====================================================================== The Incredible Hulk: Ultimate Destruction Walkthrough for PS2 (v.1.0) By: neeker ====================================================================== ====================================================================== DISCLAIMER AND LEGAL STUFF ====================================================================== This walkthrough can be posted on GameFAQs.com, Neoseeker.com and its associates only, unless authorized by me. You may contact me at lestor_wong at yahoo.com for this purpose. ====================================================================== ====================================================================== CONTENTS ====================================================================== 1. First Things First PROLOGUE -------- 2. Mission P-1: Introduction 3. Mission P-2: Escape from the Base CHAPTER 1 - THE ENEMY WITHIN ---------------------------- 4. Mission 1-1: Hulk in the City 5. Mission 1-2: Need-to-know 6. Mission 1-3: Protect and Serve 7. Mission 1-4: Fire Sale 8. Mission 1-5: Nemesis CHAPTER 2 - DARK DESERT OF THE SOUL ----------------------------------- 9. Mission 2-1: Eye in the Sky 10. Mission 2-2: Get yourself a Convoy 11. Mission 2-3: Head Hunter 12. Mission 2-4: Proving Grounds CHAPTER 3 - NO MERCY -------------------- 13. Mission 3-1: Authority Issues 14. Mission 3-2: Frantic Recovery 15. Mission 3-3: Mercy CHAPTER 4 - CRY HAVOC --------------------- 16. Mission 4-1: Clean Sweep 17. Mission 4-2: A Bird in the Hand 18. Mission 4-3: Lockdown 19. Mission 4-4: My Other Voice 20. Mission 4-5: Turning Point CHAPTER 5 - INNER SANCTUM ------------------------- 21. Mission 5-1: Without Parole 22. Mission 5-2: Topside CHAPTER 6 - TO THE DEVIL HIS DUE -------------------------------- 23. Mission 6-1: Strange Cargo 24. Mission 6-2: Freedom's Swansong 25. Mission 6-3: Crossroads CHAPTER 7 - THE GARDEN OF GOOD AND EVIL --------------------------------------- 26. Mission 7-1: Intercept 27. Mission 7-2: Hell hath no Fury 28. Mission 7-3: Endgame CHALLENGE MISSIONS ------------------ 29. City Challenge Missions 30. Badlands Challenge Missions MISCELLANEOUS --------------- 31. Comics Locations List 32. Hints Locations List 33. Moves Guide 34. Conclusion Appendix 1: Version history Appendix 2: FAQs Appendix 2: Credits ====================================================================== ====================================================================== 1. FIRST THINGS FIRST ====================================================================== Hi, I'm Lestor Wong. I post on GameFAQ.com/ GameSpot.com by the username "neeker". This is my fourth walkthrough. Feedback can be directed to lestor_wong at yahoo.com. This guide consists of a walkthrough of all missions from the game The Incredible Hulk: Ultimate Destruction, as well as other related information on the game. The guide is written specifically for the PS2 version of the game. If you've any tips to submit, please feel free to do so and I'll provide full credits. Also, note the following: + + THIS GUIDE CONTAINS SPOILERS! + + ====================================================================== ====================================================================== 2. MISSION P-1: INTRODUCTION ====================================================================== Ok, I'm not entirely sure what the titles of the various missions are, so I'm just going to put in titles that are found on the saved files, or at least sound matching to the nature of the missions. Please note. The game begins ar Branson Military Range, present day. This is an introductory level that teaches you the various controls that you can use for Hulk. In this mission, you basically follow what the message on the screen tells you to. A voice-over will explain the moves, and you only have to do what he says to proceed. Start by moving your analog stick to move Hulk around. NOTE: When you successfully execute a move that is mentioned, the word "SUCCESS!" will pops up on the screen. You can't proceed to the next move if you don't do the current one successfully. Press R1 + left analog stick to run. "SUCCESS!" Next, go towards any large object, and press circle to lift it up. "SUCCESS!" Throw the object by pressing circle again. "SUCCESS!" Now, press X to jump. "SUCCESS!" Next, press square to activate a basic punch attack. "SUCCESS!" Followed by square three times consecutively for a 3-Punch Combo. "SUCCESS!: Ok, I'll stop the irritating "SUCCESS!" note as of now, but you get the picture. Next, press triangle to do a special attack ("HAMMER!"), then press triangle three times to execute a special attack combo, which consists of stuff like Uppercut and Knee Smash. The next combo consists of alternating between square and triangle. This performs a 2-Hit Combo. Enough of punching around for now though, as the HUD will now appear on the screen at the bottom left corner. This is basically your GTA-style mapping system, where objectives markers are shown, with the green icon at the centre being Hulk (that is, you). If you need to go to any objective marker, simply toggle your right analog stick to align your direction to the marker, then go forward. I trust that you should figure this out yourself anyhow. A cut-scene will follow, showing you three yellow stars that are scattered all around the range. They're all marked on your map too, so you can find them easily. These yellow stars at basically training exercises that teach you more about the abilities of Hulk. You must complete at least one exercise to proceed to the next mission, but hey, they're so easy, you might as well do them, right? Depending on which star you approach, your sequence of exercises may not be the same as what I write below. However, the contents are, so just refer to the respective exercise title if you need help. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ a. Training Exercise 1: Charged Jumping ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This exercise will teach you about Hulk's amazing jumping abilities. A series of markers will above one after another, and they're too tall for you to reach using the normal x-jump method. Instead, the game will tell you to press and hold X, before pressing X again to do a charged jump. This jump allows you to jump to extraordinary heights. NOTE: When holding X, wait until a green sparkle appear on the body of Hulk before pressing X again to charged jump. Collect all markers to end this exercise. A cut-scene will show a comic book icon. This will also appear on your map. This is your reward for completing specific objectives during the game. NOTE: Comic books unlock features like cheats, smash points rewards (more about this later) and special contents. There are a total of 60 comic books that you can find during the course of the game. For locations of all comics, please check the Comics Locations List of this document. Walk towards the comic book icon to pick it up. Comic book 1/60 unlocks an item in the Art Gallery. You can access it under the EXTRAS menu. A cut-scene will show again, this time showing you one more comic book icon just in front of a tunnel. Don't go there first, since this tunnel leads to the end of the mission. Instead, proceed to the next exercises to unlock more goodies. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ a. Training Exercise 2: Targeting and Throwing ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Helicopters are flying around the base. You will need to destroy them by throwing things at them. Pick up a large object (eg. a car), then press L1 to target it. Once it's targeted, quickly press circle to throw the object towards the helicopter. If done properly, the helicopter will explode. The next movement is a charged throw. If you hold circle when you're targeting a helicopter, you can press circle again after that to throw the object to a further distance. Do the targeting and throwing for a few times until the game tells you to use your right analog stick to switch target. Do so. You will then be asked to destroy 3 helicopters using the target and throwing method. Do so to end this exercise. NOTE: Targeting and throwing are key combat abilities. Use targeting to single out enemies, and combine it with throwing to engage oppoents at long range. You will unlock comic book 2/60, which in turn unlocks an item in the Environment Gallery. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ c. Training Exercise 2: Wall running and Climbing ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hulk can climb and run up walls. To climb walls, walk close to any wall, then press circle to climb. Approach the objective marker and climn that wall. When you're in "climbing mode", move your analog stick to move around on the wall. Do so to collect all the markers on the wall. Next, running up walls. To do so, just run into the wall with R1 + left analog stick. You will automatically run up the wall. Approach the next objective marker and collect all the markers on this wall by running over them. NOTE: Wall running and climbing go hand in hand with running and jumping. Use these abilities together and Hulk will be pretty unstoppable. You will next learn the concept of WEAPONIZATION, which is the art of turning items around you into offensive weapons. from the same wall that you just ran, run up the the roof top to find some missile packs lying around. Press triangle to weaponize a missile pack, then press L1 to target a helicopter. Press circle to hurl the missile pack to the helicoptet. If successfully done, the helicopter will explode. Destroy 3 helicopters. NOTE: This exercise exhibits Hulk's ability to apply his strength to create new, powerful weapons. As you unlock more weaponization, you must use smash points to "buy them". You will unlock comic book 3/60. This one unlocks a cheat code! The code is OCANADA. Use this to unlock Canadian Flag Shorts for Hulk. For completing all exercises and the mission, you will also unlock STEEL FIST as a weaponization. This is an awesome attack. Most small vehicles can be used as a steel fist. Pick one small vehicle up and press triangle to see how steel fists are created... cool! This is a form of improved attack for Hulk to dish out harder damages to his foes. Hulk smash! When you're done with testing the steel fists, press circle to throw them away. Now, you can go towards the tunnel where comic book icon was revealed earlier. Pick up comic book 4/60, which unlocks an item in the Movie Gallery. Walk through the tunnel to save your game. ====================================================================== ====================================================================== 3. MISSION P-2: ESCAPE FROM THE BASE ====================================================================== Your aim in this mission is to escape into the new area by finding a JUMP MARKER. The marker is depicted as a green spot on your map. You begin outside Hulk's house, which was smashed to pieces by Blonsky's army. NOTE: From now on, when you get hit, you will lose health. Try to run towards the marker without being hit. Red dots on the map show the locations of your enemies. If you get hit, killing them will leave behind power-ups that you can use to replenish your health. Some enemies are armored, for example, tanks. You will see plenty of this here, so you may want to test your new steel fists by finding a small vehicle nearby and start smashing the tanks. Even though the path towards the jump marker is quite linear, you should consider smashing some buildings and destroying some enemies to earn yourself some SMASH POINTS. NOTE: Smash points are earned by simply smashing whatever is in sight. You need these points to buy new moves and combos as you progress, so why not earn some now? When you reach the area with the marker, you will notice that it is on top of some cliffs. Do a charged jump to reach it, then press X to literally jump out of trouble. You will get the option to save after that. ====================================================================== ====================================================================== 4. MISSION 1-1: HULK IN THE CITY ====================================================================== After the story recap and a cut-scene, Hulk will appear in an opened field. Use the jump marker right in front. This will bring up a JUMP MARKER MAP. On this map, you can select a destination to jump to. As you find more jump markers in future, they will appear on this map and will serve as a quick transport method to other areas. If you've played Nintendo's series of The Legend of Zelda, you may find this concept similar to the "Warp Points" in these games. Anyhow, you only have Tibodt Grand Hotel to jump to, so jump there. You will find yourself on a roof with a jump marker. Near the marker is a green ? sign. This is a "Hint" icon, which will provide you with hints about the game. As with the comic book icons, I won't be going into details about the locations of these hints. Check out http://db.gamefaqs.com/console/ps2/file/incredible_hulk_ud_hint.txt for YuGiOhFm2002's & YuGiOhAngel's Hint Location Guide if you're hell bent on finding all of them. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ a. Defeat the Police resistance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Your objective should now be updated: "Defeat the Police resistance." It's clobbering time... oh wait, that's the Thing's line. Anyhow, jump down to ground level and start approaching the areas where red dots are marked on your map. Kill all policemen who appear in sight. Don't worry about getting hit, since each one you kill will leave behind power-ups. RECOMMENDATION: I find that pressing triangle to "HAMMER!" these guys is quite a fun thing to do. Once you've killed enough policemen, you will be informed that the objective is met. You will now need to acquire a new mission. ~~~~~~~~~~~~~~~~~~~~~~~~~ b. Acquire a new mission ~~~~~~~~~~~~~~~~~~~~~~~~~ The new mission will be marked on your map by a green star icon. Approach the area while smashing stuff on the way to earn some smash points. Once you decide to proceed, approach the green star and press X to begin the mission, which is "Lightning Strike". NOTE: I forgot to mention this earlier, but when Hulk's power reaches maximum, he will reach CRITICAL MASS mode, making his attacks substantially more damanging. Some new moves that you can buy as you progress can be executed only when Hulk is in critical mass. ~~~~~~~~~~~~~~~~~~~~ c. Lightning Strike ~~~~~~~~~~~~~~~~~~~~ Hulk's doctor, Leonard Samson, needs more power for his lab. You will need to help him to destroy three existing substations that are marked on your map. They've creatively named Substation A, B and C. The aim of destroying them is so that the city will be forced to re-route power through sources that Samson can access. Hmm, is Samson really a doctor? The substations are shown on your map as red X's. As you approach them, a short scene will play to remind Hulk about his mission: "Smash... destroy..." (something like that). NOTE: In future, short scenes like this will happen very often. I think they're quite corny. Approach the area with the red X's to find the substations, then destroy them. Shouldn't be too difficult. I won't say this again, but you should smask some stuff along the way to earn smash points. NOTE: Substations are protected by electrical fences. To remove them, simply lift an object and throw it at the fences. You should be able to save your game after the cut-scene. But, there's something else to do here... En route to destroying the substations, you may come across a star on the ground which is transparent. Don't worry if you didn't though, since you can't do anything with them. Not until now. After you complete Lightning Strike, you will unlock a CHALLENGE MISSION. Challenge missions are not compulsory, but doing them will earn you extra smash points. The challenge mission unlocked in this case is FAST-MOVE 6. Notice the transparent star has now became yellow. To do this mission, simply step into the yellow star and press X. Fast-move missions requires you to move from markers to markers at the shortest period of time possible. I see. A checkpoint racing side mission, this is. NOTE: I was just exploring this side mission and I scored a miserable 53 seconds and earn a measly 50 smash points. I'm sure you can do better! NOTE (again): I'll try to list all side missions at the end of this document. ====================================================================== ====================================================================== 5. MISSION 1-2: NEED-TO-KNOW ====================================================================== A computer mainframe container Blonsky's files is being readied for shipping. Your main objective here is to find the mainframe and deliver it back to your hiding place, the church. To do so, you will have three objectives to clear: ~~~~~~~~~~~~~~~~~~ a. Reach Division ~~~~~~~~~~~~~~~~~~ Since the mainframe is on the roof of Blonsky's division, you will have to reach there. Simply follow the marker on the map to reach the foot of the division building. NOTE: While on the way there, you will also find a jump marker on the roof of one building. Unlock this marker by simply walking over it. This marker will unlock a jump link to the church. ~~~~~~~~~~~~~~~~~~~~ b. Locate Mainframe ~~~~~~~~~~~~~~~~~~~~ Run up the walls of the division building to reach the roof. You will be told to smash the crates away to reach the mainframe. Do so until you find the mainframe on the ground. A yellow icon pops up on screen to remind you to press circle to pick up the mainframe. Take it, run! At this juncture, I'd like to remind you that robbery is a crime punishable by law. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ c. Deliver mainframe safely to the church ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once you get hold of the mainframe, a blue meter will appear on the top right corner of the screen. Whenever a mission requires Hulk to protect something, the health bar of the item will be shown. You must now run to the jump marker that you've just unlocked ASAP, without allowing the blue meter to diminish completely. This should be easy if you just mindlessly jump, jump and jump away. When you reach the marker, press X to jump to the church. Watch the cut-scene and save your game. You earned 5,000 smash points, I think! As you finish this mission, the details of BUYING MOVES should be revealed to you. Moves are basically new skills or combos that you unlock during the cause of the game, and if you've smash points to spare, you should really spend some of them to buy them for the sake of upgrading your fighting prowess. You can buy moves from the BUY MENU. You should have a large amount of smash points to buy some moves now, so you may as well go buy some now. Before you can proceed to buy moves, the game will also introduce the ENEMY RESPONSE SYSTEM now, which will appear on the top right of the screen. This is basically a GTA-style awareness rating. As you smash more stuff, your enemy response will raise and the pests being sent to take you out will become harder to manage. Which is why you need to buy some moves. For details of all moves, please read the Moves Guide of this document. ====================================================================== ====================================================================== 6. MISSION 1-3: PROTECT AND SERVE ====================================================================== This is a tough mission and I reckon you may be stuck for quite a while. Ok, I did, but the premise is basically very simple. Jump to the city to acquire a mission (any location in the city will do), then approach the green star area to activate the mission. What happens here is that Samson is trying to hack into the mainframe that was stolen by you to find out about Blonsky's works. He's doing so at a bio-research building. Blonsky, upon being notified of the theft (by you, you thief), has instructed his troops to level the building. Samson says he needs "6 or 7 minutes" to finish the job, but in actual fact you will only need to protect the building for 3 minutes. Sounds easy? Wait till you try! You will get 9,000 smash points if you succeed, by the way. The key us to use steel fists to destroy any tanks that get close to the building. Problem is, steel fists expire quickly, and the tanks are swarming all around the building. You've plenty of small vehicles to recharge steel fists again, but when doing so, you lose time. My suggestion is to check the red dots on the map for any tanks that are closing in when the timer starts ticking, then run towards there and quickly destroy a few first. As you do that, tanks from other directions will start coming in. Recharge your steel fists if necessary, then run towards these areas and take out the tanks again. Repeat the process until the game tells you that you've 3 more minutes, then 2 more minutes, then 1 more minute, then 30 more seconds, then mission completed. NOTE: It's quite possibly impossible to prevent some tanks from eventually closing in to the building. If you purchased and dashing straight earlier, you may want to use it to clear them out of the building's range before steel-fisting them. This is because explosions caused by the tanks' destruction will also damage the building. Also, if you've purchased punt kick, you can also use it to kick tanks out of the way. Samson's hack has interesting outcomes. Blonsky's file contain vital information that could prove useful for Samson and Hulk to accomplish future goals. You may want to take a look at the current ones now by using the BLONSKY'S FILES option at the church. More secret files will be unlocked as you progress. You can now save your game. ====================================================================== ====================================================================== 7. MISSION 1-4: FIRE SALE ====================================================================== This is basically a fetch-and-carry mission. You will need to find and deliver three itesm to the church to help Samson in his research. As usual, the locations of these items are all found on the map. You can retrieve any one of them in any sequence, but for convenience's sake, I'll just list them as per the game's sequence. The items are: ~~~~~~~~~~~~~~~~~~~~ a. CAT Scan Image ~~~~~~~~~~~~~~~~~~~~ Once you're at the location with the CAT scan, you will notice that the place is surrounded by crates. Clear them out of the way. Sooner or later the CAT scan image will appear. Grab it, then quickly go find the nearest jump marker to jump to the church. At the church, go to the area that allows you to "put down" the item and press circle to put it down. Go back to the jump marker and jump back to the city for the next item. NOTE: I hope you've unlocked some markers during the course of the last few missions. ~~~~~~~~~~~~~~~~~~~~ b. Hydraulic Lifter ~~~~~~~~~~~~~~~~~~~~ This is hidden within a container, and you'll have to punch it until it's removed before you can find it. If you purchased ground Smash earlier, you may consider jumping onto the container and press Square + triangle to use it to quicken the container-breaking process. After that, just pick up the item and run to the nearest jump marker and exit to the church. Put it down and jump back to the city for the final item. ~~~~~~~~~~~~~~~~~~~~~~~~ c. Substation Generator ~~~~~~~~~~~~~~~~~~~~~~~~ The generator is guarded by an electric fence, just like those that you destroyed earliers. Since you've a reputation of destroying substations, it's a small wonder why the lot of them are paranoid once you get near to one. Show them that you're a nice guy by NOT destroying the generator. Instead, simply grab it, find the nearest jump marker and jump to the church. Place the item down to end this mission. NOTE: As mentioned in an earlier section, simply throw an object at electrical fences/ forcefields to remove them. By completing the mission, you will unlock a new Blonsky file. Save and proceed. ====================================================================== ====================================================================== 8. MISSION 1-5: NEMESIS ====================================================================== This mission spells the end of a chapter. At the end of each chapter, you a green star icon will appear at the church area. This marker will take Hulk to a boss fight. A distress call from a military research facility indicates that a mutant matching Hulk's description is attacking them. Step into the green star and press X to investigate the distress call. Turns out the bugger is none other than the ABOMIMATION! BOSS FIGHT: ABOMINATION This is your first boss fight, and it's not exactly very tough. A boss' health is shown on the top right corner of the screen in red. You can attack him with any moves you've, but normal attacks don't bring much damage to him. Instead, consider picking up some cannisters that are scattered all around the ground and start throwing them at him. This hurts him, and when he loses a pip of health, a cut-scene will occur, as he picks up a large barrel and start hurling it towards you. Avoid the barrels, then go in for a combo attack. The key now, however, is to start destroying the white-colored wall structures that are in the room. You can do so buy running on the walls and dashing into these structures. A broken structure will cause a large amount of fixtures to collapse and fall onto Abomination. Each time he gets flattened by these structures, he loses a substantial amount of health. Do so until a strange orange sparkle appears on him. The game will now tell you that he's "transforming", and when he's in the process of transforming, you can press circle to grab him. NOTE: He starts transforming when his health is really low. So, what're you waiting for? Grab him, and press L1 to target an object that you want to throw him against. Throw him towards it and he will be be done for. For now. Watch the cut-scene to check out the identity of Abomination. Ok, if you're a Hulk fan, this isn't exactly a secret, is it? Anyhow, you score 20,000 smash points for beating him. Congratulations for winning your first boss fight! Save your game to conclude the chapter. ====================================================================== ====================================================================== 9. MISSION 2-1: EYE IN THE SKY ====================================================================== You will begin Chapter 2: Dark Desert of the Soul. By completing a chapter, however, you will also unlock new moves. Check out the Buy Menu for the list of stuff that you can purchase to beef up your attacking prowess, or go to the end of this document to find details. Now that you've upgraded, it's time to visit the desert Badlands. From the church, go to the jump marker that brings you to Badlands, and jump to the only marker available there now, which is "LAST CHANCE CAFE". Approach the green star to acquire this mission. Blonsly is building a network to detect Hulk's every movement. You will need to destroy 4 satellite uplinks to ruin his plans. Uplink A is easy, since it's near to where you begin. Just go towards it and punch till it explodes. The others are a little trickier, since they're hidden in the mountains. Simply running up the cliffs towards the direction of their markers isn't going to bring you there. Instead, look out for a small path on the cliffs opposite the first marker and use it to go up the mountains. You should find uplinks B and C as you progress. Destroy them. Note that by now, enemies will start swarming towards you, making it very difficult to avoid their attacks and destroy the uplinks at the same time. Do you best to reduce the damage by trying not to get hit. I know it's tough, but it's not impossible. NOTE: As you're in the mountains, try to jump markers that have yet to be unlocked, and unlock them by walking over them. This will help you greatly in future missions. Uplink D is deep in enemy territory. This area is heavily guarded, so you will really need to be at your evasive best not to get hit until you die. If you manage to do so, you should have a chance to pile on the attacks on the uplink and get this mission over and done with. You will unlock a new Blonsky file. Save your game and ponder about the prospects of Badlands missions. This is the easiest of them all, by the way. To me, at least. ====================================================================== ====================================================================== 10. MISSION 2-2: GET YOURSELF A CONVOY ====================================================================== The Military is transporting parts to assemble a HULKBUSTER. Yes, it's some sort of robots that are deal you a lot of pain. You won't want that happening, do you? You must destroy all the convoy trucks before they reach the assembly line. I'll recommend buying Missile Puncback and Air Dash if you haven't already done so. NOTE: In chase missions like this, a silver bar with a red timer will appear on the bottom left of the screen. The timer will move from left to right. You must destroy the trucks before the timer reaches the right. ~~~~~~~~~~~~ a. Convoy A ~~~~~~~~~~~~ This has only one truck, but it's already heavily guarded by tanks, missile launcers, air troops and what have you. You've