MARVEL: _ _ _ _______ _____ __ __ _______ ______ | | | | | |__ __|_ _| \/ | /\|__ __| ____| | | | | | | | | | | \ / | / \ | | | |__ | | | | | | | | | | |\/| | / /\ \ | | | __| | |__| | |____| | _| |_| | | |/ ____ \| | | |____ \____/|______|_| |_____|_| |_/_/ \_\_| |______| _ _ _____ _ _ _____ ______ /\ | | | | |_ _| /\ | \ | |/ ____| ____| / \ | | | | | | / \ | \| | | | |__ / /\ \ | | | | | | / /\ \ | . ` | | | __| / ____ \| |____| |____ _| |_ / ____ \| |\ | |____| |____ /_/ \_\______|______|_____/_/ \_\_| \_|\_____|______| 222222222222222 :::::::::::::::22 2::::::222222:::::2 2222222 2:::::2 2:::::2 2:::::2 2222::::2 22222::::::22 22::::::::222 2:::::22222 2:::::2 2:::::2 2:::::2 222222 2::::::2222222:::::2 2::::::::::::::::::2 22222222222222222222 FAQ/WALKTHROUGH v1.20 2009-10-06 Copyright 2009, Barry Scott Will This FAQ is based on the PS3 version of Marvel Ultimate Alliance 2. The Xbox 360 edition should be identical except for the controls. The Wii, PS2, PSP and DS versions of the game will be substantially different. A premium version of this guide, inlcuding maps and screenshots, can be purchased from =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= CONTACT INFORMATION =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= To contact me about the guide, send email to: Please include "MUA2 FAQ" in your subject line so I do not auto-discard the message. Also, please read the FAQ carefully prior to asking for help on any part of the game. If you send me additional suggestions or hints for the game and I find them useful, you will be acknowledged in the Credits. If you find this guide useful and would like to contribute a small token for my efforts, you may send money through PayPal to: Or use the Donate link found on my Web site: Thank you, and enjoy the guide! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= TABLE OF CONTENTS =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 1 OVERVIEW 1.1 CONTROLS 1.2 OVERVIEW 1.2.1 DIFFICULTY LEVELS 1.2.2 DAMAGE & DYING 1.2.3 SAVING YOUR GAME 1.3 COMBAT 1.3.1 BASIC MELEE 1.3.2 POWERS 1.3.3 FUSIONS 1.3.4 BOSS BATTLES 1.4 GLOSSARY 2 WALKTHROUGH - PRO-REGISTRATION 2.1 ACT I-IN WHICH NO GOOD DEED GOES UNPUNISHED 2.1.1 CHAPTER 1: LATVERIA 2.1.2 CHAPTER 2: NEW YORK CITY 2.1.3 CHAPTER 3: WASHINGTON, DC 2.2 ACT II-IN WHICH HEROES BECOME VILLAINS.AND VICE VERSA 2.2.1 CHAPTER 1: HIDEOUT RAID 2.2.2 CHAPTER 2: GUARD DUTY 2.2.3 CHAPTER 3: AMBUSH 2.3 ACT III-IN WHICH THE BEST LAID PLANS BLOW UP IN YOUR FACE 2.3.1 CHAPTER 1: PRISON 2.3.2 CHAPTER 2: WAKANDA 2.3.3 CHAPTER 3: SHOWDOWN 3 WALKTHROUGH - ANTI-REGISTRATION 3.1 ACT II-IN WHICH HEROES BECOME REBELS WITH A CAUSE 3.1.1 CHAPTER 1: BASE DEFENSE 3.1.2 CHAPTER 2: CONVOY STRIKE 3.1.3 CHAPTER 3: CHEM PLANT 4 CHARACTERS 4.1 CHARACTER BUILDING 101 4.1.1 POWERS 4.1.2 ABILITIES 4.1.3 ATTRIBUTES 4.1.4 HEROIC DEEDS 4.1.5 GENERAL COMMENTARY 4.2 PLAYABLE CHARACTERS 4.2.1 CAPTAIN AMERICA 4.2.2 DAREDEVIL 4.2.3 DEADPOOL 4.2.4 GAMBIT 4.2.5 GREEN GOBLIN 4.2.6 HULK 4.2.7 HUMAN TORCH 4.2.8 ICEMAN 4.2.9 INVISIBLE WOMAN 4.2.10 IRON FIST 4.2.11 IRON MAN 4.2.12 JEAN GREY 4.2.13 LUKE CAGE 4.2.14 MR. FANTASTIC 4.2.15 MS. MARVEL 4.2.16 NICK FURY 4.2.17 PENANCE 4.2.18 SONGBIRD 4.2.19 SPIDER-MAN 4.2.20 STORM 4.2.21 THING 4.2.22 THOR 4.2.23 VENOM 4.2.24 WOLVERINE 4.3 DOWNLOADABLE CHARACTERS 4.3.1 JUGGERNAUT 4.4 TEAMS 4.5 TIERS 4.5.1 SINGLE-PLAYER 4.5.2 MULTI-PLAYER 4.5.3 AI 5 COLLECTIBLES 5.1 ASGARDIAN RUNES 5.2 AUDIO LOGS 5.2.1 ACT I 5.2.2 ACT II 5.2.3 ACT III 5.2.4 END 5.3 BOOSTS 5.3.1 ADVANCED COMBAT 5.3.2 ATTRIBUTE 5.3.3 BASIC COMBAT 5.3.4 COUNTER TACTICS 5.3.5 DEFENSIVE 5.3.6 ELEMENTAL 5.3.7 FUSION 5.3.8 POWERS 5.3.9 RESISTANCE 5.3.10 SPECIAL COMBAT 5.3.11 STATUS EFFECT 5.3.12 SUPERIOR TRAINING 5.3.13 TACTICAL ADVANTAGE 5.3.14 UTILITY 5.4 DOSSIERS 5.4.1 GAME TIPS 5.4.2 KEY OPERATIVES 5.4.3 PERSONNEL 5.4.4 INTEL 5.5 GAMMA REGULATORS 5.6 M'KRAAN FRAGMENTS 5.7 POWER PIP TOKENS 5.8 SIMULATOR DISCS 5.9 UPGRADE TOKENS 5.10 TRAINING OBJECTIVES 5.10.1 MELEE TRAINING 5.10.2 POWER TRAINING 5.10.3 COMBAT MASTERY 5.11 TROPHIES & ACHIEVEMENTS 6 SIMULATOR MISSIONS 6.1 BASIC TRAINING 6.2 HEAVY METAL 6.3 HEAVIER METAL 6.4 HOW ARE DE DUCKS? 6.5 WANTON DESTRUCTION 6.6 ADRENALINE RUSH 6.7 ADRENALINE SURGE 6.8 COUNTDOWN 6.9 SEARCH AND DESTROY 6.10 COMMAND 6.11 PINNED 6.12 BREAKOUT 7 TRIVIA QUIZZES 7.1 STARK TOWER, ACT I 7.2 S.H.I.E.L.D. HQ, ACT II 7.3 WHITE STAR HQ, ACT II 7.4 SECRET BUNKER, ACT III 7.5 WAKANDAN PALACE, ACT III 8 VERSION HISTORY & CREDITS 9 LEGAL ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ 1 OVERVIEW ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ 1.1 CONTROLS ACTION PLAYSTATION 3 XBOX 360 Move Left stick Left stick Camera Right stick Right stick Quick Attack X A Strong Attack (1) Circle B Grab/Interact Square X Jump (2) Triangle Y Change Character D-pad D-pad Block L1 LS Dodge Left stick + tap L1 Left stick + tap LS Fusion L2 LT Heal/Revive R1 RS Powers R2 RT Navigation R3 Pause Menu Start Start Quick Level (3) Select Back 1) You can charge the Strong Attack for a greater impact by holding the button for a couple of seconds. 2) All characters can double-jump. Some characters have a flying ability that kicks in when you double jump. Some, like Spidey, require that you hold the Jump button in order to "fly." Others, like Iron Man, remain flying until you press the Interact button to come down. Flying characters do not regain Stamina while in the air. To fly higher, press the Jump button. To fly lower, press the Interact button. To smash enemies on the ground, press the Strong Attack button. 3) You can use the Quick Level button to add points to your character's Powers and Abilities and change your team's equipped boosts. The game does not pause while you are using Quick Level. In multi-player, your character is taken over by the game's A.I. so your partners can continue playing while you make adjustments. 1.2 OVERVIEW If you have played either of the X-Men Legends games or the first Marvel Ultimate Alliance, you'll feel right at home in Marvel Ultimate Alliance 2. The game is a linear, action/RPG with emphasis on the action. What distinguishes this title is the two distinct storylines as the plot splits the superheroes along the lines of Marvel's Civil War series from 2006 and 2007. See for more information on the story. Approximately one-third of the way into the game, you must choose to side with Iron Man (Pro-registration) or Captain America (Anti-registration). Your choice determines which superheroes you can use, what powers they have and your objectives through the rest of the game. You'll also get a different ending depending on your choice. The maps, however, remain the same. Marvel Ultimate Alliance 2 is a pretty standard "action/RPG," which means there is a lot of action and a little role-playing. Most of the role-playing involves leveling up your characters by choosing which powers and abilities to emphasize. More on powers, abilities and attributes can be found in the Combat and Characters sections of this guide. 1.2.1 DIFFICULTY LEVELS There are four difficulty levels for Marvel Ultimate Alliance 2: * Casual-your heroes don't die, they only faint temporarily; you don't get Health Tokens (why bother when you can't die?); and you can't adjust Powers and Abilities (Autospend is always on) * Heroic-normal difficulty; your heroes can die and you can turn Autospend off and adjust Powers and Abilities as you like * Super Heroic-hard difficulty; your heroes can die, you can turn Autospend off and enemies have more health * Legendary-very hard difficulty; your heroes can die, you can turn Autospend off, enemies have more health and do more damage and you start at higher level For your first game, Legendary difficulty is locked. You must beat the game at Heroic or Super Heroic difficulty to unlock Legendary. Once you have unlocked Legendary, there are two ways to begin a Legendary game: 1) From the main menu, start a new game and choose Legendary difficulty. Your heroes begin at level 30; however, it is in all other respects the same as starting your first game. You have to unlock all characters again, re- collect all Boosts and other upgrades and collectibles, etc. 2) At the end of the game, you have an opportunity to begin a new game from the final headquarters map of the game. If you do this, you begin a new game at Legendary difficulty; however, you keep everything you've earned thus far-all characters, all costumes, all Boosts, all upgrades, all collectibles, etc. You can also use any hero at any time-i.e play as Cap on Pro-Reg or use Thing before he makes up his mind, etc. This is the preferred method of starting a Legendary game. 1.2.2 DAMAGE & DYING All characters have health, which is displayed to the right of your character portrait as a red semi-circle. If your health runs out, your character is "fallen." Fallen characters can be revived (see below). If not revived, characters remain fallen until you reach the next HQ or reload the game. Characters can be healed before they fall by using a Health Token or collecting health orbs. Health Tokens are special rewards for getting a high score on a Fusion. You may also find Health Tokens at various points in the game. You may carry up to two Health Tokens at a time. To use a Health Token, press the Heal button and press the face button corresponding to the character you want to heal. The character is restored to 100% health. Health Tokens will also revive a fallen character if that character is nearby. Press the Heal button and press the face button corresponding to the character you want to revive. That character will be restored to a percentage of full health. The percentage of health restored is determined by the character's Teamwork attribute. There are special rewards for finishing maps and defeating bosses without using revival. This does not mean no character falls, only that you do not revive any fallen characters. You can also restore health (but not revive fallen characters) by collecting health orbs. Health orbs are red orbs released by some containers and some enemies. Destroy everything in your path to release these orbs. 1.2.3 SAVING YOUR GAME Marvel Ultimate Alliance 2 uses an automatic save system and checkpoints. Checkpoints are not always obvious; though, usually they are present only at the beginning of a mission and at the beginning or in the middle of some of the more intense boss fights. You may also have up to ten (10) manual saves; unfortunately, you cannot name your manual saves so it's not always obvious which save is for which game if you're playing more than one simultaneously. 1.3 COMBAT Marvel Ultimate Alliance 2 is mostly about fighting. There are three types of fighting: 1.3.1 BASIC MELEE All characters can punch and kick using two attack buttons: Quick and Strong. Quick attacks are faster and do less damage; strong attacks are slower and do more damage with a chance of knocking opponents back. You can also charge strong attacks by holding the Strong Attack button for a couple of seconds before unleashing the attack. You can string quick and strong attacks together to achieve certain effects. * Pop-Up: Quick, Quick, Strong-launches the opponent in the air * Trip: Quick, Strong, Quick-knocks the opponent to the ground * Stun: Quick, Strong, Strong-stuns the opponent, preventing him from attacking 1.3.2 POWERS All superheroes have four active Powers that can be used in combat. Most of these Powers are offensive in nature, a few are defensive or boost Powers. Superheroes also have a range of passive powers (i.e. powers that are always active). The passive powers are called Abilities, are generally defensive and are discussed in more detail in the Characters section of this guide. Active powers are automatically mapped to the four face buttons on your controller (i.e. X, Circle, Triangle, Square for the PS3 or A, B, X, Y for the Xbox 360). Press-and-hold the Powers button (R2 for the PS3, RT for the Xbox 360) and press the appropriate face button to activate the power. Some powers allow rapid firing by tapping the button; others allow continuous use by holding the button (as long as your Stamina holds out). In order to use active Powers, you must have Stamina, which is displayed as a blue semi-circle to the left of your character portrait on screen. Stamina restores itself over time; the speed at which it recovers depends on the hero and the hero's abilities. Stamina can only be restored when on the ground; flying characters cannot recover Stamina. As in earlier games in this series, powers are far more effective than straight-up melee. Ranged powers are especially useful as many of your enemies have ranged weapons of their own and the sooner you hit them the better. 1.3.3 FUSIONS Fusions are special attacks created by two superheroes "crossing their streams"-i.e. using their powers to complement each other. You see an early demo of a fusion when Iron Man shoots a pulse at Wolverine, who deflects the pulse with this adamantium claws, creating a huge explosion. Fusions can only be performed if you have a Fusion Star. You earn Fusion Stars by defeating enemies. You can only store two Stars at any time. Using Fusions often is the name of the game. In single-player, activating a Fusion is simple: hold the Fusion button (L2 for the PS3, LT for the 360) and press the corresponding face button for the character you want to pair with (button icons appear over the heads of your teammates). In multi-player, if you want to pair with another human-controlled character, both players must press the Fusion button to activate the Fusion. There are three types of Fusions: Clearing, Guided and Targeted. * Clearing Fusions create explosive blasts that damage enemies in a large radius around the paired heroes. After activating the Fusion, follow the on-screen prompt in the lower right of your screen to increase the Fusions power (e.g. rapidly tapping Quick Attack). Clearing Fusions do the least amount of damage over the largest area. Clearing Fusions are best used in large, open areas where you are surrounded. * Guided Fusions create areas of effect that you can move around the battlefield, trapping enemies in its wake. Once the Fusion is active, you can move your heroes around the battlefield, trying to catch enemies in the area of effect of your Fusion. Guided Fusions do more damage than Clearing Fusions; and, overall, are a better choice unless you are literally being swarmed and need to get the enemies off your back as quickly as possible. * Targeted Fusions only work on a single target. Once you have activated the Fusion, a countdown circle appears on the ground. Use your left stick to move the circle over your target before it fills completely; then, watch your heroes inflict major pain on your enemy. Targeted Fusions, of course, work best against bosses. You can rapidly tap Quick Attack while waiting for the timer to expire to increase the area of effect of the Fusion. For each type of Fusion, there is a target that, if reached, automatically awards you a Health Token. For Clearing and Guided Fusions, the target is a certain number of enemies (typically ranging from 10 to 15) that are hit by the Fusion. For Targeted Fusions, using the Fusion on a boss-as opposed to just a strong regular mob-earns the Health Token. There are no names for the various Fusions (though the developers occasionally refer to a Fusion by name); however, the important info on each Fusion is the type of Fusion. When putting together any team, you want to be sure you have at least one Targeted Fusion and one Guided Fusion. Clearing Fusions, while nice, are not as indispensible. 1.3.4 BOSS BATTLES Here is THE generic, one-size-fits-all boss battle strategy for Marvel Ultimate Alliance 2. Run around blowing up minions or pounding the boss with ranged attacks until you earn a Fusion Star; then, hit the boss with a Targeted Fusion. Collect the Health Token that pops out for using a Targeted Fusion on a boss; heal or revive teammates. Keep moving to avoid as many of the boss' attacks as possible. Repeat until the boss is down. Yeah, it's really that simple. There are a two or three battles (including the final boss battle) where you have to modify these steps a bit. But, only a bit. The primary mix-up is to throw two bosses into the mix and have one be invulnerable for a while. Still, if you keep on the move and have good ranged attacks, you're golden-even at Legendary difficulty. The important thing for any boss battle is to have at least one (preferably two) heroes on your team that have a strong ranged attack that targets multiple enemies and does a lot of knockback. You can use this Power to move around the battlefield blasting away, keeping enemies off-balance and rapidly racking up the points needed to earn a Fusion Star. 1.4 GLOSSARY A brief set of definitions for words that are peculiar to RPGs or games in general. 1) Boost Another term for "buff" (see below). Also, in Ultimate Alliance 2, a Boost is a specific type of item, see "Team Boost" below. 2) Boss Any enemy in the game that is significantly tougher and harder to kill than the majority of enemies. Defeating bosses usually requires special tactics. 3) Buff Anything that increases a character's Attributes, damage output or defensive capability. 4) Debuff Anything that decreases a character's Attributes, damage output or defensive capability. 5) HP Hit points or health. Refers to how much damage a character can take before "dying." 6) Leader Ultimate Alliance's term for a mini-boss (see below). 7) Mini-Boss An enemy that is stronger than normal enemies; but, not as strong as a boss. 8) Mob Any enemy in the game. May also sometimes refer to a group of enemies. 9) Spam Not a lunch meat. To "spam" something in a game is to use it repeatedly. Most often used to refer to specific attacks; e.g. "Spam Thor's Mighty Swipe" means to use Thor's second Power over and over again. 10) Tank A character built like a tank with lots of natural defense and strong close- range attacks. 11) Team Boost A medal that can be equipped to one of three slots for your team and provides enhancements for all heroes on your current team. To equip Boosts, open the Quick Level menu with Select/Back or, in the Pause menu, press Triangle/Y. Boosts are found in maps, awarded for defeating bosses and for completing sim missions and Heroic Deeds. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 2 WALKTHROUGH - PRO-REGISTRATION =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Directions in this walkthrough are based on cardinal points of the compass with North being toward the top of the screen when viewing the in-game map. Press Start to bring up the Pause Menu, scroll right one place to Map and press X (PS3) or A (360) to see the map. Your party is represented by a red arrow; your objectives are blue S.H.I.E.L.D. icons and the exit from the map is a yellow S.H.I.E.L.D. icon. This walkthrough was written while playing the Pro-Registration path on Super Heroic difficulty. A partial Anti-Registration walkthrough follows, covering just Act II, which is the only part of the game that is significantly different. This walkthrough does contain spoilers; though, they have been kept as minimal as is possible. 2.1 ACT I-IN WHICH NO GOOD DEED GOES UNPUNISHED 2.1.1 CHAPTER 1: LATVERIA This first two chapters of Marvel Ultimate Alliance 2 follows the basic storyline of Secret War. See for more information on the story. URBAN WARFARE Objectives: [] Defeat Latverian Resistance [] Head Toward Castle Doom [] Retrieve Black Widow's Intel Drop [] Disrupt Power Source Collectibles: [] Dossier: Latveria-in an alcove to the left of the first gate [] Audio Log: Latverian Power Supply-after first Fusion battle [] Boost: Team Tactics I-after Fusion battle, go south into a side street before going up the ramp to the area with the sparking wires [] Boost: Resist Crush I-in area with sparking wires, fly or climb to a ledge on the north side of the first intersection [] Boost: Resist Electric I-in plaza with the Doom statue, break the statue [] Boost: Team Tactics III-beat Electro (Legendary difficulty) You're stuck with Iron Man, Captain America, Spider-Man and Wolverine. Not the world's greatest team; but, serviceable-especially for early in the game. Fight off the initial wave of attackers, which are all basic melee types. This is a good time to experiment with the different characters: Iron Man is mostly a ranged fighter; Cap and Spidey are melee fighters with a bit of range to them (Cap's thrown shield and Spidey's Web Mace) and Wolverine is pretty straight-up melee. When the soldiers finally yell, "Pull back!" you'll be able to advance east. You'll run into your first set of gunners at the end of the street. Take them out and turn left and continue north and then around to the east. At the next corner you'll encounter another large wave similar to the one you beat back at the beginning of the map. Head south and jump up a couple of ledges to the right and then head left (east) across the bridge. As you come down from the bridge, you'll encounter a raised gate guarded by a half-dozen or so soldiers. Take them out and bash the gate to bring it down. Defeat the soldiers behind the gate; then, look in an alcove just to the left of the gate for Dossier: Latveria. Head north and go up the ramp to your left and around the corner to a major battle arena. You'll be introduced to Fusions. For the trophy/achievement "Tactical Training," perform a Clearing Fusion here (e.g. Iron Man + Wolverine). If the Fusion doesn't take all the robots out, you'll need to clean up what's left. After the battle, collect the Audio Log in the center of the arena to initiate the next part of the map. You'll have to head west and jump down into the street and keep going west. At the end of the street, turn left (south) and pick up a Boost, then backtrack and go up the ramp. Beat off the guys at the top of the ramp and then jump down into the street beyond. For the remainder of the map, you'll want to try to avoid the sparking wires lying in the streets. Go north up the street. At the intersection, climb the ramp to your left and go along the north side of the ledge, jumping the gap, to collect a Boost. Fight your way east along the street to a plaza with a statue of Dr. Doom in the center. There's another gang of robots and soldiers here, so you'll probably want to break out a Clearing or Guided Fusion. (For "Tactical Training," you must use a Fusion here.) After the battle, if the Doom statue is still standing, knock it down to uncover another Boost. Go down the street to the church and fight off the robots. Enter the church at the end of the street for your first boss battle against Electro. Refer to the generic boss battle strategy under Combat in the first section of this guide. Pound on Electro until you have a Fusion Star; then, target Electro with a Targeted Fusion. For "Tactical Training," use Spider-Man and Wolverine. At two points during the battle, Electro will recharge himself at one of the capacitors on the side of the room. When he does this, quickly move in and smash the capacitor; Cap or Wolverine using basic attacks are good for this. Return to the generic boss battle strategy until Electro fizzles out. ASCENSION Objectives: [] Reach Castle Gates [] Destroy Turret Defenses (optional) [] Defeat Wizard and Scorcher Collectibles: [] Audio Log: Electro's New Suit-patio to the left at the first right turn [] Dossier: Black Widow-patio to the left at the first right turn [] Boost: Destructive I-to the right after going up the elevator [] Body Upgrade-to the right after going up the elevator [] Dossier: Electro-to the right after going up the elevator [] Boost: Fire Proof I-on second round platform after first set of force fields [] Boost: Powerful IV-defeat Wizard (Legendary) [] Boost: Striker IV-defeat Scorcher (Legendary) This map begins with more running through streets taking out soldiers and bashing down gates. As you start up the street you'll make a left and then a right. Before making the right, look to the left, there's a patio where you can grab an Audio Log and a Dossier. After the first gate you smash, you'll run into soldiers with shields for the first time. There are three ways to take care of shield-toting enemies: 1. Stand in front of the soldier and press Grab to grab the shield; then, rapidly tap Grab to rip it from the soldier (on PS3 you can also shake the controller rather than tap Grab) 2. Hit the soldier with a Trip combo to knock him to the ground 3. Hit the soldier with a Direct Damage Power For now, grabbing and ripping is probably the easiest solution. Smash the next gate around the corner and climb the hill. As you round a bend you'll run into a helicopter firing missiles. Use Block to deflect the missiles; or, just dodge them and rush the helicopter. When the chopper starts chucking grenades, pick one up and throw it (Grab a grenade to pick it up and press Grab again to throw). One or two grenades will finish the 'copter and you can continue up the hill. At the top of the hill you will once again be swarmed by soldiers, a couple using shields. There are three to four waves of soldiers that will drop on you, so use Fusions judiciously. (For the "Tactical Training" trophy/achievement, you must use at least one Clearing Fusion.) When Fusions aren't available, Spidey's Web Mace and Iron Man's Pulse Barrage are most useful in keeping enemies off your back. Once all the soldiers are defeated, a cutscene will introduce a ride in the elevator. This will be your first chance to select responses. There are three attitudes represented by the responses you can give. The first response in the list is an Aggressive response; the second is a Diplomatic response; and, the third is a Defensive response. By giving the same response throughout a conversation, you can earn Boosts as bonuses. After the ride in the elevator, ignore Fury's suggestion to go left and go right (south). Explore the area to find a Boost, Body upgrade and Dossier. Now you can listen to Fury and go back past the elevator to a round platform. Defeat the few enemies here and advance down the path to the west. There will be a turret to each side of the path. Use a ranged attack (Iron Man's Pulse Barrage, Cap's Shield Throw) to take out the turrets. Keep going until you're blocked by a force field. To the left of the field is a large metal something; step up to it and press-and-hold Grab to grab the object and pull it to the force field. Slide it in on the left side to leave room on the right to go through; defeat the soldier and press Grab/Interact at the control console to take down the far force field. The final Fusion training moment is to use a Guided Fusion to advance to the next platform. Advance to the next circular platform; where you'll find a Boost on the far side. From this second circular platform, the path has two more turrets along the sides. After the turrets, there's one more swarm to take care of before you advance to the boss battle. At the castle gates you will face Scorcher and Wizard. Concentrate on Scorcher until Wizard comes out of his little protective field; then, turn your attention on him. You can use the generic boss battle strategy as there's nothing unusual going on here. When both villains are down, step up close to the gate and press Grab/Interact to start the cutscene that opens the gate. CASTLE DOOM Objectives: [] Smash the Shield Projectors [] Clear Out Security Control [] Disable Radio Jammers Collectibles: [] Body Upgrade-inside the building from which the ninjas jump [] Boost: Resist Impact I-inside the building from which the ninjas jump [] Boost: Draining I-inside the castle right after fighting the ninjas [] M'Kraan Fragment-behind the west door in the first room with force fields [] Dossier: Lucia von Bardas-in the parlor after the first room with the force fields [] Asgardian Rune-in a side room blocked by a force field just past where you get the previous Dossier [] Audio Log-Lucia von Bardas Profile-in same room as Asgardian Rune [] Dossier: Doctor Doom-at the intersection before the radio jammers, break the crates to reveal the Dossier [] Dossier: Latverian Soldier-under a pile of missiles on the final stage of the map After all the cutscenes, you will finally have the ability to put together your own team. You have a limited selection of characters that are unlocked; and, you can't use Iron Man or Captain America. The characters available to you are: * Daredevil * Gambit * Human Torch * Iceman * Invisible Woman * Luke Cage * Mr. Fantastic * Spider-Man * Storm * Thing * Wolverine Pick your team and head down the path. Save up your Fusion Stars as you'll be swarmed when you reach the shield projectors. On the platform with the shield projectors, clear out the robots; then, stand in front of each projector and tap Grab to rip off the shielding. You can then smash the projectors. Once they are destroyed, you can enter the castle. You'll pass over a couple of bridges; then, exit outside onto a catwalk. As you leave the castle, ninjas will jump from the windows of the building to your left. After you have beaten three ninjas, you can fly or double-jump into the windows and pick up a Body Upgrade and a Boost. Right after the three ninjas, you'll be swarmed again; then, it's back into the castle where you pick up a boost in the first room. Go through the door to your left and prepare for several swarms of robots. Taking out all the robots clears the security room and you advance through the broken windows on the far side of the room. You go around the corner and continue north into a room with two exits, both blocked by force fields. The door to your left (west) leads to a small room with a M'Kraan Fragmant. The door to the north continues the map. To remove the force fields, move the large cylinders on the north wall onto the white circles near each door. In the next room, you will meet enemy "leaders" for the first time. These more powerful opponents are marked with a colored circle around their feet and take more hits to kill. Concentrate on them first before dealing with the regular mobs. After you defeat the enemies; search the room for a Dossier. Watch the timing of the force fields to the north and run past them when they disappear. After passing the force fields, do not immediately run out onto the bridge. Wait until the lasers stop firing before crossing into another swarm of enemies, including two with shields. After finishing the mobs, do not immediately leave the room through the north door. There's a door blocked by force fields to the right (east). Move the column over the white circle and enter the side room for an Asgardian Rune and an Audio Log. Go north out of the main room and you'll be back outside. Fight your way down the path to an intersection where the path turns right. After defeating all the enemies, destroy all the crates in the intersection and move the rubble out of the way to score a Dossier. Continue down the path to the circular arena where the radio jammers are located. You will have to rip (tap Grab button) the shielding off all three jammers and then smash them and you will have to do this under constant pressure as enemies keep swarming. If playing single-player, try switching heroes often as the AI targets the human-controlled player and leaves the computer-controlled players mostly alone. There's a pile of missiles on the east edge of the arena; blow them out of the way to reveal a Dossier. Once all the jammers have been taken out, you can use the elevator in the center of the arena to get to the next map. REACTORS Objectives: [] Enter Tinkerer's Lab [] Engage Capacitor Locks [] Defeat Cyborg Prototypes (optional) [] Destroy Reactor Shielding [] Break Tinkerer's Tank Bot Collectibles: [] Strike Upgrade -at the end of the first hall [] Dossier: Wizard-beside the stairs down into the first lab [] Dossier: Scorcher-on the other side of the stairs from the previous Dossier [] Focus Upgrade-side room west of the second capacitor [] Gamma Regulator-side room east of the third capacitor [] Boost: Inferno I-bottom of the second flight of circular stairs [] Dossier: Latverian Cyborg-in the lab with the last two cyborgs, opposite the door you come in [] Audio Log: Von Bardas and