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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