Incredible Hulk, The: Ultimate Destruction - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Incredible Hulk, The: Ultimate Destruction - Strategy Guide (Page 03).
There are four satellite uplinks to down, each marked with a red circle on your map. The closest and least defended is in the center of the Badlands town near the courthouse (red brick building with a clock). Missile Soldiers on the streets and rooftops spot you as you approach- pummel them. Be wary of some Abrams tanks parked near the building too. Use the buildings as cover and smash all enemies (there are no respawns here) before taking out the satellite uplink atop the town's largest building (the dental clinic- guess there are quite a few problems with tooth decay around here :). When it's destroyed, two Comanches fly in to make things miserable for you. Swat them down with Air Combos (Tornado Frenzy if you know it), then head for the nearby Greyhound Bus Terminal and get yourself a Shield. The next two uplinks are in the map's central canyon area. As you approach them, you meet a deadly new enemy- the MRLS. These tanks have a powerful radar on board and as soon as they sense your approach they will release a number of dangerous guided missiles. Use your Shield to block these or dodge them if you're good enough. The MRLSes themselves are unarmored and your normal attacks can easily smash them, but the missiles they fire on the way in make getting close very dangerous. So use the Shield, run up, and pound them down. Note that when an MRLS is destroyed it spawns both a wrecked tank body (for use as a new Shield, natch) and a missile pack. You can't do much with the latter other than throw it for now, but remember this device for later. The western uplink is lightly defended by a group of Missile Soldiers, an MRLS, and an Abrams. After smashing them and the uplink, you are given a Checkpoint. Head for the eastern uplink in the canyons now. It's defended by four Abrams, an MRLS, and some Missile Soldiers scattered around the mesas nearby. Three Comanches fly in also- throwing your Shield like a boomerang is a good move against these. After downing the defenses, smash the uplink and head south into Branson Military Base. The fourth antenna is in the forward base area here. That darn forcefield still prevents you from heading deeper into Branson. You should spot Missile Soldiers near the base's watchtowers and MRLS (two in front of the base and another on the canyon wall close to the uplink) as you approach- smack them. Several respawns of Abrams tanks also come out of the base's hangars. Destroy the uplink as soon as you are able. Mission Complete! Now save your game. ********************************************* Chapter 2, Mission 3: Got Yourself a Convoy. ********************************************* A new Blonksy file has been decoded at the Church- this one has design specs for Hulkbuster Infantry Units. Seems Blonsky and Ross's engineers have designed some kind of combat mech to battle you. The units are all the same size as the Hulk and have great combat abilities. Machine guns, missile launchers, VTOL flight capability, a pilot neural interface, and they can charge up their attacks for extra damage. Sounds nasty, doesn't it? These will soon be your main foes in the game, so get familiar with their capabilities. They first appear in this next mission, where the object is to stop three military convoys bringing Hulkbuster parts to Branson. The mission won't do much to slow Hulkbuster production, but it is fun. Make sure you are familiar with the Badlands and have all its Jump Markers unlocked before you start the Mission. Also get the Tornado Frenzy and Air Dash moves from the Buy Menu. Learn how to move quickly if you don't already- this mission requires that skill. When your preparations are complete, return to the oil fields near the Last Chance Cafe and activate the green star. The first convoy automatically leaves the town's Army Supply Depot as you begin your mission. It is composed of one truck, some Abrams and Bradleys, and a couple Comanches on escort. Note the chase meter in the screen's bottom left corner. This represents how close the convoy is to the tunnel where that shield is blocking your way into Branson. If a convoy gets past that point, you have failed the mission. Fortunately, all you need to do to stop these convoys is take out the truck- the armor and choppers don't matter. Jump after the convoy quickly, moving faster with Air Dashes and Air Strikes (you dive when you do this move). You will notice several Bradleys, Abrams, and MRLSes have been deployed in the canyons around you- evade their shots as needed and keep moving after the truck. Jump close to it and pummel, throw objects, damage it however you can. No matter how much the escorts slow you down, that truck is going to keep moving and you don't want it to get away. You can use the Jump Markers to travel great distances if you fall back too far- remember this for future missions. You may need to down the Comanches before getting close enough to take out the truck, which is why I recommended you buy Tornado Frenzy. Drop Kick is another combo that works well if you know how to do it. After the truck is destroyed, spend time destroying the tanks in the canyons. The fewer MRLSes, Abrams, and Bradleys there are ranged against you, the easier time you'll have with what's coming. They all give you Smash Points too, this is a great place to build up your score. Also spend some time wrecking the highway bridges around the canyon- these will regenerate when you reload your next game but you'll see why it's useful with the next convoy. What am I missing? Oh yes, the first convoy's route. It heads south through the map's center canyon, staying mainly along the bottom of the gorges, then goes into Branson after weaving around several mesas. You should be able to catch it easily before it gets there. Look for the red circle on your map if you lose sight of it. If its fire is too much for you, get a Shield and make use of it- smash attacks on the tanks while blocking and boomerang throws at the trucks are both great tactics to use. Also use Air Sonic Clap and Air Ground Slam to effectively scatter the enemy. After you've destroyed the convoy, thinned the enemy defenses, and recovered your life with green orbs, head back towards the Supply Depot (green