TEENAGE MUTANT HERO TURTLES Image Works / Konami [graphic 1] TABLE OF CONTENTS INTRODUCTION / HOW ............ 2 LOADING INSTRUCTIONS .......... 3 PASSWORD INSTRUCTIONS ......... 5 HOW TO BEGIN/RESTART AND END YOUR MISSION .............. 6 GAME CONTROLS ................. 7 INFORMATION SCREEN ............ 8 SCREENS ....................... 9 PIZZA AND GOODIES ............. 10 THE TURTLES HEROES ............ 11 - 1 - PREPARE TO SHELL OUT SOME PUNISHMENT Only hours ago, April O'Neil was kidnapped from her mobile news van by the vile, ruthless terrorist bully SHREDDER! He's a Slice-O-Matic crum, a villain more vicious than an army of mind-altered Bruce Lees. The fearless foursome must concoct a way to rescue April before Shredder brainwashes her into joining his Ninjitsu Foot Clan. They'll combine this treacherous task with the mission they've been on since their mutated beginnings - to thrash Shredder and capture his Life Transformer Gun, the lone piece of technology that can turn their rat friend, Splinter, back into the man he used to be. HOW TO PLAY Your initial goal is to rescue the fair maiden, April, but your ultimate objective is to battle through the streets and sewers of New York until you score a victory at the TECHNODROME, home of the evil Shredder and his Life Transformer Gun. Once a turtle is captured, he is out of action until you find and rescue him. (Prisoners could be anywhere. To release them, simply touch their hand.) At the end of each level (except Level 2) you'll unfortunately find a Karate Boss who is anxiously waiting to turn you into turtle soup. A FINAL SLICE OF ADVICE: Keep an eye out for weapons, ropes and life- sustaining pizza pies as you go - 2 - LOADING INSTRUCTIONS IBM PC / TANDY 1000 / 100% COMPATIBLES Loading: Plug your joystick, if you have one, into your computer. Turn on your computer and monitor. Boot DOS 2.0 or greater. Insert the disk into any disk drive, label side up. Log onto the drive, type PLAY, and press RETURN. Selecting Your Graphics Mode: To select either Hercules, CGA, EGA or Tandy 16 Colours, use the arrow keys,then press the RETURN Key. IBM Keyboard Control: If you are using the keyboard instead of a joystick, select the keyboard option and then use the keys for game control. ATTENTION: IBM HARD DISC USERS! If you own a hard disk drive, you may copy the game disk to your hard drive. To copy the game, insert game disk #1 into your drive and log onto the computer. Type INSTALL C: and press RETURN. NOTE: C: is where hard disks are normally located. If your hard disk is assigned a different letter, replace C: with the letter of your hard disk followed by a colon. You will then be prompted to insert other disks when necessary. The INSTALL program will automatically create a sub-directory on your hard disk called TMNT. When this function is completed, the computer will prompt you. (Sometimes this is a long process, so please be patient.) To play the game, log C: then type CD TMNT. Finally, type PLAY into the sub-directory and start the game using the proper loading instructions. - 3 - ATARI ST Insert the disk into the internal drive and power up the machine. The game will now load and run. Owners of single sided disk drives should return the disk to us for up-grading: send to Image Works, Irwin House, 118 Southwark Street, London SE1 0SW. AMIGA Power up the machine, and when the Workbench prompt appears, insert the disk into the internal drive and the game will load and run. SPECTRUM CASSETTE Insert the cassette into the player and type LOAD "". The game will load and run. SPECTRUM +3 DISK Insert the disk into the drive and select LOADER from the on- screen menu. The game will load and run. COMMODORE 64 CASSETTE Insert the cassette into the player. Hold down SHIFT and press RUN/STOP. Press play, and the game will load and run. COMMODORE 64 DISK Insert the disk into the drive and type