Tinkerer-in the lab with the last two cyborgs, in between some equipment in the southeast corner of the room [] Boost: Focused I-beat Tinkerer's tank bot [] Boost: Focused IV-beat Tinkerer's tank bot (Legendary) Head straight down the first hallway and pick up a Strike Upgrade; then, backtrack a little bit and go through the door on your right. Keep going through the next little room and enter a lab where Tinkerer is modifying soldiers and building robots. They will, of course, attack you. Some of these guys fire missiles so be ready to block or dodge. On either side of the stairs you came down is a Dossier. Leave this lab and go down a circular staircase to another lab. Destroy the enemies and also smash the large piece of machinery in the center of the room until two arms come clanging down on either side of it. This is the first of three capacitors you must "engage" prior to finishing out this mission. While you're fighting, you will probably break open a tank full of green fluid and a cyborg. Defeat the cyborg to kick off an optional quest to defeat eight of these guys. Head into the next room to the west, kill the mobs and engage the capacitor. The Nav system will now point you to the south; before going that way, go into a side room to the west. There are two more cyborgs in here to break out and defeat and you can pick up a Focus Upgrade. Go back to the second capacitor and go through the door to the south. Defeat the enemies, engage the third capacitor and break out the fourth cyborg and beat him up. There's a side room to the east that has several robots, two more cyborgs and a Gamma Regulator. Go back to the previous room and exit by the south door and go down another flight of circular stairs. In the small room at the bottom of the stairs you can pick up a Health Token and a Boost. Activate the door to the west and enter another lab. You can kill the last two cyborgs here for the optional mission. Pick up a Dossier next to Tinkerer's face opposite the door you come in. In the southeast corner of the room, in between some heavy equipment, is an Audio Log. Exit by the door in the southwest corner of the room and be prepared to fight a large mob of cyborgs with rocket launchers. When the cyborgs are all gone, a door to the west opens and you can enter Tinkerer's garage. There are a metric ton of robots in here, all lined up nicely waiting for you. To your left as you enter you can see the reactor. To either side is a large box, with electricity connecting it to the reactor. Your primary responsibility is to pull each of those boxes forward to disconnect it from the reactor; and, then, hit the reactor to destroy its shielding. But, first, you have to deal with the robots. In addition to the couple dozen in the garage at the start, they will swarm for a while. Try to use radial attacks and save your Fusion Stars as this is not the main boss battle. That's still to come and you'll want Fusion Stars for dealing with the boss. When the robots have been dealt with, Black Widow will tell you to destroy the reactor shielding and that's when you pull the boxes and blast the reactor. This, of course, ticks off Tinkerer, so he unleashes a huge robot on you. The robot can only be taken down by first destroying the shielding on its legs. Attack its legs with everything you've got, including Targeted Fusions. Try to stay out of range of its various attacks-there will also be regular robots swarming you. Overall, a fun day. The bot's main attacks include a stomp with the left front leg, a radial burst of fire, a laser beam with a long reach and missiles. The stomp and fire burst can be avoiding just by staying out of range. The missiles have to be blocked as they are homing missiles and can't just be dodged. The laser beam has a small arc and is fired from the top of the bot, so you can either get under it, fly over it, or get behind the bot and avoid it. Fortunately, the arena is large and the bot is slow so you can always get far away from it to deal with swarms of small robots, recoup Stamina and get ready to go back into the fracas. Destroying the shielding on the bots legs also destroys the bot and awards you a Boost. HQ: STARK TOWER 1 Collectibles: [] Sim Disc: Basic Training-in front of the sim console [] Audio Log: New Warriors TV Promo-south side of HQ [] Concept Art: Latveria-on elevator on south side of HQ [] Sim Disc: Command-on same platform as trivia console [] Dossier: Stark Tower-on same platform as trivia console [] Dossier: Tinkerer-on center platform [] Teamwork Upgrade-using Iron Man, activate switch on column next to northeast platform HQ Conversations: [] Gambit, Iceman, Storm or Jean Grey with Wolverine [] Daredevil with Black Widow Welcome to your first HQ stage. These interludes between missions give you a chance to catch your breath as well as train up your characters. All HQ stages have the following components: 1) Sim Console The sim console allows you to run simulations, which are training scenarios, and replay previous missions. To run a simulation, you must have a simulation disc. There are 12 discs scattered around the game; most of them in the HQ maps. You can also choose to replay earlier maps and pick up the collectibles you missed or complete optional objectives you failed. Anything you pick up during these replays stays with you and counts toward unlocking characters and earning rewards. 2) Trivia Game Play a trivia game to earn experience and some trophies/achievements. Full details are in a separate section of this guide. 3) Review Console Use the review console to look at or listen to Dossiers, Art Work, Movies and Audio Logs you have unlocked. 4) Mission Briefing Console Activate this console to begin the next set of missions. 5) NPCs You'll find a number of NPCs standing around with exclamation marks over their heads. These are people you can talk to, which isn't necessary; but, provides additional story. If you use the right person on your team, you can have a special conversation-swap teammates out until you see an exclamation mark with lines radiating from it over an NPC's head. 6) Collectibles Each HQ map has its own set of collectible items. They're usually in plain sight; but, be sure to look in every corner and side room. When you're ready for the next mission, activate the mission briefing console in the center of the room. 2.1.2 CHAPTER 2: NEW YORK CITY MISSING MARVEL Objectives: [] Explore Tunnels [] Destroy Force Shield Power Supply [] Locate Ms. Marvel [] Take Elevator to Factory Collectibles: [] Focus Upgrade-end of first tunnel behind a wood wall [] Boost: Super Tough I-in second tunnel east of the first intersection [] Power Pip-in side tunnel revealed by moving the digger [] M'Kraan Fragment-at southern end of tunnel with the blocked door [] Dossier: New York City-at southern end of tunnel to the east of main tunnel [] Audio Log: Ms. Marvel Field Report-outside room with force shield power supply [] Gamma Regulator-south side of room with force shield power supply, in area behind a wood wall [] Boost: Deflection I-in a corner of the room where you fight Shocker [] Boost: Overpower I-beat Shocker [] Boost: Shock Smash IV-beat Shocker (Legendary) Step down the tunnel and use the Interact button on the red boxcar to send it smashing through the wall ahead. Keep advancing down the tunnel, dealing with the few soldiers that show up. At the end of the tunnel, where it turns right, break the wood wall ahead of you to pick up a Focus Upgrade. Go through the east-leading tunnel to an intersection filled with soldiers and featuring a large door blocked by a force field. Go straight through that intersection into an eastern branch tunnel where you can pick up a Boost. Keep going east where you will find a large tunnel digger. You can jump into the back cabin of the engine and activate it to move it out of the way. Follow it up the tunnel and go up the left side to find a side tunnel with a Power Pip (one bonus Power point for whichever hero collects it). Return to the force-shielded door and go south. At the far southern end of the tunnel, pick up a M'Kraan Fragment from behind a pile of crates. Turn east through a side tunnel; and, at the intersection, look to your right (south) for a Dossier. Head north up this new tunnel-if you look at your map, it's the southern end of the tunnel with the digger-and look near the train cars for an Audio Log. Take the branching path to the right (east) to a room filled with soldiers and the power supply for the force field. Take out the soldiers; then, stand in front of the power supply and rapidly tap Grab to rip off the shielding and destroy it. Before heading back to the big door, go further into the side room, breaking through a wood wall to the south, and then busting up some crates to find a Gamma Regulator. Return to the intersection where the previously-shielded door will now open and spew forth a swarm of soldiers. Fight your way through the tunnel until it splits and take the right-hand path. This leads to the room where Ms. Marvel is held captive by Shocker; so, you get a little boss battle right here. The generic boss-battle strategy works amazingly well on Shocker; so, don't fret this one. You earn a Boost for defeating him. After beating Shocker, activate the terminal near the force field holding Ms. Marvel. Explore the room; in one corner is a Boost. Return to the place where the tunnel splits and find a couple dozen robots dropping from the ceiling. Take them out and follow Ms. Marvel north to the elevator. FACTORY FLOOR Objectives: [] Destroy Latverian Munitions [] Find Tech Criminals [] Pursue Diamondback and Shocker [] Wreck Latverian Technology (optional) Collectibles: [] Asgardian Rune-behind the elevator you arrive in [] Dossier: Shocker-corner of the room next to the elevator room [] Strike Upgrade-in the corner to your right as you enter the warehouse [] Boost: Frosty I-in a side room on the south side of the warehouse's upper level [] M'Kraan Fragment-on top of some crates in the room where you fight Grim Reaper [] Boost: Ice Strike I-defeat Grim Reaper [] Boost: Super Tough IV-defeat Grim Reaper (Legendary) [] Dossier: Grim Reaper-in room after Reaper battle, buried in a stack of crates [] Power Pip-in last warehouse, on top of a platform [] Boost: Fire Strike I-complete optional quest [] Audio Log: Super Damage Insurance-between last two pieces of Latverian tech in upper room of last warehouse [] Gamma Regulator-room under room where you found the previous Audio Log As you reach the factory, run around behind the elevator to pick up an Asgardian Rune. Clear out the next room; then, look behind some crates in one corner to find a Dossier. The next room is a giant warehouse with six munitions pallets scattered around. Before you get started, go right as soon as you enter the warehouse and pick up a Strike Upgrade in the corner, under the catwalk. The locations of the pallets are marked on your map. One is on the main floor directly in front of you as you enter the warehouse. One is just past that, under a catwalk. The other four are up on the second level of catwalks and side rooms. On the south side of the warehouse, from the catwalks, enter a side hall with another room off it. There's a munitions pallet in there along with a Boost-it's easy to miss as you have to fully enter that room to see it; and, it's common to blow up the munitions from the doorway and then just leave. As soon as the last munitions pallet is destroyed, a door opens on the north side of the warehouse and a horde of robots enters. Take out the robots and go through the door where they entered. You're all set for a match with Grim Reaper. Use the generic boss battle strategy on him; just make sure you stay away from his scythe attacks. Reaper uses his scythe attacks to regenerate his own health; and, giving health back to this guy is not good for your own health. Take Reaper down; then, search the room for a M'Kraan Fragment, which should be on top of some crates. Head up the ramp where soldiers are rolling down barrels. Use a ranged power to blow up the barrels to get to the top and take out the mobs. In the next room you'll find a large wood grate on the floor. If you have a teammate with some type of ground-pound (Juggernaut, Thing, Hulk, etc.), you can use that to break the grate. Otherwise, go up onto the catwalk and punch the rope anchor in the middle of it to drop the huge crate and break open the floor. Before leaving the room, break open the crates in the corner to find a Dossier. Once you drop down one floor, enter the next room and start blowing things up. In addition to killing mobs, this will also serve to help with the optional quest to destroy 14 items of Latverian technology. There are 12 pieces of technology in this room. Enter the next (and last) warehouse and take out the mobs. Jump up to the catwalk and enter the upper room. You'll find the last two pieces of Latverian tech here, along with an Audio Log. Execute an air smash on the wood grate on the floor to break it and drop down a level. Break open the crates to uncover a Gamma Regulator and a weird clown head. Leave this lower room by activating the panel next to the door, go up the ramp back into the previous warehouse and fly up to a platform with a Power Pip. To the east is a bridge leading to what looks suspiciously like a boss battle arena. Which it is. When you're ready, head across the little bridge to start the epic fight for New York! ALL HANDS ON DECK Objectives: [] Defeat Tech Villains [] Disable Cannons [] Stop von Bardas Collectibles: None This is a major boss battle against Lucia von Bardas. She has been modified by Tinkerer and is now a super-powerful cyborg, and she has friends with her. Your first job is to destroy the cannons at the four corners of the arena. At the base of each cannon are three green power cells. Blast each cell enough times to disable it. When all three have been disabled on one cannon, it will stop working. After you disable one cannon, Lucia brings up eight gas jets around the arena; making getting in close to the remaining cannons risky business. If you have a good ranged power, you can fire at the power cells from a distance. Otherwise, you will have to time the gas jets, run in close, throw a couple of punches and run back out. You'll also have a super villain on your back as Lucia brings one out each time you disable a cannon. Try to defeat each super villain before you disable another cannon or you're going to have a lot to deal with. After the second cannon is disabled, Lucia starts raining bombs on the arena, just to give you one more thing to look out for. The best way to survive this part of the battle is to keep hitting the super villains with Targeted Fusions. Not only will this defeat them more quickly; but, you will also earn Health Tokens, which you will need. When the final cannon is disabled and you have defeated the last super villain, the real fun begins. Lucia hovers over the center of the arena with the four super villains floating in gas bubbles around the edges. Watch the villains-one of them will lose his or her bubble protection for a moment and you need to blast him or her to the ground. Lucia then sends the remaining villains away and comes to ground to start fighting you. This is your cue to unleash a can of Targeted Fusion on her. Take away a quarter of her health and she'll jump back up in the air and you get to repeat the process. Of course, you'll still be dodging gas jets and bombs during this whole process, so it's not nearly as easy as it sounds. However, like any other boss fight, the key is quickly hitting Lucia with Targeted Fusions and otherwise just staying out of the way and using ranged attacks to build up another Fusion Star. You have five minutes to complete this part of the battle, so don't dilly-dally and use your Fusions as quickly as possible. That's it! Now onto the next HQ interlude. HQ: STARK TOWER 2 Collectibles: [] Sim Disc: Breakout-in front of sim console [] Sim Disc: Countdown-on same platform as review console [] Dossier: Lucia von Bardas (Cyborg)-on same platform as review console [] Audio Log: Hill Meets the President-below the platform with Captain America [] Concept Art: NYC-below the platform with Captain America HQ Conversations: [] Captain America with Iron Man [] Iron Man with Captain America Even though you're back in Stark Tower, this is a new map with new collectibles and new conversations. The trivia game is not new, though. When you've picked the room clean, go to the mission briefing console to start the next mission. 2.1.3 CHAPTER 3: WASHINGTON, DC CAPITOL OFFENSE Objectives: [] Secure the Capitol [] Intercept Mercenary Forces [] Defeat the Rocket Troopers [] Destroy Mercenary Munitions (optional) [] Battle Boss, Suckers! Collectibles: [] Audio Log: Captain America Rally-underneath the chopper, get it after it flies off [] Dossier: Diamondback-in the fountain in the first area [] Strike Upgrade-in the corner to your right before you go down the first set of stairs [] Dossier: International Mercenaries-behind the crashed helicopter [] Gamma Regulator-under a police car just past the first two Rocket Troopers [] Boost: Conductive I-avoid defeating the 6 Rocket Troopers until you've destroyed the four Munitions dumps, the boost appears in place of the last munitions destroyed [] Boost: Focused II-to your left before going into the subway Clear out the troops attacking the Capitol until a S.H.I.E.L.D. agent gives you the all-clear and the chopper flies away. Look in the spot where the helicopter was parked for an Audio Log; then, go behind the fountain in front of the Capitol and get a Dossier. Head for the stairs going down and grab a Strike Upgrade from the corner to your right as you approach the steps. The steps are mined. You can... 1) Trigger the mines as you run past them. This works fine in single- player; not so much in multi-player. 2) Trigger the mines with a ranged power and wait for them to blow up. 3) Run to a mine and pick it up and throw it at other mines. At the bottom of the stairs, turn left and work through a few more mines until you have to fight off a swarm of bad guys. Then a S.H.I.E.L.D. agent tells you to take out the rocket-firing troops. First, go behind the burning chopper and pick up a Dossier; then, head down the stairs toward the first pair of rocket troopers. You can block the missiles they fire, or just run to the side and let them pass. When you reach the bottom of the stairs, try to avoid killing the rocket troopers (yes, that's counter-intuitive). However, there are two collectibles in this area; and, if you kill the six rocket troopers, you will be locked out and miss the collectibles. The first collectible is a Gamma Regulator under a police car to your left as you pass the first rocket troopers. The second collectible is a Boost that appears once you complete the optional objective of blowing up four munitions pallets. The first pallet is to your right at the bottom of the stairs as you approach the first two rocket troopers. The second is to your right as you go around the circle and the third is a little further around the circle to your left. The final munitions pallet is all the way around the circle, past the subway entrance. Once you have your Regulator and Boost, turn around and take out the rocket troopers. Once they are all down, you will meet Deadpool and then have to fight him in a small arena near the subway entrance. The generic boss strategy works on Deadpool; however, you have to watch out for his teleporting ability. If you don't time your Targeted Fusion properly, he will teleport out in the time between when you activate the Fusion and when you carry it out. Wait for him to finish a teleport and use your Fusion immediately afterward. After Deadpool is toast, he will join up with you (as an NPC) and you can go down into the sewers. Before heading out, grab a Boost to the left of the subway entrance. UNDERGROUND POLITICS Objectives: [] Find Titanium Man [] Rescue Senators Collectibles: [] Body Upgrade-straight ahead of you as you enter the subway [] Boost: Fusion Star-straight ahead of you as you enter the subway [] Dossier: Washington, DC-at the top of the second flight of steps, in the corner to your right [] Boost: Strike True I-on the right side of the platform at the top of the second flight of stairs, hidden behind the rail [] Dossier: Commander Maria Hill-to the right of the door leading into the garage [] M'Kraan Fragment-in the upper hall beside the garage [] Audio Log: Stark/Cage Phone Call-in the upper hall beside the garage You enter the subway on a train platform. Go to the end of the platform and pick up a Body Upgrade (in plain sight) and a Boost (hidden in the corner). After picking up your collectibles, head down the steps to the east and fight your first bunch of Latverian soldiers. Go up the next flight of stairs and turn right to pick up a Dossier; then, clear the platform of mobs. Try to avoid using Fusions here, you'll need them later. After the mobs are down, go to the right (south) side of platform and jump over the rail. There's a boost to the right side hidden behind the subway wall. Go up the stairs to the north and you'll find Titanium Man. You don't fight him yet, just hordes of soldiers. Now's the time to break out some Clearing or Guided Fusions. Part way through the battle, some heavy troops with rocket guns will burst through glass doors to the east. When you've finally defeated all the mobs, you can exit through those doors. You'll fight your way down a hallway and then down some stairs. The mines you encountered outside the capitol reappear here, so be careful. At the bottom of the stairs, you will be in a parking garage; turn right and pick up a Dossier. Fight through some more mobs when you reach a break room and then even more, with rocket guns, when you exit into a garage. In the garage, there will be stairs leading up to your left (west). Go up these stairs and clear the hall out; you'll find a M'Kraan Fragment and an Audio Log. At the north end of the garage, you'll run into Titanium Man and a few troopers. Titanium Man will be a piece of cake here-and, all you need to do is get him down to 50% health. Don't get cocky; he'll be a lot tougher in just a couple of minutes. Enjoy your Stan Lee cameo and then Deadpool leaves your team as an NPC. You can now use him as a playable character. HALLOWED GROUND Objectives: [] Defeat Titanium Man Collectibles: [] Teamwork Upgrade-in southeast corner near police cars [] Dossier: Senator Lieber-in southwest corner near police cars [] Gamma Regulator-in northwest corner behind a group of speakers [] Boost: Reserves I-defeat Titanium Man [] Boost: Reserves IV-defeat Titanium Man (Legendary) Titanium man is very tough; and, he as a lot of very nasty tricks up his sleeve. Again, your primary offensive tactic is hitting him with Targeted Fusions as much as possible. The problem will be generating Fusion Stars in between and having enough Health Tokens to keep your team alive. T-Man's main attacks include a powerful ray that knocks you down; swirling vortexes that slow you down and gun turrets he summons out of thin air. And, oh yeah, he can turn invisible. Yeah, it's that kind of fight. It just might be the toughest in the whole game. As usual, you'll want to hit TM with a Targeted Fusion whenever you can. The rest of the time, you'll want to keep yourself busy fighting off the swarms of troopers that show up every so often and destroying the turrets TM brings into the fight. Whenever things slow up and you've just got TM to beat on and he's invisible-well, look for the point of origin of his attacks and throw your own ranged attacks at that point. The slowdown vortexes can be blocked as can Titanium Man's various rays. But, for the most part, you'll have to exercise patience and make sure you keep your Targeted Fusion pair alive (or, better, have more than one pair). Don't waste Fusion Stars on Guided or Clearing Fusions for the riff-raff. You won't get many chances to lay the smack down on T-Man, so you want to save up for those opportunities. HQ: STARK TOWER 3 Objectives: [] Talk to Mr. Fantastic and Luke Cage [] Meet with Mr. Fantastic [] Meet with Luke Cage [] Research the Superhuman Registration Act Collectibles: [] Dossier: Superhuman Registration Act-given automatically when the level loads [] Audio Log: The Thing Voicemail-beside mission briefing console [] Audio Log: Civil War Choice - Pro-on platform with trivia console [] Dossier: Nitro-on stairs leading up to trivia console platform [] Dossier: Stamford, CT-on stairs leading up to review console platform [] Dossier: Speedball-near stairs leading up to central platform [] Audio Log: Civil War Choice - Anti-on platform with review console [] Dossier: Titanium Man-beside sim console platform [] Concept Art: DC-behind column beside sim console platform [] Dossier: Namorita-beside platform opposite sim console platform HQ Conversations: [] Invisible Woman or Human Torch with Mr. Fantastic Save your game! And save the save! Save your game at this point and be sure you don't overwrite it. After finishing as Pro-Reg (or Anti-Reg) you can reload this save and just replay the last two Acts to get your opposite awards and trophies/achievements. Again, this is a new map with new collectibles and conversations. However, none of the usual consoles are working (you can't play a trivia game, review anything or train in simulation missions). Before you can continue, you must talk to Mr. Fantastic (special conversation with Invisible Woman or Human Torch) and Luke Cage. Once you're ready to make your choice, activate the mission briefing console and then walk on to the elevator on the south side of HQ and activate it. You'll have a meeting with Maria Hill. CHOOSE PRO-REGISTRATION: Tell Maria you will register under the SRA. After you sign, Maria and the S.H.I.E.L.D. agents leave and Patriot bursts through the door. You'll have to fight him, and this can be a nasty little fight. Patriot has a shield and moves very quickly. He'll evade or block a lot of your attacks. You have little chance to earn Fusion Stars with only one opponent to beat on, so you're forced mostly to stay away from his powerful melee attacks and blast him from range. The downside to this is Patriot also has a very good ranged attack with a decent arc on it. You should be able to land at least one, perhaps two, Targeted Fusions on Patriot, which will shorten this battle immensely. If you can't earn up any Fusions, you're in a great deal of trouble. CHOOSE ANTI-REGISTRATION: Tell Maria you need to think about it so you can exit out of the conversation; then, attack the guards. They're all carrying shields, which is annoying; but, they're fairly easy to put down. After they are done, Luke Cage bursts in and leads you to the rebel's new HQ.(Jump down to the Anti-Registration Walkthrough for help with Act II in Anti-Reg mode.) 2.2 ACT II-IN WHICH HEROES BECOME VILLAINS...AND VICE VERSA 2.2.1 CHAPTER 1: HIDEOUT RAID HQ: S.H.I.E.L.D. 1 Collectibles: [] Concept Art: Civil War Choice-beside platform with sim console [] Sim Disc: Wanton Destruction-on platform with sim console [] Audio Log: Richards Calls Stark-center of the north side of room [] Sim Disc: How Are De Ducks?-next to platform opposite sim console HQ Conversations: [] Iron Man with Mr. Fantastic [] Iron Man with Maria Hill [] Iron Man with Bishop This is familiar. While it may be called S.H.I.E.L.D. HQ, you're in Stark Tower again. There are new collectibles and conversations; and, new questions in the trivia game. When you've had your fun, hit the mission briefing console to start fighting those dirty criminal masterminds.err, that is, those other superheroes who used to be your friends. DOCK WORK Objectives: [] Destroy the Cargo [] Meet Black Widow [] Enter the Hideout [] Defeat Spider-Woman [] Access Side Entrance Collectibles: [] Boost: Striker I-southwest corner of the ship [] M'Kraan Fragment-behind some containers outside the White Star hideout [] Focus Upgrade-at the end of the alley down which you pursue Spider-Woman [] Boost: Ionic Attack I-defeat Spider-Woman [] Boost: Destructive III-defeat Spider-Woman (Legendary) [] Dossier: Patriot-in a side room on the upper southeast corner of the room where you fight Spider-Woman Run down the stairs ahead of you and turn left into a bunch of White Star soldiers. Take them out and go up the gangplank onto the cargo ship. The cargo containers you need to destroy are highly explosive, so you want to hit everything from range. The containers can be recognized by the green lights covering one side of the stack. Hit them until the lights turn red; then, run away. Be sure to pick up a Boost in the southwest corner of the ship. After all five cargo containers are destroyed; fight your way off the ship and through the gate on your left (north). Continue fighting your way down the street, following the truck that bursts out of a garage and careens down a side street. You'll soon reach the truck, which has crashed, and have to fight off more soldiers. Keep at them until a truck comes out of a gate into their compound. Once you have defeated those last soldiers, your way into the rebel base is clear. As you walk into the base, you'll have a chat with Black Widow; then, it's time for more fisticuffs. There are a rather large number of soldiers between you and the entrance to the hideout; some of them are parked on top of shipping containers; you'll have to jump or fly up to get at them. Eventually you will see Spider-Woman running away from you down an alley. Pursue her right into the teeth of some White Star gunners. Fight all the way to the end of the alley to pick up a Focus Upgrade. After picking up the Focus Upgrade, go up the stairs and into the hideout. There are a bunch of soldiers in here, along with a couple more exploding cargo containers. Clear the room and go through the one open door right into a boss battle with Spider-Woman. Spider-Woman has a good knockback blast attack and occasionally disappears for short periods of time; however, she's not as tough as some of what you've faced already and the generic boss battle strategy works well on her. You'll have to fend off a couple swarms of soldiers; but, even that element of most boss battles is lacking. After the fight, go to the southeast corner of the room, go up the stairs and into a side room with a Dosser. Then, follow Black Widow to the next map of this mission. DETOUR Objectives: [] Open Path to Blast Door [] Locate Blast Door [] Take Down Force Field [] Investigate Blast Door [] Destroy the Generators Collectibles: [] Dossier: Spider-Woman-under the first set of stairs [] Power Pip-high catwalk in first room [] Gamma Regulator-in hallway leading to blast door switch [] Strike Upgrade-in small room just after break room [] Boost: Overload I-near the blast door behind an armored truck Head straight into the first room, which is filled with soldiers and robots. The problem here is a lot of the machinery in the room explodes; so, you'll probably get knocked about a bit. Halfway through the battle some shield- wielding dudes bust in on you. After the room is clear, look under the stairs for a Dossier. There's also a Power Pip on a high catwalk; you'll need a flyer to get up to it. Continue into the next room by going through the hole in the wall made by the shield troopers. There's more exploding machinery in this room. Follow the lower path around until there's a ramp to take you to the upper part of the room. Go down the narrow hallway, beating back the shield troopers, to find the mechanism to open the blast door. Fight your way back down the hall; make sure you collect the Gamma Regulator hidden in the crates on one side; and go through the door you just opened. Go down the newly opened hall and into a break room filled with robots. Clear them out and the troopers that come running in; then, go through the door the troopers came in through. This next room is cramped with a lot of debris piled up. Search carefully for a Strike Upgrade hidden in the mess. Go down the hallway to a flight of stairs and you'll be introduced to a pair of turret guns. Blast the soldiers; then, concentrate fire on the