circle on the map). The second convoy leaves when you get close enough. It has the same components as the first one, except there are no Bradleys and two trucks this time. Again, concentrate on those to the exclusion of the tanks and Comanches. New MRLSes, Bradleys, and Abrams tanks have appeared in the canyons, but you should be able to dodge their shots with moves like Air Recovery and Air Dash. This convoy heads through the far east canyon- a longer route to Branson- and uses many of the dirt roads along the canyon walls. So if you did what I recommended and took out the bridges it will be slowed considerably. Those crazy truck drivers may even accidentally drive off a bridge and do your job for you- you get a hilarious enemy radio transmission if they do that. Again stay on the tail of those red circles and use Jump Markers to cover distance fast. After both trucks are gone, spend more time smashing tanks and bridges. Make sure the convoy's escorts are eliminated and sweep west through the canyons and circle the town on your way back to the Supply Depot. Why this route? You'll see. Recoevr your life and take out every tank you meet on the way. When you get close to the Supply Depot again, the third convoy departs. Same units as the last one, only this time it's escorted by a pair of Hulkbuster Infantry Units instead of Comanches. In addition to the new tanks that have appeared, this is going to make your chase a little more exciting. The Hulkbusters are more maneuverable than the Comanches, and their attacks do more damage since they can combo and charge up their fists. If you get close, they will grab you and hit especially hard with ground or air combos. They can also block your attacks- hitting them fast and hard will counter this. You can use clubs, but they're very quick and good at evading thrown objects. All in all, they can slow you down enough that you might actually lose the two trucks- if so it's Jump Marker time. This third convoy heads straight west through the town at high speed and then west and south through the canyons. I'm not sure if it takes the high roads, but it's good you destroyed the bridges just in case, right? Anyway, destroy both trucks as soon as possible. If you took the route I recommended back to the Supply Depot, you can even intercept this convoy on its route and ambush them. Take another route and it will probably get too far ahead for you to try that. Once the trucks are down, it's Mission Complete. Save your game. You may want to wreck the last convoy's remaining escorts- be aware the Emergency Response Meter is back- before you return to the Church. ********************************** Chapter 2, Mission 3: Headhunter. ********************************** This mission gets you deeper inside Branson Military Base, a place we were bound to go eventually. Its starting point is near the Restricted Area 102 Jump Marker. This time Samson wants you to bring back a Hulkbuster neural interface for further study. The ones in active mechs are destroyed when they are, so you need to find a mech that's unpiloted. Fortunately Branson Military Base is holding a Hulkbuster demonstration today. :) Be sure to practice your jumping and Air Combos before attempting this mission and when you're ready, activate the green star. A pair of Hulkbuster Infantry come after you at the beginning- this is a good time to get familiar with them if you didn't have the chance earlier because you were mainly after the trucks. These things will lock on to Hulk from above and fire machine guns on approach, then land and circle him, fists ready. They may shoot lone missiles at a distance and charge up for combos when they get close. If you grab one, you can immobilize it and give your prisoner some nice combos- remember this. The yellow circle on your map is the area where you need to go- it's inside Branson. As you fight your way in, you'll meet two more Hulkbusters, an Abrams tank, and lots of respawning Soldiers. When you reach the tunnel, you'll notice its shield is gone now- though there's still one up on the mountain pass above you. Head through the tunnel and wreck the two shield-generating antennas (you can now do this whenever you want during free-roam in order to enter the base). If you want to break the shield down from outside, jump up on the mountain pass, leap into the air, lock onto an antenna, and throw something. Once both shields are down, advance into the main base area. You'll notice lots of buildings, including a command center and an airfield. Take out the defending Soldiers and Hulkbusters. You may notice a canyon going south further into the base as you explore- if you head down it you will pass two large concrete walls and find three bunkers surrounding a helipad. Remember that area- it's the Vault and we will be coming back here later. Your main objective for now is to reach the arroyo along the base's western edge. As you get close, the Hulkbusters being demonstrated there break from their training and come at you. Take them down. Now approach the mech on display by the bleachers. Hulk automatically smashes it and extracts the interface. You can try escaping from the base now, but I recommend putting the machine back down right where you found it. It's relatively safe here, and new defenses have appeared in the base. You'll need to get through these to reach the Restricted Area 102 Jump Marker, so go smash them now. They consist of Soldiers, Hulkbuster Infantry, and a pair of MRLS near the base entrance. Smash them all, particularly the latter. Those guided missiles can really mess up your day. No respawns except the Soldiers, so head back to the arroyo and grab the interface once the way is clear. Jump to the Church and set the interface in the yellow box. Mission Complete. New Blonsky files are decrypted- these will show you some information on the Vault and the gamma mutant confinement and study that goes on there. You will also learn of a secret project of Blonsky's called Mission Directive. That file is still too coded to make sense of unfortunately. Save your game, pardner. ***************************************** Chapter 2, Boss Battle: Proving Grounds. ***************************************** Okay, another green star has appeared by the Church. We know what that means. Before activating it, purchase all the moves you can and take some time to practice