LOAD "*",8,1. The game will load and run. COMMODORE 128 Type GO64 then press RETURN. Type Y when prompted, followed by RETURN, then follow the appropriate Commodore 64 instructions. - 4 - AMSTRAD CPC CASSETTE Insert the cassette into the player. Hold down CONTROL and press ENTER on the numeric keypad. The game will now load and run. AMSTRAD CPC DISK Insert the disk into the drive and type RUN " DISK. The game will load and run. CASSETTE VERSIONS PLEASE NOTE: Due to this program being of several different parts it will be necessary for you to stop and start the cassette as instructed on screen by your computer. PSSSST! HERE ARE THE PASSWORD INSTRUCTIONS After the game has loaded, you will be asked to enter a password to start playing. Look up the four digit number in the password book (located in the centre of the manual) by looking at the correct row number and column letter. Enter the password number and press RETURN to start your adventure. A game screen will appear requesting you to select one of the following: START A NEW GAME CONTINUE A SAVED GAME. (N/A on Spectrum and Amstrad) - 5 - HOW TO BEGIN Once you've entered the password and chosen CONTINUE or NEW GAME, press the Joystick Fire Button to begin the turtle's trek through Chop-Chop land. HOW TO SAVE YOUR ADVENTURE FOR ANOTHER DAY. At any time during the game, you can use the SAVE GAME FEATURE* by simultaneously pressing the CONTROL and the S Key. The screen will briefly flash "SAVING GAME" to confirm your command. You can use the SAVE GAME FEATURE at any time and as often as you wish, but only one game status is saved. Each time you save a game, the current game status replaces the last saved game. *(There is no save game feature for the Spectrum and Amstrad CPC versions.) STARTING A SAVED GAME If you select CONTINUE A SAVED GAME you will resume playing the game from the point where you last used the game save option. If you select START A NEW GAME you will play the game from the beginning of the adventure. ENDING YOUR MISSION When you are ready to sleaze-out of the sewer, quit (see controls) and you will then be asked whether you wish to START OVER or END. If you select START OVER you will restart the game at the beginning of the first level. If you select END you will have a last chance to save your game status before quitting. - 6 - AMIGA, ATARI ST, IBM & COMPATIBLES AND C64 GAME CONTROLS During the game press: Key Function CTRL P Pause CTRL B Background Music CTRL E Sound Effects CTRL S Save Game CTRL Q Quit SPACE BAR Weapons Select RETURN KEY Special Features JOYSTICK CONTROLS: Joystick moves the turtle hero in four directions ATARI ST - Insert joystick in Port 1 AMIGA - Insert joystick in Port 2 COMMODORE 64 - Insert joystick in Port 2 SPECTRUM & AMSTRAD CONTROLS SPECTRUM - See game control panel AMSTRAD - See game control panel SPECTRUM & AMSTRAD CPC KEYBOARD DEFAULT SETTINGS Q - Up A - Down O - Left P - Right S - Select Weapon H - Pause SPACE - Fire SHIFT - Enter the Party Wagon ENTER/RETURN - Special Features QUIT - Press H then Q - 7 - ATTACK CONTROLS Joystick Fire Button. Press and quickly release to fire active weapon. To jump, press and momentarily hold the Fire Button down. TO SWIM Use the Joystick to manoeuvre underwater. To increase your swimming speed, press the Joystick Fire Button/Space Bar rapidly. TO PARTY DOWN IN THE PARTY WAGON To enter the Party Wagon, stand next to it and press the ENTER/ SHIFT/TAB key. Once inside, use the joystick to cruise around. Press the SPACE BAR to toggle between Anti-Foot Clan Missiles and the Vulcan Cannon. Press the Joystick Fire Button to launch these weapons. To exit the Party Wagon, press the ENTER/SHIFT/TAB key. SPLINTER'S MULTI-PURPOSE INFORMATION SCREEN The first screen that will appear is the Information (AKA: INFO) Screen. From the Info Screen you'll also choose the turtle you wish to guide. Move the joystick