Teenage Mutant Ninja Turtles: The Hyperstone Heist Walkthrought
A walkthrough for “Teenage Mutant Ninja Turtles: The Hyperstone Heist” isn’t about sterile maps; it’s about clear, practical beats: when to turn, where to keep your spacing, when to pop a special, and when to stash that pizza. In our TMNT: The Hyperstone Heist breakdown on Sega Genesis we go stage by stage—no fluff, no wobble. Need the mechanics? Hit /gameplay/; here we’ll handhold you through the routes and bosses. You’ll also see the game called “Hyperstone Heist” or just “the Turtles on Genesis”—that’s what folks called it back in the day.
Downtown and the Sewers
The city opens with a straight street flanked by shopfronts and tight alleys. First, train your thumb for the run: double-tap to dash, and the slide rules in cramped corridors. Smash the door-side crates by those early windows—sometimes pizza, sometimes nothing, but you want full health before the purple Foot Clan grunts pile in. On the sidewalks, mind the open manholes: they’ll try to toss you down, so don’t hug the bottom edge—work on a diagonal and fish for a grab into an over-the-shoulder throw. Save specials for when you’re swarmed; it’s great crowd control but shaves HP—don’t waste it on stragglers.
The sewer entry is telegraphed by signage and that glossy floor shine. In water the slide travels shorter, but a slide-in from the side neatly disarms the yellow spear Foot and swats Mousers. At the turbine sections, don’t brute-force—kite foes into the spinning blades and keep them lined up on a single lane; otherwise shuriken rain will come from the upper track. In the far dead-end before the ladder there’s often a large pizza; leave it if you’re no-hit—boss ahead.
Rocksteady rolls in packing a saber and a sidearm. His straight-line charge is a free slide punish: wait for the startup, cut his legs, then drift up on the diagonal. Blocking won’t stop his grab—after a couple of light taps, clinch and chuck him over the shoulder. Don’t corner-pin him: point-blank shots hurt. Whiffed a special? Don’t trade—let him step, then return to the slide-punish rhythm.
Ghost Ship
On the deck of this “haunted” tub, the arena is deadlier than the mobs. Cannons fire with a delay: muzzle flash first, then a straight blast. Cross firing lines on a diagonal; don’t idle dead-center on the planks. Rolling barrels are perfect slide food—clear lanes so you don’t get launched overboard mid-brawl. Inside the hold the floor rocks; when it tilts back, close the gap with a dash so spear carriers can’t keep you at poke range.
Go deeper and you’ll hit chains with spiked iron balls. They swing on a timer: two short arcs, one long sweep, then a beat. Step in, tag once, step out—no heroics. A pizza crate hides before the ladder down—open it only when the room’s clean: the animation is slow and back-hits are common. The boss here is Leatherhead. He’s snappy, loves knives, and clinches up close. Don’t argue face-to-face: tag him as he lands from a jump and immediately slide off to the side. You can dance his knives on a diagonal, and when he goes for a grab, counter-throw over the shoulder. If your health bank’s comfy, drip-feed specials one at a time—don’t spam: he retaliates with a step-in punish and a grab.
Shredder’s Lair
The dojo greets you with paper partitions and torchlight. Blue katana Foot love to block; don’t dump front-line strings into guard. Run in, poke once or twice, then throw—that’s safer than hammering a combo into a shield. Some rooms have “live” floors: panels sag, flames burst underfoot. Watch torch shadows—when the tongues of fire calm, that’s your window to dash through. In corridors with wooden columns, be careful with specials: recovery frames are long and spear guys love to whiff-punish.
Before the boss there’s usually a short room for attrition—waves of Foot with shuriken and bomb-ninjas. Slide-through shines here: you cross their line, throws whiff, and a free back is yours. Tatsu himself plays off blocks and smoke bombs. When he “dissolves,” don’t chase—he reappears at your flank to clinch. Best punish is a half-circle strafe to the side, single hit, then a throw. Don’t get greedy: on the third hit he almost always parries and launches a counter-combo. The pizza before the arena often sits behind a breakable panel on the right—don’t miss it.
The Trial and the Finale
The “Trial” is a long, no-frills corridor where the game gives you a straight stamina check. Boss rematches arrive back-to-back, with small elite packs between. To avoid burning all your continues, keep the groove: dash—hit—throw—backstep. Rocksteady will lean on the pistol again—punish with slides. Leatherhead gets meaner: more hops, tighter windows. Conserve the special; don’t hit the “panic button” early. Pizzas are rare and placed “in plain sight” right before doors—take them only when you truly need them, or you’ll carry them into nothing.
Krang rolls in with his giant android body. His kit is straightforward: angled beams, a stomp step, and a telescoping grab. Work the shins and knees—two taps, then bail. When he raises both arms, prep for beams—arc away on a diagonal; don’t try to hop them from a standstill. The grab telegraphs with his torso “stretching”—be horizontal and already moving into a run then. Worst case is the corner jail—don’t get herded left-right; own the screen center even if you have to cancel a swing into nothing.
The final corridor before Shredder is short but nasty: elite Foot with shock batons, tight doorways, and a couple of flame traps. Don’t scuffle on the lip of a burner—drag them into a “cold” patch and clean house there. “Super Shredder” has three core tricks: a teleport backstab, flame pillars along a lane, and a wide energy wave. The secret is simple: don’t sit on one lane for more than a second. Teleport has a tiny hitch—keep your thumb on dash and slide past his flank, land a short string, then exit. It’s safer to run the waves on a diagonal; the fire is best avoided completely—the burn frames are lengthy. Grabs and throws rarely stick—he fades too fast, so play for one or two clean touches and discipline.
If you’re in co-op, decide who clears lanes and who keeps the boss leashed. In Hyperstone Heist, lives melt fast when both players mash specials indiscriminately. On Hard, the Trial packs are denser, but the rules don’t change: dash and slide are your core movement, throws are safe damage, and pizza isn’t for “maybe.” Once you feel the stage rhythm, the “Turtles on Genesis” click as a classic arcade beat ’em up—crisp tempo, readable patterns, fair bosses. Curious why all this Hyperstone chaos kicked off? We tucked the story into /history/—now go, the stone won’t wait.