them. We won't be going back to the Badlands for a long time, but it was a nice place to visit, wasn't it? When you think you're fully prepared, activate the green star. Samson tells you there's another type of Hulkbuster being developed- the Destroyer. These are larger and more heavily armed than the Infantry Units. The prototype of this version is being demonstrated near Branson Military Base today, and Samson wants you there to get familiar with a Destroyer's capabilities. Taking out the prototype now should also cause serious setbacks for further Destroyer production. In preparation for this mission, make sure you have fully upgraded your Sonic Clap and know how to use it. When the mission begins, you find the military was expecting your arrival. Ross has a perimeter set up around you and the Destroyer prototype is online. As the monster mech lands in front of you, you should realize this is going to be one heck of a fight- this thing is three times your size! Not only can it combo and charge its attacks for some truly bad damage, it has a pair of devastating high-energy lasers on its chest and two missile packs on its shoulders that fire rockets as guided and as damaging as MRLS shots! The good news is the Destroyer lacks the grab attacks exhibited by the Infantry Hulkbusters and it's a lot easier to hit since it's bigger. The bad news is it can still block your attacks and move around quickly with heavy-duty thrusters and hydraulic jumps. With four life bars to deplete, you'll probably be thinking this fight could take a while. You're right. The mech's biggest card, though, is not its combat chassis but its pilot- a soldier named Jenkins after Paul Jenkins, the game's writer. This guy is a great tactical fighter- and he's not alone. Throughout the battle he will call in backup, and several Hulkbuster Infantry Units answer each call. If you're not careful, you will soon be overwhelmed. What to do then? First, jump away from the Destroyer's initial laser sweep attack and stay on the move. Jenkins will be chasing you all over the canyon, but he's not that big a problem immediately. Most of his attacks are easy to spot and all are dodgeable. You also have plenty of stuff available to throw and weaponize- concrete barriers, boulders, trees, military trucks, jeeps, truck trailers, and large containers. Get yourself a Shield as soon as you can and make use of it. Before you even start to attack Jenkins, take a look at your minimap. You'll notice three red circles on it in addition to the one representing the Destroyer. These are satellite dishes that Jenkins is using to transmit his orders for reinforcements and relay commands to open the base doors. Quickly jump around the canyon to locate the dishes. Also pay attention to the doors leading into the mountain. The Destroyer's backup Infantry are going to be coming out of those doors. You need to destroy the satellite dishes, all three of them. Once they're down, Jenkins won't be able to open the doors and summon help- making the fight becomes far more manageable. The Infantry Units will swarm around you as you go after the dishes, so knock them back as necessary. Sonic Clap is very good for this, as it damages all foes in your immediate vicinity. Critical Thunderclap works even better- if you can get in Critical Mass. Use your Shield and your best combos to decimate the dishes and any Hulkbusters that get too close to you. If you end up needing life, plenty of green orbs are on the walls of the canyon. Infantry Units also cough up green orbs after you smash them. Ignore Jenkins as much as possible until all three dishes are gone. After the dishes, eliminate any remaining Infantry Hulkbusters. Now it's just you and the big guy. Flank him as much as possible to avoid his laser sweeps and punches, jumping and weaving along the wall when he fires missiles. Going toe-to-toe is not recommended, the Destroyer's pile drivers and grab combos really hurt. Stay away from him when he lands too- the shockwave he causes when hitting the ground can knock you down. It's also best to stay above or below him to more easily dodge the lasers. Hitting the mech with combos and then jumping aside is a good tactic to use again and again. You can also pick up and throw objects at the Destroyer- if you do so, be aware you can target the missile packs on its shoulders individually. Taking them out is a good way to deny Jenkins his most powerful weapon and shorten the fight. If this is your first playthrough, the Destroyer is too big for you to grab, so don't bother trying it. Just keep damaging him. You will hear increasingly more frantic radio chatter from Jenkins and his Infantry friends still inside the mountain as you knock the Destroyer's life bar down. The mech starts smoking too, but this in no way impairs its combat ability. Just keep repeating your hit-and-run attacks and grab green orbs according to your need. When the Destroyer finally topples, Hulk leaps onto its body and unleashes a quick smash to knock out Jenkins. He then jumps away across the mountains before Ross's remaining troops can locate him. Mission Complete and time to save! ********************* Chapter 3: No Mercy. ********************* Things start to hit harder in this chapter. You're going back to the City and you'll find things have changed there. Division Soldiers have now entirely replaced the Police foot patrols and they will appear both on the streets and on rooftops, often in teams. Abrams and Bradley tanks are on the streets too, often posted at major intersections. The response team that comes out if you get the meter high enough now includes Hulkbuster Infantry units, though it's still just Comanches if you're in the Badlands. The general number of vehicles and pedestrians on the City streets is unchanged, but you should be noticing a heavier undercurrent of fear. Get ready to face it- the missions in this chapter will test your combat and movement abilities harder than anything thus far. As before, the mission opens with a text recap of the story. Read it over to pick up a few details the cutscenes so far have left out. It seems the psychosis Blonsky has been experiencing since his gamma infection is getting worse, and so is Bruce Banner's inner battle with the Devil Hulk. The Division has also deeply infiltrated the City, and you're running out of time to finish your machine. Finally