time on your hands though, so don't panic. From where you begin, you should see at least three power-up pick-ups. Pick them all up to max your power. Next, find a small vehicle and create steel fists out of it. The red moving icon on your map is the location of the truck. Follow it. Try to avoid detection by the air troops by now taking the most direct route. Use the sides of the cliffs, or better still, run up to the cliff on the left and use it as cover. As you approach the truck, somehow you'll still get spotted and the enemies will start to attack you in full force, but at least they didn't start attacking you before you even catch up with the truck. Charge jump a lot of chase the truck and avoid the attacks. If you've Air Dash, after you charge jump, when you're about to land, press R1 to push yourself slightly further. Ideally, you should jump in front of the truck and start punching it with your steel fists till it explodes. You can destroy the truck without steel fists, but they bring more damage, so I'd recommend it. If missiles are launched at you, use missile punchback to deflect them back to the offenders, or use L1 to target a plane and direct the projectile to deal with these bastards. NOTE: If you've unlocked jump markers in the mountains as I suggested in the earlier mission, you can even try to approach one of them while chasing the truck, and jump to RESTRICTED AREA 102 to wait for the truck to arrive, then send it to its maker! Now, you must escape from the area. As you run back to the Last Chance Cafe, which is where you begin this mission, you should notice a small path leading up to a cliff with plenty of power-ups. Use them to heal and approach the nearest jump marker and jump back to Last Chance Cafe. NOTE: Use jump markers to escape from enemies swarming all over you. ~~~~~~~~~~~~ b. Convoy B ~~~~~~~~~~~~ Next up, Convoy B with 2 trucks. This is considerably trickier, because the trucks will be using the small paths on the left cliff to proceed instead of the ground. This means that you will need to attack them on this narrow path, while trying to avoid the enemies' attacks. You've not much room to play with, so be very careful. Grab some power-ups if you need. Don't bother with the steel fists if you don't want to, and start chasing the 2 trucks like mad. I find charge jumping and air dashing the fastest way to reach them. As you approach them, jump in front of the front truck and start delivering the pain. It's advisable to attack the front truck first since the trucks and tanks are all travelling in a linear fashion on a narrow path. If you pile on the damage on the front truck, the other truck following behind it can't go elsewhere, and will in turn block the path of the tanks behind the trucks. After you destroy the front one, immediately attack the other till it explodes. Then, as usual, run to the nearest jump marker and return to Last Chance Cafe. ~~~~~~~~~~~~ c. Convoy C ~~~~~~~~~~~~ Two convoys destroyed, and Blonsky's lackeys are getting fed up, and they will send the ELITE TROOPS after you. These are human-controlled mechs that are tough to beat, but this also happens to be the easiest to destroy of the 3 convoys because you don't really need to chase after the trucks. Unlike the first two convoys, this convoy will not travel through the mountains. Instead, they will take the civilian path, which is to the right of where you begin. Simply go straight towards that area and with luck, you will find the 2 trucks right there for you to punch. Before the mechs are can attack you, you should've already destroy the trucks. This is quite a tough mission if you're not very good in avoiding attacks. Still, here are some tips to ease the situation: 1. Charge jump and air dash a lot when chasing the trucks. 2. Use missile punchback to deflect missiles directed at you to give your enemies a taste of their own medicine. 3. Stealth - try to avoid detection for as long as possible. 4. Grab power-ups as and when available. 5. Use jump markers to escape from swarms of enemies. (I think) you will unlock another Blonsky file after you beat this mission. I'm not entirely sure because when I played this part, it was into the wee hours of the morning and I was getting sleepy, and didn't manage to write down as much as I like... ====================================================================== ====================================================================== 11. MISSION 2-3: HEAD HUNTER ====================================================================== You will need to steal the HULKBUSTER NEURAL INTERFACE so that Samson can find out the weaknesses of the Hulkbuster. This is another fetch- and-carry mission. As usual, you will need to acquire it. Use the jump marker at the church and jump to Badlands. The objective green star is just beside Restricted Area 102, so jump towards there. This mission is broken up into three parts: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ a. Reach Hulkbuster Demonstration Area ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Remember the place where the 3 convoys were trying to go to before you destroy them? You will need to go there. It's the only place that you can access the demo area. As usual, avoid the heavy attacks along the way, and when you're in the restricted area, look for a tunnel on the right which leads you to the demo area. Once you're there, a cut- scene will show the Hulkbuster Neural Interface. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ b. Retrieve Hulkbuster Neural Interface ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Simply walk towards the interface to trigger another cut-scene as Hull will grab the interface automatically. NOTE: If you get hit after grabbing the interface, it will drop. Pick it up again by using circle. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ c. Deliver Hulkbuster Neural Interface to the church ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As with fetch-and-carry missions, the interface will have a blue health meter. While carrying it, run, charge jump and air dash like mad to get past the tunnel and back to the mountains. Find the nearest jump marker and jump back to the church. Put it down at the designated area to end this mission. You will gain 10,000 smash points and unlock a new Blonsky file. ====================================================================== ====================================================================== 12. MISSION 2-4: PROVING GROUNDS ====================================================================== The end of Chapter 2 is nigh. Approach the green star icon at the church area to fight the boss of this chapter, the HULKBUSTER DESTROYED PROTOTYPE! BOSS FIGHT: HULKBUSTER DESTROYED PROTOTYPE First and foremost, notice 3 radars that are in this area. Your immediate task is to destroy all of them. The radars are used by the prototype to summon reinforcements to attack you. If you don't destroy them now, you will be in a lot of pain. After cutting out his reinformcements, you can now start to attack the prototype. You can do anything to injure him, so buy some moves before fighting him. Steel fists work a little. Shield, is useful to exact good damage when you press triangle when holding a shield. There are some large vehicles to build your shield from, so make use of them. You can even grab boulders that're scattered around the area to throw at him. As I mentioned, anything goes. The best way, however, is to quickly pick up some power-ups to go into critical mass, and then perform a Critical Thunder Clap on him. This deals him a lot of hurt, and should help you build some confidence at this early stage of the fight. The prototype will fire heat-seeking missiles towards you. Your next move is to destroy the missile launchers on him. Pick up any object (preferably cannisters due to their explosive nature), target the prototype, then toggle your right analog stick to shift the target to one of the missile launchers on his shoulders. Next, max charge and throw the object towards the launcher. The purpose of doing this is to remove the heat-seeking missile threat that he possesses. Repeat process until both missile launchers are gone. With the missiles gone, it becomes easier to beat him. He will still attack with a laser charge, and if you get too close to him, he may well present you with a devastating melee attack. so avoid these situations by picking up items, max-charging and throwing them at him. The key to this battle is patience. You won't deal him a lot of hurt at each attack, but his health will go down as you continue to attack him. Don't use up all the power-ups in this area. I know there are a lot of them here, but Hulk can recharge his power as long as he doesn't get hit for a period of time, so don't waste the power-ups unless absolutely necessary. In the event that you run out of objects to throw, you'll have to get close to him. Avoid his melee attacks, and counter by using a special attack (triangle button) of your own, either Hammer or Shockwave Smash (depending on your power status, both uses the same triangle button). After each attack, run away quickly to avoid his wrath, heal if necessary, then repeat the process. Keep repeating these strategies until he expires to see a cut-scene. You will get lots of (ok, I don't remember how many) smash points. You also get to unlock new moves in the Buy Menu (see Moves Guide for details). ====================================================================== ====================================================================== 13. MISSION 3-1: AUTHORITY ISSUES ====================================================================== In this mission, you will encounter a the CHIEF COMBAT WARDEN, who's basically a more powerful Elite troop mech. Your ultimate objective is to retrieve the memory module from him and bring it back to the church. Jump to the city to acquire this mission. ~~~~~~~~~~~~~~~~~~~~~ a. Defeat the Ambush ~~~~~~~~~~~~~~~~~~~~~ The ambush in question is made up of tanks, tanks and more tanks. If you bought the Shockwave Smash Repeater, it's a good idea to now pick up some power-ups to go into critical mass, then execute this combo to clear the tanks. If you find going into critical mass too troublesome, however, you can simply use the test-and-trusted method of the good old steel fists. Destroy as many tanks as possible unto the game informs you that you've completed the objective. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ b. Reach Division Headquarters ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a straight forward objective. Just follow the marker on the map to reach the HQ. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ c. Defeat Combat Wardens Patrol Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ These patrol units are made up of elite troops mechs. I find that a good way of dealing them pain is to create a shield (make sure you bought this move) and start pounding them with the shield by pressing the triangle button repeatedly until they explode. The poor souls will not stand a chance against this. Destroy as many mechs as possible until the game informs you that you've completed the objective. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ d. Defeat Chief Combat Warden ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The location of the Chief Combat Warden is found on the map. He's on the roof of the Division HQ, so wall run up to meet him. Despite having a nice name, he's just an elite troop mech with more life. I don't know whether I should classify him as a "boss", but then again, he does have a boss meter, so, there. BOSS FIGHT: CHIEF COMBAT WARDEN How do you defeat these mechs? Well, hitting them with a shield, as usual. Pile on the pressure and see his health drop alarmingly. Before he's fully dead, however, he will somehow escape from your relentless attacks and start flying away. Follow his trail as he continues to fly from building to building. On these buildings, you can find other enemies attacking you. You can fight them and get some power-ups from their demise, or simply ignore them and continue chasing after the chief. At the end of the chase, you will reach an opened area with a lot of enemies swarming all over you. You may also notice that the chief's health have somehow been recharged. Use combos to remove the tanks if you want to, or just concentrate on finding a large vehicle to act as a shield to continue the pounding on the chief. This time, there's to be no escape. Upon his explosion, you will find the chief's memory module from the wreckage. Grab it and run to the nearest jump marker and go back to the church for a well deserved rest. ====================================================================== ====================================================================== 14. MISSION 3-2: FRANTIC RECOVERY ====================================================================== Another chaser mission, but with a slight twist. But first, you will need acquire the mission. The green star is found on top of a bridge in the city. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ a. Disable the Division's Transport Vehicle ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A left-to-right timer appears again on the bottom left corner of the screen, telling you that you can't take your time with the chase. Before you begin the chase, however, you may want to pick up an item first. You will know why later. Run after the transport vehicle quickly, dodging enemies attacks as much as you can. When you're within range of the vehicle, you will find that it's protected by an electrical shield. The way to disable the shield is to throw objects repeatedly at it. If you took my advice about grabbing an item earlier, you will get a headstart right away by throwing it at the truck. It will probably take 4-6 hits (depending on the items thrown, obviously) to break its resistance. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ b. Retrieve the Division's Transport Vehicle ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When the shield is done, the game will inform you that the vehicle is now ready for collection. Pick it up, find a jump marker and get out of the place immediately. You will gain 35,000 smash points for the effort. A simply and short mission. ====================================================================== ====================================================================== 15. MISSION 3-3: MERCY ====================================================================== The objective tells you to go to the nuclear power plant to retrieve fuel rods, but you will only need to step into the green star jump marker to go there, and seriously, what follows will make you forget about fuel rods. BOSS FIGHT: MERCY Mercy is a teleporter, as well as a master of telekinesis. Your usual attacks will not harm her. Her weakness is that after she unleashes an attack, she will need time to recover. It's likely that her first attack will be a rush of telekinetic blast charges. Avoid these at all costs, because if you get caught in one of these, it's a matter of seconds before she teleports right in front of you and takes away a huge chunk of power from you. Instead, hide behind a large pillar and begin charging X. As a blast charge comes towards you, it will be blocked by the pillar. Quickly run out and release X to jump towards her. If you do it correctly, you can end up close to her before she releases another blast, thus allowing you time to deliver punches at her. She also alternates this attack with a laser attack. This attack is easy to dodge as long as you run quickly, but note that the laser will melt a pillar, so don't stand behind one when you want to run away from this attack. NOTE: An alternative way to do so is to grab one of those green tanks on the floor, and throw it towards her after she releases a charge. Repeat the process until a cut-scene appears, in which she'll feign defeat, then attempt to attack you while you're close. From this point onwards, she will also be a little more aggressive. For example, she may throw tanks at you, and boy, if you get hit, you're as good as dead. She may also gather a large number of small green tubes (fuel rods?) and start throwing them at you. The moment she does that small green tubes thing, you should quickly jump towards her and start punching. The impact on the tubes will spill over to her and injured her badly. I managed to remove one pip of her health just by one single attack repetitive punch attack like this, although I consider myself rather lucky in this aspect. NOTE: If you've Critical Thunder Clap, you may also consider using it when she's gathering the green tubes if you manage to grab the various power-ups in this area to reach critical mass. This attack hurts her real bad under this circumstance. By now, hopefully she'll be near death. If that is so, just wait patiently for the moment to deliver the final blow with a few normal punch attacks. They should effectively finish her off. You will get 40,000 smash points when you defeat her. Watch the cut-scene as Mercy begins to beg for, er, mercy. She explains that Blonsky has planted a tracking device in her head, etc. Before she can finish her story, however, Blonsky has commanded his troops to send a deadly projectile towards your area. This means that Mercy will be gone. Forever. Nobody can escape from a sudden attack like this. Unless it's the Hulk, who is the lead character, so he won't die. At least not now. And definitely not during a cut-scene too. Completing this chapter will also unlock new moves (check Moves Guide for details). ====================================================================== ====================================================================== 16. MISSION 4-1: CLEAN SWEEP ====================================================================== The Division have developed gamma suppressing gas pods across the city. If they're activated, they'll disable the Hulk. Your objective is to steal three of these pods and dispose them into the sea. This is a rather tough one to do, because Hulkbusters and mechs are deployed immediately when you begin. Be focused about your objectives though, and avoid engaging in needless fights with them. ~~~~~~~~~~~~~ a. Gas Pod A ~~~~~~~~~~~~~ The green star is near Tibodt Grand Hotel, so jump towards there to activate the mission. Follow the marker on the screen to reach the first gas pod while avoiding the attacks of the robots, and quickly grab the pod and escape from the area. Use Dashing Straight, Charge Jumping and Air Dash to help you to get to any coastline ASAP. Then, jump right into the sea. Hulk will automatically jump back onto solid ground, while the pod will submerge and the game will inform you that the objective is accomplished. Quickly go to the nearest jumper marker and jump to Infinity Core for the next pod. Once you're at Infinity Core, you'll be glad to find that the enemies have not arrive yet. You can take a breather and recharge your power first before proceeding. ~~~~~~~~~~~~~ b. Gas Pod B ~~~~~~~~~~~~~ This pod is near Infinity Core, but as you approach it, you will also find a new jump marker. To facilitate your escape route, unlock it. This is THE DAYNE marker. Then, grab the pod and repeat the same process of going to a coastline and jumping into the sea. Go to The Dayne marker and jump to Midtown Tower for the last pod. As with earlier, recharge your power if necessary. ~~~~~~~~~~~~~ c. Gas Pod C ~~~~~~~~~~~~~ The pod is across the bridge that is near Midtown Tower. From the map, follow the path to find the bridge, dash across to find the pod. Since you're very near to the sea now, simply grab the pod and jump right into the sea from the bridge. 40,000 smash points is your reward. ====================================================================== ====================================================================== 17. MISSION 4-2: A BIRD IN THE HAND ====================================================================== A Division Supply Helicopter is transporting the much-covted Uranium 235 that could help to build Hulk's machine for recovery. You will need to secure the uranium, but not before you down that helicopter. And it's not an easy task, this one. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ a. Run to intercept the transport helicopter ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You've only 50 seconds to make it to the destination, which is marked as on the map. As you make a dash there, try to pick up power-ups if you happen to come across them. The purpose is to quickly get yourself into critical mass to prepare for the rather tedious 2nd and 3rd parts of this mission. Once you reach the destination, a cut-scene will show the helicopter flying off. Time to give chase. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ a. Destroy the transport helicopter ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ During the first part of the chase, it's impossible to get anywhere near to the helicopter for you to attack it. Instead, hot on your trail will be mechs and aircrafts, who will swarm all over you. You don't really have time to fight them too, since any delay, and the helicopter will be out of your sight, and you'll fail the mission. Instead, ignore the mechs and continue to make a mad dash after the helicopter. You may not be able to see it clearly since it's always flying above you, so use the map to ascertain its location - as usual, a moving target is marked as red on the map. Midway through the chase, the helicopter will land on a rooftop. As you run up the walls to reach it, a cut-scene will show as Hulk automatically lands on the rooftop as well. However, the helicopter will fly away before you can lay your hands on it, and surrounding you will be more mechs. Ignore the mechs, and continue to run after the helicopter while avoiding the attacks. After a while, the helicopter will hover just above you on a lower ground without moving further away. This is the cue that you can now attack it. However, since the mechs have been all over you ever since the beginning, it's advisable to deal with them before you attempt to hit the helicopter. You see, it's easier to attack the helicopter, which is still quite a bother. If you've purchased the Shockwave Smash Repeater, it'll be very useful in taking out the mechs when they're on the ground. A single attack can hit a few mechs at the same time. Or, you can always use the Shield attack method I mentioned earlier to pound them to their death. Another good move is repeatedly press triangle when you're near to a mech until. Watch it cry for help and then get smashed. Of course, if you manage to go into critical mass, you can use the Critical Thunder Clap to clear the enemies away quickly. I'd strongly suggest doing this, not only because it's effective, but it's also graphically very interesting. NOTE: Find an ambulance and destroy it completely to pick up power-ups if you need to go into critical mass easily. Once you clear the enemies, pick up whatever power-ups they leaave behind, and jump up to a lower building's rooftop. Target the helicopter, and prepare for a charged jump. Jump towards the helicopter and quickly press sqaure to punch it when you approach. Two or three hits will be more than enough to destroy the helicopter. The uranium will drop to the ground. This leaves you with the simple task of picking it up and running to the nearest jump marker. But wait! It's not exactly so simple! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ c. Deliver the Uranium 235 safely to the church ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Enemies, especially the mechs, will come after you once again with a vengeance. Once you reach the building where the nearest jump is, you will find that it's quite difficult to run up to the rooftop because they'll continuously fire at you. Since you're supposed to deliver the uranium safely back to the church, getting hit by them not only lowers your health, it puts the uranium under threat too. My advice is to calmly put down the uranium, and show these buggers who's boss. Use the ambulance method to get into critical mass, and deal them another one of your trademark Critical Thunder Clap. Also, if you happen to buy the Critical Mass Surge earlier, you can execute two Critical Thunder Clap consecutively. Watch them fly. The crisis attacks should be enough to provide a breather for you to grab the uranim and run up to the jump marker. Jump back to the church, put the uranium down at the designated area to end this mission for a 15,000 smash points reward. You will get a new Blonsky file too, but I'm sure you'd known that by now. ====================================================================== ====================================================================== 18. MISSION 4-3: LOCKDOWN ====================================================================== The game is getting harder as it progresses, and I tell you, this mission and the next is absolutely insane. Anyway, Samson needs to go to the city to speak to his informant. Your job is to escort hims safely to his destination. Soldiers, aircrafts and tanks are your enemies this time round, and they're relentless. NOTE: This green star to acquire this mission is found at the church. ~~~~~~~~~~~~~~~~~~ a. Protect Samson ~~~~~~~~~~~~~~~~~~ Samson drives off a human road block, which immediately invites three soldiers to chase after him. Finish these guys easily, and pick up the power-ups they leave behind. Samson's location is marked as a moving blue spot on the map. Don't worry if he goes out of sight, because he'll wait for you if you're held up. As you catch up on him, you should see some taxis along the way, weaponize one of them into steel fists, and get ready to fight two aircrafts which are already giving chase behind. NOTE: To deal with aircrafts easily, buy the Cyclone Skyjack move. Once you finish these off, catch up with Samson, and he will drive onto a bridge. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ b. Destroy all roadblocks in Samson's path ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ At the end of the bridge, a few soldiers, tanks and aircrafts await you. This is when the game will inform you to destroy all roadblocks in Samson's path. Stand in front of Samson's car, move a little closer to the end of the bridge, and execute a Shockwave Smash Repeater. This will at least finish off the soldiers from afar without having to risking the possibiltiy of being hit by the tanks. What's more, dead soldiers leave behind power-ups. Quickly run forward, avoid the attacks and pick up the power-ups. This should be good enough for you to go into critical mass. As usual, do a Critical Thunder Clap to clear the area. The tanks may not be destroyed completely, so you may consider doing some charged attacks on them. Remember to pick up any power-ups that they leave behind. I won't repeat this again. The next part of the game will be similar. Samson will repeatedly be blocked by enemies, and you will have to repeatedly defeat them. The trick is not to get too close to Samson as the enemies attack, because they seem to be more interested to kill you than him. Moving away from Samson when the enemies attack usually (NOTE: not all the time) put him in a safe spot. Since there's no time limit for this mission, you can take time to go into critical mass and clear the enemies with crisis attacks each time. The beauty of this is that destroyed enemies always leave behind power-ups. so even if you've used up your critical mass, you can easily go into it again with the amount of power-ups available from dead enemies. When Samson reaches his checkpoint, you will be informed. However, even during this part, the objective isn't over. Take on the enemies for the last time using the same strategy. With the destruction of the final enemy, the objective will be met. Your rewards? 25,000 smash points and a new Blonsky file. ====================================================================== ====================================================================== 19. MISSION 4-4: MY OTHER VOICE ====================================================================== Let me start this section by saying that I've previously written an entire section for this, er, section, only to delete it without knowing it, and overwriting the existing file. So, if you happen to be using an older copy of this document, and find that the information is different, don't panic. I'm trying my best to be consistent because it has been some time since I beat this mission, and I may not recall the pointers as much as after I just beat it. I'm relying on very poorly-handwritten notes to reconstruct this section. Anyhow, let me also say that this is one hell of a crazy mission. You begin at the place where Samson met his informant - see, they didn't even let you go back to the church for a breather! Ok, if you really want to, you can, but since the green star is just nearby, you might as well begin now. This mission is divided into three parts. If you fail at any part, you'll only need to redo from the point where you completed the earlier part. Of course, if you fail during the first part, you'll definitely restart from the beginning of the mission. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ a. Destroy Division fuel depot ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before you begin, go from roof to roof to collect power-ups. You can easily go into double critical mass, if you purchased the Critical Mass Surge Level 1 earlier. I'd strongly recommend this purchase as crisis attacks, that is, attacks resulting from amassing critical mass, are very effective ways of combat. From the map, you should see the Division's fuel depot. Head straight towards there and start pounding the depots that have a red "punch sign" over them. They're weak structures that shouldn't take more than a few punches to collapse. ~~~~~~~~~~~~~~~~~~~~~~~~~~ b. Defeat Division forces ~~~~~~~~~~~~~~~~~~~~~~~~~~ Now, fighting time. The Division's forces consist of tons of tanks, aircrafts and Hulkbusting mechs. If you're in critical mass, quickly execute a Critical Thunder Clap to stun your enemies. At this point of the game, a move like this can easily take down the aircrafts. If they're not destroyed yet, do a charged jump plus punch on them until they expire. It may be difficult to do so, since the mechs will be all over you, but try your best to destroy the aircrafts first. The next group you should aim to remove is the mechs. The Shockwave Smash Repeater is a very good way hit a few mechs at one go when they're surrounding you. If the mechs are isolated, a simple special attack (using the triangle button repeatedly on them) is sufficient to send them crying for help. If you're a little sadistic, you may consider weaponizing a shield and use the shield-pounding I mentioned earlier on it. It's fun. Once you take out the mechs, isolate the tanks and defeat the one-by- one. Steel fists, charged punches and shield-pounding are all good techniques to deal with them. With all the enemies downed, you'd have completed the first part of this mission. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ c. Destroy Division intelligence facility ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As you approach the next two objective markers, you'll actually come across the Hulkbuster Destroyers from the next objective first. My advice is to ignore them first, although they'll no doubt give chase. Run like mad to the intelligence facility, and punch it repeatedly until it collapses. I find that the best way to crash this building is to jump onto its rooftop (it's not a tall building), and execute the Ground Smash move repeatedly. This way, enemies can't get too close to you without being hurt, while the building continues to get attacked by you. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ d. Destroy all Hulkbuster Destroyers ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once the intelligence facility is down, you'll have no choice but to take on the mechs and giant-sized Hulkbuster. The mechs will keep respawning, so you should just concentrate on the Hulkbuster. Use crisis attacks as much as possible. If you need help to get into critical mass, use shield-pounding or special attacks to down the mechs quickly. Ambulances are aplenty here too, so you can completely destroy one to receive lots of power-ups. In the event that you're really close to dying, run to a nearest jump marker and jump to a point that's furthest away from your enemies. Take the opportunity to heal, before heading back to fight again. NOTE: Even when you use jump markers to escape from the fight temporarily, the mechs at times do catch up on you almost immediately. Ultimately, the key to winning this battle is to down the Hulkbuster ASAP. I wish you the best of luck. If you do this successfully, you'd have completed the second part of this mission. Yes, it's not over. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ e. Destroy Division Armory ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Weaponize a shield before you go to this building. Apart from protecting yourself against enemy fire, the shield can also help you to kill mechs for power-ups, as well as destroy the building faster. When you're at the Armory, simply use shield-pounding to attack the building. Marvel at how much and how fast the "health" is removed by pounding it with a shield. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ f. Destroy all Hulkbuster Destroyers ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The final battle for this mission once again pits you against your good friends, the mechs and the Hulkbuster. As usual, do the attacks as with the earlier objectives when dealing with them. Once again, you'll need to down the giant to proceed, so here's quite a useful tip I found out when playing the game: Get into critical mass, then lure the Hulkbuster into attacking you with a punch, then jump away as he delivers the blow. Quickly run to his back. You'll notice that he's a little slow in recovering from his attack. This is the time to perform a Critical Thunder Clap on his back. Repeat the process until he explodes. Congratulations! You get 25,000 smash points! ====================================================================== ====================================================================== 20. MISSION 4-5: TURNING POINT ====================================================================== Your aim is to retrieve classified material from the military test site, but as you reach there, you will find GENERAL ROSS there. Time for a boss fight. NOTE: Hammer Toss is a compulsory move for this mission. Go buy it now so that you can win this fight easily. BOSS FIGHT: GENERAL ROSS Ok, you don't actually fight General Ross, but a General Ross- controlled Hulkbuster. This guy has a lot of high profile attacks, but lots of practice earlier should have given you the edge on dodging them. The key is to make sure that, under any circumstances, you don't get remotely near to him. He can be defeated with a long range attack that is called Hammer Toss, which is why it's a compulsory purchase. Lure Ross out to the city so that you can invite tanks to attack you at the same time. The reason for doing so is just so that you can execute the Hammer Toss, which involves grabbing a tank, swinging it and hurling it towards an enemy. This is basically what you should do to Ross. Grab any tank, rotate your left analog stick counter-clockwise, and wait for the "turn" to gain momentum. Meanwhile, press L1 to target Ross so that when you release the tank, it'll hit him straight in the face/ chest/ nuts. When he's hit by a hammer-tossed tank, his health drops drastically. Repeat the process until he's defeated. NOTE: You'll never run out of tanks as they will keep respawning. You will have some pity for the tanks once you master the Hammer Toss. For your effort, you will get a smashing 80,000 smash points new moves (see Moves Guide for details). ====================================================================== ====================================================================== 21. MISSION 5-1: WITHOUT PAROLE ====================================================================== Chapter 5 is a short chapter, with only two missions to boot. During yoor fight with General Ross in the last mission, despite winning, you've been captured. Captured? Why, you may ask. Well, ask Samson. After you risked your life "protecting" him earlier, he has sold you out. This mission requires you to stage an escape. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ a. Follow Blonsky and escape from the vault ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dispose the soldiers from where you begin, and get the power-ups they left behind. Pound through the door to reach the next room, where a mech will greet you. Do a simple repetitive triangle button- smashing action to destroy him, get the power-up, and pound through the next door to the next room. Repeat the process of mech-smashing and getting power-ups until you reach the last room, which has three mechs. Quickly perform a Shockwave Smash Repeater to get a headstart, then follow-up with a Critical Thunder Clap - if you collected all the power-ups from the previous rooms, you should easily be in critical mass by now. Pick up the power-ups from these three mechs, and pound through the last door to go out to the open. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ b. Defeat the Capture Warden ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mission doesn't have an "actual" boss fight, but this dude does have a boss health meter, so I'll consider this a boss encounter. BOSS FIGHT: CAPTURE WARDEN This is not a difficult fight at all. Once you get into the area, he'll begin to fire missiles at you. Avoid them, and quickly pick up objects to throw at him. Barrels, small vehicles, etc. are all good to deal him some damage. It's entirely possible to go through the first part of the fight without losing any power if you do this right. Once his life is depleted by half, a cut-scene will follow. NOTE: When you approach an object with the intention to pick it up, be careful not to get hit, as having your back facing the Capture Warden opens you to attacks. Also, if you get hit near an object you want to pick up, the object will be disintegrated. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ c. Smash your way through the vault's defenses and leap to freedom ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The cut-scene will show two mechs appearing from above. When the cut- scene is still playing, quickly prepare to do a Critical Thunder Clap by charging the required buttons. When you regain control, you'll gain a slight headstart, and before these enemies could even attack you, you could've completed the move and deal them with substantial damages. It's entirely possible to kill off the Capture Warden with this one single blow after the cut-scene ends, especially if you happen to stand very close to him when the cut-scene begins. Clear off the two mechs if they haven't been destroyed by your move. You should also notice a jump marker nearby, so use it and jump out of this area to complete the mission. ====================================================================== ====================================================================== 22. MISSION 5-2: TOPSIDE ====================================================================== Your escape continues in this mission. Even though you're out of the vault, you're still in enemies' territory. You'll now have to escape from the Military Base. Each area of the base is guarded by a force field designed specially to stop Hulk from escaping. Your aim in each of these areas is to find a way to remove these force fields. ~~~~~~~~~~~~~~~~~~~~~~~~~ a. Escape Vault Exterior ~~~~~~~~~~~~~~~~~~~~~~~~~ This area has tons of helicopters and tanks. A forcefield is at the end of the area, and your aim is to get through it. Do so by first destroying the helicopters. A well executed Cyclone Skyjack should serve you well in downing them. Helicopters don't respawn, so you're left with tanks to deal with. And tanks, with the Hammer Toss, shouldn't be a problem to you by now. There's no point in destroying all tanks though, since you can never do it - they respawn all the time. Instead, go right to the force field to find three force field projectors. These are the things that are holding the force field. The first one is easy to smash, just, er, smash it. The next two are behind the forcefield, where you can't reach, so go back to the area to find objects to throw at them. You may need to max charge your throws to gain distance. Once these two are hit, the force field will disappear. Get out of this area quickly. The helicopters are here again, so repeat the destruction process. Another force field greets you at the end of the road. Two projectors are behind the field, so pick up objects to throw at them as usual. The force field doesn't disappear though, and you will notice there are two more projectors, somewhere, to hit. These two are found on the sides of this area. You should find two vertical columns, one to each side to the screen, near the force field. Run up to the top of each column and smash them to remove the force field. You will reach a Checkpoint when you complete this objective, which means that if you happen to die during the next objective, the game will restart from here if you don't quit the game altogether. ~~~~~~~~~~~~~~~~~~~~~ b. Escape Inner Base ~~~~~~~~~~~~~~~~~~~~~ This area has some irritating aircrafts, which are difficult to hit because they tend to fly away before you can even do your Cyclone Skyjack. If you don't want to be bothered with them, don't. Of course, if you're sick and tired of having them hit you while you attempt to pick up objects and hit the force field projectors, you can always destroy these buggers. The other enemies here include soldiers, missile launchers and tanks. The force field is at the end of the area, hidden within a small tunnel. There are three of projectors to hit, and they can't be hit from inside the tunnel. The key is to get out, jump up to the roof of the tunnel, and hit the projectors from there with the objects. It may take a few attempts since the projectors are really quite hard to reach, but you should manage with some patience and good aiming. Try to avoid using large objects since they're heavier and may not achieve the desired distance when you're throwing them. I find that road blocks is a good choice for hitting these. NOTE: If you're heavily injured, hide inside the tunnel to heal. The aircrafts can't attack you when you're hiding there. ~~~~~~~~~~~~~~~~~~~~~ c. Escape Outer Base ~~~~~~~~~~~~~~~~~~~~~ This is a simple one. Two projectors behind the the force field, and they're easily accessible with a simple targeting and throwing. One of them is on ground level. The other one, you will have to climb up to the right side of the cliff and aim across to the left side of the cliff. You can find plenty of objects to pick up near both projectors. Hit them and get out of here. ~~~~~~~~~~~~~~~~~~~~~~~~ d. Return to the Church ~~~~~~~~~~~~~~~~~~~~~~~~ You're now out of the Military Base! Run towards the jump marker with all you can. Enemies will give chase, but at this stage, don't bother about fighting them. Once you reach the jump marker, avoid getting hit and get out of this place ASAP. You will get 30,000 smash points for your effort, another Blonsky file for reading, as well as some new moves (check out the Moves Guide for what's in store). ====================================================================== ====================================================================== 23. MISSION 6-1: STRANGE CARGO ====================================================================== Chapter 6 is an insane mission, with two consecutive blood-vessels- burstingly-difficult missions. The first one, which is this one, is a fetch-and-carry mission that once again bring you back at that hell- hole of a place known as Badlands, as well as tons of enemies that will swarm you. What's more, they're getting cleverer now - they even know how to lay a trap for you. Be prepare for some painful moments. The good thing is, Samson and Hulk have kissed and made up. