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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter I » Incredible Hulk, The: Ultimate Destruction - Strategy Guide (Page 02)

Incredible Hulk, The: Ultimate Destruction - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Incredible Hulk, The: Ultimate Destruction - Strategy Guide (Page 02).

*************************************
Prologue Part 1: Training Simulator.
*************************************
If you watched the demo scenes when you turned on the game, you should be eager
for the wild ride that is ahead. It will not disappoint, trust me. So let's get
started.

The game opens with an FMV introducing you to the Hulk, aka Dr. Bruce Banner.
Catchy way to set the mood for the story, no? You then find yourself in a
training simulation that General Ross is using to get his soldiers (and you)
familiar with the Hulk's capabilities. You will play as the Hulk here and your
objective is to follow the instructions provided by Division Director Emil
Blonsky. If you can't hear him speak, turn on captions to see them displayed on
screen. First of all, you will learn to move around and that the mere act of
running into things can seriously damage them. After you're through knocking
some objects about, you will learn that the Hulk can pick up just about
anything. And this is true- to a point. Try picking up and throwing some of the
wrecked cars and boulders around you to get used to this, you'll be doing it a
lot. Note- the stacks of oil drums can not be picked up, but they do create a
nice explosion when you run or throw stuff into them. Remember these barrels
for future missions.

Next you will learn about jumping. Jumping is the fastest way Hulk can move
around, and should be mastered quickly. After your first jump, three
machine-gun-toting Soldiers enter the area. Now it's time to learn how to beat
up the enemy troops. Ross has been telling them how formidable you are, so
let's not disappoint him, hmm? The Hulk cannot be hurt in this training
simulator, but it's still a good idea to practice dodging enemy attacks.
Jumping and moving around is the best way to do that. It only takes one punch
to kill each soldier, so hit them fast, hard, and repeatedly. It's the best way
to triumph in this game. You will also learn how to do a three punch combo,
remember this move. Look for more combos by experimenting with the basic attack
button. Blonsky will next tell you about the special attack button. Experiment
with this button too and look at all the things you can do with it- knee smash,
uppercut, sonic clap, etc. Pay attention to Blonsky's advice about holding down
the button to charge the attack and do more damage- this will be very useful.

You now have three orange stars revealed in the area before you. Each is a
training exercise to get you more used to the Hulk's capabilities. Check out
the Map in your Pause Menu if you need their precise locations. Soldiers are
still around, but they can't hurt you, so just keep beating them up on your way
to the first exercise. These can be completed in any order, and you should do
them all. On your way to the first, go ahead and experiment more with your
attacks. Try picking up an object and attacking with it. Slamming a big object
down on several Soldiers at once is a good way to get groups of foes off your
back. You can also throw any object you can pick up for heavy damage. Try
jumping up and coming down on a Soldier with an attack too- this will increase
its power and send the Soldier flying. Note that there are also more objects to
interact with in the area. Those fuel tanks can be picked up and explode when
you throw them- a good way to create fireworks. The watch towers can be
destroyed and so can the oil pumps. Smashing the latter will create clubs you
can use to punish your foes even more. You can get a bigger two-handed club by
knocking down the antennas and using them. A club of this size can smack
several Soldiers at once! The truck trailers and cabs make great large
projectiles, as do the cranes. The cows also make great projectiles- they are
invulnerable so pick them up and use them as often as you like. Note that you
may have to knock one down with attacks to catch it, they will run around
frantically when you get close. Jump into the air and charge your throws for
better range, accuracy, and damage. If you feel like destroying a big object,
those water towers should do nicely. You can't hurt the buildings, though.
Instead try picking up Soldiers and throwing them into the buildings. This is a
great way to damage any grappled foe. Some unarmed civilians are now running
around in the area also, mess with them if you like. Take note that throwing a
person at any object will not damage that object though- unless the object is
another person in which case you knock them both out. Excellent. You can also
slap a person you've picked up to damage them, or set them down gently with a
pat on the head. Fun. :)

When you're through playing around, try the first exercise. You have to do at
least one. Go to any orange star and activate it. The one closest to your
starting point teaches you about targeting enemies. Huey helicopters will now
appear around the base. They hover out of reach of your normal attacks, but
thrown objects can hurt them, so pick something up and toss it! The bigger the
object, the more damage you will do. Note that the corpses of wrecked
helicopters can also be picked up and used as rather large projectiles. As
Blonsky says, you can get more range and power in your throws by charging them
up. Try it. You will also learn about changing targets. At the end of the test,
you must destroy three more of the Hueys with what you've learned so far.
They're unarmed and not very manueverable, so this will be easy. If throwing
objects at them isn't enough fun for you, you can also jump towards one when it
gets close and punch it with an air strike attack. Combo for extra damage- it's
good to learn about this now. When you destroy the third Huey, any others on
screen vanish and you are rewarded with a Comic Book. Grab it and move on to
the next exercise after messing around some more. Note that Missile Soldiers
are now in the area- these guys' attacks will hurt you more than machine guns
and can even knock you down if you're hit by a missile while in the air.
Thankfully they're easier to dodge than gunfire and these Soldiers, like all
humans in the game, still only take one hit to kill.