you will learn the identity of that woman we've seen near Blonsky in a couple cutscenes. Her name is Mercy and she's a powerful gamma mutant allied with the Division. After you're done absorbing all this, head into the Church and read over the new Blonsky Files. You'll find more information on Mercy's capabilities- apparently she is a powerful psionic with skills in telekinesis and teleportation. A tracking device is implanted in her body, and while Blonsky worries about her loyalty he still finds her a capable bodyguard. Another new file has design specs on a new type of Hulkbuster called the Combat Warden. These things are called "unassailable," and it looks like they have good reason to be. Their armaments are heavier than the basic Infantry unit's, their armor and flight/charge power capacity are upgraded, and their interfaces are quicker to respond to pilot commands. Wonder if Hulk will soon be fighting these things. :) Now for the new moves on the Buy Menu. Some real gems have just become available. As before, you want to get all you can and practice them. First on the list of new moves to grab here is Air Enemy Grapple. With this you can grab flying foes while you're in the air- which can be handy to immobilize and smash up Hulkbusters. Next up is Cyclone Skyjack. This move allows you to down any aircraft instantly just by grabbing onto it- very useful. If pesky Comanches have been giving you trouble, this move can be a lifesaver. Remember that targeting aircraft and then moving towards them with a jumping Air Strike is a great way to get close enough to set this move up. As for the other moves, Spear Impale is another great Club Move and Dashing Uppercut is another great Air Combo starter. You can easily knock Hulkbusters and light tanks into the air with Dashing Uppercut, so get and master it. Shield Grind offers you a new and very fun way to travel- you can turn your Shield into a ground surfboard and move quickly across tough terrain. Your momentum is increased greatly when Grinding- objects you run into will take far more damage than from your ordinary charge. You can even crash into and wreck tanks! Just be careful not to hit a building or take too much damage, you can fall off your board. Get the Shield Grind Kick upgrade as soon as possible after purchasing Shield Grind- this move will allow you to quickly exit your board and damage enemy ground formations in the process. Bowling is another great way to damage enemy formations- this move allows you to weaponize any large round object into a giant ball you can roll to damage enemies in a line. Objects useable with this weaponization include the gas station ball and hamburger signs in the City and the big round boulders in the Badlands. Gamma Quake is a great way to seriously damage any Hulkbuster you've grappled, and Floor Kick can damage prone enemies- use it in combos to pummel Hulkbusters you've knocked down before they get back up to fight you again. Elbow Drop is by far the most powerful move available to you outside of Critical Mass- it can be hard to set up since you must run up a high wall first but it can really do some damage to bunched-up enemies. The more height, the harder it hits. Get Hitchhike if you want to be able to grab large foes like Destroyers and pound on them- it's not going to be useful any time soon but it might be later. :) More important than all these moves, though, are the newly available upgrades for your existing moves. Dashing Groundslam will allow you to devastate enemy ground units while moving quickly- a good move to take out emplaced tanks and far more powerful than Sonic Clap. Against aircraft, you'll want the Super Air Strike so your air combos inflict more damage and the Super Air Dash so when Air Dashing you can travel farther at greater speed. Shockwave Smash Repeater is expensive, but will be extremely useful against tanks and non-flying Hulkbusters. Think of it as the Rapid Punch Burst of special attacks. Critical Mass Surge Level 1 should be purchased as soon as you have the points- even if you haven't been using Critical Mass moves that often this upgrade will extend your life bar and the level at which your attacks do the most damage. Perhaps the coolest upgrade of all is Missile Catch- this move lets you grab an enemy missile out of the sky for use as a weapon. You can then throw the missile at anything you want, and charging your attack makes it a homing missile. If you've been looking for a fun surefire way to down those evasive Comanches, this is it. It also works well against Hulkbuster Infantry. Just remember to practice it as much as possible so you get the timing down. When you're ready, save your game and then head into the City for your next new mission. **************************************** Chapter 3, Mission 1: Authority Issues. **************************************** Okay, it's time to start taking on the Division's newest Hulkbuster Mechs. If you read the Blonsky File on them, you'll know they are faster and stronger than the Infantry you've been fighting. Taking them on isn't your only task here either- you also need to retrieve the Chief Warden's memory module for Doc Samson. Note- after this mission just about all the Infantry you encounter will have Combat Warden capabilities although they are still counted as Infantry in your Stats. I shall refer to them as Infantry, but be ready for tougher fights. The mission starts off with Hulk getting ambushed by a lot of Division Soldiers and Bradleys. Lay into them with every move you have so far mastered and take them all out, collecting green orbs throughout. When the bulk of the ambush is shattered, the Chief Warden orders all remaining forces back to HQ for a report. Follow and smash the retreating Bradleys. Now head for the green circle on your map. Once you arrive there, you will see a perimeter set up and be attacked by a group of very aggressive Hulkbusters- the Combat Wardens. Stay on the move against these guys, batting back or avoiding their missiles. Try your best to grab and combo them, but watch out- they know how to fight back. Keep taking them out until no more red dots appear on your map. You are then treated to a cutscene of the Chief Warden standing atop Division Headquarters. Let's go get him! You will meet some more Bradleys on your way to the Headquarters, and Missile Soldiers are manning