Million Hooters
Million Pixels - Million Hooters
Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter I » Incredible Hulk, The: Ultimate Destruction - Strategy Guide (Page 03)

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.

« Previous PageNext Page »