The next exercise will teach you about Hulk's movement abilities, beginning
with climbing. Grab the building wall and move around it to get all the blue
orb markers. Next you will learn about running up walls, something Hulk can do
indefinitely. Run around on the building wall and collect the blue orbs again.
You won't be able to collect them if you're not wall-running. Next you will
learn about weaponization. Move up to the building roof and pick up a missile
pack. Use the special attack button to weaponize it, turning it into your own
personal rocket launcher! Note- this move will be available here, but not after
you complete the exercise if this is your first time through the game. You can
purchase Missile Pack Weaponization later in the game, but using it here will
give you a taste of things to come. Once you have the rocket launcher, try
using the basic and special attack buttons to fire it at the circling Hueys. If
you charge your attack fully, you can shoot a homing missile. Again, you must
down 3 Hueys to proceed. The air conditioner on the roof can also be picked up
and used as a projectile if you like. Another Comic Book is your reward for
completing this exercise.

The third exercise teaches you about charged jumping. Another group of orbs
appear above the base, the first blue and the rest red. Jump up to collect
these in order. The next one to grab is always blue, and marked on your
mini-map as a yellow circle. Charge your jumps to add height and use the
rooftops to gain height also. Collect all the orbs and a Comic Book is your
reward. You will also be given a free special move if you did all three
exercises- the Steel Fists weaponization. With this move you can turn any small
vehicle into a pair of metal gauntlets that will vastly increase your punching
power. Try it out by picking up a jeep, a wrecked car, or an air conditioner
and hitting the special attack buttons. You now have Steel Fists- your punches
will do more damage and can even break through tank armor! You can't grab stuff
while wearing Steel Fists, but you can throw them at an enemy. Some Bradley
tanks will now appear in the arena. These things are armored, so your regular
attacks won't do much damage to them. Your Steel Fists can give them quite a
pounding though. Each is armed with a machine gun, a missile launcher, and the
ability to knock you back by running into you. They're also too heavy for you
to pick up and throw. So smash them with your Steel Fists. Their shattered
bodies also make good large projectiles- any projectile will badly damage a
tank. Or you can pick up any object and smash the tanks with it, that will hurt
them badly too. The last way to damage them is by using charge attacks, though
this isn't as effective as other techniques. Play around smashing the Bradleys
and the soldiers. When you're done, walk into the tunnel (marked on your
minimap as a green circle) to exit the simulation. Be sure to grab the Comic
Book right in front of the tunnel. Note- I will not be directing you towards
Comic Books from hereon. If you see one, grab it. All give you a nice reward.
But if you wish to find them all, I direct you to the excellent FAQ written by
YuGiOhFm2002 and YuGiOhAngel. I found all the Comics with that FAQ, so it is
good. Happy Hunting!

Note that you can return to this training simulator later on by activating a
move tutorial in the Buy Menu (you can access this from the Main Menu of the
game). So if you missed the comics here, you can always get them later. Now on
with the game!

*********************************
Prologue Part 2: Man On The Run.
*********************************

After saving your game, it is time to begin the real action of Hulk's story.
The opening FMV for this chapter will show you Bruce Banner sitting in an
isolated cabin studying himself and trying to find a cure for his Hulk problem.
His friend Dr. Leonard Samson is on the video-phone encouraging him to be
careful and come see him so they can work together. Bruce is non-committal,
assuring Samson that he's safe where he is. Samson warns Bruce that a National
Security Agency official named Emil Blonsky has joined forces with his old foe
General Ross and requsitioned a large number of troops to track him down. Bruce
insists no one knows where he is. Meanwhile, some troops led by Ross and
Blonsky are setting up outside, getting ready to attack you. The woman with
them is Mercy, in case you're wondering. Pretty soon their missiles are hitting
the cabin, the call with Samson is terminated, and Bruce's sudden shock and
anger transforms him into the Hulk. It's Go Time. :)

Missile Soldiers and regular Soldiers (with machine guns) are your initial
opponents. Note that unlike the Training Simulation, you can get hurt and die
here. The green bar in the top left corner is your power and your life. Grab
green orbs to increase its level. After downing your first enemy, the game will
show you how Smash Points are awarded for each foe you kill and green orbs are
spawned also. Grab the orbs to up your life. The trees and telephone poles
around you can be used as clubs- you can also pick up and make Steel Fists out
of the Soldiers' jeep and Bruce's blue pickup truck. As you move forward into
the next clearing, you will see more jeeps and a Huey coming in for a landing.
Take out the Huey and the troops it offloads, all while listening to the
enemy's radio transmissions (you can also see them on screen if you have
captions turned on). Smash the rock pillars for extra points and fun- you can
get boulders from their remains for use as projectiles. You should recognize
the oil drums and oil pumps from the simulator. There are also more pickups and
jeeps, a fuel tank, and a station wagon scattered around for you to grab. After
you down the initial assault team, an Abrams tank enters the battle. These
things can not be damaged by your normal attacks, period. You will have to hit
them with something heavy- Steel Fists, a club, a charged attack, or a
projectile. Their cannons do a good amount of damage to you, and their machine
guns and ability to knock you over with a charge can annoy you too. Destroying
an Abrams spawns not only a destroyed tank body for use as a big smashing
object, but a smashed turret that you can club opponents with. Take out the
initial Abrams and its accompanying Soldiers. You can now move into the large
open area and smash the cabins for fun if you like. You can also grab more
jeeps, trees, boulders, power poles, and station wagons. You can grab and throw
the concrete barriers too.