the building's rooftops. Take out them quickly before turning your attention to the Chief Warden. This guy can hover like no other Hulkbuster thus far encountered, and his slams and missiles pack quite a punch. Stay on your toes and pummel him. You might be able to pull off a grab, but usually he's too quick to block and dodge and he can even counter attack to break your grapple. His most powerful attack is a ground ram from above, but his combos are only slightly less worrisome. You only have to deplete three of his four life bars and some of his last- then he flees the battle. It's chase time. You can not catch the Chief Warden here- he flies too high and fast for you. He'll easily dodge any of your projectiles too. Ignore the fact that his health is coming back for now- you will soon have a final confrontation. Just keep after him, dodging missiles and beating down the Missile Soldiers that come out as you follow- you're going to be circling some of the City's tallest buildings. If you've been practicing rooftop jumping and moving fast, you should have no trouble staying on the Chief Warden's tail. When the Chief Warden finally stops, he'll be in a park with some Bradleys and Division Soldiers. Blonsky orders the latter to help the Chief Warden defeat you. The more the merrier. Beat up the minor enemies and then deplete the Warden's three life bars- he's not learned any tricks he didn't have before. After he falls, retrieve his memory module from the wreckage. As soon as you get it, though, new Missile Soldiers show up on the rooftops and some more Combat Wardens jump in to fight you. Quickly put the module down and get away from it, then take the Wardens out with your fastest combos and projectiles. Next make sure all Missile Soldiers are clear from the rooftops (no respawns). Now pick up the module and locate your nearest Jump Marker- probably the Dyne. Head there and return to the Church, then place the module in its yellow box. Mission Complete. A cutscene shows you Blonsky discussing his growing mutation problems with Mercy. She is worried about him, but he insists everything will be fine if they can just take down the Hulk. A new Blonsky File in your database will show you more about Mercy and her background. Save your game. **************************************** Chapter 3, Mission 2: Frantic Recovery. **************************************** This mission starts atop one of the beams on the western bridge to Gunnery Island. Samson wants you to capture a truck full of equipment that is moving between Division research facilities. There's only one convoy to chase this time, but you need to stop it before it reaches its destination and it is fast. The truck itself is very tough, protected by an energy shield as well as its own armor. You will need to throw objects at the truck to damage this shield and take it down. On top of that the truck is being escorted by Comanches and Hulkbuster Infantry and a lot of Abrams tanks are set up along its route to pound you with their cannons. The route itself winds along the City's main divided highway and then across several parks and city streets. Concrete barriers are strung all along the route, so there won't be other traffic slowing the truck and you'll have no shortage of objects to throw what with all the City has to offer. Take out the truck's escorts quickly and then start tossing objects at it. Remember to charge your throws for distance and that you can throw while in the air. Thrown Clubs (Spears) are especially effective. Don't go after the truck with your normal attacks- its shield will stop them cold and damage you. Fortunately you don't have to deplete the truck's entire life bar. After you hit it with enough objects the shield flickers and then after several more hits it goes out completely. Now you can get the truck with a Running Grab. Make sure the escorts are down and get it. Use Jump Markers as needed to catch up to your quarry. Once you have the truck, three Comanches will be after you trying to destroy it before you can escape. Even if you put the truck down, they will still fire at it and it won't be moving fast either. Just stay ahead of the choppers and get to the nearest Jump Marker. Once you've used it, return the truck to the Church. Mission Complete. Save! ******************************* Chapter 3, Boss Battle: Mercy. ******************************* What, another boss fight already? Okay, no problem. The only clue you're given that you're going into this fight is the mission name- you're told at the beginning that Samson wants you to retrieve some nuclear fuel rods from the City's power plant. Once you arrive there, though, you'll find Blonsky's powerful psionic bodyguard Mercy waiting for you. She laughs and surrounds herself with kinetic energy, saying all your power means nothing to her. Yeah, whatever, lady. Let's dance! This battle is different from any of you've fought before. Mercy only has three life bars, but many of your attacks are not going to work against her. You can throw the concrete barriers, fuel tanks, and huge radioactive canisters scattered around, but she will deflect those with telekinesis every time. Getting close to her proves problematic, as she can teleport away just as you reach her and then you have to chase her again. Her psionic shield doesn't block your attacks, but it does reduce the damage they do- and she can also energize her body so her karate moves will knock you back hard. Mercy's main attack is to throw large weaving energy balls at you. If one of these hits, Hulk is paralyzed and if Mercy's close enough she will unleash some devestating combos on him. So dodge those balls! Fortunately Mercy tends to stay still while they're on screen- get close and pummel her with Explosive Triples and Rapid Punch Bursts. Grabbing her is out, the shield will shock you off if you try that. Just be quick and use your auto-targeting to lock onto her again when she teleports. Grab green orbs from the reactor walls if you need life. After cutting Mercy's life in half she'll stop throwing the balls and surround herself with a more aggressive shield of ions. She will now be zipping around the battlefield attacking you with kicks and punches, all charged with enough voltage to knock Hulk down and lay on the pain. She'll also fling barrages of electricity and sweeping lasers, which can hurt you badly