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ a. Retrieve an intact military transport truck ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The objective green star is at the Last Chance Cafe, so jump towards there to acquire the mission. Your first task is to steal a truck. There's a building near the cafe that has some units of these, so head towards there. As you approach, the enemies will begin their swarming. Pay no attention to them, but instead pick up any truck and start escaping from the area. The enemies will give hot pursuit, and it's quite possible to see your power depleting during the escape. Try your best to reach the nearest jump marker, and jump to another area in Badlands. You can't bring the truck with you when you jump away, but it'll still be where you jump away from if you call up the large map and check out its location. Wait for your power to heal, then jump back to the where you escaped from to find the truck. You should find that the enemies have dispersed, leaving you with the easy task of picking up the truck and heading to the objective marker. Once you reach there, you will find a yellow box on the ground. Press triangle to weaponization the truck. This is where the funniest part of the game occurs. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ b. Retrieve power control module ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ It's funny because you can see Hulk literally hiding himself into the truck, and "driving" it by walking away with the truck almost totally covering himself. Anyhow, try not to laugh, and head towards the objective marker on the map, which is where the power control module is. Along the way, you should find a series of power-ups on a small path on the left side of the cliff. Yes, this is the same place where you found a lot of power-ups in Chapter 2 of this game. Pick them all up. You'll need them. As you reach the Military Base, you'll be amused to find that nobody manage to see through your "disguise". "Drive" past the soldiers, tanks, mechs and even a force field without any fear of anyone recognizing you. No, not even when you leave behind a trail of broken grounds when you go past them. NOTE: Notice two force field projectors when you "drive" past the forcefield? These two have to be destroyed later during your escape. Talk about deja vu. The objective marker is another yellow box. This is where you break free from the truck. Do so, and get ready for some action. You should be in critical mass now, so without even looking, execute a critical Thunder Clap to stun the enemies that're in the process of swarming all over you. After that, quickly run up to the tower just beside where you broke free of the truck to find the power control module. From then on, RUN. Head towards the tunnel, smash the force field projectors and leave the base immediately. There's no point in taking the enemies on, since they never stop coming at you. And trust me, you'll be hit regardless of what you do, and the control module will drop as a result. Brave through the fire to pick it up again (and a again if it happens again, and again...) and hope that your power doesn't expire. Your aim now is simply to get to the nearest jump marker and get out of Badlands. Even then, as you get near to the jump marker, you'll find some enemies there waiting for you. Try your best to activate it and jump back to the church. Drop the control module at the church, take a breather, and get back to Badlands again. You will reach a Checkpoint now, as well as get 2,000 smash points. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ c. Retrieve power regulator ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Go back to the Last Chance Cafe, and get ready for more craziness. I'd suggest that you pick up any power-ups that you can see along the way to go into critical mass ASAP. When you reach the area with the power regulator, you will find that it's surprisingly unguarded. NO! DON'T DO IT, BANNER! IT'S A TRAP! Too late. You'll picke it up, and activate a force field that traps you in this very small area. And then, you'll see some mechs in the same area as you. To get out of the force field, you'll have to destroy the projectors that are outside the area. First, you'll have to Put down the regulator to prevent the enemies from shooting it. Then, you must find a way to get out of this hell hole. The key to getting out of here isn't beating the mechs, but grabbing them and throwing them at the force field projectors. You don't need me to tell you that this will be a tough one. You will need all the luck to get through it. If you happen to be in critical mass, you may want to do a Critical Thunder Clap to do some unfocused damage on both your enemies and the projectors - this is quite useful to target all projectors at once. Once you take down the force field, grab the regulator and run to the nearest jump marker. Again, enemies will be there trying to knock you down before you can jump away. Do your best to avoid, then jump back to the church, put down the regulator and end this killer mission. You'll get 40,000 smash points and a new Blonsky file for all the effort. ====================================================================== ====================================================================== 24. MISSION 6-2: FREEDOM'S SWANSONG ====================================================================== Remember the mission that required you to protect a building where Samson is downloading a file? This is the sequel! This time, Samson is (finally) building the machine that he has been talking about, but the enemies have found the church, and they've made their way here in an attempt to obliterate you once and for all. You've only one objective in this mission, and that is to protect the church until Samson finishes building the machine. The aircrafts, do the normal by using Cyclone Skyjack. The tanks and mechs, try Hammer Toss. You know the drill. It's not going to be easy, especially when the enemies won't stop attacking you when you're trying to defeat a foe. It doesn't help when a giant Hulkbuster also makes his way to the church after a while. Do not, I repeat, do not allow him to get near the church at all costs. An attack from him on the church takes out a large chunk of "health". Hammer Toss him if you can still find tanks around, or do some combos on him. If you happen to somehow get into critical mass, I'd suggest hitting him with a Critical Pain (buy this move if you don't have it). This takes out a good amount of health from him. After this bugger, more mechs and tanks, plus another giant Hulkbuster will make its entrance into the fray. Enough already! Just Hammer Toss like mad to get by, and hope that the game will tell you that the objective has been achieved. If you manage to go through this without dying at least once, I salute your skills. In any case, you will get 70,000 smash points and another Blonsky file. ====================================================================== ====================================================================== 25. MISSION 6-3: CROSSROADS ====================================================================== The story mode of the game is coming to an end, and your next mandatory boss fight pits you against... yourself? Yes, you'll have to defeat the emerging Devil Hulk! BOSS FIGHT: DEVIL HULK The Devil Hulk looks sinister, but if you bought the Air Canonball move, you'll find that your chances of beating him are actually quite good. The battle takes place on a round-shaped platform. In the centre of the platform is a hole, which the Devil Hulk frequents. Once the game begins, quickly jump to higher grounds when you see him jumping into the hole. He'll throw objects relentless towards you, and you should take some caution into avoiding them. From above, look down at the hole. See the three blue-colored pods surrounding it? Your aim is to destroy all of them. Target one of them, and perform an Air Canon- ball. WIth this move, you can blast through the objects that're thrown at you without getting hurt, as well as deal some real damage to the pods. Jump back to higher grounds and repeat the process of Air Canonball-ing until all three blue pods are smashed. Notice now that these pods leave behind power-ups. If you manage to keep yourself relatively unscathed during the pods-destruction process, collecting all power-ups should help you go into critical mass. So, yes, jump down to collect them all. What happens next is that the Devil Hulk will get out from the hole and start to attack you. This is when you should do a crisis attack on him - I'd recommend the Critical Pain if you've it, since it's a very powerful move for taking a large chunk of health away from a single foe. After being heavily injured by you, the bugger will jump back into the hole and begin to throw objects again. When he does that, note that the blue pods are now back online again. You should now jump back to higher grounds and repeat the Air Canonball-ing routine. Break all three of them, grab the power-ups, wait for him to jump out of the hole, then pound him with a crisis attack. Do this a few times and he should be a goner. You'll get 150,000 smash points and (yet another) Blonsky file for your efforts. ====================================================================== ====================================================================== 26. MISSION 7-1: INTERCEPT ====================================================================== Chapter 7 is the story mode's final chapter. The first two missions are less tedious than some earlier ones, but you'll still have to prowl through tons of enemies as usual. Firstly, however, you'll have to face your greatest nightmare by returning to the place where you were once held captive. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ a. Get to the vault's entrance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Follow the marker on the map to reach this area. The usual enemies will start partying with you. Kill some if you feel gung-ho. Run off if you don't. Once you reach enter the vault, a cut-scene will show. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ b. Defeat the Capture Warden ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ah, the Capture Warden welcome you back to the vault. BOSS FIGHT: CAPTURE WARDEN This is essentially the same guy who attempted (in vain) to stop you from escaping earlier. This time round, there isn't any mechs to provide additional pressure on you, and he doesn't have any new moves to threaten you. use the target and throw method to hurt him, as well as deal him some crisis attacks if you manage to go into critical mass. This fight shouldn't be a problem for you now. I mean, he's but only one guy. Once you defeat him, the mission will end for a 30,000 smash points reward. ====================================================================== ====================================================================== 27. MISSION 7-2: HELL HATH NO FURY ====================================================================== The final boss fight of this game is broken into two different missions. Talk about a lengthy fight. You'll take on the Abomination yet again, but this time, it'll be much more difficult than in the Nemesis mission. Apart from dealing with him, you'll have the Military forces all over you. Your consolation is that they're also after him. BOSS FIGHT: ABOMINATION (AGAIN!) During the first part of this mission, don't bother fighting the Abomination. The thing to do is, simply, to chase him. Unlike previous chase missions, however, Abomination won't exactly go out of sight, so don't worry too much about catching up with him. Instead, take on the other enemies so that you can lessen their presence, as well as gain some useful power-ups. After you defeat these enemies, go after Abomination and start pounding combos and crisis attacks at him. Before you can destroy him, however, he'll run away. Give chase again, and repeat the process of taking on the other enemies before fighting Abomination. In the event that you didn't finish off the enemies before you fight Abomination, take heart that when you two dish it out at each other, the Military will also attack him. When you get the chance to fight Abomination again, do so with the same attacks until he flees again. Rinse and repeat. During the last part of this mission, Abomination will escape for the last time, which also signals the end of this mission. So, yes, this mission basically encompasses a lot of running, a lot of fighting the Military, and very little of fighting Abomination. Yet, you'll get a satisying 100,000 smash points out of it! ====================================================================== ====================================================================== 28. MISSION 7-3: ENDGAME ====================================================================== The final fight. This time for real. The battle takes place at a dam. BOSS FIGHT: ABOMINATION (YET AGAIN!) It's advisable to stay some distance away from him during the first part of this fight. This is because he has somehow learnt one of your trademark moves - the Super Shockwave Smash! Ok, or something similar to it. If you don't want to get a taste of your own medicine, get ready to charge jump all the time. When he begins what looks like a charged attack, get ready to jump up to avoid being tossed around in the air. I'd suggest grabbing objects and throwing at him during this time, just so that you can remove his health a little. NOTE: During this fight, those damn aircrafts will continuously shoot at both of you. Hey, can't they see you're trying to protect them, those fools? Some time into the fight, Abomination will begin his attack on the four generators on the sides of the dam. Your objective is not to allow him to destroy all the generators. If he successfully does so, you'll fail the mission, even if you're at full health. The moment that he turns and attacks the generators is an ideal one for doing some combos and crisis attacks on him. Basically, just keep your fingers busy on his exposed back when he's doing his thing. After he takes some hits, he'll turn around and try to grab you. Jump away, or risk getting hurt real bad by his grab-and-slam move. If you escape the move, he'll turn back and continue to attack the generator. Go back and start hitting him again. When he takes enough damages, he'll lose his footing and fall onto the generator. The electricity will shock him and take away one pip of his