Teenage Mutant Ninja Turtles (arcade)/Scene 7: We gotta find the Technodrome!!

New dangerous objects

 * Deep Freezer: when these strange columns rise up and spray freezing Binaca in your face, you'll become a Popsicle unless you're quicker on the draw. They can blast you from a fair distance, so jump kicks are best. (Scrapping them is purely optional.)
 * Electric turret: sometimes inside the Technodrome you'll see what appear to be wall-mounted breasts that can electrocute you. They're not hard to navigate; just jump over them.

Corridors of the Technodrome
Although the inside of the Technodrome may look ominous, there isn't really much here you haven't seen previously. The ever-crafty Shredder sends droves of nearly every Foot Soldier you've fought up to this point. If you can recall how each guy behaves, you're about as prepared as you're gonna get for this stage. While the enemies are all dumb and predictable, their sheer numbers can overwhelm you. It won't help if you're low on lives or continues, either.

The laser beams don't really make life difficult for you unless you happen to walk into one during a battle. The artillery batteries you encounter past the Boomerang Guys and Flippers might be bothersome, too. After both of them you'll find the Deep Freezers, which can be frustrating if you don't use jump kicks. Normal attacks work also, but there's a good chance you'll be frozen. Following the second set you'll hop on our favorite action game cliche, the elevator. Stand at the very bottom and the bowling balls will miss you completely. As soon as the ride ends, you'll find the very last Pizza Slice, but you may want to save it until after the roomful of machine gunners has been cleaned out. The last corridor before the final confrontation is chock full of the most annoying Soldiers and two sets of Roadkill Rodneys. Stick to the top or bottom and handle each goon as he comes to you. It's not nearly as difficult as yours truly makes it seem. I just like to sound authoritative.

As soon as you reach a shiny red door in the Technodrome's basement, clear out of the way, because this geological menace will blast it across the screen. It's difficult to consistently use the usual attack method on him, since you're in a slightly small area and he can shoot fast. Like his larger, bluish-green counterpart, he has a certain weakness that can be exploited for a big advantage. After every couple of pot shots he takes at you with his rocket launcher, he'll reload, giving you a half-second window to Special Attack him with little chance of him countering. Until he starts doing this, though, there's not much you can rely on except steady jump kicks to throw him off balance. If you find yourself across the screen, be wary of any rockets fired at you. They can be destroyed easily. While it's no big deal if you can't catch him off guard, it's a good idea to do this if you're low on energy. Hang back for a little bit and let him try to hit you a few times, but don't make it obvious what you're planning.
 * Boss&#58; General Tragg

Portal to Dimension X
When the big guy makes his appearance through the portal, brace yourself for a long and difficult fight. It's damn near impossible to beat him without dying once or twice, but if you're an experienced action game player, you'll most likely have a good reserve of lives. The side-to-side jump kick routine seriously blows here, but there's not much else you can do. Expect to be met with kicks much of the time, as well as an insulting boot to the ass as you try to move away from him. Retreating to the opposite side of the screen will cause him to kneel and launch his fist at you. Unfortunately, there's no way to destroy it. The lasers he emits from his eyes usually miss you if you're trying to kick him.
 * Boss&#58; Krang

Once in a while you'll see him flex his muscles in a victory pose, and that can offer you a very, very brief moment to slash him with a two-hit Special. He usually only does this after he knocks you down, though, but he has been known to do it two or even three times in a row. This doesn't happen often enough to make a huge difference. Moving vertically and chopping at him with Special Attacks has a moderate success rate, also. This is definitely the most difficult fight in the game. Make sure you still have a few men left for the real battle afterwards.

He'll follow Krang in from Dimension X, but luckily he's not nearly as much of a threat. You might be a bit surprised when he splits in two and they tag team you. _Usually_ (but not always), the real Tin Man will move to the back when he multiplies. Jump kicks are very good against him (and all of his impersonators), but his katana can sometimes cut you down from long range. Unless you're a points freak like me, there isn't much to be gained by defeating all of his ghosts, so when you pinpoint the real McCoy, don't show any mercy. If he runs to the far end of the screen, jump kick your way behind him, because he'll let loose with a blast of electricity that de-mutates you (or whatever). It's a one-hit kill, of course.
 * Boss&#58; Shredder

After a while, you'll knock his helmet off. This is very good news. Not only does it mean the melee is drawing to a close, but he also loses his instant-death and cloning abilities. When you discover the true Shredder, make sure to unmask the dummy, since he's just as deadly as the real deal. Shredder can only withstand about a dozen more jump kicks after his face is revealed. After his defeat, you'll escape the collapsing Technodrome and be forced to bear witness to the painfully unsatisfying ending.