and explode any radioactive canisters that happen to be near you- amplifying the damage. Keep on your toes, locking onto and hitting Mercy with the same combos you've been using. Jump away if she starts a combo of her own. Just keep on her- she will soon go down. Once she does, Blonsky pulls a nasty gambit- he fires a missile at the power plant that is homing in on Mercy's implanted tracking device. Hulk barely manages to escape as the shocked bodyguard is reduced to cinders. Oh well. Save your game, and you have completed this Chapter. *********************** Chapter 4: Cry Havoc! *********************** This chapter's opening cutscene will set the stage for what's ahead- the Devil Hulk is finally emerging from Bruce Banner's mind and the manifestations ain't pretty. You now will have to move even faster to finish the machine and the Division isn't gonna be laying it down either. They now have even more tanks posted on the streets of the City, and their upgraded Infantry Hulkbusters have been mobilized to join the Strike Team. Missile Soldiers are also still manning the rooftops, and even MRLS units are setting up to deter your attacks. The Badlands also has increased military activity- more tanks, MRLSes in the canyons, and even patrolling Comanches near Branson and the town. All this chapter's missions will take place in the City though. Read your text recap to get a full idea what's going on. Some new moves are available in the Buy Menu. Air Critical Thunderclap is a great upgrade for your current most damaging move, but before you get it you need to get some more potentially damaging numbers- Critical Pain and Hammer Toss. The former charged combo is the most damaging attack in the game- it will cut any boss's life in half if you can get into Critical Mass, get close, and apply it. Any regular enemy who feels it is toasted, too, if you want to waste it on them. With Hammer Toss you can finally grab those tanks that have been messing with you and fling them around like ninepins. Just grab one by the barrel, swing it around to smash any others nearby, and then rotate your movement stick quickly to throw the whole tank at a target. This move will be the key to damaging the next boss. Another level of Power Surge is also now available, and you want to purchase any moves left over from the last chapter as soon as possible. Other new moves to get include Air Spike and Target Kick, which are great for knocking flying foes out of the sky. Double Air Dash gives you two chances to get closer to such foes instead of one, so get it to jump farther. Gamma Grinder and Gamma Bomb are your most powerful grapples against Hulkbusters- get these to pull off some awesome wrestling throws whenever you have hold of one. Running Club Ram is a good move to seriously pound an emplaced enemy, but for the money Dashing Ground Slam works just as well. You can also now buy Hulk's two most powerful weaponizations. You should remember Missile Pack from the opening training simulator- this move turns any MRLS's rocket launcher into your own gun and its missiles are homing when charged. Its only drawback is the limited ammo. Ball and Chain is an even better weaponization- it lets you turn any crane's wrecking ball into a Hulk Morningstar. With this you can then deliver some serious pain at long range with both regular and special attacks. Throwing your weapon is only slightly less powerful. A wrecking ball is very robust, and with it you can hit a foe halfway across the screen from where you're standing. Get this combo and make good use of it. New Blonsky files reveal the Division is placing the city under martial law. Save your game, practice your new moves, and prepare to investigate. *********************************** Chapter 4, Mission 1: Clean Sweep. *********************************** Blonsky and Ross are really out to get you this time. Their machines aren't doing the job, so they've resorted to polluting the air with a gas that is lethal to gamma mutants. Fortunately, they're still cutting through all the red tape necessary to release this toxin, so you have the chance to grab the three canisters they've placed in the City and dispose of them before they can dispose of you. To do that, you will need to toss them into the water surrounding this borough. Each canister is heavily guarded, so get ready for some tough fights. The mission starts with you under attack by a Destroyer Hulkbuster. Unlike the one you fought before, this one has tank cannons instead of lasers. It still has its grab attacks, pile driver punches, and missiles. Its life bar is a lot shorter too. It can stay on you quite effectively though, with thrusters and hydraulics. Pound it with combos and thrown objects, aiming for the missile launchers on the mech's shoulders before going after the body. You can Hitchhike on the Destroyer's back if you've bought that move, but pound it quickly if you do- the mech can and will throw you off. Punching and throwing back the mech's own missiles is highly effective- do this if you have mastered those moves. You can also Elbow Drop off a building onto it for a lot of damage- if you can get things set up right. Once the Destroyer's down, search for green orbs to up your life bar- a good source is the ambulances which randomly appear on the streets. Also break down a truck and get yourself a Shield. The first gas pod is in front of the Mandarin Grand Mews in Chinatown. It's guarded by another Destroyer, who you will want to lure away from it. Harry him with thrown objects and ignore the gas pod for now- its release countdown does not start until you pick it up. Two Comanches will attack also- Cyclone Skyjack them out of the sky. Now smack down the concrete barriers and grab that gas pod. A hidden timer immediately starts counting down and the pod broadcasts warnings- quickly run for the ocean to the west. Once you get there the game prompts you to Hammer Throw the pod but this is not necessary. Just jump out over the ocean and use the grab button to drop it. Once the pod hits the water, it goes inert. Whew. Your second target is in the western half of the city. To reach it quickly use the nearby Jump Marker to go to the Dyne. Again, restore your health and pick up a Shield on the way there. Two Comanches attack once you get close to the pod and as you near it, you will see two Destroyers there also. Fighting