Incredible Hulk, The: Ultimate Destruction - Strategy Guide (Page 04)
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Your next target is the archlike Division Headquarters building in the City's southwest corner, and a Hulkbuster Destroyer nearby is marked for death too. This is also the part of the mission where you will begin to meet large numbers of Hulkbuster Infantry. Grab a Shield or a Ball and Chain whenever possible and make good use of these weapons against the Hulkbusters. Every explosion from a foe you smash is echoed by Devil Hulk's joyful laughter, but nevertheless you do not want to let up. As you get close to the headquarters, the Destroyer comes bounding over the rooftops. As before, you want to grab its missiles and throw them back to hurt it the most. Failing that, use a Ball and Chain or combos and thrown objects, jumping away after each attack. Once the big mech falls, you should be able to get your health up to maximum. Finish off any remaining Infantry and then head over to the headquarters. Hit the building with your most devestating combos and big thrown objects- it should fall very quickly. Time to move on. Your final target is the Division Armory on Gunnery Island. This base is even more heavily defended than the last one- Hulkbuster Infantry are watching the roads all along the coastline and a Destroyer stands at the Gunnery Island end of each bridge. Use the same tactics as before, and try to eliminate as many Infantry mechs as possible before approaching Gunnery Island. Air Combos are great for use in the open, and you can also lure Hulkbusters into alleys, combo them to the ground, and Floor Kick them into oblivion with ease. Jumping into the water or around a building is an excellent way to evade enemy missiles. Cross a bridge to Gunnery Island once the way is clear- as soon as you do so, both Destroyers will head towards you. It is possible to outrun the big mechs by getting far enough away from the island, so if you need to retreat and regroup do that and do it quickly. Pound down all Infantry that give chase. After both Destroyers are gone, finish off the mechs that remain (more are waiting on Gunnery Island) and head for the armory. Like the last building you leveled, this one is quite ready to come down. When it does, you get a cutscene of Blonsky hearing more voices and raving about his mutation. It seems he's finally accepting his newfound abilities for the gift they are, and he's talking in the voice of your old friend the Abomination. Better save your game. **************************************** Chapter 4, Boss Battle: Turning Point. **************************************** Head back to the Church now, and buy and practice a lot of new abilities. You want to upgrade your life bar to as great a length as possible, and make sure you purchase Hammer Toss and Critical Pain. Another new green star has appeared at the Church, and this boss battle is one of the game's most difficult. Samson tells you he wants you to retrieve another piece of classified material from a Division testing facility, but Banner notes a worried tone in his voice and senses something not right. This instinct serves Banner well- as soon as Hulk arrives at the testing facility he finds a huge corps of Abrams tanks waiting and the material Samson wanted is nowhere to be found. Samson is here, however, and he has betrayed you! It seems you hurt a lot of civilians in the last mission, and as a result Samson now feels the Hulk must be stopped at any cost before it can take more lives. The machine is too far away from completion, so Samson is instead depending on his Division contact- none other than General Thunderbolt Ross. The general is all too eager to finally get a shot at his nemesis, and for this fight he's brought a Hulkbuster Titan- the biggest mech in the game. At least a hundred feet tall, this bad boy takes a crew of several soldiers to pilot. It is armed with a high-energy laser weapon, dual Vulcan chainguns, a box launcher full of deadly cruise missiles, four tank cannons, a shockwave attack, and enormous titanium fists. The mech can't hover, but its jumping abilities almost equal yours and with all the tanks backing it up this is going to be one heck of a fight. Jump away from the Titan at the beginning- it will sweep the area with its laser and fire missiles to track you. These missiles are more homing and deadly than any others in the game, and Hulk needs to move fast to keep out of their way. The island you're on has many buildings, but they will soon fall to the Titan's power. Note the trees and vehicles scattered about- you can use these as projectiles and Shields. The Titan will constantly be flanking you and delivering its shockwave, an attack that can hit you and knock you away if you are anywhere close by. If the Titan's fist hits you too, up goes the pain. The mech also has a grapple attack- if it grabs you tap the basic attack button quickly to break free from its grip before you are smacked. Any attempt to get close to the Titan will be met with a shockwave or a pulverizing stomp attack and woe to you if you try and Hitchhike- Ross will throw you off by electrifying the Titan's outer shell and then easily grab the stunned Hulk. The Titan's shockwave attacks not only knock you away but throw up a temporary forcefield to protect it, so messing with them is not any fun. What's worse, the Abrams tanks I mentioned earlier are fully ready to back up Ross and deploying in key locations around the battle area. Taking out the Titan is the only thing you need to do to win the battle, but it has five full bars of health. So how do you down that hundred-foot monster? First off, you want to stay on the move more than you ever have before. Ross will give you no breaks here, indeed he feels it's his patriotic duty to destroy you and he takes great pride in being able to take Hulk on- you probably got that from all the patriotic malarkey he's spouting. :) You need to repeat a hit and run attack on the Titan, using Air Strikes and then jumping away to avoid its shockwave counters. If you need health- and you will, trust me- you can get some by searching the remains of collapsed buildings. More is available by taking out the Abrams- this battle has a never-ending supply of them. This fact should prompt you to grab a tank and use Hammer Toss on the Titan, and that is a very good idea. Every thrown tank does a full bar of damage to Ross, and Hulk likes that. Hulk likes it very much. :) Another