other side to reach a checkpoint. leap over to the next platform and the one after to go wall to wall in the narrow passage to reach the top. -------------------------------------------------------------------- Another checkpoint exists here, leap to the pole and swing, then whilst in mid air use co-op vault to make the jump and emerge safely on the other side, next climb the ledges that aren't electrified to the top to reach a checkpoint then co-op vault over to the opposite side then you must leap up to the platform and from there jump to the platform in the centre of the falling water. Next make a double jump to the shadelier and co-op vault carefully to the next, from there it's a simple case of jumping over to the opposite side and then reaching a checkpoint. -------------------------------------------------------------------- leap over from the checkpoint to the other side, leap to the next section and reach a new checkpoint and avoid the electricity and proceed down the corridor, follow it in to a room and reach a checkpoint, jump up to one of the moving platforms and grab the thin blue pipe running along the wall then jump up to each pipe above it, follow the pipes to a small entrance and you will find none other than Max Winters, a scene occurs then an FMV follows, after Winter's explains his secret to you, proceed and leave Winters behind and brace yourself, because a boss encounter awaits or rather four... -------------------------------------------------------------------- Follow the passage to the very top to find the circular arena that Raph previously fought with General Mono and to encounter your first of four bosses, the final bosses of the game, but you've already encountered three of Winter's generals in previous battles during the course of this game, this time it's time to finish them off for good!! -------------------------------------------------------------------- ^^^^^^^^^^^^^^^^^^^ Boss: General Gato ^^^^^^^^^^^^^^^^^^^ This fight is exactly like in the stage Techno Ninjitsu with Don, the moment the battle starts a checkpoint is tagged. Gato will lunge around as he did before and again throw spines after he has leaped twice in a circular motion, the advantage you have however is family attacks this time, use Mikey and Raph's family attacks to wear him down, and use evasive roll to avoid his spines when he throws them at you. He will land next to you and attempt to slash you, it is at this point he is suceptible to attack and you should unleash a family attack, any other attempt is practically useless on account of Gato leaping around so often. After his health drops by a quater, Gato will charge up, the only way to stop this attack is to use a family attack, for speed i find Mikey's works especially well, if you fail to stop him before he charges up he will throw a number of spines in all directions causing much damage and it is especially annoying to dodge, another factor is the edges of the arena get too close and Gato can easily knock you off or throw his spines to snipe at you from a distance. After Gato's health falls to 50% his appearance will change and his attack power will increase and Gato will begin to lunge at you, before he does this he will stand still then quickly rush towards you, dodge this with a swift roll then strike back with a family attack or a combo then go back to evasive action until you get your next opportunity to finish him off, Gato isn't too hard and compared to the other generals he's reletively harmless. After you defeat Gato the head General Augila will launch lightining in a circular motion on the arena you are standing in, move inbetween the gaps to avoid being hit and then General Mono appears which plunges you in to the next boss battle,this also marks a new checkpoint so if you die you can restart from General Mono. -------------------------------------------------------------------- ^^^^^^^^^^^^^^^^^^ Boss: General Mono ^^^^^^^^^^^^^^^^^^ Once again avoid the annoying waves that fall from Mono's hammer or they will push you back towards the edge of the arena, after avoiding the waves 7 times (a simple jump will suffice) Mono will dive in to the air, at this point be ready to roll out of the way the moment you see Mono's shadow is about to crash down on you. This is your chance to attack Mono so throw your best family attacks at him and use your combos to chip away at his health, this will be a long battle as Mono's defense is extremely high and most attacks cannot penetrate his armour. After he has jumped down and crashed in to the ground he will leap in to the air a further 2 times, remember to roll out of the way then use a combo after Mono misses you. After he has done this a total of three times, Mono will return to crashing his hammer in to the arena again, you can use this opportunity to attack him beside his feet but avoid the waves when they get close to you and don't get too close to his hammer, After you take away a quater of Mono's health he will change his apperance. Mono then begins charging up, Whenever you see him do this it is vital you interrupt his attack and cancel it by using a family attack, fail to do so and Mono will slam his hammer in to the ground and a huge surge of energy will send your turtle flying from the arena to an instant death and you can't survive this attack so you must stop Mono whenever he begins charging, a prompt will also appear on screen suggesting you should use a family attack, the best one to use is Raph's family attack because it is linear and thankfully Mono is a huge target which is a big plus for you because the family attack will hit it's mark. After you sucessfully launch a family attack to cancel Mono's power up he will fall to the ground, this is your chance to inflict serious damage to him before he gets back up, don't let up with attacks until he gets back on his feet! Keep up the above tactics and use family