two of these big mechs isn't much different from fighting one- just repeat a hit and run attack using charged-up combos and thrown objects. A crane parked near the north Destroyer offers a convienent Ball and Chain. Concentrate on one mech, then the other, until both are defeated. Each releases a lot of green orbs upon destruction, so you can use them to keep your life high. Now grab that pod and again bound west and toss it into the ocean. Move fast- three warnings and you are dead! The final gas pod is on Gunnery Island. You don't want to use the Jump Marker to get there though- instead Jump to Midtown Tower and cross a bridge. As with the last one, this pod is defended by two Comanches and two Destroyers. MRLS tanks also are guarding the bridges, and these will respawn after you get the order to pick up the pod. Smash one and retool its Missile Pack if you can, missiles are very damaging against the Destroyers. Whatever you do, make sure both big mechs are down before you grab the pod. You don't want one of them knocking it out of your hands. Once you have it, hightail it to the nearest ocean (west once again) and heave ho. Mission Complete, save your game. ****************************************** Chapter 4, Mission 2: A Bird in the Hand. ****************************************** Remember those fuel rods Mercy stopped us from getting? Turns out more are being transported through the City via Huey, and we need to steal them now. This isn't going to be easy. The copter moves fast despite its load, and it's protected by Hulkbuster Infantry and a deadly new aircraft- the Falcon Strike Fighter. These jets are armed the same as the Comanches, but they are far more acrobatic and harder to take out. Fortunately there's just one to worry about at this juncture. As your mission starts, run towards the green circle on your map. Get as close as you can before the timer expires. Once it does, the copter takes off and its initial escort- the Falcon- comes after you. Get after the copter- if it gets too far ahead your mission will fail. In the meantime grab something to throw and toss it at that Falcon. You want the jet off your back as soon as possible. If throwing stuff doesn't work, air combos like the Chopper Crusher and Cyclone Skyjack are good attacks to unleash when the jet is close. Pretty soon, the Huey will circle close to a building and several Hulkbusters will come out at you. Pummel them and get after the bird again. Despite what Samson told you, you don't need to wait for it to land to destroy it. Instead, just jump up to it and unleash some Air Combos and projectiles. Enough hits and the copter will crash and drop its rods. Leave the load where it is for now- you need to take out the remaining escort Hulkbusters. Two more Hueys are also coming on an intercept to try to pick up the rods again- take them out quickly. In addition, MRLS tanks have set up on the streets around. Destroy all opposition and then grab the rods and hightail it to the nearest Jump Marker. When you get to the Jump Marker, return to the Church, set the rods down in the yellow box, and it's Mission Complete. A cutscene shows you Blonsky's deepening determination and dementia. Save your game. ******************************** Chapter 4, Mission 3: Lockdown. ******************************** The green star for this one appears at the Church, so you may think it's a boss battle. Nope, it's an escort mission. Doc Samson needs to meet with a Division informant, but the City is under lockdown (hence the mission name) so he may be in danger from trigger-happy Division Soldiers if he's seen on the streets. Guess the Hulk needs to create a distraction, huh? Once you start the mission, you'll see Samson doesn't have the best taste when it comes to vehicles. His bright red station wagon only has one bar of life, and it can't move that fast either. Worse, the Division have an APB out for him. Uh oh. You start things off on the east Gunnery Island bridge. Samson zips through a checkpoint, past three Division Soldiers armed with machine guns. Quickly dash past them yourself, knocking them down on the way if you want, though it's not necessary. Quickly bound ahead of Samson's car- you want to stay ahead of it as much as you can during the mission. The enemies ahead will open fire on Samson's car if they see it and if it's destroyed you fail the mission. By staying ahead, Hulk can usually take out whatever's lying in wait before Samson even arrives. Even better, if Samson sees you battling foes on the street ahead of him he will often slow down and wait for the way to clear before he continues on- wish all escortees in action video games were that smart! Samson's route through the City takes you across the western bridge and then along the western coastline, through the downtown area, and then along the northern coast. Division Soldiers and Comanches are set up along this route, and so are some very dangerous new tanks- Howitzers. These things are even more heavily armored than the Abrams and their double cannons will quickly pulverize Samson's car. To take them on, make sure you have Shockwave Smash Repeater and Hammer Toss, not to mention good jumping ability. A Shield is nice too if you can find one- use a tank's destroyed body or look for parked delivery trucks. Because of the lockdown, very little traffic will be on the streets. Get ahead of Samson (blue circle on the minimap) at the beginning of the mission and quickly cross the western bridge. Three Division Soldiers are posted at its west end, and one has a missile launcher. You want to take these out quickly before Samson approaches- a good way is Dashing Sonic Clap. Behind them are two Howitzer tanks, and you must get to these before Samson does. Grab one and swing it around with Hammer Toss to destroy the second, then drop the tank you're holding and if necessary lay into it with Shockwave Smashes. Once it's down, grab yourself a Shield. A Comanche flies in- it will target you over Samson, so let it get close and then apply an Air Combo, Cyclone Skyjack, or thrown Shield. Samson will have crossed the bridge by now, so again jump ahead of him and take out any Division Soldiers in his path. Machine guns aren't much to worry about, but missiles damage the car pretty badly. Keep moving west along the coast, until you come to a tollbooth. You must destroy this and its