good attack to use on the Titan is Sonic Clap- with that you can hit Ross easily even when he's flanking you. Use normal thrown objects (vehicles, trees, concrete) too- he will not counter these with a shockwave if you're not close by. If you can get into Critical Mass, get close to the gigantic mech and apply Critical Pain to cut its life bar in half. If too many tanks are nearby and you want to wreck them too, use Critical Thunderclap. Just watch out on your approach to use these abilities- Ross can bring you out of Critical Mass quickly with his damaging attacks. Just like with Destroyers, you can target the big weapons on the mech's shoulders over its body. Destroy these as soon as possible to remove Ross's missile launcher and laser weapon from the fight along with many of his lines. If you continue to move quickly and hit hard, you will soon topple your enemy. Once his mech falls, General Ross will be flabbergasted, even ordering the crew of his obviously failing Titan to get it back in the fight this instant! That's not going to happen with the smoking ruin the Hulkbuster has become, so you have won. Ross survives the Titan's destruction and at prompting from Samson, orders his remaining troops to stand down. Then Samson steps forward and activates his neural interface's failsafe, putting the Hulk into a deep coma. The doc sighs heavily, making it clear just how reluctant his betrayal was. Ross's reminder that he had no choice does not make him feel any better. Save your game. *************************** Chapter 5: Inner Sanctum. *************************** This chapter is quite different than any you've had so far. You are given two missions, with no pause in between to rest, free roam, and pracrice new moves. Mission the first, mission the second, boom, next chapter. At least you get a chance to save and buy new moves (by quitting to the buy menu from the post-mission save screen) before each mission. Make use of this. As far as new moevs available, there are few. The main thing you want is Critical Mass Surge Level 2 (for three bars of Critical Mass energy and the corresponding life/attack power) and whatever moves you missed from previous chapters. The only new attack move to buy is Air Cannonball, and I recommend you wait on it due to the expense and the fact that we already have great air moves in Tornado Frenzy and Drop Kick. When you do buy this move, it will be a powerful air strike with increased jumping range and speed that is great for decimating any tank formation via falling down from above. So get what you can, save your game, and continue. **************************************** Chapter 5, Mission 1: Without Parole. **************************************** After the text recap, you start this mission off locked up in the Vault surrounded by scientists and your nemesis Blonsky. The director is laughing, saying he has you now and demanding to know how to control the Hulk's transformations. Banner refuses to tell him anything, and Blonsky dares Banner to go ahead and get angry- the angrier he gets, the machine he's hooked up to will further restrain him with painful electric shocks. Samson, watching from the other side of a security camera, is appalled and reminds General Ross of his promise to treat Banner fairly. Ross replies that things are out of his hands. Meanwhile inside Banner's mind the Devil Hulk grows stronger and reaches out towards freedom, insisting Banner surrender to his ultimate self. Seizing the moment, Banner demands to know who Blonsky is and why he's after the Hulk so eagerly. Blonsky smiles and replies, "I'm Ahab and you're the big white whale..." Banner then transforms into the Hulk and quickly busts free of his restraints. Okay, Blonsky runs out of the room screaming. Ignore him for now. You have four Division Soldiers firing their machine guns at you and your initial charge may not have killed them all. Knock the remainder out and the unarmed scientists running around too- they deserve it! Get the green orbs the soldiers drop- you need to recoevr your life. Smash down the big door Blonsky ran through as soon as the room is clear. Now mind the downed door, the forklifts, the fuel and biohazard barrels, and the big pieces of concrete in the room behind you. These are your only options for projectiles in these tight quarters- use them if you must, but you're better off with Hulk's own two-fisted fighting skills. Quickly get on pummeling the Hulkbuster coming at you- this is a new type called the Capture Warden which will use its fists only to attack you. Its combos really hurt, so you need to be faster in movement and counter-blows. Bust down the next two doors and you'll meet another Capture Warden, backed up by several Soldiers. Those blue crates are too big to pick up as usual, but Hulk can smash them to get them out of his way. Bust up your foes and smash the next door down. This next room is a muster area for Hulkbusters and contains three Capture Wardens. Make sure you have all available green orbs before you enter it. You may need to retreat during this battle- you can go as far as your cell but the Capture Wardens will be after you. Grab projectiles (the big barrels work nicely) as you go and wear them down. Then pummel each in turn. In the room itself, you'll find generators and inactive Hulkbusters you can smash. Break through the next door and you'll be in a wide open area with Blonsky escaping up an elevator at the other end. Coming down to get you is the mission boss- a giant Capture Warden! This thing only has two life bars but its grab and combo attacks are just as deadly as those of its smaller brothers. It also has missiles to use at range and a ram attack that it uses if you're directly in front of it. Jump to the side if does this move. Weave around the room as usual, pummeling your foe with Air Combos whenever possible. Pound your normal attack button frantically and counter every time he grabs you- these quick combos really hurt! Two normal-sized Capture Wardens will join the fight when the big one's at half health- concentrate on the boss as much as you can before taking these down as he's less aggressive for some reason while they're on screen. The room is full of containers, jeeps, and big biohazard barrels you can use as weapons and more puny unarmed scientists to smack around. The big fuel tanks along the wall left of the door are there to create satisfying explosions should you knock a Capture Warden into them. Activate the Jump