turrets. They're not that strong; but, you want to hit them hard so they have less time to shoot you up. Destroying both turrets opens the door and you can head up the next hallway. You'll go over a bridge blocked by robots, turn left and take out a couple soldiers, go down a hall and turn left over another bridge blocked by more robots; then, turn left and go up to a platform guarded by a big shield soldier. Rip off his shield and beat on him and his cohorts. Activate the control panels in the following order: far left, right center, left center, far right. Return to the last bridge you crossed and have it blown out from under you. You drop down and clear out the troops guarding the blast door. Look for a Boost behind one of the armored vehicles. Take out the generators holding the door shut by beating on them; then, watch as Bishop "opens" the door. Go through the hole he makes and start taking out another swarm of soldiers. At the end of the street you exit the level. GOING DEEP Objectives: [] Reach the Command Center Collectibles: [] Audio Log: Hydra Training Tape-east side room [] Body Upgrade-east side room [] Dossier: White Star Guerillas-in the lab [] Asgardian Rune-side garage on the north side of the map [] Boost: Powerful I-side garage on north side of map Enter the first room, which is quite large; but, partially blocked right now. Clear the soldiers to get one wall taken down allowing you to go around the room. Once again a wall bars your way and you'll have to take down a large number of soldiers before it will drop. After you get past the second wall you will head for a door on the east wall. It's guarded by a lot of soldiers and two turrets. Go through the door and the rebels bring in their big guns, including a super- size robot. Blast your way through the robots; then, go up the catwalk on the south side of the room and activate the switch. This opens a side room on the east side. Inside this side room is an Audio Log and a Body Upgrade. Leave the side room and head north until you are forced to go up a ramp into a lab. Grab a dossier from your left; then, go out the other door of the lab and begin clearing robots from the room beyond. Continue through to the next room, which is filled with shield troopers and regular mobs. When you've taken out most of the troops, a door will open, brining in reinforcements. Ignore that door for a moment and backtrack to where you entered this room. You should see another door going down into a garage area to the left of where you entered. Go down here to pick up an Asgardian Rune and a Boost. Now follow your Nav arrow west, out of the larger room and into another room filled with soldiers, including ones with shields. Blast them to smithereens; then, watch as Bishop opens a door and sends you to an elevator. Going down? INNER BASE Objectives: [] Find and Stop Cable [] Bypass Security Switches Collectibles: [] Dossier: Hercules-in the room with the first security switch [] Boost: Striker II-defeat Hercules [] Boost: Destructive IV-defeat Hercules (Legendary) [] Power Pip-after beating Hercules, take the east exit [] Strike Upgrade-after beating Hercules, take the east exit [] Focus Upgrade-next room after Hercules fight [] Audio Log: Bishop and Cable-next room after Hercules fight [] Boost: Deflection II-defeat Cable [] Boost: Rebel Yell-defeat Cable (Legendary) The first room is a doozy. Turrets are placed around the room and there are gunners everywhere. When you walk in, it will be in a hail of lead. Use a Guided or Clearing Fusion if you've got a Star; otherwise, you'll have to move fast and use blasting powers to quickly level the playing field. The game forces you through a twisting path-all the better to beat you senseless. Leave the first room and then exit through the only door that remains open. Fight your way down the hall trying to avoid the flame jets striking from the walls. Beat your way across the catwalks until you reach a room where you get swarmed. Unleash a Clearing Fusion and take out whatever is left over. Leave through the north door and work your way down the hall to another large room where you get mobbed. Take out the bad buys, pick up a Dossier in the corner and then activate the security switch on one side of the room. Go through the door that opens and out onto another catwalk. Run quickly to the end to avoid the grenades being thrown at you. Keep going, following the path laid out for you. Nothing spectacular in the way of mobs is coming your way (yet). There is another hallway filled with flame jets. Finally you get to another catwalk and see a scene setting up a boss fight with Hercules. Be careful! Herc has a load of missiles and the strength to chuck them at you. You'll have to dodge side-to-side on the narrow walkway until you get close enough to Herc to force him to leave off the missile-throwing. Follow Herc into a room and prepare to lay down the law. Herc's main attacks are physical; so, standing back and shooting him works well as does hitting with a Targeted Fusion as often as possible. It's a generic boss battle without even the small excitement of additional troops. The second security switch is in this room; activate it after finishing Herc. Leave by the EAST door (your compass points you west) to find a side room with a Power Pip and a Strike Upgrade. Go back through the Hercules room, leave by the west exit and go across another catwalk. When you reach the end of the catwalk, there's a Focus Upgrade in one corner and an Audio Log in the other. When you're ready, go through the east door and set into your boss battle with Cable. First take out as many mobs as you can and the cannons at the far end of the room. Taking out both cannons brings down Cable's shields. This is not necessarily a good thing. Cable is highly resistant to physical damage. He has a broad-arc ranged shot as well as a high-powered single beam shot and can teleport around the room. Your best bet is to stay out of range and pepper him with energy or elemental powers. By standing further away from him you can slip between his bullets and dodge his single-beam. At lower health levels, Cable starts throwing batches of grenades-watch for the glowing red beacons hitting the floor and run away. You'll notice a distinct lack of swarming mobs helping Cable. This seriously affects your ability to earn Fusion Stars; so, use your Targeted Fusions wisely. When Cable reaches 50% health, he teleports to his command console and arms eight (yes, that's 8) turrets on the walls beside him. While the turrets are active, Cable is shielded; but, that doesn't stop him shooting you. Destroy the turrets as fast as possible and continue the fight with Cable. Due to the lack of Fusion Stars, this will likely be a long fight; but, it is by no means the hardest as long as you follow generic boss battle strategy numero uno. 2.2.2 CHAPTER 2: GUARD DUTY HQ: S.H.I.E.L.D. 2 Collectibles: [] Sim Disc: Adrenaline Rush-next to sim console [] Dossier: Rebel Hideout-next to sim console [] Audio Log: Bullseye Interrogation-next to review console [] Dossier: Cable-on trivia console platform HQ Conversations: [] Iron Man with Songbird [] Iron Man with She-Hulk [] Iron Man with Black Widow HIT 'EM HIGH Objectives: [] Destroy Munition Piles [] Defeat Prodigy Collectibles: [] Gamma Regulator-inside water tower on first rooftop [] Boost: Conductive II-inside water tower on first rooftop [] Power Pip-on first rooftop under a pallet [] Focus Upgrade-on rooftop with third munitions pile, behind water tower [] Audio Log: Speedball News Report I-inside water tower next to sixth munitions pile [] Boost: Attributes I-defeat Prodigy [] Boost: Fusion Combo II-defeat Prodigy (Legendary) Your primary job is to destroy pallets with stacks of munitions; each one is guarded by a number of soldiers with at least one carrying a shield. The first is right in front of you. On the same roof are two water towers; break them open to score a Gamma Regulator and a Boost. Next to the water towers a pallet is leaning against the wall; blow it up to get a Power Pip. Go up to the next rooftop and destroy a second munitions pile. Now you have to run up a narrow passage to the next rooftop and your way is blocked by rocket troopers. Block the missiles and take out the troopers. When you reach the next open area, a helicopter drops swarms of soldiers on you. Take out the troops and drop down to the lower rooftop and take out the third munitions pile. On the same rooftop, go back in the corner behind a water tower to pick up a Focus Upgrade. Drop down one level and prepare to fight a chopper. Block or dodge its missiles. When you get close enough, it will use a flamethrower; so, stay out of the way of the flames and throw its grenades back at it. The fourth munitions pile is at the edge of the roof, right in front of the helicopter. After the helicopter is gone and the munitions pile destroyed, an unexpected ally makes a bridge for you and you can cross to the next rooftop. There are more soldiers and two more munitions pile on this rooftop. Destroy the water tower in the front corner of the roof to get an Audio Log. Soldiers blow out a fence letting you get to a higher rooftop where you get to fight Prodigy. He responds well to the generic boss battle strategy. After your fight, rocket troopers make you another bridge (how nice of them) to get to the next rooftop. You will have to cross under rocket fire; but, you can block those and get across easily enough. Destroy the final munitions pile and then follow the cutscenes to get to the next mission. ROAD WORK Objectives: [] Clear the High Line [] Destroy White Star Robots [] Defeat Multiple Man [] Defeat White Star Forces Collectibles: [] Audio Log: Pro-Reg Radio Spot-right behind your starting position [] Teamwork Upgrade-to your right as you start, behind the yellow girder [] Boost: Laceration I-behind a convoy truck on the south side of the street [] M'Kraan Fragment-under the red van on the south side of the street [] Dossier: Prodigy-behind a brown car on the east side of the street [] Boost: Critical Pain I-behind a truck on the north side of the street after Thing appears [] Boost: Super Tough II-defeat Multiple Man [] Boost: Critical Pain II-defeat Multiple Man (Legendary) As soon as the level loads, turn around and pick up an Audio Log; then, duck behind the yellow girder to score a Teamwork Upgrade. Move down the tracks taking out soldiers. After the high line is clear, you are placed in the street and your first mission is to take out four of the big robots. There are, of course, plenty of regular mobs swarming you. The big robots count as bosses; so, use Targeted Fusions on them to score Health Tokens and rack up new Fusion Stars by blasting the low-level mobs. Before you completely clear the street, look for a few collectibles: there's a M'Kraan Fragment under a red van on the south side of the street; a Boost behind a convoy truck on the same end of the street; and, a Dossier behind a brown car on the east side of the street When the robots are down, Multiple Man gets out and you have to take him down. This will either be very hard or a joke. It's a joke if you have a good area- of-effect power on your team (Jean Grey, Gambit, etc.). Multiple Man's main attack is to gang up on you; but, his clones are weak. Just keep blasting. As soon as you've blasted away all the clones, hit the one left standing with a Targeted Fusion. Plus, you only have to get him down to 50% health for the game to continue. After Thing joins your group (as an NPC), take out the soldiers that appear. Oh, look! Multiple Man is back. Before taking him one, search the north side of the street for a Boost. Fighting Multiple Man is the same drill as before, he isn't really that strong of a boss. Seriously, how powerful is making wimps of yourself? TRAFFIC JAM Objectives: [] Pursue Prisoners [] Defeat Goliath Collectibles: [] Asgardian Rune-to your left before you enter the broken building [] Dossier: Multiple Man-to the right as you climb up the broken wall [] Body Upgrade-after first fight with Goliath, in the next room [] Boost: Precise Force-defeat Goliath [] Boost: Critical Pain IV-defeat Goliath (Legendary) You're back on the rooftops, pursuing Cap and the escaping "criminals." There's not much going on right now; just follow the one path laid out for you. As you first encounter enemy soldiers, look to your left and pick up an Asgardian Rune. Shortly thereafter you will climb up a broken wall into a building. Look to your right to get a Dossier. Follow the building back outside and meet Goliath, your boss fight for this level. Fighting Goliath is at once both very simple and very hard. He as one primary attack and that is to slam his fists into the building. He has three fist slams: 1) Slams either his right or left hand straight down 2) Slams either his right or left hand across his body and into the wall 3) Slams both hands down together All the attacks are heavily telegraphed and avoided. As soon as a fist (or two) slams down, it will stay down for about three seconds. In that time you have to hit it with something. Rapid-fire shots or quick-firing blast powers are your best bet. Don't try to run over and punch his arm, it will take too long. As soon as you do enough damage, Goliath will take a breather and put one fist down on the ground. Hit that fist with a Targeted Fusion. Goliath will get mad and break down some walls. Run through the opening on the left and grab a Body Upgrade. Keep going until you are joined by Molten Man and then it's another fight with Goliath. Goliath's attacks are the same with one variation where he slams just his fist down on the edge closest to him. You will occasionally be swarmed by robots. The swarms will help you build up Fusion Stars for the finishing blows on Goliath. Take out the robots and hit Goliath's arms while they are down. When he stops to take a breather, he will put his arms up and his body will be open. Target his abdomen with a Fusion. Repeat the process of hitting his arms. The next time he stops, he actually puts his head down on the ground. Don't miss it. 2.2.3 CHAPTER 3: AMBUSH HQ: S.H.I.E.L.D. 3 Collectibles: [] Sim Disc: Pinned-on central platform [] Audio Log: Speedball's New Costume-near review console platform [] Concept Art: Guard Duty-on review console platform [] Sim Disc: Heavy Metal-next to sim console [] Dossier: S.H.I.E.L.D. Nanite Officers-next to trivia console [] Dossier: Goliath-next to Mr. Fantastic on platform opposite sim console platform HQ Conversations: CONTAINMENT Objectives: [] Capture Unregistered Heroes [] Locate Cloak Collectibles: [] Dossier: Cloak-beside tank on first open platform [] Audio Log: Reed's Notes on Nanites-south side of platform after Multiple Man Fight, behind pipe [] Asgardian Rune-next to Audio Log [] Dossier: S.H.I.E.L.D. Helicarrier-inside a pipe after you ride the elevator following the Patriot/Firestar fight [] Power Pip-inside a pipe after you ride the elevator following the Patriot/Firestar fight [] Boost: Reserves II-defeat Multiple Man [] Boost: Adaptive-defeat Multiple Man (Legendary) [] Boost: Patriotic-defeat Patriot [] Boost: Dry Heat-defeat Patriot (Legendary) [] Boost: Ice Strike II-defeat Firestar [] Boost: Resist Cold II-defeat Firestar (Legendary) [] Boost: Mighty I-defeat Colossus [] Boost: Devouring IV-defeat Colossus (Legendary) [] Boost: Ionic Attack III-defeat Dagger [] Boost: Physicality II-defeat Dagger (Legendary) Throughout these levels, watch out for exploding barrels. In the confusion of battle it is pretty easy to blast everything in sight and that could be dangerous. As you go, use ranged powers to blast stuff ahead of you to avoid incidental explosions. Head off down the catwalk to the first open area where you will have to fight off a small mob of soldiers. Look for a Dossier beside one of the large chemical tanks on the platform. Continue to follow the catwalk to the next battle arena, which is a large, circular platform with a rotating center. (For an ironic kick, have Susan Storm on your team.) Fight off a swarm of soldiers and continue following the catwalks. You'll wind around a large column; at the top you will face off against Multiple Man. Again. He's no harder this time around. Collect a Boost when you beat him; then, look for the catwalk leading off this platform. The way is blocked by a chemical spout; to get past it, you must freeze it. Iceman can do this for you; or, hit one of the "vending machines" next to the path to dispense a barrel of liquid coolant and throw it at the spout. It may take several barrels to freeze the spout and allow you to pass. Continue on the catwalks. At the next open platform, the way forward will be blocked and you'll have to take a right and work your way around. Before you do so, break the pip to your left (south) and find and Asgardian Rune and Audio Log behind it. At the intersection, look right to see a row of three valves. Stand in front of each and rapidly tap Interact to release the valves and blow open the door allowing you to continue. As you go through the door, you're met by Patriot and Firestar. Fighting two bosses at once can be confusing; but, the strategy is the same: build up Fusion Stars, use Targeted Fusions. Both Patriot and Firestar have decent ranged attacks; so, standing back and sniping won't work as well. Neither, however, is particularly strong in this battle. After the battle, you get another nanite-controlled villain in your party (as an NPC) and you take an elevator up to another platform crawling with soldiers. The walkway leading from this platform is blocked by flame jets that fire in alternating patterns. Watch the pattern and dodge the jets to get past the walkway. The next platform has a mini-boss fight against one of the big robots and a few of the regular bots. Keep working your way along the catwalks, advancing through another area swarming with soldiers and finally facing another big bot near an elevator. The elevator takes you up to another platform with another dual-boss battle against Colossus and Dagger. Colossus can hurt you close-up and Dagger can hurt you from range; so, keep moving! The generic boss battle strategy works here and you will get some robot mobs to help you build up Fusion Stars. Colossus is fairly easy to avoid; but, Dagger can seriously hurt you. Watch for her missile strikes and try to dodge them. As soon as they are down, the game advances to the next level (not even giving you time to pick up your Boosts for beating the two heroes). FACEOFF Objectives: [] Pursue Captain America [] Defeat Captain America Collectibles: [] Dossier: Colossus-right after first cutscene with Cap, on southwest corner of platform [] Boost: Draining III-defeat Iron Fist [] Boost: Power Up III-defeat Iron Fist (Legendary) [] Boost: Team Tactics II-defeat Luke Cage [] Boost: Energized III-defeat Luke Cage (Legendary) [] Boost: Overpower II-defeat Captain America [] Boost: Evade III-defeat Captain America (Legendary) Work your way down the ramp in front of you and follow the catwalks east and then south to get a scene with Cap. There are a lot of mobs along the way, mostly robots with a few big robots and shield troopers thrown in. After chatting with Cap, clear the platform to find a Dossier. Chase Cap back along the catwalks you just cleared, taking the occasional potshot at him. (And he at you.) Cap leads you out onto some pipes and finally down into an arena tailor-made for a boss battle. Get Cap down to about 66% health and he'll decide to "take this outside," which just means you're going to move to a different arena. Follow him outside and take out some generic mobs and follow the catwalks until you drop in on Cap.and Iron Fist. As if Captain America alone isn't sufficient challenge for you. Iron Fist has the ability to heal himself and others; so, concentrate fire and Fusions on him. He's pretty weak, so one or two Targeted Fusion hits should take him down. You are then left with Cap. Cap has serious knockback attacks, making it hard to stay on your feet long enough to get off a Fusion. He also doesn't stand still much and his shield throw has to be watched for so you can dodge it. But, in general, Cap goes down to Targeted Fusions the same as any other boss. If you're running out of teammates and can't get off a Fusion, stand far away and pepper him with ranged attacks. Oh, and just for fun, the arena randomly shoots out plumes of fire. Just, 'cause, you know, the fight needs to be hard or something. Avoid the circles on the floor to avoid the flames and get Cap down to 50% health to start the next cutscene. Cap runs outside and gets in a tussle with Iron Man that ends with Iron Man down and you facing off against Cap in yet another battle arena. This time Cap is joined by Luke Cage. To get the Boosts for beating Cage, finish him off while avoiding Cap's attacks. To just get this over with, concentrate on Captain America; when he reaches less than 25% health, the next cutscene plays out OFF THE LEASH Objectives: [] Dispose of the Bombs Collectibles: None If you've been following the Anti-Registration path, welcome back! With this brief boss battle, the two divergent stories converge and continue in the same track. Your job is to fight Goblin and Venom while helping Nick Fury dispose of some bombs. This is much easier said than done. Shortly after battle starts, Fury throws the first bomb to the ground. You have to run over, pick it up (Grab button) and throw it into the exhaust pit in the center of the arena (Grab button again). You have to do this while dealing with Green Goblin and Venom. Just to complicate matters, they take turns riding Gobby's glider around and throwing bombs and other nasty things at your feet. The toughest things to deal with are the grenades. When you see blinking red lights on the ground, run away. You do have to deal as much damage as possible to the criminals in order to advance the game. Fury will not pull off the next bomb unless you have whittled down the bad guys' health. You can only damage the villain currently on the ground. When Venom is on the glider, he throws webbing over the vent. You have to blast this off to get the bomb in. Keep an eye on the vent and listen for Fury to start shouting about the webbing and go ahead and blast it quickly so it doesn't interfere with you when you're ready to chuck a bomb in the vent. Oh, yes, you have less than a minute to grab each bomb and chuck it before it explodes and you get to start over. So keep an ear out for Fury telling you there's another one and watch for the clock that appears above the villain's portrait in the lower left of the screen. Here's the sequence of events: 1) Shortly after the battle begins, Fury throws down the first bomb and you have 42 seconds to get rid of it 2) When Venom's health reaches about 10%, he and Gobby exchange places and Fury throws down the second bomb; you have 32 seconds to get it in the vent 3) When Gobby's health reaches about 10%, he and Venom switch places again; Venom is now at about 50% health; Fury throws the third bomb and you have 22 seconds to chuck it 4) When Venom's health is almost gone, he gets back on the glider and you have to fight Goblin again, now at about 50% health; whittle him down to almost nothing and then Venom gets on the ground and a couple hits later you're hitting the cutscenes This is not an easy fight; but, it's quite doable as long as you do two things: keep moving and don't let webbing stay on the mouth of the vent. Remember, your primary goal is to get those bombs into the vent, not kill Green Goblin and Venom. 2.3 ACT III-IN WHICH THE BEST LAID PLANS BLOW UP IN YOUR FACE 2.3.1 CHAPTER 1: PRISON HQ: SECRET BUNKER 1 Collectibles: [] Concept Art: Chem Plant-south side of base, on western portion of walkway [] Dossier: Fury's Base-next to review console [] Sim Disc: Adrenaline Surge-northeast side room, near Tinkerer [] Concept Art: Ambush-hallway between eastern side rooms [] Dossier: S.H.I.E.L.D. Life Model Decoy-southeast side room [] Audio Log: Fury Calls Contessa-southeast side room next to trivia console [] Focus Upgrade-use Nick Fury to activate the console on the south center of the base; only available in Legendary+ mode HQ Conversations: [] Human Torch with Thing [] Invisible Woman with Thing Welcome to your new digs. Get to know the place. Don't pass up the side rooms to the east. All the normal stuff is here and there are new questions in the trivia game. When you're ready to begin the re-assimilation, hit the mission briefing console. JAIL BREAK-IN Objectives: [] Reach the Portal Room [] Defeat Penance [] Transmit S.H.I.E.L.D. Nanite Network Logs Collectibles: [] M'Kraan Fragment-inside cell on first level of cell block [] Body Upgrade-inside cell on second level of cell block [] Audio Log: Speedball News Report II-inside cell on ground level of cell block [] Dossier: Negative Zone-inside bleachers in gym [] Dossier: Prison 42-inside bleachers in gym [] Boost: Experienced III-in first room after portal control room [] Boost: Devouring I-in second room after the portal control room You start on the upper ramparts of the prison wall. Follow the path around, beating soldiers until you come to a closed door. A giant robot jumps down and must be put down before the door will open and you can get inside the prison. You're in the cell block area and you just follow the walkways. Along the way you will see collectibles inside cells. Blow out the doors of the cell next to where you see the collectible and then break through the intervening wall. There are three levels to the cell block area. When you reach the lowest (ground) level, go down another ramp and activate the panel on the far wall to open the door into the gymnasium. You'll have a little meeting with Maria Hill; then, you'll be swarmed by S.H.I.E.L.D. troopers. Since this is a gym, you'll find bleachers along the walls and a couple of collectibles hidden inside the bleachers. Finally, after a few waves of soldiers, a giant robot drops in and taking him out opens the way further into the prison. Go up the ramp, beat the soldiers in the control room and watch the cutscene with Iron Man and Penance. After clearing out the control room, go down the side ramp into a room with a bunch of soldiers and two turrets on the far wall. Defeat the soldiers and destroy the turrets to open the force field into the next room. Before going, there's a Boost on the left side of this first room. Go into the next room, clear out the soldiers and the turrets to open the force field and collect a Boost from the RIGHT side of the room. Well, they had to make SOMETHING different, didn't they? Go up the ramp that had been blocked by a force field and have the easiest boss "fight" of the game. Hill gives up without a fight! Now, you have to turn around and fight your way back to the portal control room. You can now activate the control panel and open a door to the portal and a real boss fight with Penance. Penance will seem like an easy fight. He gets no help and his attacks aren't particularly damaging. When he gets below 25% health, the prisoners around the room get loose and beat him up for you.then turn on you. They're just regular mobs, though, so they'll go down easily. Go to the control panel in the portal room and activate it to move on to the next mission. GOING NEGATIVE Objectives: [] Collect Pure Nanite Sample [] Disable the Decontamination Beams [] Return to the Elevator Collectibles: [] Boost: Resist Cold I-defeat Equinox [] Boost: Disruption III-defeat Equinox (Legendary) [] Body Upgrade-side room outside Equinox battle arena [] Boost: Resist Impact II-side room outside Equinox battle arena [] Audio Log: Nanite Injection Training-first side room on your right where you dodge the moving force beams [] M'Kraan Fragment-first side room on your right where you dodge the moving force beams [] Dossier: S.H.I.E.L.D. Nanite Network-first side room on your left where you dodge moving force beams [] Dossier: Superhuman Inmates-second side room on your right where you dodge moving force beams [] Asgardian Rune-second side room on your left where you dodge moving force beams You drop right into the middle of a group of soldiers; no time to catch your breath. After the soldiers, robots swarm into the room for quite a while. When you finally see soldiers again, you can begin to relax as the waves of enemies are over for a bit. The human soldiers kindly left the door open; so, head out that way. You'll be greeted by two big robots, which may take a while to destroy. You have limited maneuverability; the use of Targeted Fusions is recommended as they have little room to maneuver as well. Once the robot mini-bosses have blown up, you will have to wait a moment before the door to the next room opens and a few soldiers spill through. Run into the next room and clear out the soldiers. There are also laser turrets in each corner of the room. When the soldiers are down, Equinox is released from the nanite injection chamber and you get to fight him. Equinox can use both heat and cold attacks and he's pretty strong. He has a multiple-shot flame arc, a strong ice blast, a combination heat/cold radial move that sends out four lines along cardinal points and flaming and icy explosions around himself. In short, there's no way to avoid getting hit. Cold and fire damage resistance Boosts are recommended to make the fight easier; but, in the end, it once again comes down to how quickly you can build up Fusion Stars and use a Targeted Fusion on him. Battle your way back to where you started. As you leave the room where you fought Equinox, you'll see you can now access the side rooms where you can pick up a Body Upgrade and a Boost. Fight your way across the elevator room where you began the level and leave through the opposite door. As you enter the hall, moving force beams come down the hall and you're limited in your forward movement by force fields. You have to work your way around by going into side rooms to dodge the beams, going around a force field and then dodging back through the hall to a side room and repeating the process, yada yada. First, dodge the beams by running into the side room to your right. This room contains an Audio Log and a M'Kraan Fragment. Dodge across the hall and pick up a Dossier (as well as fight a few mobs). Watch the moving beams; then, dodge across the hall in a gap between the beams and clear out some more soldiers and collect another Dossier. Once more dodge the beams and go across the hall to pick up an Asgardian Rune. In this room is a control panel that, when activated, turns off the force beams and opens the door in the main hall. The final room has a couple of shielded soldiers and a bunch of robots in it, which should be cake for you by now. Clear the mobs; then, stand next to the nanite injection chamber and activate it to get a pure sample. All heck then breaks loose and you have to get back to the elevator. No one's going to get in your way, so hightail it to the next mission. RIOT GEAR Objectives: [] Reach the Power Conduits [] Help Out Luke Cage [] Get a Second Pure Sample [] Free Firestar [] Replace Power Conduit Collectibles: [] Dossier: Firestar-first room [] Boost: Strike True II-defeat boss holding Luke Cage [] Strike Upgrade-end of upper path of prison after rescuing Cage [] Boost: Laceration III-defeat bosses holding Firestar captive [] Boost: Powerful III-defeat bosses holding Firestar captive (Legendary) After your chat with Iron Man and Captain America, run around the elevator room to find a Dossier. Exit via the catwalk where you will meet your first nanite-controlled enemies; who really aren't any tougher than other mobs you've faced thus far. At the end of the catwalk, turn left into the first level of the cell blocks. In addition to a bunch of regular mobs, you'll meet the nanite-controlled version of a mini-boss-a generic villain turned semi-super with the nanites. Use a Guided Fusion on the mob or a Targeted Fusion on the mini-boss and continue on your way. At the end of the cell block, activate the elevator to ride up one level. Repeat the whole "fight off a bunch of regular mobs and a mini-boss" thing on this cell block as well. Again, at the end of the cell block, activate