life! Now, this will teach him about ripping up power generators. NOTE: If he successfully rips a generator apart, he'll use it to create an attack that will take out 1/4 of your power. Avoid this at all costs. The Abomination will continue to attack the other generators even after he gets electrocuted. By the time he reaches the last generator, he should be as good as gone. Deal him with some last attacks to finally see him off. You've won 200,000 smash points, but that's beyond the point! You've beaten The Incredible Hulk: Ultimate Destruction! ====================================================================== ====================================================================== 29. CITY CHALLENGE MISSIONS ====================================================================== This section lists the various Challenge Missions you can find in the city. To be honest, I'm totally uninterested in doing side missions in a game like this, since they don't exactly provide anything important to accelerate the story mode. However, I do agree that having them around does raises the bar of the game a little by offering replay value. Doing them also allows you to earn smash points, which is useful when you're needing just that elusive 50,000 points to buy a critical move. I've personally not completed all the missions. For those that I actually played, I'll list down some pointers. The rest, I'll just provide a general description. If I missed any, please let me know about it and I'll include it. NOTE: Challenge missions are represented by a yellow star in-game, and as an exclaimation mark on your maps. ~~~~~~~~~~~~~~ a. Fast Move ~~~~~~~~~~~~~~ There're six of these checkpoint racing missions. I believe I explained about Fast Move 6 during the Lightning Strike mission. Basically, this requires you to move from point to point to collect object markers in a given time limit. Each Fast Move missions have different requirements on the amount of markers to collect. ~~~~~~~~~~~~~~ b. Batter Up! ~~~~~~~~~~~~~~ Play some air hockey by batting soldiers as far as you can, within a certain time limit. A helicopter will feed you with your victims. A club is your weapon. Carry on. ~~~~~~~~~~~~~~ c. S.W.A.T. ~~~~~~~~~~~~~~ This is another soldiers-hitting side mission, but this time you're going for numbers, not distance. I find this the easier of the two, although I'm not exactly good at both of them. ~~~~~~~~~~~~~~ d. Urban Golf ~~~~~~~~~~~~~~ This is quite an interesting mission, not only because it's fun, but because you'll be dressed in Joe Fixit! A nice touch from the game's developers. In this mission, you'll need to swing a golf ball (albeit a very big one) to the flags with as few swings as possible. This took me a while to get used to, but I found that charging your swings is the only way to do this properly. Try to gauge from the position that Hulk is standing, and imagine how the swing will be done, and as a result where the ball will go to. It's quite a tough little game, but I somehow enjoyed it. I didn't win a medal though. ~~~~~~~~~~~~~~~~~~~ e. Rooftop Jumping ~~~~~~~~~~~~~~~~~~~ There're two of these jumping challenges. Basically, you're required to jump from building to building without touching the ground, while trying to be as far as possible from where you begin. The difference between the two missions is that for Rooftop Jumping 1, you're limited strictly to jumping only, while in Rooftop Jumping 2, you can use climbing and wall-running abilities. These are actually quite easy to do if you've the Double Super Air Dash. ~~~~~~~~~~~~~~~~~~ f. Hulk's Rooftop ~~~~~~~~~~~~~~~~~~ Another one related to rooftop. This one requires you to be stay on a rooftop while enemies start swarming all over you. Question is, why? You've been swarmed all over by enemies during the story mode, why go through it all over again in a side mission? Not recommended! ~~~~~~~~~~~~~ g. Fare Play ~~~~~~~~~~~~~ Somehow, this reminds me of the taxi-disintegrating side quest in Destroy all Humans!, which was a game of a similar nature (as in free-roaming, mission-based action/ adventure). I think it's because of all the taxis. For this mission, you'll need to pick up a taxi, run to a designated area, and put it down. Keep repeating until the timer ends. The more you pick up, the higher your scores. Use Running Grab to save some seconds, and do lots of charged jumping to speed up the process. Oh, try not to destroy any taxis too. ~~~~~~~~~~~~~~~~~~~~ h. Hulk smash City! ~~~~~~~~~~~~~~~~~~~~ Without doubt my favorite challenge mission of the game! Destroy as many objects as possible in a given time. Everything and anything goes. No special techniques here, just keep on smashing. To get more points, completely destroy the objects you're smashing. For example, if you somehow damaged a car partially, finish up the job by reducing it to ashes. You get more points if you do so. At the end of the time limit, enjoy the fruits of your labor and do it again if you want. A perfect way to relieve stress by smashing stuff, without having enemies all over you. ~~~~~~~~~~~~~~~~~~ i. Smashing Spree ~~~~~~~~~~~~~~~~~~ Another smashing mission, although this one is more specific. You'll need to destroy completely eight cars, four trucks, four water towers and 12 trees ASAP. Trees are easy - they're everywhere. Water towers, you'll have to engage the rooftops. Trucks and cars will depend on your luck. You can assume that they're on the road, even though at times there may not be many around in a given street. ====================================================================== ====================================================================== 30. BADLANDS CHALLENGE MISSIONS ====================================================================== The nature of the challenges in Badlands are similar to the city. If you happen to find a challenge in the city, expect to find one that resembles it here. I visited considerably lesser challenge missions in Badlands because I find this place extremely frustrating to be in! ~~~~~~~~~~~~~ a. Fast Move ~~~~~~~~~~~~~ You know the drill! ~~~~~~~~~~~~~~~~~~~~~~~~ b. Hulk smash Badlands! ~~~~~~~~~~~~~~~~~~~~~~~~ Yes, this is the Badlands version of my favorite smashing mission in the city. To get more scores, I'd suggest staying in civilians areas, like the Last Chance Cafe, for example. If you go into those mountain areas, you'll have next to nothing to smash. ~~~~~~~~~~~~~~~ c. Hulk Soccer ~~~~~~~~~~~~~~~ Inspired by Shaolin Soccer, I presume. This one takes place at the Military base. Remember the dreaded tunnel? Get the ball into the tunnel to score a "goal". The Capture Warden is the goalkeeper who'll attempt to save your shots. ~~~~~~~~~~~~~~ d. Gamma Golf ~~~~~~~~~~~~~~ This is similar to the Urban Golf mission in the city. ====================================================================== ====================================================================== 31. COMICS LOCATIONS LIST ====================================================================== This entire section is created by The Stinger from the Neoseeker.com Forums. Many thanks for the man for giving me the permission to use this here. ~~~~~~~~~~~~~~~~~~~~~~~ a. Tutorial Comics (4) ~~~~~~~~~~~~~~~~~~~~~~~ 1. Environment gallery item: Complete Targeting and Throwing tutorial. 2. OCANADA: Complete wallclimb and wallrun tutorial 3. Character render item: Complete jumping tutorial. 4. Movie Gallery Item: Exit the tutorial through the tunnel. ~~~~~~~~~~~~~ b. City (29) ~~~~~~~~~~~~~ 1. DRAPEAU: Jump to THE DAYNE jump marker and travel north. The comic is on the roof of the building close to the shoreline at the end of the street. 2. 10,000 points: Northwestern part of the map, near where you can see the lighthouse out in the harbor. The comic is in between the legs of the blue ape balloon on top of the car dealership. 3. DESTROY: Use the Blue ape balloon from #2 and wallrun up the tallest building near you. Jump, and glide out to the lighthouse. The comic is located on the back wall. 4. 10,000 points: Destroy the Division Corp Building next to the Diesel 66 gas station, very near the car dealership from #2. 5. Environment gallery item: North part of the map, near the very centre of the outside edge of the map. The comic is on another building with a blue ape balloon. 6. CHZGUN: North part of the map, stay on the outside edge of the map. The comic is hanging in mid air over what appears to be the remnants of a small destroyed building. 7. 10,000 points: On top of the Burgers and Shakes restaraunt in the northeastern section of the map. 8. Enemy Gallery Item: Northeastern section of the map, on the outside edge. On top of a tall building behind a red/orange billboard. 9. AMERICA: On the south east section of the bridge, on top of the middle support. 10. Character render item: South section of bridge and the comic is on the small destructible walkway. 11. 10,000 points: Southwest part of map on the outside edge. On top of a very very tall skyscraper that looks like the one used in the House of Cars challenge. 12. 10,000 points: This can be found during the Need-to-Know mission. Run up the side of the division building in which you need to retrieve the mainframe, and the comic is there below the small overhang before you reach the top. Alternatively, this building has a ton of spotlights on it, so it's hard to miss. 13. SMASH10: Above the spire atop a tall skyscraper in the southwestern part of the map, about one to one and a half blocks in from the outside edge. 14. FSHNCHP: Eastern part of the map, two blocks south of The Dayne jump marker on the outside edge of the map. Atop one of the buildings with the destructible glass front and back. 15. 10,000 points: Northern part of the map, near the inside edge in an alley between two buildings. These buildings are near two very closely placed challenges on the map. 16. FURAGGU: Northern part of the map, 2 blocks in from the inside edge, on the roof of the DVS fuel station that has the 6 tall white tanks. 17. 10,000 points: Western part of the map, almost directly between The Dayne and Tibodt Grand Hotel jump markers. On the roof of the tall building with spire and 2 ac vents. 18. MUTANDA: Western part of the map, near the inside edge, almost between the Tibodt Grand Hotel and Midtown Tower jump markers. On a small cafe roof. You can see the comic on the roof from street level. 19. 10,000 points: Inside the destructible glass front of the building directly across from a substation you need to destroy in the Lightning Strike mission. Its near the Tibodt Grand jump marker. 20. Movie gallery item: Inside the division building west of the Tibodt Grand jump marker, near the Lights Out challenge. 21. 10,000 points: Jump to the Coliseum Terrace jump marker, and face just southeast. You'll see the comic on the roof of the building across from you. 22. Character gallery Item: One to one and a half blocks east of the Coliseum Terrace jump marker, hanging in mid air close to the street. 23. DEUTSCH: Southeast of Jarella Point jump marker, on the roof of the hospital building that is near the parked ambulances. 24. 10,000 points: one to one and a half blocks east of The Dayne jump marker. On a building with with 2 billboards and 4 spotlights. 25. Movie gallery item: Up against the building where you retrieve the CAT Scan Imager during the Fire Sale mission. 26. SUITFIT: Destroy the division armory in the My Other Voice mission, and collect the comic from the debris. 27. 10,000 points: East corner of the map, just north of the bridge. There's a triangular hole in the middle of the hotel building top. Jump down inside and the comic is here. 28. FROGGIE: Jump to the Infity Cove jump marker. Face northwest. Jump to the tall building and climb over. You should see the comic across from you on the side of the building. 29. Enemy Render Item: About 2 blocks south of Mandarin Gate Mews jump marker. Building forms a small alcove in which the comic is hidden. ~~~~~~~~~~~~~~~~~ c. Badlands (27) ~~~~~~~~~~~~~~~~~ 1. KINGKNG: North of the Last Chance Cafe jump marker, on top of one of the large round containers. 2. 10,000 points: Northwest corner of the town on the map, break one of the rock pillars and the comic is inside. 3. 10,000 points: Westernmost road out of the town on the map, comic is on the road leading into a tunnel. 4. BANDERA: Take a right at the tunnel from #3, and follow the wall around. On the wall on your left is the comic. 5. BRINGIT: Coming back into town on that westernmost road, you will see a bunch of buses parked at the bus depot. The comic is here in the parking lot. 6. Movie gallery item: In the middle of town, atop the city hall type building, next to the triangle tipped top of the building. 7. TRANSIT: Inside the courtyard of the Badland Penitentiary, in the corner next to the building. 8. RETRO: Jump to the Verdugo's Pass jump marker, and break the closest rock pillar. Comic is inside. 9. 10,000 points: Inside the rock pillar east of the Verdugo's Pass jump marker. 10. Movie gallery item: Hanging in the air above the bridge southeast of Verdugo's Pass jump marker. 11. 10,000 points: At the tip of the Green/Brown patch on the map between Goliath Bluff and Verdugo's Pass jump markers. Comic is next to the rock pillars. 12. 10,000 points: The lone rock pillar near the Goliath Bluff jump marker, facing the bridge. Break it to reveal the comic. 13. PILLOWS: Jump to Restricted Area 102 jump marker. Face southwest and you will see a guard outpost. The comic is at the guardpost. 14. Movie gallery item: Military Compound southeast of Restricted Area 102 jump area, found on the road. 15. Movie gallery item: Follow the path around to the west from Restricted Area 102 jump marker. Follow the road around, staying right. The comic is up on the cliff face on a ledge. 16. Enemy Gallery Item: Northwest corner of the town on the map, in a small alleyway. 17. SMASH5: During the Head Hunter mission, you get access through the tunnel. Comic is inside a guard tower in the first compound you come across. 18. Movie Gallery Item: During the Head Hunter mission, go across the level from the Hulkbuster training pit and the comic is on the cliff wall. 19. Character gallery item: Move far south down the map and you'll come to a blue wall. Comic is on the right side of this wall. 20. 10,000 points: Left parking area at the Vault entrance. 21. HISTORY: Right parking area at the vault entrance. 22. SMASH15: Eastern part of the map, in the middle of the bridge made of stone. 23. Environment gallery item: Northernmost part of the badlands map, next to a cliff wall and some explosive barrels. 24. Character gallery item: Easternmost part of the Badlands, almost directly across the map from the Goliath Bluff jump marker. Comic is on a path that also contains the Blonsky Don't Surf challenge. 