Marker on the elevator once the room is clear. You will reach another level of the Vault, and there corner Blonsky. He fights back the only way he can- by turning into the Abomination! If you haven't figured out by now they're one and the same, here's your proof. All the proof Ross needs too- the entire Division sees on the security monitors that their mutant-hating director Blonsky is in fact a mutant himself. Abomination knocks Hulk down and runs off, saying now is not the time for their battle. Save your game. ******************************** Chapter 5, Mission 2: Topside. ******************************** Ah, the sweet taste of freedom! Your objective here is to escape Branson Military Base and return to the Church. General Ross has a lot of troops waiting for you. For starters, there are numerous Bradley fighting vehicles coming out of the bunkers on either side of the Vault's entrance. A flight of three Comanches is overhead, and once they're down six Missile Soldiers will man the rooftops. Use your fast movement and combat abilities to smash all of these- only the Bradleys respawn and you can destroy plenty of them easily to rack up a lot of Smash Points. The rocks and vehicles in the area make handy projectiles, and you can turn the big trucks into Shields. Get a Shield and smash down the antenna generating the forcefield once the area is relatively clear of enemies. You should easily be able to keep your distance from any remaining Bradleys- as necessary cut their numbers down. There are two more antennas on the other side of the forcefield and you'll need to throw your Shield through it to hit them. Once the forcefield is down move on! Two more Bradleys and two Comanches are in the canyon ahead waiting for you. Destroy them and grab the many green orbs the forcefield antennas left behind. On the cliff wall near the next forcefield are two more Bradleys. Bust them up and then start smashing antennas. Two are on your side of the field atop the wall's towers and two more are on the other side- again use a thrown Shield to hit these. A Bradley's corpse makes a nice one. Once this forcefield is down you have reached a Checkpoint. A duo of Falcon Strike Fighters is coming in now- pummel them with Air Combos before advancing. If you need space to maneuver the canyons behind you and the arroyo ahead (where you retrieved the neural interface in Headhunter) are great places to make your stand. Punching back enemy missiles makes your point in the best manner and you can also knock down the metal power poles and throw them like spears. Advance into the outer base area and you'll spot an MRLS on the cliff wall near you. Get up there, smash it, and retool yourself a Missile Pack. The base itself is defended by Missile Soldiers, another MRLS on the cliff wall, Bradleys, and two more Falcons. Destroy all of these using the many weapons scattered about. The next forcefield has all its generators on the other side of the tunnel, so you will need to hop up on the canyon wall with an object in hand, leap up, and chuck what you've got at them. Once the field is down, advance into the forward base. The area here offers plenty more weapons, so turn them on the four MRLS tanks protecting the next forcefield. Two Falcons show up once they're down- retool a Missile Pack and use your shots' homing ability to down the Falcons and the forcefield's antennas. Again, both of those are on the field's other side. Your movement into the Badlands canyons is harried by five more Falcons and a trio of MRLS tanks set up near the Restricted Area 102 Jump Point. Using Missile Packs and Cyclone Skyjacking the birds when they get close is the best way to clear out this bunch. Use the Jump Marker to reach the Church once you can escape. There, Banner confronts Samson, who apologizes for his betrayal. He also reveals that he took advantage of his time with the Division- he stole another vital machine component you needed. Time is short, so Banner decides to trust his friend again for now. Save your game and prepare for the next chapter. ********************************** Chapter 6: To The Devil His Due. ********************************** The text recap may make you think you're in serious jeopardy in this chapter. This is close to the truth, but you do still have a chance to fight back. It is time to complete your machine and take the Devil Hulk on. As usual, buy and practice all the new moves available- this is the game's last set. Buy Double Super Air Dash to greatly increase your speed and range of Air Dashing and Power Surge Level 3 to up your life bar to its maximum level. Super Shockwave Smash is an excellent attack for demolishing buildings and tanks. You can also review the new Blonsky Files to get some more inisghts into Abomination's quickly deteroriating mind. In freeroam, you will find even more enemies, haunting the City and Badlands- including Hulkbuster Infantry Units and Howitzers. Falcons and Destroyers have also joined the Strike Teams. Get as many Smash Points as you can from these encounters and use them wisely. When you're ready, save and return to the Badlands. *************************************** Chapter 6, Mission 1: Strange Cargo. *************************************** This is your third to last Badlands mission- in it you will retrieve the last two parts for the machine that will let you confront the Devil Hulk. This is a very tough assignment, in part because one of the devices you need is inside Branson Military Base and the defenses there have been improved somewhat since you escaped the Vault. To get in, Samson proposes a cunning plan that is very out of character for Hulk yet funny as all-get-out. Hulk will sneak into the base disguised as a transport truck! Okay, sure, Sammy, whatever. Three military trucks suitable for Samson's plan are in the supply depot next to the Badlands town. They are guarded by four Hulkbuster Infantry mechs and a Howitzer. Draw out the mechs first- they have been upgraded and now even more fast on the hover and the attack. The Howitzer won't join in if it's still behind the base wall and is easily taken out once it's alone. Keep your distance on it and concentrate on one Hulkbuster at a time. Once all your foes are dead, take care of that approaching Comanche- many nice projectiles are scattered about. Now grab a truck and proceed into the canyon. You can do what Samson suggested or break into the base as normal- either way the result will be the same. On the way there you will