the elevator to go up one level. This time you get a little puzzle to solve as well as mobs to fight. Exit the elevator to your left and watch the flame jets go soaring into the sky. The jets turn on-and-off in a pattern. There's a console nearby that can show you the pattern as alternating green and red circles. Basically, you'll step onto a green circle and, as soon as it turns red, step onto what you think to be the next green circle. You have about two seconds to get off the just-turned red circle onto another circle before flames once again burn your biscuits. The pattern for the first set of flame jets looks something like this. The jets cycle in five stages where X means no change, R means going to flame and O means safe until the next cycle: XXXXO XXXOR ROOOX ORRRX RXXXX XRXOO XXXOR RXXRX XXOXX XORXX RRXXO XXXOR XXXRX XXOXX OORXX The proper way across, then, is: XXXXO XXX3R R54OX 76RRRX XRX21 XXXOR RXXRX XXOXX RRXXO XXXOR XXXRX XXOXX Just follow the numbered steps by stage. On the other side of the flames, you'll be attacked; if playing single-player, you won't have any teammates with you. Quickly activate the console on the left side of the cell block path to turn off the first set of jets and start the pattern for the second set of jets. Fight off the mobs and then cross the second set of flames. The pattern is: XRXOO XXXRR RXOOR RRRRX RORXX ORXXX RXOOX RRROR XXORX XORXX RXXXX RXOXX XRROR ROORX ORRXX The path to get across is: XRX21 XXXRR RX54R RRRRX RORXX ORXXX RXO3X RRROR XX6RX XORXX RXXXX RXOXX XRROR R87RX 09RRXX After you get one character through, there's a panel he or she can activate to turn the jets off. This time, go past the elevator into the next cell block to rescue Luke Cage. Take out the boss using the generic boss battle strategy. You don't have a lot of room to move around as the flame jets come on once the battle starts and go off when the battle ends. Fortunately, you do not have to do the whole pattern-matching thing again. Activate the injection chamber to release Cage. Activate it again after he leaves to obtain another nanite sample. Keep heading west to another elevator and ride it on up. Go right onto the roof of the prison and blast your way through a bunch of robots. Go all the way to the end of the path to pick up a Strike Upgrade. Go back to the center of the upper path and out to the circular platform where Firestar is held prisoner. Fight off two boss-level nanite troopers, which is just like every other minor boss fight you've been through. Take the lift pointed out to you to reach the power conduits. There's a small group of mobs and a mini-boss in this room. Clear them out; then, look for the power blocks on the north side of the room. Push them into the slots in the conduits to restore power to the prison. The cutscenes indicate the start of a new mission. HOLD THE LINE Objectives: [] Reach the Portal [] Hold Back Nanite Forces Collectibles: [] Audio Log: Prison 42 Procedures: Behind you after the cutscenes [] Boost: Fire Proof II-defeat Molten Man [] Boost: Power Up IV-defeat Molten Man (Legendary) [] Boost: Deflection IV-defeat Grim Reaper (Legendary) [] Teamwork Upgrade-right side of cell block after fight with Grim Reaper [] Dossier: Moonstone-final cell block, on the left hidden by a gravity well [] Boost: Disruption I-defeat Diamondback [] Boost: Overpower III-defeat Diamondback (Legendary) [] Boost: Attributes II-defeat Whirlwind [] Boost: Run Speed I-defeat Whirlwind (Legendary) [] Boost: Strategist-defeat Moonstone [] Dossier: Whirlwind-next to portal at end of level After the cutscenes, turn around and grab an Audio Log. Make a run for the elevators at one end of the room. Ah! But Molten Man bars the way. This is a prototypical boss fight and should be nothing to worry about. When Molten Man has been defeated, take the elevator back to the roof. Fight your way through mobs to get to another elevator going down. You're back in the cell blocks and now you've got Grim Reaper and a bunch of lackeys to wade through. After dancing with the Reaper, look for a Teamwork Upgrade on the right side of the cell block. Keep going to another elevator and ride it down. Exit to your right and quickly blast your way through the mobs to one last elevator ride down. The final path to safety is contested by gangs of nanite-controlled troops and flamethrower turrets. As you get close to the exit, destroy a glowing gravity well on the left side of the path to uncover a Dossier. As soon as you get past the door at the other end. Well, it's another boss battle. This time your opponents are Moonstone, Diamondback and Whirlwind. Whirlwind can be hard to take down. He rarely sits still long enough to hit him with a Targeted Fusion; so, try using a Guided Fusion. You can follow him around inflicting massive damage rather than try to pin him in one place. There will be swarm upon swarm of regular mobs to help build up Fusion Stars. And you will have the help of Iron Man and Cap. Focus on Whirlwind; Diamondback and Moonstone will probably get taken out without much extra effort, especially if you use Guided Fusions. There's a Dossier next to the portal; and, Diamondback and Whirlwind drop Boosts. 2.3.2 CHAPTER 2: WAKANDA HQ: SECRET BUNKER 2 Collectibles: [] Audio Log: Self Destruct-on north side of bunker [] Sim Disc: Search and Destroy-on west side of bunker [] Dossier: Nick Fury-south side of bunker [] Dossier: Equinox-southeast side room [] Concept Art: Prison-northeast side room HQ Conversations: [] Iron Man with She-Hulk [] Captain America with She-Hulk JUNGLE Objectives: [] Stop the Artillery Barrage [] Reach the Wakandan City Collectibles: [] Dossier: Wakanda-after first cannon, go right at the split in the path [] Focus Upgrade-in the bushes around the second cannon [] Dossier: Vibranium-to the left of the wood platform puzzle [] Audio Log: Nanite News Report-next to third cannon [] Boost: Powerful II-right side of the path after the force field after the fourth cannon has been destroyed [] Boost: Elementalist I-defeat Havok [] Boost: Resist Recent-defeat Havok (Legendary) You're sent to Wakanda to save Black Panther's kingdom from the invasion of the nanites. Work your way down the path and blow up the first cannon you find. Defeat the soldiers and a Wakandan guard will open a force field allowing you to progress. After going through the field, take the right path when it splits and pick up a Dossier. Backtrack and take the left-hand split in the path and find the second cannon and destroy it. In the bushes surrounding the second cannon you can find a Focus Upgrade. Go back to the split in the path and climb the hill along the right-hand path. The guard will open the force field for you and you are presented with a simple puzzle. There is a large wood platform with four slots in it at cardinal points. In the center of the platform are four wood pillars. Each wood pillar fits specifically in one of the slots. Just push and pull each pillar to its correct slot. They should be easy to identify; but, trial-and- error works just as well. To the left of the platform is a Dossier. Finishing the puzzle opens the large doors ahead of you and allows you to destroy the third cannon. There's an Audio Log nearby. Continue to follow the path up the hill. You will soon encounter mines such as those used in Washington, DC. Take your time and avoid the explosions. At the top of the hill, turn left and take out the fourth cannon. The guard will then open another force field so you can continue. Just past the force field, pick up a Boost from the right side of the path. Further up the path you will encounter a nanite-controlled Havok. Havok seems a little off his game at first; but, when he gets down to about 60% health, he begins ripping holes in the ground and these can be hard to avoid. You have to keep an eye on the ground and watch for bulges forming; then, run away. Collect your Boost for defeating Havok; then, head down the path to the exit. TRIBAL CITY Objectives: [] Raise City Tower Defenses [] Destroy Teleporter Pods (optional) [] Enter Palace Grounds Collectibles: [] Audio Log: Nanite War Voice Stream-to the right at the end of the first bridge [] Dossier: Havok-on top of buildings at top of circular ramp near fourth teleporter pod [] Dossier: Fold Teleporter Pod-as you reach platform of second tower; just to your left [] Dossier: Wakandan Royal Guard-on the south side of the second tower's platform, behind a building [] Gamma Regulator-on top of buildings near second tower [] Boost: Untouchable II-after third tower, go around the waterfall [] Boost: Focused III-defeat A-Bomb [] Boost: Run Speed II-defeat A-Bomb (Legendary) [] Boost: Killer Instinct I-defeat Justice [] Boost: Stunning Finish II-defeat Justice (Legendary) At the end of the first bridge, watch out for the teleporter pod falling from the sky. Teleporter pods should be destroyed as quickly as possible as they spew forth mini-boss enemies as long as they are active. To your right, look for an Audio Log between the two small buildings. Continue around the fountain, destroying two more pods. After the third pod, go up the circular ramp to reach the defense towers. At the top of the ramp, look for the fourth pod. Go past the pod and start up the stairs. Have a flyer fly up to the roofs of the small buildings to your right to pick up a Dossier. At the top of the stairs, take out a bunch of mobs and then push the defense tower power supply back into the tower. Go around by the ramp to your right to reach the second tower; as you reach the platform you'll find a Dossier to your left. You'll have to take out more enemies as well as the fifth teleporter pod. Fly up to the rooftops to pick up a Gamma Regulator. The guard will then lead you back down toward the third defense tower. At the bottom of the ramp she opens for you, you'll find the final defense tower and three more pods will drop on you. Defeat the mobs, destroy the pods and put the tower back together. Walk over to the force field leading down from this area and the guard will open it. Go down and around the waterfall to find a Boost. Go down the stairs and you will meet A-Bomb. You really want to stay as far from this beast as possible. He has incredible close-range destructive power. Pepper him from afar and then use Targeted Fusions on him. When A-Bomb is low on health, Justice shows up and shields A-Bomb. You now have to try to simultaneously stay away from A-Bomb while building up Fusion Stars to use on Justice. Fortunately for you, Justice is a bit of a wimp and one good Fusion will convince him to stop protecting A-Bomb. You are then free to focus on A-Bomb again. Once A-Bomb is down, mop up Justice. After cleaning up the mess, go down the stairs past another waterfall and up the elevator to the palace. PANTHER'S LAIR Objectives: [] Raise Palace Tower Defenses [] Defeat the Fold Invaders Collectibles: [] Dossier: Justice-to the left as you leave the elevator [] Dossier: A-Bomb-next to first defense tower [] Asgardian Rune-past the second defense tower [] Teamwork Upgrade-past the second defense tower, behind market stand [] Boost: Stunning Finish I-defeat Green Goblin (Legendary) [] Boost: Team Tactics IV-defeat Venom (Legendary) As you enter the level by leaving the elevator, turn to the left side of the screen and find a Dossier partially behind the elevator tower. Fight your way down the path to a point where you have to cross some wood platforms floating on water. At this point, watch out for more teleporter pods dropping from the sky. Once you get over the water, climb the stairs and destroy more pods on this upper walkway. Continue climbing the path, taking out mobs until you find another defense tower. Take out the swarm of enemies and pull and push the tower back together. Pick up a Dossier from this same platform. Go back down the ramp and through the force field, destroying another pod. Climb another ramp and take out a group of mobs to find the second defense tower attached to a large column. Repair the tower and the column is revealed to be an elevator. Ignore it for the moment and go on past to pick up an Asgardian Rune and a Teamwork Upgrade. Return to the tower elevator and activate the control panel opposite the repair point. The platform rises halfway; run around to the other side and activate the panel to get to the top. Climb the stairs and watch the cutscenes. Fold soldiers start dropping in on you. Do NOT waste Fusions on these guys. You're about to battle Venom and Goblin again, and you'll need your Fusions for them. There are no shortcuts in the battle ahead; you have to keep moving to stay away from the bombs and guns coming from whomever is riding Gobby's glider. When Venom or Gobby are on the ground, pound him with a Targeted Fusion. This battle can be a little tedious; but, there's nothing special to do-just use the generic boss battle strategy. 2.3.3 CHAPTER 3: SHOWDOWN HQ: WAKANDAN PALACE Collectibles: [] Audio Log: Goblin Interrogation-center platform [] Sim Disc: Heavier Metal-near sim console [] Dossier: Black Panther-near review console [] Concept Art: Wakanda-near Goliath [] Dossier: The Fold-near Goliath [] Focus Upgrade-use Storm to activate the pedestal to the right of the mission briefing console (behind Bishop) HQ Conversations: [] Spider-Man with Green Goblin [] Spider-Man with Venom Another day, another headquarters. New trivia questions and collectibles and such. Hit the mission briefing when you're ready to get on with it. GROUND ASSAULT Objectives: [] Infiltrate Nanite Base [] Blown Amplifiers Collectibles: [] Audio Log: Fold Broadcast-next to starting point [] Boost: Super Tough III-behind the first amplifier [] Boost: Frosty III-after mini-boss battle, look to the left in a ravine [] Body Upgrade-behind left-hand gate where the path splits [] Dossier: Nanite Base-to the right as you come down the hill from the last two amplifiers [] Boost: Untouchable III-defeat Spider-Woman [] Boost: Elementalist II-defeat Spider-Woman (Legendary) [] Boost: Physicality I-defeat Wonder Man [] Boost: Second Wind-defeat Wonder Man (Legendary) Fight your way along the path. Things won't really get tough until you encounter the advanced version of the teleporter pods-amplifiers. Destroy the amplifiers to keep them from spitting out mini-bosses. Behind this first amplifier is a Boost. The next three amplifiers are close by and as easily taken out. Beyond the third and fourth amplifiers is a force field. Take it down by destroying the power generators to either side of it. Continue along the path until you are faced with a small boss battle. After defeating the mini-boss, destroy the gates blocking your path and continue. As you go down the path, keep an eye below you to the left; there's a Boost in a ravine. As you reach the lower level, two gates spring up in front of you. Bash through the left-hand gate first to get a Body Upgrade. Return and burst through the right-land gate and keep going. Fight off a few ninja warriors and break another gate. Beyond is a large swarm of Fold and the last two amplifiers. Go down the stairs and look to the right. Break apart the structures to find a Dossier. Continue forward on the bridge. Watch out for the jets of steam and time your runs through them. On the far side of the bridge, Yellowjacket points out an entry point to the base. On either side are structures-stand in front of each and rapidly tap Interact to break the vents and open the center port. At this point, Wonder Man and Spider-Woman show up to take a hand in the proceedings. Not a friendly hand, either. Wonder Man is the tougher enemy as he can teleport rapidly and has a good ranged attack. Keep an eye out for his purple missiles and try to dodge them. Use as many Targeted Fusions as you can earn. Partway through the battle, just to mix things up, jets of steam start pouring out of holes on the perimeter of the arena. You'll have to dodge those as well. When the two heroes are down, enter the base. WARP ZONE Objectives: [] Destroying Nanite Amplifiers [] Infiltrate the Inner Base Collectibles: [] Dossier: Wonder Man-hidden in a piece of machinery near the first amplifier [] Boost: Striker III-defeat She-Hulk [] Boost: Inferno II-defeat She-Hulk (Legendary) [] Teamwork Upgrade-left path toward Firestar [] Boost: Resist Crush II-defeat Firestar [] Boost: Devouring III-right path toward Colossus [] Boost: Disruption II-defeat Colossus [] Boost: Vampiric Melee-defeat Colossus (Legendary) [] Audio Log: Tinkerer Personal Log-behind equipment after using the central teleporter Head down the hall and find a swarm of Fold and an amplifier. Destroying the amplifier opens up a pathway further into the base. Destroy everything around the amplifier; there's a Dossier hidden in one of the structures. Fight your way to the circular structure at the center of the base and fight She-Hulk. Her attacks are all physical and she goes down pretty easily to Targeted Fusions. Get rid of any additional mobs that popped up to help She- Hulk and take a look at your options. There are three teleport chambers ahead of you. The center one is inactive; you must choose left or right. Pick one and fight the boss at the end. LEFT On the platform on which you arrive, Grab the metal cylinder in front of you and drag it onto the center of the platform. This opens the way into the chamber beyond. This area is ruled by Firestar. She'll start raining fire on you immediately, so move quickly. The path in front of you splits briefly. If you go around to the left you can score a Teamwork Upgrade. Get on Firestar's platform and destroy the amplifier to keep the number of mini-boss mobs to a minimum. Target Firestar with a couple of Fusions and you should be able to take her right out. Return to the central platform using the teleporter. If you have already done the right teleporter, the central one will be active. If not, go do the right one now. RIGHT On the platform on which you arrive, Grab the metal cylinder in front of you and drag it onto the center of the platform. This opens the way into the chamber beyond. Your opponent for this round is Colossus. The advance down the hall is the most dangerous part of the battle as there is little room to maneuver and Peter is throwing large bombs at you. Once you get into the room with Colossus he resorts to physical attacks. Before turning your attention to the tin man, destroy the amplifier in the room so you aren't swarmed with mini-bosses. Take out Colossus with the standard strategy of Targeted Fusions. Pick up Colossus' Boost and use the teleporter to get back to the central platform. If you've finished the left side, the central teleporter is active. If not, go do the left side now. Before you can use the central teleporter, you will be swarmed by Fold troops. Clear them out and use the central teleporter. In the room in which you arrive, look behind all the structures to find an Audio Log. At the far end of the corridor is the exit. Beside it are two larger amplifiers that produce a more powerful mini-boss. Defeat them and the teleporter will be open. TO THE CORE Objectives: [] Reach Repeater Tower Base [] Defeat Enhanced Fold Guards [] Send Nanite Stasis Signal Collectibles: [] Audio Log: Tinkerer's Research Tape-hidden inside a structure [] Boost: Deep Cold I-defeat Whirlwind [] Boost: Precision III-defeat Whirlwind (Legendary) [] Dossier: She-Hulk-in area around second amplifier after defeating Whirlwind You're dropped right into a group of Fold; so, you get to fight right away. There's not much to say here. The area is small and filled to the brim with Fold. Let loose and destroy everything in sight. Once you have taken down the three mini-bosses, and things have quieted down, blanket the area looking for an Audio Log that should be revealed as it was hiding inside a structure. Take the teleporter to the next area of the map. You're in for another fight against Whirlwind and a huge number of Fold. Take your shots at WW when you can and otherwise blast indiscriminately. After the fight, take a winding ramp up to another teleporter. Once more you will fight your way through hordes of Fold. You will also have to dodge steam jets from the floor. As before, destroy the big amplifiers and kill the enhanced guards. In the area around the first amplifier, find the metal cylinder and drag it to the glowing light in the middle of the floor. Repeat for the area near the second amplifier. You can also pick up a Dossier from this area. Move forward and take out the third guard and his amplifier. Use the portal nearby to get to the Tinkerer's lab. Yes, this is A boss fight. No, this is not THE boss fight. The Tinkerer is invulnerable most of the time, lucky you. He floats around in a glowing ball while summoning forth enhanced guards and lots of regular mobs. To defeat him, you must destroy the two guards he keeps "chained" to him. This will cause his bubble to burst and leave him temporarily vulnerable on the ground. That's when you hit him with everything you've got. A Fusion works great if you have any Stars left after dealing with all the other mobs. The Tinkerer himself doesn't do anything to you, he just keeps bringing in all the other Fold troops. This is an extremely long battle and likely to leave you exhausted (i.e. low on health and lacking Health Tokens). This is not a good thing. Try to preserve yourself-fight defensively rather than offensively. You're going to need all the help you can get shortly. When Tinkerer gets below 25% health he teleports out and a bridge opens up. Run across the bridge and use the control panel. TOWERING RAGE Objectives: [] Restore Nanite Stasis Signal [] Defeat Nick Fury Collectibles [] Boost: Wade's 2nd Fave-defeat Nick Fury [] Boost: Wade's Fave-defeat Nick Fury (Legendary) [] Concept Art: Showdown-defeat Nick Fury This is it. THE boss fight. It starts with a ride on an elevator. But, this is an elevator where you are under constant attack. An elevator that occasionally gets hung up because enemy troops are holding it in place. This is all about persistence and having the right team. You need strong area-of-effect powers to keep the mobs off your back as much as possible. You need strong ranged powers to kill the Fold holding up the elevator every time it stops. You need strong Fusions to clear the swarms on a regular basis. Hopefully, by this point in the game, you've figured out a team that works well for you. Just as a personal note, my team was Jean Grey, Storm, Iceman and Juggernaut-three types of elemental damage, strong Fusions and 15% Stamina boost. Your mileage may vary. At the top of the elevator, take out Tinkerer, which you can do with your pinky finger. Step up to the console and activate it. Now you have to defend it for one minute against swarms of Fold. Hold out for a minute and all the Fold go limp. Sweet! But.that's not it. Here comes the big boss! Let's get it on! Fold Fury has a few tricks up his sleeve; but, when you get right down to it, this is a typical boss battle. You want to take potshots at him until you earn a Fusion Star; then, hit him with a Targeted Fusion. However. There are a few other things you'll have to do. First, keep moving and try not to get face-to-face with Fury. Most of his attacks come from the front and if you're to his side, he'll miss. Second, hold your Fusions until he stands still. He races across the arena and then suddenly pauses to fire. Hit him during that pause. Third, Fury switches up his attacks. He has the powers of many of the other heroes and you'll have to switch tactics. For example, at about 50% health, Fury starts using Multiple Man powers. Now, besides the comedy of a super- powerful being using this ability to make wimps of himself, this radically alters the way in which you approach the battle. Keep an eye on the big green apparition rising out of Fury for a clue of what type of attack is coming up next. At about 40% health, Fury channels Bishop and Wonder Man. Wonder Man-Fury flits about the arena, shooting energy into Bishop-Fury, which he then projects in powerful attacks. You have to get between the two Furys and block the energy beam from Wonder Man-Fury. This sends Fury back to his previous tactics and you can start hammering him again. He'll now mix in the Bishop/Wonder Man thing with the other tactics. Finally, at very low health, Fury channels A-Bomb and puts out a duplicate and joins himself to the duplicate with a steady stream of light. You've got to get between them and block off the stream to force them to come together in a collision. Once you do that, you can go back to attacking him "normally." One more Targeted Fusion ought to do it. After the closing cutscenes, you are in Wakanda Palace as your final HQ. Save your game here and save the save. You can replay any missions from here (with the exception of the missions from whichever Registration side you did not choose) and you can use the mission briefing console to start a new game at Legendary difficulty using all your currently unlocked heroes at their current level with all their stats and boosts intact. Excelsior! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 3 WALKTHROUGH - ANTI-REGISTRATION =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This is only a partial walkthrough covering the specific chapters which are different if you choose to side with Captain America against Superhero Registration. The missions will be similar to the Pro-Reg missions; you'll be doing the opposite actions (defending cargo instead of destroying it, breaking people out of confinement rather than keeping them locked up, etc.). The maps are laid out a bit differently; and, you'll have a slightly different set of heroes to work with. There are two ways to complete the necessary Anti-Registration awards & trophies. One way is to reload your save from Stark Tower 3 (you did remember to keep a save from there.) You can replay Acts II and III on the opposite path at the same difficulty level. The other way is to start a new Legendary+ game from the end of your previous game. You'll have to replay the entire game; but, you also earn the Legendary trophies/achievements. 3.1 ACT II-IN WHICH HEROES BECOME REBELS WITH A CAUSE 3.1.1 CHAPTER 1: BASE DEFENSE HQ: WHITE STAR 1 Collectibles: [] Dossier: Jessica Jones-north side of base [] Sim Disc: How Are De Ducks?-near trivia console [] Dossier: Cap's Hideout-south side, near Patriot [] Audio Log: Cable Voicemail-next to review console [] Concept Art: Civil War Choice-next to mission briefing console [] Sim Disc: Wanton Destruction-next to sim console [] Teamwork Upgrade-use Captain America to open a door on northeast side of base HQ Conversations: [] Captain America with Patriot [] Captain America with Hercules [] Captain America with Spider-Woman [] Luke Cage with Captain America This is your base of operations for the Anti-Reg game. You have a different set of trivia questions here; but, should get the same collectibles. SAFE HARBOR Objectives: [] Rendevous with Spider-Woman [] Protect the Cargo [] Reach Cable's Base [] Stop S.H.I.E.L.D. Assault [] Defeat Black Widow Collectibles: [] Power Pip-on the pier right after you've finished protecting the cargo [] M'Kraan Fragment-after finishing protecting the cargo; you're swarmed by robots coming out of a cargo container, the Fragment is in the back of that container [] Dossier: S.H.I.E.L.D.-in cargo container near base entrance after fighting chopper [] Body Upgrade-just inside the base between some cargo containers [] Boost: Hands On I-in a side alley at the north end of the map [] Asgardian Rune-upper catwalk in room where you fight Black Widow [] Boost: Shock Smash I-defeat Black Widow [] Boost: Killer Instinct II-defeat Black Widow (Legendary) Move forward and take out the S.H.I.E.L.D. agents in the warehouse. Once you've cleaned up, step outside on to the pier and take out additional troops. Spider-Woman then shows up and tells you to get on the boat. You have to get on the boat and get rid of five bombs and you have three minutes. Countdown timer is in the lower left of your screen. Run on the boat and start taking out troops. Look for the tall packages with blinking red lights. Grab each one you find and fling it overboard. When you've taken care of all five, Spider-Woman tells you to go see Cable. As you come out of the cutscene, there's a Power Pip right in front of you. Go down the pier, taking out troopers and robots. Some of the robots pop out of a cargo container, walk into the container to the back to pick up a M'Kraan Fragment-you can't rotate the camera so you have to this blind. As you near the end of the pier, you'll face a chopper. Grab a couple of its grenades and toss them back to send it packing. Turn right and head up the alley. Keep working your way through the streets until you meet the chopper again. These guys never learn. Get in close and Grab its grenades and throw them back. It's preferable to use a character with some type of Might ability as they can throw further. Continue past the helicopter and around the corner and take out another group of soldiers. Once the troopers are down, the door to the base opens. Look over by the wall of the back of this area inside a cargo container for a Dossier. Enter the base and start taking out troops. While you're fighting, keep an eye open for a Body Upgrade that's sitting between two cargo containers. When the soldiers are all down, the helicopter reappears. Again, throw its own grenades back at it, this time to destroy it. Before continuing, head for the north end of the area and find a side alley to the west and pick up a Boost. When you're ready to go inside, approach the hole blown in the wall of the base. Inside, Black Widow is waiting for you. Use the standard tactic of dropping Targeted Fusions on her. She won't go down quickly and she can do some damage with her guns; but, she doesn't use her guns often and otherwise she's pretty weak. After she's capture, before you rush inside, take a moment to search the area. You can find an Asgardian Rune on an upper platform in one corner of the arena. When you're ready, head for the hole in the wall and exit to the next mission. PUSH BACK Objectives: [] Repel S.H.I.E.L.D. Forces [] Bring Turrets Online [] Block S.H.I.E.L.D. Incursion [] Secure the Garage [] Reach Command Center Collectibles: [] Power Pip-inside turret control room [] Focus Upgrade-opposite the door to the turret control room [] Audio Log: Hydra Training Tape-lab room north of turret control room [] Dossier: HYDRA-lab room north of turret control room [] Boost: Experienced I-southwest corner of main room [] Dossier: S.H.I.E.L.D. Agents-corner of garage beside a ramp [] Resist Electric II-defeat War Machine [] Resist Energy II-defeat War Machine (Legendary) [] Gamma Regulator-in the garage on a platform behind a car The way ahead of you is mined, so be careful. Fight your way through the street until you get to the giant robots pounding on the base door. Take them out-Targeted Fusions work well and the robots count as mini-bosses so they'll earn you a Health Token. Cable now opens one of the gates for you; head through and follow your Nav arrow to a side area to the east. There are no enemies out here (now); but, your way is blocked by an electrical field. Activate one of the robots standing there to have is short out the field. Activate the other one to have as an additional NPC in your party for the rest of this mission and the next (Overloaded). Go into the control room and bring the turrets online by activating the controls in this order: far left, right center, left center, far left. Look in the corner to the left of the door for a Power Pip. Leaving the control room, turn right (north) and enter a lab where you can pick up an Audio Log and Dossier. Go straight across the outer room for a Focus Upgrade. Return to the main room. Now there are people to fight! Clean out the room; then, search the area. In the southwest corner you'll find a Boost. When you've cleared everything, head for the garage on the north side of the room. You may run into some soldiers already coming through. Take them out and keep going, clearing out the main room and the garage. When everything is clear, War Machine cranks his way into the base. War Machine has some nice ranged attacks; but, he's a fairly standard boss and weak against Targeted Fusions. After beating War Machine, pick up his Boost and search the garage for a Dossier that's in a corner beside a ramp. There's also a Gamma Regulator on a platform behind a car. Finally, head for the exit. OVERLOADED Objectives: [] Enter Command Center [] Knock Out Power Terminals [] Defeat Bishop Collectibles: [] Strike Upgrade-corner of room with third power terminal [] Audio Log: Bishop and Cable-after third power terminal, exit east, then turn north (left) at the intersection [] Body Upgrade-beside ramp in large room on east side of map where you fight two mini-boss robots [] Boost: Overload II-in first room where you fight Bishop on a shelf to the right of the entrance [] Dossier: War Machine-in first room where you fight Bishop on a shelf to the left of the entrance [] Power Pip-in second room where you fight Bishop between two shelves [] Boost: Ionic Attack II-defeat Bishop [] Boost: Ice Strike III-defeat Bishop (Legendary) Go down the hall to the entrance room and take out the robots and soldiers. Activate the panel on the back wall to open the door. In the next room is a robot hooked into a power terminal. Hit the terminal hard enough and it will knock out the robot. Clear the remainder of the room and continue down the stairs. Work your way through the hall and then across the catwalk. You'll be under pressure the entire way. At the end of the catwalk you'll go up and ramp and knock out the second power terminal. Exit the room to the west and go down the hall to the third power terminal. This one is the most heavily guarded. Try to avoid hitting the terminal until you've gotten rid of most of the soldiers and robots. When you destroy this terminal, the robot remains active and puts up quite a fight. When the room is clear, search it to find a Strike Upgrade in one corner. Leave the room to the east and fight your way down a catwalk. When you reach the T-intersection, turn left (north) to pick up an Audio Log. Now fight your way south and then east back to the room with the first power terminal. NOTE: Either my game glitched right here or I missed something along the way. You're supposed to be able to cross this room and continue east; however, the door east was closed and the door south (through which I came when I first entered this room) was open. The door east was only a partial door, so I had my flyer fly over it and the rest of the team "jumped" to me. Your mileage may vary. Keep going east; the next large room you come to has two mini-boss level robots. After the fight, pick up a Body Upgrade from beside the exit ramp. Leave the room to the north and fight your way through another room and then along a catwalk. When you leave the catwalk you will be in the final arena for the Bishop fight. There are two rooms where you fight Bishop; this first room has a Boost and a Dossier hidden in the shelving; so, pick those up before working on Bishop. Bishop absorbs energy, which not only doesn't harm him, it actually heals him; so, try to avoid using energy attacks (Gambit, Storm, etc.) on him. Attack Bishop with physical, mental, cold or fire damage (Juggernaut, Jean Grey, Iceman, Human Torch, etc.). When Bishop gets down to about 80% health, he runs over to a power terminal and plugs himself in. This is where the battle really gets hard. If you really want to hurt Bishop, you have to blow up the power terminal while he's plugged in. There are three power terminals in the arena and each has two energy nodes on it. When Bishop is drawing power from the terminal, the energy nodes glow yellow. Hit each node to turn it red at which point the terminal feeds back and hurts Bishop-pretty badly as it turns out. After the first time you hurt Bishop this way, he tries a new trick. He runs to a terminal; but, instead of drawing from that terminal directly, he's drawing from the other two. You have to run and hit all four nodes on the other two terminals while Bishop is still plugged in. Now, this doesn't hurt Bishop that much; but, he will wait longer before he tries this trick again, letting himself get down to about 50% health. Just remember the faster you hit the energy nodes the less health Bishop will regain and the more you can take off before he does this again. Finally, when Bishop gets near zero health, he'll do his recharge trick by placing himself in the center of all three terminals. This time you need to hit all six energy nodes on all three terminals; then, Bishop overloads and shorts himself out. Of course, all this time, you also have to deal with Bishop's range of strong electrical attacks, including shockwaves, a charged rush and a huge blast. The only thing you can really do is keep moving and try hitting with non-energy ranged attacks. 