attacks whenever he charges to slowly wear him down, and eventually General Mono will fall, after you defeat Mono more bolts of lightning rain down on the arena, once again keep moving through the gaps to avoid damage to ensure you are ready for the next battle against Serpientei, you will have triggered a checkpoint after Mono is defeated. -------------------------------------------------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^ Boss: General Serpientei ^^^^^^^^^^^^^^^^^^^^^^^^ Once the battle against Serpientei begins, as with the last time you fought her, she will spit poison which can be avoided with a roll or two, her attacks still favour speed, however you will find her health is depleted very quickly as she doesn't have such a high defense against your attacks, a Family attack from Mikey can deal some incredible damage but first lets assess the battle stratergy. Dodge the poison she spits at you from the outset and gain some distance from Serpientei so you can have some room to roll out of the way from her next attack as she will rush toward your turtle then quickly rush away from you again, ideally this is not a good time to attempt an attack as she will be invulnerable and counter your attack then rapidly move to another spot from which to spit poison at you again. Serpientei will spew a cloud of poison at close quaters so it's wise not to stay too close, if you are hit by the cloud of poison she releases then rapidly hit the x button to escape. Serpientei will be susceptiable to attacks when she rushes rapidly at you after spitting her poison, first carefully evade with a roll or quick jump then attack her until she backs off again. After a quater of her health has been depleted, Serpientei will chance her appearance and one mode of her attack pattern, like the previous generals she will begin to charge up, this is your que to launch a family attack while she is immobile and unable to harm you, be sure to use a family attack when she is in this state otherwise should she complete her charge she will unleash a flurry of attacks and gain massive speed spewing poison across the surrounding area which is small and will leave you wide open to a phyisical assault from her claws. As previously mentioned Serpientei's health will quickly being to drop even more so should you launch successful family attacks, however you should be especially cautious as her health gets lower as she will try to charge up more frequantly. When you defeat her, more bolts of lightning will rain down upon the arena. adopt evasive action once more and run through the gaps in the lightning to avoid being hit, after the lightning storm ends the final of Max Winter's generals will descend to do battle with you. This marks a final checkpoint. -------------------------------------------------------------------- ^^^^^^^^^^^^^^^^^^^^^ Boss : General Augila ^^^^^^^^^^^^^^^^^^^^^ This is the final general and the only one you haven't faced in a battle before. Augila will begin the fight by reducing the size of the arena you are fighting on, this is especially disasterous, as one of his attacks can push you towards the edge of the arena very quickly, Augila's first attack will be a series of blasts which are best avoided by jumping before a wave of blasts hits you. After his barrage of blasts, Augila ascends to another section of the arena away from your turtle on a stone platform and begins crashing meteors down on the arena, simply look for the large shadows and avoid going anywhere near them to avoid the meteor shower, now to actually damage Augila (this in itself is a real nuscience due to the fact Augila has the unique ability to heal himself!) After the meteor shower has occured and passed, Augila will begin to charge up, the only way to stop it is to use a family attack, Mikey's and Raph's are the best ones to utilize against him. The family attack will cancel Augila's charging and inflict damage to him however do not be suprised if he heals himself to full health shortly after. If you do not stop Augila from charging he will begin to spin his dual bladed weapon in a circular motion and launch a flurry of red birds which will push you away from the arena and over the edge to an instant death, the birds can be jumped over but you should use double jump to gain extra height in your jumps. Augila also has a purple eye laser attack that rotates in a circular motion both clockwise and anti clockwise, in order to avoid them quickly move to the outer rim being careful not to fall off the arena and jump over the lasers from there, this ensures you are at the correct height to dodge the eye lasers and should come out of this attack unscathed, to win this final battle you must utilize family attacks, if you do not this will be a very very very long battle, add to that Augila's healing ability and it will be even longer so you should discount normal attacks completely and use the family attacks only when he charges, as before a prompt will appear on screen to use the square button, this is your chance to cause damage to Augila. Patiance is a must, Augila will repeat the attack pattern outlined above for the duration of the battle, if you keep harrasing him with family attacks like Mikey's (which hits multiple times!) You will deplete his health faster than using Raph's family attack, also be aware that you must begin to charge your family attack the moment Augila is about to charge in order to cancel his attack before he executes it. When Augila's health reaches 25%, he will kneel down briefly, use this opportunity to finish him off and waste no time executing a family attack to destroy Augila. It's been said throughout this walkthrough many times, family attacks are the key, without them you won't win these final battles!! You should find victory in around 6 minutes or so if this is your first time through the game, less if you favour Mikey's family attack, use