Take out all the Missile Soldiers protecting the green circle, which is your
objective. These circles are Jump Markers, icons Hulk can use to escape areas
and travel great distances. Keep your eyes open for them throughout the game.
After using this one to escape, you have completed the Prologue. A cutscene
shows Blonsky and Ross examining the wreckage of Banner's cabin. Blonsky comes
into contact with a strange radioactive energy device Banner was working on
that was damaged in the Division's attack and is injured. Meanwhile Banner
flees to Dr. Samson's hideout at an old church. Here he shares his fears with
his friend that he is losing control of the Hulk, that something immensly
powerful and evil inside him is growing stronger and trying to break free.
Samson says he can help and gives you a device he's invented. Save your game.

****************************
Chapter 1: The Enemy Within.
****************************

The device Samson gave you is a combination neural interface and hypnotic
trance inducer. It allows Samson to communicate directly with the Hulk and
issue him commands. This will enable the Hulk to undertake missions to help
Samson build a machine that may enable Banner to directly confront and defeat
the growing monster that lurks in his mind. You are given an explanation of
this machine and a text recap of the story so far. Then Bruce becomes the Hulk
once again and you are left to become familiar with the area around Samson's
hideout. This will be your base of operations for the entire game, so check it
out. First, note the green jump marker near your starting point. We'll be using
it in a minute. Another red circle near it seems inactive- hmm. Looking around
you can see Samson's Church, a graveyard, and a small group of buildings,
trees, and power poles. No enemies are here to menace you, there are few
objects to interact with, and the area around you is surrounded by a lake, high
mountains, and an invisible wall blocking the only road out. An ideal fortress.
:) Check out the green house icon at the back of the Church, you can activate
this at any time when you're not in a mission to enter the Church and access
the Main Menu. Here you can buy new moves with your Smash Points, configure the
game's options, and look at all the extra content you unlock as you play
through the game. You can also now save at any time by accessing your pause
menu when not in a mission. Loading that save will transport you back here from
wherever you're free-roaming, which is sometimes useful. Run around the area
some if you like, then enter adn activate the Jump Marker when you are ready to
continue.

***************************************
Chapter 1, Mission 1: Hulk In The City.
***************************************

Welcome to your first real free-roam environment. Let's get familiar with it,
shall we. You can view a map of the area whenever you first activate a Jump
Marker to access it, or from the Pause Menu. This will show you the locations
of the many challenge missions and jump markers that await your interest. Right
now, only one jump marker in the City should be available to you if this is
your first time playing the game- the Tibodt Grand Hotel. So jump there. After
the game loads, you are now on a rooftop roughly at the center of your new
playground. The local Police have been alerted to your arrival, and several
will appear on your map. Your mission is now to take them out- the Hulk can
hardly hide from them and it's a good idea to establish your superiority so as
to lessen the possible opposition you might encounter later. Or, er, something
like that. Hulk Smash! works just as well as a motivation. :) Anyway, jump down
to the street (falling won't hurt you) and start pummeling the Police. They
will try to fight back with their pistols, but these will hardly scratch you
and like Soldiers, cops only take one punch to kill. Knocking out the first one
spawns several more, and after you take them out they call for even more
backup, so beat up those cops too. Note the plethora of grabable objects around
you- cars of all kinds (including new types like sports cars, luxury cars, VW
vans, police squad cars, family sedans, taxi cabs, and newsvans); trees,
lampposts (use as clubs); buses, delivery trucks (use as big projectiles or
smashing tools); concrete barriers, mailboxes, dumpsters; water towers and AC
units on the rooftops (you can smash enemies with these and throw them too),
the list goes on. In particular be on the lookout for ambulances. Smashing
these will spawn a lot of green orbs you can use to increase your life. You can
also use them as big smashing tools like you can cranes, buses, and delivery
trucks. Fun time!

Your initial objective to take on the Police is complete, but a lot of them are
still active in the area. Go ahead and take them out, it will make things safer
for you and the dialogue they shout is very amusing. All around you are fun
ways to take them out- see that big gas station sign? Knock it down and you can
roll the ball it's topped with at your enemies. Or why not rip a police car in
half and pummel your foes with Steel Fists? Knock down that big hamburger sign
to make another fun projectile. Maybe you'd prefer to jump down on the Police
from the rooftops. Or run into them and knock them aside like bowling pins. Do
whatever you feel. When you're reasonably safe on the streets, it's time to
explore the City some. Take note of two things on the map- first the orange
circled exclamation ponts. Those are Challenge Missions and anytime you want
you can do those for fun and bonus points. Also look for yellow circles on the
rooftops- those are jump markers and you need to open all of them you can so
you can access more of the City from the Jump Markers you've opened so far.
Touch each one to activate it. From any Jump Marker you've activated, you can
jump to another part of the City or return to the Church. Save your game after
finding each.