3.1.2 CHAPTER 2: CONVOY STRIKE HQ: WHITE STAR 2 Collectibles: [] Dossier: Bishop-near mission briefing console [] Concept Art: Base Defense-north side of base [] Sim Disc: Adrenaline Rush-next to sim console [] Audio Log: Speedball News Report 1-near trivia console HQ Conversations: [] Captain America with Firestar [] Captain America with Prodigy [] Captain America with Iron Fist [] Luke Cage with Iron Fist [] Luke Cage with Captain America ROOFTOPS Objectives: [] Destroy Anti-Aircraft Guns [] Defeat Songbird Collectibles: [] Dossier: Ryker's Island-inside HVAC unit near first cannon [] Gamma Regulator-inside water tower near first cannon [] Power Pip-inside water tower near first cannon [] Body Upgrade-behind water tower near the fourth cannon [] Boost: Frosty II-inside water tower on roof after your cross makeshift bridge [] Boost: Draining II-defeat Songbird [] Boost: Critical Pain III-defeat Songbird (Legendary) [] Audio Log: Anti-Reg Radio Spot-beside water tower next to last cannon The first gun you need to destroy is right in front of you. Take it and its guards out. Destroy the water towers and HVAC units over to one side, you'll find a Dossier, Gamma Regulator and Power Pip inside. Go up the stairs to the west to reach the second cannon and destroy it. Now head west down an "alley" into the face of a mini-boss robot and rocket troopers. A Guided Fusion may be just what the doctor ordered for this situation. The third cannon is at the end of the alley. Go down the stairs and take out cannon number four. On this roof level, go back in the corner behind a water tower to find a Body Upgrade. Down one more level and you have a whole mess of robots and soldiers AND a chopper. Get close enough to the chopper that is stops using rockets and starts throwing grenades. You can pick these up and throw them back to make it go away. You can then concentrate on the mobs and destroying the fifth cannon. One of your helicopters comes in and makes a bridge for you. Cross and take out the rocket troopers firing at you; then, clear out all the robots that run onto the roof. You can pick up a Boost in the water tower in the front corner of this roof. When soldiers blow through the fence above you, move up a level for a boss fight. Your opponent for today is Songbird, herself a reformed criminal now treating you like one. Serves her right if you unload some Targeted Fusion on her. Her sonic attacks are strong; but, easy to avoid since they have a narrow arc. After she's down, another makeshift bridge appears to take you to the final cannon. Cross, pick up an Audio Log beside the water tower; then, take out the cannon and watch the cutscenes. TRUCKIN' Objectives: [] Destroy Anti-Aircraft Guns [] Disable Transports [] Defeat Lady Deathstrike [] Counterattack! Collectibles: [] M'Kraan Fragment-behind the yellow girder to your right as you start [] Teamwork Upgrade-beside red van on the south side of street [] Boost: Jackpot I-underneath red van on south side of street [] Dossier: S.H.I.E.L.D. Capekillers-beside post boxes opposite the red van on the south side of the street [] Boost: Precision II-defeat Lady Deathstrike [] Boost: Deep Cold II-defeat Lady Deathstrike (Legendary) Before haring off, look behind the twisted yellow girder to your right for a M'Kraan Fragment. Head down the tracks, mowing through resistance and three ack-ack guns all at the same time. As soon as the last cannon is destroyed, you see a short cutscene and then you're at street level in the middle of a fight. You are tasked with disabling transports. There are several trucks parked around the street; the three you want are all on the eastern side of the map. Refer to your map to see exactly which trucks you need to hit. Before hitting the transports, run or fly to the south end of the street and find a Teamwork Upgrade and a Dossier on either side of the street and a Boost after you throw the red van out of the way. Fight your way through throngs and hit each truck enough times to wreck it. Wrecking their precious trucks has made S.H.I.E.L.D. mad and they unleash Lady Deathstrike on you. Lady D uses mostly melee attacks; but, they are powerful. Stay out of range and shoot her until you have a Fusion Star and can unload on her. You only have to get her to about 50% health before Thing shows up and interrupts your little beatdown. Thing joins you as you fight off a swarm of troopers, robots and mini-boss robots. Then, Lady D picks herself up and tries to dust you off. Repeat previous beatdown. This time, there will be no interruption. Oh, there is one little complication. Miss Deathstrike will be joined by mini-boss robots. Just to spice things up a little. Since the robots have ranged attacks, deal with them when they appear and just avoid Lady D. JACKED UP Objectives: [] Stay with Iron Man [] Defeat Yellowjacket Collectibles: [] Dossier: Lady Deathstrike-right behind your starting point [] Asgardian Rune-to your right after you climb into the broken building [] Boost: Experienced II-to your left after you climb into the broken building [] Focus Upgrade-while fighting Yellowjacket, inside the building you run through midway through the battle [] Boost: Precise Daze-defeat Yellowjacket [] Boost: Deflection III---defeat Yellowjacket (Legendary) Follow the path over the rooftops, fighting your way through a few regular mobs. You will shortly climb up some rubble into a broken building. Head left and look for an Asgardian Rune on your right and a Boost on your left. As you exit the building, you have a little chat with Iron Man and then begin your big boss battle for this chapter. Fighting Yellowjacket is at once both very simple and very hard. He as one primary attack and that is to slam his fists into the building. He has three fist slams: 1) Slams either his right or left hand straight down 2) Slams either his right or left hand across his body and into the wall 3) Slams both hands down together All the attacks are heavily telegraphed and can easily be avoided. As soon as a fist (or two) slams down, it will stay down for about three seconds. In that time you have to hit it with something. Rapid-fire shots or quick-firing blast powers are your best bet. Don't try to run over and punch his arm, it will take too long. As soon as you do enough damage, Yellowjacket will take a breather and put one fist down on the ground. Hit that fist with a Targeted Fusion. Yellowjacket will get mad and break down some walls. Run through the opening on the left and grab a Focus Upgrade. Keep going until you are joined by Firestar and then it's another fight with Yellowjacket. Yellowjacket's attacks are the same with one variation where he slams just his fist down on the edge closest to him. You will occasionally be swarmed by robots. The swarms will help you build up Fusion Stars for the finishing blows on Yellowjacket. Take out the robots and hit Yellowjacket's arms while they are down. When he stops to take a breather, he will put his arms up and his body will be open. Target his abdomen with a Fusion. Repeat the process of hitting his arms. The next time he stops, he actually puts his head down on the ground. Don't miss it. 3.1.3 CHAPTER 3: CHEM PLANT HQ: WHITE STAR 3 Collectibles: [] Concept Art: Convoy Strike-south side of base in dorm area [] Sim Disc: Pinned-south side of base in dorm area [] Audio Log: Speedball's New Costume-south side of base in dorm area [] Sim Disc: Heavy Metal-next to sim console [] Dossier: Yellowjacket-next to sim console HQ Conversations: [] Any X-Man with Cable CLOAKED Objectives: [] Rendezvous with Colossus [] Defeat Bullseye [] Create Smoke Screen [] Rescue Cloak and Dagger Collectibles: [] Boost: Shock Smash II-defeat Bullseye [] Boost: Conductive III-defeat Bullseye (Legendary) [] Strike Upgrade-after the Bullseye battle, on the next platform, inside a pipe in the southeast corner [] Asgardian Rune-after Bullseye battle, on next platform, jump over tank on south side and break open the chemical container [] Boost: Energized I-defeat Wonder Man [] Boost: Ionic Attack IV-defeat Wonder Man (Legendary) [] Audio Log: Goliath and Cap-inside a pipe on Wonder Man battle platform [] Dossier: Dagger-inside a pipe next to the second smoke screen [] Dossier: Geffen-Meyer Chemical Plant-inside a pipe next to the second smoke screen [] Boost: Laceration II-under catwalk behind fourth smoke screen [] Boost: Resist Energy I-defeat She-Hulk [] Boost: Attributes III-defeat She-Hulk (Legendary) [] Boost: Fire Strike III-defeat Molten Man [] Boost: Fire Strike IV-defeat Molten Man (Legendary) Head down the catwalk to a large platform and take out the robots. Continue east; but, watch out as you turn the corner. Robots are throwing exploding barrels down the ramp at you and soldiers are throwing grenades. Use a wide- arc blasting power to blow things up before they get too close and charge up to a circular platform with a revolving center. (For an ironic kick, have Susan Storm on your team.) Defeat all the mobs on this platform, many of which are shielded troopers. Leave this platform and wind your way up a circular walkway to another round platform where you will join Colossus in a fight against Bullseye (and friends). Bullseye has seriously strong ranged attacks. Try to stay to his side or behind him or use stunning attacks to keep him off balance. Bullseye is kind of a wimp, though, and can't take much in the way of physical abuse. Targeted Fusions work very, very well on him. To get off this platform, you have to freeze a chemical spout. Iceman can do this; or, hit one of the "vending machines" next to the catwalk and take the dispensed barrel of liquid coolant and throw it at the spout. You may have to throw several barrels before it will freeze. On the next platform, take out the mobs and then break open the pipe to your left as you enter the platform (southeast corner) for a Strike Upgrade. Jump over the tank on the south side of the platform and break open the chemical tower for an Asgardian Rune. Then smash the pipe on the north side of the platform to create a smoke screen. Exit through the smoke screen. At the top of the ramp, stand in front of each of the three valves and rapidly tap the Interact button to release the valves and blow open the door. Run through the door and have yourself a merry little boss fight with Wonder Man. WM is the Timex superhero-he takes a licking and keeps on ticking. You'll have to hit him a few times with Targeted Fusions to finish him off. In the meantime, keep moving to avoid his ranged attacks and see if you can keep him tied up with a tank. Wonder Man is no sooner down than an elevator descends and releases a couple soldiers. Take out the soldiers; then, collect your boosts for defeating Wonder Man and break open the pipes on the platform to find an Audio Log. Take the elevator up. At the top of the lift you've got a nasty fight on your hands against a half-dozen or so mini-boss level foes. Dodge flame jets to get to the next platform and take out a couple of big robots and then break another pipe to make another smoke screen. On either side of this smoke screen is a Dossier hidden in a chemical container. Go through the smoke and follow the catwalks down. As you approach a circular platform, slow down and wait. There's a bit of machinery running around this platform and you have to dodge it to get out there. Get into the middle of the platform and fight off the robots. Head north and create two more smoke screens on the next platform. Behind one of them is a Boost under the catwalk; just stand on top of it and you can collect it. Go north and take the elevator up one level. Molten Man and She-Hulk have Cloak and Dagger cornered. Cloak's out of it; but, Dagger will join in and help fight these two. As the ranged fighter, Molten Man is the more dangerous. You can stay out of She-Hulk's way; so, do that while concentrating on MM. When he goes down, you can turn your attention to the green lady. To end the mission, leave by the elevator. FACEOFF Objectives: [] Support Captain America [] Defeat War Machine [] Rescue Captain America [] Defeat Iron Man [] Defeat Mr. Fantastic Collectibles: [] Dossier: Molten Man-southeast corner of map behind a pipe [] Boost: Mighty II-defeat War Machine [] Boost: Cape Killer I-defeat War Machine (Legendary) [] Dossier: Bullseye-after War Machine, go down elevator and at bottom of first ramp break open pipe [] Boost: Reserves III-defeat Mr. Fantastic [] Boost: Fusion Combo III-defeat Mr. Fantastic (Legendary) [] Boost: Energized II-defeat Iron Man [] Boost: Hands On II-defeat Iron Man (Legendary) Fight your way east and turn north at the intersection. There's a chemical spout here; but, all the nearby barrels of coolant were probably destroyed in the fighting and the nearest "vending machine" is quite a ways away. Just add Iceman to your team and let him freeze it. Before passing the chemical spray, go east and break the pipe at the eastern-most tip of the south side of the map. There's a Dossier behind the pipe. Walk out over the pipes and drop down to where Cap and Iron Man are duking it out. First up, War Machine. He mainly charges back-and-forth across the stage, turning to shoot a few pulsar bolts each time. Hit him with two or three good Fusions and he'll be toast. Just watch out for his missile bombardment. When you see him shoot a rocket in the air, start watching the ground for the red signal that there's incoming and run away. Cap and Iron Man are still going at it. As you leave the cutscene, you'll be on an elevator. Go down the ramp and blow up a few robots on the platform. Break open a pipe on the east side of the platform for a Dossier. Go west along the catwalk until you reach the arena where Cap and Iron Man are fighting. You only need to land one good Fusion on Iron Man. Get him down to about 66% health and he leaves and Mr. Fantastic leaps in to do battle. Reed Richards has some range to his attacks; but, they're all physical and most are easily avoided just by keeping your distance. He is strong, though, and trying to go toe-to-toe with him is a mistake. Fortunately, he wimps out at 50% health and takes off, so if you can land one Fusion and hit him a few more times, you'll wrap up this fight in no time. Now it's back outside and more fighting with Iron Man and Mr. Fantastic. The most difficult part is when Iron Man flies around the arena, shooting criss- crossing pulsar beams. They come so fast they almost form a grid over the area and it's hard to avoid them. Furthermore, while he's doing this, you can't hit him. Make sure you don't miss your opportunities to hit him with a Fusion whenever he lands. Furthermore, Mr. Fantastic joins in on Iron Man's side, so you've got his fists to worry about as well. Overall, you're best off taking out Reed first and just dodging anything Tony throws your way. Once Mr. Fantastic is down, concentrate on Stark. When he reaches 25% health, he crashes the whole arena into the room below. On the plus side, he won't be flying around any longer. Finish him off with a Fusion. OFF THE LEASH From here to the end, the game plays the same so you can switch back to using the Pro-Registration walkthrough. There are only minor differences in conversations; but, nothing game-changing. Note that, even though there are no significant differences in the game from this point, you still have to keep playing to the end to earn the "I'm With Captain America" trophy/achievement. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 4 CHARACTERS =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 4.1 CHARACTER BUILDING 101 Characters are defined by three sets of statistics: * Powers: active attacks or defensives that must be activated and cost Stamina to use * Abilites: passive boosts that affect your character or the entire team; once purchased, abilities are always in use * Attributes: statistics that define your character 4.1.1 POWERS Every character has four Powers. Each Power is activated by pressing the Powers button (R2 for PS3 or RT for 360) and a corresponding face button. A hero's first Power is mapped to the X/A button; the second is mapped to the Circle/B button; the third is mapped to the Square/X button; and, the fourth is mapped to the Triangle/Y button. Every Power has 15 ranks; as a Power increases in rank, some enhancements are earned. To increase a Power's rank, you must spend Power points. A hero earns 1 Power point each time her or she increases in level. There are also some bonus Power Pips on various maps that grant an additional Power point to the hero who collects it. All heroes begin with one rank in the first and second Power. The third Power is locked until 5th level. The fourth Power is locked until 10th level. Additional ranks in each Power are locked until the hero reaches a specific level. Since maximum level in Marvel Ultimate Alliance 2 is 60, each hero can earn enough points to increase all four Powers to max (15th) rank. Each hero defaults to having Autospend ON. Autospend allows the game's AI to assign Power points and Ability points to purchasing ranks every time they are available. The basic design of the AI is to keep every available Power and Ability balanced. If you wish to assign points yourself, you can turn Autospend OFF; however, it will be turned back ON if you ever remove the hero from your team. To re-assign points already spent by Autospend, press the Square/X button on the Powers/Abilities screen to remove points from one Power or Ability and then add them to another. 4.1.2 ABILITIES Every hero has six Abilities. Abilities are always active once you buy ranks. Abilities have 15 ranks and each rank costs an escalating number of Ability points. Ability points are earned from completing missions, defeating foes and breaking open containers. Ranks in Abilities can be purchased at any time once the Ability is unlocked and you can continue to purchase Ability ranks even after reaching the maximum of 60th level. Ability ranks all cost the same: * Rank 1 - 500 points * Rank 2 - 500 points * Rank 3 - 1,200 points * Rank 4 - 2,350 points * Rank 5 - 4,000 points * Rank 6 - 6,200 points * Rank 7 - 9,700 points * Rank 8 - 16,700 points * Rank 9 - 29,200 points * Rank 10 - 49,250 points * Rank 11 - 74,300 points * Rank 12 - 104,350 points * Rank 13 - 139,400 points * Rank 14 - 179,450 points * Rank 15 - 224,500 points Of a hero's six Abilities, two are general and available for purchase immediately; and, the other four are linked to the player's choice of Pro- Registration or Anti-Registration. Iron Man, Mr. Fantastic and Songbird all have four Abilities linked to choosing Pro-Reg. Captain America, Luke Cage and Iron Fist all have four Abilities linked to choosing Anti-Reg. All other heroes have two Abilities linked to Pro-Reg and two linked to Anti-Reg. If you complete a regular game and a Legendary+ game and make a different choice for each one, you will unlock and be able to upgrade all six Abilities for every character. Each hero defaults to having Autospend ON. Autospend allows the game's AI to assign Power points and Ability points to purchasing ranks every time they are available. The basic design of the AI is to keep every available Power and Ability balanced. If you wish to assign points yourself, you can turn Autospend OFF; however, it will be turned back ON if you ever remove the hero from your team. To re-assign points already spent by Autospend, press the Square/X button on the Powers/Abilities screen to remove points from one Power or Ability and then add them to another. 4.1.3 ATTRIBUTES * Strike: affects damage of melee attacks * Teamwork: affects Fusion damage and how much health you'll have after being revived * Body: affects max Health * Focus: affects max Stamina and Stamina regeneration * Level: each time you gain a level, you receive one point to spend on Powers and additional points in Strike, Teamwork, Body and Focus * Experience (or XP): amount of experience your character has accumulated, accumulate enough XP and you will level up * Hit Points: how much damage the character can take before "fainting" * Stamina: using Powers requires Stamina, Stamina regenerates with time as long as you are on the ground (i.e. not flying) Every hero receives additional points in Strike, Teamwork, Body, and Focus at each level up. However, you have no control over the point distribution to these Attributes. Experience is earned for completing missions and defeating foes. At pre-determined XP totals, your character will increase in level and receive a Power point and additional points in your four main Attributes. Hit Points (or HP) increase as your Body Attribute increases. Stamina increases as your Focus increases. You can increase Attributes by collecting Upgrade tokens on various maps. There are also numerous Boosts that increase Attributes for your entire team as long as the Boost is equipped. The maximum base score for any of the core Attributes (Strike, Teamwork, Body and Focus) is 50. All heroes will reach that max in all four Attributes by the maximum level of 60, which usually happens about 75% of the way through a Legendary game. Equipped Boosts, hero Abilities and collected Upgrade Tokens can push any Attribute well beyond 50 points. In the hero descriptions below you will see the base Attributes score for each hero as level 2 (the earliest you will be able to use most heroes) and level 30 or 31 (the typical level at which you begin a Legendary game or Legendary+ game). This will give you an idea of how the hero's Attributes progress during the game. 4.1.4 HEROIC DEEDS Every character has three Heroic Deeds he or she can complete. Two of these "mini-missions" earn Boosts; one earns an additional costume. (With the exception of one character who does not have an alternate costume.) All three Heroic Deeds earn Dossiers and Concept Art. In order to complete the Deeds you must be controlling the character; OR, the character must be joined with you in a Fusion. For example, if you are playing Jean Grey and initiate a Fusion with Iceman, any kills made by the Fusion count for both Iceman and Jean Grey. Some deeds can only be completed after choosing Pro-Reg or Anti-Reg. If you play a Legendary+ game, you can continue working on Heroic Deeds of characters from your previous game; and, you will unlock Heroic Deeds of other characters if you make a different Choice. For example, in your first game you choose Anti-Reg; but, by the end of the game, you still have not controlled Captain America for 50 kills. You can still get those kills at any time in your Legendary+ game. Further, after choosing Pro-Reg in your Legendary+ game, you can get Iron Man's 50 kills as well. You can complete Heroic Deeds using simulator missions or replaying old maps. This is sometimes the easiest way to complete the Deed. For example, you can get the "Lead team for a whole map" Deed just by replaying an HQ map and immediately going to the "Next Mission" console to end the replay. To check the status of your Heroic Deeds for any character, open the game menu (START), scroll over to STATS and select it. Scroll right once to HEROES and scroll down to the hero you want to view. Unfinished Deeds begin with "Defeat" or "Lead". Finished Deeds begin with "Beat" or "Led." 4.1.5 GENERAL COMMENTARY As you play you begin to notice how similar the characters are to each other. Many characters have some type of "gun" for their first Power and a radial blast for their second Power. All the tanks have some type of charge and a ground-pounding Power. And, when you start looking through the Abilities, you see lots of repetition with most characters having one Attribute-boosting Ability and a couple of damage-boosting Abilities. It appears the developer was going for "balance" by simply making all the characters little clones of each other. Thor's Lightning Rod = Songbird's Shatter Scream = Torch's Flamethrower. Still, there are characters that are obviously more powerful than others. Or, you could say there are characters that are obviously weaker than the others. A lot of your like or dislike of a character is going to be tied into how you play the game. Do you like to spam Powers? Do you prefer using melee attacks? What's your favorite team? Are you more defensive-using block a lot and staying back so mobs come to you-or more offensive-running into the middle of mobs and letting loose? Do you take your time so you don't trigger lots of mobs at once, or rush through, triggering all the enemies in a room? Early in the game is a good time to experiment with heroes and get a feel for their powers and how they work with your playing style. Rating characters, then, becomes a highly subjective and contentious exercise. The ratings for characters given below reflect my personal biases and many players will have their own favorites. The ratings are on a scale of one to five with one (1) being the worst and five (5) being the best. A character with a rating of 1 or 2 is going to actually make the game more challenging as he or she will die and lot and not do a lot of damage in return. Characters with a rating of 4 or 5 are going to make the game a little easier and a little more fun as they can cut through mobs more quickly. Also, some characters are a lot more effective against bosses than others and this will be noted in the commentary for each character. 4.2 PLAYABLE CHARACTERS You begin the game with four characters: Iron Man, Captain America, Spider Man and Wolverine. After defeating your second set of mini-bosses (Scorcher and Wizard), you have the opportunity to change your team. Only a few characters will be available to you at this first team-change situation. From that point on, you can change your team at any point in time. There are a couple of rules for changing team members. You cannot change out a fallen teammate. Any new teammate brought on board will have the same amount of health as the teammate being replaced. This prevents you from using the change team ability as a cheap health restorative. All characters have four active powers, six passive abilities and eight attributes. For most characters, only four of the passive abilities are available, two will be locked out based on your choice of Pro or Anti- Registration. Powers are listed in control order (PS3/360): X/A.Circle/B.Square/X.Triangle/Y. Since you don't have control over character attributes and you get most characters after they have leveled up a bit, all attributes are listed in the order in which the game assigns points; e.g., Strike, Body, Focus, Teamwork would indicate a character oriented toward melee. Flying characters are noted as "Yes, continuous" for characters that remain flying until grounded by an attack or by the player or as "Yes, press-and- hold" for characters that remain in the air only so long as you hold the Jump button. 