attendant Division Soldiers. Also clobber the two Howitzer tanks in the parking lot to the north before they can come out to fire on Samson's car. For this your Shield works great- if you don't have a Shield a delivery truck and a tractor-trailer are both near the toll booth and a bus might also be nearby. Smash one of them. Make sure you have a Shield before you continue and head on down the road in front of Samson's car. You'll spot Division Soldiers on the roofs and beside a building up ahead. Take out only the ground forces- Samson will usually speed past the rooftops before the guys up there can get a bead on him. Around the curve ahead, you'll spot two Howitzer tanks- leap ahead of Samson and smash them with your Shield. You'll notice Samson drive into a nearby alley- he's going to wait there for a minute. Find the red dot on your map that represents another lurking Howitzer and smash it up. Now search the nearby rooftops for life-restoring green orbs and clear the parked vehicles in front of Samson. When you're ready, approach his car and he'll resume his journey. You are now at the halfway mark of the mission and a Checkpoint. Samson speeds up now, turning onto the City's main divided highway and using his front bumper to clear any Soldiers in front. Thankfully, running over troops will not damage his car. Howitzer fire will, though, so follow him closely and quickly destroy the tank Samson curves around. Keep after him, Shield-smacking any Soldiers he doesn't knock over as needed- but don't let Samson get too far ahead. At the end of the highway's north boundary Samson ducks into another alley and is cornered there by a pair of Division patrolmen. You'll notice several other red dots on the map- these are another duo of Soldiers, a Comanche, and three more Howitzers. Quickly take these out and then go take care of the Soldiers- their machine guns will not hurt Samson that much and you don't want to bring heavy armor your buddy's way. Mind the Howitzer near the Soldiers also- it can't spot Samson while he's in the alley but will moev to engage and open fire if he comes out. Destroy it before that happens or if it does smash the tank quickly and then catch back up to your friend. As usual you want to get ahead of him- but watch your minimap. Samson will head northwest along the coast to evade another watchful Division duo- and waiting to ambush him in a nearby parking lot are two Comanches and two Howitzers! Finish off the Soldiers and get over there quickly to attack the enemies- Samson sees you and decides not to approach. Concentrate on the Howitzers first, as their gunfire is far more damaging. Again Hammer Toss is an excellent move to use. After the tanks are gone, use the usual tactics on the choppers. Now Samson will start moving again, and you should be leading the way. The mission's final group of foes- four Comanches and two Howitzers- will soon intercept you. Take them out with Air Combos and bashes of your Shield, again concentrating on the tanks before you ground the aircraft. Mission Complete, Samson heads to a safehouse and you get a chance to save. ************************************** Chapter 4, Mission 4: My Other Voice. ************************************** Okay, if you were wondering when the Devil Hulk would show up again, this is the mission. And it is a very long and difficult one, not to mention your last in the City. Before undertaking this mission, purchase and master as many new moves as possible. In particular you want Missile Catch and Missile Punchback as you'll be meeting more Destroyers. You also want some good moves to use on Hulkbuster Infantry. I recommend Air Spike to knock them from the sky, Gamma Bomb or Gamma Grinder to decimate any you manage to grab, and Floor Kick so you can attack prone enemies. The latter is especially good as it will keep a Hulkbuster that's been knocked over by one of your combos on the ground taking damage instead of giving it the chance to hop up and fight back. You will find much use for it here. When you're ready return to the City and activate the green star near the Coliseum Terrace apartments. Samson gives you a very unusual mission briefing. He wants you to take out the Division's three main bases in the City, claiming there are no longer any civilians in the area and the time to strike is now. Okay, we've been wanting to clear the Division out of the City for some time now, so let's go ahead and see if we can. Once the mission begins, you may feel you've been set up for some serious headaches. First off, you're going to be reloading the map after you take out each targeted Division asset, meaning the Hulk drops to 75% life. At least you're given a Checkpoint at each of these milestones. Worse, the number of enemies on this mission, especially in the two latter sections, is more than you have ever fought before. It seems a Hulkbuster Infantry mech has been posted on just about every corner of the City, and they're all waiting to gang up and take on Hulk. Be sure you keep your battles as small-scale as possible- use your jumping abilities to draw Hulkbusters away from their buddies and strike them hard and fast. Samson's intelligence appears faulty, as the usual amount of traffic remains on the city streets. That's good because you can still run across whatever weapons you might need and ambulances full of health. Take a break and replenish the latter whenever necessary and possible. You've got a lot to deal with here. Your first target is the fuel depot you may have seen near the hospital while exploring the City's north-central quadrant. It is represented on the minimap by a pair of red circles and near it are several red dots- the base's defenders. Get your life up and grab a Shield while approaching them- all must be eliminated in order to progress. As you near the depot, two Hulkbuster Infantry mechs hover down from the rooftops guns blazing. Smack them down quickly and then take on the three Comanches and three Howitzer tanks. As you battle, you may hear a strange yet familiar voice urging you to crush, kill, and destroy. That's right, it's the Devil Hulk! It seems something very wrong is going on here, but unfortunately we have no choice but to continue our campaign of Hulk Smash. Proceed to the fuel depot and bash its tanks for a very large explosion.
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