For convienence, I will list here all 8 Jump Markers you can find in the city.
Note that they do not appear on your Map until they are activated. First there
is Tibodt Grand Hotel, which you've unlocked already. Next closest is Midtown
Tower, which is south of you near the coastline and the green star that
represents your next mission. Take note of the bridges here- they are important
landmarks. The next closest jump marker is Infinity Cove, which is in the
approximate southwest corner of the map. Look for it on a building rooftop. Now
move north along the coastline. The next jump marker you come to is The Dayne
nightclub. Activate it and keep moving north along the coast, then east. The
next jump marker you'll find is Jorella Point, and near it is a car dealership.
The giant gorilla balloon here can be used as a big smashing object or as a
hang glider. Wall-run up a building while holding it, jump off the roof, and
have some fun. You can even use this to cross bodies of water and check out the
offshore lighthouse. There's a planetarium in the area too, and electronics
stores, fashion botiques, restaurants, hotels, and all other sorts of eye
candy. Now head southeast, taking note of the hospital you'll pass. This place
has lots of ambulances near it. Also be alert to all the green orbs shining
atop roofs and in the alleys. These regenerate each time you load the city
(except when retrying a failed mission) and grabbing them can help you against
the many Police lurking about. You will soon come across the Coliseum Terrace
Jump Marker atop an apartment building. Activate it and then head southeast
into Chinatown. The Mandarin Grand Mews Jump Marker is by the temple here. For
the last jump marker, cross one of the two bridges to Gunnery Island. You'll
find the marker on a rooftop. Once all 8 are activated, the city is yours to
freely move around and explore. Note that you cannot swim the lake surrounding
it, so your map is finite. But the potential still exists for a loads of fun.
:) Whenever you're ready, head to and activate the green star for your next
story mission.

****************************************
Chapter 1, Mission 2: Lightning Strike.
****************************************

To make his machine, Samson needs the city to rerout more power to his lab.
Disputed charges on his electric bills are creating problems with this, so he
wants the Hulk to force the issue by busting up three Power Substations. Okay,
we can do that. The substations appear on your map as red circles and each is
defended by Police. The first one is close by- smash down its fence, then hit
the generator itself. A projectile attack is preferable for destroying the
generator, it can shock you if you hit it with normal attacks and that does
hurt. The Police come out in force after you destroy this generator,
broadcasting an updated BOLO for you and calling in lots of help. Take note
that getting too close to most cops makes them run away in fear, so if you're
civic-minded you can let them run off. Or you can just smash them, whatever you
prefer. As you advance to the next substation, you will acquire a three-star
Wanted Level (whoops, wrong game :), and a police Huey will begin tracking you.
Use an Air Combo or projectile to take it out. The next generator is surrounded
by a load of cops- pummel them and take out the generator with a projectile
after downing its fence. Now move on to the next one. This generator is
defended by a police perimeter and as you get close two Hueys land and offload
Division Soldiers. Take out all of these and then smash the generator with
projectiles. Mission Complete!

************************************
Chapter 1, Mission 3: Need-to-Know.
************************************

You are given a chance to save, so use it. Note that enemies from the last
mission may still be on the map, so beware of them if you want to continue
playing. Each one you defeat disappears for good after you beat it, so track
down and get them all for maximum Smash Points. When you're ready, head across
the City to the next green star. En route, you may notice an increased police
presence on the streets. Trust me, it will only get worse as your rampages
continue. :) If for some reason you want to stay out of trouble, keep to the
rooftops as much as possible when traveling and move fast. Or you can just
smack down anybody who gets in your way, whatever you feel is better. Keep an
eye out for buildings with the "Division Corp" logo on them by the way. Unlike
most buildings in the City you can destroy these for lots of Smash Points. So
have fun doing so. Also take note that the Challenge Missions are now available
(if this is your first time through the game, they weren't available till now).
So check them out. Look in the above section if you need further details.

Now for the mission. This one is a retrieval, the first of many. Samson wants
you to steal Blonsky's mainframe, which contains a lot of gamma research data
that could be useful in curing the Hulk. It's also a way cool computer powered
by AMD microchips (I'm just plugging the people I work for :) which will be
useful in building Samson's lab. Trouble is, Blonsky is getting ready to ship
it out of the city so you'll have to be quick in getting it. Not to mention,
Samson wants the computer brought to him in the best condition possible. So
this mission could be tricky for Hulk. :) To begin, head for the rooftop marked
on your map with a green circle. You can follow the Huey flying overhead if you
want. Don't bother attacking it, it's indestructable. Missile Soldiers have set
up a perimeter around the building, so pummel them and dodge their shots. When
you get close to the building, you'll see a cinema of several crates on the
roof. Get up there and break them open after clearing out as many of the
Soldiers as necessary. You can blow up the Huey now too- the forklift on the
roof makes a nice projectile for doing so. Or you can just smack it before it
takes off. Once you've found the computer, step toward it but watch out. A
Comanche helicopter is waiting for you to do just that. These birds are a lot
faster and harder to hit than the Huey, and they pack missiles and machine
guns! The crates are too big for Hulk to pick up, but you can use the forklift
or the remains of the Huey. Once you've dealt with the Comanche, pick up the
computer. A blue bar appears in the top corner- that's its health. Now head for
the nearest Jump Marker on your map as fast as you can. If you must stop on the
way to battle Soldiers, set the computer down somewhere safe first so it
doesn't get damaged in the battle. Then pick it back up after destroying the
Soldiers and keep going. You will fail the mission and have to retry if the
computer is destroyed. Once you reach the Jump Marker, use it to return to the
Church. There set the computer down in the waiting yellow box. Samson thanks
you and tells you more about Emil Blonsky and why he's such a problem for
Samson and Banner. Seems the man's insane, deeply paranoid, and wants to find a
military application for gamma mutation. He should make for a troublesome
enemy, eh? Mission Complete!