4.2.1 CAPTAIN AMERICA Wikipedia entry: Available: Beginning of the game; Captain America is not available in Act II or the first chapter in Act III unless you choose the Anti-Registration side. PapaGamer's rating: 2 Attributes Level 3-Strike 10, Teamwork 3, Body 11, Focus 6 Level 31-Strike 41, Teamwork 31, Body 44, Focus 29 Powers Shield Throw Shield Swipe Captain's Dash (Requires level 5) Heroic Defense (Requires level 10) Abilities Field Commander Shield Mastery Precise Aim (Requires Anti-Reg) Conditioning (Requires Anti-Reg) Tough as Nails (Requires Anti-Reg) Duralumin Armor (Requires Anti-Reg) Heroic Deeds * Defeat 3 foes with a single non-Fusion attack (Boost) * Defeat 50 foes after choosing Anti-Reg (Costume) * Lead Secret Avengers for an entire map (Boost) Flying? No Commentary For such a popular character in the comics-and the leader of the anti- registration movement-Cap sure did get short-changed by the game developers. He's at best an average tank; and, his Powers are weak. Shield Throw, which should be his signature move, is nowhere near powerful enough and difficult to control when in the air; so, you end up missing as often as hitting. His primary benefit is his Heroic Defense buffing power, which can affect the entire group. Not a bad choice for an AI companion; but, not a very playable character. 4.2.2 DAREDEVIL Wikipedia entry: Available: At the beginning of Latveria: Castle Doom. PapaGamer's rating: 1 Attributes Level 2-Strike 9, Teamwork 2, Body 9, Focus 6 Level 30-Strike 40, Teamwork 30, Body 43, Focus 28 Powers Baton Whip Radial Lash Fearless Dive (Requires level 5) Binding Bola (Requires level 10) Abilities Precise Strikes Radar Sense Weapon Mastery (Requires Pro-Reg) Conditioning (Requires Pro-Reg) Martial Artist (Requires Anti-Reg) Street Justice (Requires Anti-Reg) Heroic Deeds * Defeat Bullseye and Molten Man (Boost) * Defeat 50 foes after choosing Pro or Anti (Costume, Dossier, Concept Art) * Defeat 3 foes with a single non-Fusion attack (Boost: Quick Learner) Flying? No Commentary Daredevil has one plus-his Radial Lash trips shielded enemies. This makes him very useful when facing shields; otherwise, well, he's not that great. His attacks are weak and, while he's built like a tank, he isn't. 4.2.3 DEADPOOL Wikipedia entry: Available: After beating the DC: Underground Politics mission. PapaGamer's rating: 3 Attributes Level 2-Strike 11, Teamwork 4, Body 11, Focus 8 Level 30-Strike 40, Teamwork 30, Body 43, Focus 28 Powers Bullet Barrage! A punishing hail of bullets. (Press and hold) to extend. Min dmg: 17-19 Wounding (2 hits) Max dmg: 67-74 Wounding (2 hits) Cost: 9 Stamina Enhancements: Pierces foes, striking those behind them (rank 4) Bullets explode on contact (rank 7) Bouncy Slash! Leaps forward for deadly double strike. Min dmg: 21-22 Wounding (2 hits) Max dmg: 168-186 Wounding (2 hits) Cost: 18 Stamina Enhancements: Wounds enemies, damaging them over time (rank 4) Increased chance of critical hits (rank 7) Overcomes foes' wounding resistance (rank 10) Tele-Splode! (Requires level 5) Quickly teleports, leaving dirty grenades in his wake. Min dmg: 21-22 Energy Max dmg: 168-186 Energy Cost: 18 Stamina Enhancements: Slows foes with radioactive poisoning (rank 4) Increased area of effect (rank 7) Overcomes foes' energy resistance (rank 10) Safety Dash! (Requires level 10) Runs forward, slashing wildly with his swords. Min dmg: Max dmg: 168-186 Wounding Cost: 27 Stamina Enhancements: Increased area of effect (rank 7) Abilities Healing Factor Speeds up hit point regeneration. Rank 1: 5 extra hit points every 4.5 seconds Rank 15: 19 extra hit points every 4.5 seconds Best One Ever! All around bonus. It's the best one ever. Rank 1: 1 Attribute bonus Rank 15: 30 Attribute bonus Ultimate Power! (Requires Pro-Reg) Raises damage for all power attacks. Rank 1: 2% extra power damage Rank 15: 30% extra power damage Just Won't Quit! (Requires Pro-Reg) Allows more frequent use of powers. Rank 1: 1 extra Focus Rank 15: 15 extra Focus Punchy Punchy! (Requires Anti-Reg) Rasies melee attacks damage. Rank 1: 1 extra melee damage Rank 15: 15 extra melee damage Hard to Hit! (Requires Anti-Reg) Raises chance to evade incoming attacks. Rank 1: 1% chance to evade Rank 15: 15% chance to evade Heroic Deeds * Defeat 3 foes with a single non-Fusion attack (Boost) * Defeat 50 foes after choosing Pro-Reg (Costume) * Defeat your best buddy, Cable (Boost: Living Weapon) Flying? No; but, Deadpool can teleport short distances when you "double-jump." Commentary Deadpool is very popular; but, that may be more for his mouth than his actual usefulness. The biggest plusses to using Deadpool are his ability to teleport out of crowds and his healing factor-both of these allow you to extricate yourself from sticky situations and refresh yourself before rejoining the fray. Beyond that, though, his Powers are pretty average and he doesn't really offer anything as a melee-focused character until you're able to buy the final rank of "Best One Ever!" and get that +30 to all his Attributes. At that point, Deadpool rises from a "3" to at least a "4." 4.2.4 GAMBIT Wikipedia entry: Available: At the beginning of Latveria: Castle Doom. PapaGamer's rating: 3 Attributes Level 2-Strike 12, Teamwork 3, Body 9, Focus 7 Level 30-Strike 34, Teamwork 39, Body 34, Focus 49 Powers Card Barrage Radial Staff Explosive Hand (Requires level 5) 52 Card Pickup (Requires level 10) Abilities Charged Staff Object Charging Energy Mastery Concentration Cajun Luck Precise Aim Heroic Deeds * Defeat 5 foes with a single non-Fusion attack (Boost) * Defeat 50 foes after choosing Pro or Anti (Costume) * Perform 5 high scoring Fusions with Storm (Boost: Kinetic Melee) Flying? No Commentary Since Gambit is unlocked early in the game, he may quickly become a favorite. His Powers are very similar to Jean Grey's; and, before you unlock Jean, he's probably a must for any team. However, once you do unlock Jean, Gambit is less useful. His ability to charge thrown objects for extra damage isn't great unless your playstyle allows you the luxury of grabbing objects and throwing them. For the most part, miscellaneous objects on the battlefield get blown up within the first ten seconds and there's nothing left to throw. Radial Staff is a good mob-clearing power to build up and Explosive Hand is by far his most useful Power. He's very good as a Fusion partner with his high Teamwork score and nice variety of Fusion types. 4.2.5 GREEN GOBLIN Wikipedia entry: Available: After you defeat him in Black Panther's palace in Act III. PapaGamer's rating: 4 Attributes Level 2-Strike 6, Teamwork 3, Body 7, Focus 15 Level 30-Strike 28, Teamwork 39, Body 33, Focus 50 Powers Pumpkin Bombs A volley of explosives, (Rapid tap) to extend Base Dmg (2 hits): 21-22 Impact Max Dmg (2 hits): Cost: 18 Stamina Enhancements: 4 bombs (rank 4) 6 bombs (rank 7) Overcomes impact resistance (Rank 10) Gas Attack Homing Swarm (Requires level 5) Napalm Strike (Requires level 10) Abilities Glider Upgrade Sadistic Glee Manic Madman (Requires Pro-Reg) Gadget Mastery (Requires Pro-Reg) Goblin Formula (Requires Anti-Reg) Hard to Kill (Requires Anti-Reg) Heroic Deeds * Defeat 5 foes with a single non-Fusion attack (Boost) * Lead the Thunderbolts for an entire map (Boost) * Defeat 50 foes (Costume) Flying? Yes, continuous Commentary Gobby on his glider positively owns groups of regular mobs and lesser bosses. When flying on his glider (double Jump-you do not have to hold down the Jump key), you can fire a machine gun (X/A) or a rocket (Circle/B). The machine gun mows through riff-raff like a hot knife through butter. Don't get TOO excited. Using the glider's weapons costs Stamina and while flying, Gobby can't regain Stamina; so, either you have to load up on Stamina- enhancing Boosts or ground the Goblin once in a while. And, on foot, Green Goblin sucks. He sucks bad. Still, once you have, say Reserves IV and Draining III, Goblin can fire his machine gun constantly for a long, long time. As long as you can keep him on it (i.e. avoid getting shot), you can slice-and-dice mobs very easily-even at Legendary Difficulty. On foot, Pumpkin Bombs and Napalm Strike will be your primary weapons; so, build them up. 4.2.6 HULK Wikipedia entry: Available: Find five (5) Gamma Regulators scattered on various maps. PapaGamer's rating: 4 Attributes Level 2-Strike 10, Teamwork 2, Body 19, Focus 6 Level 30-Strike 46, Teamwork 24, Body 49, Focus 28 Powers Raging Smash Thunder Clap Dashing Tackle (Requires level 5) Gamma Roar (Requires level 10) Abilities Unbridled Might Monstrous Form Rage Unleashed (Requires Pro-Reg) Survival Instinct (Requires Pro-Reg) Furious Fists (Requires Anti-Reg) Impervious body (Requires Anti-Reg) Heroic Deeds * Defeat 3 foes with a single non-Fusion attack (Boost) * Defeat 50 foes (Costume) * Defeat Moonstone and A-Bomb (Boost) Flying? No Commentary Hulk is one of the better tanks in the game. He has the requisite charge, ground pound and area-of-effect Powers; what really sets him apart is his debuff, Gamma Rorar. By first reducing mobs' resistance, Hulk's Powers are that much more effective. You can also clear a room quickly by just pounding the ground with Raging Smash, keeping foes off their feet (not to mention off your back) as well as damaging them. Build up Raging Smash and Gamma Roar first and boost his Focus so you can spam his Powers. Dashing Tackle is a decent boss-killer, so keep that one leveled up as well. 4.2.7 HUMAN TORCH Wikipedia entry: Available: At the beginning of Latveria: Castle Doom. PapaGamer's rating: 5 Attributes Level 2-Strike 6, Teamwork 3, Body 7, Focus 21 Level 30-Strike 30, Teamwork 39, Body 33, Focus 50 Powers Fireball Barrage Radial Blaze Fire Pillar (Requires level 5) Flame Thrower (Requires level 10) Abilities Fists of Fire Concentration Flame Mastery (Requires Pro-Reg) Plasma Field (Requires Pro-Reg) First Family (Requires Anti-Reg) Hand-to-Hand (Requires Anti-Reg) Heroic Deeds * Defeat 50 foes after choosing Anti-Reg (Costume) * Perform 5 high scoring Fusions with Thing (Boost: Hot Head) * Defeat 3 foes with one non-Fusion attack (Boost) Flying? Yes, continuous Commentary Fire Pillar and Flame Thrower are two of the more destructive Powers in the game. Pillar is good at keeping mobs off your back while Flame Thrower is a boss-killer (unless the boss is resistant to fire, then you're out of luck). A high Teamwork score makes him good as a Fusion partner and his first and second Powers are better than some others-Fireball Barrage seems to hit more often than other "bullet" Powers. 4.2.8 ICEMAN Wikipedia entry: Available: At the beginning of Latveria: Castle Doom. PapaGamer's rating: 4 Attributes Level 2-Strike 6, Teamwork 3, Body 7, Focus 18 Level 31-Strike 29, Teamwork 40, Body 33, Focus 50 Powers Frost Barrage Ice Pillar Freeze Beam (Requires level 5) Spiked Punch (Requires level 10) Abilities Precise Aim Concentration Ice Mastery (Requires Pro-Reg) Ice Armor (Requires Pro-Reg) Uncanny X-Man (Requires Anti-Reg) Fists of Frost (Requires Anti-Reg) Heroic Deeds * Defeat 50 frozen foes (Boost) * Defeat 50 foes after choosing Pro or Anti (Costume) * Perform 5 high scoring Fusions with Spider-Man (Boost) Flying? Yes, press-and-hold Commentary What keeps Iceman from the ranks of the truly great in this game is the lack of a true boss-killer Power and the need to keep the Jump button pressed just to "fly." Ice Pillar and Freeze Beam are his two best Powers; so, keep those leveled up and boost his Focus so he can spam Powers. 4.2.9 INVISIBLE WOMAN Wikipedia entry: Available: At the beginning of Latveria: Castle Doom. PapaGamer's rating: 4 Attributes Level 2-Strike 3, Teamwork 6, Body 7, Focus 21 Level 31-Strike 26, Teamwork 43, Body 33, Focus 50 Powers Kinetic Sphere Binding Field Crushing Force (Requires level 5) Invisible Mine (Requires level 10) Abilities Concentration First Family Force Mastery (Requires Pro-Reg) Combat Rush (Requires Pro-Reg) Crushing Strikes (Requires Anti-Reg) Precise Aim (Requires Anti-Reg) Heroic Deeds * Defeat 5 foes with a single non-Fusion attack (Boost) * Defeat 50 foes after choosing Anti-Reg (Costume) * Perform 5 high scoring Fusions with Mr. Fantastic (Boost: Fantastic Team) Flying? Yes, continuous Commentary Think of Sue Storm as Jean Grey light. While their Powers are not mirror- images, they have the same basic usefulness-clearing a room and adding huge damage to Fusions with a high Teamwork score. Pairing Sue and Jean on the Femmes Fatales team is almost unfair to the mobs you face. Of her Powers, Crushing Force and Invisible Mine are the ones to keep leveled up the highest and boost her Teamwork and Focus. 4.2.10 IRON FIST Wikipedia entry: Available: After choosing Anti-Registration; or, after the first chapter of Act III if you choose Pro-Registration. PapaGamer's rating: 3 Attributes Level 2-Strike 9, Teamwork 2, Body 9, Focus 9 Level 31-Strike 41, Teamwork 31, Body 44, Focus 29 Powers Dragon Fist Radial Palm Eagle's Dive (Requires level 5) Healing Hand (Requires level 10) Abilities Precise Strikes Focused Chi Martial Artist (Requires Anti-Reg) Hero for Hire (Requires Anti-Reg) Fists of Iron (Requires Anti-Reg) Agile Technique (Requires Anti-Reg) Heroic Deeds * Use Healing Hand 100 times (Boost) * Defeat 50 foes after choosing Anti-Reg (Costume) * Perform 5 high scoring Fusions with Luke Cage (Boost) Flying? No Commentary Iron Fist rates a "3" for two reasons: Dragon Fist cuts through shielded enemies and Healing Hand is extremely useful keeping your team alive. For those reasons, you may want to have him tagging along as an AI companion; however, he's definitely weak as the main character. Despite his higher Body score, he tends to take damage in big chunks and you're forced to use Healing Hand more than you would like. Keeping him as an AI player keeps the mobs from focusing their ire on him and makes him the "team doctor" for when you're in trouble and lacking in Health Tokens. 4.2.11 IRON MAN Wikipedia entry: Available: Beginning of the game; Iron Man is only available in Act II and the first chapter of Act III if you choose Pro-Registration. PapaGamer's rating: 1 Attributes Level 3-Strike 8, Teamwork 4, Body 9, Focus 14 Level 31-Strike 31, Teamwork 40, Body 35, Focus 50 Powers Pulse Barrage Concussive bolts pummel foes. (Rapid tap) to extend. Radial Pulse Concussive burst knocks foes back. Rocket Punch (Requires level 5) Delivers a repulsor-powered punch. Unibeam (Requires level 10) (Press and hold) Generates a charged plasma blast. Abilities Chief Executive Concentration Overdrive (Requires Pro-Reg) Crushing Strikes (Requires Pro-Reg) Armor Upgrade (Requires Pro-Reg) Adaptive Defense (Requires Pro-Reg) Heroic Deeds * Defeat 3 foes with one non-Fusion attack (Boost) * Defeat 50 foes after choosing Pro-Reg (Costume) * Lead Pro-Registration heroes for an entire map (Boost) Flying? Yes, continuous Commentary It's almost as if the developers, knowing you would be denied the use of Cap or Iron Man for half the game, made them wimps just so you wouldn't miss having them around. Let's just say that Iron Man is focused on using Powers and those Powers are weak and leave it at that. And leave Iron Man back at HQ whenever you head out. 4.2.12 JEAN GREY Wikipedia entry: Available: Find five (5) M'Kraan Fragments scattered on various maps PapaGamer's rating: 5 Attributes Level 2-Strike 5, Teamwork 9, Body 7, Focus 13 Level 33-Strike 30, Teamwork 48, Body 38, Focus 50 Powers Telekinetic Grip Restraining Wave Pyrokine Blast (Requires level 5) Phoenix's Fury (Requires level 10) Abilities Resurrection Uncanny X-Man Psionic Mastery (Requires Pro-Reg) Combat Rush (Requires Pro-Reg) Fiery Strikes (Requires Anti-Reg) No Mercy (Requires Anti-Reg) Heroic Deeds * Defeat 50 foes (Costume) * Defeat 5 foes with one non-Fusion attack (Boost) * Perform 5 high scoring Fusions with Wolverine (Boost) Flying? Yes, continuous Commentary Remember the scene at the end of X-Men 3: Last Stand where Jean Grey (as Phoenix) incinerates an entire army? That is what you'll think of Jean when you first unlock her-able to blast through whole armies single-handedly. The euphoria doesn't last; as the game progresses, Jean's weaknesses begin to shine through. For one, she doesn't have a single-target attack that works well against the strong minions and mini-bosses. All her best attacks are area- of-effect blasts. Also, she can't take much punishment and will eat Health Tokens. Despite those problems, you may have a hard time giving her up. Her Pyrokine Blast has great range and affects enemies in a wide arc (~100-120 degrees) in front of her and knocks them back. That same power can blow up huge numbers of health containers, providing a fairly constant stream of red orbs to your party. Add that PkB is a quick-firing blast and you have a real winner. Build up Pyrokine Blast (all her other Powers are really rather weak) and Abilities that boost Focus and Powers/fire damage. Add in her ability to self-resurrect (which doesn't count as a "revival" for those awards) and her high Teamwork score-making her an excellent partner for any kind of Fusion-and Jean is a nearly indispensible hero on your team. 4.2.13 LUKE CAGE Wikipedia entry: Available: At the beginning of Latveria: Castle Doom. Luke is only available in Act II and the first chapter of Act III if you choose Anti-Registration. PapaGamer's rating: 2 Attributes Level 2-Strike 9, Teamwork 2, Body 13, Focus 6 Level 30-Strike 37, Teamwork 30, Body 50, Focus 31 Powers Knockout Flurry Ground Pummel Chain Strike (Requires level 5) Throw Down (Requires level 10) Abilities Unbreakable Skin Street Fighting Team Leader (Requires Anti-Reg) Precise Blows (Requires Anti-Reg) Hard as Titanium (Requires Anti-Reg) Conditioning (Requires Anti-Reg) Heroic Deeds * Defeat 50 foes after choosing Anti-Reg (Costume) * Lead the New Avengers for an entire map (Boost) * Use Throw Down 100 times (Boost) Flying? No Commentary Chain Strike is pretty good, everything else is average or worse. You'll likely only play as Cage long enough to complete his Heroic Deeds and that's it. 4.2.14 MR. FANTASTIC Wikipedia entry: Available: At the beginning of Latveria: Castle Doom. Mr. Fantastic is only available in Act II and the first chapter of Act III if you choose Pro- Registration. PapaGamer's rating: 3 Attributes Level 2-Strike 9, Teamwork 2, Body 9, Focus 12 Level 30-Strike 40, Teamwork 30, Body 43, Focus 28 Powers Dashing Wheel Windmill Spin Extending Strike (Requires level 5) Elastic Smash (Requires level 10) Abilities Malleable Body Concentration Family Man (Requires Pro-Reg) Elastic Mastery (Requires Pro-Reg) Precise Strikes (Requires Pro-Reg) Bounce Back (Requires Pro-Reg) Heroic Deeds * Lead the Fantastic Four for an entire map (Boost) * Defeat 50 foes after choosing Pro-Reg (Costume) * Defeat 3 foes with one non-Fusion attack (Boost: Malleable) Flying? No Commentary For an egghead, Reed Richards is pretty tough. Unfortunately, he's tougher as an opponent on the Anti-Reg side than he is as a playable character. His big bonus is a decent Teamwork score that can be boosted with the Family Man Ability. This makes him aces at Fusions and he has a nice variety of them as well. His Windmill Spin and Extending Strike are his best Powers, so level them up and use him with the rest of the Fantastic Four so you can use Fusions. Lots and lots of Fusions. 4.2.15 MS. MARVEL Wikipedia entry: Available: After beating the New York City: Missing Marvel mission. PapaGamer's rating: 3 Attributes Level 2-Strike 9, Teamwork 2, Body 9, Focus 6 Level 31-Strike 41, Teamwork 31, Body 45, Focus 29 Powers Warp Punch Cosmic Slam Radiant Beam (Requires level 5) Photon Orbs (Requires level 10) Abilities Stellar Might Absorb Energy Photon Mastery (Requires Pro-Reg) Conditioning (Requires Pro-Reg) Cosmic Form (Requires Anti-Reg) Impervious Body (Requires Anti-Reg) Heroic Deeds * Defeat 50 foes after choosing Pro-Reg (Costume) * Lead the Femmes Fatales for an entire map (Boost) * Defeat 3 foes with one non-Fusion attack (Boost) Flying? Yes, continuous Commentary Ms. Marvel is the token female tank. There are better tanks in the game; but, if you feel like you need a tank on, say, Femme Fatales, she's your girl. Her big bonus is resistance, which helps her stay alive, which she needs because she's not that great at taking out mobs quickly. 4.2.16 NICK FURY Wikipedia entry: Available: After beating the game. PapaGamer's rating: 5 Attributes Level 2-Strike 9, Teamwork 2, Body 11, Focus 10 Level 30-Strike 40, Teamwork 30, Body 43, Focus 28 Powers Lightning Bolt Bioelectric Blast Monstrous Rush (Requires level 5) Plasma Volley (Requires level 10) Abilities Summoned Might Healing Factor Adaptive Defense Nanite Mastery Nano Armor Survival Instinct Heroic Deeds * Defeat Captain America on Legendary (Boost & Art) * Defeat 5 foes with a single non-Fusion attack (Boost & Art) * Defeat Iron Man on Legendary (Boost & Art) Flying? Yes, continuous Commentary It's a good thing you don't get Fury until you've beat the game once. He's frighteningly overpowered because he has so many different ways to hurt you. If mobs are resistant to one of his attacks, he can just use a different one. He's very good a clearing rooms and killing bosses, so what's not to love? 4.2.17 PENANCE Wikipedia entry: Available: After beating the Prison: Jail Break-In mission. PapaGamer's rating: 1 Attributes Level 2-Strike 6, Teamwork 3, Body 9, Focus 13 Level 30-Strike 28, Teamwork 39, Body 34, Focus 50 Powers Kinetic Bolt Generates a kinetic energy blast Radial Wrath (Press and hold) Chaotic blast explodes outwards Agony Storm (Requires level 5) Uncontrolled projectiles rain down on foes Reflect Pain (Requires level 10) Reflexively damages foes who cause him pain Abilities Atonement Raises damage when low on hit points Bring the Pain Gains Stamina when hit by a foe Kinetic Mastery (Requires Pro-Reg) Adds energy damage to all attacks Survivor Guilt (Requires Pro-Reg) Allows more frequent use of powers Kinetic Fists (Requires Anti-Reg) Adds energy damage to melee attacks Chaotic Aim (Requires Anti-Reg) Raises chance of inflicting critical power hits Heroic Deeds * Defeat 5 foes with a single non-Fusion attack (Boost) * Defeat 50 foes (Costume) * Take damage 612 times (Boost) Flying? No Commentary Penance was apparently put in the game because he's important to the Civil War story line. You shouldn't feel guilty never playing as him. 4.2.18 SONGBIRD Wikipedia entry: Available: After you choose Pro-Registration; or, after the first chapter of Act III if you choose Anti-Registration. PapaGamer's rating: 5 Attributes Level 2-Strike 6, Teamwork 3, Body 7, Focus 15 Level 31-Strike 29, Teamwork 43, Body 33, Focus 50 Powers Decibel Barrage Stream of solid sound bolts. (Rapid tap) to extend. Piercing Bolt A sonic blast flies towards foes. Sonic Pillar (Requires level 5) Deafening burst of sound knocks foes upwards. Shatter Scream (Requires Level 10) (Press and hold) Waves of sound wash over foes. Abilities Sonic Mastery Combat Rush Team Leader (Requires Pro-Reg) Concentration (Requires Pro-Reg) Hand-to-Hand (Requires Pro-Reg) Resiliency (Requires Pro-Reg) Heroic Deeds * Defeat 50 foes after choosing Pro-Reg (Costume) * Defeat Moonstone (Boost) * Defeat 3 foes with a single non-Fusion attack (Boost) Flying? Yes, continuous Commentary I'll freely admit I once described Songbird as "weak." That was before the awesomeness of Shatter Scream had really become apparent. That and Piercing Bolt are her only really useful Powers, so keep them leveled up. Shatter Scream is a boss killer on par with Thor's Lightning Rod and her high Teamwork score makes her an excellent Fusion partner. Combine her with Goblin on Thunderbolts (+5% damage) and you've got a great one-two punch. Too bad you have to drag Penance and Venom along on that team. 4.2.19 SPIDER-MAN Wikipedia entry: Available: Beginning of the game. PapaGamer's rating: 3 Attributes Level 3-Strike 10, Teamwork 3, Body 11, Focus 8 Level 30-Strike 40, Teamwork 30, Body 43, Focus 28 Powers Web Barrage Fire a stream of web bullets. (Rapid tap) to extend. Min dmg: 17-19 Impact (2 hits) Max dmg: 67-74 Impact (2 hits) Cost: 12 Stamina Enhancements: Increased area of effect on impact (rank 4) Increased stun duration (rank 7) Web Mace Swings and slams a heavy ball of webbing. Min dmg: 31-33 Impact (2 hits) Max dmg: 653-722 Impact (2 hits) Cost: 32 Stamina Enhancements: Knocks down foes (rank 4) Overcomes foes' impact resistance (rank 7) Web Dive (Requires level 5) Uses a web-line to slam into foes. Min dmg: 21-22 Impact Max dmg: 174-193 Impact Cost: 15 Stamina Enhancements: Increase area of effect (rank 4) Stuns foes (rank 7) Overcomes foes' impact resistance (rank 10) Web Yank (Requires level 10) Pulls a single foe in for a precision strike. Min dmg: Max dmg: 333-369 Impact Cost: 27 Stamina Enhancements: Increased chance of critical hits (rank 4) Increased area of effect (rank 7) Greatly increased chance of critical hits (rank 10) Abilities Spider Sense Raises chance to evade incoming attacks. Rank 1: 2% chance to evade Rank 15: 30% chance to evade Perseverance Allows more frequent use of powers. Rank 1: 1 extra Focus Rank 15: 15 extra Focus Web Mastery (Requires Pro-Reg) Raises damage for all power attacks. Rank 1:1% extra power damage Rank 15: 15% extra power damage Lively Fighter (Requires Pro-Reg) Rasies melee attacks damage. Rank 1: 1 extra melee damage Rank 15: 15 extra melee damage Hard to Squash (Requires Anti-Reg) Raises maximum hit points Rank 1: 1 extra Body Rank 15: 8 extra Body Spider Reflex (Requires Anti-Reg) Raises chance of inflicting critical hits Rank 1:1% chance for critical hits Rank 15: 15% chance for critical hits Heroic Deeds * Defeat 50 foes with Web Yank (Boost: Clever Fighter) * Defeat 50 foes after choosing Pro-Reg (Costume) * Perform 5 high scoring Fusions with Human Torch (Boost: Hard to Hit) Flying? Yes, press-and-hold Commentary Spidey can Web Yank shields off mini-bosses from a distance and his Web Mace is incredibly destructive; but, that's about all he has going for him. He's a little light for a tank and Web Mace doesn't clear as well as other radial Powers. 4.2.20 STORM Wikipedia entry: Available: At the beginning of Latveria: Castle Doom. PapaGamer's rating: 4 Attributes Level 2-Strike 6, Teamwork 3, Body 7, Focus 21 Level 32-Strike 30, Teamwork 42, Body 35, Focus 50 Powers Lightning Strike Gale Force Funnel Cloud (Requires level 5) Hail Storm (Requires level 10) Abilities Electric Fists Concentration Weather Mastery (Requires Pro-Reg) Precise Aim (Requires Pro-Reg) Team Leader (Requires Anti-Reg) Combat Rush (Requires Anti-Reg) Heroic Deeds * Defeat 50 foes after choosing Pro or Anti (Costume) * Lead the X-Men for an entire map (Boost) * Defeat 3 foes with on non-Fusion attack (Boost) Flying? Yes, continuous Commentary Storm doesn't quite approach the status she had in previous iterations in this series (especially X-Men Legends); but, she is strong. The big negative is actually her clearing Power, Gale Force, which clears a little TOO well. It throws mobs quite a distance without doing a whole lot of damage. This is OK if you're on a high point and enemies are being thrown to their deaths.when they're just getting to their feet again-now too far to reach with anything else-it's a bit of a problem. Her high Teamwork makes her a good choice for Fusion attacks; but, she lacks a good boss-killer Power of her own. 4.2.21 THING Wikipedia entry: Available: At the beginning of Latveria: Castle Doom. PapaGamer's rating: 4 Attributes Level 2-Strike 9, Teamwork 2, Body 13, Focus 6 Level 30-Strike 38, Teamwork 30, Body 50, Focus 31 Powers Jump n' Slam Concussive Clap Dash n' Bash (Requires level 5) Clobberin' Time (Requires level 10) Abilities Fantastic Might Rock-Like Skin Conditioning (Requires Pro-Reg) Street Fighting (Requires Pro-Reg) Hard as Stone (Requires Anti-Reg) First Family (Requires Anti-Reg) Heroic Deeds * Use Clobberin' Time 100 times (Boost) * Defeat 50 foes after choosing Pro or Anti (Costume) * Perform 5 high scoring Fusions with Invisible Woman (Boost) Flying? No Commentary Thing is a good tank and would get a higher rating if he didn't disappear for a good bit of the mid-game. (He's unavailable from the beginning of Act II until midway through Chapter 2 of the Act when he finally makes up his mind to join you.Wishy-washy.) Dash 'n Bash and Clobberin' Time are the Powers you'll depend on most. Jump 'n Slam and Concussive Clap can briefly clear mobs; but, you'll want to use Dash to get out of a swarm. Thing is most effective against bosses and mini-bosses and has a nice set of Fusions-especially with his Fantastic Four teammates, which is the best way to play him. 4.2.22 THOR Wikipedia entry: Available: Find five (5) Asgardian Runes scattered on various maps. PapaGamer's rating: 5 Attributes Level 2-Strike 13, Teamwork 2, Body 16, Focus 6 Level 31-Strike 50, Teamwork 25, Body 47, Focus 29 Powers Mjolnir Strike Mighty Swipe Thunder Smash (Requires level 5) Lightning Rod (Requires level 10) Abilities Asgardian Might Godly Endurance Belt of Strength (Requires Pro-Reg) Divine Vigor (Requires Pro-Reg) Thunder Mastery (Requires Anti-Reg) Impervious Body (Requires Anti-Reg) Heroic Deeds * Defeat 5 foes with a single non-Fusion attack (Boost) * Defeat 50 foes (Costume) * Perform 5 high scoring Fusions with Captain America (Boost) Flying? Yes, continuous Commentary Lightning Rod owns this game. That's all there is to it. Put Thor on the Natural Forces team (turn damage into health) and equip a Draining Team Boost (turn damage into Stamina) and simply spray Lightning Rod around or aim it at a boss and leech health faster than you can say "Thor, son of Odin!" The only reason not to use Thor is to make the game more challenging. 4.2.23 VENOM Wikipedia entry: Available: After you defeat him in Black Panther's palace in Act III. PapaGamer's rating: 2 Attributes Level 2-Strike 11, Teamwork 2, Body 10, Focus 8 Level 30-Strike 39, Teamwork 30, Body 50, Focus 33 Powers Tongue Lashing Symbiote Burst Tendril Yank (Requires level 5) Leaping Feast (Requires level 10) Abilities Alien Might Ravenous Hunger Vicious Claws (Requires Pro-Reg) Survival Instinct (Requires Anti-Reg) Symbiote Mastery (Requires Anti-Reg) Living Suit (Requires Anti-Reg) Heroic Deeds * Use Leaping Feast 100 times (Boost) * Defeat 50 foes (Costume) * Perform 5 high scoring Fusions with Green Goblin Flying? No Commentary Weak. That's the best that can be said about Venom. He avoids a rating of "1" only because he can self-heal with his Leaping Feast Power. Other than that, he's just an overall disappointment as a hero. 4.2.24 WOLVERINE Wikipedia entry: Available: Beginning of the game. PapaGamer's rating: 4 Attributes Level 2-Strike 9, Teamwork 2, Body 9, Focus 6 Level 31-Strike 41, Teamwork 31, Body 44, Focus 29 Powers Lunging Rage Whirling Slash Dashing Flurry (Requires level 5) Claw Kebab (Requires level 10) Abilities Healing Factor Wounding Strikes Feral Mastery (Requires Pro-Reg) Conditioning (Requires Pro-Reg) Savage Fighting (Requires Anti-Reg) Precise Strikes (Requires Anti-Reg) Heroic Deeds * Defeat 50 foes with Claw Kebab (Boost) * Defeat 50 foes after choosing Anti-Reg (Costume) * Perform 10 high scoring Fastball Special Fusions (Boost) Flying? No Commentary Along with Thing, Wolverine is your best tank early in the game (unless you pre-ordered the game and got Juggs). His primary usefulness comes from his Healing Factor-you'll want to buy ranks in that as quickly as possible. His primary weakness is crowds-he just doesn't have a good swarm-clearing Power. Still, he's highly useful for Targeted Fusions and it's easier to keep him alive than a lot of other heroes. 4.3 DOWNLOADABLE CHARACTERS The following characters are available to everyone at the beginning of Latveria: Castle Doom; but, they must be purchased from Playstation Store or Xbox Live Marketplace. 4.3.1 JUGGERNAUT Wikipedia entry: Availability: Juggernaut is only available as a pre-order bonus. If you pre- ordered the game and received your Juggernaut code, you can download him from the Playstation Store/Xbox Live Marketplace and use him beginning with Latveria: Castle Doom. PapaGamer's rating: 5 Attributes Level 2-Strike 13, Teamwork 2, Body 10, Focus 6 Level 31-Strike 50, Teamwork 25, Body 47, Focus 30 Powers Ramming Dash Drop Smash Cyttorak Spin (Requires level 5) Earth Shaker (Requires level 10) Abilities Supreme Might Destructive Glee Mystic Mastery Impervious Body Armored Fists Crimson Armor Heroic Deeds * Defeat 5 foes with a single non-fusion attack (Boost) * Defeat 300 foes (Costume) * Use Ramming Dash 100 times (Boost: Unstoppable) Flying? No Commentary Ramming Dash is a Guided Fusion masquerading as a normal Power. 