the above stratergies and Augila will eventually bite the dust and that leaves the ending all to you Congrats and enjoy!! ^_^ * * * -------------------------------______________----------------------- ___________________________________________________________ ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Well folks there we have it the you've finished the game! Now all you need to do is collect every single shell, but of course i'll be providing a full list of where to find each and every single shell soon so you can get the most out of TMNT's extra's and unlock additional content. For futher information on the extra's menu see the chapter below for more details, don't forget that if you have any questions regarding this game or generally anything TMNT related don't hesitate to e-mail me your queries/questions to dbs_darkstar@hotmail.co. uk. Once again allow me to apologise for the long haiatus period between the starting and completion of this walkthrough thank you all for your support, understanding and patiance in this project. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ___________________________________________________________ 6.EXTRAS =========== Notice on the main menu for TMNT, 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. Here is list of the "Goodies" on offer for you to purchase: 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 health, 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. Additonal Info as of 2009: Shredder has recenlty returned "re-born" in a cybernetic form on TMNT: Back to the sewers, like i said it wouldn't be long before we saw the tin can again ^_^ 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 success in the arcades & eventually lead to the massive TMNT:Turtles in time IV for the SNES console,of which TMNT: The hyperstone hiest existed for the Megadrive/Genisis. 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/developer was now no longer Konami as they lost the rights/thereby licence 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! There might be a possibility in the future Konami gets the licence back, i do hope like many other TMNT fans that becomes the case. Q. How do i defeat general Mono?! he always knocks me off the edge!! (original question contributed by Joe B.) A. I got this one quite alot, & more than i had anticipated to infact. To defeat Mono for the second time in the series of final boss battles, you must evade his deadly hammer attack that will send your turtle to their death if you don't stop it before Mono charges up. To stop & prevent this devestating attack, immediately use a family attack (square button) Raph's will help as its linear and executed pretty fast this will cease and prevent Mono's deadly hammer attack. Following the steps outlined in the walkthrough you also notice Mono has an incredibly high defense which is where the family attack comes in again, once it is successful and you have cancelled Mono's charged hammer attack, it will knock Mono down on to his back, while he is laying down you can attack him to inflict larger damage to him with a combo or a family attack from Mikey or Raph, these two family attacks work best during the final boss fights. Be especially vigilant for the shockwaves Mono emits after crashing his hammer into the ground, these waves not only damage you but push you back towards the edge of the arena you are fighting in, that's where evasive action comes in by means of a jump, there are also small gaps in areas of the shockwaves but it's far safer to simply jump over the waves. The only real threat is the charge attack as previously mentoned, Mono begins using this after a quater of his health gauge has been depleted, another way to identify when he will begin using this is his appearance, it will alter slightly and he will let out a roar before he begins the attack. Following these steps and this walkthrough Mono should pose little threat to you. I would also like to note on my experience playing the game, during the final battle against Mono after reducing his health to zero he fell down and got up, shortly after he fell down again and got back up and begun to charge with his hammer, i had to use a final family attack to stop him even though his health was entirely depleted, i have noted this as a bug in the game and would be interested to know if anyone else has encountered this bug during thier games. Q. Why has it taken you literally years to finish this walkthrough?!! A. Yeah I have to admit that was unfortunate, I've always been tied down with other things and rarley had the chance to finish/begin walkthroughs but you see here's the thing, I do this for free at no charge to you or any of the associated websites at the moment (Psst not that I'd ever charge you the player anyway!) so I have to make a choice, work with money or work with no money, I'm sure you know which is the better outlook. It's finally completed now This TMNT walkthrough (given the fact more shell locations are due to be added & they will be!) but since there hasn't been another TMNT movie to this CGI adaption I've had time to choose when and where I could (if at all!)finish the project and make alot of TMNT fans (including myself!) very happy bunnies umm Turtles ahem... I do sincerly apologise for the massive delay here and it won't happen again unless of course there is a real emergency, (Yes running out of tea counts as that!) but in all seriousness I just hope you haven't thrown away the game yet and can forgive my ineptitude at finishing this, next time I will kick shell!!! Q. That's just an lame excuse isn't it?!! A. Yeah but no... but oh hey you put "an" instead of "a" and you have the guile (SONNNNNNNNNNNIC BOOOOOM!!!) to lecture me about the way I do things oh boy! Any other questions you would like to ask or see added to this walkthrough? if so e-mail me, there is still time to submit any further questions! 