meet some more MRLS units. Set the truck down before taking them on. You will soon see a yellow box ahead of you- step in there and weaponize the truck into a disguise if you're interested in Samson's strategy. With this truck suit on, Hulk can move around the base unmolested and even walk through the forcefield between you and the part you need. You'll have to break out of the truck to pick up that part though and once the jig is up the enemy will swarm on you by the dozens. Many players have been overwhlemed. Okay, now that you've been warned, go ahead and try that if you feel you have the combat skills. I will write this strategy as if you were just busting into the base as normal. Expect to handle the listed defenses in reverse if you are following Samson's plan. As always, you want to destroy as much of the things in your way as possible before escaping with the regulator. One note- if you attack the base's defenses without a disguise you will not be able to retreat and retool one. Hulk can not get into the base disguised as a truck when it's already on alert. So it's either one plan or the other, you can't use both. Given that, are you ready? Okay, time to take on the base's defenses. The forward base is protected by several MRLS tanks, a Howitzer, and Hulkbuster Infantry. The MRLSes respawn every time you come through here, so concentrate on keeping the battle in the forward base area while taking the first group and all non-respawning enemies out. Then as necessary, smash the MRLS tanks again. Ahead of you, you'll see the tunnel has been blocked by a blue forcefield. Grab a Missile Pack and leap up on the canyon wall, jump, and throw missiles down at the antennas like you did in Topside. Note- if you're already on the other side of the field due to a disguise, you can just walk up to and smash the antennas without any trouble. Boo ya. The base ahead is protected by Hulkbuster Infantry and Comanches. Lure them out and fight them in the forward area. You may also need to wreck the MRLS trucks there again. Proceed through the now-open tunnel once the way is clear. Inside the base is guarded by two more MRLS tanks and a lot of Hulkbuster Infantry. Take the Hulbusters out and don't worry, there are a lot but the number is finite. Once they and the MRLS are down, two more Comanches fly in. Destroy them, and you only have to deal with respawning Missile Soldiers. Beat up as many as needed and grab the regulator atop the airfield's control tower. Quickly take it back into the forward base and set it down- you'll need to clear out respawned MRLS and at least one more Hulkbuster. Now retreat to the Restricted Area 102 Jump Marker, setting down the regulator again and fighting as needed on the way- more MRLSes and a Comanche will show up. Return to the Church and drop the regulator off in the waiting yellow box as soon as the way is clear. Checkpoint! Now for the hard part, which in my opinion should really have been a seperate mission. Jump back to the Last Chance Cafe and head into town. You'll soon find the final part you need (yellow circle) sitting all by its lonesome self in an empty parking lot. If this doesn't scream trap to you, you must be an idiot! And indeed it is a trap, because as soon as you get close to that part a forcefield goes up around you and Hulkbuster Infantry come swarming in. If you're trapped, the only source of life or projectiles to throw through the field at its four antennas is the enemies and they will be hitting you hard in this small area. Fortunately many strategies are still available to you if you know the field is coming. You can bring a Missile Pack (from the MRLS tanks destroyed previously) or a Shield in with you, though the latter will quickly be destroyed by enemy fire. You can also bring in a Ball and Chain, which allows you to strike right through the forcefield and knock those antennas out. By far the best option, though, is to not be in the field at all when it goes up. Yes, you heard me right. You can trigger the field by damaging the part you want with thrown objects. The Hulkbusters will come out as normal but now you have a much larger area to duel them in. Just don't jump or get knocked into the field area by accident- you will then be trapped. If you managed to stay outside the field, repeat a hit and run attack on its antennas, retreating whenever the Hulkbusters swarm too close. Use every combo and other move you've mastered so far to beat back the hordes. If you're inside, knock down the Hulkbusters swarming and take out those antennas as quickly as you can. It helps a lot to have one already targeted when you grab a Hulkbuster to throw. Once the field is down, by whatever method, you can pick up the power regulator. Make sure you take out as many Hulkbusters as possible first- they will keep respawning for some time especially at higher difficulties. Once you are able grab the regulator and head for Verdugo's Pass or the Last Chance Cafe Jump Markers. If you head for the latter, six Comanches will join the respawning Hulkbuster pursuit. Keep moving fast and prioritize escape over combat- the part may have already been damaged and you don't want to have to bust down that field again. Once you have escaped the Badlands, put the part down in the yellow box by the Church. Mission Complete and time to save. ******************************************** Chapter 6, Mission 2: Freedom's Swansong. ******************************************** Okay, the machine is almost finished. Trouble is, General Ross has orders from his masters to deny you access to all the technology you'ev stolen with extreme prejudice. He's sending a battalion of Abrams tanks and Hulkbusters with Falcon air support to destroy the Church and the Hulk with it. Even if Samson finishes the machine, you will not be able to confront the Devil Hulk during a siege. Thus you must meet the battalion of enemies head on and defeat them all! This battle makes the Church area quite different. All the buildings are destructible now, the Church especially. It has six life bars, but will quickly fall to enemy cannons if you don't stay on your toes and beat them back fast. Vehicles are parked in the area for use as Steel Fists, Shields, or projectiles. You can also find power poles and girders to use as clubs/spears, and the newly opened gas station in the area has several large exploding fuel tanks. Destroyed enemies are also a good source of weapons and your only source of green orbs. You've got four