25. 10,000 points: In the middle part of the centrr brown-colored spot on the map. It's in a small u-shaped curve on the land, near a rock pillar and guard post. Comic is found inside the u-shaped part of the land. You go right by this point in the Strange Cargo mission on your way to take the truck to the entrance of the base. 26. Environment Gallery item: Southwest corner of the upper portion of the map, west of the path leading south on the map. The comic is high up on a wall. 27. Enemy render item: Southernmost part of Town, almost directly in the center of the outside edge of the mapped part of town. The comic is in an alley with two concrete barricades, and the building it is behind reads "Garden Produce" on the front. And there you have it. Lots of items, cheats, and to top it all off, you'll get the CLASSIC cheat which unlocks the Grey Hulk, who looks a lot like Hulk from The Ultimates comics! ====================================================================== ====================================================================== 32. HINTS LOCATIONS LIST ====================================================================== I'm trying to replay the game to find the locations of the hints. This may take some time to complete. ====================================================================== ====================================================================== 33. MOVES GUIDE ====================================================================== The format for reading the following section is by move's name, points required to acquire, how to execute the move and description of the move. All the information are taken in-game, from the Buy Menu. The "chapters" in question are not the chapters that you unlock the moves, but rather the chapters that you can start using the moves. So, while the "Chapter 2 Moves" are unlocked after you complete Chapter 1, you can only use them during Chapter 2. ~~~~~~~~~~~~~~~~~~~ a. Chapter 1 Moves ~~~~~~~~~~~~~~~~~~~ You can purchase the following moves after the game introduces you to the concept of Buying Moves, during the Need-to-Know mission: DASHING STRAIGHT 4,000 points Press square while running. Great for clearing just about anything out of Hulk's way. AIR RECOVERY 2,000 points Press X (while in the air). Recover instantly from any attack that floats Hulk into the air. This is an important move to master. RUNNING GRAB 6,000 points Press circle while running. Allows Hulk to grab objects and enemies without breaking his run. This is an important technique to master. GROUND SMASH 9,000 points Square + triangle. Pound the ground to clear anything from your path. Great for getting out of a tight situation, or damaging whatever is underneath you. BACKHAND 500 points Square, triangle, square. Show your respect by applying the back of your hand to your enemy's skull. PUNT KICK 5,000 points Square, square, triangle. This high-power is useful for distancing troublesome foes. SONIC CLAP 2,000 points Triangle + circle. Create a sonic shockwave, vlasting everything nearby. AIR STAMP 10,000 points Triangle (in air). Slam downwards to clear ground enemies out. Great against vehicles and ground based enemies. SMASH EXPRESS 5,000 points (Run with 2-handed weapons) Square or triangle. Pick up any 2-handed object and deliver the pain. DOUBLE FIST TOSS 7,000 points Circle while running with a lifted object. Throw while on the move. This is an important technique to master. CRITICAL ATOMIC SLAM 25,000 (Max) Square + triangle (critical mass required) Enhanced critical atomic slam. Extend range, extra power, no calories. ~~~~~~~~~~~~~~~~~~~ b. Chapter 2 Moves ~~~~~~~~~~~~~~~~~~~ You can purchase the following moves after you complete Chapter 1: SLAM KICK 6,000 points (With 2-handed weapon) Square, Triangle Slam a 2-handed weapon into an enemy and then execute a punishing follow-up. SHIELD 20,000 points (with large vehicles) Triangle Weaponization - Create a shield from large vehicles to defend against enemy attacks. Stand or walk to auto-defend. Running deflects projectiles, but won't auto-defend. SHOCKWAVE SMASH 15,000 points (Max) Triangle Long range ground pound. Powerful against ground-based enemies. AIR DASH 12,000 points R1 in air Provides extra air control. Allows you to move faster and jump further than ever before. Great for dodging. This is an important skill to master. DASHING SONIC CLAP 5,000 points Circle + Triangle (while running) Execute a sonic clap while on the run. An execellent move for clearing out an area. TORNADO UPPERCUT 12,000 points Triangle, (max), Triangle Max charge this uppercut to float an enemy high. TORNADO FRENZY 20,000 points Square, (max), Triangle (in air), Square, Square Combo an enemy in the air for extra damage. RAPID PUNCH BURST 8,000 points Square, Square, (pause), Square, Square, Square, Square Execute a rapid fire combo on your unlucky opponents. Great for applying lots of damage to a single target. CRITICAL THUNDER CLAP 50,000 points (Max) Triangle + Circle (in critical mass) Devastates anything and everything in every direction. Raw, unfocused destruction. POWER SURGE LEVEL 1 30,000 points Upgrade to total power. Increase Hulk's total power capacity. Recommended to purchase. CLUB SMASH 5,000 points Square + Triangle (with club) Pick up a club and bring down the house with an overhead smash. Great for clearing out the area. RISING UPPER CUT 8,000 points (While targeting enemy away) Sqaure Apply 2 fists of fury to float any fool. Great for floating enemies into aerial combos, or setting them up for knock-aways. AIR GRAND SLAM 12.000 points Square + Triangle (in air) Rise up, crash down! Great for making an opening into any army formation. AIR SONIC CLAP 20,000 points Triangle + Circle (in air) Slam your fists together to create a sonic blast while in the air. Great for hitting even the most evasive aerial opponents. MISSILE PUNCHBACK 20,000 points Any attack (incoming missile) Deflect projectiles with a well-timed punchback technique. Basic use: Any attack will deflect projectiles towards the enemy that fired at you. Advanced use: You can also deflect to a desginated target by using L1 when punching back. AIR CRITICAL ATOMIC SLAM 50,000 points (Max) Square + Triangle (in air, critical mass) Crash down from the air with an aerial critical atomic slam. The extra height means extra damage. ~~~~~~~~~~~~~~~~~~~ c. Chapter 3 Moves ~~~~~~~~~~~~~~~~~~~ You will get to buy these moves after you complete Chapter 2: AIR ENEMY GRAPPLE 20,000 points Cirlce (in air) Grab any Hulk-sized enemy out of the air. Follow-up for extra damage. SPEAR IMPALE 8,000 points (Max) Circle (while running with club) Weaponization - Max charge a club throw and spear Hulk class enemies. Stuns opponents. DASHING UPPERCUT 15,000 points Triangle (while running) Float enemies high with this high powered uppercut. BOWLING 15,000 points Triangle (with boulder) Weaponization - Create a spherical bowling ball! Throw or bowl for great destruction. CYCLONE SKYJACK 20,000 points X (towards airraft) + Circle Ride any aircraft to its death or pummel it out of air. Charge air strike and hold grab for easy air grab. DASHING GRAND SLAM 8,000 points Square + Triangle (while running) Dash into a classic Ground Smash, clearing a path of enemies from Hulk's way. GAMMA QUAKE 15,000 points (Grab enemy) + (Charge) Weaponization - Use Hulk-sized foes for an area effect attack. ELBOW DROP 15,000 points Triangle (from wall run or drop) Leave the wall run and crash down on an enemy with an elbow drop for a crucial damage. FLOOR KICK 5,000 points Triangle (on prone enemies) Deliver instant disrespect by kicking enemies already grounded! CRITICAL MASS SURGE LEVEL 1 25,000 points Additional critical mass. Increase the power of critical mass. SHIELD GRIND 15,000 points (Create shield) X, Triangle Weaponization - Grind any shield just like a board. Use it to move over unven surfaces. SUPER AIR STRIKE 35,000 points Square (in air) Improved version of Air Strike. More speed, more power, more damage. SHIELD GRIND KICK 10,000 points Square or Triangle (while shield grinding) Turn defense into offense by kicking your shield toward your target. Good for counter-attacking when shielding yourself. HITCHHIKE 20,000 points Circle (in air near large enemies) Ride large enemies and plummet them with this powerful grapple technique. MISSILE CATCH 35,000 points Circle (incoming missiles) Weaponization - Catch incoming missles, and hurl them back at the attackers. Max charge to activate a homing missile! SUPER AIR DASH 25,000 points R1 (in air) Extra distance and speed during an Air Dash. SHOCKWAVE SMASH REPEATER (Max) Triangle, Triangle, Triangle, Triangle, Triangle Powerful against ground based opponents. Create a punishing combo. ~~~~~~~~~~~~~~~~~~~ d. Chapter 4 Moves ~~~~~~~~~~~~~~~~~~~ After you defeat Mercy in Chapter 3, you can buy the following moves: AIR CRITICAL THUNDER CLAP 40,000 points (Max) Triangle + Circle (in air, critical mass) Execute a Critical Thunder Clap in the air. Ideal for wiping out an entire squandron of aircrafts. HAMMER TOSS 35,000 points Circle (tank barrel), Left Analog Stick Weaponization - Gran and spin any tanks, turning them into deadly weapons. Time-consuming, leaves Hulk vulnerable to counter-attacks, but extremely powerful. MISSILE PACK WEAPONIZE 40,000 points Circle (missile pack), Triangle Weaponization - Rips rocket pack into your very own missile launcher. Max charge to launch missile. BALL AND CHAIN 30,000 points Triangle Weaponization - Utilize a wrecking ball for sweeping attacks. AIR SPIKE 12,000 points Square, (max) Triangle (during air combo) Slam your foes to the ground from an air combo. TARGET KICK 15,000 points (Max) Triangle (from riding aircraft) Weaponization - Ride an aircraft, and kick it towards a target of your choice. A great way to kill two birds with one stone. GAMMA GRINDER 55,000 points (Grab large enemy) + (max) Triangle Weaponization - Use large-sized foes for an area effect attack. CRITICAL PAIN 75,000 points (Max) Square + Circle (in critical mass) Delivers a huge deal of damage to a single foe. Pure, focused rage. Great for punishing larger opponents. POWER SURGE LEVEL 2 50,000 points Upgrade to total power Increase total power capacity. DOUBLE AIR DASH 60,000 points R1, R1 (in air) Air dash twice for double the mobility. RUNNING CLUB RAM 15,000 points Square (while running with club) All the power of a Club Smash with none of the stoppages. GAMMA BOMB 80,000 points (Grab mech) Triangle (in air) Crash your enemy to the ground to cause a crippling damage. Creates additional explosive shockwaves impact. Gain as much altitude as possible before executing this grapple in order to cause maximum damage. ~~~~~~~~~~~~~~~~~~~ e. Chapter 5 Moves ~~~~~~~~~~~~~~~~~~~ Not a lot to buy after Chapter 4, but they're important upgrades to acquire: AIR CANONBALL 160,000 points (Max) Sqaure (in air) Tuck and roll into an enemy for maximum damage. CRITICAL MASS SURGE LEVEL 2 80,000 points Additional critical mass. Increase the power of critical mass. ~~~~~~~~~~~~~~~~~~~ f. Chapter 6 Moves ~~~~~~~~~~~~~~~~~~~ As the game comes to an end, the number of new moves are limited: SUPER SHOCKWAVE SMASH 100,000 points (Max) Triangle, Triangle, Triangle, Triangle, Triangle Long range ground pound with multiple projectiles. Powerful against ground based opponents or crowds of opponents. DOUBLE SUPER AIR DASH 150,000 points R1, R1 in air Extra distance and speed on both Air Dash moves. POWER SURGE LEVEL 3 200,000 points Upgrade to total power. Increase Hulk's total power capacity. ~~~~~~~~~~~~~~~~~~~ g. End Game Move ~~~~~~~~~~~~~~~~~~~ You've beaten the game, but you can replay the game as an alternative character if you buy this upgrade: SAVAGE HULK 1,000,000 points Play the game as Bruce Banner. ====================================================================== ====================================================================== 34. CONCLUSION ====================================================================== This is the most comprehensive FAQ/ Walkthrough I've written so far, and I hope it'll help you along the way. On using this document, as usual, I'll suggest that you try to beat the game on your own, and only use it when you're stumped. I understand that the missions and objectives in this game are fairly straight forward, and no amount of puzzle-solving is required. But, the difficulty level for achieving these objectives is quite high, and it's very likely that you'll be stuck at many points during the game. What I did throughout this document is to provide tips and pointers based on my own playing experience. Writing a document like this does not make me a better play than you. In fact, you may have a better way to complete the tasks, in which case I'd gladly appreciate if you can share your experiences with me. Meanwhile, if you'd like to check out my other works, please go to this URL: http://www.gamefaqs.com/features/recognition/52881.html Last but not least, I wish you all the best in this game. ====================================================================== ====================================================================== APPENDIX 1. VERSION HISTORY ====================================================================== Version 0.1: Completed Prologue and Chapter 1. (9.7.05) Version 0.3: Completed Chapter 2. (9.8.05) Version 0.5: Completed Chapter 3. Re-categorized missions into chapters and renamed mission numberings to offer a better flow of the story. Began Chapter 4. (9.9.05) Version 0.9: Completed Chapters 4 and 5. Began Chapter 6. (9.11.05) Version 1.0: Completed Chapters 6 and 7. Added Comics Locations List, by The Stinger. Created Moves Guide and moved all information about Moves there to shorten the Walkthrough Section's length. Challenge Missions and Hints Locations List are mooted and in progress. (9.12.05) ====================================================================== APPENDIX 2. FAQS ====================================================================== In construction. ====================================================================== ====================================================================== APPENDIX 3. CREDITS ====================================================================== AchtungNight: Who gave some really nice comments about this document. Thanks, dude. I'm flattered. Angel G: For telling me the title of Mission 3-1, which I forgot to write down when taking notes during my gameplay. Radical Entertainment/ VU Games: For the obvious. The gamers at SGCollect.com: For bringing my attention to this game. The Stinger: For the Comics Locations List. ====================================================================== Copyright Â© Lestor Wong 2005.