You will get a couple text boxes now, one about Smash Points and the other
about the Emergency Response Meter which has just appeared in your screen's top
right corner. Keep an eye on this as you free-roam around from this point
forward- it gauges how aware the enemy is of your movements. The more you smash
stuff, the higher the threat meter will go- it starts at low and goes to
guarded, elevated, then high. At each level, more enemies are sent out to
patrol the streets and look for you. If the meter reaches maximum, a deadly
Strike Team of fast-moving enemies will be sent directly to your position and
you will have to take them on. While doing so can be dangerous, it can also
earn you a lot of Smash Points. At this early point in the game, the Strike
Team is a squadron of Comanche helicopters. At later levels, it will be
composed of Falcon Strike Fighters, Hulkbuster Infantry Mechs, and even
Hulkbuster Destroyers in the game's final chapters. All these foes can be
deadly, but the Hulk is tough enough to beat them. The key to controlling the
response meter is to pay attention to its changing levels and the accompanying
radio transmissions. If you do lots of damage to your surroundings, it will
rise. If you refrain from causing damage for a while or just move out of the
area where you did some damage, it will soon sink back down. If you want to
increase it quickly, go after emergency service vehicles (police cars and
ambulances) or enemies you may spot on screen. Save your game now.

*****************************************
Chapter 1, Mission 4: Protect and Serve.
*****************************************

Now is a good time to head inside the Church and purchase new moves with your
earned Smash Points. If this is your first time through the game, the best
moves to get at this point are Running Grab, Double Fist Toss, and Air
Recovery. These moves let you pick up and throw objects while running and
instantly recover from any attack that knocks you down (like, say, missiles).
They will be essential in upcoming missions. Also get Ground Smash and Sonic
Clap. These combos are great for taking out groups of enemies. Air Stomp, Smash
Express, and Dashing Straight are other moves that can be very useful this
early in the game. The former is your quickest attack for damaging enemies
heavily when you fall out of the sky on top of them, though you will get better
moves later. The latter two moves let you seriously hurt an enemy you charge
into- they're great for taking out fleeing Soldiers and advancing tanks. Punt
Kick is an essential combo for some Challenge Missions later- get it now if you
want a move to quickly knock enemies away from you. Get Steel Fists if you
don't have it already- you will need it in the next mission. Practice and
become familiar with all your new moves, note that you can return to the
tutorial section from the Buy Menu if you want to learn exactly how to use some
of these moves. Save after making your purchases and head back to the City.

The new green star on your map leads you to the next mission. In this one,
Samson is hacking into the Division computer network using the Mainframe you
just stole. Apparently not all the data he wanted was in there. :) However
Blonsky has just detected hsi intrusion (lousy firewalls) and is responding
aggressively. Rather than be nice and just send Samson some spam, viruses,
and/or phony data, he's sending a tank division to destroy the building where
the hacked network is before Samson can complete his download. Guess he doesn't
care about all his employees who may be inside. :( Hulk must defend the
building for three minutes (longer at higher levels of difficulty). This
mission is the first to give many people trouble, but don't worry, it can be
done.

The building now appears as a blue circle on your minimap. The blue bar on the
screen represents its health. Move to the front of the building quickly and on
your way grab a car and get some Steel Fists. You're going to need them. Take
out the Missile Soldiers before they can start damaging the building. Also run
into traffic on the north road beside the building- the drivers will see you,
panic, and cause several accidents, blocking the road. This will slow down the
approaching tanks, so it's a very good thing to do. You must now defend the
building from several waves of Bradleys and Abrams, approaching from the north
and then the west and south. The Bradleys will come after you directly while
the Abrams tanks mass and pummel the building with their cannons. Concentrate
on the Abrams tanks and don't let the Bradleys distract you too much- they
can't hurt you that badly and they're not going after the building. You will
need something heavy to damage the Abrams- which is what the Steel Fists are
for. As your Steel Fists run out, pick up and use the taxis and delivery trucks
parked near the building as projectiles or big clubs. You can also grab a
destroyed tank's turret for use as a club- this is a very good idea. Keep an
eye on the red dots on your minimap, those are your enemies. Move to and
destroy each as fast as possible. Ground Smash is a good combo to damage
several at once and you can also use Punt Kick to knock tanks away from the
building if you have it. Use the delivery trucks to smack several tanks at
once. Concentrate on the tanks that have a line of fire to the building, they
will try to damage it before going after you. By the way, you can damage the
building with your own attacks if you're not careful- try to avoid that. Keep
smashing tanks until the timer expires. When that happens, Blonsky blows up the
building with a Cruise Missile, but it doesn't matter since Samson's download
and the Mission are already Complete. Too bad, Emil. :) A cutscene shows
Blonsky and Ross arguing heavily about a secret chamber Blonsky has created at
the Vault, Branson Military Base's prison/research facility for gamma mutants.
Blonsky's gamma injury is also starting to seriously affect him- his arm is
glowing and he's hearing voices. He also appears to be hallucinating. This
could be trouble. :) Save your game.