waves to defend against, each very dangerous. Purchase and master all the moves you can before the battle- in particular air combos, Hammer Toss, and Critical Pain. When fully prepared, use the green star near the Church to start the mission. The first wave is the battalion's air support- two Falcon Strike Fighters. These will circle the Church executing some amazing acrobatics and then come in with guns and missiles blazing. Stay on the roof at first and jump down to engage when the jets get close to you. They favor attacking the Hulk over the Church after their initial strafing run, so you want to lead them away from it and use projectiles and air combos to quickly take them down. Save the projectiles, though- a lot more enemies are coming. Once both jets fall, quickly grab a Shield and all green orbs available- the next wave comes down the road immediately. It consists of two Hulkbuster Infantry Units and four Abrams tanks. The Hulkbusters will pile on you to keep you occupied, while the tanks mass to fire on the Church after busting down its gates. Having a Shield enables you to take all the enemies out quickly while protecting yourself from their fire. Stay on the road as much as possible- once the majority of this wave is down its second half appears. This group consists of a Hulkbuster Titan and two more Abrams. The Titan has a lot less life than the one you fought in Turning Point, and it will not use its machine guns, jumping ability, laser weapon, or missiles. Instead it advances straight down the road towards the Church, firing its tank cannons as it comes. You can't do anything about the cannon blasts, but you need to have the Titan destroyed as soon as possible. If it reaches the Church, it will start to unload stomp and pile driver attacks on the foundation, depleting half a life bar with each hit at the very least. Thrown objects (fuel tanks and boomerang Shields) work better to wear it down than Air Strikes/Cannonballs- as before, the Titan will swat you away with a shockwave attack anytime you get close. The best way to stop the Titan is by throwing the Abrams with Hammer Toss, as before they do terrific damage. You can also get close to it and apply Critical Pain if your power is high enough- this attack will take off most of the mech's life. Remember to go for the body over the shoulder weapons- this Titan is not using its special attacks and you don't want to waste time. Concentrate on toppling the Titan and finish off the rest of the enemies once it's demolished. Hopefully the Church still has a lot of health. Once neutralized, the Titan takes a long time fully collapsing, so use the brief respite to get your health up and arm yourself. The third wave comes down the same road as the last- it consists of two Hulkbuster Infantry and four Abrams. Don't let the Infantry get near the front of the Church- they can do as much damage as the Titan can with his stomps by firing directly through the stained glass windows at the delicate electronics inside. Destroy them and the Abrams, and then the final wave appears. This one consists of two more Infantry mechs, four more Abrams, and another Titan. They use the same tactics as previousw aves, and as before, you want to topple the big mech before it reaches the Church. Since most of the Abrams come in behind it, though, using Hammer Toss is a bit trickier here. The tanks in both these waves will run you right over in their rush to gang up on the Church- grab one quickly and spin it around to damage others nearby. This is also an excellent method to pound the Titan if he's close to you- it will not counter with shockwaves. The big mech still advances though, so release your Hammer Toss as quickly as you can. Once this wave is eliminated, it's Mission Complete and time to save. ************************************ Chapter 6, Boss Battle: Crossroads. ************************************ You go straight into this mission after completing the last one- no chance for free roam between them. Banner wants to handle the Devil Hulk before Ross sends any more troops, I guess. Samson still isn't sure he even believes in the Devil Hulk's existence, but he will do whatever he must to aid his friend. Banner is hooked up to the machine, and in a trancelike dream world, he confronts the monster inside him. How?, you ask. The same way he's confronted all his enemies so far. Devil Hulk is the largest foe in the game, but taking him down isn't as hard as it seems at first. The creature has five life bars on Easy, and except for the special grapple moves he is damaged by all of Hulk's attacks. Critical Pain and rapid damaging combos are your best moves- though don't bother trying to knock him down. That's not going to happen. Weapons and projectiles are out too, there really aren't any to use in this dream world. Instead Hulk must pound the monster seeking to replace him right out of his mind. Devil Hulk has two routines he uses- inside the pit in the middle of the screen and outside it. Inside the pit he is surrounded by an impenetrable forcefield and will merrily try to slap and grab you while you jump around dodging his blows. He can cause rock spikes to erupt from the ground as well- be sure to stay mobile and dodge these. To get him out of there smash all of the crystal eggs that appear around the pit. You get green orbs from each of these and when all are gone Devil Hulk comes out to get you. He's far more dangerous now, but at least he can be damaged. Pound on him with all your might, jumping around constantly to avoid his slams, grabs, and stomps. Outside the pit his grab attack will be to throw you to the ground and sumo dive on top of you (very damaging, no counter) or simply to toss you away (a quick Air Recovery as you fall and moving away from him is best after this move) while inside the pit he will throw you into his mouth and bite you until you manage to win the struggle and escape. Again, the key to breaking a grab is rapid taps of the attack button. Keep your life up by getting green orbs whenever possible. Remember- you are much faster than the Devil Hulk even though he is larger, his attacks are more damaging, and he has a lot more life. You can combo, weave, and dodge- and he can't. He doesn't block either. Wear the Devil Hulk down and keep on it. You can Hitchhike him if you want to, but he will grab you off quickly and do one of his super moves so I don't recommend it. Periodically throughout the fight his ring of crystals will reappear and Devil