'nuff said. It differs from other charge-and-smash tanks because it keeps going and going and going. It's a little hard to control; but, you can even use it against bosses-just keep running in circles and ramming into them. His other Powers are just OK-the Cyttorak Spin is actually too slow and too weak to be a good crowd-clearer-but; who cares? If you're not spamming Ramming Dash, you're not playing him right. 4.4 TEAMS Putting four specific heroes together will gain you a team bonus. The following teams have been identified in Marvel Ultimate Alliance 2 (where more than four heroes are listed, any four from the group will give the team bonus): Agile Warriors: +2 to all Attributes Daredevil, Deadpool, Iron Fist, Spider-Man An OK team, especially against shielded enemies since three of the heroes can trip up shields (Daredevil, Spider-Man & Iron Fist). Otherwise, the team is too heavily reliant on physical damage and the team bonus is kind of weak. Bruisers: +5 Striking Hulk, Juggernaut, Luke Cage, Thing, Thor, Venom If you're strictly into melee, this grouping is fine; but, there's little real benefit in the +5 Strike bonus and you get nothing but Clearing Fusions. Classic Avengers: +15% Max Stamina Captain America, Hulk, Iron Man, Thor Thor and Hulk are strong; Iron Man and Cap...not so much. You do get a nice mix of Fusions and, with Thor leading the way, decent firepower. Still, there are better teams. Fantastic Four: +35% Fusion Gain Human Torch, Invisible Woman, Mr. Fantastic, Thing Surprisingly one of the best teams in the game. Invisible Woman is nearly on par with Jean Grey and Thing is a pretty good tank. Mr. Fantastic is a lot stronger than in the previous game, and Human Torch gives good firepower (pun intended). With the extra Fusions you'll earn, you can burn through boss battles very quickly. Femmes Fatales: +5% Damage Invisible Woman, Jean Grey, Ms. Marvel, Songbird, Storm Jean Grey and Invisible Woman are extremely strong and Songbird and Storm are only slightly behind. A lack of Targeted Fusions holds this team back; but, at higher levels, Songbird's Shatter Scream is a boss- killer. Martial Artists: +5 Striking Daredevil, Deadpool, Iron Fist, Wolverine Masters of Energy: +15% Max Health Gambit, Iron Fist, Jean Grey, Ms. Marvel, Nick Fury, Penance Natural Forces: 5% Damage Inflicted as Health Gain Human Torch, Iceman, Jean Grey, Storm, Thor This team is seriously broken-in a good way. You have the two most powerful heroes in the game (Thor & Jean) along with two very strong heroes (from among Storm, Iceman & Torch). There's a distinct lack of Targeted Fusions; but, who cares? Equip Boosts to increase your Stamina and, with the health regen, Thor can just stand around and pump bosses full of Lightning Bolts until they keel over. New Avengers: +10% to All Resistances Iron Fist, Iron Man, Luke Cage, Ms. Marvel, Spider-Man, Wolverine Pro-Reg Heroes: +15% Max HP Deadpool, Iron Man, Ms. Marvel, Mr. Fantastic, Songbird, Spider-Man Secret Avengers: +3 Teamwork Captain America, Human Torch, Invisible Woman, Iron Fist, Luke Cage, Spider-Man, Storm Shut Up Already!: +15% Extra Health Deadpool, Human Torch, Iceman, Spider-Man Think Tank: +15% Max HP Green Goblin, Hulk, Iron Man, Mr. Fantastic, Spider-Man Thunderbolts: +5% Damage Green Goblin, Penance, Songbird, Venom Half the team (Songbird, Gobby) are good, the other half...not so much. But, Gobby on his glider is extremely deadly and Songbird can be a boss-killer with her Shatter Scream. Add in a nice mix of Fusion types and this would be one of the best teams in the game. Except they all die too fast. Weapon Specialists: +5% Criticals Captain America, Daredevil, Deadpool, Gambit, Green Goblin, Thor X-Men: +15% Max Stamina Gambit, Iceman, Jean Grey, Juggernaut, Storm, Wolverine One of the stronger teams with Jean Grey and a tank (Juggs or Wolverine) you can do some serious damage, especially against bosses. 4.5 TIERS In any game that features a load of playable characters, the developer is always striving for balance so that every character is equally playable. The developer always fails. Tiers are quite subjective and you need more than one list since there are so many ways to play the game. Marvel Ultimate Alliance 2, as was the case with MUA1, is pretty well-balanced. There are a couple characters that are over-powered; but, depending on your play style, any character is viable. Actually breaking down the list of playable characters into tiers is hard because there's so much variety in gameplay-a player who likes to use melee attacks is going to prefer Wolverine, Hulk or Thing; while, a player who likes to use Powers is going to prefer Thor, Jean Grey or Songbird. There are also problems with team bonuses-Thor & Jean Grey together on Natural Forces (health regen) are much stronger than on any other team because they have a tendency to die fast without that health regen. Considering the difficulty in putting the characters into tiers, here are three lists of ten characters that are good in three different situations-as a PC in a single-player game, as a PC in a multi-player game; and, as an NPC on your team. Many people will have issue with the names on these lists. That's all right. Feel free to disagree and make your own lists. Just, please, don't email me with insults because your favorite is not on the list. 4.5.1 SINGLE-PLAYER If you're playing by yourself, who do you want to control? That's where this list of ten characters comes from. For a single-player character, you want one that has good survivability, can dish out a good deal of damage and is good at clearing large mobs. In no particular order. * Thor * Jean Grey * Hulk * Green Goblin * Storm * Deadpool * Mr. Fantastic * Thing * Invisible Woman * Iceman 4.5.2 MULTI-PLAYER The list of top ten players for multi-player is a bit more lenient. There's room for more support-style characters on this list, since one player can be the damage-dealer and the other can provide boosts and healing and the players can work together to pull off Fusions. In no particular order. * Thor * Jean Grey * Green Goblin * Penance * Ms. Marvel * Gambit * Songbird * Iron Fist * Wolverine * Spider-Man 4.5.3 AI If you're playing single-player, who do you want backing you up? Who are the characters the computer seems to be most capable of using effectively to help you out? In no particular order. * Juggernaut * Thing * Storm * Green Goblin * Captain America * Iron Fist * Spider-Man * Songbird * Gambit * Iceman =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 5 COLLECTIBLES =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Marvel Ultimate Alliance 2 ramps up the collectible quotient of the series; there are 10 types of collectibles, not to mention action rewards and Trophies (PS3) and Achievements (360). Collectibles in the game are either rewarded for certain actions or mission achievements; or, they are found in the maps represented by white icons floating in sometimes obvious and sometimes well- hidden places. 5.1 ASGARDIAN RUNES Find five of these to unlock Thor; refer to the walkthrough of each map for directions on getting the Rune. [] Latveria: Castle Doom [] NYC: Factory Floor [] Hideout Raid: Going Deep [] Guard Duty: Traffic Jam [] Ambush: Containment [] Base Defense: Safe Harbor [] Convoy Strike: Jacked Up [] Chem Plant: Cloaked [] Prison: Going Negative [] Wakanda: Panther's Lair 5.2 AUDIO LOGS These provide additional story material and can be listened to at a review console in any HQ building. They are listed in the same order in which they appear in the review console by Act, so you can tell which ones you are missing. To find a specific Log, return to the walkthrough for the map where the Log is located. 5.2.1 ACT I [] Latverian Power Supply-Latveria: Urban Warfare [] Electro's New Suit-Latveria: Ascension [] Lucia von Bardas Profile-Latveria: Castle Doom [] Von Bardas and Tinkerer-Latveria: Reactors [] New Warriors TV Promo-Stark Tower I [] Ms. Marvel Field Report-NYC: Missing Marvel [] Super Damage Insurance-NYC: Factory Floor [] Hill Meets the President-HQ: Stark Tower 2 [] Captain America Rally-DC: Capitol Offense [] Stark/Cage Phone Call-DC: Underground Politics [] The Thing Voicemail-HQ: Stark Tower 3 [] Civil War Choice-Pro-HQ: Stark Tower 3 [] Civil War Choice-Anti-HQ: Stark Tower 3 5.2.2 ACT II [] Richards Calls Stark-HQ: S.H.I.E.L.D. 1 [] Cable Voicemail-HQ: White Star 1 [] HYDRA Training Tape-Hideout Raid: Going Deep; or, Base Defense: Push Back [] Bishop and Cable-Hideout Raid: Inner Base; or, Base Defense: Overloaded [] Bullseye Interrogation-HQ: S.H.I.E.L.D. 2 [] Speedball News Report 1-Guard Duty: Hit 'Em High; or, HQ: White Star 2 [] Anti-Reg Radio Spot-Convoy Strike: Rooftops [] Pro-Reg Radio Spot-Guard Duty: Road Work [] Reed's Notes on Nanites-Ambush: Containment [] Goliath and Cap-Chem Plant: Cloaked [] Speedball News Report 2-Prison: Jail Break-In [] Nanite Injection Training-Prison: Going Negative 5.2.3 ACT III [] Speedball's New Costume-HQ: S.H.I.E.L.D. 3; or, HQ: White Star 3 [] Fury Calls Contessa-HQ: Secret Bunker 1 [] Prison 42 Procedures-Prison: Hold the Line [] Self-Destruct-HQ: Secret Bunker 2 [] Nanite News Report-Wakanda: Jungle [] Nanite War Voice Stream-Wakanda: Tribal City [] Goblin Interrogation-HQ: Wakandan Palace [] Tinkerer Personal Log-Showdown: Warp Zone [] Fold Broadcast-Showdown: Ground Assault [] Tinkerer's Research Tape-Showdown: To the Core 5.2.4 END These comedic audio clips are available after you beat the game the first time. [] Deadpool vs. VV [] Hulk Radio Interview [] Hulk-Ku 5.3 BOOSTS Boosts provide enhancements to your team. You can equip up to three boosts at a time. There are 216 Boosts in the game-some are found in maps, others are earned for beating bosses and others are earned by completing Heroic Deeds. The Boosts are listed here by category and in the order they are listed on the Equip Boosts screen. For those that are found in maps, return to the walkthrough for that map for directions on obtaining the Boost. Boosts marked (Legendary) can only be earned when playing the game on Legendary Difficulty. 5.3.1 ADVANCED COMBAT [] Conductive I: Electric attacks deal 5 more damage-DC: Capitol Offense [] Conductive II: Electric attacks deal 10 more damage-Guard Duty: Hit 'Em High [] Conductive III: Electric attacks deal 10% more damage-Chem Plant: Cloaked [] Inferno I: Fire attacks deal 5 more damage-Latveria: Reactors [] Inferno II: Fire attacks deal 10 more damage-Showdown: Warp Zone (Legendary) [] Disruption I: +5% dmg against Nanite-infected foes-Prison: Hold the Line [] Disruption: II: +10% dmg against Nanit-infected foes-Showdown: Warp Zone [] Disruption III: +30% dmg against Nanite-infected foes-Prison: Going Negative (Legendary) [] Energized I: Energy attacks deal 5 more damage-Chem Plant: Cloaked [] Energized II: Energy attacks deal 10 more damage-Chem Plant: Faceoff [] Energized III: Energy attacks deal 20% more damage-Ambush: Faceoff [] Frosty I: Cold attacks deal 5 more damage-NYC: Factory Floor [] Frosty II: Cold attacks deal 7 more damage-Convoy Strike: Rooftops [] Frosty III: Cold attacks deal 10% more damage-Showdown: Ground Assault [] Laceration I: Wounding attacks deal 5 more damage-Guard Duty: Road Work [] Laceration II: Wounding attacks deal 10 more damage-Chem Plant: Cloaked [] Laceration III: Wounding attacks deal 10% more damage-Prison: Riot Gear [] Overpower I: Crushing attacks deal 5 more damage-NYC: Missing Marvel [] Overpower II: Crushing attacks deal 10 more damage-Ambush: Faceoff [] Overpower III: Crushing attacks deal 20% more damage-Prison: Hold the Line (Legendary) 5.3.2 ATTRIBUTE [] Attributes I: +1 to all Attributes-Guard Duty: Hit 'Em High [] Attributes II: +2 to all Attributes-Prison: Hold the Line [] Attributes III: +3 to all Attributes-Chem Plant: Cloaked [] Focused I: +1 Focus-Latveria: Reactors [] Focused II: +3 Focus-DC: Capitol Offense [] Focused III: +5 Focus-Wakanda: Tribal City [] Focused IV: +9 Focus-Latveria: Reactors (Legendary) [] Striker I: +1 Strike-Hideout Raid: Dock Work [] Striker II: +3 Strike-Hideout Raid: Inner Base [] Striker III: +5 Strike-Showdown: To the Core [] Striker IV: +20% to Strike-Latveria: Ascension (Legendary) [] Super Tough I: +1 Body-NYC: Missing Marvel [] Super Tough II: +3 Body-Guard Duty: Road Work [] Super Tough III: +5 Body-Showdown: Ground Assault [] Super Tough IV: +25% to Body-NYC: Factory Floor (Legendary) [] Team Tactics I: +1 Teamwork-Latveria: Urban Warfare [] Team Tactics II: +3 Teamwork-Ambush: Faceoff [] Team Tactics III: +5 Teamwork-Latveria: Urban Warfare (Legendary) [] Team Tactics IV: +9 Teamwork-Wakanda: Panther's Lair (Legendary) [] Wade's Fav: +10 to all Attributes-Showdown: To the Core (Legendary) [] Wade's 2nd Fav: +4 to all Attributes-Showdown: To the Core [] Heroic Deed, Juggernaut [] Unstoppable: +15% resistance to Impact damage-Heroic Deed, Juggernaut 5.3.3 BASIC COMBAT [] Destructive I: +1 dmg to melee attacks-Latveria: Ascension [] Destructive II: +3 dmg to melee attacks-Aggressive Attitude [] Destructive III: +5 dmg to melee attacks-Hideout Raid: Dock Work (Legendary) [] Destructive IV: +20% dmg to melee attacks-Hideout Raid: Inner Base [] Precision I: +5% to critical hit on melee-Latveria: Reactors [] Precision II: +10% to critical hit on melee-Convoy Strike: Truckin' [] Precision III: +15% to critical hit on melee-Showdown: To the Core []-Aggressive Attitude [] Strike True I: +5% melee damage-DC: Underground Politics [] Strike True II: +10% melee damage-Prison: Riot Gear [] Strike True III: +15% melee damage-Wakanda: Panther's Lair 5.3.4 COUNTER TACTICS [] Battle Tested: crits deal +20% dmg/-20% Stamina regen-Sim mission [] Boxer: +15% crit, -99% Powers dmg-Sim mission [] Brain Trust: 50% max Stamina, -15% melee dmg-Sim mission [] Brawn Trade: +10% Power dmg, -10% melee dmg-Sim mission [] Diluted: +20% Stamina regen, -5% Power dmg-Sim mission []-Heroic Deed [] Mob Rule: 15% increase in melee dmg, -15% Focus-Sim mission []-Sim mission [] Slow, Steady: immune to stun, reduce dmg dealt by 10%-Sim mission []-Heroic Deed []-Heroic Deed 5.3.5 DEFENSIVE [] Resist Impact I: +15% resistance to Impact damage-Latveria: Castle Doom [] Resist Impact II: +30% resistance to Impact damage-Prison: Going Negative [] Physicality I: +10% resistance to all Physical damage-Showdown: Ground Assault [] Adaptive: reduce all incoming damage by 3-Ambush: Containment (Legendary) [] Deflection I: +7% to deflect projectile attacks-NYC: Missing Marvel [] Cosmic Mind: +5% to deflect projectiles, +5 Focus-Heroic Deed, Jean Grey [] Deflection II: +14% to deflect projectile attacks-Hideout Raid: Inner Base [] Deflection III: +21% to deflect projectile attacks-Convoy Strike: Jacked Up (Legendary) [] Deflection IV: +28% to deflect projectile attacks-Prison: Riot Gear (Legendary) [] Evade I: +3% to evade, avoiding all damage done-Defensive Attitude [] Evade II: +11% to evade, avoiding all damage done-Defensive Attitude [] Evade III: +14% to evade, avoiding all damage done-Ambush: Faceoff (Legendary) [] Riposte I: when dodging, deal 10% of damage avoided-Defensive Attitude 5.3.6 ELEMENTAL [] Ice Strike I: +1 Cold dmg to each melee attack-NYC: Factory Floor [] Ice Strike II: +3 Cold dmg to each melee attack-Ambush: Containment [] Ice Strike III: +9 Cold dmg to each melee attack-Base Defense: Overloaded (Legendary) [] Dry Heat: +20% to all Fire dmg-Ambush: Containment (Legendary) [] Ionic Attack I: +1 Energy dmg to each melee attack-Hideout Raid: Dock Work [] Ionic Attack II: +3 Energy dmg to each melee attack-Base Defense: Overloaded [] Ionic Attack III: +5 Energy dmg to each melee attack-Ambush: Containment [] Ionic Attack IV: +9 Energy dmg to each melee attack-Chem Plant: Cloaked (Legendary) [] Fire Strike I: +1 Fire dmg to each melee attack-NYC: Factory Floor [] Fire Strike II: +3 Fire dmg to each melee attack-Sim mission [] Fire Strike III: +5 Fire dmg to each melee attack-Chem Plant: Cloaked [] Fire Strike IV: +9 Fire dmg to each melee attack-Chem Plant: Cloaked (Legendary) [] Shock Smash I: +1 Electric dmg to each melee attack-Base Defense: Safe Harbor [] Shock Smash II: +3Electric dmg to each melee attack-Chem Plant: Cloaked [] Shock Smash III: +5 Electric dmg to each melee attack-Showdown: Warp Zone [] Shock Smash IV: +9 Electric dmg to each melee attack-NYC: Missing Marvel (Legendary) 5.3.7 FUSION [] Cape Killer I: +50% more Fusion after hitting a boss-Chem Plant: Faceoff (Legendary) [] Cape Killer II: +100% more Fusion after hitting a boss-Aggressive Attitude [] Fusion Star: carry one additional Fusion Star-DC: Underground Politics []-Diplomatic Attitude [] Fusion Combo II: raise Fusion on pop-up, trip, stun by 2-Guard Duty: Hit 'Em High (Legendary) [] Fusion Combo III: raise Fusion on pop-up, trip, stun by 3-Chem Plant: Faceoff (Legendary) [] Hands On I: raise Fusion on grappling by 1-Base Defense: Safe Harbor [] Hands On II: raise Fusion on grappling by 2-Chem Plant: Faceoff (Legendary) [] Kinetic Melee: +3 Energy melee, +1 Fusion on throws-Heroic Deed, Gambit [] Momentum I: +50% more Fusion on destruction, KOs-Diplomatic Attitude [] Momentum II: +100% more Fusion on destruction, KOs-Sim mission []-Heroic Deed [] No Surrender: +3% Energy resist, +3% to crit-Heroic Deed, Captain America []-Heroic Deed [] Rebel Yell: +10% resistance to Mental dmg-Hideout Raid: Inner Base [] Synchronized I: +50% more Fusion on double Powers hit-Diplomatic Attitude [] Synchronized II: +100% more Fusion on double Powers hit-Diplomatic Attitude []-Heroic Deed 5.3.8 POWERS [] Draining I: absorb 10% of melee dmg as Stamina-Latveria: Castle Doom [] Draining II: absorb 15% of melee dmg as Stamina-Convoy Strike: Rooftops [] Draining III: absorb 20% of melee dmg as Stamina-Ambush: Faceoff [] Powerful I: +1 to Power damage-Hideout Raid: Going Deep [] Powerful II: +3 to Power damage-Wakanda: Jungle [] Powerful III: +5 to Power damage-Prison: Riot Gear (Legendary) [] Powerful IV: +9 to Power damage-Latveria: Ascension (Legendary) [] Power Up I: +5% dmg with Powers-Aggressive Attitude [] Power Up II: +10% dmg with Powers-Aggressive Attitude [] Power Up III: +15% dmg with Powers-Ambush: Faceoff (Legendary) [] Power Up IV: +20% dmg with Powers-Prison: Hold the Line (Legendary) [] Reserves I: +18 max Stamina-DC: Hallowed Ground [] Reserves II: +32 max Stamina-Ambush: Containment [] Reserves III: +46 max Stamina-Chem Plant: Faceoff [] Reserves IV: +100% max Stamina-DC: Hallowed Ground (Legendary) 5.3.9 RESISTANCE [] Fire Proof I: resist 15% of Fire damage-Latveria: Ascension [] Fire Proof II: resist 30% of Fire damage-Prison: Hold the Line [] Resist Cold I: resist 15% of Cold damage-Prison: Going Negative [] Resist Cold II: resist 30% of Cold damage-Ambush: Containment (Legendary) [] Resist Crush I: resist 15% of Crushing damage-Latveria: Urban Warfare [] Resist Crush II: resist 30% of Crushing damage-Showdown: Warp Zone [] Resist Electric I: resist 15% of Electric damage-Latveria: Urban Warfare [] Resist Electric II: resist 30% of Electric damage-Base Defense: Push Back [] Resist Energy I: resist 15% of Energy damage-Prison: Riot Gear [] Resist Energy II: +30% resistance to Energy damage-Base Defense: Push Back (Legendary) [] Elementalist II: reduce incoming Elemental damage by 20%--Showdown: Ground Assault (Legendary) [] Physicality II: +20% resistance to all physical damage-Ambush: Containment (Legendary) 5.3.10 SPECIAL COMBAT [] Critical Pain I: +10% to critical damage-Guard Duty: Road Work [] Critical Pain II: +25% to critical damage-Guard Duty: Road Work (Legendary) [] Critical Pain III: +40% to critical damage-Convoy Strike: Rooftops (Legendary) [] Critical Pain IV: +55% to critical damage-Guard Duty: Traffic Jam (Legendary) [] Devouring I: +1 hit point after knocking out a foe-Prison: Jail Break-In [] Devouring II: +5 HP after stunning a foe-Wakanda: Panther's Lair [] Devouring III: +5 HP after a pop-up-Showdown: Warp Zone [] Devouring IV: +5 HP after tripping a foe-Ambush: Containment [] Elementalist I: reduce incoming Elemental damage by 10%--Wakanda: Jungle [] Personal Space: immune to grapple-Sim mission [] Second Wind: while blocking, regenerate small % of HP-Showdown: Ground Assault (Legendary) [] Untouchable I: while blocking, attackers take 1 damage-Diplomatic Attitude [] Untouchable II: while blocking, attackers take 3 damage-Wakanda: Tribal City [] Untouchable III: while blocking, attackers take 5 damage-Showdown: Ground Assault []-Defensive Attitude [] Vampiric melee: +4 HP with every melee attack-Showdown: Warp Zone (Legendary) 5.3.11 STATUS EFFECT [] Deep Cold I: 10% to freeze a chilled target-Showdown: Warp Zone [] Deep Cold II: 25% to freeze a chilled target-Convoy Strike: Truckin' (Legendary) [] Killer Instinct I: +10% to critical dmg on melee-Wakanda: Tribal City [] Killer Instinct II: +25% to critical dmg on melee-Base Defense: Safe Harbor (Legendary) [] Overload I: 125% more Fusion on trip, stun, pop-ups-Hideout Raid: Detour [] Overload II: 200% more Fusion on trip, stun, pop-ups-Base Defense: Overloaded [] Precise Daze: 50% to stun foe on critical-Convoy Strike: Jacked Up [] Precise Force: 50% to knockback foe on critical-Guard Duty: Traffic Jam [] Stunning Finish I: stunned targets take 150% damage-Wakanda: Panther's Lair (Legendary) [] Stunning Finish II: stunned targets take 200% damage-Wakanda: Tribal City (Legendary) 5.3.12 SUPERIOR TRAINING [] Aggressive Hits: +1 HP per KO, +3 Focus-Heroic Deed, Songbird [] Chaotic Melee: +5% to dodge, +1 Strike-Heroic Deed, Deadpool [] Combat Trained: +3% to critical, +3% to dodge-Heroic Deed, Ms. Marvel []-Heroic Deed []-Heroic Deed []-Heroic Deed [] Hard to Hit: +3% to dodge, +1 Body-Heroic Deed, Spider-Man [] Hot Head: resist 5% of Fire dmg, +1 Body-Heroic Deed, Human Torch []-Heroic Deed [] Insight: raise Power dmg by 3%, +1 Focus-Heroic Deed, Mr. Fantastic [] Oppressor: +1 Strike, melee deals 5 Crushing damage-Heroic Deed, Hulk [] Phoenix Force: +5% Powers dmg, +5% Fire dmg-Heroic Deed, Jean Grey []-Heroic Deed [] Radiated Touch: +5 Focus, melee deals 5 Radiation dmg-Heroic Deed, Green Goblin []-Heroic Deed [] Savagery: melee deals 3 Wounding dmg, +5 Strike-Heroic Deed, Venom [] Storm Rager: +1 Team, stunned foes take Electric dmg-Heroic Deed, Storm [] Super Soldier: resist 5% of Impact dmg, +1 to melee-Heroic Deed, Captain America [] Thunder God: melee deals 3 Electric dmg, +3 Strike-Heroic Deed, Thor 5.3.13 TACTICAL ADVANTAGE []-Heroic Deed []-Heroic Deed [] Asgardian Valor: resist 5% of all dmg, +3 Body-Heroic Deed, Thor []-Heroic Deed [] Clever Fighter: +1 Teamwork-Heroic Deed, Spider-Man [] Cosmic Battery: +3% to Energy attacks, +5% vs Energy-Heroic Deed, Ms. Marvel [] Fantastic Team: raise Fusion gain by 3%, +1 Teamwork-Heroic Deed, Invisible Woman []-Heroic Deed []-Heroic Deed []-Heroic Deed [] Good Memory: +3% XP, +3% max Stamina-Heroic Deed, Iron Man [] Hot Foot: Melee deals 1 Fire damage, +1 Focus-Heroic Deed, Human Torch [] Hungry Melee: +4 Strike, melee attacks drain 3 HP-Heroic Deed, Green Goblin []-Heroic Deed [] Living Weapon: +1 Body, melee deals 1 Wounding damage-Heroic Deed, Deadpool [] Malleable: raise Power damage by 3%, +1 Body-Heroic Deed, Mr. Fantastic [] Quick Learner: raise XP gained by 5%, +3 Focus-Heroic Deed, Daredevil [] Strategist: raise max Stamina by 5%, +3 Focus-Heroic Deed, Songbird []-Heroic Deed []-Heroic Deed [] Weather Mind: +3% Electric damage, +1 Focus-Heroic Deed, Storm 5.3.14 UTILITY [] Experienced I: raise experience points earned by 5%-Base Defense: Safe Harbor [] Experienced II: raise experience points earned by 10%-Convoy Strike: Jacked Up [] Experienced III: raise experience points earned by 15%-Prison: Jail Break- In [] Mighty I: grant Might to the team-Ambush: Containment [] Mighty II: grant Super Might to the team-Chem Plant: Faceoff [] Patriotic: +10% to all damage-Ambush: Containment [] Run Speed I: run 5% faster-Prison: Hold the Line (Legendary) [] Resist Recent: resist 20% of last damage type-Wakanda: Jungle (Legendary) [] Run Speed II: run 12% faster-Wakanda: Tribal City (Legendary) [] Jackpot II: 5% chance orbs are multiplied by 20-Diplomatic Attitude [] Jackpot I: 5% chance orbs are multiplied by 10-Convoy Strike: Truckin' 5.4 DOSSIERS Dossiers provide additional information about characters and locations in the Marvel universe. Dossiers may be viewed at a review console in any HQ. There are 171 Dossiers in the game-some are earned for gameplay, others are found in the maps. This list is broken down by the same categories as in the review computer in any HQ. For those Dossiers found in maps, refer to the walkthrough for the map to get directions on how to find it. 5.4.1 GAME TIPS These Dossiers provide helpful information about gameplay in Marvel Ultimate Alliance 2. They will not be enumerated here as you unlock them by playing the game. 5.4.2 KEY OPERATIVES These are the Dossiers for the playable characters in the game. You unlock them as you unlock the characters. For each hero there is also a Dossier about their alternate costume; this Dossier is unlocked when you unlock that hero's alternate costume. 5.4.3 PERSONNEL Refer to the walkthrough of each map for directions on getting the Dossier. [] A-Bomb-Wakanda: Panther's Lair [] Bishop-HQ: White Star 2 [] Black Panther-HQ: Wakandan Palace [] Black Widow-Latveria: Ascension [] Bullseye-Chem Plant: Faceoff [] Cable-HQ: S.H.I.E.L.D. 2 [] Cloak-Ambush: Containment [] Colossus-Ambush: Faceoff [] Lucia von Bardas (Cyborg)-HQ: Stark Tower 2 [] Dagger-Chem Plant: Cloaked [] Diamondback-DC: Capitol Offense [] Doctor Doom-Latveria: Castle Doom [] Electro-Latveria: Ascension [] Equinox-HQ: Secret Bunker 2 [] Firestar-Prison: Riot Gear [] Goliath-HQ: S.H.I.E.L.D. 3 [] Grim Reaper-NYC: Factory Floor [] Havok-Wakanda: Tribal City [] Hercules-Hideout Raid: Inner Base [] Jessica Jones-HQ: White Star 1 [] Justice-Wakanda: Panther's Lair [] Lady Deathstrike-Convoy Strike: Jacked Up [] Lucia von Bardas-Latveria: Castle Doom [] Commander Maria Hill-DC: Underground Politics [] Molten Man-Chem Plant: Faceoff [] Moonstone-Prison: Hold the Line [] Multiple Man-Guard Duty: Traffic Jam [] Namorita-HQ: Stark Tower 3 [] Nick Fury, S.H.I.E.L.D. Cmdr-HQ: Secret Bunker 2 [] Nick Fury, Fold-Beat the game [] Nitro-HQ: Stark Tower 3 [] Patriot-Hideout Raid: Dock Work [] Prodigy-Guard Duty: Road Work [] Scorcher-Latveria: Reactors [] Senator Lieber-DC: Hallowed Ground [] She-Hulk-Showdown: To the Core [] Shocker-NYC: Factory Floor [] Speedball-HQ: Stark Tower 3 [] Spider-Woman-Hideout Raid: Detour [] Tinkerer-HQ: Stark Tower 1 [] Titanium Man-HQ: Stark Tower 3 [] War Machine-Base Defense: Overloaded [] Whirlwind-Prison: Hold the Line [] Wizard-Latveria: Reactors [] Wonder Man-Showdown: Warp Zone [] Yellowjacket-HQ: White Star 3 5.4.4 INTEL Refer to the walkthrough of each map for directions on getting the Dossier. [] Cap's Hideout-HQ: White Star 1 [] Geffen-Meyer Chemical Plant-Chem Plant: Cloaked [] Fury's Base-HQ: Secret Bunker 1 [] HYDRA-Base Defense: Push Back [] Latveria-Latveria: Urban Warfare [] Latverian Cyborg-Latveria: Reactors [] Latverian Soldier-Latveria: Castle Doom [] International Mercenaries-DC: Capitol Offense [] Nanite Base-Showdown: Ground Assault [] Fold Teleporter Pod-Wakanda: Tribal City [] Negative Zone-Prison: Jail Break-In [] New York City-NYC: Missing Marvel [] Prison 42-Prison: Jail Break-In [] Rebel Hideout-HQ: S.H.I.E.L.D. 2 [] Superhuman Registration Act-Finish Act I [] Ryker's Island-Convoy Strike: Rooftops [] S.H.I.E.L.D.-Base Defense: Safe Harbor [] S.H.I.E.L.D. Agents-Base Defense: Push Back [] S.H.I.E.L.D. Capekillers-Convoy Strike: Truckin' [] S.H.I.E.L.D. Helicarrier-Ambush: Containment [] S.H.I.E.L.D. Life Model Decoy-HQ: Secret Bunker 1 [] S.H.I.E.L.D. Nanite Network-Prison: Going Negative [] S.H.I.E.L.D. Nanite Officers-HQ: S.H.I.E.L.D. 3 [] Stamford, CT-HQ: Stark Tower 3 [] Stark Tower-HQ: Stark Tower 1 [] Superhuman Inmates-Prison: Going Negative [] The Fold-HQ: Wakandan Palace [] Vabranium-Wakanda: Jungle [] Wakanda-Wakanda: Jungle [] Wakandan Royal Guard-Wakanda: Tribal City [] Washington, DC-DC: Underground Politics [] White Star Guerillas-Hideout Raid: Going Deep 5.5 GAMMA REGULATORS Find five of these to unlock Hulk; refer to the walkthrough of each map for directions on getting the Regulator. [] Latveria: Reactors [] NYC: Missing Marvel [] NYC: Factory Floor [] DC: Capitol Offense [] DC: Hallowed Ground [] Hideout Raid: Detour [] Guard Duty: Hit 'Em High [] Base Defense: Push Back [] Convoy Strike: Rooftops [] Wakanda: Tribal City 5.6 M'KRAAN FRAGMENTS Find five of these to unlock Jean Grey; refer to the walkthrough of each map for directions on getting the Fragment. [] Latveria: Castle Doom [] NYC: Missing Marvel [] NYC: Factory Floor [] DC: Underground Politics [] Hideout Raid: Dock Work [] Guard Duty: Road Work [] Base Defense: Safe Harbor [] Convoy Strike: Truckin' [] Prison: Jail Break-In [] Prison: Going Negative 5.7 POWER PIP TOKENS Provide one additional power point to whichever character collects it. [] NYC: Missing Marvel [] NYC: Factory Floor [] Hideout Raid: Detour [] Hideout Raid: Inner Base [] Guard Duty: Hit 'Em High [] Ambush: Containment [] Base Defense: Safe Harbor [] Base Defense: Push Back [] Base Defense: Overloaded [] Convoy Strike: Rooftops 5.8 SIMULATOR DISCS Unlock simulator missions. Simulator missions can be played at any simulator terminal in any HQ building. Refer to the walkthrough of each map for directions on getting the Disc. [] Basic Training-HQ: Stark Tower 1 [] Command-HQ: Stark Tower 1 [] Breakout-HQ: Stark Tower 2 [] Countdown-HQ: Stark Tower 2 [] Wanton Destruction-HQ: S.H.I.E.L.D. 1; or, White Star 1 [] How Are De Ducks? -HQ: S.H.I.E.L.D. 1; or, White Star 1 [] Adrenaline Rush-HQ: S.H.I.E.L.D. 2; or, White Star 2 [] Pinned-HQ: S.H.I.E.L.D. 3; or, White Star 3 [] Heavy Metal-HQ: S.H.I.E.L.D. 3; or, White Star 3 [] Adrenaline Surge-HQ: Secret Bunker 1 [] Search and Destroy-HQ: Secret Bunker 2 [] Heavier Metal-HQ: Wakandan Palace 5.9 UPGRADE TOKENS Upgrades give the character that collects them one bonus point in the related Attribute. These bonus points will increase the base Attribute past the maximum of 50 points. Refer to the walkthrough of each map for directions on getting the Upgrade. [] Body-Latveria: Ascension [] Body-Latveria: Castle Doom [] Strike-Latveria: Reactors [] Focus-Latveria: Reactors [] Teamwork-HQ: Stark Tower 1 (or 2 or 3) [] Focus-NYC: Missing Marvel [] Strike-NYC: Factory Floor [] Strike-DC: Capitol Offense [] Body-DC: Underground Politics [] Teamwork-DC: Hallowed Ground [] Focus-Hideout Raid: Dock Work [] Strike-Hideout Raid: Detour [] Body-Hideout Raid: Going Deep [] Strike-Hideout Raid: Inner Base [] Focus-Hideout Raid: Inner Base [] Focus-Guard Duty: Hit 'Em High [] Teamwork-Guard Duty: Road Work [] Body-Guard Duty: Traffic Jam [] Teamwork-HQ: White Star 1 (or 2 or 3) [] Body-Base Defense: Safe Harbor [] Focus-Base Defense: Push Back [] Strike-Base Defense: Overloaded [] Body-Base Defense: Overloaded [] Body-Convoy Strike: Rooftops [] Teamwork-Convoy Strike: Truckin' [] Focus-Convoy Strike: Jacked Up [] Strike-Chem Plant: Cloaked [] Focus-HQ: Secret Bunker 1 (or 2) [] Body-Prison: Jail Break-In [] Body-Prison: Going Negative [] Strike-Prison: Riot Gear [] Teamwork-Prison: Hold the Line [] Focus-Wakanda: Jungle [] Teamwork-Wakanda: Panther's Lair [] Focus-HQ: Wakandan Palace [] Body-Showdown: Ground Assault [] Teamwork-Showdown: Warp Zone 5.10 TRAINING OBJECTIVES Completing the following 30 training objectives earns you three trophies or achievements. You can view your progress by opening the game menu (START), scrolling over to STATS, selecting it and scrolling down to the three categories. 5.10.1 MELEE TRAINING [] Remove 10 shields [] Throw 20 foes [] Perform 10 stun combos [] Perform 10 pop-up combos [] Perform 10 trip combos [] 20 strikes while foe is prone [] 20 strikes while grappling [] 20 air smashes These are fairly simple and you will get most of them simply by playing the game. If you've played through the game twice and still haven't completed one of these objectives, use the sim mission, "Basic Training" and just keep spawning enemies and practicing the specific moves you need until you finish all the objectives. 