Up or Down to select a turtle, then press the Joystick Fire Button to lock in your identity. During play you can return to the Info Screen by pressing the RETURN Key. This is crucial to remember since you'll gain important advantages by matching each turtle's strengths with those of the various enemies. - 8 - [graphic s1g - Info. screen] DEATH DEFYING SCREENS [graphic s2ga] The Sunny Side of the Sewer [graphic s2gb] The Criminally Polluted Hudson River - 9 - PIZZA AND OTHER LIFE SUSTAINING GOODIES [graphic 3a] The Party Wagon [graphic 3b] Boomerang If you catch the boomerang on its return, you can use it again and again [graphic 3c] Mr Invincibility Locate one of these and you'll find yourself indestructible for a limited period of time [graphic 3d] Whole Pizza Totally revitalises your turtle [graphic 3e] Half Pizza Returns a portion of your prowess [graphic 3f] Slice O'Pizza Restores a slice of life [graphic 3g] Anti-Foot Clan Missile Perfect for demolishing enemy barricades in Level 3 [graphic 3h] The Rope Use in Levels 3 & 4 to leap from building to building [graphic 3i] Kiai When thrown, it travels in a straight line, decimating enemies in its path [graphic 3j] Single Shuriken Hurl these gruesome weapons one by one [graphic 3k] Triple Shuriken Toss in trios - 10 - THE TURTLES (NOT TO BE CONFUSED WITH THE BEATLES!) The fab four of Karatedom await your beck and call. These jammin' dudes, stars of stage, screen and comic books, are pumped full of pizza power. Each has a different skill and a unique personality. You must decide when is the best time to control each turtle. Return to the Info Screen to switch turtles from situation to situation. Remember: these Samurai sidekicks are only as gifted in the ancient art of warfare as you. [graphic 4a] LEONARDO Leonardo's primary weapon is the hair-splitting Katana Blade. He's most effective when attacking sewer enemies, especially ones that lurk. [graphic 4b] RAPHAEL The needle-tipped Sai is Raphael's preferred attack tool. The speed and grace of his strikes are what he prides himself on. [graphic 4c] MICHAELANGELO Compared to his comrades, Michaelangelo's power is only average. However, enemies around his feet usually fall prey to his Nunchukus onslaught. His courage will also amaze you. [graphic 4d] DONATELLO The dreaded Bo (not to be confused with everyone's favourite Halfback / Left Fielder) is Donatello's form of amusement. Don't be fooled by the fact that it looks like a simple stick, because this baby can take out enemies from both above and below. - 11 - [graphic 5] PIRACY IS THEFT PLEASE DO NOT MAKE ILLEGAL COPIES OF THIS SOFTWARE The software you are using was produced through the efforts of many people: designers, artists, programmers, distributors, retailers and other workers. The costs of developing this and other software programs are recovered through software sales. The unauthorized duplication of personal computer software raises the cost to all legitimate users. This software is protected by copyright law. Copying software for any reason than to make a backup is a violation of law. Individuals who make unauthorized copies of software may be subject to civil and criminal penalties. - 12 - MPIX - TMH 3 (c) 1990 MIRRORSOFT LTD. Mirrorsoft Limited, Irwin House, 118 Southwark Street, London SE1 0SW Tel: (071) 9281454 Teenage Mutant Hero Turtles(tm), April O'Neill(tm), Shredder(tm), Heroes in a Half Shell(tm), Foot Clan(tm), Mouser(tm), Bebop(tm) and Rocksteady(tm) are registered trademarks of Mirage Studios, USA. ALL RIGHTS RESERVED. Used with permission. Based on characters and comics books created by Kevin Eastman and Peter Laird. (c) 1990 Mirage Studios, USA. Published by Mirrorsoft Ltd under licence from Konami(r) and under sub-licence from Mirage Studios, USA. (c) 1989 Konami(r). All Rights Reserved. Konami(r) is a Registered Trade Mark of Konami Industry Co Ltd.