Hulk will stop attacking and try to go back into the pit where he can regroup while invincible- pound on him as much as possible before he gets there. If you are relentless and quick enough in this fight, you will take him down. Once you win, the Devil Hulk dies surprinsgly easily. With this threat gone from his mind, Banner can now live in more peace than he could before. Congratulations. Save your game. ***************************************** Chapter 7: The Garden of Good and Evil. ***************************************** You have now reached the game's final chapter. No new moves to purchase, but there are more new Blonsky Files so you can see more of the psyche of your most dangerous remaining enemy. That's right- in this chapter you're going to finish off the threat posed by the Abomination. Hulk won't be able to run free in peace as long as Blonsky's around, and the City is in danger too. It's hero time. You can now free roam again, though it has become a little more dangerous. Hulkbuster Infantry mechs patrol the City, and there are a lot of tanks and aircraft roaming the Badlands. If the response meter gets to full, you will get a strike team of two Destroyers and a bunch of Infantry (in the City) or a whole carrier wing of Falcons and Comanches (in the Badlands) to play with. This will remain so even after your finish off the game's last few missions. Challenges and Smash Point Collectibles stll abound, as well as opportunities to collect stuff. So rack up your score, and use the points to purchase all the moves you can and master them. You won't need any more for the final boss battles than what I've recommended for previous fights, but make sure you have it all. ********************************** Chapter 7, Mission 1: Intercept. ********************************** After the text recap, you are free to wander about the game's landscapes. Sometime, though, you will want to activate the new green star near the Badlands Restricted Area 102 Jump Marker. This mission is one of two that happen one right after the other- in them, you must track down and confront Abomination. You also will discover the real reason why Blonsky's been after you, and the secret behind Mission Directive. Ready? Okay, let's go. The mission begins with a creepy cutscene in which Blonsky, hiding in a Badlands cave, argues with his inner demon. He rages that he wants his life back, he doesn't care about his new power. The Abomination lashes back, saying that the world is against Blonsky, the mindless beasts Ross and Banner have been hurting him, and only now does he finally have the ability to fight back. And fight back he must- they've taken all Blonsky's political connections and his career away and now they're going after his precious Mission Directive. The very thought of Mission Directive in danger is enough to make Blonsky transform, and Abomination is soon headed right for Branson Military Base and the Vault. After Samson picks up radio transmissions from the base about the attack, Hulk follows his foe in order to stop Abomination and learn just what Mission Directive is. This mission is a bit easier than many previous ones, but it's only a preview of what's coming. As you head into the base, you will hear several transmissions indicating Abomination has already attacked Branson and decimated Ross's forces. The smoking ruins of several watchtowers and buildings in the base is strong evidence of this also. You'll soon meet some forces fleeing the Abomination- You can beat them up if you want, but they'll be more concerned with escaping than fighting you so it may be best to let them go on by. The group consists of Howitzers and Comanches- if you do destroy them be sure to make a Shield from one of the tanks. Inside the base, a lone MRLS tank is guarding the entrance. Take care of it and head for the tunnel. You'll see much evidence of Abomination's rampage all around. Two more MRLS tanks are just inside the inner base area. Use your Shield to block their salvos while you take them out. You'll also meet up with some more Howitzers fleeing the Abomination. Take them out if you fancy it or if they start to open fire on you and keep going on towards the Vault. More Howitzers and MRLS lie in your path, and when you reach the first blue wall you'll face a squadron of retreating Comanches. Just behind the wall are two more Howitzers up on the cliff. Mop up the few foes there are and keep moving forward. When you finally reach the Vault entrance, you'll find one guardian of the place still standing- a giant Capture Warden. You have to down the big mech to get into the Vault, so get to it. This guy has the same attacks as the last mech of his type you fought, only this time you have a much wider and well-equipped area to fight in and he has no allies. Use hard fast combos and projectiles to destroy the mech. After depleting his four life bars (yep, this giant Capture Warden is tougher than the last model), step onto the Vault Entrance and Hulk will automatically head inside. You quickly find Blonsky, who has reached Mission Directive. **BIG SPOILERS** Surprisingly, you find him holding a horribly disfigured woman in his arms. It seems Blonsky's pregnant wife developed ovarian cancer- he was trying to cure her with gamma radiation treatments but these caused terrible mutations rather than help. Thus he's been after a creature who has grown stronger through gamma mutation instead of weaker- Hulk- so he may study that creature and try to find a way to help the woman he loves. Banner understands this, shifts out of Hulk form, and tries to comfort Blonsky, but his wife is already dead and now rage at his own deformities and revenge on the man who created gamma mutation research in the first place are all the Division's crazed director has left. Blonsky again turns into the Abomination and vows to wreak a campaign of destruction the likes of which no one can survive. ***************************************** Chapter 7, Mission 2: Hell Hath No Fury. ***************************************** You go straight into this mission after the last one, with not even a chance to save. Abomination has left the Vault, and Hulk has followed. Your foe is not looking to battle you immediately- like many great villains he would rather enjoy the suffering of thousands instead of just one, even when that one is his greatest enemy. The death of Hulk will delight Abomination, but the psychological trauma Banner and many others, including General Ross, will