Saturday, March 1, 2014

Proton Jon plays Teenage Mutant Ninja Turtles - Part 5 of 10


Magnets...how do they work?
 
Sorry, had to.
 

Stage 4

 
 
Enter the building and prepare to take on the maze.
 
The correct path is 1A, 1B, 2A, 2B, 4A, 4B, 5A, 5B, 7A, 7B, 9A, 9B, 12A, 12B, 15A, 15B, 17A. You can also substitute 5A/5B and 7A/7B with 3A/3B and 6A/6B respectively, then take 8B, end up at 8A, and head to 9A from there.
 
If you need to save one of your friends, enter 13A, then get your friend and head back from where you came in.
 
At the top of the first area, you'll use the ropes. Just walk to the post where the rope is used and your Turtle will automatically tether up.
 
Section 2 is really easy, just watch out for the lasers.
 
If you see any purple planes on the map, keep your distance. Those things are Shredder's bombers, and they can nuke you off of the map if you're not careful. It's best to stay away from them.
 
Section 4 introduces a new enemy: a humanoid that splits into two. When you hit its smaller counterparts again, you'll get them to split even further. Those miniature clones take multiple hits before they die, which can make them frustratingly annoying.
 
Section 5 introduces the magnets. When you're in the air, they'll instantly attract your Turtle, which carries the risk of pulling you into the spikes while you're fine-tuning your jump placement. Thankfully, touching the spikes does not cause instant death, but it's still something you should avoid.


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