EPISODE ONE HUNDRED THREE
“Good Genes” Part II
Written by Christopher Yost
Original Air Date: April 8, 2006
Supervising Producer: Lloyd Goldfine
Producers: Gary Richardson, Frederick U. Fierst, Al Kahn, Norman Grossfeld, Thomas Kenney
Supervising Director: Roy Burdine
Story Editor: Lloyd Goldfine
Donatello (Sam Regal)
Leonardo (Michael Sinterniklaas)
Michelangelo (Wayne Grayson)
Raphael (John Campbell)
MAIN LOCATIONS, VEHICLES AND ACCESSORIES:
Bishop’s HQ beneath Area 51
Intro: Leonardo narrates as we flash between the various events that have transpired since Don’s monstrous mutation. We see the Turtle Copter as it flies to Bishop’s headquarters, the Turtles infiltrating the base, Monster Don in the containment tank and Bishop making a deal with the TMNT to fetch a relic for him that’s currently in possession of Karai…
Act 1: Open as Bishop talks to the shadowy informant from inside his secret communications room. Bishop informs the entity that he has brought in a special team to acquire the talisman it seeks. Meanwhile in the local laboratory, Leatherhead and Master Splinter demand that Stockman show them the cure for Don’s mutation. Baxter laughs and informs the mutants that Bishop was lying to them and that there is no cure!
Back in New York City, April and Casey pull the new Battle Shell up to a power station. Jones is disguised as a janitor and he infiltrates the building while April monitors the computers from inside the vehicle. It’s up to Casey to install a virus on the station’s computers to temporarily create a power outage that will allow the TMNT to break into Foot headquarters via its garbage-disposal chutes. Mike, Raph and Leo sneak inside the building – but the virus doesn’t work and our heroes are at risk of being burned alive by the furnaces!
Act 2: At the last moment, Casey smashes the power station’s computers with a monitor, causing a blackout throughout New York City. The brief power outage takes down the Foot defense systems long enough for the Turtles to gain entrance. Upstairs, Karai orders her men to investigate – and then she senses that Leonardo is inside the building! As Karai ponders what her enemies are up to, the Foot Mystics observe Leo and Mike via their magic pool.
Cut to Bishop’s headquarters where an enraged Leatherhead prepares to smash Baxter Stockman. Master Splinter calms the angry alligator, explaining that Stockman’s demise will not help Donatello.
Back at the Foot HQ, Raphael has found the storage room for the gigantic Foot Mechs while Leo and Mike arrive at the Mystics’ Chamber.
Act 3: Leonardo and Michelangelo make their way past the statues of the Foot Mystics and enter the elevator. On the next floor, our heroes find the relic and snatch it from its podium. Karai enters the room and demands the return of her talisman.
Meanwhile, Raphael has set explosive charges on the Foot Mechs and blows the ‘bots to smithereens.
Leo and Mike try to escape, but Karai calls in the Elite Guard. Leo tries to hold them off and orders Mikey to flee – just as Raph arrives in one of the Foot Mechs and opens fire!
Act 4: The Elite turn their attention to the Mech and quickly destroy it while Karai calls in more reinforcements. Soon enough, Raph, Mike and Leo are surrounded by dozens of Foot ninjas! Leonardo calls Casey on his intercom and tells his friend that they need an exit on the east wall – pronto! Outside, April and Casey are piloting the Turtle Copter, which swoops in and launches a barrage of missiles at Foot headquarters, blasting a mammoth hole into the wall!
Cut back to Bishop’s headquarters where we see the cockroach monster de-mutating. With that, Bishop orders the vaccine to be spread over New York City and also to be administered to Don – if the other Turtles hold up their end of the bargain.
Inside Foot HQ, debris and smoke fill the room. The Turtles make their break for it. Karai calls out Leonardo, and he turns – but Mikey reminds him that they’ve got to go. The mutant ninjas leap onto a rope ladder and climb onboard the Turtle Copter. Karai falls to her knees and screams in anguish as the Turtles escape with the relic.
Planes spread a mist of vaccine over the city. All of the mutant monsters begin to de-mutate.
The Turtles land at Area 51 and hand the relic to Bishop. With that, alarms sound and the agent informs our heroes that the building will self-destruct in fifteen minutes. The guys pump the vaccine into Don’s cage and the brainy turtle emerges in a cloud of mist, weakened – but cured! With little time to escape, the team climbs onboard the Turtle Copter and make their getaway just as the base erupts into a ball of fire.
Cut to Bishop’s new base, in an undisclosed location. Stockman begins a laser analysis based on specs given to him by the mysterious informant. However, once the lasers are activated, the relic instantly sparks and turns to dust! Bishop realizes that the whole thing has been an elaborate set-up. The mysterious figure laughingly tells the agent that it has been a pleasure working with him and cuts the connection.
Back at Foot headquarters we learn that the entity that had been dealing with Bishop was one of the Foot Mystics in disguise. The arcane beings assume their true forms and we discover that the relic was the key to Karai’s power over them. Now that the talisman has been destroyed, they are free to resurrect the one true Shredder!