5.10.2 POWER TRAINING [] 30 dashing power hits [] 50 projectile power hits [] 30 radial power hits [] 30 direct damage power hits [] 20 pulling power hits [] 20 buff powers used [] 20 debuff powers used These are fairly simple and you will get most of them simply by playing the game. If you've played through the game twice and still haven't completed one of these objectives, use the sim mission, "Basic Training" and just keep spawning enemies and practicing the specific moves you need until you finish all the objectives. 5.10.3 COMBAT MASTERY [] 20 foes hit by car explosions [] Chain reaction of 5 explosions [] 20 robots destroyed by own grenades [] Knock down 5 foes with 1 object [] 20 melee-to-power chains [] 20 hits with fire, cold, and electricity [] 50 foes thrown from high places You should get most of these just by playing the game; however, you will have to work at a few of them. For example, to get the first one, you have to blow up cars on a regular basis. If you're having trouble with killing the foes around the car before it explodes, try throwing a car at a group far away and then firing ranged shots at it. To destroy robots by their own grenades, use the sim mission "Heavy Metal" and spawn one robot at a time and beat on it for a bit to wear down its health and then wait for it to chuck a grenade and throw it back. It's helpful if you "turn off" your teammates by hooking up additional controllers and having them as "dummies;" or, reducing all their Powers to zero (0) so they are forced to use melee. This will keep one of the AI players from getting the kill while you're picking up the grenade. To get the melee-to-power chains, hit an enemy a few times and then immediately hit him with a Power. For the hits with fire, cold and electricity, equip Boosts that add each of those damage types to your melee attacks and then beat up mobs in "Basic Training." For throwing enemies off high places, play a level with catwalks or terrepleins (e.g. Castle Doom, Inner Base/Overloaded) and spam a radial burst Power with a lot of knockback (e.g. Thor's Mighty Swipe, Iron Man's Radial Pulse). 5.11 TROPHIES & ACHIEVEMENTS With one exception, the trophies for PS3 and achievements for Xbox 360 are the same. The format for each is as follows: Name of trophy/achievement Trophy color (PS3) / Achievement points (360) Requirement as listed on the trophy/achievement screen Description of how to get trophy/achievement (if needed) Xbox 360 achievement points taken from GameFAQs. Platinum Platinum / Not applicable Obtain all other trophies. This trophy is exclusive to PS3 and is earned as soon as you earn all other trophies on this list Mission Accomplished Bronze / 5 Topple a dictator. Break the Dr. Doom statue in Latveria: Urban Warfare OR Castle Doom. The statue in Urban Warfare is in a plaza just before you reach the church where you fight Electro. In Castle Doom, the statue is located in the hall just before Security Control where you are swarmed by robots. Coalition of the Willing Bronze / 20 Crash a castle. Finish the Latveria missions Oceans No Longer Protects Us Bronze / 20 Protect a city. Finish the NYC missions A House Divided Silver / 20 Defend your leaders. Finish the Washington, DC missions If You're Not With Us Bronze / 10 Choose a side. Freedom Isn't Free Bronze / 20 Raid a hideout. Finish the Hideout Raid missions (Pro-Reg) Defending Our Way of Life Bronze / 20 Rescue a hideout. Finish the Base Defense missions (Anti-Reg) All Options on the Table Bronze / 20 Defend a convoy. Finish the Guard Duty missions (Pro-Reg) Collateral Damage Bronze / 20 Stop a convoy. Finish the Convoy Strike missions (Anti-Reg) Fallen Star Silver / 20 Ambush your opponents. Finish the Ambush missions (Pro-Reg) Iron and Blood Silver / 20 Fight back and ambush. Finish the Chem Plant missions (Anti-Reg) Knowns and Unknowns Bronze / 10 Repay a favor. Finish Off the Leash Alliance Reborn Bronze / 20 Break and enter. Finish the Prison missions Grave and Growing Bronze / 20 Free a country. Finish the Wakanda missions A More Perfect Union Bronze / 10 Finish what you started. Finish the Showdown missions I'm With Iron Man Silver / 30 Defeat all Act II and III missions as a Pro-Registration team. I'm With Captain America Silver / 30 Defeat all Act II and III missions as an Anti-Registration team. Legendary Schism Bronze / 20 Defeat all Act I missions on Legendary Difficulty. Legendary War Bronze / 30 Defeat all Act II missions on Legendary Difficulty. Legendary Alliance Silver / 30 Defeat all Act III missions on Legendary Difficulty. Rookie Squad Bronze / 10 Complete a map in Co-Op. Complete any map with more than one player, online or offline. Experienced Allies Bronze / 15 Complete 8 maps in Co-Op. Complete eight different maps with more than one player, online or offline Decorated Veterans Bronze / 30 Complete 24 maps in Co-Op. Complete 24 different maps with more than one player, online or offline Seek and Destroy Bronze / 15 Complete all optional mission objectives. There are five maps with optional mission objectives-Latveria: Ascension; Latveria: Reactors; New York City: Factory Floor; Washington, DC: Capitol Offense; and, Wakanda: Tribal City. If you miss completing these during the game, you can use the simulator console to replay the level and complete the optional objectives. Uncontained Aggression Bronze / 15 You or other players on your team must destroy 250 health containers. Undefeated Heroes Silver / 30 Defeat 12 mission bosses on Super Heroic or Legendary Difficulty without revival or map reload. "Without revival or map reload" does not mean all four heroes must be standing when you defeat the boss. As long as you don't use a Health Token to revive any fallen teammates or lose all four heroes and have to reload, you'll earn this trophy. Immortal Heroics Gold / 50 Defeat 25 maps on Super Heroic or Legendary Difficulty without revival or map reload. "Without revival or map reload" does not mean all four heroes must be standing when you finish the map. As long as you don't use a Health Token to revive any fallen teammates or lose all four heroes and have to reload, you'll earn this trophy. You can replay maps in the simulator if you did not finish them the first time without revival; however, if you do this in the simulator, the in- game stat will not change; but, you will get the trophy. Back in Action Bronze / 10 Perform 10 revivals. Tactical Training Bronze / 10 Perform all 5 recommended training Fusions in Latveria. The training Fusions occur in "Urban Warfare" and "Ascension." See the walkthroughs for those two maps for details on performing the Fusions. Heroes Unite Bronze / 10 Perform 10 Fusions with another player-controlled hero in a Co-Op game. Can be online or offline United We Stand Silver / 30 Earn 20 high scores for each type of Fusion: Targeted, Guided, and Clearing. Remember high scores for Targeted Fusions require using the Fusion on a boss or leader enemy; Guided and Clearing Fusions must destroy a certain number of enemies (ranging from 10 to 15 depending on the pair of heroes creating the Fusion). Powers of Two Gold / 50 Perform all Fusions by combining every available pairing of all 24 heroes. You might want to use a checklist, such as the one provided here: Old Friends Bronze / 10 Have 10 special conversations between characters with a history while in an HQ map. Refer to the walkthroughs for the HQ missions for a list of special conversations Costume Collector Bronze / 10 Unlock 23 alternate costumes. Distinguished Service Bronze / 10 Collect 50 Team Boosts. Extraordinary Heroism Bronze / 30 Collect 125 Team Boosts. Above and Beyond Silver / 50 Collect 200 Team Boosts. There are actually 216 Boosts in the game, so you don't have to collect them ALL to get this trophy. You will need to get a large number of the Heroic Deed Boosts to get to 200; so, work on those for each hero. Listening In Bronze / 20 Collect 30 Audio Logs. All Audio Log locations are specified above under "Audio Logs." Superior Intel Bronze / 20 Collect 125 Dossiers. There are 171 Dossiers in the game, 78 of which are found on maps. Another 47 are earned as you unlock heroes and finish their costume Heroic Deed. The remainder are earned just for playing the game; so, you should be able to hit this trophy in just one play-through if you gather all Dossiers from the maps. Potential Evidence Bronze / 10 Collect 10 Concept Art Bundles in HQ maps. These are easy enough to find and their locations are spelled out in the walkthroughs above. Trivia Buff Bronze / 10 Correctly answer 15 Trivia questions. Trivia Team-Up Bronze / 15 Score 30 Trivia Fusions. You score a Trivia Fusion when playing co-op and you and at least one other player both answer correctly at the same time. Trivia Genius Bronze / 30 Earn all Trivia rewards. Sim Team-Up Bronze / 5 Earn Mission Succeeded on a Simulator Mission in Co-Op and return to Simulator menu. Sim Amateur Bronze / 10 Earn 4 Bronze Medals from Simulator Missions. See "Simulator Missions" below for tips on earning medals in simulator missions. Sim Expert Bronze / 15 Earn 8 Silver Medals from Simulator Missions. See "Simulator Missions" below for tips on earning medals in simulator missions. Sim Champion Bronze / 30 Earn 12 Gold Medals from Simulator Missions. See "Simulator Missions" below for tips on earning medals in simulator missions. Melee Training Bronze / 10 Complete all melee training goals listed on the Stats page. See "Training Stats" above for tips on completing the melee training goals. Power Training Bronze / 15 Complete all Power training goals listed on the Stats page. See "Training Stats" above for tips on completing the Power training goals. Every Trick In The Book Silver / 30 Complete all combat mastery goals listed on the Stats page. See "Training Stats" above for tips on completing the combat mastery goals. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ 6 SIMULATOR MISSIONS ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ At each HQ you visit there is a sim console. You can use this console to play Simulator Missions, which are training missions to help you learn different aspects of combat in Marvel Ultimate Alliance 2. You also earn boosts and other rewards for completing simulator missions. To play a simulator mission, you must collect the simulator disc from various places in the game. Most are lying in the open in HQs, so you shouldn't have much trouble collecting them. You can also use the sim console to replay missions you have already completed. You can do this to collect items you missed or finish optional objectives you failed to complete. Simply start the sim console and hit left/right to move from CHALLENGE to REPLAY and select the map you want to try again. 6.1 BASIC TRAINING Disc: Right in front of the sim console in Stark Tower I Objective: Hone your skills. Medals: Bronze-25,000 points, receive 250XP Silver-50,000 points, receive Battle Tested Boost Gold-100,000 points, receive Diluted Boost Follow the on-screen prompts to go through various attacks and defensives. Use the prompted move to defeat each enemy. Simply getting through all moves will earn you the gold medal. The moves are: * Quick Attack * Strong Attack * Pop-up Combo: Quick, Quick, Strong * Stun Combo: Quick, Strong, Strong * Trip Combo: Quick, Strong, Quick * Ground Attack: Trip Combo plus Quick Attack while the opponent is on the ground * Air Smash: Jump then Quick or Strong Attack while in the air * Grapple Attack: Grab the enemy and then Quick Attack * Grapple Shove: Grab the enemy and then Strong Attack * Grapple Throw: Grab the enemy and then press Grab again to throw him * Remove Shield: Grab a shielded enemy and then rapidly tap Grab or (PS3) shake the controller to rip away the shield * Block: Hold the Block button * Dodge: Hold the Block button and move the left stick in any direction * Clearing Fusion: Perform a Clearing Fusion with one of your teammates * Targeted Fusion: Perform a Targeted Fusion with one of your teammates * Guided Fusion: Perform a Guided Fusion with one of your teammates 6.2 HEAVY METAL Disc: S.H.I.E.L.D. HQ 3 next to sim console; or, White Star HQ 3 next to sim console Objective: Train against challenging foes. Medals: Bronze-25,000 points, receive Brain Trust Boost Silver-50,000 points, receive 1000XP Gold-100,000 points, receive Personal Space Boost Use the consoles in the room to activate big robots and defeat them. You have five minutes to defeat as many robots as possible. You can use Fusions. You'll have to take out 40 robots to score 100,000 points. You can activate as many as 10 at once, so run to each console and activate a robot so you are fighting a group of ten and unload on them. If you can do four groups of ten in five minutes, you'll get the gold medal. The Natural Forces team is good for this as they get constant health regen just for damaging the robots; they have good area-of-effect Powers; and, they have powerful Fusions (especially with Jean Grey). 6.3 HEAVIER METAL Disc: HQ Wakandan Palace near sim console Objective: Train against challenging foes without Fusion. Medals: Bronze-25,000 points, receive 3000XP Silver-50,000 points, receive 6000XP Gold-100,000 points, receive Momentum II Boost This mission is similar to "Heavy Metal." Take out 20 (or more) big robots in four minutes without using Fusions. Strong radial attacks (Jean Grey, Gambit) or powerful "boss-killer" moves (Thor, Songbird) are a must. 6.4 HOW ARE DE DUCKS? Disc: S.H.I.E.L.D. HQ 1 next to sim console platform; or, White Star HQ 1 next to trivia console Objective: Locate the objects of interest. Medals: Bronze-25,000 points, receive 3000 ability points Silver-50,000 points, receive 4500 ability points Gold-100,000 points, receive Fire Strike II Boost Go on a crate-destroying spree. Large area-of-effect powers are most effective in wiping out crates and uncovering ducks. To get the gold medal, you'll have to blast open 20 crates with ducks in 25 seconds. 6.5 WANTON DESTRUCTION Disc: S.H.I.E.L.D. HQ 1 next to sim console; or, White Star HQ 1 next to sim console Objective: Destroy everything before time runs out. Medals: Bronze-25,000 points, receive 1000 ability points Silver-50,000 points, receive Boxer Boost Gold-100,000 points, receive 5000 ability points You have three-and-a-half minutes (3:30) to destroy as much as you can. Many of the destructible items are explosive; so, you're going to want ranged Powers-the stronger the better. Preferably Powers you can fire rapidly to maximize destruction. The arena is a square room with four rooms opening off it-one on each side. Blast your way into each room and blow up everything in sight. Have at least two heroes with good radial blast Powers. If one gets knocked down or runs out of Stamina, quickly switch to the other and keep blasting. This one's much easier in co-op so at least two people can be blasting the rooms at the same time. If you get through the fourth room and you're still a bit short of the 100,000 points for gold, the statues in the main room are worth about 6,000 points each; but, they take a lot of damage to destroy. 6.6 ADRENALINE RUSH Disc: S.H.I.E.L.D. HQ 2 next to sim console; or, White Star HQ 2 in south side of base in dorm area Objective: Defeat your foes to gain more time. Medals: Bronze-20,000 points, receive 1000 ability points Silver-40,000 points, receive 2500 ability points Gold-80,000 points, receive 5000 ability points You begin with a time limit of one-and-a-half minutes (1:30) to score 100,000 points. Defeating enemies gives you time back on the clock as well as points. Some enemies drop multipliers you can pick up to increase the points earned from defeating opponents. The enemies get tougher and more numerous the longer you keep going. You can use Fusions; so, save them up for when you're really getting swarmed and then unleash a Clearing Fusion. Make sure to always keep a multiplier active-especially the larger x3 and x4 multipliers. Use large radial Powers to kill as many enemies in as little time as possible. 6.7 ADRENALINE SURGE Disc: Secret Bunker HQ 1 near Tinkerer in northeastern side room Objective: Defeat your foes to gain more time (no Powers). Medals: Bronze-17,500 points, receive 1000 ability points Silver-35,000 points, receive 2500 ability points Gold-70,000 points, receive 5000 ability points This is a truly nasty challenge. Put together a team strong on melee (Strike & Body points), equip Boosts that add additional damage to melee combat and lay into the enemies that spawn. You can't use Powers; but, you can use Fusions-make sure you have at least one Clearing or Guided Fusion amongst your tanks. 6.8 COUNTDOWN Disc: On same platform as review console in Stark Tower 2 Objective: Defeat your foes to restore your health. Medals: Bronze-20,000 points, receive 250XP Silver-40,000 points, receive 1000XP Gold-80,000 points, receive Brawn Trade Boost Your health will constantly drain, and drain faster as time goes on. However, you get plenty of health from defeated enemies, which grow more numerous and tougher the longer you last. Some enemies leave behind multipliers you can pick up to increase your score from fallen opponents. You can also use Fusions and earn and use Health Tokens; so, overall, it's a lot easier than the time- limit challenges. 6.9 SEARCH AND DESTROY Disc: HQ Secret Bunker 2 on west side of bunker Objective: Locate concealed opponents and defeat them. Medals: Bronze-25,000 points, receive 3000XP Silver-50,000 points, receive 6000XP Gold-100,000 points, receive Slow Steady Boost You are in a huge warehouse full of crates and shipping containers. Fifty of the crates and 20 containers have robots concealed in them. You begin with 1:30 on the clock and finding and defeating robots adds to your time as well as your point total. You do not need to find all the crates and containers in order to hit the 100,000 point mark. Some robots drop multipliers you can pick up to increase the point score of the robots you defeat. 6.10 COMMAND Disc: On trivia console platform in Stark Tower I Objective: Capture and hold territory. Medals: Bronze-25,000 points, receive 250XP Silver-50,000 points, receive 1000XP Gold-100,000 points, receive 2500XP The goal is to hold your ground as long as you can at nine different bases in the arena. The key to earning gold is to get from one base to the next as quickly as possible. Step on the first marked base with a flying character and either attempt to block all incoming attacks or use a strong radial Power to blast enemies before they reach you. As soon as the timer hits zero, begin flying and hitting your Nav button to get the location of the next base. Fly to it as quickly as possible and repeat. For this sim, I used the Natural Forces team (health regen from damage done) and controlled Jean Grey and used Pyrokine Blast extensively and blocked incoming missiles. 6.11 PINNED Disc: S.H.I.E.L.D. HQ 3 on central platform; or, White Star HQ 3 on south side of base in dorm area Objective: Protect your teammates. Medals: Bronze-22,500 points, receive 3000 ability points Silver-45,000 points, receive 4500 ability points Gold-90,000 points, receive Mob Rule Boost You have four allies and you need to keep at least one alive for five minutes. You need a team with lots of strong radial Powers and high Teamwork (e.g. Natural Forces or Femme Fatales). Equip Boosts that increase your Fusion point gain and increase Fusion damage or your Teamwork stat. Blast away with radial Powers until you earn a Fusion; then, use a Guided Fusion to temporarily clear the room. You receive 5,000 points for each ally kept alive in addition to whatever you score from defeating enemies. 6.12 BREAKOUT Disc: In front of sim console in Stark Tower 2 Objective: Locate and free your allies. Medals: Bronze-20,000 points, receive 1000 ability points Silver-40,000 points, receive Play To Win Boost Gold-80,000 points, receive 5000 ability points ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ 7 TRIVIA QUIZZES ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ There are five trivia quizzes in Marvel Ultimate Alliance 2; although, you can only play four on any one playthrough: one at Stark Tower in Act I; one in Act II at either Stark Tower or White Star HQ depending on your Pro/Anti choice; one at Nick Fury's secret base in Act III and one at Wakanda Palace in Act III. There are 35 questions in each quiz. Each question is multiple-choice with four possible answers corresponding to the four face buttons on your controller. You have approximately eight (8) seconds to answer each question. You earn XP for each correct answer. You begin with a set number of XP, which begins decreasing (down to zero) after two seconds with no answer. Answer within the first two seconds and you get the full XP (150 for the first quiz, 200 for the second, 250 for the third and 350 for the fourth). You can repeat a quiz at any time and re-answer any question to get the remaining XP for that question if you're not fast enough the first time. You can also play the trivia games in multi-player. If two or more players answer correctly at the same time, you'll get a Trivia Fusion, which awards bonuses. The trivia answers are randomized whenever you activate the quiz; the questions are always in the same order. Only the correct answers are provided here. 7.1 STARK TOWER, ACT I 1) Captain America's civilian name is: Steve Rogers 2) Which hero has never been an X-Man? Daredevil 3) Electro's real name is: Max Dillon 4) Gambit's exploding cards are: Kinetically charged 5) The super-villain named Grim Reaper is: Wonder Man's brother 6) The Hulk was created in: A gamma ray explosion 7) The Hulk cannot: Fly 8) Johnny Storm cannot: Breathe in space 9) The Human Torch is a blood relative of: Susan Storm 10) Soldiers in the Latverian army do not use: Jetpacks 11) Luke Cage gained his powers from: An experiment 12) Which of these villains is a former chemist? Scorcher 13) The Tinkerer's real name is: Phineas Mason 14) Whose powers are NOT derived from technology? Whirlwind 15) In his civilian life, Iron Man is: A rich industrialist 16) Iron Man's real name is: Anthony Edward Stark 17) Black Widow's abilities include: Espionage experience 18) In the 1940s, Captain America was: Frozen in ice 19) By day, Daredevil is: A lawyer 20) Gambit's real name is: Remy LeBeau 21) Iceman's powers first manifested in: A schoolyard fight 22) The Invisible Woman can: Create force fields 23) Tony Stark is a recovering: Alcoholic 24) Natasha Romanoff is the civilian name of: Black Widow 25) Nick Fury's secondary strike team in Latveria: Bravo Team 26) Provides electrical power to Doomstadt: Electro 27) Cleans up after superhuman-related disasters: Damage Control 28) What gave Captain America his abilities? Super Soldier serum 29) Peter Parker's deceased uncle was named: Ben 30) Spider-Man is well known for his: Wisecracks 31) Wolverine's birth name is: James 32) Wolverine's retractable claws are made out of: Adamantium 33) Mr. Fantastic gained his abilities from: Cosmic radiation 34) Who first taught Storm to control her powers? Tribal elder 35) Storm's parents were killed in a: Plane crash 7.2 S.H.I.E.L.D. HQ, ACT II 1) Reed Richards is known for his: Scientific acumen 2) After Nick Fury, S.H.I.E.L.D.'s new leader is: Maria Hill 3) Before gaining her powers, Ms. Marvel was: An Air Force pilot 4) In life, Namorita was: Atlantean royalty 5) Nitro's ability to explode comes from: Kree technology 6) Peter Parker does not have any skills in: Metallurgy 7) Where is Stamford located? Connecticut 8) Storm's real name is: Ororo Munroe 9) The Thing: Is a trained pilot 10) The Tinkerer's advanced technology derives from: His natural genius 11) Human Torch and Iceman are: Not related 12) Lucia von Bardas strikes at New York City from: A barge 13) Wonder Man's "ionic body" is thanks to: Baron Zemo 14) Before the Stamford blast, Speedball fights: Coldheart 15) Ms. Marvel finds the Latverian terror operation: On Roosevelt Island 16) Who heals more rapidly than a normal human? Wolverine 17) The Hulk has greater self-control thanks to: Gamma regulators 18) Bruce Banner has a PhD in: Nuclear physics 19) Thor is the son of the Earth-spirit Gaea and: Odin 20) Biologically Thor is half-Asgardian, half: Elder God 21) Jean Grey is a founding member of the: X-Men 22) Jean Grey is occasionally host to the: Phoenix Force 23) Songbird used to be a: Super-villain 24) Deadpool's nickname is the: Merc with a Mouth 25) Many question Deadpool's: Sanity 26) Ms. Marvel once was a: Published novelist 27) Ms. Marvel's real name is: Carol Danvers 28) Luke Cage had a long-running partnership with: Iron Fist 29) Luke Cage has a child with: Jessica Jones 30) Luke Cage once had a business called: Heroes for Hire 31) Iceman is a member of which group? X-Men 32) Most frequently patrols Hell's Kitchen in NYC: Daredevil 33) Which super hero is of Cajun descent? Gambit 34) Gambit has spent time as a: Professional thief 35) Bishop is from: An alternate future 7.3 WHITE STAR HQ, ACT II 1) Deadpool's powers are derived from: Genetic experiments 2) Nitro's explosion was: Seen on live TV 3) The deaths at Stamford were caused by: Nitro 4) Shocker attacks his foes with: Vibrating air blasts 5) Spider-Man's reputation is often debased in: The Daily Bugle 6) Storm was revered as a goddess: In a region of Kenya 7) The Thing grew up on: Yancy Street 8) The Wizard has fought which team many times? The Fantastic Four 9) Rachel Leighton is whose real name? Diamondback 10) Captain America's shield contains: Vibranium 11) As a child, Matt Murdock lost his sense of: Sight 12) Bobby Drake has what sort of powers? Ice 13) Sue Storm first manifested her powers after: A space flight 14) Prior to ruling Latveria, Lucia von Bardas was: An educator 15) Luke Cage's "home turf" is: Harlem 16) Danny Rand was formerly a member of: Heroes for Hire 17) Capekillers try taking Captain America out with: Tranquilizer darts 18) The site of Cap's planned rally against the SRA: Lincoln Memorial 19) S.H.I.E.L.D. agents who've defected to Cap are: The White Star 20) Invisible Woman is married to which super hero? Mr. Fantastic 21) The Human Torch gained his powers when he was: 16 22) Johnny Storm is known for his: Short temper 23) Cable's real name is: Nathan Summers 24) Who helped Cloak master his powers? Tandy Bowen 25) Colossus discovered his powers when he saved: His sister 26) Cyborg Lucia von Bardas attacked which city? New York 27) Dagger has had previous experience as a: Ballet dancer 28) Diamondback relies on what in combat? Advanced devices 29) Grim Reaper's real name is: Eric Williams 30) Hercules wields which weapon? Golden Mace 31) Who formed the X-Factor investigations company? Multiple Man 32) Namorita was a founding member of: The New Warriors 33) The Shocker's real name is: Herman Schultz 34) The person wearing the Titanium Man armor is: Unknown 35) Deadpool often believes that: He's in a comic book 7.4 SECRET BUNKER, ACT III 1) LMD stands for: Life Model Decoy 2) Nick Fury's LMDs are: Robotic duplicates 3) Hank Pym is able to change size thanks to: Pym particles 4) HYDRA's first leader was named: Wolfgang von Strucker 5) "Rhodey" is a nickname for: James Rhodes 6) Who was NOT seen being "nanite controlled"? Shocker 7) Who knows Bullseye's real name? Nobody 8) Cable possesses the power of: Telekinesis 9) Colossus was born in: Russia 10) Tandy Bowen and Tyrone Johnson are: Cloak and Dagger 11) When fighting enemies, Dagger makes use of: "Light Knives" 12) "Mark Raxton" is the civilian name of: Molten Man 13) Multiple Man's duplicates are: Organic doubles 14) Who discovered the Negative Zone? Reed Richards 15) Elijah Bradley is the Young Avenger known as: Patriot 16) Prison 42 is located: In the Negative Zone 17) Spider-Woman joined Anti-Reg forces despite: Being ex-S.H.I.E.L.D. 18) In the past, Spider-Woman was a member of: HYDRA 19) Goliath is: A scientist 20) Before he was a super hero, Prodigy was: A high school student 21) Bishop's powers derive from: Latent mutation 22) Lady Deathstrike has how many adamantium claws? Ten 23) "War Machine" is the name of a: Starktech armor suit 24) Stark sets up an ambush at what chemical plant? Geffen-Meyer 25) The Helicarrier has what radio code name? Skybird One 26) Number of spikes in Penance's armor: 612 27) The hideout invaded by S.H.I.E.L.D. was once a: HYDRA base 28) Bullseye believes doctors injected him with: A sedative 29) After Stamford, Speedball's body was found in: Western New York 30) Derisive term used by some for super heroes: Capes 31) Iron Fist was raised in the hidden city of: K'un-L'un 32) Bullseye recently had adamantium bonded to: His skeleton 33) S.H.I.E.L.D.'s first target at Geffen-Meyer: Cloak 34) Initially wouldn't take a side in the Civil War: The Thing 35) Who was recently stationed at Ryker's Island? Robbie Baldwin 7.5 WAKANDAN PALACE, ACT III 1) Nick Fury once led a group called the: Howling Commandos 2) Venom's costume is: An alien organism 3) Who gained their powers from an earthly source? Hulk 4) Iron Fist's powers derive from: Chi energy 5) Real name of the hero currently called Goliath: Bill Foster 6) Years ago, Songbird was: A pro wrestler 7) Songbird's powers are based on: High-intensity sonics 8) Black Panther gained his powers from: A rare herb 9) Equinox has the ability to: Project ice and fire 10) Firestar's mutant ability is to project: Microwave energy 11) Havok's real name is: Alex Summers 12) Never used the word "Marvel" in their codename: Rick Jones 13) Which mutant is related to Havok? Cyclops 14) Justice's real name is: Vance Astrovik 15) Who has never been a parent? Angelica Jones 16) Before her criminal career, Moonstone was: A psychiatrist 17) Penance was formerly known as: Speedball 18) Penance is powered by: Pain 19) Wakanda is located in: Africa 20) As a child, Cable was raised by: Jean Grey and Cyclops 21) Thor wields the mystical hammer called: Mjolnir 22) Jean Grey's powers include: Telekinesis 23) The name of the main Nanite Control Officer is: Swanson 24) Who kills Nanite Control Officer Swanson? Venom 25) Minimum Prison 42 self-destruct delay: Thirty seconds 26) Access to Prison 42 is possible only via: Portal 27) LMD control signals will not cross over to: The Negative Zone 28) The profession of Robbie Baldwin's father: District Attorney 29) Who arranges a plea bargain for Speedball? Jennifer Walters 30) NOT considered a critical hub in Prison 42: Engineering 31) Currently bonded with the Venom symbiote: Mac Gargan 32) Nick Fury's middle name is: Joseph 33) Nick Fury lost his left eye in a fight with: His brother 34) Nick Fury's father was a: Decorated WWI pilot 35) She-Hulk has a successful career as a: Lawyer ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ 8 VERSION HISTORY & CREDITS ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ * v1.20 - 2009/10/06 Picked up a missing Focus Upgrade Added a few more Boosts Added hero commentary to Characters section Added Glossary Added more game play tips throughout * v1.10 - 2009/10/05 Added more collectibles-all map collectibles & most game collectibles complete Added more information about characters Added trivia answers & trophy/achievement list Split "Prison: Riot Gear" into "Riot Gear" and "Hold the Line" Added more sim mission strategies * v1.00 - 2009/09/25 First published version Thanks to the following people for their help: * James McKendrew, Noel Hearne, Andrew Rozsa, James Hanson, Philip Toussaint & Andy for collectible locations on several maps * Aaron Bennett for a correction to "Adrenaline Surge" sim * David Todd for HQ conversation * Benjamin Withers for typographical error corrections ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ 9 LEGAL ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ Written & Copyright 2009 by Barry Scott Will Trademarks and other marks are reserved to their original owners. This guide is not endorsed or authorized by Activision, Vicarious Visions or Marvel Entertainment This guide is for informational purposes only and no explicit or implicit warranty is made with regards to the suitability of this information. The reader agrees to indemnify and hold harmless the author, Barry Scott Will, from any consequences of using this information. This work is licensed under the Creative Commons Attribution-Share Alike 3.0 United States License. To view a copy of this license, visit or send a letter to Creative Commons 543 Howard Street 5th Floor San Francisco, California, 94105 USA</p>