8. *NEW* Turtle Power (Overall game summary and evaluation) =========================================================== Alright, i decided to write this section in due to the game still being very popular on the PS2 despite the release of Next-Gen consoles that have been avalible for some time now. TMNT as a game is basically a way to extend the franchise and events depicted in the TMNT film, it remained very loyal to the film and as such gave you better insight in to the film's overall story while adding some interesting levels and unfolding the story from the film this is where i found the game did best on. While the game wasn't as explosive as previous games under Konami it did inject a fresh sense of gameplay and allowed the player to use Ninja like moves such as wall running etc, however I found the camera angles to be somewhat appauling and in the worst possible scenarios too, such as platform jumping to name but one. I did at one stage encounter a glitch on stage 7: The game is the foot, in which after you chase the Yeti to the bill board i found myself suspended in mid air with no ground or surrondings, i only encountered this once however and didn't find it to be problamatic enough to ruin the gaming experience. There was some pretty good voice acting regarding the voice talent from the original voice talent was changed for the movie, something I'm still sure alot of TMNT fans out there still aren't that happy with but what's done is done as they say. Overall this was a good TMNT title and one that should be played at least once even if you aren't a fan of the series or film, I've given my final evaluation of the game's most important factors below, please do not e-mail me if you disagree as this is only my opinion to which I am rightfully entitled. I hope you have enjoyed this walkthrough and will join me soon for further walkthroughs with Backtrak. Final Evaluation ================ Game Plot: 8/10 Ok because this game was based entirely on the movie with a few new levels thrown in I gave this an 8/10 but my heart said seven due to the game feeling rather short at times & hurrying along parts of the game's plot to interwine with the plot of the film which it is supposed to be based upon. Most interesting was the break up and reuniting of the turtles something which as a fan i wouldn't have guessed or seen it coming given the fact the turtles are always around each other and rarley have serious fights to the scale it tears them entirley apart. Graphics : 8/10 I really can't argue here, in this department a perfect conversion of silver screen to console, however what gave this game an eight was those terrible camera angles! At times I wanted to cry! At times I wanted to die! Failing this I wanted to just tear my hair out!! Lessons need to be learned here and shoot whom ever designed/programed the camera with a very very big gun...no really!! ^_^ If it wasn't for that camera from hell I could have appreciated this element of the game that much more, a real shame! Music: 6/10 I liked the music, however it just didn't have those classic Konami sounds and songs that made you want to buy the game's soundtrack, Still remember this is a game of a movie...hmm (thinks of street fighter movie) OMG!!! i really can't compare it to that discrace, however i may be tempted to buy the soundtrack someday (money permitting of course, =checks wallet= oh... empty........) Gameplay: 7/10 This was good, but as much as I like fighting and kickin' some serious shell, why is it there are so many enemies vacant in certain locations? Then when at last you do find some they appear in massive droves not even letting you catch your breath from the death drops and hellish camera angles. This isn't the absolute best they could do and i'm being nice but then i felt this game was somewhat rushed oh yeah, that's right so it can please all the kiddies when the movie comes out (KERRRRCHINGGGG £££/$$$) Controls: 7/10 The controls were ok, a little tricky what with all the actions etc you can perform but sometimes simple is better I get the feeling Mirage wanted to use every button possible "hey look Raph went for a crap!!" or even "Watch Mikey pick his own nose!!" and that's all for that heh. Voice acting: 6/10 I've heard worse... Alright alot worse, but then I thought one Mr. James Arnold Taylor (Leonardo) sounded less enthusiastic about this role, also the next time they cast Sarah Michelle Geller as April O' Neil I'll cut my ears off with a very rusty knife. Thankfully she was hardly in the game ("work commitments" you understand) It was an almost refreshing change of voice talent but this can & will change come the next major game/movie whichever comes first. OVERALL: 7/10 Play it at least once, if you're a fan play it twice, three times etc You won't have missed a great deal if you don't play though, perhaps watch the film instead if that's more your cup of tea. 9.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.) >> Joe B for his question contribution to the FAQ section of the walkthrough. >> Cory Southard also for his question regarding level 10 in TMNT. >> Last but certainly by no means least thank you to Alexander Davidson creator of Metapad, which indefinatly makes life easier when writing these walkthroughs, big thumbs up!! >> Nikku Kazama for his support in this project and giving me the confidence to finish this project and feeding me up with the occasional ramen along the way!! (You can have the pizza, i'm sure team green will understand!!) >> Anyone I may have forgotten in the space of three long years writing and re-writing this walkthrough! Let me know and I'll add you to the credits for . Any problems you might have or questions you wish to ask e-mail me at thanks for reading & or taking part & all the best!! -------------------------------------------------------------------- ©Copyright 2007-2010 Daniel Byrne/Backtrak all rights reserved.