*********************************
Chapter 1, Mission 5: Fire Sale.
*********************************

Return to the Church and purchase some more Hulk upgrades. Backhand is a fun
cheap combo and Critical Atomic Slam will give you a powerful attack to use
after entering Critical Mass. When you're through practicing your new moves and
further exploring the city, go to and activate the next Green Star. On the way,
you may note Division Missile Soldiers have replaced the Police patrols and are
now on the streets in large numbers. Looks like the government is really
concerned about you, huh? Beat these guys up for extra Smash Points, but watch
your Emergency Response Meter if you don't want to deal with a Strike Team.

Now for the mission. This is a multiple retrieval assignment. Samson wants a
hydraulic lift and a backup generator for his laboratory. He also would like a
Catscan imager so he can take pictures of your brain. You must get each item
and bring it to the Church. Take note, this is your first mission with
Checkpoints. After you bring in each item, that item will already have been
collected if you retry the mission after getting killed. This is good, because
the opposition seriously ramps up here.

Let's go for the Catscan imager first. It's at the hospital I mentioned
earlier, the red circle to your northwest. Head over there and beat up as many
of the Division Soldiers protecting the area as you like, they will keep
respawning. Pay attention to the guys on the rooftops in particular, they can
be tough to take out. The respawns will eventually stop if you kill enough
Soldiers- keep swatting and moving around if you want to do this. Or you can
just dodge their missiles- it's up to you. In any case, smash the stacks of
containers and blue crates until you find the machine you're looking for. The
big gray containers make great projectiles and two-handed smashing tools- pick
up an individual container after you knock apart the stack it's in. Once you
find the machine, grab it quickly- it's fragile and those missiles the Soldiers
are shooting at you can damage it even before you pick it up. Leap to the
Jorella Point Jump Marker nearby and escape to the Church- once here, set down
the Catscan unit in the yellow box and return to the City. Well, that was easy.

Now head for the red circle near the Coliseum Terrace Jump Marker. You will
home in on a warehouse nearby as you approach it. This time you need to destroy
the entire building. Charged attacks work well for doing this, as do
projectiles and clubs. The Soldiers around the place can also damage it with
their missiles- try jumping away right before a shot smacks into you and
letting it smack the building instead. When the building comes down, the
hydraulic lift you need is revealed inside. Smash the crate on it so you can
pick the lift up. Watch out though, some Bradleys have now joined the Soldiers
around the building and will fire at you. Take time out to smack them as
necessary and smash the crate while they respawn, then go after them again,
repeat. Or just keep killing the respawns till they run out, I don't know the
exact number there are and it varies with difficulty but it is possible (I did
it my first time through the game). Pick up the lift once you can and head for
the Coliseum Terrace Jump Marker at high speed. Take the lift to the yellow box
at the Church.

Now it's back to the city for the Generator. It's located in a lot halfway
between Midtown Tower and the Tibodt Grand Hotel. The Division has it heavily
protected, with Missile Soldiers on the surrounding rooftops and a forcefield
protecting the item itself. Take out the troops on the rooftops first- getting
close to them and lashing out is the best way. Some may even jump off the
buildings to their deaths in fear if you get close to them. :) Next knock down
the fence around the Generator with melee attacks. Now for the forcefield. It
is unaffected by your normal attacks and Hulk can't pass through it. So how to
destroy it? See that circular antenna in the center? It's the forcefield's
generation device. You must destroy it with projectiles to bring down the
shield. Be careful you don't damage that Generator you're after in the process.
Throwing clubs like spears (fully charge the throw button) and taking cautious
aim at the antenna and only the antenna is the best route to success. When the
shield is down, the Division calls in air support. Time to face some more
Comanches, three to be exact. Take the battle to the rooftops to get close to
these birds and use air combos and projectiles to down them when they get
close. After they are gone, grab the Generator and head for the Jump Marker of
your choice. No enemies will try to interfere with your return trip to the
Church. Once you drop the Generator in the yellow box there, it's Mission
Complete. Save Time.

*********************************
Chapter 1, Boss Battle: Nemesis.
*********************************

If you haven't already, check out the Blonsky Files section that became
available in the Main Menu after stealing that mainframe computer. These
documents will give you more information on the game's plot and characters, as
well as the motivations of your nemesis. A brief conversation between Banner
and Samson accompanies each. New files are unlocked after certain missions, so
check this section often for further updates. Get all the moves you can from
the Buy Menu, soon will be the time to use them. You will note the newest green
star has appeared near the church rather than in the city. That's because this
is a special mission that will bring a close to the first chapter of the game.
It is your first boss fight, so practice as much as you need to in order to
prepare. When you think you're ready, activate the star. Samson tells you that
Branson Military Base is in trouble- apparently a big green creature of some
kind is on a rampage there and Samson's "pretty sure it's not you." Better
check this out. Once you arrive at Branson, you find that, yes, indeed there is
another big green creature on the loose now. On top of that, it seems this
monster has a serious problem with your very existence and blames you for
turning it into an "Abomination." Let's cue the theme from Clash of the Titans!