go through if the City is destroyed, will be even better. Thus Abomination is trying to escape Branson Military Base and strike at the City's dam, hoping to create a flood nearly equal to Hurricane Katrina. You, as Hulk, must stop him. For once, you will not be alone. You may notice Abomination has somehow grown bigger and meaner since your last encounter. Thankfully he's not any more aggressive, but he's still tough to beat. He has all the same combos and blocking abilities, and though he won't be grabbing anything here he still can put up a heck of a fight. You need the Hitchhike ability to grab him now, and he can counter it with a nice wrestling reversal. Your special grabbing moves aren't useable on a foe so big, so I recommend not bothering. It is also going to be hard to grab Abomination since he's moving so fast in this mission. He's not jumping around as you should be to keep up- just running, but that alone is pretty fast. His course takes him through Branson Military Base and then around the central Badlands canyons, up and down several mesas, and ending at Verdugo's Pass. He will stop at several points and you'll have to beat him up to get him to run off again. Only concentrate on pounding him at these points- he's moving too fast to take a lot of damage during the chase and you're not going to beat him here anyway. Thrown objects will slow him down a little, but you can't really damage Abomination except when he pauses to fight. More of concern to you than Abomination is the great amount of vehicles the military is sending after both of you. Ross has rounded up his remaining forces and summoned a lot of reinforcements. Ross is really mad that the two of you did so much damage to his base, and he's not about to let you run loose in the city- thus the military have orders to destroy all dangerous mutants in the area even though they're not sure whether to attack Hulk or Abomination first. Their attacks can't slow Abomination down any more than yours can, but at least they're going to help a lot in damaging him when he pauses. Stay close to the big oaf- the military seem to target him more often when you're nearby. You mainly want to concentrate on attacking your nemesis here by the way- the supply of military forces is nearly infinite. If they're bugging you too much or you need green orbs for your life bar, smack them down. Otherwise continue on pursuing and attacking Abomination. As far as enemy forces, you don't have any Hulkbusters to worry about here- just tanks and aircraft. Because of their speed and chase ability, the latter are your main concern. Abomination runs off at the beginning of the fight, daring you to pursue him if you "have what it takes." For pursuit your best tactic early on is jumping along after him, jumping again whenever you hit the ground. Use Air Dashes to gain distance, and follow the green circle on your minimap if Abomination gets too far ahead. If you spot a truck and have the ability, grab that truck quickly and Shield Grind. You will gain a speed advantage on your foe, and be able to knock tanks out of the way with your momentum. You can also Shield Grind Kick the board at Abomination to do some great opening damage whenever he pauses- I highly recommend this. Throwing a charged object at him whenever he pauses (you can charge while jumping and carrying something does not Hulk slow down in the least) is almost as good an opening shot. Grab green orbs during the chase to keep your life high also- you'll spot many on the canyon walls and roads. Ross's troops start their pursuit almost immediately after you pass the first blue wall outside the Vault entrance- they come in the form of missile-firing Comanches and Falcons. There are also MRLS tanks on the canyon wall launching salvos- stay ahead of them and keep after Abomination. As you pass the second blue wall and dash through the base, Howitzers will also move to engage him. Their fire is easy to dodge and Abomination's moving a bit too fast for you to pull off a Hammer Toss his way, so keep moving. Abomination runs through the tunnel, then pauses for the first time in the forward base area. His green circle turns red, and you must deplete three of his many life bars to make him keep running. The military will help here- stay close to Abomination and jump around while they whittle him down. Use the attacks I suggested earlier to pour on some pain of your own. You can get a Ball and Chain from the crane in the forward base area and there are also plenty of things to throw. For a tactical move, leap up and grab some of the pursuing aircraft and Target Kick them at Abomination. This will damage him and help keep off the flies. He will be looking to smash the tanks and aircraft as much as you will, so distracting him with your own attacks while they move in for the kill is also a good move. More foes, including MRLS tanks, come out of the tunnel and the base's buildings during the battle. A Missile Pack is as effective against Abomination as it as against anything, but a better tactic with one is to use it to take out several aircraft and grab their green orbs so you can get into Critical Mass. Then get close to the big oaf and unleash your most damaging attacks on him. He likes to slap you away and pound the ground a lot when you're nearby, so do them quick before he counters and strikes you. When the three bars are depleted, Abomination runs on. Again, concentrate on staying on his tail rather than engaging the pursuing military. Pick up green orbs along the way to recharge your life. Ignore the Jump Markers- you need to stay near and engage Abomination. If you get lost, the huge craters he leaves as footprints provide a handy trail. Grab stuff on the way in preparation for the next battle- just be careful the missiles of pursuing enemies don't knock it from your hands. Abomination's next pause comes just south of Goliath Bluff. Here he only has one life bar, but you have a smaller area to fight him in. Jump around near the big oaf and let the jets do most of the work while using combos to take his life meter down. Soon he'll run on again, this time headed west through the canyons. Falcons and Comanches contuinue to pursue in the air, and Howitzers are moving all around the canyon to engage you. Elude or destroy them and keep following Abomination. Some more MRLS units are waiting near the oil field in the canyon's centr, so get ready to dodge their guided missiles once again. Fortunately Abomination will