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.