I don't have a great deal of tips for this battle. As first-boss battles go,
it's pretty tough. First of all, Abomination is as big as you and twice as
dangerous. So he can do everything the Hulk can for slightly more damage- hurt
things just by running into them (yourself included), hit hard and harder when
he's charged up, pick up and throw objects, and knock down buildings. His most
punishing attacks come when he picks the Hulk up and manhandles him around like
a wrestler. On top of that, he's actually a tactical fighter who seems to have
studied all your moves intimately. This means he will dodge or (more often)
block most of your attacks before they even hit him. Who is this guy?

Note the big red bar in the top right corner of the screen first of all. That's
Abomination's lifeline and we're looking to deplete it. He has three bars on
Easy, more on higher difficulty levels. Stay on the move as he comes at you,
jumping around and striking at his back whenever you can. Grabbing and throwing
stuff at the boss also works well here, or you can try grabbing Abomination.
Pummel him quickly if you do- unlike all enemies so far he has the ability to
break out of your grip and can hit back hard once he does. Above all, vary your
attacks. Abomination is quick to spot a pattern and will soon be blocking it
effortlessly. He can even block attacks from a big club! The only weak spot he
has is if you're in the corners of the arena- the building is unstable here and
if one of the two of you hits the wall hard enough it will collapse on you
both. Jump away quickly if you spot this happening- Abomination isn't as fast
as you are and he will take a lot of damage from the falling masonry. For some
reason he never catches on to this tactic, so lure him near the corners
whenever possible and watch the fireworks. If the boss somehow manages to
triumph over you, you will get a great line from him and the game will give you
some tips on how to beat him on your retry- this is true for all missions you
might fail, by the way. Many of my tips are taken directly from the game's
mission failure screens! :)

Lots of stuff is scattered about for use in the fight- pieces of concrete,
girders (make great clubs/spears), and fuel barrels (nice if you can get your
adversary caught in the explosion). The radioactive waste containers near the
center of the arena work particularly well as projectiles or clubs- a special
smash from one of them takes away a quarter of a bar from the boss's health on
Easy. With these and the moves you've mastered so far you should be able to
take Abomination down. Just remember to lure him near the corners, vary your
attacks, and stay on the move! If you need health, green orbs are scattered
around the edge of the map, usually up on the wall somewhere. Wall-Run or jump
up to grab them. A big one is above the reactor in the center. Staying out of
the boss's way for long enough also sparks Hulk's regenerative ability, so keep
this in mind here and in later missions. If you damage Abomination enough, he
may dig around in the floor and pull out a very large barrel of Biohazard. If
he does this, get ready to dodge- he's going to heave that at you and it will
hurt a lot if it hits. Keeping the reactor in the center of the arena between
you and him works well in this situation- one barrel will destroy it but at
least that wasn't you. Abomination often pulls out and throws more barrels
after the first one- get close to him while he's doing this and apply some
Backhand. The big barrels also work well to damage him if you can grab one. If
he grabs you (he often tries if you get close), quickly tap the basic attack
button to break free and strike back. Then move away to avoid his countering
combo. Keep striking Abomination and dodging his attacks until he falls.

Hulk promptly rushes in and applies some sweet angry punishment to his
adversary (that's the Rapid Punch Burst combo if you're wondering, after this
fight it's available for purchase in the Buy Menu). The Abomination is knocked
into the wall and even more of the building collapses on top of him. Hulk
leaves, his title retained. :) A cutscene after the battle shows Ross's troops
combing the wreckage. Suprisingly they pull a strangely uninjured Blonsky out
of the rubble. He claims he saw the whole fight with his own eyes and the Hulk
started it. Funny, I don't remember him being there. Anyway, save your game.
Mission Complete.

************************************
Chapter 2: Dark Desert of the Soul.
************************************

And you have completed the game's first chapter. Many more are coming. :) You
get a text recap of the story so far and then you are told new moves are
available at the Church's Buy Menu. Let's go check 'em out! First on the list
to get is the Shield Weaponization. This move lets you turn just about any
large vehicle you can pick up into a towering barrier you can hold between Hulk
and enemy fire. Trucks, buses, ambulances, and banged-up tank bodies all can be
made into Shields. When holding a Shield, Hulk will automatically use it to
block all incoming bullets, missiles, and cannon fire if he is standing still
or walking. If he is running, the shield defends him from the front. You can't
be knocked down by tanks running into you while holding a Shield, and you can
easily use it with normal attacks to bash any enemies in front of or beside you
while the Shield blocks their attempts at countering. Special attacks will
smash the Shield over the enemy's head- also nice. And if you throw the Shield
it will return to you like a boomerang. This is a great way to damage an enemy
from a distance- just charge your throw and hit him, catch the Shield as it
comes back to you. Repeat. This ability is a must-have!