help out here, both by smashing whatever's in his path and giving the enemy another target. So stay close. He'll stop in the oil field and grow three more life bars, so use the many fuel barrels and rocks around you to pound on him while the military keeps up their attack. Their firepower is only increasing, so Abomination should be hurt quickly and badly. No matter what Ross and you do, though, it ain't stopping Blonsky. He takes off again once his life bars are diminished, so resume your pursuit. Abomination shows off some Hulk-like jumping skills here, leaping over and crushing whatever tanks try to stop him. General Ross gives a resounding speech (my favorite lines in the game, by the way) and then Abomination stops again near Verdugo's Pass. He has four life bars this time, and all must be depleted. Not many rocks or other objects are in the area, but the military pursuing you can easily be used against Abomination with skills like Hammer Toss, Target Kick, and Shield. Be sure to grab green orbs throughout the fight and keep piling combos on him. Abomination finally gasps in pain and goes bounding out of the mission area. Catch your breath, and use your last chance to save and buy new moves. The green star for the final mission is available near Verdugo's Pass whenever you're ready. ******************************* Chapter 7, Mission 3: Endgame. ******************************* This is it. The final battle. Hulk has tracked Abomination to the city dam, and must stop him from destroying it. The big oaf has a bar more life than Devil Hulk (six bars total), and twice the anger. He will use all the same attacks from the last mission and also slam you into the dam wall and unleash heavy pile driver punches on you. His grab attacks are particularly painful, though most are breakable with a struggle of fierce button-pounding. Green orbs are scarce in this fight- there are many at the top of the dam but you have to run up there to get them. There are plenty of weapons around fortunately- the power poles in the arena make nice clubs, you can throw containers, and the vehicles can be thrown or weaponized. You can also get pieces of concrete from the dam periodically. Just be careful picking stuff up- Abomination is quick to attack you if he sees you grabbing stuff and make you drop it if he's not otherwise occupied. He can also very effectively block and dodge your blows. As with your previous battle, you constantly want to vary your attacks. There are two saving graces in the battle. First, General Ross's forces are still in the game, though not as much as in the last mission. He's sent several squadrons of Falcon Strike Fighters to attack the two of you while the rest of his troops try to evacuate the city. The jets will be after Hulk as much as Abomination, but at least you have more experience dealing with them than your foe. As you did in the last misison, stay close to Abomination so the jets target him more often and leave them around to fight him unless you need life or they're bugging you too much. Abomination will not dodge or block their attacks as much as he will yours, but you still need to do most of the damage. The other saving grace in the fight is that your foe is trying to destroy the dam as much as he as you. There are four generators he must tear out of the wall to break the dam open and he will periodically break off combat with you to strike at them. The mission is failed if Abomination destroys the dam, but while he's attacking a generator you can take time to regroup, grab green orbs, and unleash some powerful combos on your foe while he's too occupied to block or counter them. Each generator can take quite a bit of damage, so you have a lot of time to unload on Abomination each time he goes for one. You can even cause him to drop a generator on top of himself if you hit him hard when he's pulling it out of the wall- Abomination will take a ton of damage from the electric shock and falling masonry every time you do this. You can't do it too often though, as every time you do that's one less generator the dam has. Even with these saving graces, you still are battling both a hidden time limit and a very dangerous foe who will be all over you when he's not all over the generators here. You need to keep your head in the game and fight tactically. So what are the best moves to use? I have heard many suggestions, all equally good. You can Wall-Run to the top of the dam and come down on Abomination with Elbow Drops, jump up to grab jets out of the sky and Target Kick them at him, and if you can get into Critical Mass unleash Hulk's ultimate Critical Pain attack. Each move is difficult to pull off for most of the battle because Abomination is on you like Ali on Foreman but if you are quick and skilled enough all are doable. If you can't get into Critical Mass or escape Abomination long enough to grab a jet or run up the dam, you're best off using damaging combos like Headbutt, Rapid Punch Burst, and Slam Kick. I don't recommend Shockwave and Ground Smash attacks- Abomination can avoid those easily by jumping. Rising Upper and similar attacks damage your foe, but they won't knock him into the air. Air Stomp is also ineffective here, if you're still even using it. Hitchhiking is still doable, but he can still counter it and throw you off quickly. Leaping up and coming down on your nemesis in a Drop Kick or Tornado Frenzy works great. If there's a jet nearby, Air Spike it into Abomination to hurt him pretty badly. Another great weaponizing tactic is to throw an object down at him from above. You can put on Steel Fists to up your punching power, but a Shield works better since it will also defend you while you pound Abomination with it. Throwing your Shield at Abomination, catching it on the return, and throwing it again is as effective at wearing down big foes here as it ever has been but Abomination and the Falcons may not let up on you with their attacks enough for you to pull that off much. Whatever you do, watch your life bar. Abomination can deliver quite a pounding, and those jets aren't going to make things easier. Retreat whenever possible to regenerate and grab green orbs, then come back and pound on your foe. In particular, go after him when he's damaging the dam for the reasons I explained previously. Stay on your toes and strike him hard when he's coming after you. When he falls, enjoy the short, sweet, and somewhat predictable ending.
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