Next on your list of moves to buy should be Power Surge Level 1. It's always
good to have a longer Life Meter. Next get Air Dash, which allows Hulk to move
a short distance in midair when jumping at a maintained altitude, and Shockwave
Smash, which is a quite effective attack against enemy tanks. Get Tornado
Frenzy next- we're in need of a punishing air combo for use against
helicopters. The next thing to get is Missile Punchback- with this move you can
smack enemy missiles right back at them. It's great for taking out Comanches
and especially MRLS tanks (which you'll meet soon). Practice it in the training
simulator so you can get the timing down- this move will save your bacon again
and again in upcoming missons. Next go for Air Ground Smash and Air Sonic Clap-
these upgrades to your hard hitters are useful for knocking holes in enemy
formations and will be needed. Dashing Sonic Clap is a good upgrade also- being
able to smash groups of ground-based enemies with your charges is loads of fun.
As for the other moves, Club Smash nicely upgrades your clubbing abilities,
Headbutt is a powerful combo, and Rising Upper is by far the quickest way to
knock an enemy into the air. When followed up with a Tornado Frenzy or Drop
Kick, this move can take out a foe before they know what hits them. Tornado
Uppercut and Slam Kick also make nice combos for knocking foes off balance, and
Rapid Punch Burst is a great way to heavily damage one foe (you do remember
using it to beat Abomination?). Get Critical Thunderclap after Tornado Frenzy
when you have enough points for it- it's very powerful and can hurt a lot of
foes at once but you must be in Critical Mass to use it and getting and staying
there can be difficult in some fights. For the same reason you should wait to
buy the upgrade Air Critical Atomic Slam.

When you're done buying new moves, check out the Blonsky Files- the
intelligence there will give you a preview of upcoming missions. After saving,
exit the Church and you should notice a new Jump Marker is available in the
previously red circle. This one leads to the Badlands, the game's second
free-roam map. Time to check out your new stomping grounds! You can return to
the City for Challenge Missions and general rampaging, but all of this
chapter's missions take place on the new map. There are also several new
Challenge Missions waiting there for you along with plenty of Comic Books, Hint
Markers, and other secrets. So check it out whenever you're ready. I will
describe it now.

*********************************************
Chapter 2, Mission 1: A Tall Green Stranger.
*********************************************

Upon arrival, you will immediately notice the Badlands map is a lot smaller
than the City. Its borders are sealed by high mountains, and the only water to
be found is a river along the north side. This area is also distinctly
different from the City in terms of appearance. It's a desert of the Great
American West complete with oil fields, rock pillars, and grazing herds of
invincible cows. Take some time to roam around and explore, keeping an eye on
the still-present Emergency Response Meter. You should soon find that the
Badlands has three areas- north, central, and south. The northern part is a
small country town, with most of the same things you found in the City. Power
poles, trees, and lampposts for clubs; cars, vans, and pickups for Steel Fists
(the pickups now appearing in greater numbers); trucks and buses for Shields;
fuel tanks, AC units, small water towers, and dumpsters for throwing, etc.
There are lower rooftops and fewer ambulances and newsvans can be found. No
big-ball-spawning signs either, though you can smash some signs to hear funny
jingles. On the outskirts of the town are oil pumps you can break to make
clubs, giant fuel tanks that explode nicely when you smash them, and the
aforementioned rock pillars and cows. Three canyons lead south from the town
into the central area of the map, an enormous gorge studded with rock pillars
and mesas. All the rock pillars are destructible and will yield boulders- some
flat, some round- for you to play with. If you follow the canyons southeast,
you will begin to see watchtowers and come to the southern area, Branson
Military Base. That's right, Branson Military Base. General Ross's fortress. At
this point, you can only get into the forward base complex at the map's
southeastern edge. There is more, but the tunnel leading there is sealed off by
a blue forcefield. Bummer. Destroy the watchtowers and menace the wandering
civilian base employees if you're feeling steamed.

You should be aware that the military has an increased presence here. Their
transport trucks are roaming freely around the town's streets, and several are
parked near the courthouse at its center. You can find more at the Army Supply
Depot near the map's northeast corner- the town's police headquarters is just
across the road from there. As you check the map's edges and the canyons, you
may find companies of Abrams and Bradley tanks on maneuvers. Division Soldiers
also man the watchtowers and wander around at Branson Military Base. A number
of them on leave can also be found walking the streets in the town. So there is
no shortage of enemies. No shortage of green orbs either- they're strung along
the dirt roads in the canyons and on the cliff walls. There's also at least one
atop every high object out there. Rock pillars, water towers, fuel tanks,
buildings, all seem to have a glowing green object at the top. Fully explore
this map and check out its available Challenge Missions. You also want to be on
the lookout for the four Jump Markers you need to unlock for full mobility.
Fortunately, on this map they're a lot easier to spot.

The first Jump Marker is at the town's truck stop, the Last Chance Cafe. You're
given it automatically (take notice, the group of fuel tanks near the cafe
provides the biggest explosive potential we hav yet to see in the game- have
fun). The next two Jump Markers are at either end of the map's central gorge
area- Verdugo's Pass and Goliath Bluff. Follow the western and central canyons
south from the town to find them. Finally there is the Jump Marker on the mesa
just before the road that leads south into Branson Military Base, aptly titled
"Restricted Area 102." Activate all of these, then save your game. When you're
done getting to know the Badlands, return to the Last Chance Cafe for the green
star that will begin your mission.

**************************************
Chapter 2, Mission 2: Eye in the Sky.
**************************************

Okay, stranger, it's time to strike a blow for freedom in these parts. :) That
no-good Mr. Blonsky has some satellites up that can spot your green hide like a
pickle in a bean curd. You won't be able to roam the Badlands freely without
him watching your every move. Unless, of course, you take out the uplink dishes
for his satellite network. Fortunately, your pardner Doc Samson knows where
they are. Unfortunately, that ornery General Ross knows you're coming and has
set his posse in your path. Best get jumping, stranger! :) (Yes, I am talking
with a Wild West theme.)

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